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f13.net General Forums => Star Wars: The Old Republic => Topic started by: Jayce on October 22, 2008, 12:54:54 PM



Title: SWTOR
Post by: Jayce on October 22, 2008, 12:54:54 PM
I haven't really been following this too closely, but I also havent' seen the announcment posted here:

Quote
   It’s a very exciting time at BioWare as today we are announcing one of the most anticipated Massive Multiplayer Role Playing Games (MMORPG), Star Wars™: The Old Republic™.

http://www.swtor.com/ (http://www.swtor.com/)


Edit: damn, it was buried in the other thread.  Den me!
edit: ok don't den me.  Also link fixed thanks to EWSpider


Title: Re: SWTOR
Post by: LC on October 22, 2008, 01:07:44 PM
Needs a new thread anyway.


Title: Re: SWTOR
Post by: Brogarn on October 22, 2008, 01:10:19 PM
Needs a new thread anyway.

I kind of thought the same.


Title: Re: SWTOR
Post by: fatboy on October 22, 2008, 01:23:09 PM
agreed.

wish I could go to the link, but alas, I am at work    :tantrum:


Title: Re: SWTOR
Post by: EWSpider on October 22, 2008, 01:23:56 PM
That link didn't work for me, try this one:

http://www.swtor.com/

The game looks really bland and uninteresting from what I've seen so far, but I'm more interested in whether or not they used the Hero Engine and how that's working out for them.


Title: Re: SWTOR
Post by: Venkman on October 22, 2008, 01:25:08 PM
Here's what we know so far (http://forums.f13.net/index.php?topic=8738.945):

1) No combat details
2) No class progression details beyond it being personal story arcs at first/for awhile (implication is AoC Tortage)
3) NPC henchmen are in. You can socialize with them in various forms including furry stuff romance.
4) Graphics are way early but not inspiring. Example 1 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113627678.jpg). Example 2 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113635115.jpg).
5) No idea on schedule.
6) No idea on beta.


Title: Re: SWTOR
Post by: Slyfeind on October 22, 2008, 01:30:00 PM
I don't know what a "story-based MMO" entails, but that doesn't sound very fun.


Title: Re: SWTOR
Post by: Soln on October 22, 2008, 01:37:17 PM
from Darn's good list and the opinions in the other thread it sounds very very GW-like.  Which is very surprising and disappointing.

This is EA and they are not big on risk.  But they could've given WoW a run for its money if was a full MMO, not just a hub&spoke online story board.

But wait and see. 


Title: Re: SWTOR
Post by: Mrbloodworth on October 22, 2008, 02:12:40 PM
I don't know what a "story-based MMO" entails, but that doesn't sound very fun.

Unless its voiced over, it means more text to skip and hit "Accept".


Title: Re: SWTOR
Post by: Goreschach on October 22, 2008, 02:16:51 PM
I don't know what a "story-based MMO" entails, but that doesn't sound very fun.

Unless its voiced over, it means more text to skip and hit "Accept".

You know those unskippable cutscenes whenever you make a new character in WAR?

It'll be like that after every quest.


Title: Re: SWTOR
Post by: Tige on October 22, 2008, 02:27:36 PM
Unless its voiced over, it means more text to skip and hit "Accept".

Options/Sound/Disable Voice Overs

I learned that after one trip through town in eq2.


Title: Re: SWTOR
Post by: Venkman on October 22, 2008, 02:40:09 PM
hub&spoke online story board.

That's a cool way of saying it. I may need to steal it :-)


Title: Re: SWTOR
Post by: Azazel on October 22, 2008, 02:42:21 PM
Not even worth speculating or talking about at this stage. Really. Think of all the shit that other MMOs promise at that initial press release to be part of the game at launch. Hero classes? (WoW) Dogs of War to balance RvR? (WAR) etfuckingcetera.

Expect one part KOTOR and two parts WoW with less polish than the latter and a minimum 6-month-release pushback. Wake me this time next year. Or in 2010.



Title: Re: SWTOR
Post by: AngryGumball on October 22, 2008, 03:05:08 PM
Dogs of War to balance RvR? (WAR) etfuckingcetera.




Yeah that one really had me sold on WAR something I was interested in I was suckered.


Title: Re: SWTOR
Post by: Comstar on October 22, 2008, 03:59:23 PM
They should have called it SWOTR instead: Secret Weapons Of The Republic! SWotR is a much more snappy acronym.

So, we get ANOTHER Star Wars game, that has no starship combat.


Title: Re: SWTOR
Post by: Lantyssa on October 22, 2008, 04:23:52 PM
I wouldn't bet on that.  They know it was idiotic of SWG to ship without space, and I rember a job posting in the other thread about them looking for people who have worked on space sims.  It was one of the earliest clues this was going to be Star Wars.


Title: Re: SWTOR
Post by: TripleDES on October 22, 2008, 04:25:48 PM
There better be some F13 exclusive beta invites...


Title: Re: SWTOR
Post by: Checkers on October 22, 2008, 04:48:06 PM
Ugh.  Again with two factions . . .


Title: Re: SWTOR
Post by: tmp on October 22, 2008, 05:12:33 PM
Ugh.  Again with two factions . . .
Well, it *is* Star Wars. You're either with Yoda or against the wall when the furry wookie revolution comes.


Title: Re: SWTOR
Post by: Cadaverine on October 22, 2008, 05:24:24 PM
I want to be excited, but I'll be damned if I can summon any interest.  Maybe when they have something playable, and it doesn't turn out to be another boring grindfest full of amateur hour cock-ups at every turn.


Title: Re: SWTOR
Post by: Ingmar on October 22, 2008, 05:26:55 PM
Bioware saved Star Wars for me once already, so it will take a lot of disappointing news and schedule slips and feature cuts and the like to burn through their buffer of  :heart: :heart: :heart:.

Given that this is an early MMO announcement though, I won't rule it out.


Title: Re: SWTOR
Post by: taolurker on October 22, 2008, 05:28:13 PM
Ugh.  Again with two factions . . .

One of the factions is the Sith, whom there was only ever supposed to be two of.

After I post this, I am forgetting this game exists.


Title: Re: SWTOR
Post by: NiX on October 22, 2008, 05:44:23 PM
This is EA and they are not big on risk.  But they could've given WoW a run for its money if was a full MMO, not just a hub&spoke online story board.
I thought they started this pre-EA?


Title: Re: SWTOR
Post by: Triforcer on October 22, 2008, 05:46:26 PM
Ugh.  Again with two factions . . .

One of the factions is the Sith, whom there was only ever supposed to be two of.

After I post this, I am forgetting this game exists.

Oh no you din't.  Anyone want to take this one? 


Title: Re: SWTOR
Post by: WindupAtheist on October 22, 2008, 06:08:13 PM
I'll do it. I suppose it's only right.

The Sith Order only instituted the "Rule of Two" in the aftermath of the Seventh Battle of Ruusan, when Darth Bane betrayed and annhilated the existing Brotherhood of Darkness, about 3000 years after the KOTOR era and 1000 before the movie era. Prior to this, the Sith had numbers roughly equal to the Jedi. While the Jedi have always basically been the same, the Sith have gone through a number of die-offs and resurgences, with the title "Darth" dropping in and out of use and the structure changing drastically more than once.

Now you know, and knowing is half the battle. This message brought to you by the f13 resident Star Wars dork.


Title: Re: SWTOR
Post by: Hayduke on October 22, 2008, 06:23:24 PM
Not even worth speculating or talking about at this stage. Really. Think of all the shit that other MMOs promise at that initial press release to be part of the game at launch. Hero classes? (WoW) Dogs of War to balance RvR? (WAR) etfuckingcetera.


Have they even reached that stage in development where they overreach and overpromise ground breaking features yet?  Cause I don't see it based on the announcements so far.  While it's fun to snicker when OMG GREAT STUFF gets scaled back or cut entirely until the game is eventually released as a dessicated clone of a 10 year old game this announcement seems kind of conservative and meh-worthy.


Title: Re: SWTOR
Post by: Venkman on October 22, 2008, 06:33:32 PM
Now you know, and knowing is half the battle.

Wrong IP!  :grin:


Title: Re: SWTOR
Post by: ajax34i on October 22, 2008, 06:57:52 PM
Example 2 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113635115.jpg).

Those lightsaber hilts are freaking huge.  It's like they're holding champagne bottles with beams coming out of them.


Title: Re: SWTOR
Post by: Ratman_tf on October 22, 2008, 08:19:23 PM
They should have called it SWOTR instead: Secret Weapons Of The Republic! SWotR is a much more snappy acronym.

So, we get ANOTHER Star Wars game, that has no starship combat.


Star Wars Battlefront.

Republic Commando. (? Did they have space pew pew in that? I only played like the first few levels.)



Title: Re: SWTOR
Post by: Taonas on October 22, 2008, 10:51:40 PM
By the 2 screenshots posted, it looks like there going for subscriptions rather then graphics.

It looks like the WoW engine, but with starwars models.

Crap graphics + simple gameplay seems to be the way forward in the MMO gaming market.


Title: Re: SWTOR
Post by: Wasted on October 23, 2008, 01:41:16 AM
How dare they chase those pesky subscriptions. :awesome_for_real:


Title: Re: SWTOR
Post by: DraconianOne on October 23, 2008, 01:46:42 AM
They should have called it SWOTR instead: Secret Weapons Of The Republic! SWotR is a much more snappy acronym.

So, we get ANOTHER Star Wars game, that has no starship combat.


Star Wars Battlefront.

Republic Commando. (? Did they have space pew pew in that? I only played like the first few levels.)


Battlefront didn't. Battlefront II did but it was pretty arcadey and not so much on the X-W:A sim side.

Republic Commando didn't. On the other hand, it did have big explosions.


Title: Re: SWTOR
Post by: Tarami on October 23, 2008, 02:04:45 AM
Flash site. For the sake of humanity, just stop. I can't browse it even if I wanted to.


Title: Re: SWTOR
Post by: Ratman_tf on October 23, 2008, 02:12:41 AM
They should have called it SWOTR instead: Secret Weapons Of The Republic! SWotR is a much more snappy acronym.

So, we get ANOTHER Star Wars game, that has no starship combat.


Star Wars Battlefront.

Republic Commando. (? Did they have space pew pew in that? I only played like the first few levels.)


Battlefront didn't. Battlefront II did but it was pretty arcadey and not so much on the X-W:A sim side.

Republic Commando didn't. On the other hand, it did have big explosions.

Mah point is that while I like Star Wars space (when it's done good) it's not necessary for a good SW game.


Title: Re: SWTOR
Post by: Ironwood on October 23, 2008, 02:15:24 AM
I'll do it. I suppose it's only right.

The Sith Order only instituted the "Rule of Two" in the aftermath of the Seventh Battle of Ruusan, when Darth Bane betrayed and annhilated the existing Brotherhood of Darkness, about 3000 years after the KOTOR era and 1000 before the movie era. Prior to this, the Sith had numbers roughly equal to the Jedi. While the Jedi have always basically been the same, the Sith have gone through a number of die-offs and resurgences, with the title "Darth" dropping in and out of use and the structure changing drastically more than once.

Now you know, and knowing is half the battle. This message brought to you by the f13 resident Star Wars dork.

We appreciate you geeking out so we don't have to.


Title: Re: SWTOR
Post by: Yegolev on October 23, 2008, 06:30:46 AM
Bioware saved Star Wars for me once already, so it will take a lot of disappointing news and schedule slips and feature cuts and the like to burn through their buffer of  :heart: :heart: :heart:.

I'll help you by pointing out that this is Bioware Austin, not Bioware Proper.


Title: Re: SWTOR
Post by: Mrbloodworth on October 23, 2008, 06:58:53 AM
(http://images.mmorpg.com/images/latestgucomic_t.jpg?cb=10/23/08)


Title: Re: SWTOR
Post by: Signe on October 23, 2008, 07:02:00 AM
Are those potatoes? 


Title: Re: SWTOR
Post by: Mrbloodworth on October 23, 2008, 07:17:41 AM
Are those potatoes? 

More like fly's, the two in the back are part of a series. Most times, eating popcorn on the side of the bug zapper, watching games...well... yeah.

(http://www.gucomics.com/comics/2008/gu_20080924.jpg)


Title: Re: SWTOR
Post by: Venkman on October 23, 2008, 07:23:04 AM
I don't get it.


Title: Re: SWTOR
Post by: Bzalthek on October 23, 2008, 07:44:56 AM
The flies are MMOs, the Bug Zapper represents the ultimate end of all MMOs.  Shadowbande and Horizons have been hovering on that brink of death for so long, they have become bitter and sarcastic residents of that purgatorial zone. 

If you're looking for funny, probably best to look elsewhere.  Funny is his acorn, but at least he's not wearing lipstick.


Title: Re: SWTOR
Post by: Cyrrex on October 23, 2008, 08:18:46 AM
Re: two faction discussion.  I need to dust of my SW Geek badge, but aren't the Mandolorians a viable possible third faction during this point in the timeline? 

Only other comment I'll make at this point is that, despite all the early hate, this is essentially KOTORO.  It's pure money hats.  It may end up sucking, but I hope nobody here is suggesting it won't sell at least a million boxes.


Title: Re: SWTOR
Post by: Signe on October 23, 2008, 08:55:37 AM
I can't believe I didn't see that they were flies.  For some bizarre reason, I thought the wings were just some sort of background.  D'oh!


Title: Re: SWTOR
Post by: Yegolev on October 23, 2008, 08:59:50 AM
I thought the wings were background or perhaps bubbles, and the potatoes were well-formed cartoon turds.


Title: Re: SWTOR
Post by: Mrbloodworth on October 23, 2008, 09:03:09 AM
I thought the wings were background or perhaps bubbles, and the potatoes were well-formed cartoon turds.

They are turds, of a sort.

The Zapper:
Quote
The Zapper- Although not a character as much as a representation of the death of things in the game industry, in some cases the characterization includes not just games, but game companies, developers, publishers, and other concepts or things relating to the industry that all share a similar impending doom, it has made numerous appearances in many comics, with a few flies appearing as characters heading towards the zapper, indicating the something's, at least at the time of the comic being made, likely demise. Games,Companies and etc that have been represented by flies unless noted otherwise in these strips at one point or another include; Shadowbane and Horizons are constantly in the comics as either commentators or watchers of the other flies in most cases they provide the dialogue of the strips, Ghostbusters, Wet, Brutal Legend, Wish, Acclaim, Cyan Worlds, Mourning, The Phantom Gaming Console, Uru Live, Asheron's Call 2, Dragon Empires, Mythica, Ultima X: Odyssey, Imperator, Wolfpack Studios, Atari, Infinium Labs, GU Comics, EI Interactive (Although as a Lightbulb), Endsless Saga, Planetside, Auto-Assault, Seed, Gametap (As the gametap emblem), Computer Games Magazine, Massive Magazine, FASA, Ryzom, Gods & Heroes, The Nintendo Wavebird, Star Trek Online, Arden: The World Of William Shakespeare, Perpetual/P2, Netscape Browser, Stormfront Studios, Istaria, Flagship Studios, Matrix Online, Star Wars Galaxies, Rubies Of Eventide, Warhammer Online.(introduced: July 1, 2004)

(http://www.gucomics.com/comics/2007/gu_20070703.jpg)


Title: Re: SWTOR
Post by: LC on October 23, 2008, 09:07:29 AM
Bioware saved Star Wars for me once already, so it will take a lot of disappointing news and schedule slips and feature cuts and the like to burn through their buffer of  :heart: :heart: :heart:.

I'll help you by pointing out that this is Bioware Austin, not Bioware Proper.

Good point! It will be the same assholes who brought us other shit-in-a-box titles like:

Star Wars Galaxies
Shadowbane
Tabula Rasa
Numerous Canceled Projects


Title: Re: SWTOR
Post by: Simond on October 23, 2008, 10:29:30 AM
The flies are MMOs, the Bug Zapper represents the ultimate end of all MMOs.  Shadowbande and Horizons have been hovering on that brink of death for so long, they have become bitter and sarcastic residents of that purgatorial zone. 

If you're looking for funny, probably best to look elsewhere.  Funny is his acorn, but at least he's not wearing lipstick.
He used to be mildly amusing before he turned /gu from "Comics I make for my EQ guild " into "Comics I make to pay the rent"


Title: Re: SWTOR
Post by: Mrbloodworth on October 23, 2008, 10:30:37 AM
The flies are MMOs, the Bug Zapper represents the ultimate end of all MMOs.  Shadowbande and Horizons have been hovering on that brink of death for so long, they have become bitter and sarcastic residents of that purgatorial zone. 

If you're looking for funny, probably best to look elsewhere.  Funny is his acorn, but at least he's not wearing lipstick.
He used to be mildly amusing before he turned /gu from "Comics I make for my EQ guild " into "Comics I make to pay the rent"

Don't be a hater.


Title: Re: SWTOR
Post by: Bzalthek on October 23, 2008, 10:56:04 AM
His earlier stuff was alright, I read it regularly.  But he seems to have been struggling for a while.  It's almost like he's just going through the motions.  A large part of the break, I think, is he went from EQ comics where he had a more personal connection to the absurdity we all faced, whereas today's comics are largely a few tidbits he gleans from gaming news sites and he slaps a little something together.


Title: Re: SWTOR
Post by: Dtrain on October 23, 2008, 11:17:31 AM
His earlier stuff was alright, I read it regularly.  But he seems to have been struggling for a while.  It's almost like he's just going through the motions.  A large part of the break, I think, is he went from EQ comics where he had a more personal connection to the absurdity we all faced, whereas today's comics are largely a few tidbits he gleans from gaming news sites and he slaps a little something together.

Agreed. Back in the classic EQ - Planes of Power time period, Woody was really dialed in to the pulse of that game and it's community in a way that only another player could be. Obviously he stopped playing and moved on to other things that did not consume him quite as much, and the comic has become unreadable for it. (At least for me anyways.)

This is going to sound pathetic, but it kind of encapsulates the sadness you have when you realize that there will never be another one like 'your first.' (MMO that is.)


Title: Re: SWTOR
Post by: Hayduke on October 23, 2008, 11:57:46 AM
Bioware saved Star Wars for me once already, so it will take a lot of disappointing news and schedule slips and feature cuts and the like to burn through their buffer of  :heart: :heart: :heart:.

I'll help you by pointing out that this is Bioware Austin, not Bioware Proper.

Good point! It will be the same assholes who brought us other shit-in-a-box titles like:

Star Wars Galaxies
Shadowbane
Tabula Rasa
Numerous Canceled Projects



Damn that's cold.  You make it sound like a halfway house for battered mmo developers.

Oh god, someone check on McQuaid :ye_gods:.


Title: Re: SWTOR
Post by: HaemishM on October 23, 2008, 12:33:21 PM
Damn that's cold.  You make it sound like a halfway house for battered mmo developers.

Oh god, someone check on McQuaid :ye_gods:.

Don't worry. He's on the nod in a pool of his own filth at this point.


Title: Re: SWTOR
Post by: UnSub on October 23, 2008, 11:31:16 PM
Damn that's cold.  You make it sound like a halfway house for battered mmo developers.

Oh god, someone check on McQuaid :ye_gods:.

Don't worry. He's on the nod in a pool of his own filth at this point.

... but I'm sure they've got his resume.


Title: Re: SWTOR
Post by: ashrik on October 23, 2008, 11:49:37 PM
Seriously though

I know it's off topic but is he attached or related to any know project at the moment?


Title: Re: SWTOR
Post by: Ubvman on October 24, 2008, 01:55:53 AM
Back on topic sort-of.

if SWTOR is a success, it will be in spite of rather than because of the the Star Wars IP. Like someone said earlier in this thread, NGE was all Lucas' peoples doing.

Add this picture because it made me LOL -
(http://www.geocities.com/eqdoktor1/humor/darth-vader-lord-vader-demands-an-explanation.jpg)


Title: Re: SWTOR
Post by: Venkman on October 24, 2008, 09:24:27 AM
Err... (http://www.gamesindustry.biz/articles/ea-and-lucas-arts-star-wars-mmo-to-be-bigger-than-wow)

(http://driph.com/words/wp-content/uploads/2008/05/awesome.gif)

Quote
EA and LucasArts: Star Wars MMO to be bigger than WoW
EA and LucasArts are aiming to take on World of Warcraft with BioWare's newly announced MMO, Star Wars: The Old Republic.

Speaking to Videogaming247, EA Games' president, Frank Gibeau, spoke of the company's ambition to use the Star Wars IP to build up a user base to overtake that of Blizzard's.

"We have very high expectations for this," Gibeau explained. "Just look at the base of Star Wars fans, plus what BioWare can do. Trust me: we want to win. EA's reputation is for wanting to win."

"This is going to be a powerful category and there's lots of ways to compete in this category. [Blizzard] created a much larger opportunity for everybody else, but that doesn't mean it's going to stay that way."

LucasArts' Tom Nichols agreed, adding: "When World of Warcraft came out, everybody thought, 'No, the market is only this big, because that's as big as EverQuest was.' Blizzard showed that it could be much larger."

"Our goal is to show that by bringing storytelling to the genre that we can attract an even wider audience. Plus, we have the benefit of this huge brand, which has done very, very well for nearly 30 years."

When asked specifically if the game would be bigger than World of Warcraft, Nichols said: "I think this game has that potential."


Title: Re: SWTOR
Post by: Nija on October 24, 2008, 09:36:51 AM
Good old clueless suits. It doesn't matter what industry you look at, they all have 'em.


Title: Re: SWTOR
Post by: WindupAtheist on October 24, 2008, 09:41:40 AM
I'll confess. KOTORO-meter aside, I'm not really that excited about this project. If it doesn't sound too disastrous in beta I might shell out for a box a bit after launch and play the free month just to see what's up, but that's as far as my enthusiasm goes. That whole bit about the Seventh Battle of Ruusan? I had to look that up on some nerd website.

I'm a huge nerd myself, for the Star Wars movies, but I've basically avoided most of the games/books/comics/whatever. I didn't even play the original KOTOR until last year when I made that thread about it.


Title: Re: SWTOR
Post by: Margalis on October 24, 2008, 10:03:05 AM
Sky high expectations married to low competence. Should be a good time.


Title: Re: SWTOR
Post by: Soln on October 24, 2008, 10:31:07 AM
Worked for Spore.   :uhrr:

And Walton was the father of the Sims Online.

Yeah, we'll see.


Title: Re: SWTOR
Post by: Jayce on October 24, 2008, 10:40:45 AM
Made a few corrections, in teal for great justice.


Quote
EA's reputation is for wanting (but failing) to win."

"Our goal is to show that by bringing storytelling to the genre that we can attract an even wider audience demonstrate that we don't know jack shit about the genre.

Plus, we have the benefit of this huge brand, which has done very, very well for nearly 30 years except for that minor problem with the last time someone tried an online game with it."

When asked specifically if the game would be bigger than World of Warcraft, Nichols said: "I think this game has that potential," and then burst out laughing, having failed a valiant effort to say it with a straight face.


Title: Re: SWTOR
Post by: ajax34i on October 24, 2008, 11:00:07 AM
What do you guys expect them to say at this point (or any point)?

"Yeah, we don't really think our product will succeed, and we think our investors are idiots, but hey we'll take their money and go through some motions.  Oh yeah, and our employees and programmers completely lack any sort of talent, and we have a complete lack of faith in their abilities."

What do you expect a company to say about its product and about its hopes for the future?  Hmm?

EDIT:  In my opinion, if they truly believe that storytelling has the potential to attract so many players, they will have hired a lot of writers.  There are quite a few (popular, contemporary) sci-fi writers who have written Star Wars paperbacks etc., and I'd expect them to tap that talent.  If the game is to succeed or fail based on the quality of storytelling, they have to.

They should advertise the writers.


Title: Re: SWTOR
Post by: Jayce on October 24, 2008, 11:16:41 AM
They ought to say nothing at this point.  Hyping your product this far in advance can only serve to create unrealistic expectations.

My post was only to poke fun at the interview or press release or whatever.  I never pay attention to these things until they're at least in beta, preferably release.  Until then, in spite of whatever information people claim to have, it's all (probably wrong) speculation.


Title: Re: SWTOR
Post by: Hayduke on October 24, 2008, 11:27:32 AM
It's bullshit and it seems harmless enough and most people will ignore *now*.  But a month after launch a horde of trolls with shit-eating grins will be plastering these statements all over the forums to show why the game is an abject failure.  You'd just think that one day they'd learn.


Title: Re: SWTOR
Post by: Stormwaltz on October 24, 2008, 11:29:33 AM

I'll help you by pointing out that this is Bioware Austin, not Bioware Proper.

I said this in the other thread, but I'll say it here for those who missed: a lot of people from "BioWare Proper" transferred to Austin to work on Old Republic. I don't know how many overall, but there were six from the writer / tech designer circles I run in. The most important was James Ohlen. He's been with the company since Shattered Steel, was the guiding hand on the Baldur's Gates, and served as head of design for many years.

The game could still be crap, but it would be BioWare crap, made by many of the same people who brought you BG, NWN, KotOR, and Jade.


Title: Re: SWTOR
Post by: Slyfeind on October 24, 2008, 11:44:52 AM
What do you guys expect them to say at this point (or any point)?

Lucas got this one right while he was writing The Phantom Menace: "I'm not interested in breaking any records."


Title: Re: SWTOR
Post by: LC on October 24, 2008, 12:13:07 PM
I said this in the other thread, but I'll say it here for those who missed: a lot of people from "BioWare Proper" transferred to Austin to work on Old Republic. I don't know how many overall, but there were six from the writer / tech designer circles I run in. The most important was James Ohlen. He's been with the company since Shattered Steel, was the guiding hand on the Baldur's Gates, and served as head of design for many years.

The game could still be crap, but it would be BioWare crap, made by many of the same people who brought you BG, NWN, KotOR, and Jade.

It's like dropping your rolex into the dirtiest public toilet imaginable.


Title: Re: SWTOR
Post by: Riggswolfe on October 24, 2008, 12:26:23 PM
Just a quick note:

SWG did not fail because of the IP. It had huge numbers when it launched remember? It failed because of the execution. Honestly, if I was at Bioware Austin I'd have a board devoted to things to learn from SWG.

Don't:

Launch without vehicles or space.
Make a grind that kills.
Ignore itemization so crafters can rule the game.
Forget the content.
Use HAM or something equally retarded to force players to go see other players who are just running macros anyway.


Title: Re: SWTOR
Post by: ashrik on October 24, 2008, 12:27:49 PM

I'll help you by pointing out that this is Bioware Austin, not Bioware Proper.

I said this in the other thread, but I'll say it here for those who missed: a lot of people from "BioWare Proper" transferred to Austin to work on Old Republic. I don't know how many overall, but there were six from the writer / tech designer circles I run in. The most important was James Ohlen. He's been with the company since Shattered Steel, was the guiding hand on the Baldur's Gates, and served as head of design for many years.

The game could still be crap, but it would be BioWare crap, made by many of the same people who brought you BG, NWN, KotOR, and Jade.
This is good to know. I'll be keeping my eye out on this one with very cautious enthusiasm. I've been hurt before.


Title: Re: SWTOR
Post by: Lantyssa on October 24, 2008, 01:03:49 PM
Don't:
Have a plethora of bugs.


Title: Re: SWTOR
Post by: schild on October 24, 2008, 01:04:21 PM
Quote
The game could still be crap, but it would be BioWare crap, made by many of the same people who brought you BG, NWN, KotOR, and Jade.

Don't try to fleece us, Stormwaltz. Please :(

Edit: In fact, until it's a success, it's probably smart to remove yourself from the direct line of fire. I have a feeling, from everything said - particularly that bigger than WoW shit, that there will be LOTS of collateral damage.


Title: Re: SWTOR
Post by: shiznitz on October 24, 2008, 01:57:07 PM
Back to the subject of graphics, those images linked are good enough to keep me interested. There is no need for games to go all-hyper detailed. It didn't help AoC.


Title: Re: SWTOR
Post by: eldaec on October 24, 2008, 02:09:55 PM
Will pistol damage stack with rifle damage?

Or would that conflict with Star Wars canon now?




Anyhow, 'story-based MMOG' sounds too much like Guild Wars PvE to get excited. (I'm guessing the pvp element will also be Guild Wars style sport-PvP)

I never really understand how anyone expects story-based to work in an environment where you are interacting with thousands of people who all have the same role in the same story.


Title: Re: SWTOR
Post by: ajax34i on October 24, 2008, 04:35:13 PM
Maybe they're thinking of making it like WoW's "story":  players get involved in the many subplots (dragons infiltrating Stormwind, king kidnapped, the Thrall subplots, the many subplots going on with pretty much each zone and/or dungeon and its boss) and they get lore bits and plot info as they grind the NPCs.  But as far as the main story:  the re-opening of the portal, the resurgence of the BEs, trolls, and (soon) the Scourge, that's handled via periodic expansions.

I mean, expansions are a given, right?

Anyway, judging by how Episodes 1 - 3 were, "a zillion subplots" seems to resonate with George Lucas (and he just couldn't cram everything he wanted into 3 2-hr movies, but it's possible to cram into a MMO without skimping on the narrative of each subplot).  So, I mean, the Death Star will be frozen in space after having just destroyed Alderaan, grave threat, no hope, and all that, and until the expansion hits we'll just be the thousands of Bothans that die to acquire its schematic.


Title: Re: SWTOR
Post by: Venkman on October 24, 2008, 04:37:31 PM
the thousands dozens of Bothans that die to acquire its schematic.

FIFY.

I have nothing else to add  :grin:


Title: Re: SWTOR
Post by: LK on October 24, 2008, 05:54:58 PM
"Story-based" says to me that they are going to use that as an excuse to not make a good games system that will be fun once you run out of story content.

See: Mass Effect.


Title: Re: SWTOR
Post by: Hayduke on October 24, 2008, 07:34:58 PM
Story-based mmo sounds to me like DDO.  Just with a very slightly less :uhrr: IP and a mostly single player based game with an excuse for micropayments to avoid software piracy.  But I'm probably really far off-base.


Title: Re: SWTOR
Post by: Goreschach on October 24, 2008, 07:41:23 PM
Story-based mmo sounds to me like DDO.  Just with a very slightly less :uhrr: IP and a mostly single player based game with an excuse for micropayments to avoid software piracy.  But I'm probably really far off-base.

DnD is probably the closest you'll ever come to an IP that you don't have to shoehorn into a DIKU based mmo.

Star Wars, on the other hand, is just a couple bantha tracks behind Startrek and it's teleporters and make-stuff-ators.


Title: Re: SWTOR
Post by: UnSub on October 24, 2008, 09:50:51 PM
Don't:

launch the game if it lacks the 'stars' and 'wars' of the IP.

I know some people loved SWG, but it was one of the worst adaptions of the IP that it possibly could have been.

Oh, and 'story-based'? No-one cares if the controls suck and the classes are completely unbalanced.


Title: Re: SWTOR
Post by: Stormwaltz on October 25, 2008, 12:14:55 AM

Don't try to fleece us, Stormwaltz. Please :(

I don't want to. I only want to correct this rumor that the team doesn't include anyone from what's traditionally considered "BioWare."

I honestly have no idea what the game will look like in the end. I only know what it looks like now. I can't comment on that, and it obviously still requires a great deal of polish.


Title: Re: SWTOR
Post by: taolurker on October 25, 2008, 12:18:55 AM
Alpha invites how soon?

That is the best thing you can do to appease this crowd.

If there's one for me, then you will have 700 word bug reports to look through too.

PS: Get some more community people and forum moderators ASAP.


Title: Re: SWTOR
Post by: Triforcer on October 25, 2008, 01:26:24 AM
http://www.eurogamer.net/article.php?article_id=265389&page=2

I can't help but point out this gem: 

Quote

That's no longer the case, says Erickson - and as a result, the class narratives in SWTOR are "the most unique stories we've ever told". What's more, even if you play through the entire game as a Jedi, then do it all again as a Sith, "You will not see one repeated piece of content. Not one quest, not one line of dialogue, nothing."


 :awesome_for_real:  I almost feel like I should pay the devs a subscription fee just to watch their goals get cut from release, one by one.

EDIT:  Article also says that when you have a group encounter, you don't even have to get a full group- AI can fill in missing slots.  This is sounding less and less like an MMO all the time and more like GW or Diablo. 


Title: Re: SWTOR
Post by: UnSub on October 25, 2008, 01:32:50 AM
From the same article:

Quote
We're not talking about any of that today, of course. The even bigger questions, such as whether complex storylines and AI buddies will work in MMOs, won't be answered until the game is released - and that could be years from now.

SWOR, the hottest MMO of 2011!  :why_so_serious:

Here is the rule of MMO marketing: show, don't tell. Until you can put it up on the screen and we can see how it plays, it is all hype that is just going to end up strangling your product under the weight of expectations.



Title: Re: SWTOR
Post by: Triforcer on October 25, 2008, 01:49:41 AM
From the same article:

Quote
We're not talking about any of that today, of course. The even bigger questions, such as whether complex storylines and AI buddies will work in MMOs, won't be answered until the game is released - and that could be years from now.

SWOR, the hottest MMO of 2011!  :why_so_serious:

Here is the rule of MMO marketing: show, don't tell. Until you can put it up on the screen and we can see how it plays, it is all hype that is just going to end up strangling your product under the weight of expectations.



That was the reporter's musing, not the dev's (at least the way I read that article).  I continue to maintain this is much farther along than anyone here thinks.  Didn't Stormwaltz, before the announcement, confirm that whatever MMO they were developing was currently playable, at least in some alpha fashion?


Title: Re: SWTOR
Post by: Goreschach on October 25, 2008, 02:10:59 AM

SWOR, the hottest MMO of 2011!  :why_so_serious:

Am I the only one that hates the acronym SWTOR? You can't pronounce it, and it's too long to spell out. We should all start using SWOR.

KOTORO, however, was the best mmo name yet.


Title: Re: SWTOR
Post by: Fordel on October 25, 2008, 03:47:22 AM
We should just keep calling it KOTORO, maybe it'll stick.


Title: Re: SWTOR
Post by: Venkman on October 25, 2008, 04:12:41 AM
Alpha invites how soon?

That is the best thing you can do to appease this crowd.
God no. They can't avoid veterans getting in to the game. But no way should a company expedite entry for a group that has a long track record of turning on those games either by not buying the box or not lasting the first month. Then add to that the perfect storm of it-needs-to-be-better-than-SWG, MMO, and EA.

Nah. They need to run the other way  :grin:


Title: Re: SWTOR
Post by: Triforcer on October 25, 2008, 04:54:35 AM
I am already having fun on the boards.  When I explained to an old SWG pre-beta board vet that I was a college "sophomore" at that time, the boards changed it to "sop****ore."  Its good to see that the Galaxy-spanning war won't be marred by naughty language. 


Title: Re: SWTOR
Post by: UnSub on October 25, 2008, 05:30:01 AM
From the same article:

Quote
We're not talking about any of that today, of course. The even bigger questions, such as whether complex storylines and AI buddies will work in MMOs, won't be answered until the game is released - and that could be years from now.

SWOR, the hottest MMO of 2011!  :why_so_serious:

Here is the rule of MMO marketing: show, don't tell. Until you can put it up on the screen and we can see how it plays, it is all hype that is just going to end up strangling your product under the weight of expectations.

That was the reporter's musing, not the dev's (at least the way I read that article).  I continue to maintain this is much farther along than anyone here thinks.  Didn't Stormwaltz, before the announcement, confirm that whatever MMO they were developing was currently playable, at least in some alpha fashion?

I can accept that Bioware might have a playable engine, or at least one that works well enough in some areas to show off.

However, look at what they are promising:

 - a completely unique, distinctive story for each class (although if the classes are "Jedi" and "Sith", maybe that won't be an issue)

 - massive worlds and numerous races that fit with the SW mythos

 - a companion system that interacts with the player and reacts to what they do

 - irreversible choices for characters, so that when a player goes down a certain path, they'll have to make some decisions; this means that multiple paths per class will need to be developed, so that players can actually experience the different alternatives

 - plus all the usual game systems that Bioware didn't want to discuss

In their own words, SWOR is the biggest game they've ever done. Working engine is great, but there is a lot of stuff to add to it to create the MMO they are talking about.


Title: Re: SWTOR
Post by: eldaec on October 25, 2008, 07:13:04 AM
- irreversible choices for characters, so that when a player goes down a certain path, they'll have to make some decisions;

Irreversible choices, that's worked ever so well in previous mmogs....


Quote
In their own words, SWOR is the biggest game they've ever done. Working engine is great, but there is a lot of stuff to add to it to create the MMO they are talking about.

tbh, those examples just sound like the usual fluff statements to me.

My guess; Bioware haven't even decided how any of this is really going to work.


The fact that they say it is 'currently playable' just means they've bought an engine and installed it.


Title: Re: SWTOR
Post by: Triforcer on October 25, 2008, 07:29:01 AM
Exactly.  I'm not worried about a late release date because of those features, since they are crack fantasies and will be cut (probably sooner than later). 


Title: Re: SWTOR
Post by: Venkman on October 25, 2008, 07:32:13 AM
What features? There's none detailed to any sufficiency to have an expectation about, good or bad.


Title: Re: SWTOR
Post by: Triforcer on October 25, 2008, 07:51:27 AM
The feature of every class having a completely separate content experience, and (according to a couple interviews) the fact that this game won't have any MMO quests in the traditional sense (the exact quote was "you'll never walk into a cantina and have a stranger ask you to rescue his cat"). 

Unless Jedi and Sith are the ONLY classes, there is simply no way that the first will happen.  You can NEVER create enough static content to satisfy everyone and keep everyone occupied (at least, when you expect said people to come back month after month and pay you money).  For SWTOR to base an MMO around doing this is very troubling, given most people just want to click through quest text anyway.

Most single player RPGs give us (at most) a few dozen hours of content, and they are going to create 10 or 12 separate single-player games and keep patching in new content in a manner that nobody finishes their content?  Maybe the Defense Department could do that if it threw its budget at it, but even EA will fail.   


Title: Re: SWTOR
Post by: lesion on October 25, 2008, 08:15:53 AM
Swuh-tor, philistines.


Title: Re: SWTOR
Post by: eldaec on October 25, 2008, 08:36:44 AM
  Maybe the Defense Department could do that if it threw its budget at it, but even EA will fail.   

Even EA?

You speak as if EA's involvement is a plus.


Title: Re: SWTOR
Post by: Venkman on October 25, 2008, 09:04:14 AM
The feature of every class having a completely separate content experience, and (according to a couple interviews) the fact that this game won't have any MMO quests in the traditional sense (the exact quote was "you'll never walk into a cantina and have a stranger ask you to rescue his cat"). 

That's not a feature. It's a system. Its success will rest mostly on content. As a system, what they've said so far barely qualifies as the title of the initial email that talks about the eventual need for a basic scoping document. There's so little that we know at this point the only expectation is whatever each of us imagine it could maybe someday turn out to be.

That of course is the problem itself and the reason saying nothing at all is better than the bits they've said so far.


Title: Re: SWTOR
Post by: eldaec on October 25, 2008, 09:12:16 AM
That of course is the problem itself and the reason saying nothing at all is better than the bits they've said so far.

Ordinarily I'd agree, but this is Star Wars, so they have to give us plenty of time to reach page 100.



Title: Re: SWTOR
Post by: WindupAtheist on October 25, 2008, 10:57:26 AM
I've said before that I don't really want a world, I want a game pretending to be a world. This super-instanced Guild Wars shit doesn't even do an adequate job of pretending.


Title: Re: SWTOR
Post by: SnakeCharmer on October 27, 2008, 01:53:39 PM
New art interview (http://www.tentonhammer.com/node/47423).  One thing stands out:

Quote
Will the game be able to scale up if you have a really kick ass computer?

Ideally, I want to scale up frame rate. If you have the biggest, baddest machine, you should be able to run at some pretty high frames per second.

So basically, it will be crap graphics at 140 fps.  Awesome.


Title: Re: SWTOR
Post by: Goreschach on October 27, 2008, 04:47:18 PM
New art interview (http://www.tentonhammer.com/node/47423).  One thing stands out:

Quote
Will the game be able to scale up if you have a really kick ass computer?

Ideally, I want to scale up frame rate. If you have the biggest, baddest machine, you should be able to run at some pretty high frames per second.

So basically, it will be crap graphics at 140 fps.  Awesome.

Or maybe they're just not even trying to hide the fact that you'll get 5 fps in cities.


Title: Re: SWTOR
Post by: Ghambit on October 28, 2008, 12:41:44 AM
In honor of this game's development, I'm dressing as SPOCK for Halloween.   :grin:


Title: Re: SWTOR
Post by: schild on October 28, 2008, 12:48:52 AM
http://www.mobygames.com/developer/sheet/view/developerId,46413/

    Star Wars: Galaxies - Episode III Rage of the Wookiees (2005), LucasArts Entertainment Company LLC
    Star Wars: Galaxies - The Total Experience (2005), LucasArts
    NHL 2005 (2004), Electronic Arts, Inc.
    Star Wars: Galaxies - Jump to Light Speed (2004), LucasArts
    Star Wars: Galaxies - An Empire Divided (2003), LucasArts
    CyberStrike 2 (1998), 989 Studios

Heh. It's like I don't even have to try. Still doesn't explain how screenshots were ever released with lightsabers the size of a bantha.


Title: Re: SWTOR
Post by: Triforcer on October 28, 2008, 01:21:56 AM
I still don't get what the fuss is.  Stylized TF2-style graphics don't really age in the way we normally think of graphics aging.  This is one thing that WoW nailed.  Photorealistic stuff ages badly because there is always better photorealistic stuff the next year. 


Title: Re: SWTOR
Post by: SnakeCharmer on October 28, 2008, 07:02:57 AM
Still doesn't explain how screenshots were ever released with lightsabers the size of a bantha.

But oversized weapons make you feel powerful.


Title: Re: SWTOR
Post by: trias_e on October 28, 2008, 07:38:29 AM
Quote
I still don't get what the fuss is.  Stylized TF2-style graphics don't really age in the way we normally think of graphics aging.  This is one thing that WoW nailed.  Photorealistic stuff ages badly because there is always better photorealistic stuff the next year.

Agreed, any game you want people to play for years to come should go this route in the first place, for an MMORPG it should be a no-brainer.


I remember having a conversation about the personal story-based MMORPG a long time ago, I believe on this site.  It seems to just be a tragic concept.  Either you make the storyline meaningless to the character development and no one will give a shit about it, or you make the storyline matter in development and end up with a bunch of characters who are pissed about how their character turned out and have to re-roll to make the 'correct' choices.  You can't let people switch at will, because again, the story doesn't matter at that point.

Honestly, the only way I could sort of see getting around this is a faction based end game where the choices you made during the story-line aren't permanent, but just push you to certain directions of gameplay.  Even there it's likely that in the end game people would view this as a inconvenience instead of a benefit, unless you push some seriously incredible evolving RP/story angle really well and make people feel involved in whatever faction they find themselves.  God, even that sounds idealistic as hell.


Title: Re: SWTOR
Post by: Venkman on October 28, 2008, 07:43:35 AM
Agreed. If players want storyline that means they want a unqiue place in the world. But for that place to matter there has to be some consequence to the choice. Otherwise you're just waiting for WoW to steal back your players.

Faction/Reputation is a good way to do that, something that's been devolved even before EQ1's shallow implementation of the "Air of..." from Ultima IV.

But considering how much whining there was on the most recent Scourge Invasion in WoW, I highly suspect any amount of game-changing consequence woudl only be met by derision. And /angryquits.


Title: Re: SWTOR
Post by: Ghambit on October 28, 2008, 08:14:04 AM
I still don't get what the fuss is.  Stylized TF2-style graphics don't really age in the way we normally think of graphics aging.  This is one thing that WoW nailed.  Photorealistic stuff ages badly because there is always better photorealistic stuff the next year. 

Stylized photorealism is where we should be going with gaming.  The two arent mutually exclusive.  Why is it that people seem to think they can only have one or the other?  Art and Tech CAN be used simultaneously.  Matter of fact, Bioware made a good example of this with Bioshock.

So please can we stop it with the photorealism vs. style argument.  Photorealism will ALWAYS be a better pallette to work from (unless your game demands anime), and original style makes the best brush strokes.


Title: Re: SWTOR
Post by: Ghambit on October 28, 2008, 08:26:00 AM
Quote
I still don't get what the fuss is.  Stylized TF2-style graphics don't really age in the way we normally think of graphics aging.  This is one thing that WoW nailed.  Photorealistic stuff ages badly because there is always better photorealistic stuff the next year.

Agreed, any game you want people to play for years to come should go this route in the first place, for an MMORPG it should be a no-brainer.


I remember having a conversation about the personal story-based MMORPG a long time ago, I believe on this site.  It seems to just be a tragic concept.  Either you make the storyline meaningless to the character development and no one will give a shit about it, or you make the storyline matter in development and end up with a bunch of characters who are pissed about how their character turned out and have to re-roll to make the 'correct' choices.  You can't let people switch at will, because again, the story doesn't matter at that point.

Honestly, the only way I could sort of see getting around this is a faction based end game where the choices you made during the story-line aren't permanent, but just push you to certain directions of gameplay.  Even there it's likely that in the end game people would view this as a inconvenience instead of a benefit, unless you push some seriously incredible evolving RP/story angle really well and make people feel involved in whatever faction they find themselves.  God, even that sounds idealistic as hell.

What's ironic in all of this is that SWOR will ultimately have LESS of a story than sandbox-SWG.  When you dont give the players control over the story, the gameplay eventually fizzles out.  Regardless of the choices Biolucas gives you with storyline, it's still just one bloated choose-your-own-adventure game.  REAL story-based game theory is more based on Mad Libs than anything else.  Make an infinitely flexible framework and let the players evolve it themselves.

For Star Wars, just add the pew pew, ships, and the "hhoe-pers" and you're good to go.

Lastly, any story-based Loot-oriented SW done during KOTOR (while being a Jedi) will ultimately fail because lets face it... Jedis arent too keen on LOOT.  So using the WoW motto of phat lootz till you die isnt going to work here.  I'd be willing to say Bioware should be "mindful" of adding enough flexibility into their title, because it's not like Jedi run around space collecting things... or even really improving/adding to their skillset much.  Hell, what is it?  They swing a sword, move things, and shoot lightning...  and run fast sometimes.  That's it.

What they need here is a story-based sandbox action space shooter.


Title: Re: SWTOR
Post by: Tarami on October 28, 2008, 08:29:27 AM
I still don't get what the fuss is.  Stylized TF2-style graphics don't really age in the way we normally think of graphics aging.  This is one thing that WoW nailed.  Photorealistic stuff ages badly because there is always better photorealistic stuff the next year. 

Matter of fact, Bioware Irrational made a good example of this with Bioshock.
FIFY. And I humbly disagree, Bioshock looked like low-resolution turd. The art concept was great, but the execution was weak.


Title: Re: SWTOR
Post by: Dexter on October 28, 2008, 09:41:11 AM
Video of the PR presentation btw.:
http://www.videogaming247.com/2008/10/27/star-wars-the-old-republic-the-entire-reveal-presentation-in-video/

And here's a small guess on what features they're probably still considering:
http://www.ahazi.org/forums/showpost.php?p=165362&postcount=1

A storybased MMO might actually work if they don't overdo it and dip&throw a few story-elements and cutscenes here and there instead of instancing half the game...


Title: Re: SWTOR
Post by: tmp on October 28, 2008, 09:58:44 AM
Photorealism will ALWAYS be a better pallette to work from (unless your game demands anime), and original style makes the best brush strokes.
Better for what? Considering it increases hardware requirements, demands more processing power, much more detailed coontent *and* makes immersion much harder to achieve (the uncanny valley effect) ... there actually seems to be very little incentive to go that route, when you think of it.

And speaking of pallette, photorealism is typically brown with some green thrown in the mix. Is why even movies nowadays stylize the hell out of that photorealism whenever they can.


Title: Re: SWTOR
Post by: UnSub on October 28, 2008, 10:17:40 AM
Still doesn't explain how screenshots were ever released with lightsabers the size of a bantha.

But oversized weapons make you feel powerful.

... and aren't compensating for anything at all.


Title: Re: SWTOR
Post by: Slayerik on October 28, 2008, 01:21:28 PM
I've said before that I don't really want a world, I want a game pretending to be a world. This super-instanced Guild Wars shit doesn't even do an adequate job of pretending.

What is going on, this is like the 5th time this month I've read a WUA post and thought... "Right on."     Bizarro world? :)


Title: Re: SWTOR
Post by: wuzzman on October 28, 2008, 01:25:22 PM
telling a great story through a persistent world, hmm the fail is coming.


Title: Re: SWTOR
Post by: SnakeCharmer on October 28, 2008, 01:45:22 PM
telling a great story through a persistent world, hmm the fail is coming.

Depends on how much of the 'world' is persistent.  Main trading and social hubs where the world never really (and doesn't have to) changes?  Sure. 

But when the main story line locations and times are wholly dependent on how far each person has progressed on their story / level are completely instanced?  Maybe not SO much.

This ain't your normal MMO inbound, folks.  Unless you count global chat.


Title: Re: SWTOR
Post by: Rasix on October 28, 2008, 01:49:23 PM
This ain't your normal MMO inbound, folks. 

HAHAHA. Can we bronze this?


Title: Re: SWTOR
Post by: SnakeCharmer on October 28, 2008, 01:50:53 PM
I hope the implication wasn't there that I thought it would be a good one, friendo.

If so, I sincerely apologize.

Edit: Clarity.


Title: Re: SWTOR
Post by: Venkman on October 28, 2008, 04:50:54 PM
But when the main story line locations and times are wholly dependent on how far each person has progressed on their story / level are completely instanced?  Maybe not SO much.

We'll see. I'd like to believe they don't make the same mistake LoTRO did where so many more-than-WoW quests had such wierd quest-step disparity issues.


Title: Re: SWTOR
Post by: SnakeCharmer on October 28, 2008, 05:13:38 PM
But when the main story line locations and times are wholly dependent on how far each person has progressed on their story / level are completely instanced?  Maybe not SO much.

We'll see. I'd like to believe they don't make the same mistake LoTRO did where so many more-than-WoW quests had such wierd quest-step disparity issues.

I dunno.  I don't think it's a number of quests thing.  I only played the trial for a couple days for LOTRO so I'm not all that familiar with it. 

The feeling I get for SW:TOR is that as your character progresses, your world changes, but doesn't change for anyone else.  They only see the changes if they group with you and (temporarily) become part of YOUR timeline.  And you don't necessarily need them (other players) because of your companions (a la Mass Effect) that you chose between missions (or at any given time that you return to the Normandy, if memory serves).  The parts that don't change are social centers.  In a round about way, that's fine with me since I prefer solo PvE, but love some group PvP.

The whole consequences matter meme is something that bothers me as well.  If it's a single player game, I can replay from the beginning to that point of proverbial no return in fair record time - or save right before hand.  An MMO?  Not so much.  I don't want to think I've wasted 100 hours because I took the wrong path; whether real or perceived (which, honestly, is there any difference?).

I'm not keen on the art direction, I'm not keen on the graphics approach (better computer only gets better fps, otherwise the game will look the same on a garden variety budget rig as it does a tricked out quad core SLI power rig), and other stuff.  It's really a game not for me, in that I'm just too damn old.


Title: Re: SWTOR
Post by: WindupAtheist on October 28, 2008, 08:52:06 PM
What is going on, this is like the 5th time this month I've read a WUA post and thought... "Right on."     Bizarro world? :)

We need a good Trammel thread to dredge up the old animosity, but anymore I don't even have it in me. I blame WoW. Everyone plays it, everyone does as much PVP as they do or don't feel like, and even the biggest carebear does a little sport PVP on the side.

But seriously, if KOTORO (fuck it, I'm calling it that) instances all or most of it's zones, that's a total deal-breaker. If I want something like that, Diablo 3 will be out by then, with no subscription fee and gameplay/loot that's virtually guaranteed to be 1000% more fun.


Title: Re: SWTOR
Post by: Iniquity on October 29, 2008, 01:05:51 AM
I've always thought that the solution to the whole 'global consequences of your actions' thing is radically small server sizes.  I.e. 100-200 people max, with hundreds of servers.  Gives people much more of an opportunity to shape their environment.


Title: Re: SWTOR
Post by: Koyasha on October 29, 2008, 01:20:09 AM
The feeling I get for SW:TOR is that as your character progresses, your world changes, but doesn't change for anyone else.  They only see the changes if they group with you and (temporarily) become part of YOUR timeline.
WoW is already doing this with their new 'phasing' setup in Lich King, except (rather shortsightedly) they have not (to my knowledge) included any way to bring others into 'your' timeline.  So if I want to help a guildie on a phased quest because we just feel like playing together (the quests are supposedly designed to be soloable if necessary, but whether they NEED the help or not is irrelevant) I can't.  I'm forbidden from playing with them because I'm not on the same step of the phased quest.

Either way, it is an interesting implementation and if they are indeed planning something like this for the Old Republic, I'll be at least interested to see how well it handles and whether it's extremely jarring or not.  It's not as though we don't already have a complete lack of immersion as far as mobs respawning, dungeons respawning, etc, goes in all current games.

I've always thought that the solution to the whole 'global consequences of your actions' thing is radically small server sizes.  I.e. 100-200 people max, with hundreds of servers.  Gives people much more of an opportunity to shape their environment.
That sounds basically like NWN, just with professionally managed small servers all run by one company. Some of the better and longer lasting NWN servers have had exactly this.  The DM and world builders react to the actions of the players in the world, changing the zones as necessary.  Thing is I'm not sure such a thing would work on a large scale because every single one of those hundreds of servers would require a dedicated and personal staff of at least a few people to react to and implement the changes the players make.


Title: Re: SWTOR
Post by: Triforcer on October 29, 2008, 03:33:31 AM
All of the "world changing" in SWTOR (horrible, horrible name btw, I pronounce it sweater in my head) will be of 2 varieties:

1)  Offline Tortage stuff, and
2)  In-game (i.e., multiplayer) limitations on powers/loot based on your choices.

I disagree with #1 making up a large part of an MMO, but #2 has its problems as well.  Here are the possible scenarios (for the Jedi class, just to pick one):

(1)  Your (irreversible) in-game choices mean that at endgame your Jedi has Force Heal, but can never get Force Lightning.  Response:  "Wtf, I have to reroll to get out of this gimp power to get the awesome IWin Lightning??  I quit!"

(2)  Your (completely reversible) in-game choices mean that at endgame, you can "respec" to Dark Jedi by grinding Jedi Master NPCs for a few hours to get the powers you want.  All story becomes totally meaningless, because all your choices can be wiped out easily in the end.

(3)  Your storyline/choices has no effect on your powers or equipment.   The story stuff is thus completely meaningless.


The game will start out as 1, move to 2 within two months (because the first people hit high level) (except with a horrible horrible grind to change) and a few months after that changes to total insta-respeccing.   Hell, even the ability to permanently lose a certain companion ("wtf, I clicked on the wrong dialogue option BECAUSE OF LAG!1!! and lost my Dashade forever, I'm permagimped against Jedi now /ragequit!") will monumentally piss people off.

People like to think that their characters (even if, by definition, limited to their own class skills) can always theoretically have any option open to them- i.e., no way to permanently ruin a faction, switching from gnomish to goblin engineering, etc.  SWTOR will launch with permanent choices, but very quickly dispose of them.


Title: Re: SWTOR
Post by: Tige on October 29, 2008, 07:03:10 AM
This looks hauntingly familiar to what Bioware's SWOTOR team has said so far about story driven classes;

 http://www.gamebanshee.com/previews/dragonage1.php (http://www.gamebanshee.com/previews/dragonage1.php)

and

http://www.gamebanshee.com/interviews/dragonageorigins1.php (http://www.gamebanshee.com/interviews/dragonageorigins1.php)

Quotes of note, Dan in this case is Dan Tudge Project Director/Executive Producer Dragon Age: Origins

Quote
Dan: The Origin Stories are one of the defining features of the game. Your choice of Origin Story not only determines how and where your adventure begins, but defines how the world sees you and how you see the world.

Quote
Dan: We wanted Dragon Age: Origins to immerse the player in a rich story that really made them feel that it was their own unique story, and that their decisions had a meaningful impact on how the story unfolded.


Quote
“For the first time, you choose how your character’s story begins and that choice changes how your story unfolds. From a grim barbarian wanderer who is the last of his kind, to an exiled dwarven prince betrayed by his brother; each of the many 'origin' stories spins its own heroic tale of intrigue and romance.

Each origin story completely changes the setting and events of the game's first chapter and unlocks different storylines, villains, romances and items throughout the course of the game.


Looks like DA:O will give a lot of insight in what SWOTOR has in store.



Title: Re: SWTOR
Post by: Venkman on October 29, 2008, 01:57:47 PM
But when the main story line locations and times are wholly dependent on how far each person has progressed on their story / level are completely instanced?  Maybe not SO much.

We'll see. I'd like to believe they don't make the same mistake LoTRO did where so many more-than-WoW quests had such wierd quest-step disparity issues.

I dunno.  I don't think it's a number of quests thing.  I only played the trial for a couple days for LOTRO so I'm not all that familiar with it. 

It wasn't so much a quantity thing as a style thing. Do you remember that Darkshire quest in WoW where it was like 14 steps or something through a fairly interesting story line? There's a few quest series like that in WoW but the game is largely one to three quest steps and that's about it.

LoTRO, at least from what I remember into the late-20s, had many many more quest-series. It made perfect sense for the world and the lore, but it made it harder for people to help each other in a situation that was concurrently mutually beneficial. It usually was a lot more one person helping another and then vice versa, thus doubling the time and repeating the content over and over. It drove a wedge between those who quested together anyway and those who soloed but needed the occasional help that, at least at launch, was a bit harder to find because nothing lined up.

Ideally, the Origin Stories stuff in Swatter is more like AC1 monthly quest/content/world updates after a single-player Tortage type front end. I can't see them completely relying on the personal stories for all players all the time because while one branching story-arc and side missions works well in a single-player game, it becomes really unwieldy and crazy expensive in a game with multiple classes. Unless you dumb down the quests such that the "choice" is merely between the red or the white sauce.


Title: Re: SWTOR
Post by: schild on October 30, 2008, 12:11:31 AM
The reason this single player -> multiplayer shit about SWTOR is the discussion of the week is due to two reasons, well OK, three.

1. Bioware excels at making single player games, so Edmonton is probably forcing that part. It's largely a terrible design, whether or not they succeed. If I want to have an amazing storyline where I'm the hero, I'll play a single player game designed as a single player game. Nothing is worst than a single player game dropped into an MMOG design paradigm (Oblivion, I'm looking at you, /snore).

2. Bioware Austin simply doesn't know better, which is inexcusable. Someone needs to be in the goddamn room and say "This is stupid" - of course, no one has been at Mythic telling Mark that his latest roundup of ideas is dumb as bricks so I can't understand why I would think someone might be at another EA studio. Once again, even if they succeed on this single player stuff, it's still stupid. If you want to make a single player game, just f'ing make one.

3. Nobody at Bioware Austin knows how to make an MMOG.

See what I did there? /chortle.

Edit: Also, game is still so unbelievably ugly that they're already fighting an uphill battle. They really should not have shown anything yet and just shown a logo or something.

At the same time, none of that matters. The box is going to say BiowareEA. Not "The Team That Brought you Games You've Already been Pissed off about" or "From the guys who wanted WoW's sloppy seconds."


Title: Re: SWTOR
Post by: Triforcer on October 30, 2008, 12:19:47 AM
I suddenly realized why they didn't call this KOTORO.  If it goes the way of the NGE, it least it doesn't poison the name of the franchise.

Yeah, its obvious, but I'm naive in some ways. 


Title: Re: SWTOR
Post by: Triforcer on October 30, 2008, 01:03:27 AM

2. Bioware Austin simply doesn't know better, which is inexcusable. Someone needs to be in the goddamn room and say "This is stupid" - of course, no one has been at Mythic telling Mark that his latest roundup of ideas is dumb as bricks so I can't understand why I would think someone might be at another EA studio. Once again, even if they succeed on this single player stuff, it's still stupid. If you want to make a single player game, just f'ing make one.


Although I disagree with the graphics hate, this is the single most correct thing you've ever said in the MMO forum.  At some point, this game will either become full Diablo co-op, or someone at EA will sit down with them and say "Look, MMO-wise, this is retarded."  I'm betting the latter happens, probably late enough to delay the game 18-24 months. 


Title: Re: SWTOR
Post by: Merusk on October 30, 2008, 09:41:17 AM
Nobody wants to make single player games. They're too easy to pirate and don't bring in monthly bucks.  Business-wise it's smarter to just create one, add in network support to be "of those MMO-thingys", lop off all the support staff and limp along collecting $15-$20 from idiots who don't realize they're now paying $100 for a game they used to pay $50 for.


Title: Re: SWTOR
Post by: schild on October 30, 2008, 09:44:09 AM
Nobody wants to make single player games. They're too easy to pirate and don't bring in monthly bucks.  Business-wise it's smarter to just create one, add in network support to be "of those MMO-thingys", lop off all the support staff and limp along collecting $15-$20 from idiots who don't realize they're now paying $100 for a game they used to pay $50 for.

Well, duh. I was speaking purely from a design standpoint in relation to the company involved and the people making the game.


Title: Re: SWTOR
Post by: Ingmar on October 30, 2008, 12:21:18 PM
I would totally play Star Wars Guild Wars.


Title: Re: SWTOR
Post by: Merusk on October 30, 2008, 03:02:36 PM
Nobody wants to make single player games. They're too easy to pirate and don't bring in monthly bucks.  Business-wise it's smarter to just create one, add in network support to be "of those MMO-thingys", lop off all the support staff and limp along collecting $15-$20 from idiots who don't realize they're now paying $100 for a game they used to pay $50 for.

Well, duh. I was speaking purely from a design standpoint in relation to the company involved and the people making the game.


Ahh, gotcha.


Title: Re: SWTOR
Post by: Fordel on October 30, 2008, 04:27:54 PM
I would totally play Star Wars Guild Wars.


I wouldn't pay a monthly fee for one though.


Title: Re: SWTOR
Post by: Draegan on October 30, 2008, 06:43:55 PM
I don't think enough people chortle on the internet.


Title: Re: SWTOR
Post by: TripleDES on October 31, 2008, 06:58:36 PM
The story stuff might be nice if all of it was voiced. I guess they could keep all that stuff server side and stream it down as needed. Like this they could set up new in-world missions with voice, but without all the silly big-ass patching (unless world content needs to be updated).


Title: Re: SWTOR
Post by: stu on November 02, 2008, 07:25:54 PM
Interview with SWTOR writer Daniel Erickson at Gamasutra.

http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1 (http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1)


Title: Re: SWTOR
Post by: Ghambit on November 02, 2008, 11:09:35 PM
Interview with SWTOR writer Daniel Erickson at Gamasutra.

http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1 (http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1)

So basically, I'm gonna have to play a million alts to gain enjoyment from this title?  pass...


Title: Re: SWTOR
Post by: UnSub on November 02, 2008, 11:45:02 PM
Interview with SWTOR writer Daniel Erickson at Gamasutra.

http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1 (http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1)

So basically, I'm gonna have to play a million alts to gain enjoyment from this title?  pass...


My take away from this is that the writers are happy with the writing aspect of it. Which is great, but I really need to see how it is implemented in the normal play experience.


Title: Re: SWTOR
Post by: Triforcer on November 03, 2008, 01:51:49 AM
Interview with SWTOR writer Daniel Erickson at Gamasutra.

http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1 (http://www.gamasutra.com/view/feature/3835/a_new_galaxy_daniel_erickson_on_.php?page=1)

So basically, I'm gonna have to play a million alts to gain enjoyment from this title?  pass...


I think thats a bit of an overreaction to that article.  But what that guy doesn't seem to get is that other devs, historically, haven't sat around in berets and red smoking jackets saying "We could implement a meaningful story, but we will not, ha-ha!" 

What this guy is describing sounds like a mighty fine singleplayer game with co-op.  But he doesn't seem to understand that that type of game is NOT AN MMO.  MMOs have some sort of shared world, which is mostly incompatible with handcrafted super-instancedx10 singleplayer advancement.  Other MMOs have realized that the shared (not with 3 friends, but in the sense that hundreds of other people are doing things around you) world experience is important.  These guys don't seem to get it. 


Title: Re: SWTOR
Post by: UnSub on November 03, 2008, 05:08:04 AM
I wonder if the group training BioWare writers get, based on BioWare's single player experience, won't leave a lot of the writing as though it is 10 different single player plots that everyone just works through.

If you look at storylines in MMOs, MxO had (imo) a really interesting one that progressed things quite a bit (http://forums.station.sony.com/mxo/posts/list.m?start=0&topic_id=36300024703&#36300485319). Each chapter gave each of the three sides something to do, then the resolution was announced and the storyline moved on. It did little to save the game and stop players from leaving because the basic gameplay mechanics weren't what people wanted to play.


Title: Re: SWTOR
Post by: Ghambit on November 03, 2008, 06:25:06 AM
I wonder if the group training BioWare writers get, based on BioWare's single player experience, won't leave a lot of the writing as though it is 10 different single player plots that everyone just works through.

If you look at storylines in MMOs, MxO had (imo) a really interesting one that progressed things quite a bit (http://forums.station.sony.com/mxo/posts/list.m?start=0&topic_id=36300024703&#36300485319). Each chapter gave each of the three sides something to do, then the resolution was announced and the storyline moved on. It did little to save the game and stop players from leaving because the basic gameplay mechanics weren't what people wanted to play.

2 gold stars for Unsub.  This is what I'm talking about (I mentioned MxO previously), if Bioware wanted TRUE story-driven gameplay then they should focus on utilizing their staff and the players DURING gametime... not before.  There are loads of net volumes on progressive Storytelling game theory, none of them involve a few dozen writers simply writing stories.  All of them involve systems similar to MxO's or some sort of uber-code that takes input from the user and translates it into meaningful theme and plot.  It offers endless replayability, which is what MMOs are really about.

What should be happening is a system developed to ADVANCE the storyline, not just live it to its end depending on which class you are.  Rinse, wash, repeat.   In a genre where the main actors are pretty vanilla, this is even more important.  All Jedis really HAVE is storyline... and blasters and starships.  Throw in persistent RvR (also a developing storyline) and you're set.

btw, how is there still no mention of ANY kind of factional warfare?  this is a joke right?


Title: Re: SWTOR
Post by: Riggswolfe on November 03, 2008, 07:16:05 AM
I suddenly realized why they didn't call this KOTORO.  If it goes the way of the NGE, it least it doesn't poison the name of the franchise.

Yeah, its obvious, but I'm naive in some ways. 

You're overanalyzing. They didn't call this KOTRO because Jedi and Sith are 2 out of 8(?) classes and not the total focus of the story as they were in single player.

Or did I miss the implied green?


Title: Re: SWTOR
Post by: Mrbloodworth on November 03, 2008, 02:07:09 PM
SOE responds to the announcement of Star Wars: The Old Republic (http://www.massively.com/2008/10/27/soe-responds-to-the-announcement-of-star-wars-the-old-republic/)

Quote
We think what most Galaxies want to hear, first and foremost from SOE, what the Old Republic announcement means for them. What does the announcement of The Old Republic mean for Star Wars Galaxies players?

John Smedley: I think since there was no date announced with the game, it's safe to assume it will be released far enough in the future that is not any immediate issue for Galaxies players. We do not know when that game is going to launch, I don't believe they know when that game is going to launch. For the foreseeable future, Galaxies is quite safe. How long that is, I think has more to do with how and when that game comes along.

At some point we'll make a decision about when and if to sunset Galaxies, but as of right now we don't have any plans to do that.

And some SOE forum goodness about the subject. (http://forums.station.sony.com/swg/posts/list.m?&topic_id=772505)


Title: Re: SWTOR
Post by: Riggswolfe on November 03, 2008, 02:36:06 PM
Translation:

If SWTOR sucks: Galaxies stays in business.
If SWTOR is midly successful: Galaxies stays in business but bleeds some players.
If SWTOR is a hit: Galaxies dies.


Title: Re: SWTOR
Post by: UnSub on November 03, 2008, 04:39:53 PM
Translation:

If SWTOR sucks: Galaxies stays in business.
If SWTOR is midly successful: Galaxies stays in business but bleeds some players.
If SWTOR is a hit: Galaxies dies.

THERE CAN BE ONLY ONE!


Title: Re: SWTOR
Post by: TripleDES on November 04, 2008, 05:51:55 AM
And some SOE forum goodness about the subject. (http://forums.station.sony.com/swg/posts/list.m?&topic_id=772505)
What the fuck is that a Justim Timberlake Stormtrooper sig in the first post? SWG players truly are faggots.


Title: Re: SWTOR
Post by: Simond on November 04, 2008, 11:10:17 AM
Translation:

If SWTOR sucks: Galaxies stays in business.
If SWTOR is midly successful: Galaxies stays in business but bleeds some players.
If SWTOR is a hit: Galaxies dies.

THERE CAN BE ONLY ONE!
Always two there are, a master and an apprentice.

 :awesome_for_real:


Title: Re: SWTOR
Post by: eldaec on November 04, 2008, 12:34:56 PM
But which one was destroyed, the master or the apprentice?



Title: Re: SWTOR
Post by: Triforcer on November 05, 2008, 05:23:27 AM
 :awesome_for_real:

http://kotaku.com/5075263/biowares-halloweeners-mock-their-own-giant-lightsabers


Title: Re: SWTOR
Post by: Venkman on November 05, 2008, 06:09:02 PM
PC Gamer had an ok writeup of SWTOR. Nothing more than we didn't already know. Images look better in print than they did in this thread though.

I can't remember where I first head this anecdote of the quest design process there, but they carried it in PCG too. Basically, a bunch of writers sit around coming up with ideas. As each is presented, the lead guy provides as suffix something about "and then Darth Vader...". If anyone snickers, the whole idea is tossed. Darth Vader does not save 10 kittens. :awesome_for_real:


Title: Re: SWTOR
Post by: VainEldritch on November 11, 2008, 07:00:01 AM
I'm still recovering from my creepy experience with AoC, the overhyped bastard of MMO and FPS...  :ye_gods:

FU(n)Com's effort a la Tortage made AoC rather surreal. On the one hand, singleplayer "kill X foozles" quests at night and on the other hand a daylight chat room with a few FPS PvP options but absolutely no "RPG" to be had (not supported, seemingly). I found it all rather queer, a bit like watching Eraserhead for the first time.

Now I've recovered and stopped taking the Quellstm, I'd rather not go through that again with SW:TOR, thank you. Too early to say anything else -simply not enough information. Fun, albeit of the unkind kind, to be had hypothesizing on the innumerable way they can feck this up.

The old "shit-in-a-box" moniker cannot in all fairness be applied to SWG, however. As someone else pointed out, that was a case of monumental mismanagement on a truly biblical scale and the stench of that corpse will cling to SOE and John Smee-Hee for years to come.

My fondest hope it that SW:TOR will be a sandbox peppered liberally with meaningful quests and choices that suggest ways for the players to go and provide mechanisms of support for those choices without railroading. This would of course mean a return to mmoRPG, those latter three letters are you'll have noticed are frequently neglected by "enthusiastic" (read: spinning) suits.

My only thoughts are the screenshots scream "CARTOONISH" - and I mean in the Warner Bros. way...  :? What happened to the grimy "Used Future" which was the whole basis of the Star Wars look?

Just say "no!" to cartoony graphics - they are demeaning to the subject material, and lead to Hentai.




 


Title: Re: SWTOR
Post by: UnSub on November 11, 2008, 05:08:43 PM
My fondest hope it that SW:TOR will be a sandbox peppered liberally with meaningful quests and choices that suggest ways for the players to go and provide mechanisms of support for those choices without railroading. This would of course mean a return to mmoRPG, those latter three letters are you'll have noticed are frequently neglected by "enthusiastic" (read: spinning) suits.

To be fair, the vast majority of players ignore the RPG too.

Quote
Just say "no!" to cartoony graphics - they are demeaning to the subject material, and lead to Hentai.

Having seen the size of the lightsabers in SWOR, I'm sure Rule 34 will kick in soon anyway.


Title: Re: SWTOR
Post by: VainEldritch on November 12, 2008, 06:53:25 AM
My fondest hope it that SW:TOR will be a sandbox peppered liberally with meaningful quests and choices that suggest ways for the players to go and provide mechanisms of support for those choices without railroading. This would of course mean a return to mmoRPG, those latter three letters are you'll have noticed are frequently neglected by "enthusiastic" (read: spinning) suits.

To be fair, the vast majority of players ignore the RPG too.

Curses! Foiled again! And I'd have got away with it too, if it wasnt for the damned majority of paying subscribers!

 Oh, wait a minute...  :headscratch:


Title: Re: SWTOR
Post by: tmp on November 16, 2008, 07:43:54 AM
My only thoughts are the screenshots scream "CARTOONISH" - and I mean in the Warner Bros. way...  :? What happened to the grimy "Used Future" which was the whole basis of the Star Wars look?
KotOR (and to lesser extent the 'new trilogy') happened -- i'd figure the reasoning behind it was, stuff that appears grimy, broken and used in the last few movies might've looked bit fresher few decades or few thousand years before.

The graphics style seems quite consistent with the style of single player KotOR games, so it's a few years late to complain about it.


Title: Re: SWTOR
Post by: Venkman on November 16, 2008, 07:50:08 AM
... so it's a few years late to complain about it.
Err, you have seen the which-came-first Ultima or Dragonstomper argument in the other thread right?  :awesome_for_real:

It's never too late to complain about something, even if you complained about it years ago too!  :grin:


Title: Re: SWTOR
Post by: tmp on November 16, 2008, 07:53:01 AM
In light of the evidence i have no choice but concede the point :grin:


Title: Re: SWTOR
Post by: WindupAtheist on November 16, 2008, 09:41:34 AM
Remember, it doesn't remember where in the universe you are or what decade/century it is, everything must look consistent! I went to Montreal and it all looked pretty clean and nice. Then I traveled back in time to Delhi, India in 1934 and everything was dirty as hell. What the fuck, real life? Try some consistency!


Title: Re: SWTOR
Post by: Ki Adi Mundi on November 17, 2008, 03:19:39 AM
Well, I, for one, am looking forward to the game.  Naturally, I have reservations.  I wasn't exactly happy about the whole project, but now?  I'm looking at it as a chance to dive into a new Star Wars game, plain and simple, so I'm excited.


Title: Re: SWTOR
Post by: UnSub on November 17, 2008, 05:12:54 AM
Welcome.

Kill the sig pic.


Title: Re: SWTOR
Post by: schild on November 17, 2008, 06:27:57 AM
I let this guy in because I didn't think he was a spammer. I suppose that's ironic. Peace out bro.


Title: Re: SWTOR
Post by: Triforcer on November 29, 2008, 12:02:12 AM
New screens up yesterday...

http://www.swtor.com/media/screens

Decidedly less cartoony, although lightsaber hilts are still made of Pringles cans. 


Title: Re: SWTOR
Post by: Azazel on November 29, 2008, 06:04:42 AM
http://www.eurogamer.net/article.php?article_id=265389&page=2
That's no longer the case, says Erickson - and as a result, the class narratives in SWTOR are "the most unique stories we've ever told". What's more, even if you play through the entire game as a Jedi, then do it all again as a Sith, "You will not see one repeated piece of content. Not one quest, not one line of dialogue, nothing."

Damn. Stormwaltz - shove a sock in this guy's fucking mouth. Don't let him talk to the press again until release is imminent. We know EA will push it out the door before it's ready (see WAR) and all this"bigger than WOW" and other huge promises like the above will make you look like as big a bunch of fuckwits as Paul Burnett.



Title: Re: SWTOR
Post by: ashrik on November 29, 2008, 07:33:22 AM
Those screenies look pretty good. Lightsabers have been toned down, and are merely long instead of gigantic cylinders.

As for the thing about the quest text, I ask you who cares? That's not a crazy thing to offer, nor is it something to be excited about. If I told you that Alliance and Horde get completely unique quests without repeated dialog, would you give a shit? I definitely wouldn't.


Title: Re: SWTOR
Post by: Venkman on November 29, 2008, 10:43:09 AM
Goes back to whether reading the story matters. In WoW it does not, as in that game the only choice you have is whether to advance or to not advance. But in an RPG like Fallout 3 or Fable, paying attention to the quest means making a choice that matters. SWTOR is saying they're trying for the latter.


Title: Re: SWTOR
Post by: Rishathra on November 29, 2008, 01:51:00 PM
I'm wondering if they did the same thing for the hilts that was done to Chris Tucker for The Fifth Element.  They showed him some waaaay outlandishly fairy outfits, anticipating his rejection, then showed him some that were less outlandish, but still out there, which were in fact the ones they wanted him to wear.

Those screens are definitely much better than the first ones, and not just because of the improved hilts.


Title: Re: SWTOR
Post by: UnSub on December 09, 2008, 04:59:00 PM
SWOR is going micro-trans, no sub fees.  (http://www.shacknews.com/onearticle.x/56292)

I can see this working very well. Or blowing up horribly. It all depends on how well Bioware can design the game.


Title: Re: SWTOR
Post by: Zane0 on December 09, 2008, 05:27:25 PM
This is probably good.. for me, since there'll only be a few months of content and I won't pay subscription for a glorified single player game. How Bioware intends to benefit is a more interesting question. There is a strong Guild Wars vibe that I find increasingly discouraging.


Title: Re: SWTOR
Post by: SnakeCharmer on December 09, 2008, 05:28:20 PM
I don't see why anyone is getting bent out of shape about it on the official forums.

Who cares how you pay for it as long as the game is good.


Title: Re: SWTOR
Post by: ashrik on December 09, 2008, 08:14:35 PM
I'm going to withhold judgment until I can get a sense of how it's implemented. It could be the Next Great Thing or just a credit card hungry monster. I know Bioware from their great games, not their industry innovations (in the way of Steam or Battle.net, for instance)- so who knows how it'll play out.


Title: Re: SWTOR
Post by: Triforcer on December 10, 2008, 01:21:58 AM
EA has told Shacknews that no statements have been made about the business model, and Mr. Riccitello's comments were misunderstood.

Sounds like another instance of that guy opening his mouth months before he was supposed to  :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on December 10, 2008, 01:58:14 AM
As a SW geek.. a one-time SWG fanatic, and someone who's bought alot of Bioware games.  I'm seriously unenthusiastic about this game.  It's not helping that the more I hear and see about the game, the more it becomes even less likely that I'll play it.


Title: Re: SWTOR
Post by: TripleDES on December 10, 2008, 03:48:10 AM
Since EA is involved, I bet there's a need for vital items against $$$.


Title: Re: SWTOR
Post by: simonh on December 10, 2008, 04:01:52 AM

EA can deny making any descision on business model but Riccitiello clearly knows whats going on with it, even if he isnt meant to talk about it yet.

I really dont see them going with a traditional Asian style microtransaction model. If they are not doing subscriptions then I think they will do things a bit differently, perhaps paying for content. new areas, new storylines, etc. This way, they can still sell a box. Requiring customers to buy a box and then doing korean item sales is not a good idea.

Personally, I think this really should be a traditional box and subscription game. The audience is clearly big enough, SWG did not lack for initial box sales.. Assuming the game is decent, the revenue from subscriptions will more than pay for all the additional ongoing content development.


Title: Re: SWTOR
Post by: Lucas on December 12, 2008, 08:31:49 AM
Oh, and by the way, just in case you aren't up to date, sometime today (http://www.swtor.com/community/showthread.php?t=9647) we'll get to see the first, public "video documentary" of the game, including in-game footage.

Should be fun  :ye_gods:


Title: Re: SWTOR
Post by: Merusk on December 12, 2008, 08:38:50 AM
I don't see why anyone is getting bent out of shape about it on the official forums.

Who cares how you pay for it as long as the game is good.


You were reading the official forums of a game that has barely been announced and for which no details are readily available.  Those posting are the hardest of the hardcore in terms of fanbois and players.  As such there are two problems that develop.

1) They all have their own little vision about the gameplay, exact mechanics and EXACTLY how things should work based on nothing but their own screenshot-fueled dreams and wishes.  Anything that veers from that will be met with howls and anguish.

2) Being the hardcore uberfans, they are the MOST likely to be fucked-over by a microtrans model.  They'll dump $30 or more per game account a month on features and upgrades instead of $15 a month for the same 'full service.'     You'd see similar whining and gnashing of teeth from the WOW-lifers if it moved to a Chineese model of pay-per-hour that had you paying $15 a month if you played 20 hours a week and a shrug from folks who would a) budget time appropriately or b) give a cheer because they would be saving money per month.



Title: Re: SWTOR
Post by: SnakeCharmer on December 12, 2008, 08:55:01 AM
Oh yeah, I get that.  Probably should have clarified, but then again I didn't think anyone would care what I thought.

It was more of a "I don't get the angst anymore" kind of a remark, as in it won't affect me one way or another because I'm beyond giving a shit anymore and can't believe I ever did.  My  :awesome_for_real: ZOMGSTARWARSMMOGAME  :awesome_for_real: is broken.  Well, all MMOs fall into that category these days.  If it's good, I'll play it.  If it sucks, I won't.


Title: Re: SWTOR
Post by: Merusk on December 12, 2008, 08:58:44 AM
Welcome to jaded country.

(I need a .jpg for that riffing the old Marlboro ads.)


Title: Re: SWTOR
Post by: Lucas on December 12, 2008, 11:09:35 AM
And...Here is the video documentary:

http://www.swtor.com/media/vidcasts/viddoc001 (http://www.swtor.com/media/vidcasts/viddoc001)


Title: Re: SWTOR
Post by: HaemishM on December 12, 2008, 11:17:50 AM
Huh. The combat looks really fast and frenetic (which may or may not be a good thing) but really doesn't give me a good indication of anything.


Title: Re: SWTOR
Post by: Nebu on December 12, 2008, 11:23:16 AM
Typical MMO faire: Lots of promises and flash. 

I am interested in seeing more... that's a start.


Title: Re: SWTOR
Post by: SnakeCharmer on December 12, 2008, 11:28:55 AM
I really kinda dig it.  It does look fast, but wow...

Hrm.

They did say at one point that the control scheme / UI was going to be like using a controller in a fighting game.

Very cool.


Title: Re: SWTOR
Post by: Vinadil on December 12, 2008, 11:31:04 AM
I wonder if they will still be touting how meaningful "choices" are after a few documents are out that completely diagram every choice and what it means for your character.  Until choices affect more than just my character they will be little more than what we have now, a way to accomplish certain goals.  The choice is only dramatic if I don't know what will happen when I make it.  I can easily see a couple weeks into the game that people will be following guides for "how to choose your way to X".  They talk about this new system (much like TR did)... and perhaps it will at least cause some people to read quest chat... but I am not sure it is going to be the dramatic story-telling mechanism that they envision.


Title: Re: SWTOR
Post by: Draegan on December 12, 2008, 11:55:34 AM
Someone mention "scope of the game" and "more content than all other games combined".   :oh_i_see:

We'll see, game looks cool though.  It'll all come down to how it plays and feels of course.


Title: Re: SWTOR
Post by: EWSpider on December 12, 2008, 12:06:29 PM
"...these are real choices that are going to make a real impact on the story and where the narrative goes that you have to live with forever..."

WTB Choice Respec, PST! :uhrr:


Title: Re: SWTOR
Post by: Ghambit on December 12, 2008, 01:27:32 PM
I'd bet they end up scrapping the Storytelling aspect mid-development in favor of a more polished, solid traditional MMO (and after they realize they cant meet their deadlines).  Honestly though, does anyone here even look at the storytelling thing as a really "cant wait to try it" game feature?  I dont.  It's linear.  It's a thicker CYOA novel.  booooring.  I hope they just leave it out unless they get educated and develop a truly dynamic story system, then I'd say go for it.  But for now, I'm pretty sure they're gonna scrap it (just like Tabula Rasa did).


Title: Re: SWTOR
Post by: Nebu on December 12, 2008, 01:29:13 PM
Story = great for a single player RPG, not so much for an MMO

Give players tools to compete and have conflict with eachother.  That's what this universe is about.


Title: Re: SWTOR
Post by: Zzulo on December 12, 2008, 02:32:30 PM
If the combat system they are working on is fast and fun and less mechanical than in most MMO's, I'll be real interested in this


Title: Re: SWTOR
Post by: SnakeCharmer on December 12, 2008, 05:25:35 PM
I'd agree with that wholeheartedly.

I really am tired of looking at 5 different toolbars and watching timers, cooldowns, and an action/mana pool rather than watching the action. 


Title: Re: SWTOR
Post by: Triforcer on December 12, 2008, 07:29:37 PM
If the combat system they are working on is fast and fun and less mechanical than in most MMO's, I'll be real interested in this
Check out the video documentary that just went up on the main site.  Very encouraging for lightsaber combat, at least (although not much foot movement from the combatants, which isn't necessarily bad- if you can gain a slight advantage from doing triple backflips every two seconds during every fight, the whole game would be ADHD spaz monkey circle-strafing). 


Title: Re: SWTOR
Post by: UnSub on December 12, 2008, 07:36:44 PM
Are you all kidding me? Those characters didn't move from the place they were fixed on the floor at all. I was getting MxO flashbacks.

So, all of those special attacks could have come from hitting the right button between auto attacks. Not saying they did, but I expected a more jaded reaction here to that video.


Title: Re: SWTOR
Post by: Llyse on December 12, 2008, 08:16:02 PM
Are you all kidding me? Those characters didn't move from the place they were fixed on the floor at all. I was getting MxO flashbacks.

So, all of those special attacks could have come from hitting the right button between auto attacks. Not saying they did, but I expected a more jaded reaction here to that video.

What Unsub said.

This has been already said but every decision making an impact is going to suck initially with people clamouring for wowhead/thottbot.

That said it still looks enticing...  :why_so_serious:


Title: Re: SWTOR
Post by: FatuousTwat on December 12, 2008, 08:29:56 PM
It being in the StarWars universe means nothing.

It's gonna be shit.


Title: Re: SWTOR
Post by: Triforcer on December 12, 2008, 08:47:24 PM
Well, at the very least, the lightsabers were hitting each other, not just waving in the air in the general direction of the enemy as big white numbers popped up.  That alone is an advancement from any MMO with swordfighting that we've seen.

EDIT:  Overall, I haven't seen anything yet that would take this game off my long-term fanboi list.  I am still concerned that its going to be more like Diablo (single-player with co-op) then a true MMO- they still haven't explained to my satisfaction how you can have such an individual story, AND share a common world with thousands of others.   So, I'm still pro-SWTOR until we hear its a superinstanced Guild Wars. 


Title: Re: SWTOR
Post by: Falwell on December 12, 2008, 11:30:39 PM
I'd bet they end up scrapping the Storytelling aspect mid-development in favor of a more polished, solid traditional MMO (and after they realize they cant meet their deadlines).  Honestly though, does anyone here even look at the storytelling thing as a really "cant wait to try it" game feature?  I dont.  It's linear.  It's a thicker CYOA novel.  booooring.  I hope they just leave it out unless they get educated and develop a truly dynamic story system, then I'd say go for it.  But for now, I'm pretty sure they're gonna scrap it (just like Tabula Rasa did).

I'm gonna call just the opposite on this. Simply because Bioware has done it before..

Great story, lukewarm combat on a good day, inventory system that causes migraines.


Title: Re: SWTOR
Post by: Velorath on December 13, 2008, 12:24:56 AM
Story = great for a single player RPG, not so much for an MMO

Only because nobody has ever done a good job of it before.


Title: Re: SWTOR
Post by: Soln on December 13, 2008, 12:44:19 AM
Expect a Beta Q4 2009 -- or sometime in 2009.  Yup.  EA needs this. 


Title: Re: SWTOR
Post by: Sophismata on December 13, 2008, 03:41:41 AM
I don't think I agree with all the EA hate - people say EA rushed WAR out the door, but the way it looks to me, WAR was never going to be a decent game the way it was (and is) being handled, and better to throw it to the wolves sooner than later.

Note that Microsoft did the same thing, as I recall. I don't think people give publishers enough credit these days...


Title: Re: SWTOR
Post by: WindupAtheist on December 13, 2008, 05:16:42 AM
Meaningful story choices aren't bad. I mean you either minmax it or not, but that's the case with anything. Minmaxers can look at big charts of what stuff to do, other people can just do whatever grabs them.


Title: Re: SWTOR
Post by: Triforcer on December 13, 2008, 05:46:29 AM
Meaningful story choices aren't bad. I mean you either minmax it or not, but that's the case with anything. Minmaxers can look at big charts of what stuff to do, other people can just do whatever grabs them.

...except that people /ragequited over making the "wrong" choice between goblin and gnome engineering (in the first couple years, before you could respec).  Either people can respec anything important at the end anyway (in which case the "meaningful" choices aren't that meaningful) or someone is going to put in 200 hours and find out they can't have their favorite (uber for pvp) companion because of picking an incorrect dialogue choice 50 hours back.   People don't WANT permanent choices in an MMO.  The potential cost of a do-over is too high.


Title: Re: SWTOR
Post by: Lantyssa on December 13, 2008, 06:26:33 AM
And some people quit out of boredom because nothing they do has any meaning...

It is going to come down to a lot of different factors.  If the stories are solid and the game enjoyable, then I think most people can get past a couple of disappointing choices.


Title: Re: SWTOR
Post by: Vinadil on December 13, 2008, 06:30:53 AM
It is all about the opportunity cost.  And, I suppose if the gameplay is interesting enough you might actually get some good replayability with all of the different "choice lines".  It sucks for people like me who hate alts.  Still, "choices" seem to be a nicer way of saying "factions".  You make a choice and certain people like you better, opening up new content while other people like you less, closing off certain content.  None of it has any effect on the world you live in... so it is very much like a single-player game inside a multi-player world... ala WoW.  Can't really argue with its success, but it is not some new awesome system.

As others have said, we have the whole "make the wrong choice and suffer the unchangeable consequences" thing going on in real life, most people don't want that to be the case in their games too.


Title: Re: SWTOR
Post by: tmp on December 13, 2008, 08:10:24 AM
I wonder if they will still be touting how meaningful "choices" are after a few documents are out that completely diagram every choice and what it means for your character.  Until choices affect more than just my character they will be little more than what we have now, a way to accomplish certain goals.  The choice is only dramatic if I don't know what will happen when I make it.
It's Star Wars. You only ever get two choices there -- be evil, cackling asshole and get dark side points, or don't be evil asshole and get light side points. So you always have pretty good idea what will happen when you make your choice, but that doesn't remove the drama from the choice itself, imo.


Title: Re: SWTOR
Post by: tmp on December 13, 2008, 08:14:12 AM
People don't WANT permanent choices in an MMO.  The potential cost of a do-over is too high.
You can't respec the horde troll into alliance gnome. I don't think there's really many people ragequitting over that.


Title: Re: SWTOR
Post by: Triforcer on December 13, 2008, 08:55:54 AM
People don't WANT permanent choices in an MMO.  The potential cost of a do-over is too high.
You can't respec the horde troll into alliance gnome. I don't think there's really many people ragequitting over that.

THat's hardcoded from the moment of character creation.  People, from the first MMO onward, really don't expect to be able to change race (and if the KNOW general faction is hardcoded going in, they aren't angry).  But people have gotten used to thinking that any options theoretically available to a created character will never be permanently off-limits to that character.  Changing that balance will upset a lot of people.  Hell, if it takes 200 hours to max a character and I took paths that left me grossly underpowered (with no way to rectify that) I would be angry.


Title: Re: SWTOR
Post by: trias_e on December 13, 2008, 09:17:34 AM
One thing they can certainly make use of is factions.  This way what you do will certainly effect how you play at the end game, but not irrevocably.

However, permanent character choices are in some sense just another balance issue.  It's actually fairly similar to starting as a class as a noob to the game.  You don't know how the class is going to play out at higher levels, what options will be available to you, and what will be restricted to you.  And in balancing some things may change out of your control as well.

There is one difference though, in that these choices will be pervasive over the course of your gameplay experience, rather than just at character creation.  And there will be more choices to balance, and more things to piss the players off if choices are really a big deal.


Title: Re: SWTOR
Post by: tmp on December 13, 2008, 09:31:45 AM
THat's hardcoded from the moment of character creation. People, from the first MMO onward, really don't expect to be able to change race (and if the KNOW general faction is hardcoded going in, they aren't angry).
Yus, but nevertheless it is a handful of permanent choices made about the character. And if KNOWING the choice is permanent is enough to remove the anger then can't that work as well for the same kind of choice made at some point down the road? If i recall right, it is a route already taken by quite a few of Korean MMOs -- they have the player start as generic 'noob' class and then give them progressively specialized choice of what they want to become in the end. Now granted, these MMOs aren't usually pinnacle of user-friendly and casual design, but this particular aspect of them doesn't seem to be brought up as example of what makes them more annoying than the average western MMO...

Quote
Hell, if it takes 200 hours to max a character and I took paths that left me grossly underpowered (with no way to rectify that) I would be angry.
You can currently make the choice at character creation that after 200 hours leaves you with realization you picked a class that (relatively) sucks ass. (since many abilities are introduced at late part of character advancement, it can be impossible to immediately realize the mistake) So really not sure if having this choice over the course of these 200 hours rather than in the very beginning... is somehow making it worse or for that matter any different.

edit: also, if the argument is 'permanent choices are bad because i can screw myself up making them' then i don't think it's argument against permanent choices per se, but rather against shoddy balancing and bad design. After all ideally you shouldn't be able to screw yourself up no matter what path you take, each should lead to viable (but different) end result.


Title: Re: SWTOR
Post by: mutantmagnet on December 13, 2008, 11:25:33 AM
Well, at the very least, the lightsabers were hitting each other, not just waving in the air in the general direction of the enemy as big white numbers popped up.  That alone is an advancement from any MMO with swordfighting that we've seen.

*COUGHS*

http://www.youtube.com/watch?v=CfjxSkYDR4g
Quote
People don't WANT permanent choices in an MMO.  The potential cost of a do-over is too high.

Forget about MMOs. I played a strategy/rpg hybrid where goals were defined by achieving objectives in a set period of time. People forced the dev to change the game's direction because people were pissed when they realized being inconsistently good or evil left you with combat units that were too difficult to synergize with each other.


Title: Re: SWTOR
Post by: SnakeCharmer on December 13, 2008, 12:03:22 PM
The problem that they are going to battle is perception; whether real or not.  As long as some players feel like they *possibly* made the wrong choice in their storyline, the angst will flow.  It won't matter if it's a quest reward or storyline or whatever. 

But give it 3 months, and there will be quest/storyline trees with every conceivable path posted somewhere on the net.


Title: Re: SWTOR
Post by: Velorath on December 13, 2008, 12:48:49 PM
I am still concerned that its going to be more like Diablo (single-player with co-op) then a true MMO

I'm not exactly sure why that would be a bad thing.


Title: Re: SWTOR
Post by: Malakili on December 13, 2008, 01:35:17 PM
I wonder if they will still be touting how meaningful "choices" are after a few documents are out that completely diagram every choice and what it means for your character.  Until choices affect more than just my character they will be little more than what we have now, a way to accomplish certain goals.  The choice is only dramatic if I don't know what will happen when I make it.  I can easily see a couple weeks into the game that people will be following guides for "how to choose your way to X".  They talk about this new system (much like TR did)... and perhaps it will at least cause some people to read quest chat... but I am not sure it is going to be the dramatic story-telling mechanism that they envision.

This is why my feeling that meaningful choice really comes from a player driven game.  You never REALLY know how a person is going to react.  I had exactly the same response as you, which was basically that all the stuff is going to get sorted out, made into guides, and then the only "choice" in which goal you want to do. I suppose its possible to design PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet.


Title: Re: SWTOR
Post by: Lantyssa on December 13, 2008, 01:37:29 PM
For all the bitching about knowing how things are going to turn out, you could just not read a damn guide.

It's really that simple.


Title: Re: SWTOR
Post by: mutantmagnet on December 13, 2008, 01:41:18 PM
Quote
not read a damn guide.

Impossible. We metagame because it's in our genes.

Quote
PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet.

One could cheat this by having a pool of very different rewards randomly chosen at the end...


Title: Re: SWTOR
Post by: Malakili on December 13, 2008, 01:42:14 PM
For all the bitching about knowing how things are going to turn out, you could just not read a damn guide.

It's really that simple.

It is that simple for a single player game, in a game where you are interacting with other people who might be using said guides, its not so simple.


Title: Re: SWTOR
Post by: Malakili on December 13, 2008, 01:46:20 PM
Quote
not read a damn guide.

Impossible. We metagame because it's in our genes.

Quote
PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet.

One could cheat this by having a pool of very different rewards randomly chosen at the end...


I suppose... but "you chose the dark side answer and got a new light saber" and "you chose the dark side answer and got a new <randomly generated reward that is not a lightsaber>" aren't actually really different choices. 

Perhaps I can explain better.  What I mean by consequences isn't whether or not you get shiny thing 1 or shiny thing 2, but that your choice could actually have a very NEGATIVE impact on your character.   I know that people only like happy fun times in a game, but having the ability to mess things up makes everything a lot more interesting in my opinion. 


Title: Re: SWTOR
Post by: mutantmagnet on December 13, 2008, 02:01:29 PM
Ok I see where you are going with this. That is a more involved dynamic but my cheat can be applied. I'm not saying it's a good way of implementing it. It's just a cheap quick way since the cost and time factor gave you pause on how this could work.


From my experience long lasting negative impacts are possible iff the rule makers make it explicitly clear what the player gains and loses for making their choice. Without that knowledge many feel lots of regret because they didn't make an informed decision.

It would be the equivalent of scam if KOTR MMO didn't give you a heads up of what will happen and then the offer you the option to undo your choice for $5....




....  :nda:


Title: Re: SWTOR
Post by: Fordel on December 13, 2008, 02:11:07 PM
I eagerly await accidentally killing someones pet cat and forever incurring the wrath of the sand people, or something.  :awesome_for_real:


I want this game to be awesome, I really do, but so far...


Title: Re: SWTOR
Post by: SnakeCharmer on December 13, 2008, 04:32:50 PM
For all the bitching about knowing how things are going to turn out, you could just not read a damn guide.

It's really that simple.

Who's bitching?

But anyway, there's that.  Some people don't like to be surprised; then there's people that catass race through the content not paying attention to any of it, then complain there's no content at 'end game'.  They don't care what the content is, just so long as they can get it done and claim they did it.


Title: Re: SWTOR
Post by: Malakili on December 13, 2008, 04:36:52 PM
I eagerly await accidentally killing someones pet cat and forever incurring the wrath of the sand people, or something.  :awesome_for_real:


I want this game to be awesome, I really do, but so far...

Hell, i'd WISH for that over the model it will end up having, which is: "Hey, here is your big moment do you choose 1) save everyone and earn light side points or 2) massacre everyone pointlessly for dark side points"


Title: Re: SWTOR
Post by: Ghambit on December 13, 2008, 04:39:07 PM
I wonder if they will still be touting how meaningful "choices" are after a few documents are out that completely diagram every choice and what it means for your character.  Until choices affect more than just my character they will be little more than what we have now, a way to accomplish certain goals.  The choice is only dramatic if I don't know what will happen when I make it.  I can easily see a couple weeks into the game that people will be following guides for "how to choose your way to X".  They talk about this new system (much like TR did)... and perhaps it will at least cause some people to read quest chat... but I am not sure it is going to be the dramatic story-telling mechanism that they envision.

This is why my feeling that meaningful choice really comes from a player driven game.  You never REALLY know how a person is going to react.  I had exactly the same response as you, which was basically that all the stuff is going to get sorted out, made into guides, and then the only "choice" in which goal you want to do. I suppose its possible to design PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet.

It exists, here's an example:  http://www.storytron.com/ (http://www.storytron.com/)
Problem is, it's fairly new just as you've said.  Most games on the radar today have already been in dev. for a least a few years, so they miss out.  I actually speculated Bioware might be developing some sort of Storytron type system for SWTOR, but the more I heard interviews from them the more I saw it was nothing like a dynamic/interactive storytelling system.  And the fact is, Storytron is extremely basic in its current form, however if it had Bioware/EA's millions I'm sure it would do well.  


Title: Re: SWTOR
Post by: tmp on December 13, 2008, 04:56:15 PM
This is why my feeling that meaningful choice really comes from a player driven game.  You never REALLY know how a person is going to react.  I had exactly the same response as you, which was basically that all the stuff is going to get sorted out, made into guides, and then the only "choice" in which goal you want to do. I suppose its possible to design PvE content around the concept of "unknown" consequences , but it would have to be incredibly dynamic to the point that I don't think we have the technology to do it yet.
How is the choice of the goal any less "meaningful" than choice of point in the story, though? One is for the min-maxing metagamer, the other is for the roleplayer. But both influence and shape existing game character, in a way that appeals to the player.

Having to pick between door 1 and 2 without knowing what's behind either isn't imo any more meaningful than making that choice with full knowledge what you're going to get. It's just different strokes for different folks, but both can fit in the same game where the knowledge of reward is entirely optional.


Title: Re: SWTOR
Post by: Malakili on December 13, 2008, 05:44:10 PM

Having to pick between door 1 and 2 without knowing what's behind either isn't imo any more meaningful than making that choice with full knowledge what you're going to get. It's just different strokes for different folks, but both can fit in the same game where the knowledge of reward is entirely optional.

I guess I do come across a little strong on topics like this.  I do tend to get defensive because the MMOs I tend to like SWG (pre "upgrade") and EVE Online tend to get the short end of the stick (though admittedly EVE is doing quite well for itself).  I think CCP has things under control, but there is always a bit of doubt that creeps in that they will change fundamental game mechanics to make their game more accessible and blow it for me.  I don't have a problem with games that I don't like existing, or hell, evening being the most popular ones, it just makes me recoil a bit when those players start trying to change the games I enjoy :).

Put succinctly, and I suppose more on topic for this thread: TOR doesn't look to me like it is going to live up to my ideal of what a star wars game should be, or even has been.


Title: Re: SWTOR
Post by: mutantmagnet on December 14, 2008, 01:12:44 AM
or even has been.
We can thank Lucas for that. I actually find it jarring watching the differences between TOT and the Prequels. The acting, usage of music and the set pieces are just so different from each other. Let's not even go into writing, editting and direction.


Title: Re: SWTOR
Post by: Triforcer on December 14, 2008, 08:12:46 AM
\ I don't have a problem with games that I don't like existing, or hell, evening being the most popular ones

This is not the website for you.


Title: Re: SWTOR
Post by: WindupAtheist on December 14, 2008, 09:07:16 AM
"Rescue kittens from trees and get a blue lightsaber" versus "kick puppies and get a red one" is still way more story choice than you'd get anywhere else. /shrug


Title: Re: SWTOR
Post by: schild on December 14, 2008, 09:09:26 AM
"Rescue kittens from trees and get a blue lightsaber" versus "kick puppies and get a red one" is still way more story choice than you'd get anywhere else. /shrug

I look forward to seeing how they intertwine overarching stories and RMT. I'm not saying it'll be hard, I just don't expect them to do it even remotely right. This whole thing is going to be a mess. Also, your two examples are poop.


Title: Re: SWTOR
Post by: Ratman_tf on December 14, 2008, 09:18:05 AM
"Rescue kittens from trees and get a blue lightsaber" versus "kick puppies and get a red one" is still way more story choice than you'd get anywhere else. /shrug

I look forward to seeing how they intertwine overarching stories and RMT. I'm not saying it'll be hard, I just don't expect them to do it even remotely right. This whole thing is going to be a mess. Also, your two examples are poop.

Everyone knows Sith love puppies and hate kittens. (http://www.millan.net/minimations/smileys/vader.gif)


Title: Re: SWTOR
Post by: Ghambit on December 14, 2008, 11:05:42 AM
Even if Bioware DID do the story-system "right" the fact still remains that if there's no inherent truly interactive Gameplay underneath, that most players will just scroll through the mountains of text to get at the end.  It'll be quicker to reroll another character and travel down a different arch, rather than read a book for one toon; and sadly they'll all count as "successes."  Just slightly different outcomes.  That to me doesnt make a game, it just makes fluff... and I'd rather have a singularly epic and well-written story with great voice-acting rather than a few linear walls-of-text.  Gotta be gameyness in the story.


Title: Re: SWTOR
Post by: tmp on December 14, 2008, 01:19:49 PM
Even if Bioware DID do the story-system "right" the fact still remains that if there's no inherent truly interactive Gameplay underneath, that most players will just scroll through the mountains of text to get at the end.  It'll be quicker to reroll another character and travel down a different arch, rather than read a book for one toon; and sadly they'll all count as "successes."  Just slightly different outcomes.  That to me doesnt make a game, it just makes fluff... and I'd rather have a singularly epic and well-written story with great voice-acting rather than a few linear walls-of-text.  Gotta be gameyness in the story.
That's a cool strawman but they haven't exactly done their RPGs so far (previous KotOR included) as 'wall of text to skip', why would they start now?


Title: Re: SWTOR
Post by: UnSub on December 14, 2008, 04:10:23 PM
To take it back to the level of retard: stories have beginnings, middles and ends. Single player games allow that process to be stage managed somewhat. MMOs are desirable because (in theory) your character / the player doesn't run out of things to do, even when they've reached the end of the planned content because there are other systems there to take up the slack (which are generally either repeatable PvE that is very story light or PvP content).

The challenge SWOR faces is that regardless of how good the story is, the second you start throwing other players in the mix the devs lose that ability to control the content experience somewhat. There are a couple of ways around this - force certain play experiences to be single player, for instance - but the unofficial announcement of microtrans in this title makes me think Bioware is looking to make content release in a more episodic format, so that even if you get to max lvl your character can't finish their storyline until Bioware wants it finished. Then the next update comes along that you choose to pay for or not. In the meanwhile, you can do some meaningless PvE or meaningless PvP or meaningless crafting or whatever.


Title: Re: SWTOR
Post by: sidereal on December 14, 2008, 09:39:36 PM
I think it's more likely that they'll have a bunch of episodic narratives rather than one overarching one that you can't finish.  This is easier to charge people for (pay $10 to participate in the Battle of Fooburger!) and repeats the satisfaction of concluded narrative.  I'm thinking something like the LOTRO Intro series done many times over, with multiplayer, and somehow protected against idiots and griefers.


Title: Re: SWTOR
Post by: Triforcer on December 14, 2008, 09:46:31 PM
I'm thinking something like the LOTRO Intro series done many times over, with multiplayer, and somehow protected against idiots and griefers.

So, in other words, it won't possibly work. 

P.S. I like how nobody on the Internet has bought the EA "he was misunderstood" line for even a second.  Maybe we are maturing as a community. 



Title: Re: SWTOR
Post by: Jade Falcon on December 15, 2008, 05:27:29 AM
I'm thinking something like the LOTRO Intro series done many times over, with multiplayer, and somehow protected against idiots and griefers.

So, in other words, it won't possibly work. 

P.S. I like how nobody on the Internet has bought the EA "he was misunderstood" line for even a second.  Maybe we are maturing as a community. 



Not likely,It's just noone believes anything EA says anymore.


Title: Re: SWTOR
Post by: Venkman on December 15, 2008, 05:46:29 AM
Thought the video looked ok. Pretty standard stuff. I think it was UnSub that mentioned the MxO feel and I agree. The videos show too much choreography for it to be twitch, but more so than the usual variety of EQ1-like combat where swings and reactions rendered have nothing to do with the buttons being pressed. It certainly looks fast, but I'm thinking queued moves and "cinematic" battles, when what I'd really would have much rather gotten was Force Unleashed.

Everything else is the same talk we've already heard. Probably AoC-style single-player front end with persistent opt-in public space PvP ala outdoor WoW PvP or WAR, though likely with MUCH more single-player than not.


Title: Re: SWTOR
Post by: Ghambit on December 15, 2008, 07:13:18 AM
Thought the video looked ok. Pretty standard stuff. I think it was UnSub that mentioned the MxO feel and I agree. The videos show too much choreography for it to be twitch, but more so than the usual variety of EQ1-like combat where swings and reactions rendered have nothing to do with the buttons being pressed. It certainly looks fast, but I'm thinking queued moves and "cinematic" battles, when what I'd really would have much rather gotten was Force Unleashed.

I'll have to disagree here because of two things:
1)  Force Unleashed was garbage.  Quite literally no strategic swordplay in the game whatsoever.  Just mindless swinging with the occasional force push... especially the Wii version
2)  Jedi see everything slower, therefore trying to effectively transcribe that into a world of mere earthlings (that's us) means making it a more deliberate, tactical MxO style combat interface (an interface which was pretty cool IMO) with maybe some AoC positioning involved.  If you've ever stood and watched two really good brawlers in MxO it's a pretty beautiful thing; a neophyte would wonder "how the fuck are they doing that," while inside the battle they're simply making quick tactical decisions that manifest themselves in flashy martial arts displays.  The higher lvled the player, the flashier he/she is and the more likely to win they are (although inherent player skill does play a role).

I once scribbled a game design (for a pretty phreaky sci-fi game) that actually involved altering the internal game timer (latency) of a player relative to the gameworld as a whole.  This wouldve been dependant on his character's precognitive skill.  Strong with the force?  Your latency is less.  In THIS way you could physically simulate what it would be like to be Neo or Skywalker (people around you would see a rubber-banding effect, but to you everything would be fine).  But, for a "normal" game... the only way is making it turn-based to an extent.  And when you think of it, that's all a Jedi really is doing: "taking a turn."  The physical aspect of swinging a lightsaber doesnt exist, only the INTENT exists and it just happens... those who see their oppenent faster and intend quicker are better Jedi.

So, I really think an MxO/AoC interface could work if they do it right, but it's a fine line on how much real twitch you really need for a Jedi game IMO.  I think most people here would agree though that a normal hack 'n slash Force Unleashed style game wont last very long in the entertainment column.  It'd just devolve into random bytch-swings that wont reflect the overall theme Bioware is getting at (grandiose storytelling and action sequences).  A highly choreographed, "story in a battle" fight sequence is what Bioware is after... so their combat interface will probably reflect that. 


Title: Re: SWTOR
Post by: Venkman on December 15, 2008, 10:21:51 AM
I should have provided details for my Forced Unleashed comment.

On the X360, it was fun. Lightning, pick up guys, pick up objects, throw crap around, acrobatics, that sorta thing. I never got far into the game itself, but regardless, that's not the model for an MMO anyway, so irrelevant. The sword play I didn't care so much about because it wasn't the premise of the game. There's better sword games out there for reference.

From a geek standpoint, I never got the point of the sword fighting. I can hurl objects at you from all points around you so instead I'm going to see how strong/quick my l33t forc3 fighting skills are against yours'? Yea, I know it's a part of the IP, but even back in 1977 I was wondering why Han didn't just jump into the Falcon and start quadblasting Darth Vader while he was fighting Obi-Wan.

In any case, I hear ya on how this should work to feel right. I sorta think along the lines of early-DAoC Combat Styles. Mists of memory here, but they seemed to work from what I can remember about playing a Friar for a bit. If it can be that fast, but still reactive and cool looking, that could be a win.

At the very least, and just going by the videos, it looks like it could be a unique combat alternative to WoW. Which would be nice because that's where a good chunk of their early players are likely to come from (by sheer numbers alone).


Title: Re: SWTOR
Post by: Draegan on December 15, 2008, 10:33:31 AM
Maybe you don't force hurl shit at each other because the other Jedi Master will negate it.  Like when Luke wasn't even a jedi yet going against vader in empire.  He just got fucked up.


Title: Re: SWTOR
Post by: Venkman on December 15, 2008, 11:53:18 AM
Yea I know, the whole Dooku/Yoda thing, and they expanded on this in EU stuff too. But I don't a crap. It was fun :-)


Title: Re: SWTOR
Post by: Riggswolfe on December 15, 2008, 12:10:37 PM
I don't know who mentioned LOTRO but that is the best approach I see. Alot of generic quests, and a few "epic" storyline quests to advance the story of the game.


Title: Re: SWTOR
Post by: Sky on December 15, 2008, 01:24:12 PM
Yea, I know it's a part of the IP, but even back in 1977 I was wondering why Han didn't just jump into the Falcon and start quadblasting Darth Vader while he was fighting Obi-Wan.
Was it the first or second Dark Forces that had the good saber action? It was a bit cumbersome at first, but once you got it down, you never needed a gun again. Anyway, one of my favorite tactics was to bounce laser shots back at the enemy. It would have provided about as much distraction as Luke yelling did for Ben.

It's a geek thing imo. I spent a lot of time as a kid pretending to fight with a lightsaber. Actually being able to chop up stormtroopers with one was  :drill: Who cares about reality?

Star Wars MMO? Eh, why bother? It's an mmo. Just put your balls in a vice and throw in the New Hope DVD.


Title: Re: SWTOR
Post by: sidereal on December 15, 2008, 01:34:58 PM
Star Wars MMO? Eh, why bother? It's an mmo. Just put your balls in a vice and throw in the New Hope DVD.

Good. Use your aggressive feelings, boy. Let the hate flow through you. Give in to your anger. With each passing moment you make yourself more my servant.


Title: Re: SWTOR
Post by: Rake on December 15, 2008, 01:35:22 PM

It's a geek thing imo. I spent a lot of time as a kid pretending to fight with a lightsaber. Actually being able to chop up stormtroopers with one was  :drill: Who cares about reality?


I think I've seen you (http://uk.youtube.com/watch?v=HPPj6viIBmU)


Title: Re: SWTOR
Post by: Morat20 on December 15, 2008, 02:03:32 PM
Maybe you don't force hurl shit at each other because the other Jedi Master will negate it.  Like when Luke wasn't even a jedi yet going against vader in empire.  He just got fucked up.
I think if there was a guy with super-reflexes, super-speed, and super-strength waving a lightsaber rather angrily at me, I'm pretty sure 99% of my concentration would be on "Not letting that thing hit me in the face". I don't think I'd have much to spare for anything fancy with the force.

Maybe if you got into a bind or something, where you had a split second to focus without worrying about a saber through the head, you could grab something and throw it, or shove him or shoot lighting out your ass or whatever.

If I wanted to make sense of the whole thing, I'd say lightsabers were there to even the playing field between two Jedi (as well as being useful at all sorts of other things, including reflecting blaster bolts), mitigating the whole "whose stronger in the Force" thing. Unless, of course, you were some Dark Jedi Master facing off against an untrained farm boy who'd only had his glow stick a few months. THEN you could probably kick his ass one-handed while tossing random garbage at him.

Probably while laughing.


Title: Re: SWTOR
Post by: eldaec on December 15, 2008, 04:49:38 PM
Yea, I know it's a part of the IP, but even back in 1977 I was wondering why Han didn't just jump into the Falcon and start quadblasting Darth Vader while he was fighting Obi-Wan.
Was it the first or second Dark Forces that had the good saber action? It was a bit cumbersome at first, but once you got it down, you never needed a gun again. Anyway, one of my favorite tactics was to bounce laser shots back at the enemy. It would have provided about as much distraction as Luke yelling did for Ben.

Dark Forces didn't even have light sabers iirc.

I think it is Dark Forces II you are talking about.

By Jedi Knight II, you were tiresomely overpowered against anything not-Jedi.


Title: Re: SWTOR
Post by: DraconianOne on December 16, 2008, 02:14:44 AM
Jedi Outcast : Jedi Knight 2 has supremely better lightsaber combat than Jedi Knight: Dark Forces 2 but it wasn't until Jedi Academy: Jedi Outcast 2 : Jedi Knight 3 : Dark Forces 4 that you got the dual weilding or double bladed sabres.  :grin:

Jedi Outcast introduced the different stances and the slow motion camera action whenever you got a killing blow in which was tediously annoying after a while but had it's moments.  I think I have a stack of screenshots from somewhere showing aliens getting decapitated, stormtroopers on their knees clutching the stumps of their severed arms and general lightsaber mutilation goodness. There was also that whole wall running thing and acrobatics which did seem a little random but every now and then was quite sweet.

I was never bothered by being so much more powerful than non-jedi/sith characters. I felt that was exactly how you were meant to feel as a jedi.  A room full of stormtroopers didn't become a "can I survive this encounter?" challenge but a "how quickly can I clear the room and can I do it without getting my shields touched?" challenge.

I still think Jedi Knight was the best of the series though, dodgy graphics or not.


Title: Re: SWTOR
Post by: eldaec on December 16, 2008, 04:54:13 PM
Also, Dark Forces 2 had much cooler Sith to fight than Jedi Knight 2 or Jedi Outcast 2. Plus JK2 and JO2 made you suffer through godawful jumping puzzles.


The Mara Jade expansion for DF2 was also neat. I think the difference was that DF2 was back when lucasarts was good at game design. By the time of JK2 and JO2 they had caught teh gay off of the George Lucas prequels and everything they have been involved in since has turned to shit.


Title: Re: SWTOR
Post by: SnakeCharmer on December 16, 2008, 07:18:14 PM
The O forums suck ass.  S l o w, teeny tiny hotlinks, and everytime I want to log in, I have to clear my cookies/cache. 


Title: Re: SWTOR
Post by: AcidCat on December 17, 2008, 12:27:52 PM
Penny Arcade sums up the small combat clips we've seen perfectly: " It looks patently ridiculous to strike a monster more than twice with an infinitely sharp laser beam, and the whirling idiots in these clips look like they're auditioning for Thriller."


Title: Re: SWTOR
Post by: SnakeCharmer on December 17, 2008, 12:54:25 PM
To be fair, it's be patently boring to walk up to that slug looking thing, casually swipe it once (or even twice) and kill it.  Or shoot it once with a blaster.

I wonder what part of 'it's a game' is lost on them...

Oh well.



Title: Re: SWTOR
Post by: AcidCat on December 17, 2008, 01:36:38 PM
I think the typical MMO-style combat of "let's just stand here and trade blows a while" looks especially ridiculous when you add lightsabers to the mix.


Title: Re: SWTOR
Post by: eldaec on December 17, 2008, 02:29:09 PM
To be fair, it's be patently boring to walk up to that slug looking thing, casually swipe it once (or even twice) and kill it.  Or shoot it once with a blaster.

I wonder what part of 'it's a game' is lost on them...

Which is why you make 30 slug looking things, and make combat about jedi awesomeness vs npc overwhelming numbers. A bit like Star Wars.


Title: Re: SWTOR
Post by: SnakeCharmer on December 17, 2008, 02:43:56 PM
Which would be very, very cool if they could it and not have players who have less than up to date gaming rigs start chugging.


Title: Re: SWTOR
Post by: Koyasha on December 17, 2008, 04:44:50 PM
Working up an entirely new combat system that doesn't rely on standards such as armor and HP would be an interesting way to work a Star Wars game, but technically not particularly necessary.  They could simply do some renaming, and then make appropriately styled animations.

HP becomes Fatigue or Stamina or whatever you want to call it - the guy's ability to continue dodging and evading blows.  When he runs out of 'Stamina', he becomes too tired to fully avoid the next hit, and it scores a fatal/incapacitating strike against him.  Animations would therefore revolve around attack and dodge, with only the occasional animation actually showing contact between weapon and defender.

The main issue is one of animations showing people being hit by lightsabers/blaster bolts, rather than showing them dodging said attacks.


Title: Re: SWTOR
Post by: Goreschach on December 17, 2008, 04:52:32 PM
Which would be very, very cool if they could it and not have players who have less than up to date gaming rigs start chugging.

Because as we all know, games involving more than 3 enemies onscreen at once have only been possible for the last two years.


Title: Re: SWTOR
Post by: tmp on December 17, 2008, 06:47:16 PM
I think the typical MMO-style combat of "let's just stand here and trade blows a while" looks especially ridiculous when you add lightsabers to the mix.
Been in KotOR games since the beginning. Whining about it now (and with brand new Force Unleashed that's arcade'y game but does the same thing) ... that's kinda like crying fool there's talking aliens in episodes 1-3. Srsly.


Title: Re: SWTOR
Post by: SnakeCharmer on December 17, 2008, 07:18:49 PM
Which would be very, very cool if they could it and not have players who have less than up to date gaming rigs start chugging.

Because as we all know, games involving more than 3 enemies onscreen at once have only been possible for the last two years.

Bit of a difference between 3 and 30.


Title: Re: SWTOR
Post by: Venkman on December 17, 2008, 07:45:11 PM
CoX has done fine for years, with 3, 15, 30 guys on screen. It's how you scale the tech.


Title: Re: SWTOR
Post by: UnSub on December 17, 2008, 10:40:09 PM
CoX has done fine for years, with 3, 15, 30 guys on screen. It's how you scale the tech.

CoH/V draws the first 50 characters on screen, iirc.


Title: Re: SWTOR
Post by: Margalis on December 17, 2008, 11:37:33 PM
Been in KotOR games since the beginning. Whining about it now (and with brand new Force Unleashed that's arcade'y game but does the same thing) ... that's kinda like crying fool there's talking aliens in episodes 1-3. Srsly.

What's the statute of limitations on complaining about continuing sucky aspects of things?

Midichlorians? Time doesn't heal all stupid.


Title: Re: SWTOR
Post by: Sunbury on December 18, 2008, 05:21:47 AM
I remember posting when Anarchy Online came out about this same issue.

   How is it that 30,000 years in the future with hi-tech laser pistols I have to hit a guy in shirt sleeves 10 times to kill him?

All response were:  that's the only way it can work.

Any people wonder why non-fantasy MMO's fail?  They all make 0 sense, even if they invent their own 'physics'.

I'm not a Star Wars geek, but even in the current cartoons, the only time a Jedi has a problem is when they are overwhelmed, fight shielded bots, or an enemy also with a light-saber.

Can a game say its based on Star Wars, have Jedi's and Light Sabers yet be nothing like the combat depicted and still be Star Wars?


Title: Re: SWTOR
Post by: Ghambit on December 18, 2008, 08:46:29 AM
So what we're looking for is Bushido Blade Online.  Screw up and get slashed once, dead.  I'm not even being sarcastic here, no.  I'd REALLY like a game like that.  Reliant on reflex, positioning, and tactics to gain victory.  It can be done... but they aint gonna do it.  Not because they can't, but because many folks dont want to rely on their own gaming (and fencing) skillz to advance in an MMO they're paying monthly on.

Our talk prior about the MxO system brought up a memory of mine in playing it that combat was actually pretty deadly (at certain iterations).  If you got hit, you got hit pretty hard (all things being equal).  It just gave ample opportunity to prepare and counter.  If you were a high level, things happened slower and you had more time to react.  Low level, things moved impossibly fast... etc.  It's whack-a-mole in its most literal sense, only in reverse... as you level the moles slow down instead of speed up.

I'd still say Bioware's only real compromise between an arcadey fencing game and a traditional RPG is to employ an MxO system with collision physics ala Unleashed.  It really is the perfect marriage IMO.  Is there any other existing system that'd work?


Title: Re: SWTOR
Post by: tmp on December 18, 2008, 11:30:59 AM
What's the statute of limitations on complaining about continuing sucky aspects of things?

Midichlorians? Time doesn't heal all stupid.
I'd guess if there's indeed a sucky aspect to complain of, it's reasonable to expect the complaints to start when the element is introduced. The basic feedback loop if you will. Otherwise with all other factors remaining the same it's hard to blame developer when they don't address something they never got complaints about.

Using your midichlorians example, this particular complaint about the lightsabers is like starting to whine about stupidity of midichlorians 2 movies *after* ep.1. Is the complaint valid? Maybe, but shit, what took you so long?


Title: Re: SWTOR
Post by: tmp on December 18, 2008, 11:42:10 AM
I'm not a Star Wars geek, but even in the current cartoons, the only time a Jedi has a problem is when they are overwhelmed, fight shielded bots, or an enemy also with a light-saber.

Can a game say its based on Star Wars, have Jedi's and Light Sabers yet be nothing like the combat depicted and still be Star Wars?
Force Unleashed has lightsaber wielding dude whack repeatedly on regular startroopers and stuff until they fall (still in one piece) And it's made part of the official, Lucas-sanctioned canon. :grin:

As far as KotOR goes, they had some special whatever-the-name melee weapons which were said to be able to block the beam of lighsaber, allowing for prolonged duels with targets that weren't Jedi.


Title: Re: SWTOR
Post by: Draegan on December 18, 2008, 12:28:46 PM
Vibro-blade.?


Title: Re: SWTOR
Post by: Ratman_tf on December 18, 2008, 01:29:47 PM
I remember posting when Anarchy Online came out about this same issue.

   How is it that 30,000 years in the future with hi-tech laser pistols I have to hit a guy in shirt sleeves 10 times to kill him?

All response were:  that's the only way it can work.

Any people wonder why non-fantasy MMO's fail?  They all make 0 sense, even if they invent their own 'physics'.

Does it make any less sense than stabbing a crocodile 20 times in the head with a sword and it still doesn't die?

"It's magic!" "It's technology!" (nanotech armor can't stop a bullet? Kevlar can do that today...)

Oh, and BTW, I can't wait for SWTOR because I have a totally original idea for a character. He's a Sith who repents and goes over to the light side. So he's a Jedi with a dark emo past. And a purple two bladed lightsaber. And he's an orphan because orcs slaughtered his home village.


Title: Re: SWTOR
Post by: eldaec on December 18, 2008, 03:21:54 PM
CoX has done fine for years, with 3, 15, 30 guys on screen. It's how you scale the tech.

CoH/V draws the first 50 characters on screen, iirc.

CoH draws enough people on screen that I remember walking into many warehouses with eight man f13 hero teams, and exchanging comments along the lines of 'holy fuck that is a lot of clockwork bitches'.

In 2004.



Title: Re: SWTOR
Post by: eldaec on December 18, 2008, 03:31:23 PM
Vibro-blade.?

Putting vibro in front of everything is the bullshit excuse for why swords can now cut hardened steel armour like a piece of cheese.

The bullshit excuse for lightsabres not chopping swords in half is that they are reinforced with some bullshit EU alloy that repels the force. Or something equally stupid.


Not even George Lucas went down this road in the prequels. You would think that even retarded EU fans would have realised by now just how shitty this Star Wars pikeman crap really is.

Jedi : Glowy Swords
Everyone else : Pew Pew laser guns

What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really?



Title: Re: SWTOR
Post by: Ratman_tf on December 18, 2008, 03:35:52 PM
Not even George Lucas went down this road in the prequels. You would think that even retarded EU fans would have realised by now just how shitty this Star Wars pikeman crap really is.

Jedi : Glowy Swords
Everyone else : Pew Pew laser guns

What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really?

(http://images1.wikia.nocookie.net/starwars/images/thumb/5/5d/MagnaGuard.jpg/632px-MagnaGuard.jpg)



Title: Re: SWTOR
Post by: eldaec on December 18, 2008, 03:46:05 PM
Granted, that was briefly retarded, but it is nowhere near the scale of retarded vibro-bullshit in the EU.


Title: Re: SWTOR
Post by: Venkman on December 18, 2008, 04:15:22 PM
Granted, that was briefly retarded, but it is nowhere near the scale of retarded vibro-bullshit in the EU.

Doesn't matter, it's canon.  :awesome_for_real:

Oh and as to your crusade against EU shit, what about the novelizations of the movies?  :grin:

(Granted, what pissed me off there in the Ep 3 book is the implied fight Mace Windu had with Greivous in which he realized Obi Wan would probably do better against him. That's the fight I want to see!)


Title: Re: SWTOR
Post by: tmp on December 18, 2008, 04:50:29 PM
Vibro-blade.?
Yup, looked it up and that's apparently it -- http://starwars.wikia.com/wiki/Vibroblade

Says it used material which could also be utilized to make lightsaber-resistant armour, and having this stuff around makes some mild sense in era where every second guy was running with a glowing stick... as much sense as having the glowing sticks in the first place, anyway.


Title: Re: SWTOR
Post by: tmp on December 18, 2008, 04:57:10 PM
What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really?
Isn't much of fight when everyone else has to do with pew-pew and the guy with the stick is staid to just reflect the pew pew back as he pleases. That limits potential fights to just between the guys with sticks, and the lack of variation like that gets boring sooner rather than later.


Title: Re: SWTOR
Post by: Ratman_tf on December 18, 2008, 10:45:03 PM
Bottom line is all the Star Wars EU is severely retarted. And yea, that includes the Timothy Zhan crapfest.


Title: Re: SWTOR
Post by: Triforcer on December 18, 2008, 10:51:06 PM
Bottom line is all the Star Wars EU is severely retarted. And yea, that includes the Timothy Zhan crapfest.

KOTOR era stuff I have enjoyed.  All the books written for the post ROTJ period can suck me.  Kevin J. Anderson in particular should be jailed.

EDIT:  And also David Wolverton, even more so.  The Courtship of Princess Leia just might be the worst book I have ever read.


Title: Re: SWTOR
Post by: Merusk on December 19, 2008, 03:35:07 AM
Granted, that was briefly retarded, but it is nowhere near the scale of retarded vibro-bullshit in the EU.

Doesn't matter, it's canon.  :awesome_for_real:

Oh and as to your crusade against EU shit, what about the novelizations of the movies?  :grin:

(Granted, what pissed me off there in the Ep 3 book is the implied fight Mace Windu had with Greivous in which he realized Obi Wan would probably do better against him. That's the fight I want to see!)

It's implied because it was shown in the second Clone Wars cartoon series that aired right before the movie released.  Mace really sucked ass considering that fight lasted longer than the Grievous vs Obi Wan fight from the movie and how Grievous was "disarmed" in less than 20s by Ben.


Title: Re: SWTOR
Post by: Sunbury on December 19, 2008, 04:53:57 AM
What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really?
Isn't much of fight when everyone else has to do with pew-pew and the guy with the stick is staid to just reflect the pew pew back as he pleases. That limits potential fights to just between the guys with sticks, and the lack of variation like that gets boring sooner rather than later.

EXACTLY!  Which is why its ALWAYS TOTALLY LAME to make MMORPG-style combat in future settings, which in turn makes future-setting MMORPG lame - which is why they fail!   QED.





Title: Re: SWTOR
Post by: DraconianOne on December 19, 2008, 05:26:59 AM
What is so fucking difficult about that? Do mmogs in space really have to have medieval style combat? Really?
Isn't much of fight when everyone else has to do with pew-pew and the guy with the stick is staid to just reflect the pew pew back as he pleases. That limits potential fights to just between the guys with sticks, and the lack of variation like that gets boring sooner rather than later.

EXACTLY!  Which is why its ALWAYS TOTALLY LAME to make MMORPG-style combat in future settings, which in turn makes future-setting MMORPG lame - which is why they fail!   QED.


Logic 101 is just down the hall.  You might want to pop in.


Title: Re: SWTOR
Post by: Venkman on December 19, 2008, 05:35:26 AM
Some of the EU stuff is ok. I thought the two Zahn books that kicked off the New Jedi Order were actually pretty good. But we're talking "fine for an airport" pretty good here. You don't go to movie-based fiction novels for award-winning high prose.

(Granted, what pissed me off there in the Ep 3 book is the implied fight Mace Windu had with Greivous in which he realized Obi Wan would probably do better against him. That's the fight I want to see!)

It's implied because it was shown in the second Clone Wars cartoon series that aired right before the movie released.  Mace really sucked ass considering that fight lasted longer than the Grievous vs Obi Wan fight from the movie and how Grievous was "disarmed" in less than 20s by Ben.
[/quote]

Hrm? It's been a few years, but from what I recall of that episode, Mace was fighting things trying to rescue Palpatine but the only interaction he had with Greivous was when he Force-crushed his exoskeleton from far range (hence why Greivous is coughing when he gets off the elevator at the beginning of Ep 3). It was that which I thought was a huge let down, because I saw that episode after the movie and only because I had read the book (I want to see a fight dammit!)


Title: Re: SWTOR
Post by: TripleDES on December 19, 2008, 06:47:50 AM
EXACTLY!  Which is why its ALWAYS TOTALLY LAME to make MMORPG-style combat in future settings, which in turn makes future-setting MMORPG lame - which is why they fail!   QED.
Going by your logic, most successful modern and scifi games are total failures, too, because no one goes down in these in one shot, either. Apart from headshotting, where appropriate.

Scifi MMOs fail because there's a) a generic dislike anything far-future scifi and b) no one really tries doing proper scifi. Those who do, don't have the funding nor skills. Those who have the funding and skills rather continue to churn out what's tried and proven (i.e. fantasy MMO #745101). And if they do, you get silly shit like Tabula Rasa, which is stylistically fantasy with guns, because I sure don't see scifi in there.


Title: Re: SWTOR
Post by: apocrypha on December 19, 2008, 10:26:37 AM
Going by your logic, most successful modern and scifi games are total failures, too, because no one goes down in these in one shot, either. Apart from headshotting, where appropriate.

Scifi MMOs fail because there's a) a generic dislike anything far-future scifi and b) no one really tries doing proper scifi. Those who do, don't have the funding nor skills. Those who have the funding and skills rather continue to churn out what's tried and proven (i.e. fantasy MMO #745101). And if they do, you get silly shit like Tabula Rasa, which is stylistically fantasy with guns, because I sure don't see scifi in there.

I feel obliged to throw in EVE in response to that, but it's a kinda niche outlier ofc.


Title: Re: SWTOR
Post by: Ratman_tf on December 19, 2008, 11:02:22 AM
Going by your logic, most successful modern and scifi games are total failures, too, because no one goes down in these in one shot, either. Apart from headshotting, where appropriate.

Scifi MMOs fail because there's a) a generic dislike anything far-future scifi and b) no one really tries doing proper scifi. Those who do, don't have the funding nor skills. Those who have the funding and skills rather continue to churn out what's tried and proven (i.e. fantasy MMO #745101). And if they do, you get silly shit like Tabula Rasa, which is stylistically fantasy with guns, because I sure don't see scifi in there.

I feel obliged to throw in EVE in response to that, but it's a kinda niche outlier ofc.

A Sci-Fi MMOG hasn't done gangbusters because we get crap or niche (or both  :uhrr:) games set in the Sci-Fi genre.


Title: Re: SWTOR
Post by: eldaec on December 19, 2008, 02:02:05 PM
There is no earthly reason that mmog style d20 variant combat can't be translated to a ranged weapon setting.

There is also no reason that positioning and movement can't be made more important. And absolutely no reason it has to encourage you-swing-I-swing slugfests.


As others have said. EVE.


Title: Re: SWTOR
Post by: TripleDES on December 19, 2008, 03:35:45 PM
Exception to the rule. And it did take the game quite a while to get somewhere.

Also, in EVE you shoot spaceships with shields and ablative armor. The laser-vs-human-no-instant-death argument from Sunbury goes kind of moot in this case. Assuming you equal spaceships with humans... Since there are no human PCs... yet... What the fuck did I want to say?


Title: Re: SWTOR
Post by: Fordel on December 20, 2008, 12:49:19 AM
Just make the actual visual combat blocks and parries and dodges, your health goes down when your 'hit', but visually you still parry/dodge or whatever until the killing blow.


The Health Bar represents your 'focus' or 'endurance' or whatever, and when its out, the fatal attack slips in and your suddenly in two pieces or have a blaster hole in your chest.


Title: Re: SWTOR
Post by: Sophismata on December 20, 2008, 04:47:56 AM
...which is really what hitpoints are supposed to represent, anyway.


Title: Re: SWTOR
Post by: Aez on December 20, 2008, 06:30:39 AM
... except the hitpoint bar should not be replenished with healing abilities if it was really what it represented.


Title: Re: SWTOR
Post by: Threash on December 20, 2008, 10:24:24 AM
... except the hitpoint bar should not be replenished with healing abilities if it was really what it represented.

Then you stop calling it healing and call it "restore strenght" or whatever, really its not hard.


Title: Re: SWTOR
Post by: sidereal on December 20, 2008, 10:28:26 AM
You mean like calling it 'Morale' and having it be restored by music and reduced by taunting and insults, and the result of losing it be 'retreating' instead of dying?

If only some game (http://lotro-wiki.com/index.php/Morale) could do something like that. . .


Title: Re: SWTOR
Post by: ashrik on December 20, 2008, 10:34:47 AM
The semantics! They do nothing!

People have enjoyed, are enjoying, and will always enjoy star wars games in which a blaster shot or lightsaber swipe doesn't instantly kill them. Changing it visually to a series of dodges/parries while your fatigue builds or stamina drops doesn't seem to add any value to the product. I don't expect that stuff to be fatal to my character in a Star Wars game because it just makes sense any more than I expect headshots to be instant kills in Fallout 3 because it just makes sense. Just seem to be nitpicking at little peripheral systems that matter very little, in comparison to the whole, because we don't have much info yet.


Title: Re: SWTOR
Post by: Malakili on December 20, 2008, 11:15:40 AM
You mean like calling it 'Morale' and having it be restored by music and reduced by taunting and insults, and the result of losing it be 'retreating' instead of dying?

If only some game (http://lotro-wiki.com/index.php/Morale) could do something like that. . .

Yes, we get it.  LOTRO justifies its system that way.  It does not however, have animations for parry dodging, etc.  You actually get whacked, which reduces your morale.    *shrugs*


Title: Re: SWTOR
Post by: Morat20 on December 20, 2008, 11:24:47 AM
...which is really what hitpoints are supposed to represent, anyway.
I always started out pen and paper games that have new players with the "Hit points aren't your ability to take a hit. They're your ability to take a hit, your ability to dodge, your luck, your karma, your fate, your ability to roll with blows --- everything that comes together in keeping you alive in a fight." talk.

I then go on to explain that it's not that a level 20 character can take a ballista bolt and still live -- they can't. Their high HP pools merely represent that they're experienced enough to get the hell out of the way, whereas said level 5 guy wouldn't be fast enough.

Doesn't really matter in MMORPGs, I think, but for P&P games it adds some realism for players.


Title: Re: SWTOR
Post by: Ratman_tf on December 20, 2008, 12:35:23 PM
...which is really what hitpoints are supposed to represent, anyway.
I always started out pen and paper games that have new players with the "Hit points aren't your ability to take a hit. They're your ability to take a hit, your ability to dodge, your luck, your karma, your fate, your ability to roll with blows --- everything that comes together in keeping you alive in a fight." talk.

I then go on to explain that it's not that a level 20 character can take a ballista bolt and still live -- they can't. Their high HP pools merely represent that they're experienced enough to get the hell out of the way, whereas said level 5 guy wouldn't be fast enough.

Doesn't really matter in MMORPGs, I think, but for P&P games it adds some realism for players.

Yeah. I never really liked that explanation though. Because your AC was your chance to deflect and/or avoid damage. Saying that somebody with more HP could take glancing blows better just kinda ignored the fact that my fighter had a ton of hit points and could take the best hit from a broadsword (critical, max damage) and survive.
Or that it wasn't such a concern for big monsters like giants and dragons.

It just isnt' a consistent rationale.


Title: Re: SWTOR
Post by: ajax34i on December 20, 2008, 04:08:39 PM
People have enjoyed, are enjoying, and will always enjoy star wars games in which a blaster shot or lightsaber swipe doesn't instantly kill them. Changing it visually to a series of dodges/parries while your fatigue builds or stamina drops doesn't seem to add any value to the product.

Visual dodges and parries add quite a bit of value to a game, for me.  The parrying and lightsaber-shoving that the NPC's in the KOTOR games did looked way better than the 'swing at empty air' moves of other games.  Of course, as far as realism goes, you can't really parry with a sword without ruining it very fast, so meh.


Title: Re: SWTOR
Post by: Malakili on January 27, 2009, 08:43:14 AM
Supposed "inside source" gives some information on SWTOR.  :awesome_for_real:

I don't know how legit it is (probably not much), but if it is, then its pretty much death to the game as far as I can tell.

http://www.mmorpg.com/discussion2.cfm/thread/221089/Here-it-is-an-inside-look-at-TOR-in-its-current-state.html


Title: Re: SWTOR
Post by: SnakeCharmer on January 27, 2009, 08:46:39 AM
You bumped this thread for that?


Title: Re: SWTOR
Post by: Malakili on January 27, 2009, 08:49:23 AM
You bumped this thread for that?

Someone might care *shrugs* it was only on the second page.


Title: Re: SWTOR
Post by: Rasix on January 27, 2009, 08:50:56 AM
Sounds great.  Would love to see a game that doesn't make me go grab 4 other people to complete a quest line that I solo'd to that point.

Not that I believe that information is real.


Title: Re: SWTOR
Post by: Merusk on January 27, 2009, 09:03:22 AM
Yeah, I fail to see the problem, other than tacking on a sub fee for a single player game. The game is supposed to be KOTOR: Online, and that's what it sounds like.   The folks bitching about "Whah, fuck hybrid classes" and "wtf you can solo the whole game?" make me giggle in sadistic glee.  Its like people WANT to sit around unable to do anything for hours like the old EQ days.  No thanks!  Raid content/ small group content is nice, but even I have a problem with it being the only avenue of gearing up toons and It'll be nice to see a game going a different direction.


Title: Re: SWTOR
Post by: SnakeCharmer on January 27, 2009, 09:14:21 AM
The TOR forums are awful.  Just awful.  Painful to read.  I try not to read them until Friday nights when the weekly updates are posted.  Otherwise it's the same drivel posted again and again.  Suppose in that manner it's no different than any other MMO pre-launch forums.


Title: Re: SWTOR
Post by: Montague on January 27, 2009, 09:15:06 AM
Yeah, I fail to see the problem, other than tacking on a sub fee for a single player game. The game is supposed to be KOTOR: Online, and that's what it sounds like.   The folks bitching about "Whah, fuck hybrid classes" and "wtf you can solo the whole game?" make me giggle in sadistic glee.  Its like people WANT to sit around unable to do anything for hours like the old EQ days.  No thanks!  Raid content/ small group content is nice, but even I have a problem with it being the only avenue of gearing up toons and It'll be nice to see a game going a different direction.

Sounds great to me. I would definitely pay $15 a month for a KOTOR with massive content that me and a couple of friends could play together. A KOTOR where I have to group with 24 other people with names like "xxxDARTHBOBOxxx" to do stuff, no thanks.


Title: Re: SWTOR
Post by: SnakeCharmer on January 27, 2009, 09:23:12 AM
Oh yeah, I'd love a constantly updated single player type game with some co-op stuff.  MMOs are generally a blast until you start having to converse with the general population.  Then it comes crashing to a halt.


Title: Re: SWTOR
Post by: Malakili on January 27, 2009, 09:48:57 AM
Oh yeah, I'd love a constantly updated single player type game with some co-op stuff.  MMOs are generally a blast until you start having to converse with the general population.  Then it comes crashing to a halt.

I guess my problem then is why call it an MMO?  This might as well be Neverwinter Nights with frequent content updates.


Title: Re: SWTOR
Post by: Fordel on January 27, 2009, 09:49:53 AM
MMO = Monthly payments.

 :awesome_for_real:


Title: Re: SWTOR
Post by: WindupAtheist on January 27, 2009, 10:22:44 AM
(http://i38.photobucket.com/albums/e121/GrimDysart/hahasubfee.jpg)

I'm not paying a sub fee for a single-player game, and companies can go right on eating shit until they learn that.


Title: Re: SWTOR
Post by: Yegolev on January 27, 2009, 11:21:26 AM
I'll pay a sub for a single-player game with a huge world and constant updates that also had co-op... but I guess the co-op means it's not single-player.  I want to game with my friends, not random shitcocks, which isn't a problem until I have to find four shitcocks to fill out a group when I really just want to play with my wife and/or another friend.  LotRO comes pretty close but it has more than one place where you need a full group to progress the story, and that is what has kept my wife and I from finishing even Book 1.  I keep telling her that it's not a big deal, we can just jump into a group and knock it out (Epic 1.11) but it is, in fact, a big deal.


Title: Re: SWTOR
Post by: SnakeCharmer on January 27, 2009, 11:29:13 AM
Oh yeah, I'd love a constantly updated single player type game with some co-op stuff.  MMOs are generally a blast until you start having to converse with the general population.  Then it comes crashing to a halt.

I guess my problem then is why call it an MMO?  This might as well be Neverwinter Nights with frequent content updates.

Add in a stout co-op/matchmaking component.  Would that really be a bad thing?

I'd rather just be able to play solo or with the companions or a couple friends.  I'm not in a large guild - hell, it's not even a guild, just a close circle of friends spread out over the country that like the same games.  Every 'real' guild I've ever been apart of is nothing more than a bunch of players playing solo playing together: each person was off doing their own thing, and people would help each other when need be.  Otherwise, guild chat or vent was just a bunch people talking.  I've never been apart of a raiding guild in any game, and likely never will.


Title: Re: SWTOR
Post by: Mrbloodworth on January 27, 2009, 12:11:38 PM
It does not however, have animations for parry dodging, etc.

Uh, yes it does. My hunter dodges fucking arrows with matrix like grace.


Title: Re: SWTOR
Post by: WindupAtheist on January 27, 2009, 12:16:15 PM
Blizzard didn't charge for Diablo 2 and that whole thing turned out kinda successful. It's not just the Blizzard magic either, since I haven't heard about Guild Wars driving ArenaNet out of business yet. This is just a moneygrab by a bunch of EA fucks who think you'll pay $15 a month for anything with multiplayer and levels. You want to sell me additional content? It's called an expansion pack. But hey, why crank out a traditional expansion in six months and charge forty bucks for it, when you can produce content at the same rate and make ninety bucks in sub fees in the same period of time? Shit I'll bet you can collect sub fees AND sell expansion packs, as long as you keep buying the notion that it's an MMO!

Money. Grab.

Whatever. It's going to blunder around in development generating little-to-no buzz, EA is going to shove it out the door early and unfinished because they just can't fucking help themselves, and it's going to sell mediocre and then shuffle off into obscurity.


Title: Re: SWTOR
Post by: Yegolev on January 27, 2009, 12:41:53 PM
While I generally agree with WUA's assessment of KotORO/EA, I submit that I would have paid a monthly fee for Diablo II if it meant Blizz would have put more effort into preventing battle.net from being as shitty as it was.


Title: Re: SWTOR
Post by: Sheepherder on January 27, 2009, 12:46:09 PM
Of course, as far as realism goes, you can't really parry with a sword without ruining it very fast, so meh.

Yeah, responding to an old post, sue me.  But you don't parry with the edge of the blade, you parry with the flat and allow the striking blade to slide along the length, either directing it outwards to throw the guy off guard or inwards, turning your blade slightly and catching it with your cross-guard.  At which point it is possible to use the greater contact area between the blades and your more centered balance to twist the blade out of the other guy's hand.

Anyways, I tried going to that link.  The only possible conclusion: fuck mmorpg.com.

I submit that I would have paid a monthly fee for Diablo II if it meant Blizz would have put more effort into preventing battle.net from being as shitty as it was.

Like by ethnically cleansing half the population that played it?


Title: Re: SWTOR
Post by: Sky on January 27, 2009, 12:48:35 PM
I'll pay a sub for a single-player game with a huge world and constant updates that also had co-op... but I guess the co-op means it's not single-player.  I want to game with my friends, not random shitcocks, which isn't a problem until I have to find four shitcocks to fill out a group when I really just want to play with my wife and/or another friend.  LotRO comes pretty close but it has more than one place where you need a full group to progress the story, and that is what has kept my wife and I from finishing even Book 1.  I keep telling her that it's not a big deal, we can just jump into a group and knock it out (Epic 1.11) but it is, in fact, a big deal.
You want any chance of ever competing with WoW, pay heed to this dude.

Or go ahead and try to make the same game BUT BETTAR. The reason I play EQ2 is basically, everything else is the same and I have high level characters there. But even that game gets me down when I'm in a great quest line and cockblocked by some epic dungeon crap. Because you shouldn't be able to get to the fun stuff without putting up with mmogtards. Oh, and you picked the wrong class, you suck, we don't want you, blah blah fucking why are these game forms still dominant? Because for some reason, the masochistic geek assholes like grunk are driving the market, and companies think that by having some tepid solo component, they've covered all the bases.

My old idea is to have multiple instances of a dungeon: public, group, and solo. Public is like old-school EQ dungeons, open for the poaching, have fun kids.  Group scales to your group. Solo scales to your character, maybe even some class-specific options. Anyone in any form of the dungeon can turn on the dungeon chat channel, for LFG or just socialization. But then you'd get the grunks bitching that people like me could hang out and casually solo something and not /earn/ my gear for bragging rights or whatthefuckever. Meanwhile, these are the same assholes who will be first to tell you that if you don't force grouping, nobody will ever group. So it's good game design to force people to play the way they don't want to?

MMO != mandatory grouping. Please fucking stop. It will lead to better grouping (srsly, UO).


Title: Re: SWTOR
Post by: SnakeCharmer on January 27, 2009, 12:55:36 PM
Exactly, Sky.

Which is why, in my own humble opinion, if any MMO developer could implement Valve's AI Director into raid encounters in MMOs it would be moneyhats.


Title: Re: SWTOR
Post by: trias_e on January 27, 2009, 02:37:39 PM
Quote

Or go ahead and try to make the same game BUT BETTAR. The reason I play EQ2 is basically, everything else is the same and I have high level characters there. But even that game gets me down when I'm in a great quest line and cockblocked by some epic dungeon crap. Because you shouldn't be able to get to the fun stuff without putting up with mmogtards. Oh, and you picked the wrong class, you suck, we don't want you, blah blah fucking why are these game forms still dominant? Because for some reason, the masochistic geek assholes like grunk are driving the market, and companies think that by having some tepid solo component, they've covered all the bases.

My old idea is to have multiple instances of a dungeon: public, group, and solo. Public is like old-school EQ dungeons, open for the poaching, have fun kids.  Group scales to your group. Solo scales to your character, maybe even some class-specific options. Anyone in any form of the dungeon can turn on the dungeon chat channel, for LFG or just socialization. But then you'd get the grunks bitching that people like me could hang out and casually solo something and not /earn/ my gear for bragging rights or whatthefuckever. Meanwhile, these are the same assholes who will be first to tell you that if you don't force grouping, nobody will ever group. So it's good game design to force people to play the way they don't want to?

I think the big problem with the WoW and post-WoW MMORPGs is their incongruous nature.  You'll be going along, playing your bland but mildly entertaining never-ending single-player RPG (that's all these games are without the MMOGtard element), and then they fuck with the skinner box and tell you to do go be social for seemingly no reason whatsoever.  Current MMORPGs start off with solitary activity, and then randomly expect you to change after letting you settle into this mode of play.  This is why public questing in WAR was such a great idea (with horrible execution of course).  We'll be seeing more reiterations of that in the future I'd expect.

But I don't think mainly catering to solo players is a necessity in every MMORPG.  Personally, I actually find that this hurts retention for me.  I find these games last about 24 to 48 hours without any sort of social necessitation.  CoH, AoC, and LoTRO all certainly fit this bill for me.  They aren't terrible for the genre...I don't see why the fuck I'd play any of these games for longer than a month if I just played them as a singleplayer game.  And since 90% of the early content is solo, that's really the only option you have.  Then when they eventually thrust grouping on to you, it's unnatural and no one wants to do it.  Which to me is simply ludicrious and utter fail in a MMORPG.

So SWTOR.  Link is gone, but if it's a single-player game with a monthly payment, that, of course, is fucking insane. Why not just make a single-player RPG that's actually good?  Instead of a what's likely to be a mediocre single-player RPG with time sinks and bullshit that I have to pay a monthly for?

Oh yeah, skinner boxes and money hats. 


Title: Re: SWTOR
Post by: Ingmar on January 27, 2009, 02:42:58 PM
While I generally agree with WUA's assessment of KotORO/EA, I submit that I would have paid a monthly fee for Diablo II if it meant Blizz would have put more effort into preventing battle.net from being as shitty as it was.

Shit, I would have paid a monthly fee just so my characters didn't get deleted from inactivity. If GW had a monthly fee... I'd probably pay it. I wouldn't expect either to be in the 'full MMO' price range, but if ArenaNet slapped a $5/month fee on GW, I would pay it.


Title: Re: SWTOR
Post by: Fordel on January 27, 2009, 03:00:43 PM
I wouldn't, and our magical duo would be broken up.  :ye_gods:


Title: Re: SWTOR
Post by: Malakili on January 27, 2009, 05:10:03 PM
I guess my idea of a MASSIVELY multiplayer game implies some sort of massively multiplayer aspect.  I actually don't have a huge problem with the idea of paying a monthly fee and getting a co-op game with frequent content updates.  In fact it doesn't sound like a terrible idea.  What I have a problem is when they say "We are making a Star Wars MMO" and give me a star wars co-op game.'

Perhaps its merely marketing.  People are probably willing to pay monthly if you use the term "MMO" and might be resistant to the idea of that concept seeping into other genres. 


Title: Re: SWTOR
Post by: Triforcer on January 27, 2009, 05:32:01 PM
Want me to pay a monthly fee for a single-player/co-op game?  Please to be fucking yourself and die.  I guess I go into full DCUO fanboy mode now, because this game (if this stuff is true, and my instinct is that it is, at least mostly) is dead to me. 


Title: Re: SWTOR
Post by: UnSub on January 27, 2009, 05:44:00 PM
If it is RMT + pseudo massively multiplayer, I suspect it might be copying the GW model of purchase a box and then purchase extra content updates as they become available. No monthly fee makes sense in this case.

It makes sense that Bioware would develop it this way since this is what they are used to - storytelling in set amounts. They aren't used to fully open worlds where players can explore, or even hack-and-slash action gameplay.

But who knows? Wait for all the info to be released before judging.


Title: Re: SWTOR
Post by: Triforcer on January 27, 2009, 05:46:11 PM

But who knows? Wait for all the info to be released before judging.

What reason would this site have to exist if we did that?   :oh_i_see:


Title: Re: SWTOR
Post by: UnSub on January 27, 2009, 06:14:19 PM

But who knows? Wait for all the info to be released before judging.

What reason would this site have to exist if we did that?   :oh_i_see:

I'm here for cocktail hour, the armchair game design and to laugh at millions of dollars being mis-spent on entertainment products.  :grin:

I'm not going to call any title "dead to me" without a lot more information being released. Even Darkfall.


Title: Re: SWTOR
Post by: SnakeCharmer on January 27, 2009, 06:23:51 PM
I guess my idea of a MASSIVELY multiplayer game implies some sort of massively multiplayer aspect.  I actually don't have a huge problem with the idea of paying a monthly fee and getting a co-op game with frequent content updates.  In fact it doesn't sound like a terrible idea.  What I have a problem is when they say "We are making a Star Wars MMO" and give me a star wars co-op game.'

Perhaps its merely marketing.  People are probably willing to pay monthly if you use the term "MMO" and might be resistant to the idea of that concept seeping into other genres. 

I look at it in that MMOs are going to evolve from what we know it now to a really glamorized version of Xbox Live.  Social areas are going to be designed in (capitol cities, auction houses, etc) to where players can congregate and, well, be social.  I suppose it would be Guild Wars-esque, but with better and bigger implementation.  It will be Massively Multiplayer in that respect, I suppose, and at that point you're just playing semantics with obsolete terms and wording.  I tend to think that most players play solo together with friends - whether existing or new friends they've made.  What I mean by play solo together is that they're off adventuring on their own, but chatting away in guild chat or vent/teamspeak with their friends.  Raids will become smaller, more manageable by 4-6 players.  Content gets pushed faster as I would imagine it's easier to balance and create for 1-6 rather than 25, 30, or 40 players.  Plus, I think it's more personal to the player than having 40 people play the game like a stopwatch and watching threat/hate/dps meters rather than enjoying the action.

But that's just my opinion, however wrong it is.  Feel free to blow holes all in it.


Title: Re: SWTOR
Post by: Lantyssa on January 27, 2009, 08:53:10 PM
I'm not going to call any title "dead to me" without a lot more information being released. Even Darkfall.
Whoa, whoa, whoa.  Let's not get crazy here. ;D


Title: Re: SWTOR
Post by: Sky on January 28, 2009, 07:44:18 AM
But I don't think mainly catering to solo players is a necessity in every MMORPG.  Personally, I actually find that this hurts retention for me.  I find these games last about 24 to 48 hours without any sort of social necessitation.  CoH, AoC, and LoTRO all certainly fit this bill for me.  They aren't terrible for the genre...I don't see why the fuck I'd play any of these games for longer than a month if I just played them as a singleplayer game.  And since 90% of the early content is solo, that's really the only option you have.  Then when they eventually thrust grouping on to you, it's unnatural and no one wants to do it.  Which to me is simply ludicrious and utter fail in a MMORPG.
This is what I don't understand, though. You won't play these games more than a day or two without being forced to group. Why play them at all? Why are they more fun when forced to dick around LFG and dealing with strangers, or the time issues and obligations of dealing with a guild?

Also, I don't think mainly catering to solo players is a necessity in every mmo. You'd never hear me say that. No reason not to focus on everyone's style.
I guess my idea of a MASSIVELY multiplayer game implies some sort of massively multiplayer aspect. 
Like what? You want to open the semantics box? Ok. Here are the MMOs I know of: Eve, PS, Shadowbane. Where the massive numbers actually come into play and make a difference and improve the game. Isn't a game where you have six players in a dungeon group simply a co-op game with a matchmaking lobby in-game? Isn't a 48 person raid just a larger co-op, I mean we had 64 player servers in BF1942 years ago?

DOOMCASTED!


I do see the appeal of a good group working together, I've done it and I've enjoyed it. However, it's not really a realistic gaming style for a lot of adults, and it sucks that the coolest content in dungeons, mobs, loots, is all set behind a cockblock that means guys like me, who don't have the time nor structure to sit around wasting time on a video game (and face it, most raid time is wasted time, the fights are pretty fucking boring and the organizational skills of most guilds is pathetic or fascist), are second-class citizens in the game. S'why I'm mostly done with mmo entirely, and just hop into EQ2 for a few months a year (except this year, entirely mmo-free for a year).

The only reason I still gripe about this shit after all these years is that I enjoy the game worlds, the occasional interaction with others, the persistance. There have been some pretty cool online worlds, and most single-player games just can't build with the scope of an mmo. Strip out the heroic tags in EQ2 and I'd pay to play it single-player/co-op with people who aren't random intertards. And just to head off the comment, thinking that something like Oblivion is a solution could mean you have severe head trauma and need assistance.


Title: Re: SWTOR
Post by: Malakili on January 28, 2009, 08:10:51 AM

The only reason I still gripe about this shit after all these years is that I enjoy the game worlds, the occasional interaction with others, the persistance. There have been some pretty cool online worlds, and most single-player games just can't build with the scope of an mmo. Strip out the heroic tags in EQ2 and I'd pay to play it single-player/co-op with people who aren't random intertards. And just to head off the comment, thinking that something like Oblivion is a solution could mean you have severe head trauma and need assistance.

It doesn't have to be one or the other.  You can get things done solo in games and still have the ability to have large amounts of players interacting at once.  I doubt have a problem with people soloing or playing in small groups.  My problem with SWTOR is that it (seems to based on the information we have), lack at least 1 of those things you like, persistence.  It looks more like it is going to be heavily instanced, so that you aren't going out into  he game world where you can occasionally meet some people, but rather than you just decide beforehand if you are going to play with someone, then group up and go do your thing. 

It isn't purely about the number of players, i don't think its the semantic issue you are making it out to be.  It should POSSIBLE that while I'm out doing my thing I run into a large number of players, that we are all sharing a world together even if we aren't interacting at a given moment.   To me, the feeling of people in a large seamless world with lots of other people is probably as important as actually playing directly WITH those people.  I don't care about small group content v. raids, quite frankly that dichotomy doesn't interest me at all.   

I guess my problem then, is heavily instanced games.


Title: Re: SWTOR
Post by: Sky on January 28, 2009, 09:16:09 AM
Oh, you misread what I meant by persistence. I LOVE instancing. Read back a couple posts where I said every non-hub zone should have at least three instances AT ALL TIMES. The problem with my system is that it allows everyone to play the way they enjoy and achieve the goals of the game. This isn't the problem so much as the current crop of mmo achievers see it as a threat to their way of "earning" their achievements.

And that, I think, is the core problem with mmo design. Any raid player can solo better than a soloer, and also can access far more content due to their "dedication" to a /game/. Thus, if you don't enjoy raiding, don't play mmo. Thus, mmo=raiding. And that's retarded, because most raiding gameplay is pretty stupid...but I won't digress into my dislike of console rpg boss battle style of design...


Title: Re: SWTOR
Post by: Lantyssa on January 28, 2009, 09:21:53 AM
It doesn't have to be one or the other.  You can get things done solo in games and still have the ability to have large amounts of players interacting at once.  I doubt have a problem with people soloing or playing in small groups.  My problem with SWTOR is that it (seems to based on the information we have), lack at least 1 of those things you like, persistence.  It looks more like it is going to be heavily instanced, so that you aren't going out into  he game world where you can occasionally meet some people, but rather than you just decide beforehand if you are going to play with someone, then group up and go do your thing. 

I guess my problem then, is heavily instanced games.
How does instancing affect persistance in a negative way?  Most games you can't affect the world at all.  Guild Wars is one of the most heavily instanced games I can think of, and things actually change because they do instance the world.

I actually like Sky's suggestion though.  Give players the instance options ranging from Open to Solo.  I would use both.


Title: Re: SWTOR
Post by: Yegolev on January 28, 2009, 09:32:15 AM
I submit that I would have paid a monthly fee for Diablo II if it meant Blizz would have put more effort into preventing battle.net from being as shitty as it was.

Like by ethnically cleansing half the population that played it?

I'd pay an extra dollar per month if they could be choked with SoJs, for the irony.


Title: Re: SWTOR
Post by: Malakili on January 28, 2009, 09:34:04 AM

How does instancing affect persistance in a negative way?  Most games you can't affect the world at all.  Guild Wars is one of the most heavily instanced games I can think of, and things actually change because they do instance the world.

I actually like Sky's suggestion though.  Give players the instance options ranging from Open to Solo.  I would use both.

Its the ability to effect an huge world that compels me to play an MMO in the first place.  If I can build a castle in my own instance, but if another player goes to the same area of the game but in a different instance and my castle is obviously not there, then it feels cheap.    I guess it comes down to feeling like what I do matters.  In an instanced game, your actions only effect yourself (or those in the same instance), if an open game, everyone's actions effect everyone else.  That makes everything far more interesting as far as I am concerned.  

I'd rather get screwed over by a guy who makes better decisions than me than have no threat of anything negative happen at all.  In most MMOs these days you are only advancing, you can never take a step back if you make mistakes.   Its only a matter of how quickly you are advancing.  That just doesn't appeal to me all that much.


Title: Re: SWTOR
Post by: SnakeCharmer on January 28, 2009, 10:07:24 AM
Its the ability to effect an huge world that compels me to play an MMO in the first place.  If I can build a castle in my own instance, but if another player goes to the same area of the game but in a different instance and my castle is obviously not there, then it feels cheap.    I guess it comes down to feeling like what I do matters.  In an instanced game, your actions only effect yourself (or those in the same instance), if an open game, everyone's actions effect everyone else.  That makes everything far more interesting as far as I am concerned.  

I'd rather get screwed over by a guy who makes better decisions than me than have no threat of anything negative happen at all.  In most MMOs these days you are only advancing, you can never take a step back if you make mistakes.   Its only a matter of how quickly you are advancing.  That just doesn't appeal to me all that much.

But you don't change the world in an MMOG.  It's why they're called persistent worlds.  It doesn't matter if it's the Ogre of Death that you just killed (and will kill 100 more times until he drops the shiny) or the group of guys that's about to kill the Ogre of Death after you just killed him.


Title: Re: SWTOR
Post by: Malakili on January 28, 2009, 10:19:25 AM
Its the ability to effect an huge world that compels me to play an MMO in the first place.  If I can build a castle in my own instance, but if another player goes to the same area of the game but in a different instance and my castle is obviously not there, then it feels cheap.    I guess it comes down to feeling like what I do matters.  In an instanced game, your actions only effect yourself (or those in the same instance), if an open game, everyone's actions effect everyone else.  That makes everything far more interesting as far as I am concerned.  

I'd rather get screwed over by a guy who makes better decisions than me than have no threat of anything negative happen at all.  In most MMOs these days you are only advancing, you can never take a step back if you make mistakes.   Its only a matter of how quickly you are advancing.  That just doesn't appeal to me all that much.

But you don't change the world in an MMOG.  It's why they're called persistent worlds.  It doesn't matter if it's the Ogre of Death that you just killed (and will kill 100 more times until he drops the shiny) or the group of guys that's about to kill the Ogre of Death after you just killed him.

Depends on the MMO.  There are differing degrees of it in different games. WoW has almost none (this silly "phased" stuff aside).  Some have more, some have less.  In UO or SWG you could setup houses, that has a pretty obvious effect on the world.

In EVE the 0.0 space has changing borders, people fight, take control of areas, setup player owned star bases, etc.  These things have a tangible effect on the world, it changes where it is safe to travel, it changes where you have a place to resupply, etc.  EVE also has static missions that don't really have much effect on the actual game world, its not totally player run by any stretch. 

Its the ability for what you do to affect other players, and the ability for other players' actions to effect what me that is compelling.  Heck, in EVE the market is so complex it is arguably a PvP environment in itself, even though there is no fighting (though sometimes economic disputes do lead to fighting).

A game that is highly dependent on PvE content does lack this a lot of times, simply because if you kill an orge, and he just is gone forever, you've got a problem on your hands, the game DOES need to become repopulated somehow.


Title: Re: SWTOR
Post by: SnakeCharmer on January 28, 2009, 10:26:39 AM
All you're talking about is a shiny version of an auction house.  Nothing more, really.


Title: Re: SWTOR
Post by: amiable on January 28, 2009, 10:30:35 AM
All you're talking about is a shiny version of an auction house.  Nothing more, really.

The EvE market system really is a rather engrossing game in and of itself and shows that even a shiny version of an auction house can make a good game if you bother putting some love into it.


Title: Re: SWTOR
Post by: Yegolev on January 28, 2009, 10:59:36 AM
Its the ability to effect an huge world that compels me to play an MMO in the first place.  If I can build a castle in my own instance, but if another player goes to the same area of the game but in a different instance and my castle is obviously not there, then it feels cheap.

I don't care for instanced housing either, but neither do I have a better solution.  OK, that's not true, but my solution to it is my solution to most everything wrong with MMOs: limit server/world population to 150 players.

The MMOs I play don't allow people to affect the world populace except via griefing and/or PVP.  I'd like a game I could play where I don't have to worry about being assploded... in fact I find myself far less interested in any sort of worry when playing a game than ever before.  I suppose I am saying that I would be all for affecting the game world as long as it wasn't simply causing other players to lose large sums of game-wealth.

In most MMOs these days you are only advancing, you can never take a step back if you make mistakes.   Its only a matter of how quickly you are advancing.  That just doesn't appeal to me all that much.

I'm curious, then, how you might feel about a game where there was a toggle in your options like: "Lose XP on death?"  Would you use it?  Would anyone set it to "Yes"?  Would it be cheap if you knew some other players chose to avoid that penalty?  Personally, I like the current trend toward noticeable penalties for screwing up that do not actually gimp you somehow and let you get back into action relatively quickly, while I'm still angry about the asspounding I just got.  That is, in a nutshell, why I quit EVE.  Of course, there's a lot of subjectiveness in there.  Also I forget where we are on the Death Penalty topic, but I thought we had put that one on "simmer" since WoW.


Title: Re: SWTOR
Post by: trias_e on January 28, 2009, 11:27:20 AM
Quote
This is what I don't understand, though. You won't play these games more than a day or two without being forced to group. Why play them at all? Why are they more fun when forced to dick around LFG and dealing with strangers, or the time issues and obligations of dealing with a guild?

Also, I don't think mainly catering to solo players is a necessity in every mmo. You'd never hear me say that. No reason not to focus on everyone's style.

IMO, what makes these games interesting is either cooperation or competition with other players.  I find them mediocre at best as single-player games.  I've never played mainly co-op with another person, so that's a perspective I'm missing however.

It's said around these parts that these games are as fun as the people you play them with.  There's some truth to that and I'll agree to an extent.  But how about PvP?  That's fun because other playing against other people is more interesting than playing against the AI.  If it's sport PvP it doesn't matter if they are MMOGtards or not.  In world PvP...it matters in a good way, because slaughtering assholes is damn fun.  Auction House?  Similar thing.  The player element makes it fun.  So, as an example, what I liked about WoW was grouping, PvP and the auction house.  The solo questing was nice to pass the time if I had a hard time finding a group or couldn't commit whatever hours necessary, but it was generally mediocre filler to the good parts of the game.  I'd prefer it if the world PvP had more ramifications, but sport PvP is still better than killing bland retarded mobs by myself all day.

I do like to be able to do things by myself.  But if I'm going to be doing something by myself, I'd prefer it to be PvP-related in some form.  I mean, occasionally I don't mind doing some quest grinding, but that shit gets old quick as the main means of progression.  These days, I'd honestly rather camp a room in EQ for a few hours with a group than go from quest hub to quest hub and kill 10 boars over and over again.  At least there's some possibility for an interesting human element to arise there.  The basic WoW quest-grind skinner box has left me horribly bored, and it's the main reason why AoC sucked so bad, LoTRO gets boring fast despite it's excellent ambience and design, and WAR's PvE is incredibly bad.

Why all of this?  I'm more interested in the world than the game, and more interested in player interaction than progression.  Vanguard interested me.  I liked playing EQ despite never getting past level 30 simply due to the economy and the social element.  I hated the fact that no one ever took chances due to the brutal death penalty, however, but I didn't hate the brutal death penalty for it's own sake, because progress isn't necessarily that big of a deal.  Also, I'm fairly young with few obligations. Usually, if I feel like commiting some time to a game, there will be nothing that comes up to bother that arrangement.  And if I only have 30 minutes to play...I'll just play a single player game or browse the web.   Anyways, I'm clearly weird, but there might be a few of me out there, so can someone do Vanguard right please?  ; )

This is already too long, but this is only half of the equation...I also really like the nerdy stuff about these games as well:  Eve fittings, DPS calculations, and figuring out how various abilities or equipment interact with each other.  Talent calculators have destroyed way too much of my time.


Title: Re: SWTOR
Post by: Sky on January 28, 2009, 11:49:34 AM
I actually like Sky's suggestion though.  Give players the instance options ranging from Open to Solo.  I would use both.
Why thanks! I would use all three options depending on the situation. I would use the Open dungeon because I do like interactions with strangers every now and again (shock!). But if a troop of buttholes rolls in to rape the place, I'd happily zone out and quietly play in the solo instance for a while until I see they've left (a /w showing a modified list based on which flavor of instance someone is in, I guess). Then if I happen to meet a few like-minded individuals, we could stay in the open dungeon or head to the group instance. I also forgot to mention the raid instance, which would probably add more linked heroics to encounters or something.

The biggest problem is as I mentioned, I expect that the solo boss mobs (hard but not wicked hard like a named heroic linked to other heroics!) would drop the same loot in all instances. Because I don't believe that good loot should equal putting up with strangers or having to be so anal about gaming that one has to have set times to meet up with others. The main reason I got into CRPGs was because it was so hard putting together a gaming group that could meet regularly!

The one thing I might alter is having items with base stats drop, but then have some extended stats or effects that are based on the instance. So if you're in the raid instance, you'd get the base piece with some extra goodies for raiding, whereas I would get something biased toward solo builds.

Malakili, two things. One: the word you are looking for is "affect". If you can effect changes in the world, you affect that world. Second, if you don't like what I'm proposing, that's cool. Play something else.
Quote
I'd rather get screwed over by a guy who makes better decisions than me than have no threat of anything negative happen at all.  In most MMOs these days you are only advancing, you can never take a step back if you make mistakes.   Its only a matter of how quickly you are advancing.  That just doesn't appeal to me all that much.
First off, there is always the threat of something negative happening. If you want to break down all the exploration and questing into how quickly you can advance, well...you're the guy I'm talking about who probably won't like the kind of game I would. In EQ2 there's an option to shut off combat experience. I have this enabled, because I find levelling way too fast, and when you get to the end, all there is to do is raiding, which I do not like.

Death penalty: I'm ok with EQ2's system of xp debt. Though CoH's similar system seemed more brutal. Srsly, fuck death penalty, though. Why stack something on top of "You got killed, now run back and start over"? This sits right alongside the dungeon issue, because it's usually the same folks who need masochistic gear-gaining that decry the lack of ball-crushing death penalties. Death doesn't "mean" anything without penalty. Loot doesn't "mean" anything unless it's a total pain in the ass to acquire. I cite grunk again, because it's an easy one.

Let me lay it out as best as I can figure: If you need "meaningful" achievement or consequence from a video game, you will never enjoy the kind of game I would. I'm ok with that; you be, too.


Title: Re: SWTOR
Post by: Malakili on January 28, 2009, 11:53:47 AM

I don't care for instanced housing either, but neither do I have a better solution.  OK, that's not true, but my solution to it is my solution to most everything wrong with MMOs: limit server/world population to 150 players.

...


I'm curious, then, how you might feel about a game where there was a toggle in your options like: "Lose XP on death?"  Would you use it?  Would anyone set it to "Yes"?  Would it be cheap if you knew some other players chose to avoid that penalty?  Personally, I like the current trend toward noticeable penalties for screwing up that do not actually gimp you somehow and let you get back into action relatively quickly, while I'm still angry about the asspounding I just got.  That is, in a nutshell, why I quit EVE.  Of course, there's a lot of subjectiveness in there.  Also I forget where we are on the Death Penalty topic, but I thought we had put that one on "simmer" since WoW.

First topic: I wouldn't have a big problem with small sever pops.  Some of my fondest gaming memories are from NWN persistant world servers with good admins.  They would add player housing (for large in game costs), by literally altering the game world and inserting the house.  Generally you could only have 50 or so people logged on at any given time to those, if I recall correctly.  

As for that option, i would probably be more inclined to use it in a single player game than a multiplayer one.  Part of MMOs are the competition, and if other players were just ignoring the death penalty while I thought it was interesting, I'd basically never be able to compete.  I don't think it would be "cheap" since it would be a game mechanic, but I wouldn't like it either.

As for death penalties, I think they make a game interesting or not.  If I can run in guns blazing or spells blazing or whateverweaponthegamehas blazing, with no regard for my life aside from the fact that I gain experience points a little slower for 10 minutes or have to run a little ways, it just doesn't seem like any of my decisions regarding combat are all that important.  if I want that style of game, I'll just play a first person shooter.

EDITED TO ADD: Re: Sky's post right above me.

Yeah, I think we like different kinds of experience in online games, at least in RPGs.  Like I just mentioned, i don't mind the kind of game you are supporting, I just tend to like them as single player games.


Title: Re: SWTOR
Post by: Mrbloodworth on January 28, 2009, 12:43:32 PM
Didn't AOC do the solo and group instances? I think they even did it for their over world zones.


Title: Re: SWTOR
Post by: Sky on January 28, 2009, 01:25:15 PM
I don't mind the kind of game you are supporting, I just tend to like them as single player games.
That doesn't make any sense. Actually, you yourself just admitted the stuff you want would work better in a small-scale game, not mmo. Have you ever seen the housing blight in UO? Have you ever lost levels from stupid shit in EQ? Hell, even losing levels from trying new tactics or exploring new areas?

I'd much rather have it loose and friendly. Go in guns blazing, see if it works. If it doesn't try something else. If it does...hell, try something else for fun. Not only does a death penalty stifle the heroic nature of rpgs, but it also leads to the kind of conservative thinking that excludes classes from raids and groups.


Title: Re: SWTOR
Post by: Malakili on January 28, 2009, 01:42:40 PM


I'd much rather have it loose and friendly. Go in guns blazing, see if it works. If it doesn't try something else. If it does...hell, try something else for fun. Not only does a death penalty stifle the heroic nature of rpgs, but it also leads to the kind of conservative thinking that excludes classes from raids and groups.

I think this is the crux of it.  I don't like the idea of everyone being an hero in an RPG.  Don't get me wrong though, I'm not saying I want to be the hero and noone else, I actually enjoying playing a much more mundane role, crafter, shop keeper, resource gatherer, etc more than I like being the one who slays the dragon most of the time.  If everyone is a hero, than it is no longer heroic, its just average.  I think there is a much more interesting dynamic when there are different kinds of players.

As for death penalty  leading to conservative thinking, I don't mind that too much.  For me, planning what I am going to do in a game is often at least as fun (and sometimes more fun!) than actually playing the game itself. 

I have lost stuff, yes.  I play eve, losing things is part of the game, and I like that.  You can prevent yourself from losing skill poiints with clones, and you can help to mitigate your loss with insurance (although its often a pittance compared to what the ship was worth with fittings, but in the end, you shouldn't fly something in that game that you can't afford to lose.

There are ways to control housing and other such things such that they don't get out of control (although obviously it has in some games).  Its about making it work in any given setting.


Since this is in the SWTOR thread, I'll actually try talking a bit about SWTOR now.   I guess the biggest problem I have, is that they are essentially (or seem to be), creating a playable Star Wars movie (or book), rather than creating a star wars universe where people can write the own book (or movie) that intertwines with the other players as they do the same.   Instancing is only one problem that is leading to this, along with the minimization of crafting and non-combat stuff.  It just seems like a very shallow game to me.  It might be fun to play, but I can't see it keeping me playing month after month.


Title: Re: SWTOR
Post by: CharlieMopps on January 28, 2009, 01:51:12 PM
sounds like Tabula Rasa meets guildwars... FAIL


Title: Re: SWTOR
Post by: Lantyssa on January 28, 2009, 01:58:53 PM
Since this is in the SWTOR thread, I'll actually try talking a bit about SWTOR now.   I guess the biggest problem I have, is that they are essentially (or seem to be), creating a playable Star Wars movie (or book), rather than creating a star wars universe where people can write the own book (or movie) that intertwines with the other players as they do the same.   Instancing is only one problem that is leading to this, along with the minimization of crafting and non-combat stuff.  It just seems like a very shallow game to me.  It might be fun to play, but I can't see it keeping me playing month after month.
They tried this and most people hated it.  I still think the incredibly buggy code and complete loss of direction once live ensured this view, but we're not getting a Star Wars game with that kind of freedom again.


Title: Re: SWTOR
Post by: Venkman on January 28, 2009, 02:09:00 PM
I don't think we're getting a game with that kind of freedom again, at least not with "MMO" tagged on it. It's always great on paper, but the ideas never really seem to survive through development. Maybe it's a skill or talent thing. But the people thinking dynamic huge microeconomies are not making subs-based games. They're off developing casinos, where they get to work with real money :awesome_for_real:

Forget that the only MMOs that would even have a shot at bringing in the right resources are either IP-based or for kids (and usually both).

The idea isn't wrong. But because it's never been done wholly right, it may actually be dead.


Title: Re: SWTOR
Post by: Merusk on January 28, 2009, 02:29:01 PM
It's not a skill or a talent thing, it's a time managementthing.

Yeah, it sounds great to have a whole slew of systems in your game. Anyone can promise systems for:  Building your own furniture, harvesting crops, harvesting wood, dynamic spawn of resources, raising/ breeding animals with DNA/ bloodline systems, houses with build-your-own-floorplan systems like The Sims, metalworking, smelting, scribing and a billion other "crafty" bits.  They can also promise to include some deep, meaningful combat WITH dynamic mob behaviors and intelligent respawns and NPC towns with their own day/ night cycles.

It doesn't mean they'll be able to design, refine and build all those systems in 3, 5 or even 15 years.  Hell, The Sims has taken how long just to get to a system with more than one Architectural style and that's one of the main focuses of the game!

"Worlds" always try to bite off too much, promising the stars and disappointing everyone in the end because nothing has gotten the bulk of the development time.  Nothing will have gotten any real attention to detail because, hell, everyone's focus (or at the very least the lead designer's) will have been so split that you can only give things a once-over, before saying "shit, we've got to get to the other 20 features we promised."

It's the same reason I said Spore wasn't going to turn out to be what everyone was envisioning in the early days.  There was never enough time to deliver on all those huge promises.  If it takes 3 years to deliver ONE good, well-focused game, why do MMO devs (and fans) believe that you can do four of five games combined into a jumble in only two additional years?


Title: Re: SWTOR
Post by: Ratman_tf on January 28, 2009, 02:48:35 PM
This is why I don't mind playing WoW despite being a world sim fan. Directed content means you actually get to play the game, instead of puttering around with a few unfinished simulation features.

Still, a few sandbox and sim aspects can go a long way towards making a MMOG seem more deep and interactive. Devs just need to stop falling into the kitchen sink trap and implement them realistically.


Title: Re: SWTOR
Post by: Venkman on January 28, 2009, 03:07:46 PM
It's not a skill or a talent thing, it's a time managementthing.

Project management is a skill and a talent. That was my point. I used this when we talked somewhere around here about what the Blizzard staff prioritized for launch-day WoW. The stuff you mentioned about furniture and crops and whatnot are the exact things I used as examples. You need to know who your game is for and be able to plan against delivering it. That's not intuitive game design theory. That's on the ground execution throughout the entire process from design turnover to late beta (because you'll be designing throughout but need to hatchet quickly feature creep).

Absolute Launch Needs: You need good combat, some semblance of balance, enough content to prevent the absolute need for mob grinding, and a good workable and customizable UI (business stuff like a good CSR, trusting management, solid tech, and a working ecomm system are all givens). And you need to focus your race and class (or template) selection around what you know you can balance and deliver complete.

Nice-to-haves: (or, anything that should take a back seat to the Absolutes): Engaging crafting (the best system in the world is only going to matter to a small percentage of players), weather effects, cosmetic player outfits, housing, voiceovers. All of these are cool, but all of these have dragged resources away from other things. If your combat sucks, or half your races have no content, high resolution raindrops ain't going to save your game.


Title: Re: SWTOR
Post by: Malakili on January 28, 2009, 03:34:56 PM

Still, a few sandbox and sim aspects can go a long way towards making a MMOG seem more deep and interactive. Devs just need to stop falling into the kitchen sink trap and implement them realistically.

Yeah, while it is nice to have many systems, a few can really make a difference.  If you try to do everything, you simply won't before you run out of money, but it is realistic to implement enough deep/robust "sandbox" elements to make the world engaging. 

We shouldn't throw the baby out with the bathwater here. Just because it isn't realistic to make a 100% realistic recreation of any given world, doesn't mean that a number of really solid systems can't be put into place that will go a long way to giving the appear of a realistic recreation of a world.  Hell noone is asking for 100% recreation, I don't want my character to have to take a crap in the middle of doing something.


Title: Re: SWTOR
Post by: UnSub on January 28, 2009, 04:50:50 PM
Hell noone is asking for 100% recreation, I don't want my character to have to take a crap in the middle of doing something.

There are players who do. I remember reading plenty of suggestions about making characters potentially starve to death if they can't find enough food, or locational damage that realistically impacts on character ability (but with a magic heal button somewhere so that a doctor can grow you a new leg and stick it on). Some of the discussions on the Exanimus forums - a zombie genre MMO - would have killed the game dead in their leaning towards the sandbox (although the title appears to have been killed dead in pre-production, so there we go).

Ultimately I steer away from sandbox because I want a game to play. I know I'll never have enough time to keep up in a sandbox - by the time I get there the Wild West will already be won - or have enough time to contribute in any PvP that sees permanent-through-force resource transfer (like happened in Shadowbane), so sandboxes are generally out for me. I want a co-op game experience from my MMO and some fun, which thus far CoH/V has been best at delivering to me. Wizard 101 comes in at #2.


Title: Re: SWTOR
Post by: SnakeCharmer on January 30, 2009, 08:00:50 PM
Dev digest video thing (http://www.swtor.com/media/vidcasts/devdispatch001) was released today.  Absolutely gorgeous looking game...


Title: Re: SWTOR
Post by: Malakili on January 30, 2009, 10:19:35 PM
Dev digest video thing (http://www.swtor.com/media/vidcasts/devdispatch001) was released today.  Absolutely gorgeous looking game...

It does look pretty, I'll give them that.  I don't know how much I liked how the humans looked, kinda of a Team Fortress 2 look almost, which ALMOST fits in with the rest of the aesthetics but looks slightly out of place. 

The animations looked very nice as well.

Still don't intend to play this game, but i'll enjoy looking at the screenshots they release.


Title: Re: SWTOR
Post by: WindupAtheist on January 30, 2009, 11:27:19 PM
Is there really anyone here sufficiently lacking in cynicism that they can sit there and watch an MMO developer "Hello fans here is the magic behind how some fat software nerds render terrain that may or may not be in a game that might come out like four years from now and will likely total shit anyway!" diary video and not just yawn no matter WHAT they see?

Get back to me when the NDA on the beta drops, otherwise STFU, developers. I didn't get past the "Star Warsy music over pictures of generic office cubicles" intro before choking on my own vomit.


Title: Re: SWTOR
Post by: Margalis on January 31, 2009, 12:10:23 AM
Yeah, I don't get it. "The making of Tython"? Why do I care? I don't even know what the hell Tython is or whether it's any good, why do I care how it was made?

I don't get the trend towards boring videos where devs talk about their games. It's one thing if they have some charisma and something really cool to show off but an everyday dude futzing around in a level editor?


Title: Re: SWTOR
Post by: WindupAtheist on January 31, 2009, 01:11:09 AM
I hate this fucking bullshit years-premature MMO (or whatever) hype in general. Out of curiosity, since everything anyone does in any aspect of this industry is going to be compared to them, when did Blizzard start the PR on WoW anyway? I don't really remember there being shit to hear until there was a beta to play, but then I wasn't paying attention at the time.


Title: Re: SWTOR
Post by: Fordel on January 31, 2009, 01:17:34 AM
If this Wallpaper is to be believed, 2001.

http://www.worldofwarcraft.com/downloads/wallpapers/wallpaper1.html



Title: Re: SWTOR
Post by: Venkman on January 31, 2009, 07:11:33 AM
I don't get the trend towards boring videos where devs talk about their games. It's one thing if they have some charisma and something really cool to show off but an everyday dude futzing around in a level editor?

It's the same bullshit they threw on early DVDs because a) they had the space; and, 2) they needed to find a way to get people to care (and history is repeating itself with blu-ray). This is the sort of low-impact investment that doesn't really require anyone care, but which makes the studio feel good that it's able to saying something, anything.

But yea, I couldn't care any less. Not until I'm in the beta.


Title: Re: SWTOR
Post by: Merusk on January 31, 2009, 07:23:38 AM
If this Wallpaper is to be believed, 2001.

http://www.worldofwarcraft.com/downloads/wallpapers/wallpaper1.html



Yep. http://www.games-fusion.net/press/content/blizzard_entertainment_announc.php

Though at the time the planned release date was believed to be 2003, not 2004.  They announced SC2 in 2007 and D3 last year, so it might just be that Blizzard announces things way early, too.  Do other single player companies announce things 2-3 years in advance (for new projects, not sequels)  I don't follow game companies or release dates obsessively enough to know.


Title: Re: SWTOR
Post by: apocrypha on January 31, 2009, 07:25:17 AM
If this Wallpaper is to be believed, 2001.

http://www.worldofwarcraft.com/downloads/wallpapers/wallpaper1.html

http://www.penny-arcade.com/comic/2001/8/31/


Title: Re: SWTOR
Post by: Venkman on January 31, 2009, 07:30:55 AM
Yep. http://www.games-fusion.net/press/content/blizzard_entertainment_announc.php

Oh man, that is rich.

And a psychohistory decision point  :awesome_for_real:


Title: Re: SWTOR
Post by: UnSub on January 31, 2009, 07:32:43 AM
To make the obvious joke: Duke Nukem Forever.

From an outsider's perspective, it seems like small studios and owners of franchises tend to kick things off too early. Perhaps they really think they'll deliver what they promise. Perhaps they need to hype to get a publisher interested. Perhaps they do it because everyone else does it and they love free booze at trade shows.

For MMOs, the tendency has been to announce them just as the project kicks off, when the reality should be the major announcement should be made along with beta so there is a 70% chance that was is in the first PR statement might actually appear in the game. If MMOs take 5 or so years to get to launch, that's a long time for pointless and vague announcements that the marketing team have to get to work on.


Title: Re: SWTOR
Post by: SnakeCharmer on January 31, 2009, 12:17:42 PM
If the BioWare head pieces are to be believed, development started back in '05 (http://www.1up.com/do/newsStory?cId=3155486).  Whether that's blue sky spitballing or actual development; no idea.  And the Hero Engine was licensed back in '06.  So, somewhere in the neighborhood of 4 years has already gone into it.

No real reason it couldn't be out sometime this year or within the first six months of '10.


Title: Re: SWTOR
Post by: Margalis on January 31, 2009, 05:41:46 PM
The game itself looks like you could replace the lightsabers with normal swords and call it the next LOTRO expansion.


Title: Re: SWTOR
Post by: UnSub on January 31, 2009, 05:58:00 PM
AFAIK, the Hero Engine is yet to be associated with anything successful. Or even launched. I can get pre-production starting back in 05, Hero Engine came on board late 06, but actual work probably didn't kick in to 07, so actual time spent in development is closer to two years.

Will it come out in 2009? I don't think so. This is BioWare's first MMO and they'll need some learning time, especially if they go down the "everyone gets a storyline" and RMT add-ons. Then during the beta testing they'll run into balance issues and SW fanbois / fangrrls who think that it isn't SW enough. Also BioWare will want to get Dragon Age out and away first so that SWOR doesn't eat into those sales. Having a look, DA is meant to be out "early 2009" according to the wiki with console versions out at the end of 2009, but I can't see any hard dates so have to assume DA probably isn't out until at least Q2 2009. BioWare will probably want some time in-between launching DA and SWOR, so again I can't see SWOR launching in 2009.

More likely Q4 2010 for SWOR.


Title: Re: SWTOR
Post by: Engels on February 01, 2009, 09:19:54 AM
I think its interesting to see what the Devs think is so awsome about their game that they're willing to put it out there. It gives me a chance to see what flavor a game it'll be. I can tell right now that the super fast anime-style sword combat animation isn't going to win me over.


Title: Re: SWTOR
Post by: schild on February 01, 2009, 09:32:30 AM
Quote
Will it come out in 2009? I don't think so. This is BioWare's first MMO and they'll need some learning time

NO

IT

ISN'T

Goddamnit. Not you too.

This is by no stretch Bioware Austin's first MMOG. They've already looked in the horrible face of minimal success a number of times. :awesome_for_real:


Title: Re: SWTOR
Post by: SnakeCharmer on February 01, 2009, 09:44:43 AM
For some of them, it's their 2nd go 'round with a SW MMO  :grin:


Title: Re: SWTOR
Post by: sidereal on February 01, 2009, 02:22:53 PM
Dev videos are for fanboi fluffing.  You are not the target audience.


Title: Re: SWTOR
Post by: Venkman on February 01, 2009, 02:27:27 PM
Seriously? We are not the target audience for a Star Wars-themed MMO set in a timeperiod only relevant to gamers from a development studio only gamers know about and which is part of larger company whose name only matters to forum warriors?

Who the hell is the target then?

Edit: reworded a bit for flow.


Title: Re: SWTOR
Post by: Merusk on February 01, 2009, 03:20:29 PM
The people who didn't like Sim Beru.  :grin:


Title: Re: SWTOR
Post by: UnSub on February 01, 2009, 03:58:43 PM
Quote
Will it come out in 2009? I don't think so. This is BioWare's first MMO and they'll need some learning time

NO

IT

ISN'T

Goddamnit. Not you too.

This is by no stretch Bioware Austin's first MMOG. They've already looked in the horrible face of minimal success a number of times. :awesome_for_real:

Not all of us have an encyclopaedic knowledge of which dev works at which studio. :grin: Why, just the other day I realised that DCUO's Chris Cao was intimately involved with both EQ2 at launch and SWG. That news made me smile.

I tend to view the entire brand as behind a title, not just one studio. So while BioWare Austin might have some great MMO experience, it doesn't necessarily filter out to other areas that are going to be needed or for what SWOR is allegedly going to be like (e.g. building for RMT content). Although perhaps having WAR as a practise MMO will help EA get SWOR out smoothly.

Also, with all the talk of story, I wonder if the experience of a lot of the BW Austin guys fits that design goal well. Unless story comes down more to window dressing or SWOR comes out as a pseudo-single player MMO, since either seems feasible.


Title: Re: SWTOR
Post by: Margalis on February 01, 2009, 04:41:53 PM
It's safe to assume that a US made, major MMO that doesn't come from Blizzard is being made by MMO "veterans" with proven track records of mediocrity.


Title: Re: SWTOR
Post by: Ratman_tf on February 01, 2009, 06:59:23 PM
It's safe to assume that a US made, major MMO that doesn't come from Blizzard is being made by MMO "veterans" with proven track records of mediocrity.

Yep. Same old innovative gameplay and immersive storylines and dynamic combat (paraphrased from the offical FAQ  :awesome_for_real:) which means it's probably going to be SWG 2, the Warcraftening.  :oh_i_see:


Title: Re: SWTOR
Post by: Draegan on February 02, 2009, 08:56:43 AM
I made a  :oh_i_see: face when I saw those people in a meeting room discussing quests.   I immediately thought of those quests you do that are incredibly dumb and boring like "Walk over here and read this awesome thing!  Then fly all the way over here for X and theeeeeen......"

Meh.

Looks good though I have to admit.  Still waiting on what the UI looks like and how the game plays.


Title: Re: SWTOR
Post by: Malakili on February 02, 2009, 09:06:16 AM
I made a  :oh_i_see: face when I saw those people in a meeting room discussing quests.   I immediately thought of those quests you do that are incredibly dumb and boring like "Walk over here and read this awesome thing!  Then fly all the way over here for X and theeeeeen......"

Meh.

Looks good though I have to admit.  Still waiting on what the UI looks like and how the game plays.

All this about making every single quest epic and heroic is just blowing smoke.   It won't happen.   It sounds nice, and they are all in a tizzy about their "4th pillar of story," but at the end of the day, they are going to realize they are creating all this content for a group of players that is just going to be figuring out the way to get through to the end most efficiently without really caring how they got there.




Title: Re: SWTOR
Post by: Yegolev on February 02, 2009, 09:54:22 AM
..at the end of the day, they are going to realize they are creating all this content for a group of players that is just going to be figuring out the way to get through to the end most efficiently without really caring how they got there.

Yep, because Sky and I are already having fun playing other games.

I can't be bothered to read up too much until the beta leaks phase.


Title: Re: SWTOR
Post by: sidereal on February 02, 2009, 01:04:15 PM
Seriously? We are not the target audience for a Star Wars-themed MMO set in a timeperiod only relevant to gamers from a development studio only gamers know about and which is part of larger company whose name only matters to forum warriors?

Who the hell is the target then?

I'll risk falling into your subtle sarchasm and actually answer your question as if it were genuine.

This is the target audience (http://www.swtor.com/community/forumdisplay.php?f=8).  Jaded and abused people who mostly believe that "MMO Development" is an alchemical process designed to transform tears into gold and who have picked over the corpses of hundreds of still twitching Next Great Things will not be excited by a dev diary.


Title: Re: SWTOR
Post by: Venkman on February 02, 2009, 04:06:34 PM
You mean the place with the 18-page two-day-old thread entitled "Gross overreaction to Tython by SWGers"  :awesome_for_real:

Seriously, I wasn't being sarcastic. It's not veteran MMOers that I was referring too earlier. It was the magic cross-section of adult geeks with a passion for games who as impressionable youths watched Epiode 4 out of the back of their parents' station wagon at the drive-in. We survived the The Star Wars Holiday Special, Episode 1, and SWG. And we still want a Star Wars game. And will put WoW on hiatus to play it almost no matter what launches.

That we also have played MMOs is more testament to the fewer sites we used to rant in the wild west days than anything else.

So when I thumb through the oboards and see the types of debates happening, I don't see a huge difference between that audience and the "jaded and abused" folks who already spent all their energy feeling all hyped for DAoC. The conversations are almost the same, only differing in the amount of IP to be talked about.

It's that audience which they think a guided tour through a string of non-statements is going to entice. And that's where I think they're wrong.


Title: Re: SWTOR
Post by: UnSub on February 02, 2009, 05:27:23 PM
So when I thumb through the oboards and see the types of debates happening, I don't see a huge difference between that audience and the "jaded and abused" folks who already spent all their energy feeling all hyped for DAoC. The conversations are almost the same, only differing in the amount of IP to be talked about.

It's that audience which they think a guided tour through a string of non-statements is going to entice. And that's where I think they're wrong.

I see a lot of the same discussions about MMOs in my forum travels, but it is WoW in place of EQ and Darkfall in place of Shadowbane. The big difference now is the sheer number of MMOs you have available.

After a little while, those dev diaries are going to drop off as things drag in production. The forums will complain about the lack of info being released. Beta will take longer than expected. Although it sounds like a good idea - "Let's shoot some videos of our dev guys talking about how awesome our game is!" - it really isn't unless you are about to launch. No set beta date and no set launch date? Forget about it.


Title: Re: SWTOR
Post by: Tmon on February 02, 2009, 06:24:24 PM
I've reached a point where I don't care what the devs say about the game while they are building it, I don't want to see the concept art and the last thing I want to do is watch a video of them tweaking sliders or whatever.  Tell me the release date give me some decent shots of the release client interface and make an interesting trailer from in game footage, with subtitles cause I don't want to hear the lame psuedo British accented voice overs that I will never listen to because I turn the audio off as soon as I can get to an options screen.  I'm pretty sure that means I'm not in the target market for this game, of course if the SWTOR version of Batcountry survives for more than 60 days post launch I might give it a try.


Title: Re: SWTOR
Post by: SnakeCharmer on February 02, 2009, 06:41:37 PM
60 days will be too long.  Everyone in it will likely have quit and begun waxing poetically about the failures here.


Title: Re: SWTOR
Post by: AngryGumball on February 02, 2009, 07:13:34 PM
Didn't Bioware before being bought by EA, buy Perpetual's backend interfacing/billing whatever not sure what it was. Did perpetual finish it? Did Bioware get it? How much did they spend? Has Bioware junked it already? Or did Bioware back out. Not really seeking answers just wondering type of thing.

Assuming it was to be used on this I am.


Title: Re: SWTOR
Post by: Venkman on February 02, 2009, 07:21:08 PM
afaik, Perpetual was only connected to Star Trek Online. Had nothing to do with SW:TOR they did.


Title: Re: SWTOR
Post by: SnakeCharmer on February 02, 2009, 07:26:18 PM
Ah come on.  It was better with the Yoda reference.


Title: Re: SWTOR
Post by: Tmon on February 02, 2009, 08:36:21 PM
60 days will be too long.  Everyone in it will likely have quit and begun waxing poetically about the failures here.

If the game is good enough to keep Batcountry going for 2 months then I will probably find it worth playing for at least the first month or so.


Title: Re: SWTOR
Post by: UnSub on February 03, 2009, 12:09:19 AM
afaik, Perpetual was only connected to Star Trek Online. Had nothing to do with SW:TOR they did.

BioWare licenses Perpetual Third Party Tech (http://au.gamespot.com/news/6175380.html)

Perpetual was going to be building MMOs, licensing its tools to other companies and several other noble schemes. BioWare could have bought it; I'm not sure what happened to the assets when P2 went under.


Title: Re: SWTOR
Post by: Cyrrex on February 03, 2009, 08:09:41 AM
60 days will be too long.  Everyone in it will likely have quit and begun waxing poetically about the failures here.

If the game is good enough to keep Batcountry going for 2 months then I will probably find it worth playing for at least the first month or so it will probably be GOTY.

Slight correction.


Title: Re: SWTOR
Post by: Soln on February 03, 2009, 01:07:00 PM
Bet there will be a closed beta before 2010. 

Do not underestimate the crunch EA as a whole will be under this year.  "Things will get worse."


Title: Re: SWTOR
Post by: SnakeCharmer on February 03, 2009, 01:20:50 PM
Assuming there is a beta, I'm betting beta is somewhere in the middle of this year.


Title: Re: SWTOR
Post by: Nevermore on February 03, 2009, 01:25:57 PM
Since this is EA, beta will start on launch day.


Title: Re: SWTOR
Post by: Merusk on February 03, 2009, 02:27:48 PM
Y'all are assuming EA won't just flush the project down the drain like they have every other MMO to date. Times are tough, EA is flushing jobs and companies and I'd bet against Bioware: Austin, myself.  "They want how much money and how much longer? Fuck it *fa-woosh*"


Title: Re: SWTOR
Post by: Soln on February 03, 2009, 03:01:05 PM
cf.    EA Q3 figures not good (http://forums.f13.net/index.php?topic=15643.msg587582#msg587582)


Title: Re: SWTOR
Post by: Venkman on February 03, 2009, 04:42:31 PM
afaik, Perpetual was only connected to Star Trek Online. Had nothing to do with SW:TOR they did.

BioWare licenses Perpetual Third Party Tech (http://au.gamespot.com/news/6175380.html)

Perpetual was going to be building MMOs, licensing its tools to other companies and several other noble schemes. BioWare could have bought it; I'm not sure what happened to the assets when P2 went under.
Ah, corrected I am.


Title: Re: SWTOR
Post by: UnSub on February 03, 2009, 05:09:33 PM
It is interesting that SWOR appears to be developed using a huge number of third party applications. Hero Engine, Perpetual's thing, Unreal 3 Engine (I think), plus probably stuff like SpeedTree and so on. This could mean they get on the shelf quicker, but there really hasn't been a good track record of MMOs using third party engines and succeeding.

I think it is the way of the future, so someone will get it right some day, but it hasn't happened yet.


Title: Re: SWTOR
Post by: Lantyssa on February 03, 2009, 06:03:34 PM
This could be the game to get it right.  They have enough vets that they know what tools they need and figured they can either try and reinvent the wheel again, or carefully select what the need and get to work.  At least in theory.

While I want this to be a good game, there's enough cynic in me to believe it will crash and burn like all the rest.


Title: Re: SWTOR
Post by: Goreschach on February 03, 2009, 06:39:55 PM
This could be the game to get it right.  They have enough vets that they know what tools they need and figured they can either try and reinvent the wheel again, or carefully select what the need and get to work.  At least in theory.

While I want this to be a good game, there's enough cynic in me to believe it will crash and burn like all the rest.

Except that in the MMO market a team of vets just seems to increase the magnitude of Fail.


Title: Re: SWTOR
Post by: Venkman on February 03, 2009, 07:03:26 PM
It is interesting that SWOR appears to be developed using a huge number of third party applications. Hero Engine, Perpetual's thing, Unreal 3 Engine (I think), plus probably stuff like SpeedTree and so on. This could mean they get on the shelf quicker, but there really hasn't been a good track record of MMOs using third party engines and succeeding.

I think it is the way of the future, so someone will get it right some day, but it hasn't happened yet.

A good chunk of MMOs use Unreal tech and non-proprietary billing and account systems. From a gameplay standpoint, yea, I don't see Perpetual's Engine, Big World, Multiverse or any of the few dozen other engines-awaiting-games actually being attached to big productions that were successful. But it really depends on what parts of what engine you use... and of course the talent of the designers to be right and the skill of the producers to be real  :grin:


Title: Re: SWTOR
Post by: Lantyssa on February 03, 2009, 09:10:16 PM
Except that in the MMO market a team of vets just seems to increase the magnitude of Fail.
Thus my cynicism.


Title: Re: SWTOR
Post by: Sheepherder on February 05, 2009, 02:25:35 AM
A good chunk of MMOs use Unreal tech and non-proprietary billing and account systems. From a gameplay standpoint, yea, I don't see Perpetual's Engine, Big World, Multiverse or any of the few dozen other engines-awaiting-games actually being attached to big productions that were successful. But it really depends on what parts of what engine you use... and of course the talent of the designers to be right and the skill of the producers to be real  :grin:

I have a fair bit of faith in Unreal.  It's largest issue is that the subtractive editing and manual delineation of LOD zones that it's editor uses is more suited for tightly designing small spaces rather than large worlds.  On the flip-side, you can do all sorts of wonderful optimization which would make shit like Dalaran and Shattrath in WoW less likely to be a clusterfuck waiting to happen.


Title: Re: SWTOR
Post by: Rake on February 07, 2009, 11:33:43 AM
Just out of curiosity, where did Blizzard get most of their team for WoW from?

Were they already the staff that they had making their previous games, or did they employ vets from other MMOs?


Title: Re: SWTOR
Post by: Fordel on February 07, 2009, 11:36:23 AM
They employed a few former EQ poopsockers, I know that much. Otherwise, no idea.


Title: Re: SWTOR
Post by: Stormwaltz on February 07, 2009, 12:38:34 PM
I have a fair bit of faith in Unreal.  It's largest issue is that the subtractive editing and manual delineation of LOD zones that it's editor uses is more suited for tightly designing small spaces rather than large worlds.

As a rendering engine, it's also extraordinarily bad at rendering hair. Epic has no out-of-the-box solution for it. Ever noticed that all the UE3-powered games of the last few years feature characters with shaved heads? That's why.

That probably wouldn't fly in an MMG, where people love their customization.


Title: Re: SWTOR
Post by: tmp on February 07, 2009, 02:19:37 PM
As a rendering engine, it's also extraordinarily bad at rendering hair. Epic has no out-of-the-box solution for it. Ever noticed that all the UE3-powered games of the last few years feature characters with shaved heads? That's why.

That probably wouldn't fly in an MMG, where people love their customization.
So far though hair in MMO (heck, most games for that matter) are typically nothing but regular textured polygons with some alpha channel thrown in. Seems to be good enough for people, and nothing even a basic rendering engine cannot handle.


Title: Re: SWTOR
Post by: Margalis on February 07, 2009, 03:24:28 PM
God forbid having to write a few lines of code and perhaps a shader.


Title: Re: SWTOR
Post by: Venkman on February 07, 2009, 03:33:02 PM
God forbid having to write a few lines of code and perhaps a shader.

Wait, are you saying it's not that hard (http://forums.f13.net/index.php?topic=13129.msg584709#msg584709)?  :grin:

(I kid I kid!)


Title: Re: SWTOR
Post by: Mrbloodworth on February 07, 2009, 06:45:02 PM
It is interesting that SWOR appears to be developed using a huge number of third party applications. Hero Engine, Perpetual's thing, Unreal 3 Engine (I think), plus probably stuff like SpeedTree and so on. This could mean they get on the shelf quicker, but there really hasn't been a good track record of MMOs using third party engines and succeeding.

I think it is the way of the future, so someone will get it right some day, but it hasn't happened yet.

A good chunk of MMOs use Unreal tech and non-proprietary billing and account systems. From a gameplay standpoint, yea, I don't see Perpetual's Engine, Big World, Multiverse or any of the few dozen other engines-awaiting-games actually being attached to big productions that were successful. But it really depends on what parts of what engine you use... and of course the talent of the designers to be right and the skill of the producers to be real  :grin:


I have a fair bit of faith in Unreal.  It's largest issue is that the subtractive editing and manual delineation of LOD zones that it's editor uses is more suited for tightly designing small spaces rather than large worlds.  On the flip-side, you can do all sorts of wonderful optimization which would make shit like Dalaran and Shattrath in WoW less likely to be a clusterfuck waiting to happen.

BSP (http://en.wikipedia.org/wiki/Binary_space_partitioning) is not really only in unreal. Tons of games, and MMO's use it. They just happen to have a sweet integrated editor. Shit, even torque does now (http://www.garagegames.com/products/constructor) (always had the use, just not the editor, for that, you used unreal, QuArK, or other)...However, contrary to your observation, its not relegated to only indoor spaces. So, like i said, its a technique, not a limitation, as each engine uses it differently. Its quite possibly one of the oldest techniques. Source Engine uses it too.

I do however recall one is subtractive, as in the entire "space" is already "filled" and the other is additive, as in you make volume in a void. I think it was the diffrance between quake, and unreal IIRCC.

And Speedtree is used in just about every dam thing. Cuse its  :drill:

BSP for dummies (http://qxx.planetquake.gamespy.com/bsp/), just in case. And a fantastic presentations written by Carl Shimer. (http://web.cs.wpi.edu/~matt/courses/cs563/talks/bsp/bsp.html)


Title: Re: SWTOR
Post by: Lantyssa on February 07, 2009, 09:33:29 PM
Wait, are you saying it's not that hard (http://forums.f13.net/index.php?topic=13129.msg584709#msg584709)?  :grin:

(I kid I kid!)
*bonk*


Title: Re: SWTOR
Post by: Sheepherder on February 08, 2009, 12:52:31 AM
I do however recall one is subtractive, as in the entire "space" is already "filled" and the other is additive, as in you make volume in a void. I think it was the diffrance between quake, and unreal IIRCC.

This is what I was getting at to an extent.  They both use BSP, but the subtractive scheme tends to be better suited for interior stuff, and the additive for exterior stuff, because when you are building an outside area it's easier to fill a void with stuff, rather than carefully delineating the void and then populating it.  Conversely, subtracting rather than adding tunnels is intuitive and subtractive schemes makes it harder to create a hall of mirrors or missing geometry that players can fall through.

Also, Unreal makes really fucking nice usage of 2D planes and actors to create zones which dynamically alter their LOD properties based on player position.


Title: Re: SWTOR
Post by: Margalis on February 08, 2009, 04:28:26 AM
I didn't mean to pick on Stormwaltz, I've also heard that Unreal is really really bad at hair. I just find it funny that people expect so much of a game in a box that they can't put in some effort and make hair look good on their own.

Then again Unreal is likely very complicated and changing it significantly is quite painful from what I understand. I guess that's why all Unreal Engine games look kind of the same.


Title: Re: SWTOR
Post by: WindupAtheist on February 08, 2009, 06:57:27 AM
I can't imagine anyone wanting to... say... form a guild in "KOTOR3 with co-op fights and a graphical lobby" or what the fuck ever. People are going to play through all the story in the free month and we're going to see another "sold a million boxes, woops 20% retention rate" post-WoW flop.


Title: Re: SWTOR
Post by: Malakili on February 08, 2009, 07:09:44 AM
I can't imagine anyone wanting to... say... form a guild in "KOTOR3 with co-op fights and a graphical lobby" or what the fuck ever. People are going to play through all the story in the free month and we're going to see another "sold a million boxes, woops 20% retention rate" post-WoW flop.

This is pretty much what I expect. 


Title: Re: SWTOR
Post by: Kitsune on February 12, 2009, 12:38:36 PM
If they try to do WoW, it's already a flop.  Trying to pull off a 10-man raid scenario in Star Wars just results in stupidity.  A ten-minute-long fight of a 'boss' being tanked by a jedi while soldiers pump a few thousand blaster shots into it is ridiculous.  Just about any modern or future setting game (or long long ago setting with super high tech) isn't going to follow WoW's lead very well, because you reach a point in fairly short order where anything should probably fall down after taking more than three bullets to the face and having a laser sword slice through its entire body four times.


Title: Re: SWTOR
Post by: Malakili on February 12, 2009, 12:45:26 PM
If they try to do WoW, it's already a flop.  Trying to pull off a 10-man raid scenario in Star Wars just results in stupidity.  A ten-minute-long fight of a 'boss' being tanked by a jedi while soldiers pump a few thousand blaster shots into it is ridiculous.  Just about any modern or future setting game (or long long ago setting with super high tech) isn't going to follow WoW's lead very well, because you reach a point in fairly short order where anything should probably fall down after taking more than three bullets to the face and having a laser sword slice through its entire body four times.

Yeah, in my opinion games with more modern (or futuristic) weaponry would do well to organize "raid" content much more like survival type scenarios, or long assaults on a dug in position.   The tactics would involved dealing with large numbers of different enemies, rather than one big "boss," which as you described doesn't lend itself to these kind of weapons.

These would probably make for more dynamic and interesting combats anyway, rather than the only Tank + Spank (plus some gimmick mechanic), which dominates WoW even now.


Title: Re: SWTOR
Post by: Ratman_tf on February 12, 2009, 02:09:48 PM
If they try to do WoW, it's already a flop.  Trying to pull off a 10-man raid scenario in Star Wars just results in stupidity.  A ten-minute-long fight of a 'boss' being tanked by a jedi while soldiers pump a few thousand blaster shots into it is ridiculous.  Just about any modern or future setting game (or long long ago setting with super high tech) isn't going to follow WoW's lead very well, because you reach a point in fairly short order where anything should probably fall down after taking more than three bullets to the face and having a laser sword slice through its entire body four times.

As opposed to setting a gnoll on fire and then slicing through it's body with a magic sword a half dozen times... and it's not dead yeat?


Title: Re: SWTOR
Post by: Kitsune on February 12, 2009, 03:18:21 PM
As opposed to setting a gnoll on fire and then slicing through it's body with a magic sword a half dozen times... and it's not dead yeat?

Yeah.  Grab a broadsword and go out and try to kill a bear with it, see how fast that goes.  Well, it's liable to go pretty quick, just not in your favor, but still.  Hacking on a tough critter with a piece of metal can at least sort of believably take a while.  But not a lot of things can take full-auto blasts from modern firearms and be a threat for more than a second or two.  A Star Wars 'raid' would have to be a full-scale battle, with a cast of hundreds and whatnot, with more focus on numbers than on having 'bosses'.  Quests can have tough opponents where the game designers can force a 1-on-1 duel, or a 1-on-a-few-people fight in the case of super uber force users who could realistically fend off three or four players.  But even a great jedi isn't gonna be able to block the shots coming from twenty people gunning them down at once, and having them be able to soak up that much damage would wind up being ridiculous.  Ditto for the inevitable Starcraft MMORPG, in order to not be silly it would need to be more akin to Planetside than WoW.


Title: Re: SWTOR
Post by: Venkman on February 12, 2009, 03:55:44 PM
While the bear is on fire and yours is a magic sword?  :awesome_for_real:


Title: Re: SWTOR
Post by: stray on February 12, 2009, 04:04:54 PM
A Star Wars 'raid' would have to be a full-scale battle, with a cast of hundreds and whatnot, with more focus on numbers than on having 'bosses'.

So obvious, but will probably be forgotten in the implementation of this game.  :|


Title: Re: SWTOR
Post by: Venkman on February 12, 2009, 04:38:57 PM
We're trained by Bosses, but we need to drop that noise for raids. 40 people show up there should be 80 enemies that need to be cut through. I'd rather see raids borrow from some of the larger PvP encounter conventions, except of course with AI that be mowed down for the bling.


Title: Re: SWTOR
Post by: LK on February 12, 2009, 05:13:41 PM
That doesn't work when you have aggro mechanics and AOE damage that can have 3 guys take out all the 80 mobs.

A game without AOE would be interesting.


Title: Re: SWTOR
Post by: Venkman on February 12, 2009, 05:18:00 PM
Yea, that's sort of a requirement.


Title: Re: SWTOR
Post by: Triforcer on February 12, 2009, 05:39:18 PM
How about we not have raids?  Is there anything that can retain people endgame other than raids and/or random PvP gankery?  Maybe not, I guess...


Title: Re: SWTOR
Post by: Kitsune on February 12, 2009, 08:05:31 PM
Well, 'raid' is being used solely in the sense of 'large scale event' when I use the word, not 'EQ-style trash/boss setup'.  Grabbing 30 of your closest friends and assaulting some Sith base is a big, involved proposition, rather raid-ish in scope, and should be a great deal more fun than what we're getting today.


Title: Re: SWTOR
Post by: SnakeCharmer on February 12, 2009, 09:05:30 PM
A Star Wars 'raid' would have to be a full-scale battle, with a cast of hundreds and whatnot, with more focus on numbers than on having 'bosses'.

So obvious, but will probably be forgotten in the implementation of this game.  :|

Which is why the AI Director from Left 4 Dead would be spectacular for 'raid' encounters for MMOs.  No more quest walkthroughs, enemies that vary/scale according to skill.

Le awesome.  And it will probably never happen


Title: Re: SWTOR
Post by: Malakili on February 12, 2009, 09:59:46 PM
A Star Wars 'raid' would have to be a full-scale battle, with a cast of hundreds and whatnot, with more focus on numbers than on having 'bosses'.

So obvious, but will probably be forgotten in the implementation of this game.  :|

Which is why the AI Director from Left 4 Dead would be spectacular for 'raid' encounters for MMOs.  No more quest walkthroughs, enemies that vary/scale according to skill.

Le awesome.  And it will probably never happen

I mean, it COULD happen, but I actually don't think the majority of the playerbase would want it to happen.  The raiding/end gaming people enjoy the meta game of theorycrafting fights.  While it would certainly be appealing to just have encounters where you show up, go and are surprised,  I don't think it would actually go over all that well with the community.  Think of all the bitching that happens already when an encounter comes around with too many "random" elements.  People get pissed off that they died to random element X that they could NOT POSSIBLY HAVE AVOIDED OMFG!!!, and it eventually gets toned way down or nerfed into oblivion.


Title: Re: SWTOR
Post by: WindupAtheist on February 13, 2009, 09:01:49 AM
As for where Blizzard got their people, I know Kalgan used to be Evocare from the UO team. He bolted when EA fully borged OSI, after having been lead developer on the Age of Shadows expansion. If you've ever played both a UO necromancer and a WoW death knight, you can definitely see the same guy's fingerprints on both in terms of gameplay concepts.


Title: Re: SWTOR
Post by: Venkman on February 13, 2009, 09:21:29 AM
How about we not have raids?  Is there anything that can retain people endgame other than raids and/or random PvP gankery?  Maybe not, I guess...

Raids are a catchall term, of which Kidsune's analogy is a part.

What we're really looking for is a repetitive event-base activity that retains accounts with deep ongoing new content being added at the unrealistic rate at which it is consumed. That's raids, battlegrounds, arenas, etc. Repetitive gameplay with a different advancement arc.

If you want to get away from that, you're in the proven land of UO and Eve. And it's proven in two ways:

  • Social commerce and player driven economies can retain interest in a virtual world.
  • Somewhere south of 1% of all current MMO players give a rats ass about it.

It's also a lot harder to make something like that work than it is to get players conditioned to periodic new content and personal advancement paths.

So yea, we could not have raids, but...   :grin:


Title: Re: SWTOR
Post by: tmp on February 13, 2009, 09:26:14 AM
If they try to do WoW, it's already a flop.  Trying to pull off a 10-man raid scenario in Star Wars just results in stupidity.  A ten-minute-long fight of a 'boss' being tanked by a jedi while soldiers pump a few thousand blaster shots into it is ridiculous.
Funnily enough Star Wars is perhaps a setting where this works -- could definitely see some emperor-level guy to focus all attention on the one (few) jedi attempting to slice him, while some retards with lasers pointlessly take pot shots at him from around the room, only to get two-shotted wih lighting if they draw too much attention to themselves.


Title: Re: SWTOR
Post by: WindupAtheist on February 13, 2009, 10:07:27 AM
I've had too many low-level WoW mobs throw spears through my paladin until he looks like a pincushion while he stood there laughing, landed too many giant leap-into-the-air hammerblows on dudes without them even staggering, to think that typical medieval fantasy MMO combat is any more believable than guys shrugging off laser beams.


Title: Re: SWTOR
Post by: Lantyssa on February 13, 2009, 03:38:30 PM
It's okay, because they're blasters.


Title: Re: SWTOR
Post by: Ratman_tf on February 14, 2009, 12:09:59 PM
It's okay, because they're blasters.

Powered by blaster gas. Which means guns in the Star Wars universe are fart guns.


Title: Re: SWTOR
Post by: Surlyboi on February 15, 2009, 04:26:52 PM
Is that why the prequels stunk?


Title: New Screenshots (13. Feb. 09)
Post by: calapine on February 16, 2009, 12:50:07 AM
Someone please excuse my stupidity, but are this this  and this  actual screenshots or concept art? The art style would give me the feeling of playing an interactive painting   :uhrr:

Edit: oh, and this is what huts look like: http://cdn-www.swtor.com/sites/all/files/ss/SS_20090213_004_1600x900.jpg (http://cdn-www.swtor.com/sites/all/files/ss/SS_20090213_004_1600x900.jpg) (all released 13th feb 2009)


Title: Re: SWTOR
Post by: Tale on February 16, 2009, 12:50:47 AM
This is the SWTOR thread, so insert random "they're both star wars" segue. I'm not posting it in Gutboyland.

SWG wants to be your furry valentine: http://img15.imageshack.us/img15/3328/swgclientr2009021203552au4.jpg


Title: Re: SWTOR
Post by: UnSub on February 16, 2009, 03:02:20 AM
This is the SWTOR thread, so insert random "they're both star wars" segue. I'm not posting it in Gutboyland.

SWG wants to be your furry valentine: http://img15.imageshack.us/img15/3328/swgclientr2009021203552au4.jpg

That's. just. WRONG.


Title: Re: SWTOR
Post by: Surlyboi on February 16, 2009, 06:17:56 AM
Yup, saw that and immediately logged right the fuck out and played TR instead.


Title: Re: New Screenshots (13. Feb. 09)
Post by: Malakili on February 16, 2009, 06:36:04 AM
Someone please excuse my stupidity, but are this this  and this  actual screenshots or concept art? The art style would give me the feeling of playing an interactive painting   :uhrr:

Edit: oh, and this is what huts look like: http://cdn-www.swtor.com/sites/all/files/ss/SS_20090213_004_1600x900.jpg (http://cdn-www.swtor.com/sites/all/files/ss/SS_20090213_004_1600x900.jpg) (all released 13th feb 2009)

Yep, thats the art direction the game is taking.  Screenshots.


Title: Re: New Screenshots (13. Feb. 09)
Post by: calapine on February 16, 2009, 07:34:58 AM
Yep, thats the art direction the game is taking.  Screenshots.

Thank you. :)
A bit...uninspiring...to be honest. I realise MMORPGs should be designed to run well on the widest possible selection of systems as well as handle 100+ characters on the screen at the same time, but still... *sigh*


Title: Re: SWTOR
Post by: Venkman on February 16, 2009, 07:59:17 AM
Ok, I sorta agree on the interior shot. It reminds me of levels in the first Unreal, and all the spawn that have descended from it since.

But the outdoor shots on (presumably) Tatooine are fantastic. If there's any limitation at all it's from the source material. And given what they're trying with the engine, I think even the Hutt (two Ts ;-) ) even looks good.

Yea, I'm starting to have hopes for this title. I feel like 2010 is going to be the first full year where we'll have games that were reactions to WoW rather that oh-shit-too-late-to-change games that were in the queue prior to 2004.


Title: Re: SWTOR
Post by: ashrik on February 16, 2009, 08:33:38 AM
That stuff looks bad to you? Since when is being given the feeling of playing an interactive painting even close to being a negative comment?

It looks pretty decent so far. And probably looks pretty good to a whole legion of non-gaming star wars fans


Title: Re: SWTOR
Post by: SnakeCharmer on February 16, 2009, 08:37:32 AM
I've really come around to the art style as well.  Looks fantastic.  There's very little difference in concept art to screenshot.

The only thing I'm not keen on is the spandex suits.


Title: Re: SWTOR
Post by: calapine on February 16, 2009, 09:10:18 AM
I've really come around to the art style as well.  Looks fantastic. 
That stuff looks bad to you?

eeek! Time for some frantic backpedalling... ;D

Well, Darniaq already pointed out its mostly on the interior shots. I still stand by my first impression though, which was somewhat underwhelmed.
Maybe these shots illustrate it better:

Exhibit 1: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_TombLightsaberDuel_full.jpg
Exhibit 2: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_PlatformLightsaberDuel_full.jpg


Title: Re: SWTOR
Post by: Tmon on February 16, 2009, 09:39:16 AM
It looks a little cartoony to me, but if, like WoW, it plays smoothly on my 4 year old PC I'd give it a shot.


Title: Re: SWTOR
Post by: tmp on February 16, 2009, 09:42:41 AM
Well, Darniaq already pointed out its mostly on the interior shots. I still stand by my first impression though, which was somewhat underwhelmed.
Maybe these shots illustrate it better:

Exhibit 1: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_TombLightsaberDuel_full.jpg
Exhibit 2: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_PlatformLightsaberDuel_full.jpg
Yeah, the style is not photorealism but rather something with slight cel-shaded quality to it. This is pretty consistent with the style from their previous KotOR games and not really wrong, imo -- avoids the uncanny valley effect and helps the immersion.

The interior shot doesn't really show anything wrong with the engine or the graphics style, it's rather issue with uninspired design.


Title: Re: SWTOR
Post by: Hawkbit on February 16, 2009, 10:13:59 AM
It's all taste, sure.  But I'm not seeing the issue. 

The character models need a bit of work, and a little anisotropic filtering wouldn't hurt those shots.  But the environments look wonderful. 


Title: Re: SWTOR
Post by: Malakili on February 16, 2009, 10:30:27 AM
Yeah, I used to be one of those people that was all "Ooooh, i love realism!! :drill:"  But then I realized, there are lots of styles that are plain nice to look at regardless of how real they look.  So now I'm pretty much willing to let any graphical style have a chance as long as its nice to look at.

If I want to bash on this game, there are plenty of reasons, but the graphics aren't one of them :why_so_serious:


Title: Re: SWTOR
Post by: Lakov_Sanite on February 16, 2009, 10:43:58 AM
Yeah, I used to be one of those people that was all "Ooooh, i love realism!! :drill:"  But then I realized, there are lots of styles that are plain nice to look at regardless of how real they look.  So now I'm pretty much willing to let any graphical style have a chance as long as its nice to look at.

If I want to bash on this game, there are plenty of reasons, but the graphics aren't one of them :why_so_serious:

It's starting to remind me a lot of the clone wars cartoon and I really dislike the look of that.


Title: Re: SWTOR
Post by: Lantyssa on February 16, 2009, 11:36:53 AM
SWG wants to be your furry valentine: http://img15.imageshack.us/img15/3328/swgclientr2009021203552au4.jpg
Considerate of them to highlight the area to aim at.

Exhibit 1: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_TombLightsaberDuel_full.jpg
Exhibit 2: http://cdn-www.swtor.com/sites/all/files/ss/SS_20081021_PlatformLightsaberDuel_full.jpg
Those are from their first released screenshots.  They've been tweaking the people from what I've seen of later ones.  I rather like the look of the environments themselves though.


Title: Re: SWTOR
Post by: DraconianOne on February 16, 2009, 02:21:14 PM
But the outdoor shots on (presumably) Tatooine are fantastic. If there's any limitation at all it's from the source material. And given what they're trying with the engine, I think even the Hutt (two Ts ;-) ) even looks good.

It's Hutta apparently. The original homeworld of - erm, someone - I forget who but sure I'll remember eventually. Before it got destroyed and they took to the moons.

The comments on this page (http://www.swtor.com/media/screens/chemilizard) are gold.


Title: Re: SWTOR
Post by: Venkman on February 16, 2009, 03:55:30 PM
Ah, Nal Hutta? Yea, the Hutts strip-mined everything including the atmosphere, but the moon (Nal Shardda) became a huge smuggler depot. I remember some early Solo visits there from some novels.

So I looked it up and saw that the shot on this entry (http://starwars.wikia.com/wiki/Nal_Hutta) looks fairly close to the ones above.


Title: Re: SWTOR
Post by: UnSub on February 16, 2009, 03:58:41 PM
I refuse to nerdrage every time a new set of photos is released and plan to save it for when the actual gameplay is available for testing.


Title: Re: SWTOR
Post by: Triforcer on February 16, 2009, 04:45:09 PM
What I'm mainly worried about is all the screenshots of people fighting animals.  We've been down that road before. 

EDIT:  I mean, fuck, what was it about the six movies that makes developers think Star Wars is a farm animal killing scenario?  The collective two minutes spent in the wampa cave and rancor pit? 


Title: Re: SWTOR
Post by: Jobu on February 16, 2009, 05:02:13 PM
EDIT:  I mean, fuck, what was it about the six movies that makes developers think Star Wars is a farm animal killing scenario?  The collective two minutes spent in the wampa cave and rancor pit? 

And fighting cat monsters in a gladiator pit, and fighting a space worm thing, and fighting mynocks, and fighting garbage snakes...


Title: Re: SWTOR
Post by: Ratman_tf on February 16, 2009, 06:03:08 PM
I blame the Womp Rats line. Exterminating vermin since ANH!  :awesome_for_real:


Title: Re: SWTOR
Post by: WindupAtheist on February 17, 2009, 10:20:31 AM
What I'm mainly worried about is all the screenshots of people fighting animals.  We've been down that road before. 

EDIT:  I mean, fuck, what was it about the six movies that makes developers think Star Wars is a farm animal killing scenario?  The collective two minutes spent in the wampa cave and rancor pit?

It's because they're all a bunch of dickbags lacking in even the basic creativity required to divorce themselves from the medieval fantasy MMO "kill monsters" meme. Christ, this shit looks stupid.


Title: Re: SWTOR
Post by: Oban on February 17, 2009, 10:26:04 AM
Oh!  I hope there are swordsmen, people with pikes and medics that can throw damage over time poisons!


Title: Re: SWTOR
Post by: tmp on February 17, 2009, 10:43:03 AM
It's because they're all a bunch of dickbags lacking in even the basic creativity required to divorce themselves from the medieval fantasy MMO "kill monsters" meme. Christ, this shit looks stupid.
Nah, more like because people otherwise bitch about not enough variety in shapes of their xp bags. So it's not all robots and badly trained storm troopers/rainbow aliens with differently shaped foreheads, BFD. Limiting the types of targets isn't exactly creative, either; nor any less stupid in the settings dating back few thousand years from 'long, long time ago' and located in brain of some fart who thought knights with laser swords would be cool, to begin with.


Title: Re: SWTOR
Post by: Ingmar on February 17, 2009, 11:29:21 AM
I blame the Womp Rats line. Exterminating vermin since ANH!  :awesome_for_real:

Seriously, Luke spent his first couple levels grinding wamp rats.


Title: Re: SWTOR
Post by: Mrbloodworth on February 17, 2009, 11:38:03 AM
Oh!  I hope there are swordsmen, people with pikes and medics that can throw damage over time poisons!

Pikeman was fun, and lore correct.

(http://members.tripod.com/~switz/RoyalGuard16.jpg)

(http://images3.wikia.nocookie.net/starwars/images/thumb/3/32/WeequayLuke_ST.jpg/180px-WeequayLuke_ST.jpg)


Title: Re: SWTOR
Post by: DraconianOne on February 17, 2009, 01:46:43 PM
Seriously, Luke spent his first couple levels grinding wamp rats.

Yeah but not enough. He got owned by sand people and nearly got owned in the Cantina. And the Dia Noga. Fortunately he was carried through the Death Star instance by the rest of his group and vehicle based combat didn't seem to have level based restrictions. Bet he got a stack of XP and a couple of levels for taking part in the "Death Star" raid. Mind you, rerolling into jedi class when the first expansion came out was a bit lame - and he still got owned by a low level wampa.


Title: Re: SWTOR
Post by: Ingmar on February 17, 2009, 01:58:37 PM
It was his own fault for not bringing frost resist gear.


Title: Re: SWTOR
Post by: Surlyboi on February 17, 2009, 04:09:03 PM
What do you expect from a twink? His only bit of good gear was his father's tier 5 lightsaber.


Title: Re: SWTOR
Post by: tmp on February 17, 2009, 04:48:25 PM
Really not the guy's fault, stunlock out of stealth is way OP.


Title: Re: SWTOR
Post by: Sky on February 18, 2009, 01:40:44 PM
Dude was totally sploiting the mentoring system in the dagobah zone. Also, don't forget Ben twinked him after he got wtfpwned in the tatooine newbie zone.

editoops, didn't see there was another page where the twinkage was mentioned.


Title: Re: SWTOR
Post by: DraconianOne on February 19, 2009, 04:27:35 AM
Dude was totally sploiting the mentoring system in the dagobah zone.

Joined Channel: [1. General - Dagobah]
[Luke_S] yells: Need hlp wit teh Raise X-Wing q plzzzz
[1. General] [MasterYoda]: It's a solo quest
[Luke_S] says: I need help plzzz
[1. General] [MasterYoda]: You can solo it. It's not hard.
[Luke_S] whispers: hlp plz. I tired but cant doit
To [Luke_S]: It's a low-level quest - you can do it without trying
[ObiwansGhost] has come online
[Luke_S] whispers: i dunno how. I pay u 1g to hlep me.
To [Luke_S]: Alright. Just this once.
You invite [Luke_S] to join your party
[Luke_S] whispers: thx. Can u gief me weps for Dark Side Cave q too plz?
[Luke_S] has joined your party
[Party] [MasterYoda]: You don't need weapons for that quest. Just need to talk to mob
[Luke_S] says: I heard u ned to kill mob in Dark Side cav
[Party] [MasterYoda]: No - just need to talk to it.
Luke_S has joined the guild
[Guild] [ObiwansGhost]: Welcome to the guild. Please read all the guild rules at http://www.lastofthejediguild.guildhosting.com
To [ObiwansGhost]: WTF? Dude, did you just invite him to the guild?
[ObiwansGhost] whispers: y
To [ObiwansGhost]: He's a total noob. Doesn't even know how to raise the X-Wing
[Guild] [Luke_S]: How do i get 2 Bespin?
To [ObiwansGhost]: ./facepalm
[Guild] [ObiwansGhost]: Bespin is a 40-50 zone. You need to level first.
[Guild] [Luke_S]: i ned 2 get 2 Bespin. My mates r there.
To [ObiwansGhost]: Can't we kick him?


Title: Re: SWTOR
Post by: DraconianOne on March 03, 2009, 09:51:58 AM
Webcomic released (http://swtor.com/media/webcomic).

Suprised to see this sort of promotion at this point unless the development is much further along than people suspect.


Title: Re: SWTOR
Post by: Venkman on March 03, 2009, 10:39:53 AM
Quote
Stay tuned and follow the storyline to its dramatic conclusion setting the stage for the players’ entrance into the game. Issues of the comic will be released twice a month.

And there's only six slots for comics.
And five of them are gray.

But I doubt we're talking a mid-May launch here :-)


Title: Re: SWTOR
Post by: SnakeCharmer on March 03, 2009, 01:29:48 PM
Where did you see the 6 slots thing?


Title: Re: SWTOR
Post by: UnSub on March 03, 2009, 05:02:13 PM
Quote
Stay tuned and follow the storyline to its dramatic conclusion setting the stage for the players’ entrance into the game. Issues of the comic will be released twice a month.

And there's only six slots for comics.
And five of them are gray.

But I doubt we're talking a mid-May launch here :-)

MMOs never start pre-promoting themselves years ahead of time. Never.  :why_so_serious:


Title: Re: SWTOR
Post by: Venkman on March 03, 2009, 06:52:07 PM
Where did you see the 6 slots thing?

Halfway down is the section starting with "Act 1: Treaty of Coruscant". There's six holders for comic-book Issue title images. Only the first is filled.

I have no idea how much I'm overthinking this  :grin:


Title: Re: SWTOR
Post by: SnakeCharmer on March 03, 2009, 10:09:13 PM
Ah.  OK.  Wasnt showing up on my old IE6 or whatever it is at work.  Guess we'll have a better idea when we see how fast the issue slots fill up.


Title: Re: SWTOR
Post by: Aez on March 16, 2009, 02:47:11 PM

SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452)

There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much  :uhrr:

At the end of the video, a guy goes : hundreds hours of cinematic experience.
Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha.


Title: Re: SWTOR
Post by: Malakili on March 16, 2009, 03:17:34 PM

SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452)

There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much  :uhrr:

At the end of the video, a guy goes : hundreds hours of cinematic experience.
Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha.

Still unimpressed. I don't see why this is an MMO.  Even if they deliver all they say, why is MMO the best format for this kind of game?  You can't have a story where every player is the center of the game, and at the same time have a persistent world.   


Title: Re: SWTOR
Post by: Venkman on March 16, 2009, 05:28:13 PM
Players can be the center of their own story until the story ends. At level 60, when the raids begin  :awesome_for_real:


Title: Re: SWTOR
Post by: Count Nerfedalot on March 16, 2009, 05:47:55 PM
Am I the only near-geriatric dyslexic who reads SWTOR as "Secret Weapons Of The Republic" ?


Title: Re: SWTOR
Post by: Aez on March 16, 2009, 06:11:41 PM
Am I the only near-geriatric dyslexic who reads SWTOR as "Secret Weapons Of The Republic" ?

yep


Title: Re: SWTOR
Post by: Triforcer on March 16, 2009, 06:46:42 PM

SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452)

There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much  :uhrr:

At the end of the video, a guy goes : hundreds hours of cinematic experience.
Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha.

Still unimpressed. I don't see why this is an MMO.  Even if they deliver all they say, why is MMO the best format for this kind of game?  You can't have a story where every player is the center of the game, and at the same time have a persistent world.   

Its not an MMO.  At all.  The devs just want to get a lot of hype built up before the "Yup, its pretty much like Diablo with two or three friends at most, except there is common bank where everyone can show their l33t gear" reveal. 


Title: Re: SWTOR
Post by: Aez on March 16, 2009, 07:31:04 PM

SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452)

There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much  :uhrr:

At the end of the video, a guy goes : hundreds hours of cinematic experience.
Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha.

That's a better concept than regular diku mmorpg.

Still unimpressed. I don't see why this is an MMO.  Even if they deliver all they say, why is MMO the best format for this kind of game?  You can't have a story where every player is the center of the game, and at the same time have a persistent world.   

Its not an MMO.  At all.  The devs just want to get a lot of hype built up before the "Yup, its pretty much like Diablo with two or three friends at most, except there is common bank where everyone can show their l33t gear" reveal. 


Title: Re: SWTOR
Post by: Merusk on March 17, 2009, 07:19:33 AM

SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452)

There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much  :uhrr:

At the end of the video, a guy goes : hundreds hours of cinematic experience.
Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha.

Still unimpressed. I don't see why this is an MMO.  Even if they deliver all they say, why is MMO the best format for this kind of game?  You can't have a story where every player is the center of the game, and at the same time have a persistent world.   

1) Sub/ Microtrans
2) MMO players are more forgiving of crap releases and frequent patches than single player gamers
3) Sub/ Microtrans
4) You can't pirate a MMO


Title: Re: SWTOR
Post by: Zane0 on March 17, 2009, 09:19:42 AM
It all strikes me as a very cynical way to raise profit and lower expectations -- put some effort into creating an SRPG in a superficial multiplayer environment; slap on a "MASSIVE" tagline. Now you've got a standard Bioware SRPG and some sort of 2004 pseudo-MMO in a single package.. is this particularly exciting in any way, shape, or form? No, but legions of fans will gladly pay for the privilege of going through a rote KOTOR-esque experience and perhaps engaging in some small group pvp.

There is nothing ambitious, intriguing, or imaginative about this design; nothing that moves either genre forward or that hasn't been seen before. It leaves me absolutely cold.


Title: Re: SWTOR
Post by: ashrik on March 17, 2009, 09:31:47 AM
Desire to play this game is suddenly waning....waning....


Title: Re: SWTOR
Post by: eldaec on March 17, 2009, 10:16:26 AM
'scuse me.

Everyone here was going apeshit when Blizzard announced Diablo-with-a-WoW-colour-palette.

If this is Diablo with Star Wars skins, why would that be a bad thing?


Title: Re: SWTOR
Post by: Lantyssa on March 17, 2009, 11:15:46 AM
If they deliver on good stories and let me have co-op play, I'll be quite happy with it.

2) MMO players are more forgiving of crap releases and frequent patches than single player gamers
Patching yes.  Accepting of crap releases not so much anymore.  The studios are a few years behind on this, however, I would like to think we've had enough major flops for this concept to scare a few suits.


Title: Re: SWTOR
Post by: Ashamanchill on March 17, 2009, 11:51:56 AM
Desire to play this game is suddenly waning....waning....

Desire to play this game dead.  Oh well, on to Champions Online then.


Title: Re: SWTOR
Post by: Venkman on March 17, 2009, 04:03:55 PM
Please. It'll launch and you'll all buy it. And hate yourself while doing so  :awesome_for_real:


Title: Re: SWTOR
Post by: Merusk on March 17, 2009, 04:11:22 PM
Want to put cash on that?   :drill:

This hasn't interested me since I figured the angle out when the whole pseudo-mmo w/ microtrans thing was revealed.


Title: Re: SWTOR
Post by: ashrik on March 17, 2009, 07:12:12 PM
If it's only going to be a MMFaux, I really won't be interested in it. It strikes me as Guildwars-with-Starwars much more than Diablo-with-starwars. Which I don't think is rather important, since I'd be more inclined to just play Diablo instead- a game that I believe won't have a subscription fee attached to its internet lobby.


Title: Re: SWTOR
Post by: sidereal on March 17, 2009, 07:14:47 PM
MMFaux is fine if I don't have to pay a monthly fee.  If it's a monthly fee you better Massive that shit up.


Title: Re: SWTOR
Post by: ashrik on March 17, 2009, 07:16:55 PM
Quote
MMFaux
I'm stamping my name on this. You heard it here people! Ashrik made it up!


Title: Re: SWTOR
Post by: eldaec on March 17, 2009, 07:25:07 PM
MMFaux is fine if I don't have to pay a monthly fee.  If it's a monthly fee you better Massive that shit up.

If you are going to play the game for months on end, why does it matter?

If you aren't going to play the game for months on end, you don't stay subscribed.

See also, Hellgate.


Title: Re: SWTOR
Post by: sidereal on March 17, 2009, 07:29:52 PM
I don't understand the question. If I'm going to play the game for months on end, it matters because there's a substantial price difference.  Suppose 'on end' = 6 months.  A $15 fee means I'm paying an additional $90 for the game on top of the box price.  The going rate for non-persistent world games is substantially less than $150.  But this is all  :dead_horse:


Title: Re: SWTOR
Post by: Ratman_tf on March 17, 2009, 07:43:13 PM

SWTOR - a new hype (http://newenthusiast.com/bounty-hunters-incoming-20090316452)

There are promising 10x what SWG promised yet they rushed the release of SWG because it costed too much  :uhrr:

At the end of the video, a guy goes : hundreds hours of cinematic experience.
Can't wait for a release with 300 hours of God of War like gameplay - different for each class. hahaha.

IF they can deliver a game experience that replaces loot and xp with story, I'll take off my hat to them.

I severely doubt it, though. I think this is the kind of pie in the sky game design that gets pruned down just before release. And maybe they'll throw in an XP nerf and a few reputation grinds for good measure. (http://www.angelfire.com/ak4/ratman/jar_jar.jpg)


Title: Re: SWTOR
Post by: ashrik on March 17, 2009, 07:48:14 PM
Since they claim it's an MMO, you should know that this kind of pie in the sky game design is instead served to players on a shit platter just after release.


Title: Re: SWTOR
Post by: eldaec on March 17, 2009, 08:34:05 PM
I don't understand the question. If I'm going to play the game for months on end, it matters because there's a substantial price difference.  Suppose 'on end' = 6 months.  A $15 fee means I'm paying an additional $90 for the game on top of the box price.  The going rate for non-persistent world games is substantially less than $150.  But this is all  :dead_horse:

Non-subscription games are designed to last around 12-24 hours, then you buy another one. That's $50 per month.

If you are happy paying a subscription for an eq clone because it lasts longer (and therefore costs $15 per month), what is the enormous objection to paying for anything else that runs on and on.

Basically I don't understand why it has to be an eq clone to justify the subscription, if it is something else, but you are still willing to play it for the same length of time, why doesn't that justify the same fees?



Title: Re: SWTOR
Post by: sidereal on March 17, 2009, 08:49:10 PM
Basically I don't understand why it has to be an eq clone to justify the subscription

Yes, that's almost exactly what I said  :uhrr:

Conceptualizing it as paying for a certain number of hours is dumb.  You think since Far Cry 2 was billed as a 50 hour game, Ubisoft would let me play for just 10 hours for $10?  I think they would say no.  You don't pay monthly for MMOs because you're getting a lot of hours out of them.  I know people that have put enough hours into Starcraft and DiabloII to rival any faction grinding catass, but Blizzard doesn't come back to them for more money.

You pay more because all the time you're spending playing is being spent on their servers eating up their hardware and bandwidth, and because they're trying to maintain a world with a ton of shared data storage that has to be kept consistent.  That shit is hard and expensive and you pay for it.  And people are willing to pay for it because lots of people think it adds a lot of value.  And then Guild Wars decided they could do most of it without even charging you. 

So if SWTOR comes to me and says I'm basically getting an offline or LAN game with a graphical chatroom patched onto it, and then they say they want to charge me monthly because I'm getting so many sweet, sweet hours, I'll say fuck off, they're charging way over market rate for that software.




Title: Re: SWTOR
Post by: DLRiley on March 17, 2009, 09:16:25 PM
I hope BioWare realizes there making Guild Wars with a starwar IP. If they don't....I sense a great failure in the force.


Title: Re: SWTOR
Post by: Lantyssa on March 18, 2009, 08:40:00 AM
I would be quite happy if they did that.


Title: Re: SWTOR
Post by: Cyrrex on March 18, 2009, 08:44:38 AM
Same.  Despite what often gets thrown around here, Bioware has a pretty good track record.  While I won't believe all claims, they know their storytelling, too.


Title: Re: SWTOR
Post by: Venkman on March 18, 2009, 08:52:22 AM
So if SWTOR comes to me and says I'm basically getting an offline or LAN game with a graphical chatroom patched onto it, and then they say they want to charge me monthly because I'm getting so many sweet, sweet hours, I'll say fuck off, they're charging way over market rate for that software.

I am very curious where people are getting the idea that SWTOR is going to be a bunch of people playing single player games with a chatroom/auction house. Because I haven't seen anything yet that implies anything different from AoC. And AoC didn't fail because it had a single-player front end wtih eventual dropping into a semi-MMO ("semi" because you could level up well in night missions alone) and then a full-on MMO.

I also don't get the rage about MMO monthly fees. Nobody cares about the accumulated financial investment they made into an MMO until they're about ready to quit and are trying to emotionally divorce themselves from their character and friends. It's not really because they "wasted" $150. Conversely, nobody cares about the potential $150 they may invest in an MMO over 10 months, unless they're so strapped for money they shouldn't be buying games in the first place.


Title: Re: SWTOR
Post by: Merusk on March 18, 2009, 09:04:07 AM
Welcome to my friend, the recession.  Perhaps you've heard of it?  I'm seeing people drop from WoW because of it, the question is how many overall. 

I certainly would't pay for WoW if it didn't have the large-group endgame, but that's my own bias.  I don't need to pay per month to wave my e-peen and/ or have people around me for he illusion of a world interaction. (Which I still don't understand from the crowd here, who turns off all channels and doesn't group.)  If it's a single player game, with only single player or 2-3 person missions, why the fuck would I pay for it at all?  Because it's 'the model' and 'just how things are done these days?'

Screw that. I'll go full console first.   While SP games may be designed with only 12-24 hours of gameplay, I can also find them for less than $50 if I wait a short while.  I'm willing to, and do that already.   The games I pay full-price for are ones I know I'll get more than 12-24 hours of. Things like Civs, Mount and Blade or other sim-likes and soem FPS.  You know, things where the game differs each time you play it.  I'm sure as hell not paying $50 for Final Fantasy ## since it's a once-then-done experience.


Title: Re: SWTOR
Post by: schild on March 18, 2009, 09:25:48 AM
Bioware has a pretty good track record.

EDMONTON.


Title: Re: SWTOR
Post by: rk47 on March 18, 2009, 09:28:20 AM
the hype is just isn't there, I foresee many many many many jedis in there on day one hunting down sand people for moisture vaporator parts to hand in at Tatooine right after they finish the tutorial in Dantooine cause it's the 'fastest way to exp'



Title: Re: SWTOR
Post by: Lantyssa on March 18, 2009, 09:31:41 AM
$15 is still a good deal if you are enjoying the game.  You won't get multiple games to give you the same number of hours played for $15, even if you buy them from the bargin bin.

As long as I get my money's worth for the month, I can afford to stop and start a single MMO, including during the lean periods.


Title: Re: SWTOR
Post by: Cyrrex on March 18, 2009, 10:18:50 AM
Bioware has a pretty good track record.

EDMONTON.

Quit throwing things in my face that I forgot. :grin:

Still, I'm not convinced that the corporate culture of Bioware won't have it's influence.  It should.


Title: Re: SWTOR
Post by: sidereal on March 18, 2009, 10:23:35 AM
Bioware has a pretty good track record.

EDMONTON.

You are clearly not aware that once you put the Bioware logo above your front door, thick drops of sweet genius drip onto the heads of your employees.


Title: Re: SWTOR
Post by: schild on March 18, 2009, 10:29:52 AM
Bioware has a pretty good track record.

EDMONTON.

You are clearly not aware that once you put the Bioware logo above your front door, thick drops of sweet genius drip onto the heads of your employees.
I'm far too aware of this, hence my reminding of that one little fact - constantly.


Title: Re: SWTOR
Post by: HaemishM on March 18, 2009, 12:29:06 PM
Isn't the Bioware office in charge of this also being run by Kelly Flock? If so, you people are really getting your hopes too far up.


Title: Re: SWTOR
Post by: HaemishM on March 18, 2009, 03:00:28 PM
schild has informed me it is not, in fact, Kelly Flock, but a bunch of ex-SWG, ex-Shadowbane devs. Ummm, yeah, fail.


Title: Re: SWTOR
Post by: Venkman on March 18, 2009, 04:36:56 PM
If it's a single player game, with only single player or 2-3 person missions, why the fuck would I pay for it at all?  Because it's 'the model' and 'just how things are done these days?'

You're raging against the second paragraph in my post but about stuff I asked about in the first paragraph? I'm all for generic rage, but wtf do we really know about SWTOR to get all sandy about it this early?


Title: Re: SWTOR
Post by: SnakeCharmer on March 18, 2009, 05:24:19 PM
schild has informed me it is not, in fact, Kelly Flock, but a bunch of ex-SWG, ex-Shadowbane devs. Ummm, yeah, fail.

Gordon Walton - Studio head (SWG, The Sims Online, UO)
Rich Vogel - Vice President (SWG, UO, M59)
Damion Schubert - Lead Combat Designer (M95, Shadowbane, The Sims Online)
Dallas Dickinson - Lead Content Designer (SWG, EQ)

If it's a single player game, with only single player or 2-3 person missions, why the fuck would I pay for it at all?  Because it's 'the model' and 'just how things are done these days?'

You're raging against the second paragraph in my post but about stuff I asked about in the first paragraph? I'm all for generic rage, but wtf do we really know about SWTOR to get all sandy about it this early?

Dude.  MMO discussion.  F13.  Sand comes with the territory.


Title: Re: SWTOR
Post by: Ratman_tf on March 18, 2009, 08:55:25 PM
Gordon Walton - Studio head (SWG, The Sims Online, UO)
Rich Vogel - Vice President (SWG, UO, M59)
Damion Schubert - Lead Combat Designer (M95, Shadowbane, The Sims Online)
Dallas Dickinson - Lead Content Designer (SWG, EQ)

(http://fc02.deviantart.com/fs21/i/2007/232/f/f/Darth_Vader_Playing_Pool_by_Star_Maiden.jpg)


Title: Re: SWTOR
Post by: NinjaSteve on March 19, 2009, 10:38:47 AM
Bioware has a pretty good track record.

EDMONTON.

I'd never have thought to see my hometown in such big bright words!


Title: Re: SWTOR
Post by: eldaec on March 19, 2009, 12:13:57 PM
Bioware has a pretty good track record.

EDMONTON.

You are clearly not aware that once you put the Bioware logo above your front door, thick drops of sweet genius drip onto the heads of your employees.
I'm far too aware of this, hence my reminding of that one little fact - constantly.

I swear half of f13 is doing this on purpose now.


Title: Re: SWTOR
Post by: Zzulo on March 20, 2009, 07:14:00 PM
new vid

mostly interviews, with some sporadic ingame footage

http://www.swtor.com/media


Title: Re: SWTOR
Post by: eldaec on March 21, 2009, 12:10:12 AM
I'm lazy. I demand to be told if the video contains any information.


Title: Re: SWTOR
Post by: Hawkbit on March 21, 2009, 05:05:24 AM
I wouldn't call it information.  It's almost as if Mark Jacobs was at the helm of that video. 

That said, if they pull off what they're saying, I might quite like it. 

Different story quests based on what class you are (Sith, Jedi and BH mentioned). 
Lots of popular environs. 
Set 200 years after KOTOR, yet thousands before ANH. 

It does have a bit of a clone wars/cartoony look to it.  If anything, it reminded me a little of WoW's art direction because they're likely doing it to keep poly counts down but textures rich. 

Dunno, I liked what I saw overall.  Diablo with a coat of SW paint sounds awesome to me.  I like the story-based part of the game, but if they're focusing on that, they better put a ton of story in and keep updates flowing. 


Title: Re: SWTOR
Post by: rk47 on March 21, 2009, 06:16:58 AM
Summary
This takes place 100 years after KOTOR 2.
Apparently the forces of destruction are winning over order...and you get to choose sides. Each character class has their own starter quests that spans their own racial pairing (in this case,class). I'm guessing there'd be RVR in there.

Personally this sounds all too familiar but knowing Bioware (edmonton or not), they should retain their 'movie production' into the story presentation which we often see in their games (Mass Effect, etc). What's the ETA on this thing anyway?




Title: Re: SWTOR
Post by: Aez on March 21, 2009, 06:42:08 AM
What's the ETA on this thing anyway?

Before it's finished.


Title: Re: SWTOR
Post by: rk47 on March 21, 2009, 07:04:58 AM
What's the ETA on this thing anyway?

Before it's finished.

no mmorpgs arrives finished i guess.  :awesome_for_real:


Title: Re: SWTOR
Post by: WindupAtheist on March 21, 2009, 12:43:47 PM
That said, if they pull off what they're saying, I might quite like it.

Come on man, what even prompts you to say such a thing? It's a bunch of EQ/UO/SWG developers shitting out something that we can guarantee EA is going to shove out the door half-finished. You know it, I know it, we all fucking know it.


Title: Re: SWTOR
Post by: Stormwaltz on March 21, 2009, 01:04:47 PM
Bioware has a pretty good track record.

EDMONTON.

As I've said before, a big swack of Edmonton moved down to Austin to work on SWTOR. But you knew that when you posted this. ;) Hell, the lead writer of ME1/2 is moving down there (http://www.drewkarpyshyn.com/news.htm) in a few weeks.

Anyway. I talked to one of the writers in the Edmonton office who's telecommuting to work on SWTOR. Single-player? No. Diablo/Guild Wars? No. Friendly towards single players and small groups? Yes, very. Less oriented towards those who like their fun to rely on the contributions of 40-60 strangers? Yes.

I walked away with a positive impression. It sounds like they're making a game that suits the way I and my friends tend to play rather than the way catasses and raider guilds tend to play. Only my impression, not official, contents may have settled during shipping, disclaim, disclaim.


Title: Re: SWTOR
Post by: Zane0 on March 21, 2009, 02:35:30 PM
Reducing group sizes also tends to quicken the rate of content consumption.. unless there's a whole Diablo thing going on, which apparently isn't the case? Not to mention the unusual pains being taken to craft a careful single player narrative that many MMO players are predisposed to skipping through.

This sort of stuff is cynically received because it all sounds far too good to be true. No dev studio has ever produced static content at a rate deemed satisfactory by their playerbase; there needs to be some sort of emergent social gameplay to fall back on. Instead, the Bioware PR campaign seems entranced thus far with this idea of providing parallel, rich, impactful, singleplayer storylines -- but this will all be exhausted in a matter of months. Then what? Guild Wars PvP would be a good cop-out; the alternative would be.. nothing? What?


Title: Re: SWTOR
Post by: Stormwaltz on March 21, 2009, 03:52:32 PM
No dev studio has ever produced static content at a rate deemed satisfactory by their playerbase

I disagree (http://www.lotro.com/gameinfo/vol2-book7). But of course I'm biased (http://ac.turbine.com/index.php?option=com_content&view=article&id=443-march-2009-who-watches-the-virindi&catid=60-2009-events&Itemid=68).

I can't say much more than I have. It sounds like they're taking the route LotRO has following the last year or so. Epic story quests + 3-12 man raids + single-player instances. That's a combination that works very well for me and the people I tend to game with. Obviously it can't work for every style of player. With apologies to Sun Tzu, he who tries to appeal to every audience will appeal to no audience.


Title: Re: SWTOR
Post by: Hawkbit on March 21, 2009, 05:53:58 PM
Speaking of AC, I was reminded of AC2 during this move by all the story talk.  I remember from AC2 they had monthly updates and (from my spotty memory) you could look at the quests that were offered on a monthly basis in the UI, like it sorted it by month.  I'd really like to see that enter back into a MMO.  It keeps players logging in every month to both pay and have something new to do.  On paper, WoW is one of the best games I've ever played... but lack of consistent new content for all player types means I play for 2 months, then I'm out till the next xpac. 

I hope that a focus on solo/small group content will open up staff that would have done raid material to do content.  I hope. 


Title: Re: SWTOR
Post by: Zane0 on March 21, 2009, 06:16:43 PM
I understand of course the limitations of your position in this capacity, but I do appreciate your thoughts.

If SWTOR is ultimately taking cues from LOTRO -- fine, this is sensible in a few ways. If we compare Turbine's own DDO to LOTRO and conclude that 10-man raids are an ideal compromise between emergent social activity and static content consumption, the line that begins to justify a subscription fee, then I would agree; and it would be sensible for Bioware to adopt this model.

What I still take exception to, however, is the angle the good doctors appear to be taking -- this idea of a vast single player narrative. Yeah, maybe that'll be the 'hook' for the first few months of release and that of any subsequent expansion pack; but the vast majority of time afterwards, presuming a LOTRO model, will be spent in mini-raids with more than a few of your friends (or idiotic strangers), and I very much doubt that we'll be seeing individual agency, or player choice, or a sweeping storyline, or saving the world by your lonesome in these situations.


Title: Re: SWTOR
Post by: palmer_eldritch on March 21, 2009, 07:02:43 PM
LoTRo online did a great job of giving you quests which "changed the world" in the sense that they changed the world as seen by that particular character, but you still knew that lower level characters were seeing things as they had been for you a week earlier.

I'm not knocking LoTRO because the quests and storyline were fun. It does sound as if SWTOR will do something similar, except perhaps giving the payer more choices to make. What they seem to be suggesting, however, is that players' actions will actually, really change the world, which is something I'll believe when I see it.

As long as it has exciting combat, shiny graphics and some of the classic Star Wars music to bring back the memories, I'll probably spend my money on it. Too much hype makes me cynical.


Title: Re: SWTOR
Post by: Stormwaltz on March 21, 2009, 07:28:18 PM
If SWTOR is ultimately taking cues from LOTRO

Just to be clear, I was drawing a parallel based on my own experiences playing LotRO (which are extensive, since it strongly appeals to my play style). I couldn't tell you what the SWTOR team is drawing their inspirations from. The guys I talk to on the design team seem to chew through MMGs very quickly. They were "done" with LotRO before I even started playing, and in the last year they got through to the endgames of AoC and WAR (and maybe some others we haven't talked about).

Quote
What I still take exception to, however, is the angle the good doctors appear to be taking -- this idea of a vast single player narrative.

I'm of two minds about it myself. The conventional wisdom is that you can't make any one player the focus/hero of an an MMG, since all quests are shared and repeatable. But I can see ways to have single player/small group focus in epic/class quests without losing the community spirit of an MMORPG in the workday public quests and dungeons, in crafting and loot-selling, and in moving through the world between quest areas and dungeons.

Like everyone else who's worked on (or played) an MMG, I have a "dream design" on my hard drive at home. One of the concepts I want to explore is use of instances to allow players to change the world -- as they see it on their own client in most cases, and as everyone sees it in the case of Sagas (my name for uber-Epic, world-story advancing quests).

Shit, I'm off-topic now. Anyway. All I wanted to say in the first place is that "SWTOR is a single-player game" is an exaggeration. Back to work now.


Title: Re: SWTOR
Post by: Malakili on March 21, 2009, 09:29:59 PM

 What they seem to be suggesting, however, is that players' actions will actuallu, really change the world, which is something I'll believe when I see it.



Sure it will change the world, just only for the player that does it.  If you want a game where players change the world, it can't be done through quests, because that means once the quest has been completed, the world has been changed, and that is that.   EVE is a pretty good example, so is UO, SWG, etc..  Players have a huge impact on the game world.  The problem is, how do you make a game with the depth of a game like EVE, that is actually playable by a million people?  The answer is: I don't know, but SWTOR isn't going to be the ones who do it, and they aren't even going to try.  They are simply going to give us a lot of KOTOR content with a chat box,  call it an MMO, release content patches every so often, and charge 15 bucks a month.


Title: Re: SWTOR
Post by: eldaec on March 21, 2009, 10:35:26 PM
Basically the Hellgate:London strategy.

Which is another game everyone was all OMGWTFBBQ about and didn't mind paying a subscription for until the quality of execution turned out to be about the level of Horizons.


Title: Re: SWTOR
Post by: ashrik on March 22, 2009, 12:31:13 AM
I just don't really see the appeal in adding a new pillar of gaming to a place that was structurally sound without it and, according to most who lived there, looked better when they could pretend their own structure was in its place. When most products of this nature are being hyped to me, they claim to provide more and more interesting systems of things that I'd like to see. This is going in the entirely opposite direction of having a superior version of something that I've never cared about to begin with.

Even if we are you believe the statement claiming to have more content that 4 to 6 other RPGs (I can't help but assume this is purely a mathematical assessment), it just seems like a whole lot of what I don't want. While I'm sure ease-of-use and soloability certainly contributed to WoW's success, I'm not quite ready to believe the straw-man line that following it to its logical conclusion (the massively multiplayer singleplayer RPG) could be a greater, or even equal, draw.

In conclusion: HARRUMPH


Title: Re: SWTOR
Post by: Venkman on March 22, 2009, 04:30:04 AM
It's structurally sound for an aging audience that one game completely dominates. Anyone who wants to compete for our* attention has to go up against WoW. And the only way to do that is to offer a good alternative to the style of play that WoW offers wrapped in a relevant theme to draw us in (this isn't SW, it's KOTOR, which has a much narrower awareness). Because unless you have a very specific set of conditions, you're not going to offer a better version of WoW. You need to instead exploit its weaknesses. Which btw were the same ones EQ1 had.

  • PvP unto itself is not a good alternative. It's either been done in a huge way and failed or been done right and been comparatively very niche. Or said another way, it's too risky for a major IP or too small a market for one.
  • Open world has been done too. And it was only big back when the entire genre was small. Risk and market size again. But then add that open was already tried with this IP, and in fact a transmorgriphied version of that still exists. So yea, no SW open world game.
  • FPS/RTS both remain largely unproven in this platform, as it's never been huge when it's been done at all, even if it was done right.

So that leaves an even more direct translation of the traditional RPG trapping of Hero's Journey, one that's different from the EQWoW character optimization system. Yes, that's the most popular mechanic, but it can only ever have a single dominating game at a time because of its model.

No idea how well they'll pull it off. I long for a return of some of Mythica's thinking about instantiated personal/small-group spaces with world-changing events that were permanent. Because if it's not instantiated, it becomes open world :-)

* Being the 18-40 crowd... because I'm older than the usual 18-34 bloc ;-)


Title: Re: SWTOR
Post by: Lantyssa on March 22, 2009, 10:49:06 AM
* Being the 18-40 crowd... because I'm older than the usual 18-34 bloc ;-)
Did you have to qualify your qualifier?  Now I feel old. :-P


Title: Re: SWTOR
Post by: DLRiley on March 22, 2009, 01:14:08 PM
Bioware job isn't really hard, they probably picked the best design model that fits their ability to make a good game. Even if its a not a true blood mmo, a good game with extensive multiplayer may hit just short of a million boxes sold (not just available for retail), and probably end up keeping 50% of the player base in a 6 month period. Pretty good business. If they really want to design an mmo true and true but with a "twist" (aka every mmo for the past 5 years) they have to have budget that covers its cost with 250k player base or pray to the snake god of game design that they keep over 400k paying subs for a year. Otherwise your running deficit once the free trials are up and half your playerbase goes back to WoW (looking at you WAR and AoC).


Title: Re: SWTOR
Post by: Hindenburg on March 22, 2009, 01:23:50 PM
Otherwise your running deficit once the free trials are up and half your playerbase goes back to WoW (looking at you WAR and AoC).
I'm fairly certain that Funcom and Mythic would be extremely glad if only half their playerbase had returned to wow.


Title: Re: SWTOR
Post by: DLRiley on March 22, 2009, 01:36:40 PM
Otherwise your running deficit once the free trials are up and half your playerbase goes back to WoW (looking at you WAR and AoC).
I'm fairly certain that Funcom and Mythic would be extremely glad if only half their playerbase had returned to wow.

True, I should have said, when 90% of your playerbase goes back to WoW.


Title: Re: SWTOR
Post by: Daeven on March 23, 2009, 12:54:57 PM
* Being the 18-40 crowd... because I'm older than the usual 18-34 bloc ;-)
Did you have to qualify your qualifier?  Now I feel old. :-P

What this tells me is that in 2 years I have to take up shuffleboard and drop my Cable for AOL dial-up.

Die.


Title: Re: SWTOR
Post by: Lantyssa on March 23, 2009, 01:39:56 PM
Give me a few years and apparently I'll be on death's door.  You don't have to wait long.


Title: Re: SWTOR
Post by: Stormwaltz on March 23, 2009, 01:59:30 PM
What? I can't read you. Use a larger font, sonny!


Title: Re: SWTOR
Post by: WindupAtheist on March 23, 2009, 02:09:55 PM
I walked away with a positive impression.

With the outstanding EA track record regarding MMO development, I'm sure it will come out feature-complete and polished, too. Oh man, let's form a guild right now.


Title: Re: SWTOR
Post by: rk47 on March 24, 2009, 04:46:12 AM
i'll bite. Sith or Jedi? Or we gonna be bounty hunters?  :awesome_for_real:


Title: Re: SWTOR
Post by: Hindenburg on March 24, 2009, 04:51:25 AM
BH. Obviously.


Title: Re: SWTOR
Post by: AutomaticZen on March 24, 2009, 07:22:33 AM
i'll bite. Sith or Jedi? Or we gonna be bounty hunters?  :awesome_for_real:
Sith.  Dark Space Ninjas with LAZERSWORDS always win.


Title: Re: SWTOR
Post by: schild on March 24, 2009, 08:00:55 AM
Ewok Faction guilds or GTFO, "Bioware."


Title: Re: SWTOR
Post by: Sky on March 24, 2009, 09:13:28 AM
I'll play the droid technician  :uhrr:


Title: Re: SWTOR
Post by: Stormwaltz on March 24, 2009, 09:16:13 AM
i'll bite. Sith or Jedi? Or we gonna be bounty hunters?  :awesome_for_real:

I'm holding out to see if there will be smugglers. Fuck mages Jedi.


Title: Re: SWTOR
Post by: schild on March 24, 2009, 09:17:38 AM
i'll bite. Sith or Jedi? Or we gonna be bounty hunters?  :awesome_for_real:

I'm holding out to see if there will be smugglers. Fuck mages Jedi.
Smugglers who don't smuggle but do in the design doc, confirmed.


Title: Re: SWTOR
Post by: eldaec on March 24, 2009, 09:24:59 AM
CH

Pokemon > Jedi


Title: Re: SWTOR
Post by: Lantyssa on March 24, 2009, 03:15:18 PM
 :heart:


Title: Re: SWTOR
Post by: AutomaticZen on March 24, 2009, 05:30:00 PM
i'll bite. Sith or Jedi? Or we gonna be bounty hunters?  :awesome_for_real:

I'm holding out to see if there will be smugglers. Fuck mages Jedi.
BURN THE UNBELIEVER!!  HE IS A HERETIC!


Title: Re: SWTOR
Post by: ashrik on March 24, 2009, 11:19:42 PM
I'll be whatever faction you old assholes aren't playing. It'll be like farming dark side points from.... old assholes  :why_so_serious:


Title: Re: SWTOR
Post by: Daeven on March 25, 2009, 02:32:22 PM
"you may be younger and faster. But I have better insurance."


Title: Re: SWTOR
Post by: DraconianOne on March 25, 2009, 03:12:49 PM
"you may be younger and faster. But I have better insurance."

Oh dear, oh dear, oh dear.

 :ye_gods:

I feel worse for actually knowing the reference too.


Title: Re: SWTOR
Post by: Kovacs on March 26, 2009, 11:08:12 AM
"you may be younger and faster. But I have better insurance."

that's funny.


Title: Re: SWTOR
Post by: rk47 on March 30, 2009, 08:08:01 PM
Oh they left a lot out of the KOTOR game. Just giving a mention of Darth Malak from KOTOR1.
Looking at the 'landslide' victory in war, I'm amazed that the narration concluded with the Galaxy divided somewhat 'equally' among the two when the graphic presentation slide comes up. Way to be impartial guys!


Title: Re: SWTOR
Post by: Triforcer on March 30, 2009, 08:31:25 PM
Sith is the new Horde/Destruction, right?  I don't want to accidentally pick Jedi if they aren't cool!!!!


Title: Re: SWTOR
Post by: eldaec on March 30, 2009, 10:39:47 PM
You have to wait and see which faction gets the half finished quests and scenery and the spraggon model used in 23 different colours as your NPC mobs.

Whichever faction is granted the power of persecution complex is automatically the cool one.


Title: Re: SWTOR
Post by: amiable on March 31, 2009, 06:08:04 AM
So...  Are we doing another F13 guild (or space guilde, or whatever the fuck they call it in this game?

If so sign me up for 2 months of frenetic play followed by angry ragequit.  I'll bring my wife too so she can berate me for my poor PvP play.


Title: Re: SWTOR
Post by: schild on March 31, 2009, 08:43:53 AM
So...  Are we doing another F13 guild (or space guilde, or whatever the fuck they call it in this game?

If so sign me up for 2 months of frenetic play followed by angry ragequit.  I'll bring my wife too so she can berate me for my poor PvP play.

You know the great thing about this game? We probably won't need to. It's "storyline driven" rite? If they do an open beta, we can all finish it in a few weeks.

The whole thing is ill-planned from the beginning.


Title: Re: SWTOR
Post by: amiable on March 31, 2009, 08:54:57 AM

You know the great thing about this game? We probably won't need to. It's "storyline driven" rite? If they do an open beta, we can all finish it in a few weeks.

The whole thing is ill-planned from the beginning.

So what the fucks endgame?  PvP?  Poetry slams?  Writing intricate genealogies for your characters and pets?  Pokemon breeding?


Title: Re: SWTOR
Post by: Malakili on March 31, 2009, 09:22:06 AM


So what the fucks endgame?  PvP?  Poetry slams?  Writing intricate genealogies for your characters and pets?  Pokemon breeding?

This is why I keep asking why this game is an MMO.


Title: Re: SWTOR
Post by: Sheepherder on March 31, 2009, 09:26:54 AM
It seemed like a good idea at the time.


Title: Re: SWTOR
Post by: Sky on March 31, 2009, 11:10:38 AM
So what the fucks endgame? 
No, you just go ahead and think inside the box.

End game.

Looser.


Title: Re: SWTOR
Post by: tmp on March 31, 2009, 11:18:18 AM
Whichever faction is granted the power of persecution complex is automatically the cool one.
One with wookies and ewoks, then?


Title: Re: SWTOR
Post by: waylander on March 31, 2009, 11:19:19 AM
Bioware is new to the MMO scene, but I have the utmost faith in that company. They have never developed a shitty product, and on the small scale they learned how to meld a storyline and small party adventures together like no one else. We'll see if they can do that with TOR while scaling it up for the masses, and right now everything I see looks good.

Right now Bioware is one of the few rays of hope, and TOR is probably the best setting to do a star wars MMO because you're not married to a certain plot or timeline like SOE was with SWG.


Title: Re: SWTOR
Post by: Malakili on March 31, 2009, 11:33:41 AM
Bioware is new to the MMO scene, but I have the utmost faith in that company.

Statements like this have an awesome track record when it comes to MMOs.  :awesome_for_real:


Title: Re: SWTOR
Post by: waylander on March 31, 2009, 11:43:18 AM
Bioware is new to the MMO scene, but I have the utmost faith in that company.

Statements like this have an awesome track record when it comes to MMOs.  :awesome_for_real:

I wouldn't make that statement if this was their first gaming product. Like Blizzard, they developed several major games prior to taking on an MMO. So they go into this with a lot more experience than many others.

Yeah I'm a Bioware fanb0i, where's my fucking lightsaber?!


Title: Re: SWTOR
Post by: amiable on March 31, 2009, 11:54:09 AM
Like Blizzard, they developed several major games prior to taking on an MMO. So they go into this with a lot more experience than many others.

Yeah I'm a Bioware fanb0i, where's my fucking lightsaber?!

KOTOR - Very good game
KOTOR 2- Sucked, especially the rushed/unfinished ending.
Mass Effect - Hey lets have a hundred side quests that involve running around the same goddamn ugly ass terrain to assault bases with the exact same maps!

Aren't they also responsible for the abortion that is/was Neverwinter Nights 2?  I love D&D and I can't bring myslef to play that game because the controls/interface are so terrible.

Now Bioware+Black Isle... thts some classic stuff.  But since the Torment/BG game era they have been pretty meh.


Title: Re: SWTOR
Post by: Stormwaltz on March 31, 2009, 12:01:56 PM
KotOR2 and NWN2 were made by Obsidian (http://en.wikipedia.org/wiki/Obsidian_Entertainment).


Title: Re: SWTOR
Post by: Hindenburg on March 31, 2009, 01:34:00 PM
They have never developed a shitty product

I assume you've never played Neverwinter Nights?


Title: Re: SWTOR
Post by: schild on March 31, 2009, 01:36:21 PM
Bioware is new to the MMO scene, but I have the utmost faith in that company.

You sonofa. You're gonna make me repeat myself again, aren't you? Just because you don't want to read the thread.

As retired gaming press, you should really be more informed.

Edit: Look, this is how it is, unfortunately. Right now, Bioware Austin is like a bunch of griefers who got their names changed in an MMOG to avoid being noticed on sight as griefers. Now, they may or may not have changed and they may or may not have gotten themselves together, but until they PROVE otherwise, they are not "new to the MMO scene" or deserving of any amount of "faith." Remember, people don't really change, companies even less so.


Title: Re: SWTOR
Post by: SnakeCharmer on March 31, 2009, 02:53:13 PM
Bioware Austin as a company name is new to the MMO scene, sure.  The people that make up Bioware Austin and are tasked with lead positions, however, are not.  Look at the names I posted a page or so ago:

Gordon Walton - Studio head (SWG (tanked), The Sims Online (tanked), UO (successful because of lack of competition and being a forefather of MMOs?))
Rich Vogel - Vice President (SWG (see above), UO (see above), M59 (tanked))
Damion Schubert - Lead Combat Designer (M95 (see above), Shadowbane (to quote Haemish - sb.exe, pigfuckers), The Sims Online (see above))
Dallas Dickinson - Lead Content Designer (SWG (see above), EQ (see UO))

I'd argue that EQ and UO were successful in spite of themselves because they were new and no one knew what to expect and didn't know any better.

But nevertheless, zebras don't change their stripes.  You can't honestly say that they've all had some eureka moment in that 'Hey!  Now I get how to make non sucky MMGs!!!.   The only person that gets somewhat of a pass is Walton, who came into SWG and tried to rescue it after the fact - then bolted in '04 after *possibly* seeing how lost of a cause it was.  Looking back on it, SWG was doomed from the beginning and no amount of patching was going to slow the sinking ship.

The one name that I really kinda laugh at is Dallas Dickinson as the Lead Content Designer.  Just how much content did SWG have while he was there?  Pretty much none.


Title: Re: SWTOR
Post by: eldaec on March 31, 2009, 02:55:57 PM
I heard MDK2 was pretty good - so this should be too.


Title: Re: SWTOR
Post by: Venkman on March 31, 2009, 07:01:34 PM
Bioware is new to the MMO scene, but I have the utmost faith in that company.

You sonofa. You're gonna make me repeat myself again, aren't you? Just because you don't want to read the thread.

I had a good laugh. I was about ready to invoke EDMONTON for ya, but realized I was a page behind  :awesome_for_real:

No new infoz at all. Anyone expect anything at E3? Anyone care?


Title: Re: SWTOR
Post by: schild on March 31, 2009, 07:03:34 PM
Bioware Austin as a company name is new to the MMO scene, sure.  The people that make up Bioware Austin and are tasked with lead positions, however, are not.  Look at the names I posted a page or so ago:

Gordon Walton - Studio head (SWG (tanked), The Sims Online (tanked), UO (successful because of lack of competition and being a forefather of MMOs?))
Rich Vogel - Vice President (SWG (see above), UO (see above), M59 (tanked))
Damion Schubert - Lead Combat Designer (M95 (see above), Shadowbane (to quote Haemish - sb.exe, pigfuckers), The Sims Online (see above))
Dallas Dickinson - Lead Content Designer (SWG (see above), EQ (see UO))

I'd argue that EQ and UO were successful in spite of themselves because they were new and no one knew what to expect and didn't know any better.

But nevertheless, zebras don't change their stripes.  You can't honestly say that they've all had some eureka moment in that 'Hey!  Now I get how to make non sucky MMGs!!!.   The only person that gets somewhat of a pass is Walton, who came into SWG and tried to rescue it after the fact - then bolted in '04 after *possibly* seeing how lost of a cause it was.  Looking back on it, SWG was doomed from the beginning and no amount of patching was going to slow the sinking ship.

The one name that I really kinda laugh at is Dallas Dickinson as the Lead Content Designer.  Just how much content did SWG have while he was there?  Pretty much none.

I'm almost tempted to take a picture of this and turn it into a giant emote called :austinware: or :zebras:


Title: Re: SWTOR
Post by: waylander on April 01, 2009, 06:32:09 AM
Bioware is new to the MMO scene, but I have the utmost faith in that company.

You sonofa. You're gonna make me repeat myself again, aren't you? Just because you don't want to read the thread.

As retired gaming press, you should really be more informed.



This thread is 17 pages long, and I've read it and seen the arguments. I'm not saying your point of view is wrong, but in this case I think its one of those "in the eye of the beholder" perspectives.  I've played most Bioware games, and they were all great. Bioware has never produced a massive MMO where thousands of people are on the same server playing together, but neither had Blizzard when they made WoW.  But both companies had a good track record of making good games prior to jumping into MMO's.

They could very well release their MMO and its plagued with all sorts of problems. But since I'm 99% jaded towards all other dev studios, I like to hold out that 1% ray of hope for Bioware. 

Now I've seen the arguments about whether this game is going to be GW/Diablo, LotRo, etc but it doesn't really sound like anyone truly knows. All we know is that the game will have individual story arcs, there's going to be some multi-play component, and no one really knows much about the community component. The more details I get the more happy or skeptical I will get as well, but thus far I haven't seen anything that would make me lose faith in this company.


Title: Re: SWTOR
Post by: Draegan on April 01, 2009, 07:04:17 AM
The point is look who's in charge of making the game.   :oh_i_see:


Title: Re: SWTOR
Post by: schild on April 01, 2009, 07:15:28 AM
Quote
but in this case I think its one of those "in the eye of the beholder" perspectives.

But it's not. What the hell are you talking about?


Title: Re: SWTOR
Post by: Sky on April 01, 2009, 07:24:08 AM
I think waylander has lost his mind. 99% jaded by other devs? Bioware Austin /ARE/ those other devs! It's more like if Blizzard had hired McQuaid to make WoW. You can't QA your way out of a shitsack.

Now, if Bioware had made an in-house mmo (I don't consider austinware in-house, really, they're mercs), using the team that made BG2, I'd love it. It would be heavily story-based, fully instanced and awesome. And mmogtards would hate it for not being enough of an mmo (as if that ever really makes a game better).

So SWTOR will probably be just enough of a compromise between what Austinware wants to do and what Bioware advises them to do, that it will suck for both folks like me and also the mmogtards. You've got to embrace the niche from the design doc and funding stages or you fail.


Title: Re: SWTOR
Post by: rk47 on April 01, 2009, 08:31:22 AM
Mmmm throwing the argument of faction imbalance to a friend of mine about the usual 'too many sith, too little jedi players'. He mused 'maybe that problem wouldn't crop up if the Sith are allowed to backstab each other just like how it turned out in KOTOR1'

Perhaps it's worth considering, but I'm still doubtful.


Title: Re: SWTOR
Post by: Lucas on April 01, 2009, 08:56:26 AM


Now, if Bioware had made an in-house mmo (I don't consider austinware in-house, really, they're mercs), using the team that made BG2, I'd love it. It would be heavily story-based, fully instanced and awesome. And mmogtards would hate it for not being enough of an mmo (as if that ever really makes a game better).


Well, regarding the quoted paragraph, lead designer is James Olhen, who was Director of Writing and Design of Baldur's Gate I, II and Knights of the Old Republic I; dunno if it was mentioned in here, but supposedly Karpyshyn, lead writer of Mass Effect, has temporarily joined the project as well.

So, at least on the story/lore/writing side of the project (which should be a prominent aspect, in their words), we should expect something of decent value; now, regarding the overall design/fun value...heh :headscratch:


Title: Re: SWTOR
Post by: Merusk on April 01, 2009, 08:59:12 AM
Mmmm throwing the argument of faction imbalance to a friend of mine about the usual 'too many sith, too little jedi players'. He mused 'maybe that problem wouldn't crop up if the Sith are allowed to backstab each other just like how it turned out in KOTOR1'

Perhaps it's worth considering, but I'm still doubtful.

Heh, so Sith are FFApvp but Jedi are Between-Realm only PVP? That'd be interesting.


Title: Re: SWTOR
Post by: HaemishM on April 01, 2009, 09:00:13 AM
So, at least on the story/lore/writing side of the project

Story in MMOG...

The truth points to itself. Even LotRO with its vast amount of stories has to rely on a decent game (which it wasn't at release).


Title: Re: SWTOR
Post by: Stormwaltz on April 01, 2009, 09:01:25 AM
supposedly Karpyshyn, lead writer of Mass Effect, has temporarily joined the project as well.

Permanently; his last day here is Friday.

He was also the lead writer of ME2, and was the guy who let you Force-persuade Zalbaar to kill Mission.


Title: Re: SWTOR
Post by: Merusk on April 01, 2009, 09:02:22 AM
Then buy that man a beer from me. 


Title: Re: SWTOR
Post by: Sky on April 01, 2009, 09:29:39 AM
Permanently; his last day here is Friday.

He was also the lead writer of ME2, and was the guy who let you Force-persuade Zalbaar to kill Mission.
So...not only will the mmo feature crappy mmo gameplay from "experienced" mmo vets, but it'll clear out the talent from the good arm of Bioware, too? Fuck.

Hate to sound so negative, because I srsly love Bioware, but I have a baaad feeling about this...
(http://img264.imageshack.us/img264/3421/blogstarwars.jpg)


Title: Re: SWTOR
Post by: amiable on April 01, 2009, 11:00:03 AM
KotOR2 and NWN2 were made by Obsidian (http://en.wikipedia.org/wiki/Obsidian_Entertainment).

So they sub-licensed their valuable and successful IP to a developer who turned out shit-on-a-stick.  This does not fill me with confidence.


Title: Re: SWTOR
Post by: Koyasha on April 01, 2009, 01:14:35 PM
After which they proceeded to make other successful games using their own IP rather than licensed IP.  Seems like a solid decision.

Also, it's reasonably likely that Obsidian would have done a good job with KOTOR2 had Lucasarts not pushed them to release a title that was in development for less than a year, if I remember correctly.  Not that I'll defend KOTOR2, it's a half-finished game at best, but the blame definitely lies with LA, because it's clear that the parts of the game that got reasonably well done rather shine.  These are, after all, many of the old Black Isle people.


Title: Re: SWTOR
Post by: DayDream on April 01, 2009, 01:18:52 PM
hey, does anyone know who exactly is in charge of NWN1's online component?  I seem to remember Blizzard getting some practice for WoW on the technical front by running battle.net.  It still went nuclear at launch for popular servers, but it was technically sound, as I remember it.

Not that that will save a game from poor design and worse execution, but it may shade the level of failure it one direction or another.


Title: Re: SWTOR
Post by: Zane0 on April 01, 2009, 02:06:15 PM
KOTOR 2 is both an unfinished piece of shit and the best thing to come out of the Star Wars property since JK2.


Title: Re: SWTOR
Post by: Aez on April 01, 2009, 04:05:34 PM
What's up with all the bashing?  Relax, it's made by Bioware.  If any company can pull this off, it's them!

edit : bah. no one bite  :oh_i_see:


Title: Re: SWTOR
Post by: cmlancas on April 01, 2009, 04:06:42 PM
Quote
but in this case I think its one of those "in the eye of the beholder" perspectives.

But it's not. What the hell are you talking about?

But schild, they've made so many mistakes they have to get it right this time, right?  RIGHT?!


Title: Re: SWTOR
Post by: amiable on April 01, 2009, 05:13:58 PM
After which they proceeded to make other successful games using their own IP rather than licensed IP.  Seems like a solid decision.

"Hey guys, instead of continuing to develop:

A.  the most popular science fiction franchise in the history of the universe and
B.  the most popular role playing system in the history of the universe.
C.  Both of  which were amazingly successful, have an enormous audience and could have built a franchise that would have lasted for a decade.   

Instead, let's go over here and ride bikes/make generic fantasy and sci-fi settings of our own.  Surely they will be as popular as these beloved classics."

Viva jade empire!!!!


Title: Re: SWTOR
Post by: UnSub on April 01, 2009, 06:03:55 PM
After which they proceeded to make other successful games using their own IP rather than licensed IP.  Seems like a solid decision.

Considering the title and subject of this thread: perhaps not.


Title: Re: SWTOR
Post by: Stormwaltz on April 01, 2009, 06:07:46 PM
it'll clear out the talent from the good arm of Bioware, too? Fuck.

Of course not!

I'm still here.





¬_¬


Title: Re: SWTOR
Post by: Sky on April 02, 2009, 07:04:52 AM
I'm still here.
LOOOK OUT, BEHIND YOU!

IT'S AN MMO!


Title: Re: SWTOR
Post by: Kovacs on April 02, 2009, 10:56:16 AM

...it's a half-finished game at best, but the blame definitely lies with LA, because it's clear that the parts of the game that got reasonably well done rather shine...

hmm....

And is there a list somewhere of MMO's that haven't {Tanked} or {Succeeded despite itself}?  Is it a list of one?  I just ask, A. because I'm curious if there's a decent MMO I should be playing and 2. I'd wonder if that would mean that every developer that didn't work on that title would be at best, DevX (MMOY {Tanked}) but did some decent work, or you know, Hartsmann.   He sucks, it sucked, seems to be the universal theme and given the number of new titles being announced/pre-reviewed it seems I would have come across at least one "Holy christ that guys awesome, this new title's going to be grrrrreat!" Yes Tony the Tiger, no I'm unapologetic.

Anyway, I really don't have any skin in this game as I'm pretty sure that SWTOR, the new Massive Single Player Online Game (rushed out of the studio by LucasArts half done X3 TM) is probably not going to get my money, just curious really.


Title: Re: SWTOR
Post by: Modern Angel on April 02, 2009, 11:09:55 AM
We're missing the obvious here. Star Wars fucking sucks. It's objectively terrible. Hence, a game based on Star Wars is doomed to suck goat nuts.


Title: Re: SWTOR
Post by: schild on April 02, 2009, 11:12:21 AM
We're missing the obvious here.

No one is missing that. The few good SW games have been outliers. And the people that like the movies are being nostalgic. I've tried going back and watching them, but even the first 3 are pretty cringeworthy most of the time.

The problem is that most sci-fi is even worse than Star Wars, so we're left with slim pickings.


Title: Re: SWTOR
Post by: ashrik on April 02, 2009, 11:13:16 AM

...it's a half-finished game at best, but the blame definitely lies with LA, because it's clear that the parts of the game that got reasonably well done rather shine...

hmm....

And is there a list somewhere of MMO's that haven't {Tanked} or {Succeeded despite itself}?  Is it a list of one?  I just ask, A. because I'm curious if there's a decent MMO I should be playing and 2. I'd wonder if that would mean that every developer that didn't work on that title would be at best, DevX (MMOY {Tanked}) but did some decent work, or you know, Hartsmann.   He sucks, it sucked, seems to be the universal theme and given the number of new titles being announced/pre-reviewed it seems I would have come across at least one "Holy christ that guys awesome, this new title's going to be grrrrreat!" Yes Tony the Tiger, no I'm unapologetic.

Anyway, I really don't have any skin in this game as I'm pretty sure that SWTOR, the new Massive Single Player Online Game (rushed out of the studio by LucasArts half done X3 TM) is probably not going to get my money, just curious really.
You should try Warhammer Online, it's pretty good and is generally looked at as the way to do MMO gaming "right".


Title: Re: SWTOR
Post by: schild on April 02, 2009, 11:20:46 AM
Not even in sarcasm should one be baited to "trying" WAR with the grind it has. It is, in fact, the definition of doing gaming wrong. MMO gaming is just a mess and should only be addressed as such.


Title: Re: SWTOR
Post by: Malakili on April 02, 2009, 11:22:07 AM
You should try Warhammer Online, it's pretty good and is generally looked at as the way to do MMO gaming "right".

 :why_so_serious:



Title: Re: SWTOR
Post by: Draegan on April 02, 2009, 01:30:31 PM
Well in perspective, he loves playing Darkfall.. so yeah.   :oh_i_see:


Title: Re: SWTOR
Post by: Sky on April 03, 2009, 09:07:18 AM
Hartsmann.   He sucks
Are you saying Hartsman sucks? Because, you know, he doesn't. Unless sucks means turning a half-baked mmo into a solid enjoyable experience. Scott is one of the few devs I'd be killing for if I were putting up money for an mmo.

But since you seem to be barely coherent, I bet you think he sucks.


Title: Re: SWTOR
Post by: Sky on April 03, 2009, 09:09:17 AM
The problem is that most sci-fi is even worse than Star Wars, so we're left with slim pickings.
Most sci-fi is not sci-fi.


Title: Re: SWTOR
Post by: Kovacs on April 03, 2009, 09:39:48 AM
Hartsmann.   He sucks..
.. 2. I'd wonder if that would mean that every developer that didn't work on that title would be at best, DevX (MMOY {Tanked}) but did some decent work, or you know, Hartsmann.   

He sucks, it sucked, seems to be the universal theme and given the number of new titles being announced/pre-reviewed it seems I would have.

Are you saying Hartsman sucks? Because, you know, he doesn't. Unless sucks means turning a half-baked mmo into a solid enjoyable experience. Scott is one of the few devs I'd be killing for if I were putting up money for an mmo.

But since you seem to be barely coherent, I bet you think he sucks.

Context and Fixed.  Get over it.


Title: Re: SWTOR
Post by: Sky on April 03, 2009, 11:03:37 AM
wat


Title: Re: SWTOR
Post by: UnSub on April 06, 2009, 08:40:34 AM
i'll bite. Sith or Jedi? Or we gonna be bounty hunters?  :awesome_for_real:

Well, if you choose Bounty Hunters, you'll be Sith (http://www.massively.com/2009/04/06/bounty-hunter-is-sith-empire-only-and-full-of-choices-in-latest/).

Did BioWare say 'meaningful character choice' somewhere in their previous ramblings? Because they didn't mean it (http://www.swtor.com/news/bwblog/20090403_001). Pick a class and play your content, n00b.


Title: Re: SWTOR
Post by: Venkman on April 06, 2009, 03:02:21 PM
Meaningful choice is the speed at which the rails flow beneath you  :grin:


Title: Re: SWTOR
Post by: Malakili on April 06, 2009, 05:09:11 PM
Pick a class and play your content, n00b.

Don't you get it, picking a class IS the choice.  Don't doubt this team man, i have FAITH in them.


Title: Re: SWTOR
Post by: UnSub on April 06, 2009, 06:29:29 PM
Reading through that it certainly seems the Bounty Hunter dialogue choices will vary between Bad Boy / Girl With A Heart of Gold and OMG MONEY HUNGREY PSYCHO. Plus it sounds like a solo class.


Title: Re: SWTOR
Post by: Triforcer on April 06, 2009, 06:46:59 PM
Everything I just read in that blog screams at me "THIS ISN'T A FUCKING MMO."

How can no story content be repeated or shared?  Wouldn't PvP count as shared story content?  Is there no grouping within a faction between different classes, at all?  I was glad Stormwaltz said what he said about this not being a single-player or Guild Wars/Diablo game, but my mind just keeps repeating "does not compute" when thinking about this game.


Title: Re: SWTOR
Post by: WindupAtheist on April 06, 2009, 08:17:48 PM
Pick a class and play your content, n00b.

Don't you get it, picking a class IS the choice.  Don't doubt this team man, i have FAITH in them.

After all, it's BioWare!


Title: Re: SWTOR
Post by: Malakili on April 06, 2009, 08:50:14 PM
Everything I just read in that blog screams at me "THIS ISN'T A FUCKING MMO."

How can no story content be repeated or shared?  Wouldn't PvP count as shared story content?  Is there no grouping within a faction between different classes, at all?  I was glad Stormwaltz said what he said about this not being a single-player or Guild Wars/Diablo game, but my mind just keeps repeating "does not compute" when thinking about this game.

Unless "Story Content" are single player instanced questlines, this is impossible.  If "Story Content" IS single player questlines, then I'm paying monthly for a single player game.  If there is group based, repeatable "Non-Story" Content, then their whole "OMG STORY" angle is just a bunch of bologna. 

I'm a Star Wars fan, so I want this to be good, don't get me wrong.  I just don't see how this is going to be anything I'm remotely interested in.


Title: Re: SWTOR
Post by: Sky on April 07, 2009, 08:04:40 AM
Plus it sounds like a solo class.
As I watch this game, the more I hear traditional mmo players gripe about it, the more interest I'll have :)


Title: Re: SWTOR
Post by: Merusk on April 07, 2009, 09:08:20 AM
To put things in perspective for you though, Sky, remember you were hyped for Spore too.  :ye_gods:


Title: Re: SWTOR
Post by: Stormwaltz on April 07, 2009, 09:25:29 AM
I found this article from Nick Yee (http://www.nickyee.com/daedalus/archives/001645.php) interesting. Seems the most broadly appealing bits of MMORPG content are those that require the least number of players.

I'd like to think that this does not mean people like paying subscriptions for a single-player experience, so much as it means people think of MMGs as something like playing a game with friends in the room. You can do your own thing, but you run into people, help each other out, kibbitz, and keep going.


Title: Re: SWTOR
Post by: Merusk on April 07, 2009, 09:28:48 AM
I found this article from Nick Yee (http://www.nickyee.com/daedalus/archives/001645.php) interesting. Seems the most broadly appealing bits of MMORPG content are those that require the least number of players.

I'd like to think that this does not mean people like paying subscriptions for a single-player experience, so much as it means people think of MMGs as something like playing a game with friends in the room. You can do your own thing, but you run into people, help each other out, kibbitz, and keep going.

Your description certainly parallels with the reason *I* enjoy MMOs.  It's the interaction with other people.  If there's bits that require other people, I'm good with that, too, so long as it's not the majority of the game or the ONLY method to advance.  I'm one of those freaks who enjoys raiding for the encounters and not the loot, too, so I always think I'm an outlier on this.


Title: Re: SWTOR
Post by: schild on April 07, 2009, 10:01:20 AM
I found this article from Nick Yee (http://www.nickyee.com/daedalus/archives/001645.php) interesting. Seems the most broadly appealing bits of MMORPG content are those that require the least number of players.

I'd like to think that this does not mean people like paying subscriptions for a single-player experience, so much as it means people think of MMGs as something like playing a game with friends in the room. You can do your own thing, but you run into people, help each other out, kibbitz, and keep going.
Throwing out solo PvP and Open PvP duels (as they are outliers in terms of games supporting them, games where they're somehow worthwhile, etc), what you've got here is a power structure. Not any sort of revealing look at how people play games. Simply put, more people are qualified for PvE. As you get into more in depth PvP and large scale PvE, you decrease your player base. It's not that more people want PvE, it's just that there isn't enough of the other stuff in presented in any sort of quantity or satisfying state. You've basically got two varieties - epeen chasing and epeen wankery. Epeen chasing being the large scale raids. Epeen wankery being large and small scale PvE. This assumes that's there's any truth to this whole Daedalus Project bullshit. Which there isn't. It's as inexact as a science can get.

Not to mention all of Yee's surveys are just fucked up as surveys. People don't know how to differentiate between small scale raids and small scale PvE. This simply isn't part of the non forum-dwelling vernacular. Small raids can be small scale PvE with a few friends, etc. Odds are those bars should be stacked on top of eachother. let's use Nebu and his small circle of friends as an example - what's the difference between them grouping up to do some casual PvE or a short raid? For most people, there simply isn't one.

As for large scale PvE and raiding, the way the content is designed locks out more players than it lets in, as you need certain class ratios and demographics to actually fill shit out.

In other words, you're impressed by something that's total bullshit. I absolutely abhor people linking to Nick's inconclusive studies, but that's an argument for another time. Simply put, I don't like them on the most base level of "people on the internet know nothing and tend to lie." It doesn't even get to the point of "People who are filling this out probably "don't get it." MMOGs aren't a case of "if you build it they will come" they're a case of "If it's accessible and fun they will come." There are games that scratch people in places they didn't know they had, but all this survey tells us is that Nick Yee is very good at coming up with graphs for faulty data. Data that is ALMOST completely unmine-able. Sure, some broad sweeping shit can be pulled from this - "People like playing with friends" and "people like fuilling out surveys" and "people like being a number" but anything else is hogwash.


Title: Re: SWTOR
Post by: Malakili on April 07, 2009, 10:30:14 AM

Your description certainly parallels with the reason *I* enjoy MMOs.  It's the interaction with other people.  If there's bits that require other people, I'm good with that, too, so long as it's not the majority of the game or the ONLY method to advance.  I'm one of those freaks who enjoys raiding for the encounters and not the loot, too, so I always think I'm an outlier on this.

The problem is, if the majority of the player base "raided for the encounters" they'd never be able to keep people interested in the game.  After you've done the same encounter 100 times, it just isn't interesting anymore.  My point being, that they'd need to be rolling at content at an extremely fast pace in order to keep your kind of player interested in the game.

As for me, I like MMOs for their persistence.  I like the idea that there are things going on when I am not online, and I like the idea of not being the be-all and end-all protagonist.    I enjoy group play and solo play (PvE and PvP), with a preference for group play (but only if I am in a guild or other group that plays regularly is competent, I have "Pugged" any group content in an MMO in probably 2 years, and it has made my play time a lot more enjoyable). 

Its the persistence that SWTOR looks like it isn't going to do very well, even if the content is fun to play.  Its that feeling that really keeps me playing an MMO over the long haul.


Title: Re: SWTOR
Post by: Bunk on April 07, 2009, 10:47:22 AM

I'd like to think that this does not mean people like paying subscriptions for a single-player experience, so much as it means people think of MMGs as something like playing a game with friends in the room. You can do your own thing, but you run into people, help each other out, kibbitz, and keep going.

Sums up what I'm looking for. Played WoW for three years - never had a character hit 60, only ever did maybe five six instances in a group. I want a game I can play solo, interact with other people while I'm doing so, and have some common base I can bump in to my friends between runs (where I can show off my leet loot).

And I want to be able to get said leet loot without having to get a full time job/join a raiding guild.


Title: Re: SWTOR
Post by: Sky on April 07, 2009, 11:09:31 AM
To put things in perspective for you though, Sky, remember you were hyped for Spore too.  :ye_gods:
Yep, and I had a progressively bad feeling as that development went on, but tried to stay positive. I expect SWTOR to be bad, so it's all good? I still think Spore could be a good game, if they had more science sandbox and less game, but apparently I'm the minority with the science and the self-directed gameplay and whatnot.

And Stormwaltz, I've been saying that for years, only to be mocked by 'go play a srpg looser!' kinda crap. There are some great alternatives for people who enjoy raiding, but solo and occasional grouping casuals are second-class citizens in them. 'You don't NEED the good loot!' Uh...huh?


Title: Re: SWTOR
Post by: amiable on April 07, 2009, 11:14:41 AM
And I want to be able to get said leet loot without having to get a full time job/join a raiding guild.

OMG!!!  Thats the problem with people, they want everything handed to them on a silver platter.  You sir are the reason our country is failing.  You need to WORK to set yourself apart from the masses.  Why should you have access to gear that I worked hard to get?  Phsssh....  welfare epics.  (Insert bizarre Objectivist rant that quotes liberally from "Atlas Shrugged" here).


Title: Re: SWTOR
Post by: Ratman_tf on April 07, 2009, 12:04:07 PM
And Stormwaltz, I've been saying that for years, only to be mocked by 'go play a srpg looser!' kinda crap. There are some great alternatives for people who enjoy raiding, but solo and occasional grouping casuals are second-class citizens in them. 'You don't NEED the good loot!' Uh...huh?

Well, if we're going to take the big example, I can solo all the soloable content in WoW in quest greens and blues. I don't need tier 7 raiding gear, or PvP epics to do that.
Should there be epic solo content? How would it work alongside the other content?


Title: Re: SWTOR
Post by: AutomaticZen on April 07, 2009, 12:13:44 PM
And Stormwaltz, I've been saying that for years, only to be mocked by 'go play a srpg looser!' kinda crap. There are some great alternatives for people who enjoy raiding, but solo and occasional grouping casuals are second-class citizens in them. 'You don't NEED the good loot!' Uh...huh?

Well, if we're going to take the big example, I can solo all the soloable content in WoW in quest greens and blues. I don't need tier 7 raiding gear, or PvP epics to do that.
Should there be epic solo content? How would it work alongside the other content?
I've always wondered this, even though I've long since left raiding of any type in WoW.  I have the best gear I could get from dungeons, and I'm fine with that.  Why do you really need more?


Title: Re: SWTOR
Post by: DLRiley on April 07, 2009, 12:19:47 PM
And I want to be able to get said leet loot without having to get a full time job/join a raiding guild.

OMG!!!  Thats the problem with people, they want everything handed to them on a silver platter.  You sir are the reason our country is failing.  You need to WORK to set yourself apart from the masses.  Why should you have access to gear that I worked hard to get?  Phsssh....  welfare epics.  (Insert bizarre Objectivist rant that quotes liberally from "Atlas Shrugged" here).

WAR says hello.


Title: Re: SWTOR
Post by: amiable on April 07, 2009, 12:20:37 PM
I've always wondered this, even though I've long since left raiding of any type in WoW.  I have the best gear I could get from dungeons, and I'm fine with that.  Why do you really need more?

Why do Raiders?  Because its an MMO and its all about advancing your character, it is literally the only thing you can do in most games.  

Why not just make Raider gear the same stats and offer them fancy graphics, that way everyone can participate in Raids?

It's a dumb system that rewards obsessive-compulsives and discourages new people to play, hence WoW has gotten progressively more friendly to groups comprising fewer players and soloers.  And they have made a killing.  Yet for some reason no one else in the industry wants to do this.  Why?


Title: Re: SWTOR
Post by: Sky on April 07, 2009, 12:21:02 PM
Really, so not going to get into this again. I'll stfu and be happy with my scrub gear.  :oh_i_see:


Title: Re: SWTOR
Post by: AutomaticZen on April 07, 2009, 12:28:04 PM
I've always wondered this, even though I've long since left raiding of any type in WoW.  I have the best gear I could get from dungeons, and I'm fine with that.  Why do you really need more?

Why do Raiders?  Because its an MMO and its all about advancing your character, it is literally the only thing you can do in most games.  

Why not just make Raider gear the same stats and offer them fancy graphics, that way everyone can participate in Raids?
Then people would just complain you can't get the fancy graphics in solo play.  It's all e-peen, either through your VALOROUS EARTHBEATING CHESTPLATE, or the fact that you're an unstoppable killing machine because you're wearing said chestplate.

Quote
It's a dumb system that rewards obsessive-compulsives and discourages new people to play, hence WoW has gotten progressively more friendly to groups comprising fewer players and soloers.  And they have made a killing.  Yet for some reason no one else in the industry wants to do this.  Why?
And WoW is still like "hey, you don't want to play with 9-24 other people?  Enjoy your scrub gear."

I'm fine with a system wherein solo players can get equivalent gear.  But why?  Who are you e-peening too?  Your close personal friends?  It's not to the world at large because any gear you could get solo, would automatically become "welfare epics" to the hardcore players, and thus your e-peen falls on blind eyes.

This is probably a topic for another thread though.



Title: Re: SWTOR
Post by: amiable on April 07, 2009, 12:32:35 PM
Really, so not going to get into this again. I'll stfu and be happy with my scrub gear.  :oh_i_see:

No dude, I feel it, this is the thread where we all have a well-reasoned discussion and finally put the issue to rest once and for all.   :awesome_for_real:


Title: Re: SWTOR
Post by: AutomaticZen on April 07, 2009, 12:50:07 PM
Really, so not going to get into this again. I'll stfu and be happy with my scrub gear.  :oh_i_see:

No dude, I feel it, this is the thread where we all have a well-reasoned discussion and finally put the issue to rest once and for all.   :awesome_for_real:
The war has gone on too long.  This is the thread to end the threat.  The line will be drawn here, and no further!


Title: Re: SWTOR
Post by: Hindenburg on April 07, 2009, 12:53:00 PM
Should there be epic solo content? How would it work alongside the other content?

Ignoring for a second that they required a 40 man raid to get the items, WoW had that. Hunter and Priest epic weapon quests. They take you along the world, and, in the hunter's case, had you use skills that you'd usually never bother to use. They were uninstanced trial and error affairs. LOTS OF FUN ON A PVP SERVER, LET ME TELL YOU!

Gave excellent loot, though.


Title: Re: SWTOR
Post by: Salamok on April 07, 2009, 01:06:51 PM
Epic level task specific gear should be attainable via intense soloing and/or never require more than a single group, because it is task specific it won't be epic though.  Then the raid level items should be more awesome in all situations type of stuff.  So if you are a small group type of guy you can still do everything a raid level guy can you just need to have multiple outfits to do it.


Title: Re: SWTOR
Post by: Hindenburg on April 07, 2009, 01:20:05 PM
Epic level task specific gear should be attainable via intense soloing
Grinding is dead. Forget it.

Quote
Then the raid level items should be more awesome in all situations type of stuff.
:oh_i_see:


Title: Re: SWTOR
Post by: Venkman on April 07, 2009, 04:46:33 PM
You don't need Raid gear unless you're Raiding. You want it a) because you know it exists; and, b) because you know it to be better. Being fine with +400 to Fire is never going to satisfy if you know you're "so close" to +450. Need here is a misnomer because technically, we don't need these games :wink:

The way the content is split up is fine. If people can't get Tier 12, it's because their lifestyle and choices don't allow it. That's fine. Disparity is a part of life and has always been a part of games. No one's ever played a game where everyone was absolutely equal all the time. Because no such game can exist and still be called a "game". And heck, even for someone who HAS been there and done that (for realz, not just as stated on forums), they end up moving on to the next challenge that comes along, be it a patch or a new game.

Because it's never about the gear you got but the gear you're trying to get.

Therefore, it's all about knowing your own limits.


Title: Re: SWTOR
Post by: Malakili on April 07, 2009, 05:11:22 PM

Because it's never about the gear you got but the gear you're trying to get.


This.

Also, to me this isn't about solo content v. group content in an MMO and its relation to getting gear. To me SWTOR is about persistent world v. instanced gameplay.  Nothing I've seen about SWTOR so far leads me to believe this is going to be anything but a single player game with a co-op mode and a vs. mode..  That fine in itself, but say its an MMO and charge me 15 bucks a month, and suddenly i'm a lot less interested.


Title: Re: SWTOR
Post by: amiable on April 08, 2009, 05:08:01 AM
You don't need Raid gear unless you're Raiding. You want it a) because you know it exists; and, b) because you know it to be better. Being fine with +400 to Fire is never going to satisfy if you know you're "so close" to +450. Need here is a misnomer because technically, we don't need these games :wink:


c) you want to be competitive in PvP.

WoW has mitigated the problems with c quite a bit over the years (especially since I first played, I raided solely to get PvP gear, and man did that suck).  As long as you don't have PvP in the game or the disparity between raid gear and non-raid gear for PvP purposes is minimal then it is fine.  I remember being literally one-shotted by folks in Raid gear in WoW battlegrounds before BC came out and it was endlessly frustrating.

I think the system WoW has now is good PvP and PvE gear are on separate "tracks" and it is quite possible to solo to get high end PvP gear, but the best is reserved for the top-tiered teams (which creates in own problems of snowball effects and the "rich get richer")  To be honest I like EvE's approach the best, anyone can fly anything so long as they have the skills (which anyone can train for) and they have the cash (which anyone can earn).

For a pure PvE system (for example LOTRO...lol monsterplay) the raid tiering makes sense, and I was perfectly content with my solo/small group gear in LOTRO.

To loop this back to SWTOR, they are apparently setting up some form of PvP endgame, so they need to be cognizant of these concerns.


Title: Re: SWTOR
Post by: Sky on April 08, 2009, 07:40:03 AM
The way the content is split up is fine.
Yeah, it's true. I love not doing dungeons or having interesting encounters like gimmick raids. I love trying to finish off a quest line 10 levels after it greys out and still struggling with some of the mobs. IT'S FUCKING GREAT!

And then listening to people bitch about how RMT unbalances gameplay.  :oh_i_see:


Title: Re: SWTOR
Post by: AutomaticZen on April 08, 2009, 08:09:01 AM
The way the content is split up is fine.
Yeah, it's true. I love not doing dungeons or having interesting encounters like gimmick raids. I love trying to finish off a quest line 10 levels after it greys out and still struggling with some of the mobs. IT'S FUCKING GREAT!
Are 5-man dungeons really that much of a chore?  At least with Lich King, Blizzard did a decent job of making most of the 5-mans interesting, I'd think.  And there is the phasing quests, like Wrath Gate and the DK Starting Area.   I'm not sure what you're looking for.  Completely solo dungeons?


Title: Re: SWTOR
Post by: Malakili on April 08, 2009, 09:11:42 AM
The way the content is split up is fine.
Yeah, it's true. I love not doing dungeons or having interesting encounters like gimmick raids. I love trying to finish off a quest line 10 levels after it greys out and still struggling with some of the mobs. IT'S FUCKING GREAT!
Are 5-man dungeons really that much of a chore?  At least with Lich King, Blizzard did a decent job of making most of the 5-mans interesting, I'd think.  And there is the phasing quests, like Wrath Gate and the DK Starting Area.   I'm not sure what you're looking for.  Completely solo dungeons?

Sounds to me like he doesn't like the fact that some quest lines require a group (not instanced stuff even), and that if he wants to finish the quest lines he has to come back at a higher level, or not do them at all.  Personally, when I played WoW, I generally just skipped quest lines that weren't trivially easy, as it was less efficient for leveling.  But then again, when I played that game I was way into efficiency, spreadsheeting, optimization, etc.


Title: Re: SWTOR
Post by: Sky on April 08, 2009, 09:25:37 AM
What I'm looking for is to not have this conversation AGAIN. I only made an additional comment to be snarky to DQ, who's been in on the last hundred times we've talked about this.

Also, I've heard there are games other than WoW.


Title: Re: SWTOR
Post by: SnakeCharmer on April 08, 2009, 09:28:42 AM
All that's needed now is for someone to bring up SWG and twitch and NGE and sandbox.








Fuck.


Title: Re: SWTOR
Post by: AutomaticZen on April 08, 2009, 09:55:45 AM
Also, I've heard there are games other than WoW.
Eh.  A Diku MUD is a DikuMUD.  WoW just polishes the shit to a shine.


Title: Re: SWTOR
Post by: Bunk on April 08, 2009, 02:18:22 PM
Using WoW as an example, here's what I want:

I want my weenie little level 11 rogue to be able to get a full set of Defias gear without either: A) begging a buddy to twink me though multiple times, B) Having to run the dungeon with pickup groups only interested in doing it at 100 mph in the most optimum fashion, or C) having to pay 5 Gold each for FUCKING LEVEL 10 items!!!1! on the auction hall.

Why? Becuase it looked cool to run around in. And because the only way for a low level character to get matching gear in that game is to either run instances, or twink the hell out of tailoring.


Title: Re: SWTOR
Post by: Merusk on April 08, 2009, 03:06:29 PM
Also, I've heard there are games other than WoW.
Eh.  A Diku MUD is a DikuMUD.  WoW just polishes the shit to a shine.

Since he won't say it, I will. Sky's not talking about DikuMUDs.  He wants another UO, where you didn't have any of the ever-scaling items or only-doable-in-a-group dungeons.  Different game type entirely.


Title: Re: SWTOR
Post by: Jobu on April 08, 2009, 03:09:08 PM
Bioware is new to the MMO scene, but I have the utmost faith in that company.

You sonofa. You're gonna make me repeat myself again, aren't you? Just because you don't want to read the thread.

As retired gaming press, you should really be more informed.

Edit: Look, this is how it is, unfortunately. Right now, Bioware Austin is like a bunch of griefers who got their names changed in an MMOG to avoid being noticed on sight as griefers. Now, they may or may not have changed and they may or may not have gotten themselves together, but until they PROVE otherwise, they are not "new to the MMO scene" or deserving of any amount of "faith." Remember, people don't really change, companies even less so.

I just couldn't resist.

"No one's claming they expect god's gift to MMOGs out of them. You just have a lot of sand in your vagina. There's nothing wrong with WANTING a company to make something good. Because generally, when something fails, it kills that setting for other companies. The INDUSTRY should want them to do TSW SWTOR right, and so should you. So quit your bitching and go play some Peggle or something."


Title: Re: SWTOR
Post by: schild on April 08, 2009, 03:11:44 PM
I'm not sure anyone in the industry wants an MMOG made by the ex-SB  and SWG guys over the course of 3 years to do well. In fact, I'm pretty sure people just want them to stop making games. I know a lot of people that want them to stop. I'm also not entirely sure anyone IN the industry wants to see another Star Wars MMO succeed OR crash and burn. Quoting that bit is completely out of context compared to what I was saying. You should go play Peggle or something.

itt I mention I'd have preferred a Baldur's Gate MMOG.


Title: Re: SWTOR
Post by: UnSub on April 08, 2009, 06:55:28 PM
IMO, I'm happy for ex-anyone to make a good MMO. To show that they've learned the right lessons and applied them in their next title. I'm certainly not going to kick Wizard101 just because it has ex-SB people involved in it.

At the end I only care about it being fun. Hell, I'll be lining up to play John Romero's Marvel Universe Wars if it turns out to be fun.


Title: Re: SWTOR
Post by: Ratman_tf on April 08, 2009, 07:03:45 PM
Also, to me this isn't about solo content v. group content in an MMO and its relation to getting gear. To me SWTOR is about persistent world v. instanced gameplay.  Nothing I've seen about SWTOR so far leads me to believe this is going to be anything but a single player game with a co-op mode and a vs. mode..  That fine in itself, but say its an MMO and charge me 15 bucks a month, and suddenly i'm a lot less interested.

(http://www.planetdiablo.com/diablo3/preannouncement/introduction/logos/hellgate_london.jpg)

 :awesome_for_real:


Title: Re: SWTOR
Post by: DLRiley on April 08, 2009, 07:18:01 PM
Also, to me this isn't about solo content v. group content in an MMO and its relation to getting gear. To me SWTOR is about persistent world v. instanced gameplay.  Nothing I've seen about SWTOR so far leads me to believe this is going to be anything but a single player game with a co-op mode and a vs. mode..  That fine in itself, but say its an MMO and charge me 15 bucks a month, and suddenly i'm a lot less interested.

(http://www.planetdiablo.com/diablo3/preannouncement/introduction/logos/hellgate_london.jpg)

 :awesome_for_real:

Instance World of Warcraft at iits finest.


Title: Re: SWTOR
Post by: Triforcer on April 08, 2009, 07:18:19 PM
Refusing to play things because you have some idiosyncratic grudge against the guy doing terrain modeling because of bugs in other games from 10 years ago is retarded.  I'll play a game if it is fun, and if its fun I don't care if John Romero and Hitler's brain corroborated to make it.


Title: Re: SWTOR
Post by: schild on April 08, 2009, 07:33:23 PM
Refusing to play things because you have some idiosyncratic grudge against the guy doing terrain modeling because of bugs in other games from 10 years ago is retarded.  I'll play a game if it is fun, and if its fun I don't care if John Romero and Hitler's brain corroborated to make it.
This isn't about refusing to play something, this is about refusing to hype something (or in our case, letting the hype get out of hand).


Title: Re: SWTOR
Post by: Malakili on April 08, 2009, 07:48:44 PM
Refusing to play things because you have some idiosyncratic grudge against the guy doing terrain modeling because of bugs in other games from 10 years ago is retarded.  I'll play a game if it is fun, and if its fun I don't care if John Romero and Hitler's brain corroborated to make it.
This isn't about refusing to play something, this is about refusing to hype something (or in our case, letting the hype get out of hand).

Agreed.  For all my bitching, I might give this game a shot if it looks somewhat fun.  It has the structure of MMOs that have historically not kept me interested past a month or two though, which is why I wish these sorts of things would not be MMOs.  I want to play them long term, not pay 80 bucks for 2 months of a game.  When you play long term, the initial 50 bucks for the game seems like less and less, but if you aren't going to play it for a long time, its a fair amount of money for not all that much time.

In any event, has anyone gone on the SWTOR forums lately?  What a clusterfuck.


Title: Re: SWTOR
Post by: justdave on April 08, 2009, 07:49:24 PM
Instance World of Warcraft at iits finest.

Hey, I understand that axe needs grinding, but don't piss away a perfectly good joke for it!


Title: Re: SWTOR
Post by: Triforcer on April 08, 2009, 07:55:48 PM
Refusing to play things because you have some idiosyncratic grudge against the guy doing terrain modeling because of bugs in other games from 10 years ago is retarded.  I'll play a game if it is fun, and if its fun I don't care if John Romero and Hitler's brain corroborated to make it.
This isn't about refusing to play something, this is about refusing to hype something (or in our case, letting the hype get out of hand).

Well, I understand that.  And I understand not buying something until good reviews come out if you were burned by the producer/developer/etc.'s past work.  I was just addressing the tendency to reflexively dismiss certain things with no analysis whatsoever if it comes from a certain source. 


Title: Re: SWTOR
Post by: schild on April 08, 2009, 08:24:20 PM
Quote
In any event, has anyone gone on the SWTOR forums lately?  What a clusterfuck.

Does this shock you?

Quote
Well, I understand that.  And I understand not buying something until good reviews come out if you were burned by the producer/developer/etc.'s past work.  I was just addressing the tendency to reflexively dismiss certain things with no analysis whatsoever if it comes from a certain source.

It doesn't need analysis. We'll judge the final product and prove right or wrong. Why worry about analyzing anything said before release? It's either cool or it isn't, it means nothing when it comes to the final game. Same goes for TSW, Black Prophecy, etc. etc.


Title: Re: SWTOR
Post by: UnSub on April 09, 2009, 08:22:23 AM
In any event, has anyone gone on the SWTOR forums lately?  What a clusterfuck.

For those of us who haven't, how so (not that I'm surprised)?


Title: Re: SWTOR
Post by: Lucas on April 09, 2009, 09:04:10 AM
In any event, has anyone gone on the SWTOR forums lately?  What a clusterfuck.

For those of us who haven't, how so (not that I'm surprised)?

They remind me of the SWG pre-release boards (and many other pre-release boards, ok). Err, need I say more?   :ye_gods:


Title: Re: SWTOR
Post by: Lantyssa on April 09, 2009, 09:21:46 AM
I liked the SWG pre-release boards... :cry:


Title: Re: SWTOR
Post by: Malakili on April 09, 2009, 09:32:02 AM
In any event, has anyone gone on the SWTOR forums lately?  What a clusterfuck.

For those of us who haven't, how so (not that I'm surprised)?

Its essentially a constant flame war between people who think a KOTOR MMO is the greatest thing in history and that bioware can do no wrong and people who want the game to be pre-NGE Galaxies. 


Title: Re: SWTOR
Post by: Ratman_tf on April 09, 2009, 09:51:24 AM
Its essentially a constant flame war between people who think a KOTOR MMO is the greatest thing in history and that bioware can do no wrong and people who want the game to be pre-NGE Galaxies. 

SOE's legacy to MMOGs is the eternal flame of the NGE argument.  :drill:


Title: Re: SWTOR
Post by: koro on April 09, 2009, 10:08:49 AM
itt I mention I'd have preferred a Baldur's Gate MMOG.
I would've been just dandy with a Jade Empire MMO instead.


Title: Re: SWTOR
Post by: VainEldritch on April 09, 2009, 12:24:56 PM
I liked the SWG pre-release boards... :cry:

Yup that was pretty awesome... but the immediate post-NGE boards were the biggest flame-fest I've ever witnessed on any boards. Glad I was there, really.


Title: Re: SWTOR
Post by: Miguel on April 09, 2009, 12:30:18 PM
I've said it before and I'll say it again:  they should have just acquired and re-skinned Planetside with Rebellion, Empire, and Bounty Hunter factions.  Reaver? You are now an X-wing figther.  AI Max? You are a Dark Trooper now!  Cloaker?  You are a Jedi.  BFR? Imperial Walker.  Rinse, repeat...success!

Forget the unfolding story-line:  people really just want to slice each other up with light sabers and blow shit up with heavy equipment. ;)


Title: Re: SWTOR
Post by: Sky on April 09, 2009, 12:58:01 PM
That's change I can believe in.


Title: Re: SWTOR
Post by: Hindenburg on April 09, 2009, 01:04:26 PM
Ahm, Star Wars: Battlefront with a monthly fee?


Title: Re: SWTOR
Post by: Miguel on April 09, 2009, 01:21:54 PM
Quote
Ahm, Star Wars: Battlefront with a monthly fee?

Well, SW: B with > than 32 players, and (hopefully) better balance (assuming Lucasarts wasn't in charge of said balancing).

 


Title: Re: SWTOR
Post by: Sky on April 09, 2009, 01:27:01 PM
And a larger persistent world.


Title: Re: SWTOR
Post by: Ratman_tf on April 09, 2009, 03:15:14 PM
And a larger persistent world.

And puppies!


Title: Re: SWTOR
Post by: Merusk on April 09, 2009, 04:01:08 PM
I liked the SWG pre-release boards... :cry:

Man, I hated the pre-release SWG boards.  There was this asshole named Triforce or something like that... always going on and on about pvp.. and ragging on this poor girl named Callista or sommat.  If only some white knights had come to her defense!

 :drill:


Title: Re: SWTOR
Post by: schild on April 09, 2009, 04:05:04 PM
Guys. Let's lay the cards on the table, because why not.

I applied for the Bioware job.

I got through a number of interviews. (3 I think).

I applied on a lark and had sent them a resume that was absolutely fucking insane (anyone who has seen it can attest to it), it's like Pandemonium in paper form.

I told them that what is happening is EXACTLY what would happen if X got the job. X being all but about 3 people who I knew in the CRM circle. And it's a small circle.

I told them what software to use (because what they ended up using, is, well, SHIT) and how to go about dealing with all of this.

We know who got the job. We know what happened afterwards. This is all exactly as I said in the interview.  We can talk about me being a dick and burning bridges til the cows come home, but the writing is on the wall over there. I'm not omniscient, it was just bloody obvious the moment I saw a fanfiction forum where this was headed - straight down the path I laid out. A road littered with no intentions and no idea of how to manage that god-forsaken community (I love that community, but calling it anything other than god-forsaken is a misnomer).

This is a case of reaping what they sow.

Edit: tl;dr - You can blame this entire clusterfuck on nepotism. Much like nearly every other clusterfuck in the industry.


Title: Re: SWTOR
Post by: Lucas on April 09, 2009, 04:08:15 PM
... So say we all.


Title: Re: SWTOR
Post by: schild on April 09, 2009, 04:11:40 PM
ALSO.

This is a pre-alpha forum. This is just a bunch of hype bullshit. Think about what happens when they get 30x that number of people. That team is fucking ill-equipped and will always be ill-equipped in having to deal with rowdy people. They don't know enough about the SWG community to placate them and the people involved don't know enough about managing that big a group of people. They're also way too afraid to upset people through bans and lockdown.

They did it 100% wrong and they can't fix it. So for any of those hoping for the best, keep hoping.


Title: Re: SWTOR
Post by: Triforcer on April 09, 2009, 05:28:58 PM
I liked the SWG pre-release boards... :cry:

Man, I hated the pre-release SWG boards.  There was this asshole named Triforce or something like that... always going on and on about pvp.. and ragging on this poor girl named Callista or sommat.  If only some white knights had come to her defense!

 :drill:

Yes, that guy was a complete asshole  :oh_i_see:

I've actually seen Caella post a couple times over there.  But the battles we fought are antiquated now- and in a sense we both won.  Nobody is going the SB/Darkfall route ever again in an AAA MMO, but no developer has the reflexive "PvP is teh SATAN!1!" mentality that characterized the 2000-2003 era either. 

EDIT:  And schild managing the SWTOR community?  I'd pay 14.95 a month even for just viewing privileges to those boards  :grin:


Title: Re: SWTOR
Post by: Stormwaltz on April 09, 2009, 09:40:56 PM
EDIT:  And schild managing the SWTOR community?  I'd pay 14.95 a month even for just viewing privileges to those boards  :grin:

"I disagree with what you said" would only be the beginning.  :drill:


Title: Re: SWTOR
Post by: schild on April 09, 2009, 10:18:03 PM
EDIT:  And schild managing the SWTOR community?  I'd pay 14.95 a month even for just viewing privileges to those boards  :grin:
"I disagree with what you said" would only be the beginning.  :drill:
Laugh it up guys. People complain a lot less about this forum than they do official forums. Fortunately, I am privvy to constantly being the guy who gets that last laugh. Enjoy your fanfic though.  :why_so_serious:


Title: Re: SWTOR
Post by: Triforcer on April 09, 2009, 10:20:33 PM
Huh?  That wasn't a criticism of you, it was a compliment.  My joy would come from watching you mete out justice.  Sweet, 14 year old ADD kid smiting justice. 


Title: Re: SWTOR
Post by: schild on April 09, 2009, 10:32:11 PM
Apologies then. It's hard to tell the difference with you. Needless to say, I'm a little burnt watching them do exactly what I said they'd do and then fuck up in the exact ways I said they would. It's really, really goddamn annoying.

Edit: For the record, if I went in there right now, I would shut down every single board except for Gen Disc, and the Star Wars Galaxies Defense Society would get booted faster than you can say NGE. That shit would be right out. Also, I wouldn't expand the boards until beta. And even then, private until open beta. And then, MAYBE I'd expand them further. It's not like a Star Wars MMOG from What-Everyone-Thinks-Is-Bioware-But-Is-Really-SOE/Wolfpack2.0/A-Tiny-Portion-Of-Bioware is going to have ANY problems getting shitloads of boxes sold - quality be damned. Also, making everyone who plays or posts there happy, is impossible. There's a very good chance I would make the boards subscriber only except for the official news boards and class discussion (serious business boards, in other words). They're going to have their time in the limelight no matter WHAT other MMOGs come out, so they may as well manage it halfway decently. Which they're not going to. Because they don't know how.


Title: Re: SWTOR
Post by: ashrik on April 09, 2009, 11:37:13 PM
I think I may be confused, which isn't so confusing considering the simpleness of one such as I. Did Schild apply for a developer/coder type position at Bioware or some kind of forum moderator one? Assuming the former, who did get positions at this place that he was so anathema towards? All I could compile was the mishmash of SW:G and EQ people. If the latter, who gives a shit how they handle their rabid pre-release forums and why does he think it would matter? I think I'm just slow.


Title: Re: SWTOR
Post by: schild on April 09, 2009, 11:40:18 PM
I think I may be confused, which isn't so confusing considering the simpleness of one such as I. Did Schild apply for a developer/coder type position at Bioware or some kind of forum moderator one? Assuming the former, who did get positions at this place that he was so anathema towards? All I could compile was the mishmash of SW:G and EQ people. If the latter, who gives a shit and why does he think it would matter? I think I'm just slow.
What part confused you? Seriously. I'm wondering where something I said wasn't crystal clear. I can spell it out though, the gig was CRM. On the short list of people in the industry that can cope with the SW:G community clashing with the non-SW:G community, it went to someone not on that list. But as I said before, I applied on a lark. The resume I used was put together as a gag. It just happens to be a stellar resume, or at the very least - eye-catching and entirely original.


Title: Re: SWTOR
Post by: Zane0 on April 10, 2009, 12:00:53 AM
The Star Wars community is awful by definition; it is intrinsic to its very nature. In fact, that goes for any development around the Star Wars license by corollary -- they are catering to the Star Wars community, after all.

Don't see the point of all the kerfuffle, I guess.


Title: Re: SWTOR
Post by: schild on April 10, 2009, 12:03:34 AM
Quote
The Star Wars community is awful by definition

A community is what you make of it. I'm pretty sure half the CRMs out there would never want any part of the WT.o transition or f13 afterwords. They can be shaped, molded, and respect can be earned. It just doesn't happen often.


Title: Re: SWTOR
Post by: UnSub on April 10, 2009, 12:07:09 AM
Pre-alpha forums suck by default. I've been through too many of them, of reading half-thought out ideas, of arguments over IP, of arguments over platforms, of over-analysis of screenshots / posts / etc. And, since people aren't paying for access then anyway, pre-alpha forums are pretty much a waste of time by default, especially if there are lengthy gaps between info releases where the community inbreeds to the point of being a freakshow (hello, Citizen Zero).

In pre-alpha you'd be better off giving MMORPG.com the nod and having them deal with it. Official forums only really start to count when beta starts and players can comment on reality, not the game they've invented in their heads.

SWOR hasn't helped itself by allowing its 'blogs' to be commented on separately from the forum too. Too many sub-forums. Too many people trying to boost post count on the idea that such moves get them closer to being in the alpha / beta.


Title: Re: SWTOR
Post by: DayDream on April 10, 2009, 12:20:01 AM
well i think that pretty much kills the small chance that they'd pull off something other than a rolling train wreck, what with the "every class story will be unique" goal and schild's little foray.

guess it's time to pull out the binoculars and see if some overworked low-level shmuck manages to slip in a creative solution for some problem while nobody was looking.



I bet they won't let players be droids anyway.  Just slimy aliens and boring humans.


Title: Re: SWTOR
Post by: Reg on April 10, 2009, 02:18:40 AM
So who beat you out for the CRM job Schild? Is it anyone I'd have heard of?


Title: Re: SWTOR
Post by: Stormwaltz on April 10, 2009, 03:00:56 AM
Laugh it up guys.

Let me say this: Dick Cheney is evil.

But I loved his willingness to say nothing less than precisely what he thought in press conferences, with no consideration whatsoever for social niceties or political correctness.

Even when I disagree with someone, I admire blunt honesty. Being honest takes balls these days.

Also, I am completely drunk right now. Four day weekend before a month of 70-hour weeks? Time for a big damn bottle of whiskey.

Cheers, Schild. I like you as you are.


Title: Re: SWTOR
Post by: Merusk on April 10, 2009, 03:46:50 AM
So who beat you out for the CRM job Schild? Is it anyone I'd have heard of?

CMs listed are Amy Crider and Sean Dahlberg.

http://www.swtor.com/community/showthread.php?t=9836

Crider was Tabula Rasa's CRM,   (http://www.massively.com/tag/amy-crider/) and Dahlberg is better known as "AshenTemper," the Shadowbane CRM.

 :why_so_serious:




Title: Re: SWTOR
Post by: Sky on April 10, 2009, 08:46:55 AM
Wait, schild is Abashi?  :ye_gods:


Title: Re: SWTOR
Post by: Merusk on April 10, 2009, 09:19:52 AM
No, Absor.


Title: Re: SWTOR
Post by: Sky on April 10, 2009, 10:59:14 AM
I disagree with what you said, in the context of the SWTOR boards.


Title: Re: SWTOR
Post by: Lucas on April 10, 2009, 12:02:01 PM
New planet unveiled, Ord Mantell (and all related material) :

http://www.swtor.com/news/article/20090410_001 (http://www.swtor.com/news/article/20090410_001)


Title: Re: SWTOR
Post by: Triforcer on April 11, 2009, 12:30:09 AM
Debating Sirbruce's chart!  :drill:

http://www.swtor.com/community/showthread.php?p=609421#post609421



Title: Re: SWTOR
Post by: Merusk on April 11, 2009, 05:40:32 AM
Debating Sirbruce's chart!  :drill:

http://www.swtor.com/community/showthread.php?p=609421#post609421



Still less fucked up than the guy trying to say SWG was a raging success of an MMO.


Title: Re: SWTOR
Post by: AshenTemper on April 12, 2009, 04:57:05 PM
Throwing in my .02 credits (and sorry about the sporatic topic jumps, throwing up replies based on reading this thread that I remember):

Yes, Star Wars: The Old Republic is being developed at BioWare Austin. That said, we do have quite a few people here from the Edmonton office to include James Ohlen who is the Creative Director for this project and was the Lead Designer for Baldur’s Gate 1 & 2, Neverwinter Nights, and, of course, Star Wars: Knights of the Old Republic. Also, this is still a BioWare game. It's not like we're going to be held to different standard of quality just because we're not in Edmonton. Oh, and yes, Drew is headed down here.

Most of the content updates we've done have been geared towards the TOR Community. Yes, external sites post to it and we could make it a highly gated community (ie, no access without a login) but I find that to be quite non-user friendly. I know there are quite a few sites I keep up with that I don't have a login for. But you'll note that a lot of things we put up are geared towards TOR fans such as our Developer Dispatch (DevVid), Blogs, etc and not the world at large.

Speaking of content, note that the game isn't finished. We are still creating and tweaking assets and some of the systems that help make them look all purty. I could pretend to know exactly what I'm talking about but I'm no programmer. Simply put, you've seen the direction we're going down, not the end result.

The Threat of Peace (webcomic) and Timeline pieces are there to give context to users. The Threat of Peace actually tells the story of what happened from the Treaty of Coruscant and moves forward towards the beginning of the game. The Timeline starts from there and moves backwards, giving those who don't know much outside the movies more info about Star Wars. Yes, we could of just released some text on a page but over the years, I've come to the opinion that people pay more attention when there is pretty pictures with educational info and not just ten tons of text.

There are quite a few things we haven't announced publicly. For example, our initial screenshots mostly showed Sith vs Jedi because that is all we really talked about with the announcement. As more classes are announced, we'll be able to show more things in our screenshots and vids. I know a lot of people want the details now but I'm of the camp that you only talk about things that are currently working the way they should be (designed to) and talking about how we'd like things to work can easily lead to angry fans.

In regards to how the "community" section is, that's a matter of opinion and personal preference. I originally thought about not having one at this point in time but it only leads to a segmented community that is chasing its own tail trying to find out where the real information is. I also thought about having just the one forum but knowing how both Star Wars and BioWare fans are, it was more beneficial to have different sections for people to discuss in instead. I will also stand by my opinion that the software running the community section has much better administration tools and features than most anything else out there.

Other things I could ramble on about but this post is probably already "tl:dr".

- Sean

AAT: Oh yeah, and we've been calling it TOR instead of SWTOR which is much easier to say.
AAT: It is an MMO, not a MMFaux (TM pending by sidereal or ashrik; let them fight it out) ;)


Title: Re: SWTOR
Post by: schild on April 12, 2009, 05:11:08 PM
As long as you're here:

Quote
Also, this is still a BioWare game. It's not like we're going to be held to different standard of quality just because we're not in Edmonton.

But you will [be held to a different standard], by both players and the new parent company. It's comments like this that grind my gears. Particularly since NWN barely ran out of the box. Also, it's a post-WAR/post-AOC/post-WoW world. The game has changed (the mmog design game, that is) and the people involved are either 1. People who have, well, not the greatest reputation or 2. have no experience making an mmog in the post-WoW world. Really, no one on management has experience there as far as I know. But maybe you've snuck someone in.

Quote
In regards to how the "community" section is, that's a matter of opinion and personal preference. I originally thought about not having one at this point in time but it only leads to a segmented community that is chasing its own tail trying to find out where the real information is. I also thought about having just the one forum but knowing how both Star Wars and BioWare fans are, it was more beneficial to have different sections for people to discuss in instead. I will also stand by my opinion that the software running the community section has much better administration tools and features than most anything else out there.

1. I didn't mean You should have Bioware and SWTOR fans in the same place. You will either way, people have no problem making two forum accounts. Combining them into the Bioware system would've been beyond dumb.

2. What I meant was that you shouldn't have opened up with nearly 20 forums. I say nearly because you didn't have the BH one up on day one and by the end you'll have class forums for every single class (each with their own icon and everything else on the top level). It's an organizational nightmare and all it does is invite everyone to be an armchair designer on day 1. Now, theoretically, this isn't bad, it promotes interest. Unfortunately, the reality is that after all of them put out their ideas and argue amongst eachother and be general dipshits, it's just going to end in tears, anger, and misinformation. You've essentially laid the groundwork to have forums 10x worse than SW:G. You have in fact, made it easier on whoever becomes the new SW:G community manager. An act I previously thought impossible.

3. If it has better administration tools, use them. The game isn't even in friends and family yet and that place needs to be CLEANSED with a holy fire. I'm not sure whether you think community is just a marketing tool or if "good" or "bad" a community is a community, but that place is going to become the most insular incestuous group of gamers on a level previously unseen by launch if it keeps going in this direction. You will NEVER have enough moderators.


Title: Re: SWTOR
Post by: eldaec on April 12, 2009, 05:13:49 PM
It is an MMO

What makes something an MMO?



Title: Re: SWTOR
Post by: Ratman_tf on April 12, 2009, 05:44:33 PM
It is an MMO

What makes something an MMO?



A montly subscription fee.  :oh_i_see:

If SWTOR (I refuse to just call it TOR, nyah!) has commando/bounty hunter/trooper types, and I can jump the fucking storyline rails and go shoot some goddamn emo Jedi wannabes in their faces, I'd be interested. God, I had a Bounty Hunter in SWG set up just to permakill Jedi newbz, and then they fucked that all to hell.  :heartbreak:


Title: Re: SWTOR
Post by: AshenTemper on April 12, 2009, 06:46:35 PM
I'm not going to deny that it will be held to a different standard by players or EA; but that's not what I've seen in this thread. It's been labeled that since it's not Edmonton that the quality is going to be different. I'm pretty sure a few thousand miles really isn't going to make Ray and Greg forget about the project we're working on. It's a BioWare game and it will be held to BioWare standards (at least by BioWare). NWN ran fine for me out of the box but I'm not going to pretend I know too much more about it outside of my personal experience.

You're definitely right that this is a different era and that's a concern for all MMOs in development, including ours. We do have a lot more experience in the studio than the few people you've mentioned; our writing staff is larger than that all by itself. That said, if my post came across as in "It's a BioWare game so it's going to automagically r0x", sorry because that wasn't my intention.

As for how many forums a site should have, that's your opinion. Mine was different. Doesn't mean one is right and the other is wrong, just means they are different. I disagree with yours and if you want to hear why, I'll ramble on about it. Whether its one forum or 20, it's still an organizational nightmare when you have over 100,000 active accounts on your community section. I chose to segregate on topics because it made it less like shouting into a hurricane and more like shouting into a thunderstorm. If it was a smaller community, I would agree on cutting back on the forums. That said, we actually only had 12 forums when the community launched and ended up adding more in the last few months (Suggestion Box, Class Disc, BH Disc, Guild Disc, Recruitmentx2, and play-by-post). Maybe the SW ones (outside of TOR) could be consolidated but even they are fairly active.

Let's also not kid ourselves, in a Pre (and Post) launch community; most people are an armchair designer. Show me a community forum that isn't full of them no matter what phase they are in. And some people are going to be upset. A great example is where we released the fact that Bounty Hunters are only Sith. But truth be told, I'd rather bite that bullet now than a year down the line when everyone is under the assumption otherwise.

I definitely agree that there is no such thing as having "enough" moderators. We will be bolstering our resources in the near future, too. And while I'm not going to go into details (for obvious reasons), you actually don't know what phase of development and/or testing we're in. I've been very free with the fact (in the TOR Community) that we aren’t launching next week or next month but, outside of that, we haven't said anything else. I point that out because if I don't, the assumption will be that since I didn't address the point, it must be true ;)



Title: Re: SWTOR
Post by: Triforcer on April 12, 2009, 07:04:16 PM
Calling it TOR is a subtle way to prepare us for the fact that there is no space combat! (because "Star Wars" unpleasantly reminds us of wars in space).  Thus, I will keep calling it SWTOR out of protest  :awesome_for_real:


Title: Re: SWTOR
Post by: Hawkbit on April 12, 2009, 07:29:58 PM
This is going to end in tears. 


Title: Re: SWTOR
Post by: Ratman_tf on April 12, 2009, 07:52:12 PM
A great example is where we released the fact that Bounty Hunters are only Sith.

I wanna shoot Sith too! You're breaking my heart, Anakin!



Title: Re: SWTOR
Post by: lesion on April 12, 2009, 07:57:11 PM
Just wait for the Jaunty Smuggler class, you.


Title: Re: SWTOR
Post by: schild on April 12, 2009, 08:01:25 PM
There's a whole lot of shit worth retorting in that post, even in the FIRST paragraph. NWN ran smoothly, right, your baseline for smooth must've been crap. ANYWAY, that's neither here nor there. The only thing I want to say is:

Quote
I definitely agree that there is no such thing as having "enough" moderators.

No, I said YOU won't ever have enough. There is a such thing as having enough as evidenced by the team I have in place right here.

Edit: Also, honestly, you're just making it harder on them with the number of unnecessary forums you have. I mean, let's just go through them. Things we DON'T need before anyone public has played the game and can talk about it:

2 forums: Empire/Sith recruit. Pointless. Redundant. You already have guild recruitment. They'll label what they are in there.
1 forum (for now)- Who knows how many other later: Specific Class discussion. Pointless. Should be a general until there's a beta, actual issues.
4 forums: SW discussion. Seriously, fanboys can't go somewhere else for that? Do you think gamers want that tardery about their forums?
4 forums: Community Creations: This is JUST masturbatory.

That's 11 forums that are entirely unnecessary and just increase the noise ratio and decrease signal. And by decrease signal, I mean - You haven't launched yet, if you don't know what kind of people those forums will attract, you're crazy. And it all just adds to "not having enough mods ever." Not that I've seen the forums being gutted of LCD posters yet, which is a shame, but honestly, at this point, you're creating what will ultimately and ironically be the most vile hive of scum and villainy on the internet.


Title: Re: SWTOR
Post by: rattran on April 12, 2009, 08:10:51 PM
I definitely agree that there is no such thing as having "enough" moderators. We will be bolstering our resources in the near future, too. And while I'm not going to go into details (for obvious reasons), you actually don't know what phase of development and/or testing we're in. I've been very free with the fact (in the TOR Community) that we aren’t launching next week or next month but, outside of that, we haven't said anything else. I point that out because if I don't, the assumption will be that since I didn't address the point, it must be true ;)

After going through the forums, you've managed to replicate the feel of the Vault. Bravo. Seriously, if your forums are this :uhrr: so long before launch I look forward to much amusement.

Unless you were trying for useful forums, in which case you've failed. Badly.


Title: Re: SWTOR
Post by: schild on April 12, 2009, 08:20:08 PM
Oh right. Also:

Just because a forum is active doesn't mean it should exist. Everything on the site will be active. It's a Bioware-LABELED Star Wars title.

You could make a forum called The Shit House and the only thing you can post in it is Rancor/Chipmunks slashfic and it'd be active.


Title: Re: SWTOR
Post by: AshenTemper on April 12, 2009, 09:31:33 PM
So, you have about what, 3,000 registered users on these forums, right? The TOR Community section (not the site as a whole, just the Community section) gets more posts than that on a normal day when we don't post an update. That's like saying the staff and layout my local Barnes & Nobles has should work just fine for the Library of Congress. Yes, I know, I'm being a little melodramatic on that one but you get my drift.

Now maybe if we didn't have that many forum categories, we'd probably have less visitors. And while that might be technically correct, it's be so only barely. Like I said, many of those forums didn't exist until about a month or so ago. We put them up due to the sheer amount of topics we were getting that we could funnel into them. We didn't go and make categories for everything... there are no forums made specifically for planet discussion or lightsaber crystals or who shot first. There are forums for general disc, classes, guilds, and community creations. Pretty basic topics that we know most people are going to want to talk about in regards to an MMO. They were talking about all of that already and we just made it easier for people who had no interest in guild politics to not have to see it unless they wanted to participate in it.

You've basically stated that having these many forums is bad. But outside of using some colorful terms, you haven't really even given any true reasons as to why its a bad thing. When you're building a community, why is it a bad thing (when you have that kind of volume) to categorize the conversations into something more manageable for the end user? Not for me... because "for me" would be the one forum that was fully moderated and we approved posts when we had the time to. No, I'm talking about for the community you're trying to build. Explain to me why its a bad thing to give them certain areas to discuss specific topics?

And outside of the fact that our game hasn't launched, how is that different from the 40 or so forums you have on this website?


Title: Re: SWTOR
Post by: schild on April 12, 2009, 09:56:50 PM
Ours are organized and well-moderated. And VERY focused. We have very rare redundancy and shut things down as they become redundant. We also have moderator coverage 24-7 and nothing slips by them. Also, we probably only have about 1000-1500 active members, not 3,000. The rest lurk, read, or disappear. And that's good. I'd rather have only 10% of the userbase being drooling idiots than 90%. We've had some seriously terrible members come around to being awesome members. We've also had people totally flip out, and they're gone now.

Before launch, almost all your forums are going to be two things (no matter what you do): Suggestions and wankery. You've dedicated 8 of the forums to wankery. Though, really, they're all wankery considering no one in the public REALLY knows anything about how the final product will turn out. That is to say, most of the time the dev team doesn't even know how the final product will turn out (and this is particularly true of MMOGs). Sure, they can have a focus, but Things Change and Shit Hits the Fan and Shit Gets Rushed Out the Door and You're Owned by EA and WAR didn't set the best example. For the record, never ever assume I don't know exactly what is going on at any given MMOG studio. That's just naive trollbait and you know it. I've gone out of my way to make sure I have people everywhere feeding me information on nearly anything I want to know - and you know it.

As for my "use of colorful terms:" Your mistake is assuming that all those extra forums don't create more spam. Not to mention you're completely missing the point. Whether you (specifically, you, BiowarEA) have 100 forums or 1 forums, you're still going to have the same number of people. That party will still be there when you expand the forums. It's a Bioware-Labeled Star Wars game. You don't even NEED forums and that many people would still be stalking you. You're just making it harder on yourself and people that WANT to post and read but don't want to deal with all that stupidity by increasing the number of forums and focus of each forum to where they're at now.

Is there some logistical benefit to you having this many forums before the open beta? Do you have any statistical example? Because the history of MMOG forums says otherwise. Is there some benefit to having a fanfic forum or a suggestions forum? What do you think you're gaining by doing things the way you're doing them now. Do you really think that the current structure of the forums invites more people to come and chat and create a better overall atmosphere?

If you all didn't have a forum manager or any moderators and just had one forum for the game that went without watch, you'd still have this many people. But right now you're just making things harder on yourselves, the mods, and the outsiders with the current structure (that needed repeating). Personally, I think that's insane. You can do it however you want. If you *think* that somehow this is an efficient want to do pre-beta forums, more power to you. If you think there's value beyond a closed-to-response news forum for official dissemination of state business and a gen disc forum, good on you. I think you could've gotten by with those two and a single forum for guilds recruitment and discussion. Actually, I don't "think" that would work fine, I know it would. And it would make moderation a hell of a lot easier. As it stands now, you've created The Nightmare Scenario for any mod.

I'm sorry, but your presence or my presence or anyone else's presence won't change the fact that you're in charge of the forums that will be the biggest forums for a single game since WoW. Sean, you got the golden ticket - you don't think I knew that when I threw my insane post-surgery-codeine-fueled resume at Bioware? You're also inheriting what is arguably the WORST forum community since the inception of online games (SW:G). And it's only going to get bigger. And bigger. And bigger. Your top priorities should be signal:noise and streamlining the entire discussion. But right now it's just a separated mishmash of madness and iniquity that should have been moderhated down on day 1. But it wasn't. Look, I'm just trying to save you the headache you're inviting into your playground.

Remember, it is YOUR playground and you work for EA, not the players. And if the community ends up being worse than SW:G, which it is well on it's way to being, well, it won't be my head they come for, it'll be yours. Thankfully, I don't think you have anyone above you that gets forums at ALL, so you might be able to slip by with The Darkness You've Wrought. But please, by all means, create yourself a headache. The people at f13 love trainwrecks. I just like having it on record that We Saw it Coming a Mile Away.

Edit:
Quote
And outside of the fact that our game hasn't launched, how is that different from the 40 or so forums you have on this website?

Signal:Noise. I also have no performance goals, retention goals, or any goals to meet. Also, I have noone breathing down my neck or telling me how to run things. Also, I'm keeping an organized history of posts. As in, the internet never forgets. Hence the graveyard. Most importantly though, I have a moderation staff that I'm quite sure could deal with ANY number of forums I threw their way. They've been doing it for years now, as have I. The newest moderator, I think, has been on staff for well over a year now, nearly two. And the rest of them completely understand how, when, where and why to moderate.

You can't see the Den of Iniquity because you're a developer. Short of threads we outright delete (spam, etc), we have 14,000+ posts in that forum. These posts are dupes or notably shit. That's a .02% Shit Rate. You get more Shit Posts than that in a week - something I've also mentioned to certain folks (long) before today. These were completely predictable results for a Bioware Labeled SW game. Like I said, you'll NEVER have the moderation staff to deal with it, so why make it more of a headache.


Title: Re: SWTOR
Post by: Tale on April 12, 2009, 10:39:46 PM
Crider was Tabula Rasa's CRM (http://www.massively.com/tag/amy-crider/)

Total number of Tabula Rasa official forums: 0


Title: Re: SWTOR
Post by: Oban on April 13, 2009, 04:06:31 AM
So the public face of this venture is going to be half sb.exe and half Tabula Rasa?

Oh wow.


(http://www.clisham.com-a.googlepages.com/failbiz.png)


Title: Re: SWTOR
Post by: Hindenburg on April 13, 2009, 04:36:42 AM
Would it be bad if I went to the TOR forums and created a link to this topic with a catchy headline like OMG DEV DISCUSSES FORUM?  :why_so_serious:


Title: Re: SWTOR
Post by: Triforcer on April 13, 2009, 05:14:07 AM
I thought about it, but even I have my limits.   


Title: Re: SWTOR
Post by: Cyrrex on April 13, 2009, 05:27:46 AM
And outside of the fact that our game hasn't launched, how is that different from the 40 or so forums you have on this website?

For one thing, F13.net is now a live game.  I know this because of the subscription fee.  The beta was a trainwreck, but they've since patched in the fun.


Title: Re: SWTOR
Post by: Hawkbit on April 13, 2009, 05:29:18 AM
It's still grindy as hell though.


Title: Re: SWTOR
Post by: rk47 on April 13, 2009, 06:39:10 AM
Would it be bad if I went to the TOR forums and created a link to this topic with a catchy headline like OMG DEV DISCUSSES FORUM?  :why_so_serious:

wait till the game is out imo.  :awesome_for_real: I can't wait for another WAR.


Title: Re: SWTOR
Post by: Zane0 on April 13, 2009, 08:21:16 AM
I am afraid I must break ranks and agree wholeheartedly with the evil Bioware community dev. Discussion there is one percent insightful and ninety-nine absolute garbage, especially pre-beta, just like every major forum of this kind, and no amount of reshuffling will change this basic fact. And if the community becomes the equivalent of a fallout zone? I doubt anyone will truly care; what harm have the execrable WoW forums done, after all? This is all masturbatory; the important part is and has always been to centralize communication, particularly dev to playerbase. Anything else is gravy, so much fluff, and impossible to evaluate in quantitative terms of retention or attraction in any case. Internal feedback and a carefully groomed high rollers lounge will be where the action is. As always.

Just make a good game, please.


Title: Re: SWTOR
Post by: Sky on April 13, 2009, 08:34:53 AM
This is getting entertaining.


Title: Re: SWTOR
Post by: AutomaticZen on April 13, 2009, 08:35:43 AM
I am afraid I must break ranks and agree wholeheartedly with the evil Bioware community dev. Discussion there is one percent insightful and ninety-nine absolute garbage, especially pre-beta, just like every major forum of this kind, and no amount of reshuffling will change this basic fact. And if the community becomes the equivalent of a fallout zone? I doubt anyone will truly care; what harm have the execrable WoW forums done, after all? This is all masturbatory; the important part is and has always been to centralize communication, particularly dev to playerbase. Anything else is gravy, so much fluff, and impossible to evaluate in quantitative terms of retention or attraction in any case; internal feedback and a carefully groomed high rollers lounge will be where the action is.

Just make a good game, please.

Of course Blizzard just consolidated the WoW forums into class roles instead of per class, and all but said "we're not going to read class specific forums, so suck it".

I mod a forum a bit smaller than this, and we just merged forum categories as well.  It's a bit easier to skim the entire list at once instead of hope from sub-section to sub-section.  I can just go down the list: crap, crap, insightful commentary, crap, close thread, etc.


Title: Re: SWTOR
Post by: Azuredream on April 13, 2009, 08:52:51 AM
Of course Blizzard just consolidated the WoW forums into class roles instead of per class, and all but said "we're not going to read class specific forums, so suck it".

^

I think when they started 'The Ghostcrawler Project' they saw there was no reason to sift through ten forums when it could be done with three.


Title: Re: SWTOR
Post by: Triforcer on April 13, 2009, 08:58:37 AM
Schild, your point about this board not having any associated game, retention goals, etc. cuts both ways.  Ashen's job isn't to vanquish idiots in an amusing manner.  SWTOR needs those idiots to pay subscription fees.  Thus, banning them with an accompanying one-liner accomplishes nothing (whereas here, it is the point of our existence).

There is almost nothing a mod of a community that size can do to make things worse this far in advance.   Nobody except the avante garde f13 brigade is going to care if a fan fiction forum exists. Pretty much the only thing they CAN do wrong is ban too freely and turn off potential core demographic, Internet-word-of-mouth spreading subscribers.  If the whole point is to build hype and you get a critical mass going and get word of mouth flowing, gaining 10 box sales in return for losing one cynic who thinks the boards are too much like the Vault is a good trade.    


Title: Re: SWTOR
Post by: Lantyssa on April 13, 2009, 09:48:46 AM
My only question on the forums is why so soon before the game?

Having gone through this several times now, I can safely say more solid information needs to be out before starting up a game-specific forum by the company running things.  It's one thing for a fan site.  Totally another for the the official boards.  It's going to raise expectations that can never be met because you can't dispel all the speculation.

Yeah I loved the SWG boards.  Raph and the others also fed us a surprising amount of info considering.  Also CH was even better than my expectations so I didn't quit in disguist like, oh, most of the over a million people who bought boxes.


Title: Re: SWTOR
Post by: Malakili on April 13, 2009, 10:07:55 AM
My only question on the forums is why so soon before the game?

Having gone through this several times now, I can safely say more solid information needs to be out before starting up a game-specific forum by the company running things.  It's one thing for a fan site.  Totally another for the the official boards.  It's going to raise expectations that can never be met because you can't dispel all the speculation.


When I get involved with game fora early on I always suffer from what I might call "interest burn out"  I'll browse the forums avidly for a week, make a lot of posts.  After that week, I realize there is no real conversation, or news about the game, stop caring, and maybe remember when the game finally come out.  I think trying to keep that interest level high as the box is hitting shelves is more important, because, I , for one, am susceptible to impulse buys, and if I am super interested in a game, I can generally be convinced to buy a copy.  However, after that initial burst of interest wears of me, and I haven't yet bought a copy, there is a good chance I never will.


Title: Re: SWTOR
Post by: Venkman on April 13, 2009, 10:19:30 AM
My only question on the forums is why so soon before the game?

I would guess because they felt the need to funnel the community around the time they announced the game rather than announce and then later on need to re-announce in order to get people to show up to the forums.

Now, as to why they felt the need to announce as early as they did? I'm sure it was marketing. They're releasing bits and pieces of information in what looks like a timely basis as a way to set the theme apart from normal Star Wars. This is probably because we know the KOTOR world, but 90+% of the people who show up for SWTOR will not. Hence, they need a long time to set the expectations apart from both the canon and from SWG (though I really don't think a lot of effort needs to go that way. SWTOR wouldn't exist if SWG was a raging success).


Title: Re: SWTOR
Post by: Lantyssa on April 13, 2009, 10:55:06 AM
They need more than a dribble of information leaking out otherwise it won't be about dispelling old myths as it is dispelling new ones which form from a lack of solid info.


Title: Re: SWTOR
Post by: SnakeCharmer on April 13, 2009, 11:01:11 AM
They do a once weekly update that usually contains some pretty cool info.  I wouldn't quanitify it is a dribble of information, just a faucet that runs ever so slightly.  It's one of the few things it seems being done right.

Then again, I'm looking at it with fanboi colored glasses, so, YMMV.


Title: Re: SWTOR
Post by: schild on April 13, 2009, 12:14:07 PM
Schild, your point about this board not having any associated game, retention goals, etc. cuts both ways.  Ashen's job isn't to vanquish idiots in an amusing manner.  SWTOR needs those idiots to pay subscription fees.  Thus, banning them with an accompanying one-liner accomplishes nothing (whereas here, it is the point of our existence).

No one said he should vanquish in an amusing manner. No one said they should use a one liner. I don't understand where you're coming up with this shit. And if you don't think TOR is going to have enough subscribers (or people who buy things via RMT or whatever), you're fucking crazy.

Quote
There is almost nothing a mod of a community that size can do to make things worse this far in advance.

No, you're right, not a mod - but an admin? Sure. They can make a shitload of forums and not hire the people necessary to police them. 

Quote
Pretty much the only thing they CAN do wrong is ban too freely and turn off potential core demographic, Internet-word-of-mouth spreading subscribers.  If the whole point is to build hype and you get a critical mass going and get word of mouth flowing, gaining 10 box sales in return for losing one cynic who thinks the boards are too much like the Vault is a good trade.

Who said they should ban too freely? Triforcer, you're just making shit up to see your words on the screen again. Bioware would hit critical mass without forums at all yet. I'm not seeing the point in even opening them up yet, but that's just me. It seems like a whole lot of extra work without a major return.


Title: Re: SWTOR
Post by: Lum on April 13, 2009, 01:16:09 PM
Pre-alpha forums suck by default.

Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless.

(Plus, given that the first project died before anyone got in the game playing, probably just as well!)


Title: Re: SWTOR
Post by: Ingmar on April 13, 2009, 01:54:45 PM
There's nothing I hate more than a forum site where every single topic is in the same forum (ok maybe I hate other things more really) so I guess that would put my vote in the pro-SWTOR-guy forum org camp. I won't even pretend to know anything about the software choice.

But yeah, pre-Alpha forums suck anyway. Maybe this was a necessary evil to get the crap off the regular Bioware forums?


Title: Re: SWTOR
Post by: schild on April 13, 2009, 02:08:32 PM
There's nothing I hate more than a forum site where every single topic is in the same forum (ok maybe I hate other things more really) so I guess that would put my vote in the pro-SWTOR-guy forum org camp. I won't even pretend to know anything about the software choice.

And once there's reason to expand, you expand. But at a rate you can manage.

Quote
But yeah, pre-Alpha forums suck anyway. Maybe this was a necessary evil to get the crap off the regular Bioware forums?

Bioware should've seen it coming either way, so that's neither here nor there.


Title: Re: SWTOR
Post by: eldaec on April 13, 2009, 02:28:33 PM
The reason not to give 200000 idiots room to believe they are contributing to a community discussing serious business  this early is that they will all get invested in you producing the game they are dreaming of.

You are quite obviously going to produce something from a fundamentally different genre and half of them will go into emorage in beta.

Wheras, if you leave it till you have meaningful design to share, all 200000 idiots will go 'cool, star wars', and give your game a fair look based on what you are trying to build (because at that point you can tell them what you are trying to build; right now you have no idea yourself).

True story : neither Triforcer nor Caella played SWG for any significant period.


Title: Re: SWTOR
Post by: Lantyssa on April 13, 2009, 02:40:03 PM
Bioware should've seen it coming either way, so that's neither here nor there.
What about Bioware AUSTIN. :grin:


Title: Re: SWTOR
Post by: eldaec on April 13, 2009, 02:53:00 PM
Bioware should've seen it coming either way, so that's neither here nor there.
What about Bioware AUSTIN. :grin:

Nice.


Title: Re: SWTOR
Post by: schild on April 13, 2009, 02:54:54 PM
Bioware should've seen it coming either way, so that's neither here nor there.
What about Bioware AUSTIN. :grin:
Nice.
Would've been if I was talking about Baustin. And not Bioware Edmonton.


Title: Re: SWTOR
Post by: Malakili on April 13, 2009, 03:13:02 PM
Man, when I made the comment that the SWTOR forums were a clusterfuck, I didn't think the thread would explode into this.


Title: Re: SWTOR
Post by: eldaec on April 13, 2009, 05:17:51 PM
Man, when I made the comment that the SWTOR forums were a clusterfuck, I didn't think the thread would explode into this.

Butterfly, flapping wings, tornados etc etc.


Title: Re: SWTOR
Post by: Triforcer on April 13, 2009, 05:23:04 PM
The reason not to give 200000 idiots room to believe they are contributing to a community discussing serious business  this early is that they will all get invested in you producing the game they are dreaming of.

You are quite obviously going to produce something from a fundamentally different genre and half of them will go into emorage in beta.

Wheras, if you leave it till you have meaningful design to share, all 200000 idiots will go 'cool, star wars', and give your game a fair look based on what you are trying to build (because at that point you can tell them what you are trying to build; right now you have no idea yourself).

True story : neither Triforcer nor Caella played SWG for any significant period.

That is true, actually.  But people like us were a small small minority.  I get the "people build stuff up in their head, then quit when the real game turns out differently" theory, but I don't think it really plays a significant role.  People like that, even if there isn't a pre-beta community, will get in the game the first month and quit anyway.  I still don't think what Ashen is doing is actually harming anyone, or the game.   


Title: Re: SWTOR
Post by: Fordel on April 13, 2009, 05:23:18 PM
Man, when I made the comment that the SWTOR forums were a clusterfuck, I didn't think the thread would explode into this.


The Force is strong in this one.


Title: Re: SWTOR
Post by: UnSub on April 13, 2009, 06:52:37 PM
Pre-alpha forums suck by default.

Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless.

(Plus, given that the first project died before anyone got in the game playing, probably just as well!)

Five gold stars on this. I love knowing what is coming out as much as anyone else, but it is pointless to try to "start a community" before the devs can even announce what is going to be in the game beyond genre standards (ie HAI GUYS, SWOR HAZ PLANETS AND CLASSES!). Hell, it's not even a community - it's a bunch of interested onlookers. And, as eldaec said, with every news announcement you run the risk of shaking more of those onlookers off when they realise your game won't be the game they are playing in their heads.

At this stage of SWOR it should have an announcements forum, an on-topic forum, an off-topic forum and a guild forum (which will be junk anyway since the vast, vast majority of guilds formed at this stage will die long before SWOR launches). If the argument is "lots of people talk about it, so it needs its own forum" I see lots of people talking about WoW - does the SWOR forums need a WoW / other MMOs forum as well?


Title: Re: SWTOR
Post by: SnakeCharmer on April 13, 2009, 07:25:59 PM

I feel dirty.


Title: Re: SWTOR
Post by: Goreschach on April 13, 2009, 07:29:41 PM
I get the "people build stuff up in their head, then quit when the real game turns out differently" theory, but I don't think it really plays a significant role. 

It doesn't even have to be about people quitting in emorage. Even if they don't quit, it'll just lead to more of the same kind of whining and bugfuckery that makes MMO forums such a cesspit.


I feel dirty.

Come on, show a little effort at least. If you're going to do a yo dawg at least put a yo dawg in yo yo dawg, dawg.


Title: Re: SWTOR
Post by: UnSub on April 13, 2009, 07:32:55 PM
I get the "people build stuff up in their head, then quit when the real game turns out differently" theory, but I don't think it really plays a significant role. 

It doesn't even have to be about people quitting in emorage. Even if they don't quit, it'll just lead to more of the same kind of whining and bugfuckery that makes MMO forums such a cesspit.

There appeared to be a large drop in forum participation when CoH announced they were moving from open character creation to archetype-based character creation. Certain very active forum members voiced their displeasure and went quiet. At least one major fansite had a hissy fit and shut down.

These people were all replaced within about 30 days by a bunch of new people who hadn't heard of CoH before that point.


Title: Re: SWTOR
Post by: SnakeCharmer on April 13, 2009, 07:35:59 PM
Come on, show a little effort at least. If you're going to do a yo dawg at least put a yo dawg in yo yo dawg, dawg.

Arg.  I knew I was forgetting something.


Title: Re: SWTOR
Post by: Margalis on April 13, 2009, 07:44:52 PM
The bounty hunter forum threads read like this:

Will tehe be platyer bountiez?

Player boutnies are a must!

Will you play bounty hunter at launch?

Face it guzs, player bounties don't w0rk.

No player bounties = fails

---

It's all pointless speculation based on nothing.


Title: Re: SWTOR
Post by: Triforcer on April 13, 2009, 09:31:27 PM
It's all pointless speculation based on nothing.

What on the Internet isn't?  We are one Internet forum criticizing another Internet forum.  It has always been f13 trendy fashion to rip on how stupid everyone except us is and engage in general nihilist misanthropic fury.  I still don't see how those boards are instrinsically bad, anymore than we consider all the rest of the Internet intrinsically bad.     


Title: Re: SWTOR
Post by: Lantyssa on April 13, 2009, 10:07:42 PM
As I said, because of expectations.  Make people think they're invested, then shatter their expectations, they'll leave and make sure everyone around knows how disgruntled they are.

Follow Lum's plan and they can comment on the good and bad of what's laid out, but you aren't fighting against preconceived notions on top of it.


Title: Re: SWTOR
Post by: Triforcer on April 13, 2009, 10:13:57 PM
As I said, because of expectations.  Make people think they're invested, then shatter their expectations, they'll leave and make sure everyone around knows how disgruntled they are.

Follow Lum's plan and they can comment on the good and bad of what's laid out, but you aren't fighting against preconceived notions on top of it.

But do those people really outnumber the people you gain from engaging in such early hype?  I don't think so, I guess that is where we disagree. 


Title: Re: SWTOR
Post by: Margalis on April 13, 2009, 10:35:14 PM
Quote
What on the Internet isn't?

Is this some sort of trick question? Plenty of games ahve boards not based on speculation. The point here is that the devs are actively encouraging speculation and eventual dissapointment by forming a bazillion boards around about three sentences of game description.


Title: Re: SWTOR
Post by: Triforcer on April 13, 2009, 10:56:22 PM
Who cares?

They will not have one less net subscriber for having boards open this early.  Not even one.  If that's true, then the rest is just sound and f13 nihil-fury.   


Title: Re: SWTOR
Post by: Ingmar on April 13, 2009, 11:23:56 PM
As I said, because of expectations.  Make people think they're invested, then shatter their expectations, they'll leave and make sure everyone around knows how disgruntled they are.

Follow Lum's plan and they can comment on the good and bad of what's laid out, but you aren't fighting against preconceived notions on top of it.

But do those people really outnumber the people you gain from engaging in such early hype?  I don't think so, I guess that is where we disagree. 

Someone should do a study! I feel like its the kind of thing someone has probably already done, even.


Title: Re: SWTOR
Post by: Triforcer on April 13, 2009, 11:45:16 PM
As I said, because of expectations.  Make people think they're invested, then shatter their expectations, they'll leave and make sure everyone around knows how disgruntled they are.

Follow Lum's plan and they can comment on the good and bad of what's laid out, but you aren't fighting against preconceived notions on top of it.

But do those people really outnumber the people you gain from engaging in such early hype?  I don't think so, I guess that is where we disagree. 

Someone should do a study! I feel like its the kind of thing someone has probably already done, even.

Seems like it would be impossible to control for other variables.  Such as:  how good the game actually is, which matters a lot more in the end. 


Title: Re: SWTOR
Post by: Cyrrex on April 14, 2009, 05:36:36 AM

Seems like it would be impossible to control for other variables.  Such as:  how good the game actually is, which matters a lot more in the end. 

Dude, that the game will be robot jebus is a foregone conclusion.  I mean, it is being produced by the good folks from Bioware in Edmonton, after all.

/runs away!


Title: Re: SWTOR
Post by: UnSub on April 14, 2009, 08:17:44 AM
Who cares?

They will not have one less net subscriber for having boards open this early.  Not even one.  If that's true, then the rest is just sound and f13 nihil-fury.   

But it isn't true. Badly run communities can scare off potential players. Badly managed forums can see players turned off by the mods. I hold up the shining beacon of MMO-no-ness that is Darkfall as my example, where every question was stamped down hard by forum warriors and mods ran roughshod over players for kicks. Of course, less players is what Darkfall wanted, so perhaps this was a net win for them.


Title: Re: SWTOR
Post by: Hartsman on April 14, 2009, 08:25:04 AM
Pre-alpha forums suck by default.

Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless.


Bingo.  Excellent call.


Title: Re: SWTOR
Post by: gryeyes on April 14, 2009, 10:09:03 AM
I hold up the shining beacon of MMO-no-ness that is Darkfall as my example, where every question was stamped down hard by forum warriors and mods ran roughshod over players for kicks. Of course, less players is what Darkfall wanted, so perhaps this was a net win for them.

I would think darkfall would be an example opposite of what you are claiming. A forum for a game that took 8 years to appear (not sure when the forum opened 5+ years at least) that was moderated by amateur volunteers,9-10 months between updates. Every gimmick type program they talked about abandoned and never mentioned again (monthly dev blog). Constant stream of broken promises and general fuck off attitude by the developers. Claimed beta would start at least 3 times with years in between each claim. And yet they generated and retained a community. Or at least they did until the game was released.


Title: Re: SWTOR
Post by: Lantyssa on April 14, 2009, 10:39:13 AM
Yes.  Darkfall has "a community".

This is a Star Wars game.  It will have a community no matter what.  If those bonds form and then half of it leaves a month later because it isn't what they wanted, they'll drag the rest with them.  The community will go elsewhere.  Because it's just not as much fun to play a good game if all the people you care about aren't playing.

By waiting to form the community around those who like what they're playing, the bonds are between those who are interested in the game before them.  You only get one chance to start the community.  Why start it with people who don't even know what game they're going to be playing?

Timing matters.


Title: Re: SWTOR
Post by: Zane0 on April 14, 2009, 11:28:32 AM
There is and will never be any way to know for certain, short of an absolutely exhaustive social inquiry that might not even be physically possible; this is all the basest of speculation.


Title: Re: SWTOR
Post by: Goreschach on April 14, 2009, 01:19:07 PM
There is and will never be any way to know for certain, short of an absolutely exhaustive social inquiry that might not even be physically possible; this is all the basest of speculation.

And since the effects on player base size are all just speculation, why put a lot of effort and money into having a huge, early forum that turns into Bartertown? Without evidence that doing so increases game pops, it's easier to have a later, smaller, highly moderated forum that isn't a complete shitheap.


Title: Re: SWTOR
Post by: SnakeCharmer on April 14, 2009, 01:33:00 PM
Of course, the alternative is that they are going to launch sooner than anyone currently thinks they are.


Title: Re: SWTOR
Post by: UnSub on April 14, 2009, 06:00:17 PM
I hold up the shining beacon of MMO-no-ness that is Darkfall as my example, where every question was stamped down hard by forum warriors and mods ran roughshod over players for kicks. Of course, less players is what Darkfall wanted, so perhaps this was a net win for them.

I would think darkfall would be an example opposite of what you are claiming. A forum for a game that took 8 years to appear (not sure when the forum opened 5+ years at least) that was moderated by amateur volunteers,9-10 months between updates. Every gimmick type program they talked about abandoned and never mentioned again (monthly dev blog). Constant stream of broken promises and general fuck off attitude by the developers. Claimed beta would start at least 3 times with years in between each claim. And yet they generated and retained a community. Or at least they did until the game was released.

I'd argue they didn't retain a community so much as acquire one when it appeared that Darkfall would actually launch. I don't count the insane fanbois who sit on a forum for a title that appears to be vapourware as a "community", especially since they'll be the ones who have the loudest hissy fits before leaving (usually with claims of "broken loyalty, we stood by you when...") when you announce feature_X is being changed. My fallback vapour forum is Citizen Zero - there might still have been people on the pre-alpha forums for the two or so years post-Microsoft purchase of Microprose / BigWorld, but it was hardly a community worth having.

How many Darkfall community members lasted the full 8 years? 4 years? 2 years? 90 days post launch?


Title: Re: SWTOR
Post by: Triforcer on April 14, 2009, 06:19:47 PM
Of course, the alternative is that they are going to launch sooner than anyone currently thinks they are.

I can reasonably see that happening.  But I would still be extremely surprised if this game is out before fall 2010.


Title: Re: SWTOR
Post by: gryeyes on April 14, 2009, 06:40:16 PM
How many Darkfall community members lasted the full 8 years? 4 years? 2 years? 90 days post launch?

I really don't know. I checked on that site sporadically throughout the years and it retained an active base. I cant think of a more hostile community over a game nobody with half a brain thought would launch. Yet amazingly it did create word of mouth and had a large and active forums. There are Darkfall guilds that have been in existence for 5+ years. I do not understand it either but somehow someway that forum and Darkfall created a fanbase. They removed the join dates a year or two ago but up until that point seeing accounts created in the low 2000's was pretty common. They had a fucking guild politics/drama sub-forum that was blazing with drama. Pre-alpha guild drama  :uhrr:


Title: Re: SWTOR
Post by: ashrik on April 14, 2009, 11:05:46 PM
I think it just speaks to how much people are interested in that sort of thing.

At the very least, how passionate those people are.

But at the very least they had the particulars downpat, eh? People being able to kill others almost anywhere. Not too crazy of a concept, nor too complicated of one.

So I'd have to agree, too early for SWTOR. As someone earlier said, people are aligning with things they don't even understand yet.


Title: Re: SWTOR
Post by: Sheepherder on April 15, 2009, 11:34:29 AM
So, you have about what, 3,000 registered users on these forums, right? The TOR Community section (not the site as a whole, just the Community section) gets more posts than that on a normal day when we don't post an update. That's like saying the staff and layout my local Barnes & Nobles has should work just fine for the Library of Congress. Yes, I know, I'm being a little melodramatic on that one but you get my drift.

So what's the pay grade at F13 Schild?

Quote
There are forums for general disc, classes, guilds, and community creations. Pretty basic topics that we know most people are going to want to talk about in regards to an MMO. They were talking about all of that already and we just made it easier for people who had no interest in guild politics to not have to see it unless they wanted to participate in it.

Classes: Can't be played yet, so forums devoted to them are largely meaningless.
Guilds: Can't be made yet, but you want them in-game when it launches.  A small browser game would do a whole lot more for you than forums.
Community Creations: Redirect people to a fan fiction site, call them an "affiliate", make them link back to you.

Quote
But outside of using some colorful terms, you haven't really even given any true reasons as to why its a bad thing. When you're building a community, why is it a bad thing (when you have that kind of volume) to categorize the conversations into something more manageable for the end user?

It's bad because fan fiction and whining about game mechanics for a game not yet in alpha is more likely to scare a sane community off rather than attract it.  You don't need any effort to get the Star Wars community.


Title: Re: SWTOR
Post by: Furiously on April 16, 2009, 06:50:58 AM
For the above I would wager the signal to noise ratio is very low.




Title: Re: SWTOR
Post by: Righ on April 16, 2009, 08:20:15 AM
Pre-alpha forums suck by default.

Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless.


Bingo.  Excellent call.

Way to blow the lid on his secret project. Still, online bingo is popular.


Title: Re: SWTOR
Post by: Sky on April 16, 2009, 09:22:39 AM
 :awesome_for_real: :drill:


Title: Re: SWTOR
Post by: Cyrrex on April 16, 2009, 10:18:27 AM

Bingo.  Excellent call.

Way to blow the lid on his secret project. Still, online bingo is popular.
[/quote]

All I can say is there better be player bounties.


Title: Re: SWTOR
Post by: Dtrain on April 16, 2009, 11:04:24 AM

Bingo.  Excellent call.

Way to blow the lid on his secret project. Still, online bingo is popular.

All I can say is there better be player bounties.
[/quote]

Note to devs: the little old lady class had better have 3 blotters and be able to work 6 sheets at once.


Title: Re: SWTOR
Post by: eldaec on April 16, 2009, 12:39:04 PM
Pre-alpha forums suck by default.

Yeah. This. I'm on the second project now where we're not even going to HINT at what we're working on until people are in the game playing. Anything before that is pointless.

(Plus, given that the first project died before anyone got in the game playing, probably just as well!)

This is a massively multiplayer online version of 'The Game' isn't it?


Title: Re: SWTOR
Post by: Sky on April 16, 2009, 01:11:02 PM
Yo, I didn't even know Lum was hangin wit Fitty, dawg.


Title: Re: SWTOR
Post by: DLRiley on April 18, 2009, 04:46:11 PM
http://my.spill.com/profiles/blog/show?id=947994:BlogPost:1231907

The second interview has people working on the SWOTR. Nothing new (information wise) really funny listening to though.


Title: Re: SWTOR
Post by: NowhereMan on April 20, 2009, 07:24:31 AM
Of course, the alternative is that they are going to launch sooner than anyone currently thinks they are.

I predict this game launches a lot sooner than the Devs think it will or should :awesome_for_real:

I've also got to agree with Schild in general on the assessment of the forums. There's a lot of shit people will want to discuss and a lot of speculation, etc. You know where it's great to have that happening at this stage? Fan sites that can have their own little communities, Devs can visit and occasionally post but never give any impression of listening intently to and more importantly can become incestuous cess pits without necessarily scaring off anyone who happens to come across Star Wars and Bioware in a link. Make the official forums for the moment focused specifically on what information is available, make it clear that great tracts devoted to what the mechanics should be will not be tolerated at the moment. The community does not need to be formed by the official forums especially not when the game is still dividing into bundles of cells in Bioware's (:awesome_for_real:) womb. There isn't going to be a shortage of Fan sites popping up for this, until there's a reason to have more stuff going on on official forums it just seems like it's destined for doom. Communities of that size are never going to be easy or fun to manage but it's possible to make doing so easier or harder.

Of course I've never come close to managing any community, just watched plenty burn to the ground or limp on regardless so I'll leave this wishing Ashen good luck but I've got my popcorn on standby and am planning on cooking it in the raging pit of flames those community forums will consist in.


Title: Re: SWTOR
Post by: Segoris on April 20, 2009, 08:03:51 AM

I predict this game launches a lot sooner than the Devs think it will or should :awesome_for_real:

I don't think I've seen a safer prediction, or bet, then this in a long time


Title: Re: SWTOR
Post by: UnSub on April 20, 2009, 05:52:25 PM
To follow on from NowhereMan, a great example is DCUO Source - it's doing everything that DCUO needs at this stage, gets some dev attention and is growing. It picks up all the relevant info when SOE releases something.

When DCUO is closer to actual launch, an official forum will be required. But for now the fans are doing a great job in building their community for them together with the upside that if DCUO Source turns bad, SOE can cut it off as just a fansite.


Title: Re: SWTOR
Post by: AutomaticZen on April 27, 2009, 08:05:23 PM
Homosexuals don't exist in the Star Wars Universe. (http://www.swtor.com/community/showthread.php?t=26291&page=6)

Interesting tack.  I can't think of any gay heroes in the Expanded Universe off the top of my head, but I'm surprised the CM just came out and said "no".

Lucasfilm policy maybe?


Title: Re: SWTOR
Post by: Azaroth on April 27, 2009, 08:20:10 PM
So I can't have a pink lightsaber?


Title: Re: SWTOR
Post by: Dtrain on April 27, 2009, 08:27:41 PM
Well, at least they found a use for the pre-pre-alpha forums other than staging a giant circle jerk.


Title: Re: SWTOR
Post by: Ingmar on April 27, 2009, 08:28:59 PM
Ugh, that is laaaaaaaaaaame.  :heartbreak:

I hope I can blame Lucas for that and not Bioware.


Title: Re: SWTOR
Post by: Triforcer on April 27, 2009, 08:30:09 PM
I am positive that one of the books had a same-sex Mandalorian couple.  Maybe I just hallucinated that. 

EDIT:  Given that this game says there is potential for NPC romances with companion characters, I wonder how same-sex companion romance will be handled.  And it WILL come up.  Bioware is probably dreading it, because its one of those things where you piss off half the customer base no matter what you do. 


Title: Re: SWTOR
Post by: UnSub on April 27, 2009, 09:29:16 PM
I think the CM was saying that terms like homosexual and gay don't existing in SW (or at least in SWOR).

You can be gay, but you've got to call yourself something else. You swing towards the lightsaber rather than the sarlacc pit, or something.


Title: Re: SWTOR
Post by: Koyasha on April 27, 2009, 10:00:10 PM
BioWare did make the first major RPG with the first major character same-sex romance (Jade Empire, as far as I know, at least).  Even as far back as Baldur's Gate they had some allusions to same-sex relationships (several of the female non-party NPC's made flattering comments, in particular some of the girls in the secret prostitute den in Baldur's Gate), so if there is some kind of absolute no homosexual relationships policy in SWTOR I think we can probably lay it entirely at the feet of the Lucas people.


Title: Re: SWTOR
Post by: Lantyssa on April 27, 2009, 10:14:05 PM
Juhani.  Her story includes it from several different angles.

All I know is if male companions come on like Carth and don't listen to my first warning to back the fuck off, I'm going to wind up short a few NPCs.  Make those permanent choices count. :evil:


Title: Re: SWTOR
Post by: Triforcer on April 27, 2009, 10:22:16 PM
But what if said NPC that you reject is the most ownzoring in PvP?  Are you saying you wouldn't sleep with someone that disgusts you solely for PvP?  :awesome_for_real:


Title: Re: SWTOR
Post by: Koyasha on April 27, 2009, 10:44:20 PM
Juhani did seem like they were designing her that way, and there's some strong indications of it left, but I don't really count her as a main character romance since the relationship aspect was never fully developed.  I figure it was cut either due to lack of time to finish it up, or due to the nature of the content, because it has always felt like there was meant to be more, with her.  Possibly Lucasfilm/Lucasarts didn't let them do it, if it's true they have such a policy?


Title: Re: SWTOR
Post by: DLRiley on April 27, 2009, 10:52:00 PM
Are you guys going to spend an entire page talking about this?


Title: Re: SWTOR
Post by: schild on April 27, 2009, 11:17:26 PM
Are you guys going to spend an entire page talking about this?

I know, right.

bailout.gif


Title: Re: SWTOR
Post by: Ingmar on April 27, 2009, 11:49:43 PM
Duh, yes, thank you for reminding me about Juhani and Jade Empire, my Bioware fanboyism is preserved.


Title: Re: SWTOR
Post by: Cyrrex on April 28, 2009, 04:52:36 AM
My female Shepard in Mass Effect also had undeniably hot sex with a female NPC.  Pretty sure Bioware doesn't have a problem with this.  OTOH, I wouldn't have guessed Lucas would foster that kind of bigotry either.  I'm going to assume that there is a more benign explanation without evidence to the contrary.


Title: Re: SWTOR
Post by: Numtini on April 28, 2009, 06:24:02 AM
Homosexuals don't exist in the Star Wars Universe. (http://www.swtor.com/community/showthread.php?t=26291&page=6)


Someone really needs to tell C3P0.

They're already back pedalling, reopening the comment thread and unrestricting the words. But seriously, that guy has no clue the shitstorm he's just jumped into head first with a reply that rude. And if he wasn't aware of the reaction that was going to cause, he's probably not qualified to be a community rep. Unless they do more and apologize for the comment quickly, it's going to be fun. :popcorn:


Title: Re: SWTOR
Post by: Triforcer on April 28, 2009, 06:47:19 AM
Hah, that Kotaku thread is at like 150 comments.  Paging Tale, this shit about to be VIRAL!!  :awesome_for_real:

EDIT:  I love the description of the situation here- http://digg.com/pc_games/There_Are_No_Gays_In_Star_Wars

100% solid and accurate phrasing, that. 


Title: Re: SWTOR
Post by: SnakeCharmer on April 28, 2009, 06:50:30 AM
Well, he's got a point.  I'm trying to remember the last time Solo called Luke a whiny little fag.

Which is exactly what that thread was turning into.  A bunch of homophobes whining about gays, a bunch of gays whining about homophobes whining about gays, and gays whining for their 'respect'.  They're a all bunch of whiny retards, to be honest.  


Title: Re: SWTOR
Post by: AutomaticZen on April 28, 2009, 06:53:13 AM
Homosexuals don't exist in the Star Wars Universe. (http://www.swtor.com/community/showthread.php?t=26291&page=6)


Someone really needs to tell C3P0.

They're already back pedalling, reopening the comment thread and unrestricting the words. But seriously, that guy has no clue the shitstorm he's just jumped into head first with a reply that rude. And if he wasn't aware of the reaction that was going to cause, he's probably not qualified to be a community rep. Unless they do more and apologize for the comment quickly, it's going to be fun. :popcorn:

Actually, just rereading that thread, it just occurred to me that the CM is the same person from Bioware who posted a few pages back.

But I'm glad they've driven around this particular speedbump.


Title: Re: SWTOR
Post by: Hawkbit on April 28, 2009, 07:44:25 AM
This world would be a pretty decent place if it weren't for all the fucking people.


Title: Re: SWTOR
Post by: Stormwaltz on April 28, 2009, 09:04:35 AM
Juhani.  Her story includes it from several different angles.

Yeah.

Lord of the Rings Online doesn't include any options for player marriage because Tolkien's lore has no homosexuals in it (http://www.salon.com/news/feature/2007/04/28/gay_dwarves/print.html), and very few examples of interracial marriage. They didn't want to exclude homosexual or interracial unions, so they didn't offer in-game marriage at all.


Title: Re: SWTOR
Post by: tmp on April 28, 2009, 09:12:13 AM
This world would be a pretty decent place if it weren't for all the fucking people.
People themselves can be ok; it's the fucking part that's causing problems, everyone is very protective of their orifices.


Title: Re: SWTOR
Post by: koro on April 28, 2009, 10:21:35 AM
Look's like the discussion's been re-opened (http://www.swtor.com/community/showthread.php?t=26291&page=5), and the relevant words have been uncensored.


Title: Re: SWTOR
Post by: schild on April 28, 2009, 11:36:05 AM
oh

hay

Look what forums got totally reconfigured. :awesome_for_real:

Go go Team Schild.


Title: Re: SWTOR
Post by: SnakeCharmer on April 28, 2009, 11:37:55 AM
I bitched about precasting once.

They removed it.

Go me!



Title: Re: SWTOR
Post by: schild on April 28, 2009, 11:43:56 AM
I bitched about precasting once.

They removed it.

Go me!
While I see your point, everyone was bitching about precasting.

Pretty sure I was the only one that was bitching about the physical setup of the forums - or rather, I was the only one HERE that was.

Also, I don't like how your dogatar stares at me. Those are dead eyes.


Title: Re: SWTOR
Post by: gryeyes on April 28, 2009, 11:45:34 AM
How much are you going to charge them for a consulting fee?


Title: Re: SWTOR
Post by: Yegolev on April 28, 2009, 11:48:25 AM
Why does everyone keep going on about Bioware when SWTOR is obviously being made by Bioware Austin?


Title: Re: SWTOR
Post by: Cyrrex on April 28, 2009, 11:58:13 AM
Maybe because nobody has attempted to make that clear?

 :uhrr:


Title: Re: SWTOR
Post by: Yegolev on April 28, 2009, 12:00:27 PM
lol wut





Really?


Title: Re: SWTOR
Post by: Cyrrex on April 28, 2009, 12:02:29 PM
I wouldn't know how to use green text if I wanted to.  Which I don't.


Title: Re: SWTOR
Post by: Merusk on April 28, 2009, 01:18:57 PM
Why did I click over there. It's like every MMO discussion form since the genre got big.  "Make leveling slow, but full of fun content!" "Don't let bad players reach max level!" "Get rid of hit points" "This game should be free to play"

The more things change, the more they stay the same.


Title: Re: SWTOR
Post by: schild on April 28, 2009, 01:27:21 PM
this next plz


Title: Re: SWTOR
Post by: Segoris on April 28, 2009, 01:38:43 PM
this next plz

If you are being generous and giving more suggestions free consulting advice, include the thought of adding subforum listings in each main forum category, and a quick nav dropbar/jump feature on the bottom and/or the top for faster navigation. They cleaned the forums up well, but having to go to (for example) class discussion and then go to bounty hunter discussion is just bad when I could have jumped straight to the BH forums.

But hey, improvement is still improvement.


Title: Re: SWTOR
Post by: schild on April 28, 2009, 01:39:36 PM
this next plz

If you are being generous and giving more suggestions free consulting advice, include the thought of adding subforum listings in each main forum category, and a quick nav dropbar/jump feature on the bottom and/or the top for faster navigation. They cleaned the forums up well, but having to go to (for example) class discussion and then go to bounty hunter discussion is just bad when I could have jumped straight to the BH forums.

There's no excellent way to deal with this until every class has been announced. And most folks will just bookmark whichever forums really really matter to them.


Title: Re: SWTOR
Post by: UnSub on April 28, 2009, 06:37:06 PM
Juhani.  Her story includes it from several different angles.

Yeah.

Lord of the Rings Online doesn't include any options for player marriage because Tolkien's lore has no homosexuals in it (http://www.salon.com/news/feature/2007/04/28/gay_dwarves/print.html), and very few examples of interracial marriage. They didn't want to exclude homosexual or interracial unions, so they didn't offer in-game marriage at all.

U JUST HAT HOBIT / ORC LOV U RACIST


Title: Re: SWTOR
Post by: Margalis on April 28, 2009, 08:54:44 PM
They should close all forum discussions of things that don't exist in the SW universe.

Including MMOs.


Title: Re: SWTOR
Post by: pants on April 28, 2009, 10:45:08 PM
Juhani.  Her story includes it from several different angles.

Yeah.

Lord of the Rings Online doesn't include any options for player marriage because Tolkien's lore has no homosexuals in it (http://www.salon.com/news/feature/2007/04/28/gay_dwarves/print.html),

No gheys in Lord of the Rings?  You have watched the movies, haven't you?

And thats without talking about the Tom Bombadil, naked dancing hobbits scene from the Fellowship book. 


Title: Re: SWTOR
Post by: Cyrrex on April 29, 2009, 05:02:19 AM
And thats without talking about the Tom Bombadil, naked dancing hobbits scene from the Fellowship book. 

I'll admit that I sometimes miss the hidden meanings in popular literature, but I'm fairly sure that never happened.


Title: Re: SWTOR
Post by: DLRiley on April 29, 2009, 05:30:19 AM
There are no straight elves in fiction. Why do you think elves always a dieing race and their women ALWAYS fall in love with a human male? Its because elf males are too busy making hot gay sex to one another. And yes hobbits are just as gay, well except Sam but he had me worried....

Oh you can so argue the Jedi are gay. I mean honestly having sex with women seems to drastically increase your chances of joining the darkside, but hanging around a sweaty dude all day doesn't? Fuck I rather be sith.


Title: Re: SWTOR
Post by: Zzulo on April 29, 2009, 06:44:27 AM
You're terrible


Title: Re: SWTOR
Post by: Cyrrex on April 29, 2009, 06:52:31 AM
There are no straight elves in fiction. Why do you think elves always a dieing race and their women ALWAYS fall in love with a human male? Its because elf males are too busy making hot gay sex to one another. And yes hobbits are just as gay, well except Sam but he had me worried....

Oh you can so argue the Jedi are gay. I mean honestly having sex with women seems to drastically increase your chances of joining the darkside, but hanging around a sweaty dude all day doesn't? Fuck I rather be sith.

Did this post actually happen?  Or is it like that time when I was skiing while I was high and wasn't sure if I was actually skiing?



Title: Re: SWTOR
Post by: SnakeCharmer on April 29, 2009, 06:56:34 AM
I'm pretty sure he's trying to be funny.  It was semi-chuckle worthy.

Now we just need someone to come in here and say 'i know rite' in agreement.  Such a horrible movie...


Title: Re: SWTOR
Post by: Sky on April 29, 2009, 07:17:29 AM
I think f13 should just host the SWTOR forums, WHAT COULD GO WRONG?

And look at all the members we got from the NGE thread. Speaking of members....


Title: Re: SWTOR
Post by: Stormwaltz on April 29, 2009, 08:46:54 AM
Penny Arcade'd. (http://penny-arcade.com/comic/2009/4/29/)

And thats without talking about the Tom Bombadil, naked dancing hobbits scene from the Fellowship book. 
I'll admit that I sometimes miss the hidden meanings in popular literature, but I'm fairly sure that never happened.

There was that scene at Crickhollow where all the hobbits take a bath. It features one of Tolkien's lamer attempts at poetry.

Quote
Sing hey! For the bath at close of day
That washes the weary mud away!
A loon is he that will not sing:
O! Water Hot is a noble thing!

O! Sweet is the sound of falling rain,
And the brook that leaps from hill to plain;
But better than rain or rippling streams
Is Water Hot that smokes and steams.

O! Water cold we may pour at need
Down a thirsty throat and be glad indeed;
But better is Beer, if drink we lack,
And Water Hot poured down the back.

O! Water is fair that leaps on high
In a fountain white beneath the sky;
But never did fountain sound so sweet
As splashing Hot Water with my feet!

I remember making stinkeye at the book the first time I read that.


Title: Re: SWTOR
Post by: Cyrrex on April 29, 2009, 08:54:38 AM
I usually skipped over all the hobbit/dwarf/elf singing, but even so...

bah, skip it. 


Title: Re: SWTOR
Post by: Rendakor on April 29, 2009, 09:03:48 AM
There are no straight elves in fiction. Why do you think elves always a dieing race and their women ALWAYS fall in love with a human male? Its because elf males are too busy making hot gay sex to one another.
Sadly, D&D's Book of Erotic Fantasy agrees with him. (Not that it's exactly THE source on fantasy sexuality.) Don't ask how I know that.  :oh_i_see:


Title: Re: SWTOR
Post by: Draegan on April 29, 2009, 10:36:03 AM
This story has polluted all the MMOG sites out there.  It's completely retarded and a waste of time.


Title: Re: SWTOR
Post by: Ingmar on April 29, 2009, 10:52:21 AM
The Tom Bombadil scene being referenced is right after he rescues them from the barrow-wights, talks about Frodo et. al. running around naked and free on the grass etc.

Tolkien came from the English academic scene in the first part of the 20th century, if you don't think homosexuality was a big part of that culture, think again. Closeted, sure, and I'm not saying JRR himself was involved but he almost certainly would have been aware of it.


Title: Re: SWTOR
Post by: schild on April 29, 2009, 11:02:46 AM
This story has polluted all the MMOG sites out there.  It's completely retarded and a waste of time.

This. A thousand times this.

And people wonder why I quit writing about games.


Title: Re: SWTOR
Post by: Reg on April 29, 2009, 11:20:08 AM
Oh I remember that bath scene. It happens right after Tom Bombadil says "Let's get you out of those wet clothes!"


Title: Re: SWTOR
Post by: Hindenburg on April 29, 2009, 11:34:31 AM
This story has polluted all the MMOG sites out there.  It's completely retarded and a waste of time.

This. A thousand times this.

And people wonder why I quit writing about games.

Eh, not really worse than the coverage that they kept giving to Thompson and Boll.


Title: Re: SWTOR
Post by: Cyrrex on April 29, 2009, 11:35:49 AM
Oh I remember that bath scene. It happens right after Tom Bombadil says "Let's get you out of those wet clothes!"

A caring god-like father figure might rather innocently suggest the same thing.  To automatically assume that it leads to hotgayhobbitorgy means that you are actively trying to interpret it that way.  That doesn't mean that it isn't true or is even wrong if it was, but I don't think it logically fits the context of the story in any way.  Some times, people are just telling stories.  MOST of the time, I'd wager.


Title: Re: SWTOR
Post by: schild on April 29, 2009, 11:36:04 AM
This story has polluted all the MMOG sites out there.  It's completely retarded and a waste of time.

This. A thousand times this.

And people wonder why I quit writing about games.
Eh, not really worse than the coverage that they kept giving to Thompson and Boll.
It's completely different. Thompson and Boll were filler. They think this is actual news.


Title: Re: SWTOR
Post by: Ingmar on April 29, 2009, 12:07:05 PM
It is a topic that matters to enough people to generate a good amount of discussion, how is it not news?


Title: Re: SWTOR
Post by: schild on April 29, 2009, 12:23:17 PM
It is a topic that matters to enough people to generate a good amount of discussion, how is it not news?

Discussion doesn't "make something news."

Edit: Clarity.


Title: Re: SWTOR
Post by: Megrim on April 29, 2009, 12:27:39 PM
Oh I remember that bath scene. It happens right after Tom Bombadil says "Let's get you out of those wet clothes!"

A caring god-like father figure might rather innocently suggest the same thing.  To automatically assume that it leads to hotgayhobbitorgy means that you are actively trying to interpret it that way.  That doesn't mean that it isn't true or is even wrong if it was, but I don't think it logically fits the context of the story in any way.  Some times, people are just telling stories.  MOST of the time, I'd wager.

Hey, hey Cyrrex?


Title: Re: SWTOR
Post by: Ingmar on April 29, 2009, 12:50:36 PM
It is a topic that matters to enough people to generate a good amount of discussion, how is it not news?

Discussion doesn't "make something news."

Edit: Clarity.

Well, OK, but if we apply that standard to 'gaming news' in general we'd quickly be left with nothing but a list of product announcements and release dates. Woo.


Title: Re: SWTOR
Post by: Hindenburg on April 29, 2009, 01:03:12 PM
That'd be kinda nice.


Title: Re: SWTOR
Post by: schild on April 29, 2009, 01:06:44 PM
It is a topic that matters to enough people to generate a good amount of discussion, how is it not news?

Discussion doesn't "make something news."

Edit: Clarity.

Well, OK, but if we apply that standard to 'gaming news' in general we'd quickly be left with nothing but a list of product announcements and release dates. Woo.
A boy can dream.


Title: Re: SWTOR
Post by: UnSub on April 29, 2009, 07:20:57 PM
I'll take it as news because someone in an official capacity really should have thought things out before typing "There's no such things as gays". CMs are meant to have some kind of idea about communicating to the player base in such a way that it doesn't piss them off.

There are also plenty of LGBT gamers out there who don't like being told their sexuality doesn't exist, even in a game world.


Title: Re: SWTOR
Post by: Triforcer on April 29, 2009, 07:23:30 PM
I'll take it as news because someone in an official capacity really should have thought things out before typing "There's no such things as gays". CMs are meant to have some kind of idea about communicating to the player base in such a way that it doesn't piss them off.

There are also plenty of LGBT gamers out there who don't like being told their sexuality doesn't exist, even in a game world.


Well, technically, he said those "terms" don't exist in Star Wars.  That's not quite the same thing as saying that homosexuality itself doesn't exist in Star Wars.  Its more like saying "beer" doesn't exist in Star Wars, because even though alcoholic beverages exist they aren't called that.  I honestly think that's the way he meant it, too- it just didn't seem like he was making a grandiose, overarching political statement. 


Title: Re: SWTOR
Post by: UnSub on April 29, 2009, 07:26:47 PM
I know what he meant to say, but what he said came out very open to interpretation. When dealing with sensitive topics, it is best not to make statements that are open to interpretation.


Title: Re: SWTOR
Post by: SnakeCharmer on April 29, 2009, 07:41:59 PM
From what I could tell, they censored the words to keep them from being used in a deragotory fashion towards other players.  The GLBT brigade got pissed because they couldn't say 'gay' or 'lesbian', completely ignoring the fact they were censored to keep them from getting used in derogatory fashion - by extension from being derogatory towards the GLBT crowd.

Much like religion and politics, at this point, it's too sensitive a topic for general game forums.  Should have left well enough alone, left them censored, and been done with it.


Title: Re: SWTOR
Post by: Hindenburg on April 29, 2009, 07:48:45 PM
Nope, did the right thing, uncensored when it became necessary. Should've started uncensored, imo. Just ban the fuckers that abuse it.


Title: Re: SWTOR
Post by: SnakeCharmer on April 29, 2009, 08:03:09 PM
Maybe so.

Given the signal to noise ratio and the amount of actual moderation that goes on there, an 'offending' thread or post could be there for days before it gets zapped.


Title: Re: SWTOR
Post by: Fordel on April 29, 2009, 08:15:08 PM
Almost like there should be fewer forums or something?   :grin:


Title: Re: SWTOR
Post by: SnakeCharmer on April 29, 2009, 08:15:37 PM
shazaaam!


Title: Re: SWTOR
Post by: Triforcer on April 29, 2009, 09:36:18 PM
Maybe so.

Given the signal to noise ratio and the amount of actual moderation that goes on there, an 'offending' thread or post could be there for days before it gets zapped.

Very true.  I don't think anyone moderates anything on nights and weekends.  Its almost as if Sean and Amy have no help at all.


Title: Re: SWTOR
Post by: Lantyssa on April 29, 2009, 10:42:31 PM
Well, technically, he said those "terms" don't exist in Star Wars.  That's not quite the same thing as saying that homosexuality itself doesn't exist in Star Wars.  Its more like saying "beer" doesn't exist in Star Wars, because even though alcoholic beverages exist they aren't called that.  I honestly think that's the way he meant it, too- it just didn't seem like he was making a grandiose, overarching political statement. 
I agree.  However if a CM is unable to communicate effectively, especially on a topic which can get touchy, there are going to be major problems.


Title: Re: SWTOR
Post by: Draegan on April 30, 2009, 05:37:37 AM
Ok anyone have any news about SWTOR or are you guys going to end up putting a SWTOR thread in politics?


Title: Re: SWTOR
Post by: Lantyssa on April 30, 2009, 09:54:10 AM
The Internet's or Schild's definition of news? ;D

There isn't any because they're ramping up the community way too early.  Drama is the only thing this game-in-progress can offer at this point.


Title: Re: SWTOR
Post by: Yegolev on April 30, 2009, 10:53:04 AM
I predict that drama will continue to be the primary draw even after release.


Title: Re: SWTOR
Post by: Lantyssa on April 30, 2009, 11:31:31 AM
Probably.  Though at least then some of it would be about mechanics and stupid dev decision of the week rather than if humans in this galaxy should be restricted to speaking like aliens in another one.


Title: Re: SWTOR
Post by: lesion on April 30, 2009, 11:31:56 AM
Someone must be gay, and they'll have to pay. There's no other way. A monthly fee? Olé!


Title: Re: SWTOR
Post by: NowhereMan on April 30, 2009, 02:54:17 PM
At least that was better than Tolkein's poetry. I skipped it in the books and I had to skip it in this thread.


Title: Re: SWTOR
Post by: Rishathra on April 30, 2009, 04:38:02 PM
Someone must be gay, and they'll have to pay. There's no other way. A monthly fee? Olé!
"Just stay out of my way... or you'll pay! LISTEN to what I say!"
"Hey, why don't I just go eat some hay, make things out of clay, lay by the bay? I just may! Whaddya say?"


Title: Re: SWTOR
Post by: Koyasha on April 30, 2009, 08:13:52 PM
Well, technically, he said those "terms" don't exist in Star Wars.  That's not quite the same thing as saying that homosexuality itself doesn't exist in Star Wars.  Its more like saying "beer" doesn't exist in Star Wars, because even though alcoholic beverages exist they aren't called that.  I honestly think that's the way he meant it, too- it just didn't seem like he was making a grandiose, overarching political statement. 
Unless we can no longer use English to talk in-game or on the forums, and must learn Galactic Basic or one of the other 6 million forms of communication in the Star Wars galaxy in order to be allowed to talk, any interpretation of the statement - about ANY topic - is nonsensical.  We're not actually speaking "their language", so obviously we must use the terms in our language in order to convey information.


Title: Re: SWTOR
Post by: ashrik on May 01, 2009, 08:58:33 AM
But what if there are no gays in space?


Title: Re: SWTOR
Post by: raydeen on May 01, 2009, 10:08:46 AM
But what if there are no gays in space?

http://www.youtube.com/watch?v=pf9oD_xl8mI (http://www.youtube.com/watch?v=pf9oD_xl8mI)


Title: Re: SWTOR
Post by: Draegan on May 01, 2009, 10:52:42 AM
I really wish you guys would stop talking about this.  My google alert is spamming me with "OMG NO GAYZ IN TEH SPACE WARZ"


Title: Re: SWTOR
Post by: Sky on May 01, 2009, 11:52:38 AM
Hey, they may not have gays, but they do have incest!


Title: Re: SWTOR
Post by: Stormwaltz on May 01, 2009, 01:32:42 PM
http://www.youtube.com/watch?v=pf9oD_xl8mI (http://www.youtube.com/watch?v=pf9oD_xl8mI)

*snerk!*

P.S: What quest can I get from your 80s band NPC?


Title: Re: SWTOR
Post by: eldaec on May 02, 2009, 01:04:04 AM
Hey, they may not have gays, but they do have incest!

Yet another post that *really* needs to be separated from Sky's avatar.


Title: Re: SWTOR
Post by: Lantyssa on May 02, 2009, 07:51:24 AM
Too bad April Fools has already passed.  They could have changed everyone's avatar into Daffy and then every comment would be funny.


Title: Re: SWTOR
Post by: Zzulo on May 02, 2009, 04:43:42 PM
http://www.rockpapershotgun.com/2009/05/02/creating-worlds-swtor-devumentary/

new vid showing off a bunch of worlds and in game scenery.


Title: Re: SWTOR
Post by: SnakeCharmer on May 03, 2009, 12:32:48 PM
My God.

If you're going to be on a video that's going to be shown to hundreds of thousands / millions of people, for fuck sake, make yourself look presentable.

I know the dress code for game developers is 'roll out of bed and wear the Tshirt you wore yesterday', but damn...Take some freaking PRIDE in way you look.

Dress for the job you WANT, not for the job you HAVE.


Title: Re: SWTOR
Post by: schild on May 03, 2009, 12:39:06 PM
My God.

If you're going to be on a video that's going to be shown to hundreds of thousands / millions of people, for fuck sake, make yourself look presentable.

I know the dress code for game developers is 'roll out of bed and wear the Tshirt you wore yesterday', but damn...Take some freaking PRIDE in way you look.

Dress for the job you WANT, not for the job you HAVE.
What. The. Hell. Are. You. Talking. About?


Title: Re: SWTOR
Post by: rattran on May 03, 2009, 12:59:59 PM
Umm, an couple artistic types in hoodies, a guy in a clean tshirt, and a guy in a polo don't strike me as odd. I think it'd seem less believable if they were all in suits. None of them look unkempt, all look fairly relaxed.

And presumably they HAVE the job they WANT.


Title: Re: SWTOR
Post by: schild on May 03, 2009, 01:03:14 PM
I can only assume this is Snakecharmer now:

(http://dl-client.getdropbox.com/u/39720/f13/colonel-sanders.jpg)


Title: Re: SWTOR
Post by: Hawkbit on May 03, 2009, 01:33:32 PM
I know I was expecting a diku/story experience, but damn this rough quote at ~1:00 scares me:

Quote
Then we have to guide the player through the experience.  Always needs to know where to go, also where they can explore or go off the beaten path. 

I hope it's not 100% linear.  That's going to make for a quick play if so. 


Title: Re: SWTOR
Post by: Surlyboi on May 03, 2009, 01:35:47 PM
I can only assume this is Snakecharmer now:

(http://dl-client.getdropbox.com/u/39720/f13/colonel-sanders.jpg)

:drill:

That said, The chick has a jaw that could swallow Detroit.

I'm just sayin'


Title: Re: SWTOR
Post by: TripleDES on May 03, 2009, 03:12:00 PM
http://www.rockpapershotgun.com/2009/05/02/creating-worlds-swtor-devumentary/

new vid showing off a bunch of worlds and in game scenery.
That one clip where that guy was world editing zoomed way out kind of suggests that the open areas are rather small.


Title: Re: SWTOR
Post by: Ratman_tf on May 03, 2009, 03:20:16 PM
My God.

If you're going to be on a video that's going to be shown to hundreds of thousands / millions of people, for fuck sake, make yourself look presentable.

I know the dress code for game developers is 'roll out of bed and wear the Tshirt you wore yesterday', but damn...Take some freaking PRIDE in way you look.

Dress for the job you WANT, not for the job you HAVE.
What. The. Hell. Are. You. Talking. About?

(http://taiwanjournal.nat.gov.tw/public/data/682416133271.gif)



Title: Re: SWTOR
Post by: SnakeCharmer on May 03, 2009, 03:36:06 PM
What. The. Hell. Are. You. Talking. About?

If you're going to be broadcast in a video that's going to be seen by hundreds of thousands of people, don't look like a bum.


Title: Re: SWTOR
Post by: Hindenburg on May 03, 2009, 03:39:23 PM
What. The. Hell. Are. You. Talking. About?

Terrible glasses, pullover, half-asleep look, androginy.


Title: Re: SWTOR
Post by: Zzulo on May 03, 2009, 04:01:16 PM
The woman had a pretty lousy style. Ugly glasses, unkempt hair and clothes and makeup. Probably a low self esteem too! Or maybe extremely high  :why_so_serious:

Guys all looked like bums except the one with the beard who looked like a douche with an ugly beard.   :drill:


Now, lets discuss their accessories  :drillf:



Title: Re: SWTOR
Post by: schild on May 03, 2009, 04:05:59 PM
What. The. Hell. Are. You. Talking. About?

If you're going to be broadcast in a video that's going to be seen by hundreds of thousands of people, don't look like a bum.

This is gaming, not diplomacy talks. Don't be so strange.


Title: Re: SWTOR
Post by: Hindenburg on May 03, 2009, 04:48:32 PM
That was advertising.


Title: Re: SWTOR
Post by: tmp on May 03, 2009, 05:01:05 PM
Meh at least it's not another Barnett Show. And the actual game environments look excellent.


Title: Re: SWTOR
Post by: Surlyboi on May 03, 2009, 06:08:58 PM
What. The. Hell. Are. You. Talking. About?

If you're going to be broadcast in a video that's going to be seen by hundreds of thousands of people, don't look like a bum.

Thousands of people, max.

All of them gamers, most of whom probably don't dress half as well anyway.

The only one of those gamers that apparently gives a fuck is you.


Title: Re: SWTOR
Post by: Stormwaltz on May 03, 2009, 06:51:27 PM
If you're going to be broadcast in a video that's going to be seen by hundreds of thousands of people, don't look like a bum.

I don't make games to attract women, I make them to crush.


Title: Re: SWTOR
Post by: raydeen on May 03, 2009, 07:01:52 PM
http://www.youtube.com/watch?v=pf9oD_xl8mI (http://www.youtube.com/watch?v=pf9oD_xl8mI)

*snerk!*

P.S: What quest can I get from your 80s band NPC?

You have to rescue all the pets in the shop...umm..., boy.

Sorry. Best I can come up with on a Sunday night with a head cold.

I was on one of my benders watching 80's videos on YouTube, and pulled up West End Girls, saw that scene and thought...'Wow. He looks like an NPC in WoW.'.  That's actually a florescent light. I just kinda screwed with the color of the video grab. Not that this means anything to anyone anywhere anytime anyhow. It's Sunday night and I have a head cold.


Title: Re: SWTOR
Post by: Hindenburg on May 03, 2009, 07:48:52 PM
The only one of those gamers that apparently gives a fuck is you.

Oh I'm sure Jade Raymond helped attract a fair bit of hype and some degree of sales to Assassin's Creed.


Title: Re: SWTOR
Post by: Engels on May 03, 2009, 07:52:24 PM
Yes, but we weren't exactly clucking about her taste in wardrobe either.


Title: Re: SWTOR
Post by: Draegan on May 04, 2009, 04:48:43 AM
I duno.. If I was making a video that promoted my game I'd make sure everyone was dressed nicely.  I'm not talking suits and shit, but maybe comb your hair or something.


Title: Re: SWTOR
Post by: Surlyboi on May 04, 2009, 05:08:07 AM
Fuck that. You could be a smelly neckbeard, as long as you make a good game, I don't give a shit. It's not like I have to hang out with you.


Title: Re: SWTOR
Post by: Hindenburg on May 04, 2009, 05:19:56 AM
But would you be less likely to invest/promote the smelly neckbeard?


Title: Re: SWTOR
Post by: schild on May 04, 2009, 05:21:56 AM
This may very well be a new low for f13.


Title: Re: SWTOR
Post by: Hindenburg on May 04, 2009, 05:23:53 AM
Oh the writing was on the wall from the first post in that direction. That it happens on a swtor thread is just too perfect.


Title: Re: SWTOR
Post by: Surlyboi on May 04, 2009, 06:28:46 AM
This may very well be a new low for f13.

Please, we hit new lows hourly in the section that shall not be named.


Title: Re: SWTOR
Post by: Sky on May 04, 2009, 06:43:58 AM
(http://taiwanjournal.nat.gov.tw/public/data/682416133271.gif)
Really needs to be a height requirement for Vader costumes.


Title: Re: SWTOR
Post by: Ghambit on May 04, 2009, 07:36:56 AM
(http://taiwanjournal.nat.gov.tw/public/data/682416133271.gif)
Really needs to be a height requirement for Vader costumes.

It's always been kinda just dumb that Imperial Guard were the coolest looking soldiers in the entire SW 'verse.  Why cant we just have a movie with Imperial Guard in it?  Better yet... can I be Imperial Guard in this game? 


Title: Re: SWTOR
Post by: Lantyssa on May 04, 2009, 08:07:32 AM
This may very well be a new low for f13.
Doubtful (http://forums.f13.net/index.php?board=73.0).

It's always been kinda just dumb that Imperial Guard were the coolest looking soldiers in the entire SW 'verse.  Why cant we just have a movie with Imperial Guard in it?  Better yet... can I be Imperial Guard in this game? 
They were always my favorite, too.  We never even got to see them in action with their force pikes, either. :cry:


Title: Re: SWTOR
Post by: Yegolev on May 04, 2009, 09:28:26 AM
They reminded me of this guy:
(http://www.collectiondx.com/gallery2/gallery/d/415293-3/P9070720.jpg)


Title: Re: SWTOR
Post by: tmp on May 04, 2009, 09:34:32 AM
It's always been kinda just dumb that Imperial Guard were the coolest looking soldiers in the entire SW 'verse.
Don't know about it, really.

(http://www.alexandgregory.com/images/power%20rangers%20mystic%20force%20007%208.jpg)


Title: Re: SWTOR
Post by: Dtrain on May 04, 2009, 10:39:09 AM
This may very well be a new low for f13.
Doubtful (http://forums.f13.net/index.php?board=73.0).

Note to self: Lantyssa knows where it hurts.


Title: Re: SWTOR
Post by: Sky on May 04, 2009, 10:58:02 AM
They reminded me of this guy:
Holy crap I was thinking the same thing.


Title: Re: SWTOR
Post by: Surlyboi on May 04, 2009, 11:36:46 AM
I miss me some badass Max. Too bad that movie sucked.


Title: Re: SWTOR
Post by: Ghambit on May 04, 2009, 11:47:50 AM
I miss me some badass Max. Too bad that movie sucked.

Blasphemy.  That movie did NOT suck.  Rather, it didnt suck for the time.  I chalked it up there with Ice Pirates, which was awesome.
I will say that I'm emotionally scarred for life having watched it as an 8yr. old though.  It's a creepy ass movie.

Made me wanna build mine own Starship though.


Title: Re: SWTOR
Post by: Yegolev on May 04, 2009, 11:53:21 AM
Too bad that movie sucked.

LIAR :ye_gods: :ye_gods: :ye_gods: :ye_gods: :ye_gods:


Title: Re: SWTOR
Post by: Engels on May 04, 2009, 11:59:05 AM
Blasphemer! :mob:


Title: Re: SWTOR
Post by: Brogarn on May 04, 2009, 01:07:49 PM
Too bad that movie sucked.

I have about 15 different responses to that all of them disagreeing with you with varying degrees of vulgarity but I think I'll just go with "you're wrong".


Title: Re: SWTOR
Post by: Stormwaltz on May 04, 2009, 02:04:45 PM
Cygnus is my favorite space ship ever. SRSLY. Come on, kids, let's fly the Eiffel Tower into the the brooding paint vortex!

Loved it a a child. Still enjoy it now. The end still doesn't make any goddamn sense, but what a ride!


Title: Re: SWTOR
Post by: raydeen on May 04, 2009, 02:46:45 PM
The Black Hole managed to capture the look and feel of the 50's and 60's sci-fi movies and did it well. I saw it a few months ago on TCM and loved it. I squeal every time I see it or Forbidden Planet scheduled for air. The only sci-fi movies that top them are 2001 and Metropolis (they found a very nearly complete version of Metro recently and are working on a full restore. I can't wait!  :drill:)

Oh yeah, Silent Running is in there too.

/sinks slowly back into the depths of Garbage Compactor 3263827


Title: Re: SWTOR
Post by: gryeyes on May 04, 2009, 03:14:16 PM
No love for Buckaroo Bonzai and Explorers?


Title: Re: SWTOR
Post by: Merusk on May 04, 2009, 03:23:25 PM
Explorers, yes!  I netflix'd that for the kids and they loved it too.   Still a good movie.


Title: Re: SWTOR
Post by: rattran on May 04, 2009, 03:27:01 PM
No love for Buckaroo Bonzai and Explorers?
Nope, none.

I liked 'The Adventures of Buckaroo Banzai Across the 8th Dimension' though. Good cheesy fun.


Title: Re: SWTOR
Post by: Ghambit on May 04, 2009, 04:05:03 PM
Earth Star Voyager (which I have)
Earth 2
V: The Final Battle

all great made for TV movies/miniseries.

Enemy Mine was good too...  "chizmaaa better than yo' Mickey Mouse Da-witch!"  (cclkclkclkclkclkclklk)   :grin:


Title: Re: SWTOR
Post by: Surlyboi on May 04, 2009, 04:06:07 PM
Loved Buckaroo Banzai and Explorers. Still say The Black Hole sucked.

Call me a blasphemer all you want, I dug the movie, but I still found it overly muddy.

Then again, I haven't seen it since I was 15, so perhaps I should watch it again.


Title: Re: SWTOR
Post by: Ratman_tf on May 04, 2009, 04:09:52 PM
Loved Buckaroo Banzai and Explorers. Still say The Black Hole sucked.

Call me a blasphemer all you want, I dug the movie, but I still found it overly muddy.

Then again, I haven't seen it since I was 15, so perhaps I should watch it again.

Nah. Not unless you're really determined to.

It was goony and fun. But if you're not going to put on nostalgia goggles, it'll just be sad.


Title: Re: SWTOR
Post by: Evildrider on May 04, 2009, 09:58:16 PM
Buckaroo Banzai is a classic Sci-fi movie in my eyes!


Title: Re: SWTOR
Post by: Margalis on May 04, 2009, 10:16:27 PM
The Black Hole is the first movie I ever saw, as part of a double-feature at a drive-in. (The other movie was either Cinderella or Sleeping Beauty) Don't think I've seen it since though.


Title: Re: SWTOR
Post by: Yegolev on May 05, 2009, 05:39:59 AM
I first saw The Black Hole when I was 33 and it's one of my favorite movies ever.


Title: Re: SWTOR
Post by: Brogarn on May 05, 2009, 05:51:11 AM
Ah Buckaroo Banzai. Fucking loved that movie. So cheesy. So awesome.

Wow have we gone off topic here. Yeesh.


Title: Re: SWTOR
Post by: Merusk on May 05, 2009, 07:07:54 AM
So how about that Condorman?


Title: Re: SWTOR
Post by: Yegolev on May 05, 2009, 07:37:48 AM
Puma Man kicks his ass.


Title: Re: SWTOR
Post by: rattran on May 05, 2009, 08:54:31 AM
But he flies like a moron!

Any movie with Donald Pleasance as the evil guy is full of win.


Title: Re: SWTOR
Post by: Ingmar on May 05, 2009, 10:42:12 AM
There's a guy who plays a tauren druid named Thepumaman on my WoW server, I get the song stuck in my head every time I fight him in Wintergrasp.


Title: Re: SWTOR
Post by: stu on May 05, 2009, 02:00:04 PM
Wiki says that Buckaroo Banzai and his team are featured in Battletech. Is this true?


Title: Re: SWTOR
Post by: gryeyes on May 05, 2009, 02:01:14 PM
Probably they are a pretty eclectic bunch. Samurai rock n roll playing scientist time travelers after all.


Title: Re: SWTOR
Post by: Surlyboi on May 05, 2009, 02:09:00 PM
I have a couple of characters in random MMOs named "Perfect Tommy".


Title: Re: SWTOR
Post by: Lantyssa on May 05, 2009, 02:38:34 PM
Wiki says that Buckaroo Banzai and his team are featured in Battletech. Is this true?
Dr. B Banzai of House Davion.  Primarily responsible for the Marauder design and other Federated Suns designs, if I remember correctly.


Title: Re: SWTOR
Post by: stu on May 05, 2009, 04:10:49 PM
Neat-o I always liked Buckaroo Banzai


Title: Re: SWTOR
Post by: Venkman on May 05, 2009, 05:03:09 PM
Damn, now I got that whistlesong stuck in my head!


Title: Re: SWTOR
Post by: Ratman_tf on May 05, 2009, 05:43:04 PM
Wiki says that Buckaroo Banzai and his team are featured in Battletech. Is this true?
Dr. B Banzai of House Davion.  Primarily responsible for the Marauder design and other Federated Suns designs, if I remember correctly.

There are lots of hidden references in Star Trek, TNG too. Mostly dedication plaques and technical readouts that only get shown for a second or two.


Title: Re: SWTOR
Post by: Surlyboi on May 05, 2009, 11:07:12 PM
Damn, now I got that whistlesong stuck in my head!

It's always stuck in my head.

That probably explains a lot about me.


Title: Re: SWTOR
Post by: Sky on May 06, 2009, 06:24:35 AM
Big Boo-TAY.


Title: Re: SWTOR
Post by: Surlyboi on May 06, 2009, 11:10:42 AM
Not muh goddamned planet. Understand, monkeyboy?


Title: Re: SWTOR
Post by: Velorath on May 10, 2009, 04:12:27 AM
I guess I shouldn't be surprised that message board drama and fashion tips warrant immediate discussion, but a new class getting announced gets overlooked (http://www.swtor.com/info/classes/trooper).

Also there's an interview with the lead writer regarding the new Trooper class as well (http://www.gamespot.com/pc/rpg/starwarstheoldrepublic/news.html?sid=6209373&tag=topslot;img;2).


Title: Re: SWTOR
Post by: UnSub on May 10, 2009, 04:29:07 AM
I did see this and think that I really hope BioWare have some really strong classes to round out the mix. Trooper, regardless of how it actually plays, is pretty meh in terms of Star Wars.


Title: Re: SWTOR
Post by: Venkman on May 10, 2009, 05:33:18 AM
I guess I shouldn't be surprised that message board drama and fashion tips warrant immediate discussion, but a new class getting announced gets overlooked (http://www.swtor.com/info/classes/trooper).

Also there's an interview with the lead writer regarding the new Trooper class as well (http://www.gamespot.com/pc/rpg/starwarstheoldrepublic/news.html?sid=6209373&tag=topslot;img;2).

Yay for generic fodder. We've been burned by Star Wars, classes, MMOs, and a Star Wars MMO both before and after it got classes. Gonna take a lot more than "Trooper" to make us care.

Like, beta invites!  :grin:


Title: Re: SWTOR
Post by: schild on May 10, 2009, 07:50:55 AM
Quote
Like, beta invites!

Little early to even throw a smiley face after that.


Title: Re: SWTOR
Post by: Velorath on May 10, 2009, 12:24:02 PM
I guess I shouldn't be surprised that message board drama and fashion tips warrant immediate discussion, but a new class getting announced gets overlooked (http://www.swtor.com/info/classes/trooper).

Also there's an interview with the lead writer regarding the new Trooper class as well (http://www.gamespot.com/pc/rpg/starwarstheoldrepublic/news.html?sid=6209373&tag=topslot;img;2).

Yay for generic fodder. We've been burned by Star Wars, classes, MMOs, and a Star Wars MMO both before and after it got classes. Gonna take a lot more than "Trooper" to make us care.

Like, beta invites!  :grin:

If we actually had to care to discuss something, the Darkfall thread never would have made 75 pages.


Title: Re: SWTOR
Post by: Murgos on May 10, 2009, 03:15:55 PM
Big Boo-TAY.

I'm pretty sure I'm working for Yoyodyne.


Title: Re: SWTOR
Post by: Venkman on May 10, 2009, 03:18:53 PM
Quote
Like, beta invites!

Little early to even throw a smiley face after that.

Heh, not looking for them. I never wait for them anyway, they just seem to fall in my lap. It was more an ironical smile that with how little we're spamming refresh on the SWTOR info sites, we'll all be in beta as fast as our ISPs let us go from beta code to install and patch.


Title: Re: SWTOR
Post by: Surlyboi on May 10, 2009, 03:30:11 PM
Oh, how jaded we've all become...


Title: Re: SWTOR
Post by: eldaec on May 10, 2009, 03:31:25 PM
...jaded enough for a 27 page thread.

We're all playing this and you all know it.


Title: Re: SWTOR
Post by: lesion on May 10, 2009, 04:07:38 PM
I'm playing it twice.


Title: Re: SWTOR
Post by: Surlyboi on May 11, 2009, 05:48:34 AM
...jaded enough for a 27 page thread.

We're all playing this and you all know it.

That's not the jaded I was referring to.

Jaded enough to just know we'll all be in the beta.


Title: Re: SWTOR
Post by: Ingmar on May 11, 2009, 10:33:33 AM
Generic or not I already know someone who is all excited to play a Trooper.


Title: Re: SWTOR
Post by: Sky on May 11, 2009, 10:43:25 AM
Is his name Eddie?

(http://img379.imageshack.us/img379/2648/thetrooperhome.jpg)


Title: Re: SWTOR
Post by: Fordel on May 11, 2009, 01:53:36 PM
Generic or not I already know someone who is all excited to play a Trooper.


 :yahoo:


They could only be topped if they let me be a Droid.


Title: Re: SWTOR
Post by: Signe on May 11, 2009, 01:59:01 PM
I love Eddie.  That pic used to be my wallpaper.


Title: Re: SWTOR
Post by: Cyrrex on May 11, 2009, 01:59:09 PM
In KOTOR, it's no stretch to think that droids couldn't be pretty compelling characters.  Of course, you'd then have thousands of kiddies, and quite possibly me, running around calling everyone Meatbag.


Title: Re: SWTOR
Post by: Fordel on May 11, 2009, 02:08:30 PM
In KOTOR, it's no stretch to think that droids couldn't be pretty compelling characters.  Of course, you'd then have thousands of kiddies, and quite possibly me, running around calling everyone Meatbag.


Why else be a droid if you can't mock the Meatsacks?


Title: Re: SWTOR
Post by: ashrik on May 11, 2009, 04:18:41 PM
I'd definitely be interested in playing a Trooper. You say generic, I say iconic. Star Wars is more than an intergalactic boner battle between Jedi and Bounty Hunters.


Title: Re: SWTOR
Post by: Goreschach on May 11, 2009, 05:04:11 PM
I'd definitely be interested in playing a Trooper. You say generic, I say iconic. Star Wars is more than an intergalactic boner battle between Jedi and Bounty Hunters.

No, that's pretty much all it is.


Title: Re: SWTOR
Post by: Ingmar on May 11, 2009, 05:13:20 PM
Whatever, I wanna be this guy.

(http://newmoonprops.com/imperial_officer.jpg)


Title: Re: SWTOR
Post by: Lantyssa on May 11, 2009, 06:17:22 PM
/forcechoke


Title: Re: SWTOR
Post by: ashrik on May 11, 2009, 06:53:18 PM
I'd definitely be interested in playing a Trooper. You say generic, I say iconic. Star Wars is more than an intergalactic boner battle between Jedi and Bounty Hunters.

No, that's pretty much all it is.
you're forgetting about space furries, for one.

They will not be denied


Title: Re: SWTOR
Post by: Ratman_tf on May 11, 2009, 07:04:51 PM
(http://www.icanhasforce.com/wp-content/uploads/2008/01/star-wars-jar-jar-binks.jpg)


Title: Re: SWTOR
Post by: WindupAtheist on May 12, 2009, 02:17:45 AM
I'd definitely be interested in playing a Trooper. You say generic, I say iconic. Star Wars is more than an intergalactic boner battle between Jedi and Bounty Hunters.

No, that's pretty much all it is.

This. I'm ever so tired of hearing "Star Wars is more than just (cool thing), I'd really rather see (something lame)" whenever this sort of topic comes up. Not that I have any real objection to Cannon Fodder being a class if someone wants to play it, but usually from here it spirals off into discussions of asteroid mining or space-cow milking or what the hell ever.

It's a Star Wars game. I want to fly a spaceship and pew-pew enemy fighters when I'm not chopping off arms and feet with my lightsaber. If I want a game about something else beside those things, I'll play a game that's not fucking Star Wars.

Edit:  Also, the word "iconic" needs to Go Away.


Title: Re: SWTOR
Post by: Venkman on May 12, 2009, 05:18:38 AM
This.

Ironically, I did my round of space mining in a Star Wars game, but let's put that aside for a second  :grin:

SWTOR is not offering crafting stations for budding energy prospectors and Dancers. It's a story-driven action-y game between Jedi and Sith. People aren't playing that story to be one of the nameless rabble you see in the background of the Cantina.

Yes, SW can be about the struggling Droid Engineer whose Dad is barely paying the bills as a moisture farmer. But that type of SW is only interesting for the people so into the IP they consider the movies to be mere milestones between the books. It's certainly not how you extend an IP that was specifically created to tell the Jedi/Sith story.


Title: Re: SWTOR
Post by: Sky on May 12, 2009, 06:48:38 AM
The best part about stupid cannon fodder non-jedi characters is people will play them and then bitch that jedi are overpowered.  :uhrr:

There should be NO classes in the game. Everyone plays a Force Sensitive and can pick the skills they learn, and their quest decisions lead them down either path (jedi or sith). Just like, I dunno, KotOR.


Title: Re: SWTOR
Post by: calapine on May 12, 2009, 07:01:19 AM
The best part about stupid cannon fodder non-jedi characters is people will play them and then bitch that jedi are overpowered.  :uhrr:

There should be NO classes in the game. Everyone plays a Force Sensitive and can pick the skills they learn, and their quest decisions lead them down either path (jedi or sith). Just like, I dunno, KotOR.

That's most probably correct from a gameplay point of view, but I still can't get my head around everyone you meet being a Force Sensitive/Jedi/Whatever. It potentially kills immersion. (please don't laugh)


Title: Re: SWTOR
Post by: Murgos on May 12, 2009, 07:04:12 AM
Fill the game with generic NPC's ala GTA or CoX.  If there are thousands of 'people' around then having two or three Jedi/Sith in one area isn't such a big deal.


Title: Re: SWTOR
Post by: Hindenburg on May 12, 2009, 07:10:41 AM
That's most probably correct from a gameplay point of view, but I still can't get my head around everyone you meet being a Force Sensitive/Jedi/Whatever. It potentially kills immersion. (please don't laugh)
You delete your mmo character every time you die, then?

I'd be glad if they actually made a neutral force path. About damn time.


Title: Re: SWTOR
Post by: calapine on May 12, 2009, 07:17:40 AM
I guess you all are right. Especially after re-reading Darniaqs post from above. I just don't fully understand how that "story driven" unique-player-experience gameplay combines with making an MMORPG?

TortageImproved? KOTOR 3 + Grind = Monthly Money Hats?


Title: Re: SWTOR
Post by: Sky on May 12, 2009, 07:37:44 AM
After this long, I've learned one thing about mmo: fuck immersion.

Also, fuck "meaningful".


Title: Re: SWTOR
Post by: NowhereMan on May 12, 2009, 08:04:20 AM
I don't see the huge problem with not having every class be some variant of Jedi. KotOR managed to have meaningful characters that could kick ass that didn't have lightsabers, if I can be a trooper and kick half as much ass as Canderous then I don't think that's a shitty choice. You all seem to have been overly burned by SWG, rage about this when they reveal that Jedi will be some stupid prestige class you unlock when you hit 70. Frankly I think Star Wars is about Jedis but it's also always been about guys with blasters blowing each other up and I don't see how it's going to ruin the sense of it being Star Wars or how having the option is a shitty sign. I would have thought it was a weird choice if every class was some Jedi variant.


Title: Re: SWTOR
Post by: Venkman on May 12, 2009, 09:49:43 AM
It's not that SW is about Jedi. It's that KOTOR is about them. And I'm fine with there being non-Jedi/Sith classes, as long as each of those other ones can stand on their own too. The thing that concerns me about "Trooper" is the ratio. Yea, commandos in the Republic have tough weaponry and stuff, but none of them ever mano-a-mano a Sith. It's always like 20 to 1 or 30 to 1 or something.

Now, if they come along and say Trooper will be like CoV's Mastermind++, then I'll think they're actually thinking it through. But for now it just seems like the same ol' model for Jedi, Sith, Fodder Trooper, Fodder Medic, Fodder Droid Engineer, and so on.

It's really not about SWG. That game was very different and even after two tries and diku-izing, still is. It's more about combining WoW with SW and guesstimating the outcome from there. For me anyway.


Title: Re: SWTOR
Post by: Cyrrex on May 12, 2009, 10:08:33 AM
You probably need to stay somewhat away from the ordinary trooper, but that doesn't mean there aren't examples that cannot be followed..  There are plenty of Commando (Mandalorian, Clone) types to model after, and they are bad asses.  Or ARC Trooper equivalents, even bigger bad asses. 


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 10:21:18 AM
You probably need to stay somewhat away from the ordinary trooper, but that doesn't mean there aren't examples that cannot be followed..  There are plenty of Commando (Mandalorian, Clone) types to model after, and they are bad asses.  Or ARC Trooper equivalents, even bigger bad asses. 


That's what I'm thinking. Even in KOTOR you had Mandalorians who were apparently taking out Jedi.



I would totally be fine with the class being an actual 'squad' though, like the Republic Commando game or a MasterMind etc...  :heart:


Title: Re: SWTOR
Post by: Cyrrex on May 12, 2009, 10:26:07 AM
Yeah.  People would rail against it, but I'd just go ahead and make Jedi quite a bit more powerful, but let the Commando/Trooper/BH types simply gang up on them.  I would love that as either side of the equation.  I don't think the problem is so much in making a system like that work, but more of getting people to not be a bunch of whiny cunts about it.


Title: Re: SWTOR
Post by: Ingmar on May 12, 2009, 10:28:07 AM
The KOTOR setting has pretty well established that Jedi can get their asses kicked by non-Jedi, I'm not sure why this conversation is even going on. Its a game, not everyone wants a lightsaber, and classes will be balanced (insofar as they ever are in an MMO).


Title: Re: SWTOR
Post by: Hindenburg on May 12, 2009, 10:29:35 AM
Oh you naughty boy, you ninja edited before I clicked the quote button.  :oh_i_see:


Title: Re: SWTOR
Post by: Rasix on May 12, 2009, 10:35:15 AM
Fodder Droid Engineer

I'm not falling for that again!


Title: Re: SWTOR
Post by: Murgos on May 12, 2009, 10:41:05 AM
I actually want to play a trooper after seeing some of those screen shots.

Getting to play a squad of troopers as a balance to individually stronger Jedi would be a fun mechanic, but I doubt we will see an outside the box mechanic like that anytime soon though.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 10:42:07 AM
Totally the fantasy I'm building up in my head:
(http://www.nexuszero.net/Img/clone_wars.gif)




I can't wait to be disappointed  :awesome_for_real:


Title: Re: SWTOR
Post by: Zzulo on May 12, 2009, 10:44:16 AM
Perhaps the trooper squad mechanic is similiar to the mastermind mechanic in City of Villains

You could control around 6 or so minions there if I remember correctly.


Title: Re: SWTOR
Post by: Nonentity on May 12, 2009, 10:45:17 AM
Fuck Jedi, I want to be a trooper.

i'm such a sucker for classes with guns.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 10:46:07 AM
There is that one screen shot with the 3 non-armored soldiers with the Trooper.


/rampant speculation!


Title: Re: SWTOR
Post by: Hindenburg on May 12, 2009, 10:48:33 AM
Totally the fantasy I'm building up in my head:
I can't wait to be disappointed  :awesome_for_real:
TBH that republic commando shooter was pretty damn good.


Title: Re: SWTOR
Post by: Cyrrex on May 12, 2009, 10:48:44 AM
I think there are ways to do it, but I'm not sure there is a will to do it.  Look no further than Ingmar's post.  Some people think that characters need to be balanced against each other.  I think that's crazy, but whatever.  There are plenty of ways to make this work, but it requires out of the box thinking that nobody is willing or able to pull off.  Everybody seems to be focused on creating combat balance, but I think strengths and weaknesses can manifested in other ways.


Title: Re: SWTOR
Post by: Ingmar on May 12, 2009, 10:55:16 AM
I think there are ways to do it, but I'm not sure there is a will to do it.  Look no further than Ingmar's post.  Some people think that characters need to be balanced against each other.  I think that's crazy, but whatever.  There are plenty of ways to make this work, but it requires out of the box thinking that nobody is willing or able to pull off.  Everybody seems to be focused on creating combat balance, but I think strengths and weaknesses can manifested in other ways.

In an MMO that's just a way to ensure that nobody plays the weaker characters. Unbalanced characters can work, if you're playing something like pen and paper Ars Magica and there's a social contract in place so that you know next week, Bob will rotate in to playing the random fodder guys and you get to play the wizard.

EDIT: I will say it matters less if there's no PVP in the game, since you can presumably force certain characters to the forefront via encounter design or whatever, but players don't like that in general.


Title: Re: SWTOR
Post by: Velorath on May 12, 2009, 10:55:26 AM
According to the interview, Troopers have the highest ranged DPS in the game and also buff their party members.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 10:57:24 AM
Totally the fantasy I'm building up in my head:
I can't wait to be disappointed  :awesome_for_real:
TBH that republic commando shooter was pretty damn good.


It also had the most terrifying Wookies I've ever seen.


Title: Re: SWTOR
Post by: Cyrrex on May 12, 2009, 11:05:34 AM
I think there are ways to do it, but I'm not sure there is a will to do it.  Look no further than Ingmar's post.  Some people think that characters need to be balanced against each other.  I think that's crazy, but whatever.  There are plenty of ways to make this work, but it requires out of the box thinking that nobody is willing or able to pull off.  Everybody seems to be focused on creating combat balance, but I think strengths and weaknesses can manifested in other ways.

In an MMO that's just a way to ensure that nobody plays the weaker characters. Unbalanced characters can work, if you're playing something like pen and paper Ars Magica and there's a social contract in place so that you know next week, Bob will rotate in to playing the random fodder guys and you get to play the wizard.

Again, I'm not only talking about combat.  Strengths and weaknesses can manifest themselves in other areas, but it probably depends a lot on the kind of game you're making.  I could think of plenty of ways to make Jedi a weaker character, whilst still being able to rape face in combat, just by loosely following canon.  Relationships?  Nope, sorry, unless you want to get your ass expelled.  Want a house?  Tough shit.  Inventory space?  Not so much.  Armor and cool clothes?  Never.  Oh, and you better toe the line, or you're history.  Want to solo your way up?  Not going to happen, Padawan.  So on and etc.


Title: Re: SWTOR
Post by: Lantyssa on May 12, 2009, 11:06:54 AM
EDIT: I will say it matters less if there's no PVP in the game, since you can presumably force certain characters to the forefront via encounter design or whatever, but players don't like that in general.
I would, too, but considering there was disagreement about my Keeping Up With the Joneses not being PvP comment, I think too many people get bent out of shape if they're perceived as being less powerful for it to work on a large scale.


Title: Re: SWTOR
Post by: ashrik on May 12, 2009, 11:11:02 AM
I actually want to play a trooper after seeing some of those screen shots.

Getting to play a squad of troopers as a balance to individually stronger Jedi would be a fun mechanic, but I doubt we will see an outside the box mechanic like that anytime soon though.
I don't see why not. We already know that players will have (at least) one companion, don't we? There's a million and one ways to balance Jedi & Pal versus Trooper & Pal.

As someone said before, fuck immersion. If these devs have even an ounce of sense (and that's relative to other MMO developers), they're going to take every complaint that involves Jedi normally beating tons of troopers and stuff it back in the retard hole it came from.

e: And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO


Title: Re: SWTOR
Post by: Sky on May 12, 2009, 11:18:48 AM
Perhaps the trooper squad mechanic is similiar to the mastermind mechanic in City of Villains
I hope Stormy is taking notes to send along to the appropriate people, because that would be pretty cool. Of course, I played a Mastermind, so I'm biased. Maybe mix in some of the minions from Sacrifice, lots of dialogue from the minions "Sir, yes, Sir!" Hire R. Lee Ermey.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 11:44:59 AM
I would hope they could somehow make it more cohesive then a master mind. Instead of the Leader + obvious pet minions, you instead have have your little squad of equals all in sync... somehow.



I might as well fucking say "do it right" at this point though.  :why_so_serious:


Title: Re: SWTOR
Post by: Cyrrex on May 12, 2009, 11:48:43 AM
And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO

My definition of balance probably doesn't match well with others.  But if you don't find a new way of looking at this, know what you're going to get?  The same shit you always get.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 11:57:47 AM
With Jedi vs. Non-Jedi, it isn't so much an issue of actual game balance, but perception. A Jedi losing to a lone Trooper would fly right into the face of most peoples idea of StarWars. A Jedi being gunned down by a small coordinated squad is a lot easier to accept.

You would still have the base power scale of 1 Human vs. 1 Human. But in game it would appear to be 1 SpaceNinja vs. 4 Commando Units.


Title: Re: SWTOR
Post by: Triforcer on May 12, 2009, 12:02:13 PM
That idea is intriguing but I think it would be frustrating for a lot of players.  Permanent and hardcoded 4 or 6 boxing a squad of generic soldiers doesn't help a player identify with his avatar.  You need that level of attachment and you don't get it in an MMORTS. 

Just have a scroll at the beginning of the game saying "Classes X, Y, and Z on the Sith/Republic side are full of the baddest badass Xs and Ys and Zs in the whole galaxy.  However, the Jedi/Sith war has devastated the force using ranks, so all the Jedi and Sith are pretty much punk teenagers with little skill."  That justifies the balance  :awesome_for_real:

P.S. Hate the Trooper name.  They could've come up with something slightly less generic, like Republic Elite or Republic Special Forces or something. 


Title: Re: SWTOR
Post by: Hindenburg on May 12, 2009, 12:03:55 PM
That idea is intriguing but I think it would be frustrating for a lot of players.  Permanent and hardcoded 4 or 6 boxing a squad of generic soldiers doesn't help a player identify with his avatar.  You need that level of attachment and you don't get it in an MMORTS. 

I was far more attached to my teammates in Republic Commando than I ever was to my character in any mmo i've ever played. Clearly this piece of anecdotal evidence is enough to make your argument crumble.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 12:06:05 PM
That idea is intriguing but I think it would be frustrating for a lot of players.  Permanent and hardcoded 4 or 6 boxing a squad of generic soldiers doesn't help a player identify with his avatar.  You need that level of attachment and you don't get it in an MMORTS. 

I was far more attached to my teammates in Republic Commando than I ever was to my character in any mmo i've ever played. Clearly this piece of anecdotal evidence is enough to make your argument crumble.



Yea, let the players name and customize their Squad and Squad members, attachment issues won't exist.


Shit, look at how people love their Hunter pets in WoW!


Title: Re: SWTOR
Post by: Ratman_tf on May 12, 2009, 12:07:53 PM
After this long, I've learned one thing about mmo: fuck immersion.

Also, fuck "meaningful".

WoW is right there, man. You can buy a bag from Haris Pilton and go pew pew 7OL-TR-0N!

Jesus. Is wanting a game that's more than grab-ass at recess such a goddamn crime?


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 12:10:15 PM
After this long, I've learned one thing about mmo: fuck immersion.

Also, fuck "meaningful".

WoW is right there, man. You can buy a bag from Haris Pilton and go pew pew 7OL-TR-0N!

Jesus. Is wanting a game that's more than grab-ass at recess such a goddamn crime?

LotRO is right there man  :oh_i_see:


Title: Re: SWTOR
Post by: Ratman_tf on May 12, 2009, 12:11:15 PM
Fill the game with generic NPC's ala GTA or CoX.  If there are thousands of 'people' around then having two or three Jedi/Sith in one area isn't such a big deal.

Instance that shit, so everyone is seperated into their own copies of the world, and fill each instance with ewoks or gungans for the Jedi faggots to chop down in droves and prove their internet badassitude.

Money hats.


Title: Re: SWTOR
Post by: Ratman_tf on May 12, 2009, 12:13:01 PM
LotRO is right there man  :oh_i_see:

LOTR is WoW without the fun. Fuck Turbine.


Title: Re: SWTOR
Post by: Triforcer on May 12, 2009, 12:13:26 PM
Also, if you want to save yourselves months of waiting, here are the four classes on each side:

Republic:  

(1) Jedi- melee DPS/minor CC/minor heal skills (pally, the ridiculous kind that got nerfed)
(2) Trooper- Mega Ranged DPS/battle auras
(3) Smuggler- Moderate Ranged DPS/CC master/debuffer
(4) Republic Covert Ops- stealth field generator burst melee DPS


Sith:

(1) Sith- Melee DPS/minor CC/minor ranged spells (death knight)
(2) Sith Commando- Mega Ranged DPS/battle auras
(3) Bounty Hunter- Moderate Ranged DPS/CC master/debuffer
(4) Sith Assassin- stealth field generator burst melee DPS


Healing with be largely self-done with stimpacks and the like, but otherwise won't play a big role.  


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 12:14:47 PM
Nah, they'll split the Jedi's into multiple classes like in KOTOR.


Title: Re: SWTOR
Post by: Draegan on May 12, 2009, 12:17:56 PM
That reminds me of WAR.


Title: Re: SWTOR
Post by: Murgos on May 12, 2009, 12:32:12 PM
I don't see why not. We already know that players will have (at least) one companion, don't we? There's a million and one ways to balance Jedi & Pal versus Trooper & Pal.

As long as Jedi & Pal = Obi Wan + Jar Jar and Trooper & Pal = Trooper + ATST.   :awesome_for_real:

Anyway, I could dream up stuff for a squad based character system all day.  In stead of 'powers' you swap out troopers with skills.  Like, a medic trooper to provide in squad heals or limited out of squad heals.  Or a Machine Gun trooper for heavier hitting or a defense trooper with a deployable shield generator.


Title: Re: SWTOR
Post by: calapine on May 12, 2009, 12:41:38 PM
Again, I'm not only talking about combat.  Strengths and weaknesses can manifest themselves in other areas, but it probably depends a lot on the kind of game you're making.  I could think of plenty of ways to make Jedi a weaker character, whilst still being able to rape face in combat, just by loosely following canon.  Relationships?  Nope, sorry, unless you want to get your ass expelled.  Want a house?  Tough shit.  Inventory space?  Not so much.  Armor and cool clothes?  Never.  Oh, and you better toe the line, or you're history.  Want to solo your way up?  Not going to happen, Padawan.  So on and etc.

Oi! A very bad idea. Can you imagine the amount of player whine that's going to cause?

Quote
With Jedi vs. Non-Jedi, it isn't so much an issue of actual game balance, but perception. A Jedi losing to a lone Trooper would fly right into the face of most peoples idea of StarWars. A Jedi being gunned down by a small coordinated squad is a lot easier to accept.
You would still have the base power scale of 1 Human vs. 1 Human. But in game it would appear to be 1 SpaceNinja vs. 4 Commando Units.

I like it...but..As others have said in this thread: Probably to innovative and out-of-box thinking to be implanted. :(

Quote
According to the interview, Troopers have the highest ranged DPS in the game and also buff their party members.

DPS and Buffs...hmmm...

Jedi = Warrior
Trooper = Hunter
Force Jump = Charge
Power Strike = Mortal Strike
Sniper Shot = Aimed Shot
Set Blaster on "Stun" = Concussive Shot

Kiting Jedis to death! Awesome!  :heart: :heart:


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 12:45:10 PM
I like it...but..As others have said in this thread: Probably to innovative and out-of-box thinking to be implanted. :(


Oh I agree, it's totally wishful thinking and all that.



A Trooper is going to end up being the Sci-Fi version of a Hunter(minus pet) from WoW or a Engineer from WAR. Replace Blunderbuss with BlasterRifle, done.


Title: Re: SWTOR
Post by: Venkman on May 12, 2009, 01:06:41 PM
Wishful thinking for this game, but as we said a page ago, CoV Mastermind is a model.

They're damned either way. It's either a pale derivative of WoW with hella more quest text and lots of complaints, or something unique enough to be more appropriate for lore but similar enough to cause complaints.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 01:13:27 PM
Maybe they'll end up being the 'tank' class, somehow.


Really, what the fuck do we know about the combat system in this game other then PEWPEW LASERS and WHOOSH WHOOSH LIGHTSABRE?


Title: Re: SWTOR
Post by: Ingmar on May 12, 2009, 01:22:08 PM
And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO

My definition of balance probably doesn't match well with others.  But if you don't find a new way of looking at this, know what you're going to get?  The same shit you always get.

No, your definition of balance just is wrong. You can't take a game with multiple systems where Class A is vastly overpowered in System X, and Class B is vastly overpowered in System Y and then declare that 'balanced'.


Title: Re: SWTOR
Post by: Hindenburg on May 12, 2009, 01:25:33 PM
Really, what the fuck do we know about the combat system in this game other then PEWPEW LASERS and WHOOSH WHOOSH LIGHTSABRE?

There's also crac crac FORCE LITENIN!
(http://files.myopera.com/AMGala/albums/200326/Tom%20Cruise%20Oprah.gif)


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 01:53:06 PM
I demand that in animated gif form.


-edit- Demands met!


Title: Re: SWTOR
Post by: ashrik on May 12, 2009, 01:57:28 PM
And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO

My definition of balance probably doesn't match well with others.  But if you don't find a new way of looking at this, know what you're going to get?  The same shit you always get.
Being innovative is prized as a virtue because it is used to find both different and good concepts. If everyone finished at just different, no one would care for innovation one bit. Let's play the new Gran Turismo game on the PS3. My car is faster and handles corners better, your car lets you navigate menu options quicker and plays jovial Baroque music while driving. Balance achieved!  :awesome_for_real:

The devs should worry 1000x more about achieving internal consistency within the game, instead of within the universe as a whole. If they try and satisfy the latter, we have some Star Trek conundrum where otherwise good and fun ideas have to be tossed out or perverted just in order to ...what? Make the trivia master people feel like awesome Jedi's or otherwise crap? Wasn't the problem with that demonstrated when they opened up Jedi in SWG? Combat is of vital importance and the balance of it is a necessity. As a game, there's no reason for one side to be set up like a boss mob. haha specially when it's so popular already. I bite my thumb at your brain Cyrrex

The whine is a vocal symptom of an underlying problem.


Title: Re: SWTOR
Post by: Cyrrex on May 12, 2009, 01:59:05 PM
And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO

My definition of balance probably doesn't match well with others.  But if you don't find a new way of looking at this, know what you're going to get?  The same shit you always get.

No, your definition of balance just is wrong. You can't take a game with multiple systems where Class A is vastly overpowered in System X, and Class B is vastly overpowered in System Y and then declare that 'balanced'.

I agree.  I shouldn't use the word balance, because I don't even believe it's terribly important.  But as someone else said above, the amount of whine would be unbelievable.  People want to be able to pick the Cannon Fodder class and then bitch that it doesn't stack up fairly against a Sith Lord.  Until we stop giving a fuck about those kinds of people, we're going to get the same tripe we always get.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 02:03:05 PM
The same could be said for people who expect every single Jedi to be Yoda or Windu etc. Not every Paladin is Uther and not every DK is Arthas and etc.


Title: Re: SWTOR
Post by: Hindenburg on May 12, 2009, 02:04:00 PM
That's.... a damn good point, actually.


Title: Re: SWTOR
Post by: Cyrrex on May 12, 2009, 02:06:32 PM
And yikes, Cyrrex. I hate your ideas regarding OOC balancing. A variety of constant nails-in-the-feet at all times, except when you're actively shitting on someone else's parade by being much stronger in combat? It'd be hard to find a more direct "I'm only happy when you're not happy" system outside of a Full loot PVP MMO

My definition of balance probably doesn't match well with others.  But if you don't find a new way of looking at this, know what you're going to get?  The same shit you always get.
Being innovative is prized as a virtue because it is used to find both different and good concepts. If everyone finished at just different, no one would care for innovation one bit. Let's play the new Gran Turismo game on the PS3. My car is faster and handles corners better, your car lets you navigate menu options quicker and plays jovial Baroque music while driving. Balance achieved!  :awesome_for_real:

That's not even close to the same thing.  The things I compared were different gameplay elements (you could argue that some were more important than others, but whatever).  If a game is not only about combat, then the classes will have different strengths and weaknesses that have nothing to do with combat, period.  Droid Engineers get to make droids, and as a result they should be gimped at combat.  Medics shouldn't be as powerful combat toons as Jedi.  Jedi don't get to specialize in building speeders or houses.  


Title: Re: SWTOR
Post by: ashrik on May 12, 2009, 02:15:35 PM
They may not be close to the same thing for you, but I feel as if others would disagree. I think you have to be very careful when making differences between your classes and think about how that changes the experience. Some trade-offs for combat proficiency are palatable, others are far from it. I'm okay that a rogue would always out-dps my mage. I had mana crystals, CC, teleports, food/water conjuring etc to offset that.

You start pushing that limit of class differentiation to include crafting, solo-ability, clothing, important NPC interaction, etc...

I'm just saying that I don't see it as a new concept, class ability and trade offs, just as taking an existing one to a silly extreme. There would be whining, and justifiably so.


Title: Re: SWTOR
Post by: Cyrrex on May 12, 2009, 02:20:03 PM
I realize I'm probably in the minority (I rather liked pre-cu sandboxy SWG, mind you).  I guess I'd just prefer a more accurate depiction as to class strengths and weaknesses (I'll stop short of calling it immersion or realism).  The whiners are going to whine, regardless of what you do.


Title: Re: SWTOR
Post by: Pennilenko on May 12, 2009, 02:21:22 PM
Jedi don't get to specialize in building speeders or houses.  

Luke was pretty handy with all things mechanical. :drill:


Title: Re: SWTOR
Post by: Ingmar on May 12, 2009, 02:22:13 PM
Maybe they should go for this kind of vibe:

http://www.youtube.com/watch?v=kAHYftmwY0U


Title: Re: SWTOR
Post by: Cyrrex on May 12, 2009, 02:23:02 PM
Jedi don't get to specialize in building speeders or houses.  

Luke was pretty handy with all things mechanical. :drill:

Heh, I said specialize.  Dabbling is cool.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 02:25:34 PM
Revan built HK-47, no?  :grin:


Title: Re: SWTOR
Post by: Velorath on May 12, 2009, 02:44:03 PM
Revan built HK-47, no?  :grin:

Dirt-poor slave Anakin built a fucking Pod Racer and C-3P0 when he was a damn kid for that matter.


Title: Re: SWTOR
Post by: Venkman on May 12, 2009, 04:34:42 PM
Tony built his in a cave!

(sorry, watching Iron Man again...)

Anyone who thinks Jedi are walking gods needs to watch that fight scene at the end of Episode 2. There, canon. No more mysteries, a dumb Jedi is as dead as a dumb anyone.

Luke could use this Force powers to sustain his body for weeks at a time without food. But he wasn't a very good cook.


Title: Re: SWTOR
Post by: Ratman_tf on May 12, 2009, 07:29:44 PM
Anyone who thinks Jedi are walking gods needs to watch that fight scene at the end of Episode 2. There, canon. No more mysteries, a dumb Jedi is as dead as a dumb anyone.

Jango went toe-to-toe with Obi-Wan and survived.


Title: Re: SWTOR
Post by: Venkman on May 12, 2009, 07:34:27 PM
Sorry, I wasn't clear:

I was talking about the 20+ Jedi running towards the droids holding their lightsabers like a bunch of freakin' 5 year olds waving tree branches. That whole Braveheart scene was wrong on every level. But it's canon.

Jengo vs Obi Wan, Jengo vs Windu, Obi Wan vs Vader and Luke vs Vader all show there's a lot of variety in how "skill" is shown.


Title: Re: SWTOR
Post by: DLRiley on May 12, 2009, 08:03:27 PM
Well Obi-Wan isn't as  :drill: as Windu and Luke has jobba aura plot shields so......


Title: Re: SWTOR
Post by: Triforcer on May 12, 2009, 08:57:41 PM
I don't understand why Jedi on Sith fights aren't more like Jedi Outcast/Academy Multiplayer- constantly spamming Force Pull/Push to crash them into things or go off cliffs.  You saw it a little with Dooku and Anakin, I think (both trying to push and canceling each other out, maybe I am misremembering who was in that fight) but most of them don't even seem to try. 


Title: Re: SWTOR
Post by: Lantyssa on May 12, 2009, 10:21:19 PM
Remember that the most climatic battles are between the strongest Jedi and Sith around.  Most rank and file would probably be lucky to have enough power tie their shoe laces with the Force.


Title: Re: SWTOR
Post by: Fordel on May 12, 2009, 10:39:05 PM
They mostly are just able to cancel each other out. You see them use the powers against crap like droids all the time. It's also probably demanding physically and mentally, potentially leaving themselves open for a more mundane counter attack.




Darniaq: Don't forget who had to fly in and rescue those Jedi!  :grin:


Title: Re: SWTOR
Post by: eldaec on May 13, 2009, 12:30:46 AM
Sword fights suck in computer games.

Weaselly force power games suck in films.

The abomination that is the extended universe includes bullshit like trainee jedi wrenching star destroyers out of orbit WITH THEIR MIND. And if tactical nous ever permeated the star wars universe, someone would have to explain why you don't fly around a death star at extreme range and attack directly down on exhaust ports, rather than this fly through the trench-o-lasers crap. Basically you have to just accept that lack of coherent tactical or strategic thought anywhere in the galaxy is 'canon'.

It's like teh gays, mentioning strategy or tactics in a SW game should get you banned, as 'these terms do not exist in the SW universe'.





Title: Re: SWTOR
Post by: Merusk on May 13, 2009, 06:15:29 AM
I was talking about the 20+ Jedi running towards the droids holding their lightsabers like a bunch of freakin' 5 year olds waving tree branches. That whole Braveheart scene was wrong on every level. But it's canon.

Sonic weapons, like those the Genosians use,  can't be deflected by sabers. This added to the slaughter.

They mostly are just able to cancel each other out. You see them use the powers against crap like droids all the time. It's also probably demanding physically and mentally, potentially leaving themselves open for a more mundane counter attack.

Doku and Yoda had their little Force power battle to explain why they run around beating at each other with lightsticks instead of Force Choking/ pushing a bitch, they cancel each other out most of the time.  As Tri mentions, you also saw some of this in the Obi-Wan / Anakin fight.

Jango held his own against Obi-Wan because Ben was trying to capture/ detain him while Jango was trying to kill Ben.  We saw what happens when it's "Jedi wants you dead" later.


Title: Re: SWTOR
Post by: Sky on May 13, 2009, 06:40:47 AM
enough power tie their shoe laces with the Force.
Don't spoil the new class!


Title: Re: SWTOR
Post by: Yegolev on May 13, 2009, 07:43:21 AM
This thread is getting all Star-Warsaboo.


Title: Re: SWTOR
Post by: Ratman_tf on May 13, 2009, 07:52:28 AM
This thread is getting all Star-Warsaboo.

(http://www.virginmedia.com/images/darth-vader-400x300.jpg)

It was inevitable. Now, meet your destiny!


Title: Re: SWTOR
Post by: Fordel on May 13, 2009, 08:12:55 AM
Jango held his own against Obi-Wan because Ben was trying to capture/ detain him while Jango was trying to kill Ben.  We saw what happens when it's "Jedi wants you dead" later.


You must note that before Jango got all decapitated by Windu, he mowed down a couple Jedi that tried to attack the platform they were on. Also, it was freaking Windu.  :grin:


Title: Re: SWTOR
Post by: WindupAtheist on May 13, 2009, 08:15:08 AM
If I've said it once, I've said it a million times:  You have Jedi and Sith because people will demand to play them, and you balance them evenly with all the other classes because to do otherwise would be idiotic game design. I'd rather they made the generic dude-with-a-gun class some sort of "Mandalorian Super Badass Commando Rambo Supersoldier" instead of just fucking "trooper" but that's only a name. The bottom line is that yes, the guy playing a non-force class ought to be able to pwnzerize your Jedi one-on-one in PVP if he's better at it than you.

If you want to feel like a superman slicing up dozens of dudes, well that's what NPCs are for.


Title: Re: SWTOR
Post by: Fordel on May 13, 2009, 08:22:18 AM
I don't get the big deal with the Trooper name.


No one gives a shit when we call stuff Paladin or Mage instead of Holy Crusader of Justice or Magistrix of Arcana.


Title: Re: SWTOR
Post by: Surlyboi on May 13, 2009, 08:28:37 AM
That's because "Trooper" sounds like "Pooper"

As for Jango taking out the jedi he took out (and it was only one) he took him out because he was too close and unprepared for blocking multiple blasters.

Also, his eyes were on the fucking sides of his head so he couldn't see shit.  :drill:


Title: Re: SWTOR
Post by: Cyrrex on May 13, 2009, 08:58:20 AM
If EU is thrown into the mix a little, Jango actually killed newbie Jedi with a bit more regularity (once with his bare hands).  And to take it a bit further, it has been explained that Jango's real motivation for letting the Kaminoans use him as a clone template was to get revenge on the Jedi for a battle against them that he once lost.  And, technically, all the little clone Jangos running around did, in fact, end up killing nearly all the Jedi.

Also, there is an argument that Mace beat him so easily because he got his ass run over and his equipment malfunctioned.

That said, the average Jedi still clobbers the average Bounty Hunter.



Title: Re: SWTOR
Post by: Koyasha on May 13, 2009, 09:09:18 AM
I'd like to see some kind of squad-system for troopers just because it's an interesting mechanic that hasn't ever been done really well before, even without considering the idea that it would really make more sense overall and seem to fit the setting better.  But then, maybe the reason it's never been done well (without pausing) is because our limited interface makes it difficult to control ONE character when that character has dozens or more abilities, much less multiple avatars.


Title: Re: SWTOR
Post by: Cyrrex on May 13, 2009, 09:13:09 AM
It would be interesting, though.  Instead of creating a single trooper toon, you create Omega Squad, the elite team of commandos.  It would be tough, all right, and inexperienced players would fairly get slaughtered by noob Jedi.  But once you get it working...you still get slaughtered by noob Jedi, probably.  But at least you have a full squad!


Title: Re: SWTOR
Post by: Yegolev on May 13, 2009, 09:51:46 AM
If EU is thrown into the mix a little, Jango actually killed newbie Jedi with a bit more regularity (once with his bare hands).  And to take it a bit further, it has been explained that Jango's real motivation for letting the Kaminoans use him as a clone template was to get revenge on the Jedi for a battle against them that he once lost.  And, technically, all the little clone Jangos running around did, in fact, end up killing nearly all the Jedi.

Also, there is an argument that Mace beat him so easily because he got his ass run over and his equipment malfunctioned.

That said, the average Jedi still clobbers the average Bounty Hunter.

This is a lot of work just to fit some logic around a fevered dream of a fat hack director.


Title: Re: SWTOR
Post by: Venkman on May 13, 2009, 10:25:15 AM
That's the very essence of the entirety of the EU collection. Six movies. 200 books. You do the math  :grin: Every single throwaway thing in the movies from the Rancor down to the Jawa has at least half a novel dedicated to it.

The abomination that is the extended universe includes bullshit like trainee jedi wrenching star destroyers out of orbit WITH THEIR MIND.

To be fair, there were a dozen or so Jedi channeling through that clone guy at the top of a temple specifically decided for channeling and focus. And Daala was a stupid fleet commander.

@Merusk: Good point about the sonics, but it just reinforces the stupidity of rushing them head on.


Title: Re: SWTOR
Post by: Triforcer on May 13, 2009, 11:32:48 AM
I don't get the big deal with the Trooper name.


No one gives a shit when we call stuff Paladin or Mage instead of Holy Crusader of Justice or Magistrix of Arcana.

We don't use "Paladin" in real life.  However, a Trooper is the same as the guy giving us speeding tickets.  There were so many more good choices (as simple as "Republic Elite Forces") they could have went with.  Its not a huge point, but I ddo wonder how much thought they put into the name.


Title: Re: SWTOR
Post by: AutomaticZen on May 13, 2009, 11:34:50 AM
To be fair, there were a dozen or so Jedi channeling through that clone guy at the top of a temple specifically decided for channeling and focus. And Daala was a stupid fleet commander.

And doing so killed his clone ass dead.


Title: Re: SWTOR
Post by: Yegolev on May 13, 2009, 11:40:29 AM
That's the very essence of the entirety of the EU collection. Six movies. 200 books. You do the math  :grin: Every single throwaway thing in the movies from the Rancor down to the Jawa has at least half a novel dedicated to it.

Oh, I know.  I didn't just become a nerd this morning.  Sometimes I like making obvious comments.  :oh_i_see:

Also I say Jango just had a bit of bad luck at an unfortunate time.  Possibly Mace is really good but it was so hard to tell because of the shit acting. :oh_i_see:


Title: Re: SWTOR
Post by: Fordel on May 13, 2009, 11:46:49 AM
I don't get the big deal with the Trooper name.


No one gives a shit when we call stuff Paladin or Mage instead of Holy Crusader of Justice or Magistrix of Arcana.

We don't use "Paladin" in real life.  However, a Trooper is the same as the guy giving us speeding tickets.  There were so many more good choices (as simple as "Republic Elite Forces") they could have went with.  Its not a huge point, but I ddo wonder how much thought they put into the name.


Seems like a good name to me, since it also ties up how we got Clone and Storm troopers and all that. They could have just called them Soldier like in KOTOR.


Title: Re: SWTOR
Post by: Lantyssa on May 13, 2009, 11:48:39 AM
Trooper fits.  This is Star Wars, not some fancy literary work.


Title: Re: SWTOR
Post by: Draegan on May 13, 2009, 11:59:23 AM
Wasn't there some worm creature in one of the Tim Zahn books that negated the Force?  Maybe Troopers can use that.


Title: Re: SWTOR
Post by: Triforcer on May 13, 2009, 12:03:09 PM
Oh, I am sure everyone will be covered in cortosis and ysalamiris and shit. 

...now I feel ashamed I knew that without looking it up.   :ye_gods:


Title: Re: SWTOR
Post by: Fordel on May 13, 2009, 12:10:12 PM
As you should!


Title: Re: SWTOR
Post by: NowhereMan on May 13, 2009, 12:59:05 PM
Squad idea sounds interesting. An easy way to maintain player attachment would be to make the player character a squad commander with (as has been suggested) slotting other troopers in and out like abilities. You get access to medics, troopers, heavy troopers and your own commander with each having a selection of possible skills (maybe some sort of branching system). Troopers having perhaps a versatile set, medics being heal/defence buffs, heavy troopers being pure attacking and the commander getting offensive buffs, that kind of thing. Make the abilities themselves relatively less powerful than single characters but your ability to cool down is based on the number of that type in the squad so one kitted out with all medics could do a half decent healer job with good buffs. Of course the other problem with that approach is that instead of having to display a model for every player on screen you need to display 5 and large scale events become a headache. Not such an issue if the gameplay is going to be heavily instanced though.


Title: Re: SWTOR
Post by: Lantyssa on May 13, 2009, 02:25:29 PM
I'm amused that all this pie-in-the-sky dreaming is exactly why people were saying opening up the forums this far ahead of releasing solid information was a bad idea.


Title: Re: SWTOR
Post by: gryeyes on May 13, 2009, 02:35:19 PM
Baseless speculation is often more entertaining than the game.


Title: Re: SWTOR
Post by: Ingmar on May 13, 2009, 03:40:01 PM
However, a Trooper is the same as the guy giving us speeding tickets.

That's regional. We certainly don't call them that in California. I mean, I'd be with you if they were calling them CHiPs or something (Blizzard's new MMO: CHiPs Online  :drill:), but trooper is a pretty broadly useful term for this sort of thing.


Title: Re: SWTOR
Post by: Ratman_tf on May 13, 2009, 05:37:11 PM
Oh, I am sure everyone will be covered in cortosis and ysalamiris and shit. 

...now I feel ashamed I knew that without looking it up.   :ye_gods:

Instead of using a stupid anti-force tequila worm, Thrawn should have gotten a real clue and found some way to negate a hero's plot immunity.


Title: Re: SWTOR
Post by: Venkman on May 13, 2009, 06:22:04 PM
Thrawn. Man, talk about a guy dying like a bitch... He was doing so good too.


Title: Re: SWTOR
Post by: Sky on May 14, 2009, 08:24:57 AM
Which gets released first: TOR or Gizka's KotOR 2 restoration?

 :why_so_serious: :oh_i_see:


Title: Re: SWTOR
Post by: Goreschach on May 14, 2009, 08:30:10 AM
Which gets released first: TOR or Gizka's KotOR 2 restoration?

 :why_so_serious: :oh_i_see:

First?


Title: Re: SWTOR
Post by: NowhereMan on May 14, 2009, 08:36:27 AM
I think what you were going for there was: Released?


Title: Re: SWTOR
Post by: Cyrrex on May 14, 2009, 08:37:12 AM
I think what you were going for there was: Released?

think?


Title: Re: SWTOR
Post by: NowhereMan on May 14, 2009, 08:43:29 AM
I may have been exaggerating :uhrr:


Title: Re: SWTOR
Post by: Venkman on May 14, 2009, 08:57:34 AM
I think what you were going for there was: Released?

think?
I?


Title: Re: SWTOR
Post by: Yegolev on May 14, 2009, 09:51:40 AM
Which gets released first: TOR or Gizka's KotOR 2 restoration?

 :why_so_serious: :oh_i_see:

First?

I think what you were going for there was: Released?

I think what you were going for there was: Released?

think?

I may have been exaggerating :uhrr:

I think what you were going for there was: Released?

think?
I?

FIFY?


Title: Re: SWTOR
Post by: Hindenburg on May 14, 2009, 09:58:54 AM
(http://i176.photobucket.com/albums/w198/tatronic/180px-Bricktopsnatch.jpg)


Title: Re: SWTOR
Post by: Sky on May 14, 2009, 11:14:36 AM
DON'T CUT MY FUCKIN' JACOBS!


Title: Re: SWTOR
Post by: Stormwaltz on May 14, 2009, 12:19:03 PM

?


Title: Re: SWTOR
Post by: schild on May 14, 2009, 12:20:27 PM


Title: Re: SWTOR
Post by: WindupAtheist on May 14, 2009, 12:45:57 PM
Ethnically ambiguous Revan is dubious of this thread.

(http://i38.photobucket.com/albums/e121/GrimDysart/revan.jpg)

Highly dubious.


Title: Re: SWTOR
Post by: Hindenburg on May 14, 2009, 12:47:57 PM
Ethnically ambiguous Revan needs to visit the pig farm.
(http://iamajfunk.files.wordpress.com/2009/03/bricktop2.jpg)


Title: Re: SWTOR
Post by: Surlyboi on May 14, 2009, 02:31:46 PM
Do you know what "nemesis" means?


Title: Re: SWTOR
Post by: sidereal on May 14, 2009, 03:24:35 PM
Do you know what "nemesis" means?

It's what comes after 'Laser Squad'


Title: Re: SWTOR
Post by: Sky on May 15, 2009, 06:45:10 AM
It means your an orrible cunt.


Title: Re: SWTOR
Post by: Surlyboi on May 15, 2009, 07:25:52 AM
Right. Now fetch me a cuppa tea, Errol.


Title: Re: SWTOR
Post by: Kageru on May 26, 2009, 06:03:36 PM

So much star wars geekery, I thought the original was an amusing space opera but it seems to have almost become a religion for many. Anyway, this was a rumor (via FoH) about the gameplay that sounds extremely believable on a lot of levels.

http://www.rlmmo.com/viewtopic.php?t=6975&highlight=kotor+mmo

Quote
Below Im posting an inside view of The Old Republic based on an inside source. And no I didnt have to dumpster dive this time to get this info rofl.

Oh and before the flame wars begin, lets not forget I was dead on correct when I said Bioware was making a Star Wars theme MMO. And this was despite Bioware and LA both stating for a fact that this would not be a star wars MMO.

This is going to be long and so I'll do my best to organize what I know as best I can.

Many MMO's start out as an idea. Developers formulate a basic concept and then workshop ideas. A basic blueprint is written up and a budget is estimated. Then work begins. At this point some of the larger MMO dev houses present their blueprint to a marketing team. The team will do research to determine what kind f projected revenue they can expect and if the game will reach an intended target. Ideas are given back to the development team who may or may not revise their blueprint.

I describe this as whats normally done within a development of an MMO. I mention this because TOR didnt start in this traditional sense.

TOR was born from a business model. This business model was handed over to developers who were then asked to design a game around it. What was this business model you ask, it was a book.

This book was written by Lucas Arts and inspired by KOTOR and its success. I dont know the origins of when and why it was done but this book is the framework for TOR.

The game has been designed to play like a virtual book. Each chapter will have alternate endings based on which dialog you chose in the quests. The goal is to make the game replayable and new each time you start over.

Each chapter has roughly the same content as a KOTOR game. And there are several chapters so the game does have a ton of content.

The game is heavily instanced. If you have ever played Lord of the Rings Online, its similiar to the beginning quest sequence and some of the books. You will literally watch a story unfold in front of you in your own little world. There are several cinematic scenes in the game.

Its definitely NOT open. There are no giant worlds you can freely explore. Its sort of like Guild Wars or a variation of Age of Conan. No player cities and no housing.

There is no space content so if your hoping for a JTL in TOR you better look elsewhere. There is a few quests involving boarding a ship but you arent going to fly around in an X-Wing doing missions.

The story evolves. Think Books in Lord of the Rings. They plan on adding new chapters to the story. Here is the catch, you will likely have to pay for each new chapter. Its not really an expansion, so its more like buying some additional quests.

There are classes in the game but not in the traditional MMO sense. There isnt a tank class or a healing class really. Each class can dps and has some healing abilities.

Each class will start on its own planet and will have a unique series of quests to start the game. Once you leave the planet, the quests will be mostly the same as other classes but the dialog is unique to each class. Of course there are different possibilities based on the dialog you choose. Also cinematic sequences will be different depending on class.

You can solo through the entire game. Not to say there arent group quests, there are but you can skip them.

If you dont like questing, this game isnt for you. There really is no other means to play the game.

There is no non-combat class.

There is a limit to the number of companions you can have. And in a group you cant have two of the same companions out at the same time. Also you can only have one companion out at a time.

Crafting is very basic. You craft your own lightsaber. There is no weapons crafting or armor crafting of any kind. There are some quests that require you to do some basic crafting like fixing a shield generator or fixing a droid. There are some modifications you can add to your gear. But you arent going to make your own gear.


There is currency and you can buy consumables like health pots. There will be a standard auction house.

Its definitely a PvE focused game. PvP will be limited to duels at this point. There are no raids, at least not in the traditional sense where 25 people go into a dungeon like in wow.

combat is classic rpg with a toolbar and specials with cooldowns.

Bioware wont support addons and apparently it will be considered an exploit to use one. No idea why.


The game currently is in full alpha test mode.

To summarize the game, its not really an MMO in the traditional sense. Some people are going to be upset by the design. Others like KOTOR fans will absolutely love this game. Oh and there will definitely be RMT plus a subscription fee.


Title: Re: SWTOR
Post by: Triforcer on May 26, 2009, 06:13:33 PM
Heavily instanced?  No PvP except duels?  Wow, that would fucking suck.  I find the latter a bit hard to believe though.  You'd think they'd throw PvPers a bone with a contested planet or two. 


Title: Re: SWTOR
Post by: Merusk on May 26, 2009, 06:16:11 PM
Why?

What do they gain from adding pvp to a game like that?  Nothing but whines about class imbalance and whines about PVP being "tacked on" - because it is.  NOTHING.


Title: Re: SWTOR
Post by: Triforcer on May 26, 2009, 06:18:57 PM
Its just amusing that in a game revolving around Jedi and Sith, they can't actually fight each other.  What bullshit.


Title: Re: SWTOR
Post by: Ratman_tf on May 26, 2009, 06:20:38 PM
http://www.rlmmo.com/viewtopic.php?t=6975&highlight=kotor+mmo

Sounds dreadfully like Hellgate: London, but with the caveat that it's from some unverified lolsource.


Title: Re: SWTOR
Post by: UnSub on May 26, 2009, 06:28:08 PM
That post fits with the comments that BioWare was making KOTOR 3, 4, 5, 6 and 7 with SWOR.


Title: Re: SWTOR
Post by: Draegan on May 26, 2009, 06:33:44 PM
Still sounds like a fun game.


Title: Re: SWTOR
Post by: Threash on May 26, 2009, 06:52:47 PM
Why?

What do they gain from adding pvp to a game like that?  Nothing but whines about class imbalance and whines about PVP being "tacked on" - because it is.  NOTHING.

Subs? are people really interested in games with not even wow style pvp anymore?


Title: Re: SWTOR
Post by: Ratman_tf on May 26, 2009, 07:03:07 PM
Still sounds like a fun game.

Maybe. But if the write up is true, or even close, Bioware would be smart to ditch the MMOG aspect altogether and focus on a kind of multiplayer Mass Effect instead. (Which just might be what they're aiming for)
Unless they have some whizbang way to make a single player experience integrate with MMO style gaming. Which is possible... but I wouldn't hold my breath that they can pull it off in any kind of satisfying way.


Title: Re: SWTOR
Post by: Merusk on May 26, 2009, 08:50:08 PM
Why?

What do they gain from adding pvp to a game like that?  Nothing but whines about class imbalance and whines about PVP being "tacked on" - because it is.  NOTHING.

Subs? are people really interested in games with not even wow style pvp anymore?


Yes.  Simple question, easy answer.   The hard answer is what percentage of people demand it vs those who don't care one way or another and will pvp if it's available but won't kick-up a stink if it's not.   Add them to the guys who won't pvp, ever, even in WoW.  I know there's a number of those out there, too.


Title: Re: SWTOR
Post by: DLRiley on May 26, 2009, 09:36:51 PM
Why?

What do they gain from adding pvp to a game like that?  Nothing but whines about class imbalance and whines about PVP being "tacked on" - because it is.  NOTHING.

Subs? are people really interested in games with not even wow style pvp anymore?


Geez of all the problems i foresee this game having i don't think bioware turning up its nose to persistent butt fucking is a bad idea... yes its a shame this game is looking a lot like hellgate london and less like guild wars.... i guess its much to late to retrofit there game for even a bloody arena at this stage, no point in going down that road when your clearly pushing it to make a semi enjoyable pve experience.


Title: Re: SWTOR
Post by: rattran on May 26, 2009, 10:10:57 PM

Geez of all the problems i foresee this game having i don't think bioware turning up its nose to persistent butt fucking is a bad idea... yes its a shame this game is looking a lot like hellgate london and less like guild wars.... i guess its much to late to retrofit there game for even a bloody arena at this stage, no point in going down that road when your clearly pushing it to make a semi enjoyable pve experience.

That's one hell of a run on sentence. Frothing over vague rumors about a game in alpha, and claiming it too late to make changes?  :uhrr:


Title: Re: SWTOR
Post by: DLRiley on May 26, 2009, 10:16:54 PM
Well you can make serious changes in alpha, but as far as balance is concerned, your going to have a hell of a time making a balance pvp (still strictly talking about an arena) when it didn't even make the alpha priority list.


Title: Re: SWTOR
Post by: gryeyes on May 26, 2009, 10:27:10 PM
So when you said:

Quote
i guess its much to late to retrofit there game for even a bloody arena at this stage

You really did not mean its much too late?


Title: Re: SWTOR
Post by: DLRiley on May 26, 2009, 10:35:40 PM
So when you said:

Quote
i guess its much to late to retrofit there game for even a bloody arena at this stage

You really did not mean its much too late?

Can they add an arena during beta, end of alpha, or just before launch if they wanted to? Yes. Will they have the sense to give classes a semblance of pvp balance before they add such arena. No. So is it much too late? Yes.


Title: Re: SWTOR
Post by: gryeyes on May 26, 2009, 10:46:46 PM
Whats the name of that other game that added an arena after launch? And isn't "balance" an ongoing process regardless of stage of development including after post release?

Quote
Will they have the sense to give classes a semblance of pvp balance before they add such arena. No. So is it much too late? Yes.

How did come up with this conclusion?


Title: Re: SWTOR
Post by: DLRiley on May 26, 2009, 10:59:38 PM
WoW was 5 years ago, and if an mmo did something like that now you would have probably end up banning forum accounts by the thousands due to the flame wars. Tacking on pvp at the very end of development is a bad idea, almost as suicidal as tacking on an end game post production. Unless your idea of pvp is buttfucking on a pvp server, you are really asking for drama you really don't need or want.


Title: Re: SWTOR
Post by: Xerapis on May 26, 2009, 11:14:49 PM
PVP is usually nowhere NEAR as pleasant as buttfucking.


Title: Re: SWTOR
Post by: gryeyes on May 26, 2009, 11:15:14 PM
If i wear 3d glasses will i understand your posts? What does buttfucking on a pvp server mean? Why would people be upset at receiving consensual pvp content that does not negatively impact them? This is not the very end of development. This is vague rumors on a game in Alpha. Why would you assume all the silly things you are assuming on next to 0 information? You state the most absurd things as a certainty.


Title: Re: SWTOR
Post by: schild on May 26, 2009, 11:16:40 PM
Quote
If i wear 3d glasses will i understand your posts?

Look who's talking. I have to consume Peyote of the Philosopher to decipher half of yours.


Title: Re: SWTOR
Post by: gryeyes on May 26, 2009, 11:19:22 PM
Sad but true.  :heartbreak:


Title: Re: SWTOR
Post by: WindupAtheist on May 27, 2009, 01:07:50 AM
So it's a series of single player games but with group quests and /duel so they can charge a sub fee. Color me shocked.


Title: Re: SWTOR
Post by: Zzulo on May 27, 2009, 04:35:41 AM
I also think another label (if the rumour is true, that is) for the game would be fitting.

Or eventually we'll be calling all Multiplayer games "MMO's"


Title: Re: SWTOR
Post by: Merusk on May 27, 2009, 04:37:13 AM
That's the general idea.   MMOs cost you money and you don't own the game to resell it later.  It solves piracy and generates more money than a SP game.


Title: Re: SWTOR
Post by: DLRiley on May 27, 2009, 04:58:11 AM
If i wear 3d glasses will i understand your posts? What does buttfucking on a pvp server mean? Why would people be upset at receiving consensual pvp content that does not negatively impact them? This is not the very end of development. This is vague rumors on a game in Alpha. Why would you assume all the silly things you are assuming on next to 0 information? You state the most absurd things as a certainty.

I like i think everyone else responding to the spoiler alert, is assuming under the benefit of the doubt that it is true. Common sense tells me that hopefully bioware will message 2/3 of people concerns. Hell the fact that the spoiler info listed making your own light saber as the only craftable, is in and of it self a reason to disregard it, since it makes no sense for bioware to insist on having none jedi classes but only the lightsaber craftable.


Title: Re: SWTOR
Post by: Venkman on May 27, 2009, 05:03:10 AM
Why? Lightsaber crafting is a required part of Jedi training. Other classes can just get their gear the old fashioned drop/purchase method. There's otherwise no business reason to put crafting in SWTOR. That audience is even smaller than the folks who will be turned away by the lack of PvP.

Having said that, I imagine they'll add PvP down the road. As Triforcer said, Sith vs Jedi really doesn't make sense without it. It'll be an unbalanced trainwreck when it first gets patched in, but I would bet large that it'll go in. As will space flight eventually.

Both of these only happen if the game is hugely successful though, since they're considerable expenses. It remains to be seen if the LoTRO tutorial stretched out over 200+ hours of gameplay will work as a business. But then, we don't really know yet if this will be the usual $15/mo either.

That's the general idea.   MMOs cost you money and you don't own the game to resell it later.  It solves piracy and generates more money than a SP game.

This.


Title: Re: SWTOR
Post by: tkinnun0 on May 27, 2009, 05:37:37 AM
will pvp if it's available but won't kick-up a stink if it's not.

There's also the segment that approaches PVP like it was PVE. For example, I would join a PUG raid to Wintergrasp, then wipe to or clear the trash mobs (opposing side players) until we either went home or killed the raid boss in the back room.


Title: Re: SWTOR
Post by: NowhereMan on May 27, 2009, 06:47:16 AM
This game does sound like a really stretched out version of KotOR with some multiplayer aspects tacked on, which could be fun but I don't I'd really want to pay $15 a month for. This is especially true if I have to pay for each chapter on top of the subscription fee and it really just is a SP game with chat. Of course who knows, maybe there's some more tempting features in there somewhere and I'll end up giving it a go and getting hooked.


Title: Re: SWTOR
Post by: Venkman on May 27, 2009, 07:59:29 AM
I think the monthly fee is really just a guesstimate at this point. I could see them going up-front purchase and then bi-annual purchased content packs. If I recall, that was the rate Guild Wars was supposed to be at.


Title: Re: SWTOR
Post by: Ratman_tf on May 27, 2009, 08:20:44 AM
Why? Lightsaber crafting is a required part of Jedi training.

I read an EU source where the Jedi get their lightsabers from the lazer sword fairy, and it's G-17a canon, so it must be true! It might have been in a deleted scene from the Holiday Special, I think.

Yipeee!


Title: Re: SWTOR
Post by: DLRiley on May 27, 2009, 08:21:40 AM
will pvp if it's available but won't kick-up a stink if it's not.

There's also the segment that approaches PVP like it was PVE.

For example, full-loot upon death.


Title: Re: SWTOR
Post by: Malakili on May 27, 2009, 09:10:35 AM
Wasn't that big long thing already posted once in this thread?  Either way, Its pretty much what I expect this game to be, and also why I'm not particularly interested in it at all.


Title: Re: SWTOR
Post by: Yegolev on May 27, 2009, 09:19:30 AM
Lack of PVP is not a huge detriment.  No one likes it anyway, they like what it could be, or else they like ganking newbs.  See: Every Game Since UO.  So it's Guild Wars meets DDO or something?  Sure, sounds like a fine idea.


Title: Re: SWTOR
Post by: Lantyssa on May 27, 2009, 09:21:32 AM
Can we at least port JtL over, including reverse engineering?  Thanks.


Title: Re: SWTOR
Post by: Venkman on May 27, 2009, 09:23:51 AM
I'd love a JTL addon, but down the road. I first want a SW game that I can care about. Been a long time since those early SWG days :-)


Title: Re: SWTOR
Post by: Lantyssa on May 27, 2009, 09:29:41 AM
Yeah, it has.  Way too long.  Too bad (for me) CH won't be an option.


Title: Re: SWTOR
Post by: Threash on May 27, 2009, 11:08:07 AM
I'd love a JTL addon, but down the road. I first want a SW game that I can care about. Been a long time since those early SWG days :-)

I dont think a game without space combat even deserves the SW name.  Theres a shit ton more space combat in star wars than light saber fighting, or motherfucking crafting.


Title: Re: SWTOR
Post by: Fordel on May 27, 2009, 11:28:29 AM
I'll play the StarWars version of GuildWars, as long as I only have to pay for the game+expansions like GuildWars.


No bloody way I am paying a sub fee for the Guild Wars experience.


Title: Re: SWTOR
Post by: Draegan on May 27, 2009, 11:43:23 AM
YOu won't have to only pay a subscription.  You'll have to pay a sub and use RMT.


Title: Re: SWTOR
Post by: Venkman on May 27, 2009, 11:45:01 AM
I'd love a JTL addon, but down the road. I first want a SW game that I can care about. Been a long time since those early SWG days :-)

I dont think a game without space combat even deserves the SW name.  Theres a shit ton more space combat in star wars than light saber fighting, or motherfucking crafting.

Damn now you have me curious. All six movies together: is there more space combat than lightsabers? Ep 4 and 6 for sure. Ep 1, 2, and 3 though?

I want more space combat, and in fact would rather have Freespace 3 than KOTOR 3. But I'm curious about the space/lightsaber thing anyway.


Title: Re: SWTOR
Post by: Fordel on May 27, 2009, 11:50:54 AM
There's probably more space combat overall, but how much of that space combat is being done by the 'heroes' that PC's would end up being.


Title: Re: SWTOR
Post by: Ratman_tf on May 27, 2009, 11:51:19 AM
I've seen all 6 movies, and at no time does Marilyn Monroe fight Elvis. Totall rip-off.


Title: Re: SWTOR
Post by: Lantyssa on May 27, 2009, 12:35:34 PM
There's probably more space combat overall, but how much of that space combat is being done by the 'heroes' that PC's would end up being.
The heroes were involved in most every space combat scene I can think of.


Title: Re: SWTOR
Post by: eldaec on May 27, 2009, 03:00:51 PM
I'd love a JTL addon, but down the road. I first want a SW game that I can care about. Been a long time since those early SWG days :-)

I dont think a game without space combat even deserves the SW name.  Theres a shit ton more space combat in star wars than light saber fighting, or motherfucking crafting.

Did you watch a different Star Wars?

All the space combat in Star Wars:

The stupid shit where Anakin accidentally blows up the droid ship
Obi-Wan in asteroid field with Fett
Opening sequence in Ep 3
Battle of Yavin
Millenium Falcon in the asteroid field.
Battle of Endor

There is very little star wars in Star Wars.

OTOH

Neeson vs Maul
Maul vs Neeson/Obiwan
Maul vs Neeson/Obiwan*
Lee vs Obiwan/Anakin I
Lee vs Yoda
Lee vs Obiwan/Anakin II
Yoda vs Palpatine
Obiwan vs Anakin
Obiwan vs Vader
Luke vs Vader I
Luke vs Vader II

* So awesome it counts double.

This is not counting any amount of lightsabre vs not lightsabre antics. You can't go 30 minutes in Star Wars without someone breaking out their space penis, but you barely get one space battle per film.


Title: Re: SWTOR
Post by: Ingmar on May 27, 2009, 03:11:40 PM
I think the Hoth fight gets to count unless we're being *really* technical. Although it gets lightsabered too.


Title: Re: SWTOR
Post by: Fordel on May 27, 2009, 03:14:00 PM
What I'm saying, is how many times is there a space battle, while the heros end up boarding a ship or whatever to fight it out, compared to how many times the heroes are the ones doing the flying etc.


Title: Re: SWTOR
Post by: Ingmar on May 27, 2009, 03:17:01 PM
I think people might really just be waxing nostalgic about their experiences playing Tie Fighter!


Title: Re: SWTOR
Post by: proudft on May 27, 2009, 03:36:55 PM
But TIE Fighter was fuckin' awesome!   :drill:



Title: Re: SWTOR
Post by: Venkman on May 27, 2009, 04:08:09 PM
I think people might really just be waxing nostalgic about their experiences playing Tie Fighter!

Yes. That entire series and Freespace 2. Someone's gotta make a game like that again. I can't believe there's no market for it. Or maybe that market's only on console and called shit like "Hawx". God I can't believe a guy who may a career on trying to be really right sold out like that. Eh.

Anyhoo, eldaec's post is exactly my point. I appreciate that some of the space battles were awesome, but they do not put the "Star" nor "Wars" in Star Wars, because there simply weren't as many of them as there were mono a mono sword fighting. And his list gives more credit than I would. The only space battles I consider actual space battles are:

Yavin
Endor
Naboo (didn't care about it, but it qualifies)
Coruscant (rescue of Palpatine)

Obi-wan vs Fett was more a chase/evasion than a "battle", since Obi-wan wasn't equipped to fight back. Hoth was on Hoth, and after that the Falcon was just playing cat-and-mouse while running. Then look at the long history of SW games after the X-wing/Tie-fighter/XvT series and Rogue Squadron. Then add the source material for this game. At least SWG had the good grace to plan JTL from day one, but even then I consider ourselves lucky.

So no, I don't think space battles are required for a game called Star Wars. I just want them personally  :grin:


Title: Re: SWTOR
Post by: Lantyssa on May 27, 2009, 05:42:58 PM
Obi-wan vs Fett was more a chase/evasion than a "battle", since Obi-wan wasn't equipped to fight back. Hoth was on Hoth, and after that the Falcon was just playing cat-and-mouse while running. Then look at the long history of SW games after the X-wing/Tie-fighter/XvT series and Rogue Squadron. Then add the source material for this game. At least SWG had the good grace to plan JTL from day one, but even then I consider ourselves lucky.
If you're going to be that picky about it, then a lot of the saber battles were, too.  Like, Obi-wan versus Vader.  Possibly one of the most important as far as getting Luke to take this seriously, but it's not like the fight itself (or many in the original trilogy) were all that epic.

Nitpicking cuts both ways. :-P

When you say Star Wars, people think of both.  It doesn't actually matter what the movies contained so much as what people think of when you say those two words.


Title: Re: SWTOR
Post by: Hindenburg on May 27, 2009, 05:44:16 PM
Yes. That entire series and Freespace 2. Someone's gotta make a game like that again. I can't believe there's no market for it. Or maybe that market's only on console and called shit like "Hawx". God I can't believe a guy who may a career on trying to be really right sold out like that. Eh.

Called Ace Combat, actually. There's a few clones that I might be able to remember, but they're all native to the ps2. Probably something to do with most pc gamers interested in jet fighter games thinking that they all gotta be simulators, and crying that the game is a dumbed down piece of shit when they can't use their ridiculously complex controls.


Title: Re: SWTOR
Post by: Sky on May 28, 2009, 06:57:21 AM
Episodes 1-3 aren't technically Star Wars. In my book. Which is all that counts. I'm going the Modern Angel route on this one. It's fact.


Title: Re: SWTOR
Post by: Venkman on May 28, 2009, 07:01:22 AM
Obi-wan vs Fett was more a chase/evasion than a "battle", since Obi-wan wasn't equipped to fight back. Hoth was on Hoth, and after that the Falcon was just playing cat-and-mouse while running. Then look at the long history of SW games after the X-wing/Tie-fighter/XvT series and Rogue Squadron. Then add the source material for this game. At least SWG had the good grace to plan JTL from day one, but even then I consider ourselves lucky.
If you're going to be that picky about it, then a lot of the saber battles were, too.  Like, Obi-wan versus Vader.  Possibly one of the most important as far as getting Luke to take this seriously, but it's not like the fight itself (or many in the original trilogy) were all that epic.

Nitpicking cuts both ways. :-P

Well, now I'm gonna argue that a sec :-)  In the mid/late 70s, that fight was epic. And Obi-wan didn't set out to lose that fight. He just realized during it that he couldn't win, so made the best of it by ascending to a level where he could still guide Luke after a fashion. As an aside, my favorite light saber moment was right after Darth Maul killed Qui-gon when Obi-wan went all crazy on him. Man what a waste of a great bad guy.


Title: Re: SWTOR
Post by: Cyrrex on May 28, 2009, 07:10:31 AM
The original Obi-wan versus Vader fight was never particularly compelling from a swordsmanship or action point-of-view.  I suspect it had more to do with the novelty of those crazy laser swords and the fact that Vader scared the bejesus out of most of us at the time.

Qui-Gon/Obi versus Maul was definitely the best of them, with the last part being particularly awesome.  I actually manage to block out how crappy that entire movie is just because of that scene.  I consider it a great tragedy that they killed off Maul.

It almost doesn't count, but you left Obi-Wan versus Grievous off your list.  That was a missed opportunity (not yours, theirs), IMO.


Title: Re: SWTOR
Post by: Brogarn on May 28, 2009, 07:44:50 AM
That fight scene was definitely the best part of that movie but you could tell that Ray Park was slowing down for Liam. Plus, I always thought that Liam should have had a bastard sword sized light saber. Would have fit him better.


Title: Re: SWTOR
Post by: Cyrrex on May 28, 2009, 07:50:22 AM
Yeah, while he did slow down a bit for Liam, I thought it made sense for the story.  He was just toying with them, after all, and was never really in danger.  Until he made Obi-Wan fucking snap, and then it was game on, motherfucker.


Title: Re: SWTOR
Post by: Lantyssa on May 28, 2009, 08:48:14 AM
Well, now I'm gonna argue that a sec :-)  In the mid/late 70s, that fight was epic.
And the space combat wasn't? :?


Title: Re: SWTOR
Post by: AutomaticZen on May 28, 2009, 10:03:50 AM
Well, now I'm gonna argue that a sec :-)  In the mid/late 70s, that fight was epic.
And the space combat wasn't? :?

The farther you get into the expanded universe, the less space combat becomes a big draw.  Mostly because you can't have novels of nothing but space combat.  Even the Rogue Squadron book series had the pilots become hotshot commandos as well as pilots.

And if it invovles Jedi, it's mostly "PEW PEW!  LAZER SWORDZ!  FORCE EYEBROWS GO!"

Plus, no Star Wars game beats JEDI POWER BATTLES for Playstation. 
(http://upload.wikimedia.org/wikipedia/en/2/2d/Jedipowercov.jpg)



Title: Re: SWTOR
Post by: Mosesandstick on May 28, 2009, 11:54:19 AM
I'm not kidding when I say that's my favourite Star Wars game.


Title: Re: SWTOR
Post by: eldaec on May 28, 2009, 01:22:21 PM
Yeah, while he did slow down a bit for Liam, I thought it made sense for the story.  He was just toying with them, after all, and was never really in danger.  Until he made Obi-Wan fucking snap, and then it was game on, motherfucker.

The greatest tragedy in Star Wars is that Maul vs Neeson/MacGregor is intercut with the 3 worst sequences in the entire canon.

I personally take the view that Obiwan is not reacting to Darth Maul, or to the death of Qui-Gon, but to a tremor in the force revealing to him just how many megawatts of suck he is sharing his screen time with.


Title: Re: SWTOR
Post by: rk47 on May 28, 2009, 03:41:36 PM
I'm not kidding when I say that's my favourite Star Wars game.

Never played it, but are you sure? Jedi Knight series in PC is pretty much my favorite.


Title: Re: SWTOR
Post by: AutomaticZen on May 28, 2009, 04:03:06 PM
I'm not kidding when I say that's my favourite Star Wars game.

Never played it, but are you sure? Jedi Knight series in PC is pretty much my favorite.

Find it.  Hunt it down.  It's like getting kicked in the nuts by everyone you know and love.  That game is so goddamn hard because it has platforming segments that have no reason to be in a Star Wars game, and require you jumping at just the right moment.  Death sends you back to failureville all over again.

From IGN's Review (http://psx.ign.com/articles/163/163674p1.html):

Quote
The next element of the game that's absolutely crucial to success is jumping. More often than not, its hard to judge how far you need to leap. That happens sometimes in games, and if the game rewards you for learning the skills to play it and enables you to judge, through experience, the length of the jumps, it's forgivable. But with Jedi Power Battles, the collision detection is so bad that sometimes it appears that you have landed on solid ground, but in reality you haven't. You-sa gonna die lotsa. Throughout the 10 levels, there are numerous areas to jump to and from, and the control, and collision detection is consistently poor, and practically forces death upon you. On top of that, every single time you die all the enemies in the level return. That means you have to chop you way through them all over again just to get the same point where you died just to lose yet another life due to the horrid controls.

Oddly enough, I still love it.  It's great with a friend and a couple of drinks.  You can split the time between enjoying it, and laughing about how bad it is.


Title: Re: SWTOR
Post by: Venkman on May 28, 2009, 05:08:09 PM
Well, now I'm gonna argue that a sec :-)  In the mid/late 70s, that fight was epic.
And the space combat wasn't? :?

That was the first line of my list of space battles ([Battle of] Yavin [IV]) :-)

It almost doesn't count, but you left Obi-Wan versus Grievous off your list.  That was a missed opportunity (not yours, theirs), IMO.
That's a good point actually. I enjoyed at least parts of that fight. Not as much as Ep 1, but the beginning part at least was fun.


Title: Re: SWTOR
Post by: Brogarn on May 28, 2009, 05:54:10 PM
I personally take the view that Obiwan is not reacting to Darth Maul, or to the death of Qui-Gon, but to a tremor in the force revealing to him just how many megawatts of suck he is sharing his screen time with.

That had me rolling. Well played.


Title: Re: SWTOR
Post by: Mosesandstick on May 28, 2009, 11:32:18 PM
Find it.  Hunt it down.  It's like getting kicked in the nuts by everyone you know and love.  That game is so goddamn hard because it has platforming segments that have no reason to be in a Star Wars game, and require you jumping at just the right moment.  Death sends you back to failureville all over again.

You got to be a bit of a masochist to like JPB. It's such a frustrating game you will never break the disk. You'll go straight to punching your tv. It's only redeeming quality is the multiplayer, which can actually be kinda fun because it's jedi versus pewpew and stuff. And Plo Koon rocks. And when you die, which will happen, a lot, you don't have to start over.

Those IGN guys are noobs. They didn't talk that much (or at all) about the bits where you had to fall down off platforms on to little ledges that you can't see so that you can collect all the sekrit items in the game =). Or make complete blind leaps of faith, which is what most of the game feels like. Or making a huge jump and being shot at in mid-air from enemies off screen. Or being in 2 player mode and having your friend respawn nowhere near you because you're on a secret platform and the game camera fixes the situation by jumping to the middle where both of you can't be seen. Or the fact that the final fight against Darth Maul is impossible because he attacks around 8 times a second and has infinite block (which is probably what it would've really been like fighting Maul  :awesome_for_real:).

I would sell my spleen for Jedi Power Battles II.


Title: Re: SWTOR
Post by: Yegolev on May 29, 2009, 07:02:03 AM
You people are sick.


Title: Re: SWTOR
Post by: Mosesandstick on May 29, 2009, 08:19:57 AM
The first time I played Ninja Gaiden I thought it was a breeze.

In all seriousness, the lightsaber action in JPB is probably the best arcadey lightsaber action there is out of any star wars game.


Title: Re: SWTOR
Post by: WindupAtheist on May 29, 2009, 08:20:41 AM
I rented JPB back in the day. For the first five minutes I thought "Hey this is kinda fun!" Then I fell off a cliff 40 times in a row trying to jump onto a platform and quit playing.


Title: Re: SWTOR
Post by: Yegolev on May 29, 2009, 10:28:33 AM
That reminds me of Ultima VIII.


Title: Re: SWTOR
Post by: WindupAtheist on May 29, 2009, 10:34:03 AM
The way they've cranked out Star Wars games over the years, I'm still pissed we never got a lightsaber version of Bushido Blade.


Title: Re: SWTOR
Post by: Yegolev on May 29, 2009, 10:39:21 AM
You are just trying to get me all worked up, aren't you?


Title: Re: SWTOR
Post by: Hindenburg on May 29, 2009, 10:47:36 AM
The way they've cranked out Star Wars games over the years, I'm still pissed we never got a lightsaber version of Bushido Blade.

Jedi Knight 2 MP.


Title: Re: SWTOR
Post by: Yegolev on May 29, 2009, 10:58:01 AM
The way they've cranked out Star Wars games over the years, I'm still pissed we never got a lightsaber version of Bushido Blade.

Jedi Knight 2 MP.

Stop talking out of your ass.


Title: Re: SWTOR
Post by: Hindenburg on May 29, 2009, 11:02:45 AM
I'm serious. It was absolutely terrific in MP, and lightsabers were the only weapons worth using. 3 stances, special moves and defense according to stance, ranged weapons nearly useless due to force push and quick saber stance, lightsaber-only servers, limbs being chopped off.

It was the closest thing to the bushido blade games I've ever played.


Title: Re: SWTOR
Post by: schild on May 29, 2009, 11:04:15 AM
And yet, it still was nothing like Bushido Blade.


Title: Re: SWTOR
Post by: Yegolev on May 29, 2009, 11:15:55 AM
Yea, I played JKII and I played Bushido Blade.  The closest thing to Bushido Blade that I have played was Bushido Blade II: Electric Boogaloo, but, alas, it was not Bushido Blade.  JKII was great fun, but it was not anything like Bushido Blade.  Hell, Demon's Souls is more like Bushido Blade than JKII.


Title: Re: SWTOR
Post by: WindupAtheist on May 29, 2009, 11:30:14 AM
As much as I'd like a Star Wars version of Bushido Blade, I'd also love a Bushido Blade version of Bushido Blade. Why did you have to remind me that BB2 existed?

"I'M TONY, CHECK OUT MY RHYTHYM!"

 :uhrr: :uhrr: :uhrr:


Title: Re: SWTOR
Post by: Kail on May 29, 2009, 02:23:14 PM
I'm serious. It was absolutely terrific in MP, and lightsabers were the only weapons worth using. 3 stances, special moves and defense according to stance, ranged weapons nearly useless due to force push and quick saber stance, lightsaber-only servers, limbs being chopped off.

It was the closest thing to the bushido blade games I've ever played.

Weird; that's almost the exact opposite of how I remember it.

Lightsabers were decent, but unless you were a Jedi IRL, force deflecting projectiles before they splashed you was tricky, so missiles and concussion blasts were still huge damage attacks.  Firing from mid-range, you could annihilate a saber user with one or two shots while they couldn't do much to you except that weak saber throw.  From behind, even the starter pistol did enough damage that you could take down a saber user before they could react.

The stances were a novel idea, but almost totally unused.  The only useful one was Strong stance, since that's the one which ignored blocks, so that's the one people used.  There was that one stupid jumping attack that was an instant kill if it connected, so that's the one everyone spammed.  So every duel was two people popping a swing, running in to melee range as it executed, and running back out for the follow through to finish, and spamming that stupid jump move whenever they had the force energy for it.  You could do all kinds of crazy stuff, like force run up walls, but there was never a reason to; you never got anything from doing that except maybe a bit of distance (which you could also get by just jumping).  There were all kinds of situational attacks (e.g. attack when an opponent is behind you and you deal an unblockable hit to them), but since everyone moved at Quake speeds, these were almost impossible to pull off reliably.  It was pretty much the definitive case of something that looks great on paper but fails to deliver, for me.  There was all this awesome stuff to do, all these cool moves and tricks, but nowhere to use them, no reason to try them.

I love the games in single player (Jedi Academy has some incredibly fun level design), but I really couldn't stand multiplayer for very long.


Title: Re: SWTOR
Post by: Modern Angel on May 29, 2009, 02:39:35 PM
As much as I'd like a Star Wars version of Bushido Blade, I'd also love a Bushido Blade version of Bushido Blade. Why did you have to remind me that BB2 existed?

"I'M TONY, CHECK OUT MY RHYTHYM!"

 :uhrr: :uhrr: :uhrr:

You are insane if you don't think Tony was the best character in BB2.

Fuck I loved that game.


Title: Re: SWTOR
Post by: UnSub on May 31, 2009, 12:46:38 AM
The stances were a novel idea, but almost totally unused.  The only useful one was Strong stance, since that's the one which ignored blocks, so that's the one people used.  There was that one stupid jumping attack that was an instant kill if it connected, so that's the one everyone spammed. 

HASSAN CHOP!

(http://www.hassanchop.com/HassanChop.jpg)

That's my recollection of it too.

Then it was found the reverse stab was also super-powerful (possibly once the Hassan Chop was nerfed), so players would run up to each other backwards.


Title: Re: SWTOR
Post by: Triforcer on May 31, 2009, 12:51:54 AM
I'm serious. It was absolutely terrific in MP, and lightsabers were the only weapons worth using. 3 stances, special moves and defense according to stance, ranged weapons nearly useless due to force push and quick saber stance, lightsaber-only servers, limbs being chopped off.

It was the closest thing to the bushido blade games I've ever played.

Weird; that's almost the exact opposite of how I remember it.

Lightsabers were decent, but unless you were a Jedi IRL, force deflecting projectiles before they splashed you was tricky, so missiles and concussion blasts were still huge damage attacks.  Firing from mid-range, you could annihilate a saber user with one or two shots while they couldn't do much to you except that weak saber throw.  From behind, even the starter pistol did enough damage that you could take down a saber user before they could react.

The stances were a novel idea, but almost totally unused.  The only useful one was Strong stance, since that's the one which ignored blocks, so that's the one people used.  There was that one stupid jumping attack that was an instant kill if it connected, so that's the one everyone spammed.  So every duel was two people popping a swing, running in to melee range as it executed, and running back out for the follow through to finish, and spamming that stupid jump move whenever they had the force energy for it.  You could do all kinds of crazy stuff, like force run up walls, but there was never a reason to; you never got anything from doing that except maybe a bit of distance (which you could also get by just jumping).  There were all kinds of situational attacks (e.g. attack when an opponent is behind you and you deal an unblockable hit to them), but since everyone moved at Quake speeds, these were almost impossible to pull off reliably.  It was pretty much the definitive case of something that looks great on paper but fails to deliver, for me.  There was all this awesome stuff to do, all these cool moves and tricks, but nowhere to use them, no reason to try them.

I love the games in single player (Jedi Academy has some incredibly fun level design), but I really couldn't stand multiplayer for very long.

If you tried to win with fencing, you were doing it wrong.  I put all my force points in choke, lightning, and push.  Just stand near ledges and wait for people. 


Title: Re: SWTOR
Post by: Mosesandstick on May 31, 2009, 01:36:33 AM
Depends on the map peeps.


Title: Re: SWTOR
Post by: Stormwaltz on June 01, 2009, 02:31:48 PM
Big new trailer being revealed at the EA-E3 presentation now.

I'll get you the link when it's up in a non live streaming way.

EDIT: Here t'is.

http://swtor.com/media/trailers/deceived-cinematic-trailer


Title: Re: SWTOR
Post by: Ghambit on June 01, 2009, 03:09:45 PM
[enter voice-over discussions]

Welp, they've taken on the task of taking some of the most A.D.D.-ridden fans in the world and getting them to sit and listen to an entire MMOs-worth of voiceovers.  Are their writers really that good??  They better be.


Title: Re: SWTOR
Post by: Tannhauser on June 01, 2009, 03:14:20 PM
Wow, that's kick ass. 


Title: Re: SWTOR
Post by: SnakeCharmer on June 01, 2009, 03:39:22 PM
Kick ass trailers do not a kick ass game make.

Can't believe I just typed that...Anyway, wasn't there supposed to be 30 minutes of gameplay footage released today?  Or at least 5 minutes of gameplay with 25 minutes of developer commentary?


Title: Re: SWTOR
Post by: Gutboy Barrelhouse on June 01, 2009, 03:45:49 PM
Too bad the Clone Wars was not rendered like that, I would have watched them all then.


Title: Re: SWTOR
Post by: Venkman on June 01, 2009, 04:20:35 PM
Paraphrasing myself from the E3 letdown thread in PC/Console.

Regarding voiceover, if they stay the course with this title, it'll have more resemblance to KOTOR than any of the EQ1 descendants. So while we suffered through voiceovers in EQ2 beta until we could turn them off, SWTOR may just play differently enough where the voice isn't in the way as much as it supports. We didn't play through the Mass Effect story the same way we constantly optimize character stats in WoW :-)

But having watched the awesome sizzler, I'm forced to ask again: wtf? no real PvP? Whole damned video was PvP.


Title: Re: SWTOR
Post by: Threash on June 01, 2009, 05:04:23 PM
Voiceover was great in AoC, it made a very noticeable difference in my enjoyment of the game when it was suddenly removed around lvl 20.  It also made for a very very large install folder.  That trailer is fucking awesome, i know that doesn't mean anything at all with regards to the actual game but it did get me pumped up to try it out which is really all a trailer can do.


Title: Re: SWTOR
Post by: gryeyes on June 01, 2009, 05:06:20 PM
What a great trailer.


Title: Re: SWTOR
Post by: Venkman on June 01, 2009, 05:11:57 PM
Wonder who did it? Looks like it could be Blur, but I'm sorta guessing...


Title: Re: SWTOR
Post by: Triforcer on June 01, 2009, 05:18:23 PM
I can't see this at work.  Am I correct in surmising we don't learn anything about actual game mechanics, beyond the voiceover bit?  Crafting, PvP system, that type of thing?


Title: Re: SWTOR
Post by: Ingmar on June 01, 2009, 05:19:23 PM
I can't see this at work.  Am I correct in surmising we don't learn anything about actual game mechanics, beyond the voiceover bit?  Crafting, PvP system, that type of thing?

You don't even learn the voiceover thing from the video - this is purely a cinematic trailer.


Title: Re: SWTOR
Post by: Surlyboi on June 01, 2009, 05:21:20 PM
Who gives a fuck right now? That trailer is pure fucking win. Let's bask in the glory of it today.
We've got plenty of time to go back to bitching about mechanics before the thing launches.


Title: Re: SWTOR
Post by: Fordel on June 01, 2009, 05:45:41 PM
That was easily one of the best LightSabre duels I have ever seen. Maybe the best. I've re watched like 5 times just to catch all the maneuvers the two 'boss' jedi/sith were pulling off.


Title: Re: SWTOR
Post by: gryeyes on June 01, 2009, 06:10:30 PM
Ya Ive watched it 4 times, so fucking awesome.


Title: Re: SWTOR
Post by: Hawkbit on June 01, 2009, 06:17:15 PM
Four minute trailer was better than six hours of prequels.  heh.

I watched it on G4 first and I had to LOL.  When the EA presentation and SW trailer was over Olivia Munn said something like: "OMG that was awesome! So is the game going to play like that?"  Then random other G4 dude says "Yes."

All paraphrased, of course.  But jesus. 


Title: Re: SWTOR
Post by: Triforcer on June 01, 2009, 06:20:24 PM
Viewed in isolation, the trailer is entertaining.  But I seem to recall a great cinematic for WAR of a massive city siege, and look where that got us.  Non-gameplay trailers mean less than nothing.


Title: Re: SWTOR
Post by: Merusk on June 01, 2009, 06:25:18 PM
Oh, that reminds me.  Another reason PVP in this game would be an asinine decision.. 5:1 Sith ratio.


Title: Re: SWTOR
Post by: Threash on June 01, 2009, 06:27:23 PM
Viewed in isolation, the trailer is entertaining.  But I seem to recall a great cinematic for WAR of a massive city siege, and look where that got us.  Non-gameplay trailers mean less than nothing.

It means we can watch and enjoy an awesome trailer.


Title: Re: SWTOR
Post by: Surlyboi on June 01, 2009, 08:28:16 PM
Oh, that reminds me.  Another reason PVP in this game would be an asinine decision.. 5:1 Sith ratio.

This.

I so dread being overrun by wanna-be evil asshats spamming the sith mantra over and over.


Title: Re: SWTOR
Post by: AutomaticZen on June 01, 2009, 08:40:27 PM
Oh, that reminds me.  Another reason PVP in this game would be an asinine decision.. 5:1 Sith ratio.

This.

I so dread being overrun by wanna-be evil asshats spamming the sith mantra over and over.


Hey, you gotta give them something, because apparently the only lightsaber color they have is red.


Title: Re: SWTOR
Post by: ashrik on June 01, 2009, 08:42:41 PM
Oh, that reminds me.  Another reason PVP in this game would be an asinine decision.. 5:1 Sith ratio.

This.

I so dread being overrun by wanna-be evil asshats spamming the sith mantra over and over.
haha

<Darth Sid> Can I has a green litesaber?
<Sith Happens> Hit alt-f4 to change the color of ur beam
<Darf Thrall> stfu
<Meesa Meesa> halp where iz mankirks wife?!?!?
<Jedi Mindtrixx> WoW leads to the darkside
<Busta Skywalka> you sith biches about to get ponzord
<Peace IsALie> There is only passion!
<Han FiredFirst> LF4M defense of coruscant!


Title: Re: SWTOR
Post by: Falwell on June 01, 2009, 09:02:44 PM
Asinine or not, it appears to be there in some form...

http://e3.gamespot.com/story/6210545/star-wars-the-old-republic-exclusive-qanda-the-smuggler-profession-and-e3-2009?tag=topslot;img;1

Quote
When it comes to weaponry, the smugglers know that hokey religions and ancient weapons are no match for a good blaster at their side. Now, in terms of armor, smugglers like to stay lightly equipped--as much to complement their combat techniques as to not cramp their style. You see, many smugglers are real charmers and like a little class with their appearance--think Lando in Cloud City. In fact, when discussing gear, we affectionately refer to one of the high-end smuggler player-versus-player reward sets as the "Bling" outfit


Title: Re: SWTOR
Post by: Triforcer on June 01, 2009, 09:21:35 PM
That at least debunks the "duels only" rumor, although it leaves open the possibility we have badge-grinding BGs.

They are in a tough spot with this one.  You can go the DAoC route, with the core "starter" worlds of the other side offlimits and a couple RvR planets, or you can have a game where Jedi and Sith quest 10 feet away with no power to attack the other side (which goes against the "Galactic War" concept).  I'm betting they go with a hybrid WAR/DAoC solution, where certain planets are offlimits to the opposite faction and the others have RvR lakes.  For some reason I think its exceedingly unlike they will say "screw it" and have Jedi and Sith always seeing each other everywhere but unable to attack. 


Title: Re: SWTOR
Post by: ashrik on June 01, 2009, 09:48:22 PM
I'd wager that the amount of times they talk about Sith and Republic players having a totally different gaming experience would support the theory that we won't be rubbing shoulders at a lot of quest hubs.


Title: Re: SWTOR
Post by: Ingmar on June 02, 2009, 12:15:33 AM
Have they said that PVE won't be fully instanced?


Title: Re: SWTOR
Post by: Triforcer on June 02, 2009, 03:35:05 AM
I'm too lazy to find it, but one of the first October 2008 interviews (released on the day of announcement or close to it) had a comment by the devs that they are cognizant of the dangers of too much instancing (that it takes away from the "world" feeling).  Of course its been eight months, who knows if that still holds true. 


Title: Re: SWTOR
Post by: Venkman on June 02, 2009, 04:39:56 AM
I'd wager that the amount of times they talk about Sith and Republic players having a totally different gaming experience would support the theory that we won't be rubbing shoulders at a lot of quest hubs.

This.

Sith and Jedi will have completely different tracks, sub-divided among their classes. It really sounds like every class gets their own unique AoC Tortage.

Eventually the players will converge. Easy to see how on the PvE side, harder to see on the PvP. Could be Scenarios/BGs or BG/RvR, as I very much doubt open nor lakes-like PvP though. They're in a lose/lose here for the vocal critics, so their best hope is to hit as broad an audience as possible. And that means compartmentalizing by playstyle as much as possible.

Doesn't need to mean instancing in the way we know it today. I'd go with Tri's thoughts of playstyle bracketed by planet.


Title: Re: SWTOR
Post by: Falwell on June 02, 2009, 05:25:30 AM
I find it ironic that Bioware did more good with the SW license in their last four minutes of footage then Lucas did with his last seven hours.


Title: Re: SWTOR
Post by: Cyrrex on June 02, 2009, 05:45:22 AM
I haven't been able to keep up with any of the E3 stuff, but is it safe to assume that they still haven't talked release date for this? 


Title: Re: SWTOR
Post by: Falwell on June 02, 2009, 05:54:33 AM
I haven't been able to keep up with any of the E3 stuff, but is it safe to assume that they still haven't talked release date for this? 

Nah, and they won't for quite some time I'd wager.


Title: Re: SWTOR
Post by: Sky on June 02, 2009, 06:45:23 AM
That trailer is so nice, and really drives home how badly Lucas fucked up his own franchise with the lame prequels. Once again Bioware is doing better with his IP.


Title: Re: SWTOR
Post by: Murgos on June 02, 2009, 07:10:28 AM
Whatever, at some point a Sith Master is going to Force hold an Ewok so that a Jedi Padawan can power level.  And then they'll both go camp the Jedi Council spawn.

I suggest divorcing yourself mentally from any connections to things like Canon or Motives or Story or etc..., now so that you can just accept the game as it is when released and enjoy it on it's merits.


Title: Re: SWTOR
Post by: Ghambit on June 02, 2009, 07:18:50 AM
I'd wager that the amount of times they talk about Sith and Republic players having a totally different gaming experience would support the theory that we won't be rubbing shoulders at a lot of quest hubs.

This.

Sith and Jedi will have completely different tracks, sub-divided among their classes. It really sounds like every class gets their own unique AoC Tortage.

Eventually the players will converge. Easy to see how on the PvE side, harder to see on the PvP. Could be Scenarios/BGs or BG/RvR, as I very much doubt open nor lakes-like PvP though. They're in a lose/lose here for the vocal critics, so their best hope is to hit as broad an audience as possible. And that means compartmentalizing by playstyle as much as possible.

Doesn't need to mean instancing in the way we know it today. I'd go with Tri's thoughts of playstyle bracketed by planet.

I thought they'd said that your character's factional relevence is determined mostly by the choices you make in-game (i.e. rep. grinds and story decisions.)  Therefore, it's conceivable you're not ever really locked out of places, only disallowed temporarily.  Also, these "moral grey areas" would allow one to travel to many different zones w/o being killed (like a Lando or Haan). 


Title: Re: SWTOR
Post by: Draegan on June 02, 2009, 07:30:26 AM
That trailer is so nice, and really drives home how badly Lucas fucked up his own franchise with the lame prequels. Once again Bioware is doing better with his IP.

I'm crying on the inside because this is so true.


Title: Re: SWTOR
Post by: Ratman_tf on June 02, 2009, 07:53:04 AM
Hay guise, this trailer waz bettur than the prequels, amirite?  :awesome_for_real:


Title: Re: SWTOR
Post by: SnakeCharmer on June 02, 2009, 08:07:45 AM
Hell, it was better than all 6 movies combined.


Title: Re: SWTOR
Post by: Rasix on June 02, 2009, 08:10:34 AM
Hay guise, this trailer waz bettur than the prequels, amirite?  :awesome_for_real:

(http://dl-client.getdropbox.com/u/82533/swtor1.JPG)

 :drill:

Quote
Hell, it was better than all 6 movies combined.

Nah, Empire is still better.


Title: Re: SWTOR
Post by: Lum on June 02, 2009, 09:16:00 AM
The trailer was done by Blur, I've heard, and is probably the best work they've ever done.


Title: Re: SWTOR
Post by: Zzulo on June 02, 2009, 09:43:01 AM
and all of their work is pretty god damn good already


Title: Re: SWTOR
Post by: Malakili on June 02, 2009, 09:53:34 AM
It would be cool if that cinematic had anything to do with the actual game.


Title: Re: SWTOR
Post by: Yegolev on June 02, 2009, 10:03:11 AM
I think the Jedi can retake that palace if they just gain enough Gungan faction.


Title: Re: SWTOR
Post by: Nebu on June 02, 2009, 10:18:21 AM
Every time I see a cinematic, I am reminded of the trailers for DAoC, WAR, and AoC.  The trailer may have been the best part of all three of those titles. 

I want to see actual gameplay.  Granted, I'm excited about the potential here, but I've all but given up hope for MMO's.   


Title: Re: SWTOR
Post by: Ingmar on June 02, 2009, 10:28:17 AM
Whatever, at some point a Sith Master is going to Force hold an Ewok so that a Jedi Padawan can power level.  And then they'll both go camp the Jedi Council spawn.

I dunno, I really get the impression that PVE zones will be completely separate for the 2 sides.


Title: Re: SWTOR
Post by: SnakeCharmer on June 02, 2009, 11:35:22 AM
I want to see actual gameplay

Tomorrow at 1pm, I believe.


Title: Re: SWTOR
Post by: WindupAtheist on June 02, 2009, 12:01:56 PM
Nice promo cartoon. Almost makes you forget that the combat was the worst thing in KOTOR. Almost.

Also, the entire "Hay maybe we can trust the Sith to make peace! OH NOES WE CAN'T! HOW UNEXPECTED!" premise is pretty retarded. At least Palpatine had to get himself elected to office and subvert the Republic from the inside. Apparently this version of the Republic can be bamboozled by a ploy on the order of "Let's take turns punching each other, I'll go first!"


Title: Re: SWTOR
Post by: Fordel on June 02, 2009, 01:34:19 PM
Mass Effect combat was pretty fun on the other hand, we can always hope its more like that, or they learned from it, or <insert dreamers fantasy>.



Maybe they should just give up on the game, and just give all the dev money to Blur to make a full length movie instead.  :drill:


Title: Re: SWTOR
Post by: gryeyes on June 02, 2009, 01:59:49 PM
Its superior to that CGI clone wars series by a HUGE margin.


Title: Re: SWTOR
Post by: Fordel on June 02, 2009, 02:07:56 PM
I pretend the CGI Clone Wars series doesn't exist. The Cartoon CloneWars though, that was awesome  :heart:


Title: Re: SWTOR
Post by: gryeyes on June 02, 2009, 02:12:59 PM
Everything Tartavosky (bet i mangled that name) is golden. Unrelated but did you notice the Sith boss cuts off the jedi's pony tail!


Title: Re: SWTOR
Post by: eldaec on June 02, 2009, 03:14:01 PM
I can't decide if more than 5 minutes of that cgi or any kind of dialog would take us into the uncanny alley.

But still more awesome than $100 million of George Lucas Star Wars.


Title: Re: SWTOR
Post by: Venkman on June 02, 2009, 03:57:56 PM
The trailer was done by Blur, I've heard, and is probably the best work they've ever done.

Yea, that's what I thought, from looking at it. Blur's site is really out of date :-) Their work is awesome (EQ2 and WAR prior to this one, plus a bunch of other things of course). They definitely have a "Style" though, erring more on the side of realism and camera work more than fantastical like Blizzard.

It does highlight the difference between cinematic and game play though. Here's hoping it's not as wide a gulf as WAR's was  :grin:

Quote from: Ghambit wrote
I thought they'd said that your character's factional relevence is determined mostly by the choices you make in-game (i.e. rep. grinds and story decisions.)  Therefore, it's conceivable you're not ever really locked out of places, only disallowed temporarily.  Also, these "moral grey areas" would allow one to travel to many different zones w/o being killed (like a Lando or Haan).
First I've heard that. Was that part of their last-year announcement? From everything I've read since, this game is shaping up to be multiple Tortages with a Fallout 3+DLC business model.

Now, I wouldn't mind being wrong. Or maybe they'll do both, where the first 10 levels are spent choosing your path and then the next 10 paths are deepening your allegiance or something.

Actually, that makes sense. Or maybe just because I hope that's what they do.


Title: Re: SWTOR
Post by: Delmania on June 02, 2009, 06:21:16 PM
Quote from: Ghambit wrote
I thought they'd said that your character's factional relevence is determined mostly by the choices you make in-game (i.e. rep. grinds and story decisions.)  Therefore, it's conceivable you're not ever really locked out of places, only disallowed temporarily.  Also, these "moral grey areas" would allow one to travel to many different zones w/o being killed (like a Lando or Haan).

Dear god, I hope they polished that up since the 2 single player games.
NPC:  "I need your help!"
Choices:
a.) I'll save you!
b.) I'll kill you!
c.) Pie?

(Upon choosing (b)) Party members: you big meanie.  I hate you but I will keep following you anyways.


Title: Re: SWTOR
Post by: koro on June 02, 2009, 07:40:21 PM
I didn't see it mentioned, but Gamespot, in addition to the Q&A posted above, gave impressions (http://e3.gamespot.com/story/6210951/star-wars-the-old-republic-impressions-combat-bounty-hunters-smugglers-and-gameplay?tag=latest-highlights;title;5) of the hands-on play they had. Some of the notable bits of it include:

Quote
[The Smuggler] will have a unique cover system that will, when you acquire a target enemy, immediately place a stick-figure silhouette in the world, which provides the best cover. It's best to first head to that cover area and then start firing. In fact, cover is so important to this profession that some of its abilities may only be used while crouching behind cover.

Quote
Our party confronted the captain and engaged in "multiplayer dialogue," which is another one of Star Wars: TOR's unique features. During the conversation, our bounty hunter and our Sith team members were each given a dialogue option during the conversation, which ended with the group decision of either killing the captain as punishment or sparing his life. Decisions like this will apparently give you and your party members a few moments to cast your votes before the game locks in the party's decision. In this case, we chose to kill the captain, which was an evil act that earned our characters dark side points, and according to BioWare, changed the course of the game (the following sequence of events we're about to describe apparently wouldn't have happened had we spared him).

And finally

Quote
Finally, the Jedi made his appearance and seemed to pose a real challenge because he had force powers of his own, but using the bounty hunter's and Sith's abilities together, such as having the bounty hunter trigger his jetpack to dive-bomb the Jedi while the Sith character dueled on foot, eventually brought the mighty Jedi knight down.

I'm hoping to see an actual video of the gameplay tomorrow. Abusable as it may be, I do find the idea of the mechanically-integrated "group vote" on a path to take for a party quest pretty interesting.


Title: Re: SWTOR
Post by: Triforcer on June 02, 2009, 07:43:09 PM
If choices made in "group dialogue" have any (permanent) effect whatsover on subsequently available quests, items, companions, etc., then the system simply won't work.  Picture all the PUG mouthbreathers you've ever grouped with and ask yourself whether you want your goal of getting that one really cool companion character to depend on THEM.  I can hear schild's head exploding already. 


Title: Re: SWTOR
Post by: squirrel on June 02, 2009, 07:43:13 PM
The trailer was done by Blur, I've heard, and is probably the best work they've ever done.

Agreed, although given how cool some of the trailers they've done for other games are I'm not sure it's relevant to the product. That said, it is Bioware. Well, kind of. Here's hoping.

But yeah - great trailer. Then again I thought the Blur Warhammer trailers were awesome too.


Title: Re: SWTOR
Post by: SnakeCharmer on June 02, 2009, 07:43:32 PM
In other news, the Off Topic forums at swtor.com have been shut down (http://www.swtor.com/community/showthread.php?p=832289#post832289) as a result of the complete cesspit it has become.  Never fear, however, it will be reopened as they hire/place more community staff to help moderate the forums as a whole.  The fun then spilled over into other forums, which resulted in a flurry of locking/deleting of posts.

:facepalm:


Title: Re: SWTOR
Post by: Kageru on June 02, 2009, 08:34:45 PM

It still bugs me that all the combat looks like they're swinging broadswords at armored foes. I know it looks pretty, but if your weapon is weightless and needs zero force to cut through just about anything and your foe is unarmored anyway a more guarded style (like rapier fencing) would just make so much more sense. Or a flamethrower for that matter.


Title: Re: SWTOR
Post by: Lantyssa on June 02, 2009, 08:45:00 PM
In other news, the Off Topic forums at swtor.com have been shut down (http://www.swtor.com/community/showthread.php?p=832289#post832289) as a result of the complete cesspit it has become.  Never fear, however, it will be reopened as they hire/place more community staff to help moderate the forums as a whole.  The fun then spilled over into other forums, which resulted in a flurry of locking/deleting of posts.
At least we get the pleasure of knowing we predicted this would happen.


Title: Re: SWTOR
Post by: WindupAtheist on June 02, 2009, 09:51:15 PM
I see a name in that thread which explains some things.  :awesome_for_real:


Title: Re: SWTOR
Post by: Koyasha on June 03, 2009, 03:10:10 AM
I like the idea of the group vote thing, AS LONG as I'm still an independent character of my own and if the group doesn't feel like killing a guy and I do, I can still whip out my blaster/lightsaber and do it myself without their approval.

If it means I'm actually restricted in my own actions by the wishes of my group, that's just going to drive me (and probably most people) away from grouping at all, even if there isn't permanent effects, and ESPECIALLY if there is.  If there's permanent decisions that I am forced to follow some group vote on for my character, it's likely I'd never group at all in any place where I have the slightest hint that there might be such a decision ahead.  Which means I'd play like it was a single-player game, and quit within a month or two once I've played out whatever story there is to experience.


Title: Re: SWTOR
Post by: Simond on June 03, 2009, 04:48:09 AM

It still bugs me that all the combat looks like they're swinging broadswords at armored foes. I know it looks pretty, but if your weapon is weightless and needs zero force to cut through just about anything and your foe is unarmored anyway a more guarded style (like rapier fencing) would just make so much more sense. Or a flamethrower for that matter.
Cortosis weave.  :oh_i_see:


Title: Re: SWTOR
Post by: NowhereMan on June 03, 2009, 05:40:53 AM
I like the idea of the group vote thing, AS LONG as I'm still an independent character of my own and if the group doesn't feel like killing a guy and I do, I can still whip out my blaster/lightsaber and do it myself without their approval.

It's not going to go that way because 1) It would never work the other way, if your party votes to kill the captain you can't really choose to not do it and 2) Since I'm guessing the effect is a gameplay one of your quest branch will involve the captain being alive (based on the group choice) and then you kill him and shunt them down another path the potential for griefing would be ridiculous. I can see why they're going for this since the alternative is no grouping or having one set storyline people follow but it sounds like it could potentially suck balls, especially if these plot choices have any real gameplay consequences such as companions or faction choices. I'm guessing that they're more related to plot and what your next quest or next part of that quest involves doing though. Basically I'm hoping the difference in this case amounts to what the next quest is rather than rewards.

I imagine it will involve agreeing with any PUGs before you start a quest what quest path you're going to go for then hoping the majority aren't lying/too retarded to pick the path they want.


Title: Re: SWTOR
Post by: Tmon on June 03, 2009, 06:09:45 AM
 I remember how pissed people got in Guild Wars when someone chose not to skip a cut scene and forced everyone in the group to wait for it to end.  Can only imagine how pissed someone who is shooting for perfect good will be when their group forces them to kill the puppy. I imagine that anything truly game changing would be something that group votes won't effect.  Maybe the karma change from killing the puppy will be based on your vote and the changes in the story line are cosmetic and only affect who and what you see later and not what rewards are available.


Title: Re: SWTOR
Post by: Koyasha on June 03, 2009, 06:20:10 AM
I imagine it will involve agreeing with any PUGs before you start a quest what quest path you're going to go for then hoping the majority aren't lying/too retarded to pick the path they want.
That's highly unacceptable to me, it means I'd have to research every quest ahead of time and know all the outcomes and dialogue choices, which would ruin most of the fun of the story-based gameplay in the first place.

Honestly I don't know how such a disagreement could be worked out in a "fair" way.  I hope they come up with something clever and interesting beyond what I can think of right now, but at the very least I hope that any decisions in a group environment present you with the option to not have them permanently affect your character, even if it means you later have to replay the mission.


Title: Re: SWTOR
Post by: AutomaticZen on June 03, 2009, 06:41:45 AM
Couldn't you just not PUG?  Group with friends or solo.

In a system like that, I'd to do it my way the first time around (solo or group of friends), and then PUG and see where it takes me the second time.  Sounds fun actually.


Title: Re: SWTOR
Post by: Cyrrex on June 03, 2009, 06:46:52 AM
The reason this isn't going to work (if in fact it won't) is because human beings suck.  I'm not only talking about the griefers.  It's also all the rest of us who are so horribly concerned that the whole experience plays out to our precise expectations so that we can achieve the exact reward we were expecting...and all of that because whenever we're in a multiplayer game we're really competing in some strange arms race.  If you were in a single player game, do you go back to your save point when you realize you shouldn't have killed the puppy, or do you just roll with it and make the best out of it?

I'd actually personally be thrilled if I went in with a PUG and some douche killed the puppy anyway, and it meant that the karma police were going to come after all of us as a result.  Because that's how shit really works.  You don't get to re-roll, and you don't get to load the last save point.  Seriously, I'd love that (not because I'd do it, I'm a pretty straight arrow).  I suppose I'm damn near alone in that thinking.

Fake edit:  after seeing AZ's response, maybe I'm not the only one.


Title: Re: SWTOR
Post by: Triforcer on June 03, 2009, 06:48:42 AM
Combine multiplayer dialogue with this: (from http://www.rockpapershotgun.com/2009/06/03/e3-09-the-old-republic-new-class-more/)

Quote
The emphasis on story means there’s also a strong focus on morality. Whether you’re Republic or Sith, you can still be a bastard (I have been promised that there will be plenty of opportunities to make some completely horrendous decisions) or a do-gooder. And with Dark and Light come unique abilities unavailable to those who fail to be as lovely or as evil as you.

...and we've got, to put it mildly, some serious problems.  Even setting aside the whole multiplayer dialogue issue, I REALLY think Bioware is underestimating the nerdrage that will come from being forced to forgo certain abilities because of dialogue choices (especially when the consequence of the choice isn't 100% obvious at the time.  Hell, even if it IS obvious, abilities get nerfed and buffed).


Title: Re: SWTOR
Post by: Lantyssa on June 03, 2009, 07:57:02 AM
If they can limit the group vote to impacting the story, but my vote determining the rewards, then I am okay with it.  I don't PUG, so I can live with the consequences of what my friends choose.  As long as they're in character, I could handle it with strangers, too.

My take from that example Tri is that it's not specific quests which determine your good/evil abilities, it's how good or evil you are.  That is something you should always be able to shift.  I bet those of us who like to stay neutral lose out though, like all the other morality games.


Title: Re: SWTOR
Post by: Cyrrex on June 03, 2009, 07:59:52 AM
I don't see why they couldn't make up some sort of neutral power set.  Don't ask me what that would be, but surely it's plausible.

They won't, of course.


Title: Re: SWTOR
Post by: Simond on June 03, 2009, 09:31:26 AM
Word of God sez "Grey Jedi inevitably fall to the Dark Side in the end"


Title: Re: SWTOR
Post by: HaemishM on June 03, 2009, 09:32:54 AM
The whining that will occur with group vote griefing will be FUCKING DELICIOUS.  :why_so_serious:


Title: Re: SWTOR
Post by: Venkman on June 03, 2009, 09:37:00 AM
I'm sure this will be a heavily controlled experience. I actually like that Ghambit was right in terms of there being player choice/moral decisions along the way. But as you've all mentioned, this system has limitedly described has more problems than not.

My guess is that they've already got some very heavy contrivances coming. They'll need to protect PUGs from themselves but give the friend groups the multiplayer dialog options. They'll probably end up making it the soul decision of either the group leader or whoever is on the current quest that started the conversation with the NPC. Players will discuss it in chat or something but it'll fall to one person. And this itself will be an option in the same vein as NBG/roll party loot options.


Title: Re: SWTOR
Post by: Ratman_tf on June 03, 2009, 11:44:03 AM
"hay guys, should we kill the puppy?"

"KILL PUPPIES! IM A SITH AND THAT MEANS IM A BADASS!11!!!1 I HAVE SKULLS ON MY JAMMIES!"

"gtg GF aggro"

"I miss everquest, when do we get past this moral quest bullshit and get back to killing mobs?"

">>>buy credits! Safe Secure Transaction! /telll creditspammer01532978 $15 per 100 credits!<<<"


Title: Re: SWTOR
Post by: tmp on June 03, 2009, 12:01:22 PM
don't forget:

"Everyone pay me ONE MILLION CREDITS or the puppy gets it."


Title: Re: SWTOR
Post by: Ghambit on June 03, 2009, 12:17:47 PM
I personally like this mechanic.  A lot of us have been whining about the softcore-ness this whole metrosexual storytelling business was imparting on the game.  Since they're now making it tied to abilities, faction, gear, etc. it'll make people pay more attention to the storyline, their actions, AND who they group with.

There's a potential for a bit o' metagaming in the simple act of forming a viable group.  After all, what kind of dumbass Jedi goes and groups with a Sith that kills puppies?  How close an eye do you keep on that neutral Smuggler when it comes time to deal with the Syndicate?  It all makes sense.  The PUG is no longer just a PUG, it's an adventure in itself   :awesome_for_real:

I'll like it more if they'll allow me to tag someone as "enemy" so I can kill them if/when they decide to turn to the darkside.  If there's self-retribution implemented with this mechanic, that's pure win. 
If they DONT allow me to kill puppy-killers (or at least grossly effect their faction rating, zone access, maybe put up a bounty or kill mission, etc.) then the mechanic aint gonna work.

It's a Storytelling game, so they may as well add more story-based mechanisms, including those generated by phucktards you group with...   all of a sudden the group quest turns into a witch-hunt for Leeroy Jenkins and his bad karma.


Title: Re: SWTOR
Post by: DLRiley on June 03, 2009, 12:48:00 PM
Oh god this game will create a black hole in the internet due to all the e-rage it will generate per second. Mmo forums will never be the same  :drill:


Title: Re: SWTOR
Post by: tmp on June 03, 2009, 12:58:46 PM
G4tv has a hands-on report (http://e3.g4tv.com/thefeed/blog/post/696137/Star-Wars-The-Old-Republic-Preview.html) as well, with some detail on combat and such:

Quote
Control-wise, Republic works much like other MMOs, with you using the “W," "A,” “S,” and “D” or arrow buttons to move, and the number keys to initiate attacks that correspond to the numbered icons along the bottom of the screen. Except that when you play as a Sith, as I did, doing simple melee attacks with your lightsaber builds up your Action Points, which you can use to do special attacks. So, for example, after attacking some guys a couple times with some quick jabs of the “1” key, I was able to stun everyone around me with a “5.” Or maybe a “4.” It happened kind of fast. All I know is everyone stopped hitting me long enough for me to slice ’em up.


Title: Re: SWTOR
Post by: eldaec on June 03, 2009, 01:11:11 PM
Combine multiplayer dialogue with this: (from http://www.rockpapershotgun.com/2009/06/03/e3-09-the-old-republic-new-class-more/)

Quote
The emphasis on story means there’s also a strong focus on morality. Whether you’re Republic or Sith, you can still be a bastard (I have been promised that there will be plenty of opportunities to make some completely horrendous decisions) or a do-gooder. And with Dark and Light come unique abilities unavailable to those who fail to be as lovely or as evil as you.

...and we've got, to put it mildly, some serious problems.  Even setting aside the whole multiplayer dialogue issue, I REALLY think Bioware is underestimating the nerdrage that will come from being forced to forgo certain abilities because of dialogue choices (especially when the consequence of the choice isn't 100% obvious at the time.  Hell, even if it IS obvious, abilities get nerfed and buffed).


There will be respeccing after 3 months, and rage will fade.

And it'll be a choice between feeding orphans or killing kittens, so anyone unable to pick the one they want is unlikely to be capable of installing the game in the first place. Worrying about the group decision thing is also probably misplaced, dollars to donuts the decisions are buried in click through dialog boxes, and those dialog box votes will end up giving you light side / dark side according to your vote, rather than the party decision.



Maybe it'll be a problem on consoles.


Title: Re: SWTOR
Post by: Draegan on June 03, 2009, 01:13:44 PM
G4tv has a hands-on report (http://e3.g4tv.com/thefeed/blog/post/696137/Star-Wars-The-Old-Republic-Preview.html) as well, with some detail on combat and such:

Quote
Control-wise, Republic works much like other MMOs, with you using the “W," "A,” “S,” and “D” or arrow buttons to move, and the number keys to initiate attacks that correspond to the numbered icons along the bottom of the screen. Except that when you play as a Sith, as I did, doing simple melee attacks with your lightsaber builds up your Action Points, which you can use to do special attacks. So, for example, after attacking some guys a couple times with some quick jabs of the “1” key, I was able to stun everyone around me with a “5.” Or maybe a “4.” It happened kind of fast. All I know is everyone stopped hitting me long enough for me to slice ’em up.

Doesn't sound very original.


Title: Re: SWTOR
Post by: Simond on June 03, 2009, 01:32:40 PM
Fuck originality. SWG was original.


Title: Re: SWTOR
Post by: Murgos on June 03, 2009, 01:44:18 PM
"HAy, Guyz.  I need leik 1 more darkside point for force choke so make sure you pick the darkside option, k?  I've been grinding dark for months man, for realz"
"Sure bro, np"
*Your amazing act of kindness has shifted you significantly toward the light: You gain 221 light points*
"NOOOO, YOU FUCKING FAT FAGGOT MOOSEFUCKER!!! AHHHHH"

Oh, it will be glorious, glorious.


Title: Re: SWTOR
Post by: HaemishM on June 03, 2009, 01:57:14 PM
G4tv has a hands-on report (http://e3.g4tv.com/thefeed/blog/post/696137/Star-Wars-The-Old-Republic-Preview.html) as well, with some detail on combat and such:

Quote
Control-wise, Republic works much like other MMOs, with you using the “W," "A,” “S,” and “D” or arrow buttons to move, and the number keys to initiate attacks that correspond to the numbered icons along the bottom of the screen. Except that when you play as a Sith, as I did, doing simple melee attacks with your lightsaber builds up your Action Points, which you can use to do special attacks. So, for example, after attacking some guys a couple times with some quick jabs of the “1” key, I was able to stun everyone around me with a “5.” Or maybe a “4.” It happened kind of fast. All I know is everyone stopped hitting me long enough for me to slice ’em up.

God-fucking-damnit. Let's not even bother trying to do anything besides what been done with gameplay mechanics in every single fucking MMOG since 2004.


Title: Re: SWTOR
Post by: Ingmar on June 03, 2009, 02:10:44 PM
Why should they risk the huge amount of money this game is costing on something experimental in the controls?

If half of what they're saying about the storyline stuff and PVE design is true, then the game will be plenty innovative already. Advancement in the genre doesn't have to be purely mechanical or visual.


Title: Re: SWTOR
Post by: Koyasha on June 03, 2009, 02:19:23 PM
I'd actually personally be thrilled if I went in with a PUG and some douche killed the puppy anyway, and it meant that the karma police were going to come after all of us as a result.  Because that's how shit really works.  You don't get to re-roll, and you don't get to load the last save point.  Seriously, I'd love that (not because I'd do it, I'm a pretty straight arrow).  I suppose I'm damn near alone in that thinking.
This is pretty much what I would want.  I don't mind wanting to NOT kill the puppy and have someone else do it anyway, because that's how shit works.  I would mind having some vote actually prevent me from killing the puppy if I want to, though.


Title: Re: SWTOR
Post by: Lucas on June 03, 2009, 02:22:38 PM
Live demo *should* be up in a few minutes:

http://e3.gamespot.com/live.html?tag=topslot;thumb;1 (http://e3.gamespot.com/live.html?tag=topslot;thumb;1)


Title: Re: SWTOR
Post by: Montague on June 03, 2009, 02:38:44 PM
Mass Effect 2 live demo on right now.  :drill:


Title: Re: SWTOR
Post by: Lucas on June 03, 2009, 02:39:43 PM
Yep, awesome  :drill:. But on the schedule it said SWTOR...Well, maybe it's all things bioware time...


Title: Re: SWTOR
Post by: AutomaticZen on June 03, 2009, 02:46:35 PM
Mass Effect 2 live demo on right now.  :drill:

Was that a new character in your party or did Ashley get some implants?


Title: Re: SWTOR
Post by: Lucas on June 03, 2009, 02:49:35 PM
Here we go...


Title: Re: SWTOR
Post by: AutomaticZen on June 03, 2009, 02:50:48 PM
NOOOOOOOO!  Trailer why?!


Title: Re: SWTOR
Post by: Fordel on June 03, 2009, 02:51:35 PM
Mass Effect 2 live demo on right now.  :drill:

Was that a new character in your party or did Ashley get some implants?

That's someone new, with a very VERY tight shirt.


Title: Re: SWTOR
Post by: Fordel on June 03, 2009, 02:53:55 PM
Oh boy, ACTION ORIENTED combat.  :awesome_for_real:


Title: Re: SWTOR
Post by: Montague on June 03, 2009, 02:55:10 PM
No gameplay. Zzzzzz


Title: Re: SWTOR
Post by: Lucas on June 03, 2009, 02:55:17 PM
Sigh, it looks like the demo we can read about in various articles is only behind closed doors or something. Sucks :(

http://www.shacknews.com/onearticle.x/59009 (http://www.shacknews.com/onearticle.x/59009)


Title: Re: SWTOR
Post by: Falwell on June 03, 2009, 03:04:13 PM
Those hoping to see gameplay footage in that "stage demo" will have to be content with eating shit.


Title: Re: SWTOR
Post by: Lucas on June 03, 2009, 03:08:56 PM
Taste like chicken.


Title: Re: SWTOR
Post by: eldaec on June 03, 2009, 03:41:36 PM
Does this even have a fake release date yet? Who the hell was expecting real gameplay footage?


Title: Re: SWTOR
Post by: SnakeCharmer on June 03, 2009, 04:07:08 PM
Those hoping to see gameplay footage in that "stage demo" will have to be content with eating shit.
Forums are a flame with nerd rage about the lack of the demo they supposedly promised without delivering.  So much so that you can't create a new topic in any forum, and only reply to existing threads. 

Wow.  That Sean guy is WAY WAY out of his league.


Title: Re: SWTOR
Post by: Ghambit on June 03, 2009, 04:20:34 PM
Those hoping to see gameplay footage in that "stage demo" will have to be content with eating shit.
Forums are a flame with nerd rage about the lack of the demo they supposedly promised without delivering.  So much so that you can't create a new topic in any forum, and only reply to existing threads. 

Wow.  That Sean guy is WAY WAY out of his league.

There's already been a demo.  wtf are they whining for?


Title: Re: SWTOR
Post by: SnakeCharmer on June 03, 2009, 04:22:42 PM
I wrote that wrong, sorry.

The were apparently expecting to see 30 minutes of game footage.  Not sure where that specifically started from, but that's been the buzz of the forums the last couple of days.  "Journalists" got to play it (or see the demo), fans didn't.  Now forum/fans are pissed.


Title: Re: SWTOR
Post by: UnSub on June 03, 2009, 06:12:27 PM
I completely approve of the experimental MMO design that Bioware is trying out - a choose-your-own-adventure title that you can play with others and all pick which page to turn to.

The issue here is that they are doing it with the Star Wars IP, which is loaded with so much fan baggage that it would choke a sarlaac. The group decision process sounds okay up until players metagame it for powergaming advantage, grief each other about it and basically don't team. In fact, I see it (as described) as guaranteeing limited / small PUGs or solo play. Plus the content has to be replayable - has to - or else 1) Bioware will have to create more content for SWOR's launch than any other MMO to date - 40 hour storylines in MMOs tend to get eaten up within two weeks - and 2) players won't want to miss out on better content because their group picked the 'wrong' path.

At this point, it sounds like SWOR will be a MMO PvE with a giant lobby players can gather in before going into individual storylines.


Title: Re: SWTOR
Post by: Triforcer on June 03, 2009, 06:17:36 PM
I honestly believe that Bioware believes it can churn out static content at a rate that each person's personal "story" will last until the next expansion.  We are probably close in time to their "oh shit" moment when they realize that would take another five years, and EA won't allow that. 


Title: Re: SWTOR
Post by: Ghambit on June 03, 2009, 07:03:21 PM
I honestly believe that Bioware believes it can churn out static content at a rate that each person's personal "story" will last until the next expansion.  We are probably close in time to their "oh shit" moment when they realize that would take another five years, and EA won't allow that. 

This is why they have to use voiceovers and hopefully do-so w/o quest text.  I'd say the grind would probably 3+ times as much time to maxlevel if people have to listen to all the voiceovers.  Also, since much of the content is decision-based, you cant just skip through... because you could be seriously borking yourself.

I think it's evil, and ingenius if they indeed release the game that way.  I hope they do...  gonna take balls though

They can also take a lesson from MxO, which really didnt effectively get its players to take part in the active storyline, even with dynamic content.  Reason being, there was nothing forcing the players to aspire to do-so and the stories were just too few and far between.  Bioware is hiring an Army of writers, and they'll likely stay pretty employed if they can get the playerbase to sign onto this.  Instead of trying to make the content dynamic after-the-fact, they make it "dynamic" via CYOA before release... and update at their leisure.  Very smart if you asked me.

It'll be like an audiobook you can play.  The only other question I've got is how much scripting will there be?  If the writing is good enough, there wont need to be any.  Bland, and they better have some interaction beyond just CYOA.


Title: Re: SWTOR
Post by: Venkman on June 03, 2009, 07:44:02 PM
I completely approve of the experimental MMO design that Bioware is trying out - a choose-your-own-adventure title that you can play with others and all pick which page to turn to.

The only thing I find anywhere near innovative is the mention of multiplayer quest dialog. Everything else is just a crapload of money chasing a proven formula. The game play is derivative. The only thing really "experimental" is the scope of the promise  :grin:

I actually would like to see them make an AC1 with a story that mattered and kept players entertained, rather than giving them some specific new set of grinds every month. We've got WoW for that noise.


Title: Re: SWTOR
Post by: Triforcer on June 03, 2009, 07:47:15 PM
I'd say its highly unlikely that there will be no accompanying text, and/or be on option to skip cutscenes (although the latter gets complicated in a group setting).  There will be hearing-impaired players and/or those who want/need to play without sound.  There will be a much larger group of players who go into an unstoppable rage if they have to watch a cutscene every time.  Bioware, at some level, has to realize that.  


Title: Re: SWTOR
Post by: SnakeCharmer on June 03, 2009, 08:59:48 PM
Bioware, at some level, has to realize that.  

I think it might me...Yeah...It is...

It's time for my schild impersonation...

BioWare AUSTIN


Title: Re: SWTOR
Post by: Ghambit on June 03, 2009, 09:25:20 PM
I'd say its highly unlikely that there will be no accompanying text, and/or be on option to skip cutscenes (although the latter gets complicated in a group setting).  There will be hearing-impaired players and/or those who want/need to play without sound.  There will be a much larger group of players who go into an unstoppable rage if they have to watch a cutscene every time.  Bioware, at some level, has to realize that.  

So then have the text, but dont allow one to skip through until the cutscene has finished.  Either that or make the text scrolling w/o the ability to speed it up.


Title: Re: SWTOR
Post by: Triforcer on June 03, 2009, 09:38:31 PM
I'd say its highly unlikely that there will be no accompanying text, and/or be on option to skip cutscenes (although the latter gets complicated in a group setting).  There will be hearing-impaired players and/or those who want/need to play without sound.  There will be a much larger group of players who go into an unstoppable rage if they have to watch a cutscene every time.  Bioware, at some level, has to realize that.  

So then have the text, but dont allow one to skip through until the cutscene has finished.  Either that or make the text scrolling w/o the ability to speed it up.

That is the kind of shit we mock mercilessly when talking about old school EQ or some other exercise in virtual S&M.  What's the point in not giving people the option to skip it?  Because they "should" read it?  Why is "players should" still in the MMO dev's vocabulary? 


Title: Re: SWTOR
Post by: Ghambit on June 03, 2009, 09:53:47 PM
Umm.. the devs mentioned "the end of the story arc" for your particular class character.  Exactly what happens at the end??  Do we have to reroll?
(if there's no endgame I would hope there is no subscription fee)


Title: Re: SWTOR
Post by: Triforcer on June 03, 2009, 10:03:39 PM
A couple of the E3 interviews that have been mentioned have said that the devs said this will be a "full trimmings" MMO- with full pvp (I don't think, from context, they meant FFA PvP), crafting, raids, etc).  Maybe that was in response to the "this is a single-player game" rumors floating around. 


Title: Re: SWTOR
Post by: Ratman_tf on June 03, 2009, 10:33:02 PM
Why should they risk the huge amount of money this game is costing on something experimental in the controls?

If half of what they're saying about the storyline stuff and PVE design is true, then the game will be plenty innovative already. Advancement in the genre doesn't have to be purely mechanical or visual.

I think this game is Not For Me. Quests were cool when we were coming off of games like EQ and DAOC, but now after years of 'em in WoW, I'm sick to death of quests and theme park storylines. All that voice acting and story driven quests sounds boring and the kind of thing I'd skip frantically so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit!


Title: Re: SWTOR
Post by: Triforcer on June 03, 2009, 10:35:14 PM
so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit!

 :why_so_serious:


Title: Re: SWTOR
Post by: Ratman_tf on June 03, 2009, 11:07:05 PM
so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit!

 :why_so_serious:

I know. It doesn't even have to be earth shaking revolution. Just mob bashing that's got a new twist or two to play with.


Title: Re: SWTOR
Post by: Tannhauser on June 04, 2009, 02:58:42 AM
Yeah, the game you're looking for is called Spellborn.  It takes about 1 minute of real time to kill a single bear.  You're welcome.


Title: Re: SWTOR
Post by: jayfyve on June 04, 2009, 04:01:34 AM

I'd actually personally be thrilled if I went in with a PUG and some douche killed the puppy anyway, and it meant that the karma police were going to come after all of us as a result.  Because that's how shit really works.  You don't get to re-roll, and you don't get to load the last save point.  Seriously, I'd love that (not because I'd do it, I'm a pretty straight arrow).  I suppose I'm damn near alone in that thinking.

I think this can be a good mechanic as well. To take a scenario from WoW, what if the Alliance and Horde could group together if they wanted to, but there were disadvantages to doing so, and eventually your allegiances switched.

Another way to say this might be, I roll a republic light side Jedi. Two months later, friends finally quit the other MMO's they are playing, but they all want to roll Sith. Now I can easily play with them, but my avatar's reputation slowly switches sides as well.


Title: Re: SWTOR
Post by: SnakeCharmer on June 04, 2009, 06:49:18 AM
so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit!

 :why_so_serious:

I know. It doesn't even have to be earth shaking revolution. Just mob bashing that's got a new twist or two to play with.

Like maybe a story that revolves around said mob bashing?


Title: Re: SWTOR
Post by: DLRiley on June 04, 2009, 07:19:42 AM
Yeah, the game you're looking for is called Spellborn.  It takes about 1 minute of real time to kill a single bear.  You're welcome.

45 seconds if you stand still.  :drill:
so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit!

 :why_so_serious:

I know. It doesn't even have to be earth shaking revolution. Just mob bashing that's got a new twist or two to play with.

Like maybe a story that revolves around said mob bashing?

I think a combination of repayable story driven content + the option to kill mobs all day action game style is guaranteed to keep both camps happy along as it doesn't play like an mmo. Something that spellborn pretty much missed by 10,000 miles.


Title: Re: SWTOR
Post by: Ratman_tf on June 04, 2009, 08:11:47 AM
so I can get back to bashing mobs. I wanna see something new on the gameplay side dammit!

 :why_so_serious:

I know. It doesn't even have to be earth shaking revolution. Just mob bashing that's got a new twist or two to play with.

Like maybe a story that revolves around said mob bashing?

Maybe, if they can tell a story without going to the conventions of "Read some text, Take a quest, Solve a quest, Show a cutscene."


Title: Re: SWTOR
Post by: tmp on June 04, 2009, 08:16:08 AM
Maybe, if they can tell a story without going to the conventions of "Read some text, Take a quest, Solve a quest, Show a cutscene."
How do you suggest a story could be told when text is a no, audio is a no, and visuals are also a no? Short of straight upload into brain matrix-style i'm kinda drawing a blank here...


Title: Re: SWTOR
Post by: DLRiley on June 04, 2009, 08:33:22 AM
I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind.


Title: Re: SWTOR
Post by: Ghambit on June 04, 2009, 08:39:41 AM
I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind.

This is one reason why I'd prefer they didnt use quest text, or at the least not traditional quest text.  It'd have to be stylized and ideally scrolling along with the audio.
Also, they have to vary the way the story is presented.  It cant just come from NPCs standing around.  They should be using holographic comms, messages, droids, go-betweens, The Force, radios, etc.

Boils down again to how much scripting leeway the writers have.  Hopefully, they've got a set of tools that easily allows them to inject different modes of storytelling.


Title: Re: SWTOR
Post by: schild on June 04, 2009, 08:45:02 AM
Am I the only person that wants a bounty hunter mission (preferably within the first 5 levels - hell, the tutorial) to lead you to a warehouse full of Nemoidian Bird Cages and you have to kill an architect and leave the place completely unrecognizable (maybe... a pile of ash)?


Title: Re: SWTOR
Post by: Montague on June 04, 2009, 08:45:23 AM
I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind.

This is one reason why I'd prefer they didnt use quest text, or at the least not traditional quest text.  It'd have to be stylized and ideally scrolling along with the audio.
Also, they have to vary the way the story is presented.  It cant just come from NPCs standing around.  They should be using holographic comms, messages, droids, go-betweens, The Force, radios, etc.

Boils down again to how much scripting leeway the writers have.  Hopefully, they've got a set of tools that easily allows them to inject different modes of storytelling.

No, I think he's more saying that you have to tie story progression in with the ding-grats. The method of delivery will be irrelevant if the mechanical progression of the characters is the straight Diku-model - the MMOGtards will ignore it in the frenzy to get to end-game. Tying skills and abilities into quest progression in a LOTRO-esque fashion might be the answer.


Title: Re: SWTOR
Post by: DLRiley on June 04, 2009, 08:52:37 AM
I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind.

This is one reason why I'd prefer they didnt use quest text, or at the least not traditional quest text.  It'd have to be stylized and ideally scrolling along with the audio.
Also, they have to vary the way the story is presented.  It cant just come from NPCs standing around.  They should be using holographic comms, messages, droids, go-betweens, The Force, radios, etc.

Boils down again to how much scripting leeway the writers have.  Hopefully, they've got a set of tools that easily allows them to inject different modes of storytelling.

No, I think he's more saying that you have to tie story progression in with the ding-grats. The method of delivery will be irrelevant if the mechanical progression of the characters is the straight Diku-model - the MMOGtards will ignore it in the frenzy to get to end-game. Tying skills and abilities into quest progression in a LOTRO-esque fashion might be the answer.

No its the opposite, story shouldn't simply be a way to get your character from point A. to point B. otherwise you quickly run out of content and you have a serious problem with everything following the same formula when your attempting to tell a story. Your better of thinking people actually want to play the game and will go through the multiple story arcs in order to have more fun, then naturally assuming that progression is king. Because if you do assume progression is king than ultimately the game devolves into skipping the story anyway to quickly get to level up part only to rage 10 seconds later because you didn't unlocking the skill you want.


Title: Re: SWTOR
Post by: Ghambit on June 04, 2009, 09:24:00 AM
I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind.

This is one reason why I'd prefer they didnt use quest text, or at the least not traditional quest text.  It'd have to be stylized and ideally scrolling along with the audio.
Also, they have to vary the way the story is presented.  It cant just come from NPCs standing around.  They should be using holographic comms, messages, droids, go-betweens, The Force, radios, etc.

Boils down again to how much scripting leeway the writers have.  Hopefully, they've got a set of tools that easily allows them to inject different modes of storytelling.

No, I think he's more saying that you have to tie story progression in with the ding-grats. The method of delivery will be irrelevant if the mechanical progression of the characters is the straight Diku-model - the MMOGtards will ignore it in the frenzy to get to end-game. Tying skills and abilities into quest progression in a LOTRO-esque fashion might be the answer.

No its the opposite, story shouldn't simply be a way to get your character from point A. to point B. otherwise you quickly run out of content and you have a serious problem with everything following the same formula when your attempting to tell a story. Your better of thinking people actually want to play the game and will go through the multiple story arcs in order to have more fun, then naturally assuming that progression is king. Because if you do assume progression is king than ultimately the game devolves into skipping the story anyway to quickly get to level up part only to rage 10 seconds later because you didn't unlocking the skill you want.

Just what I was about to type.  :oh_i_see:
If the Story is good enough, endgame wont matter as much.  And it better be good, because so far we see no indication of any kind of robust endgame aside from PvP. 
If you check out the new "Heavy Rain" game for PS3 you'll see a masterful job of interactive storytelling.  Just watching the demo engrossed me.  In that type of game you cant click through dialogue, because the dialogue is actually part of the game...  that's what Bioware should try to achieve.  (obviously, it'd be more deliberate though)


Title: Re: SWTOR
Post by: UnSub on June 04, 2009, 09:38:55 AM
Players will skip the story. Too much blah blah and things will be skipped.

Honestly, it all sounds like a a multiplayer version of Mass Effect or Jade Empire. Traditional MMO players are going to hate it. HATE IT. Plus I'm interested to see if BioWare can actually create enough unique content for 10 or so classes.

I don't expect abilities / skills to be balanced. BioWare don't do too badly, but balance isn't really their strong point.


Title: Re: SWTOR
Post by: Lantyssa on June 04, 2009, 09:40:36 AM
Y'all are crazy.  A game where the game is the point?  No, no, no.  We need something which lets us zip to the end more quickly so we can have nothing to do.

Honestly, it all sounds like a a multiplayer version of Mass Effect or Jade Empire. Traditional MMO players are going to hate it. HATE IT. Plus I'm interested to see if BioWare can actually create enough unique content for 10 or so classes.
I'm fine with that.  "Traditional MMO players" have shitty taste when it comes to fun.


Title: Re: SWTOR
Post by: SnakeCharmer on June 04, 2009, 09:41:14 AM
There's only 8 classes, IIRC....4 per side.


Title: Re: SWTOR
Post by: Montague on June 04, 2009, 09:48:59 AM
I'm fine with that.  "Traditional MMO players" have shitty taste when it comes to fun.

Amen, sistah.



Title: Re: SWTOR
Post by: CadetUmfer on June 04, 2009, 09:57:27 AM
Maybe developers should stop spending millions trying to cram scripted narrative into a genre who's strengths lie elsewhere, and realize that MMOs Are Not a Storytelling Medium (http://www.asteraxonline.com/blog/2009/06/mmos-are-not-a-storytelling-medium/)


Title: Re: SWTOR
Post by: Triforcer on June 04, 2009, 10:00:54 AM
Y'all are crazy.  A game where the game is the point?  No, no, no.  We need something which lets us zip to the end more quickly so we can have nothing to do.

Honestly, it all sounds like a a multiplayer version of Mass Effect or Jade Empire. Traditional MMO players are going to hate it. HATE IT. Plus I'm interested to see if BioWare can actually create enough unique content for 10 or so classes.
I'm fine with that.  "Traditional MMO players" have shitty taste when it comes to fun.

Traditional MMO players will also pay monthly sub fees.  How are you going to keep that box buyer for the next 12 months if all your game is relying on is a 40 or 50 hour story arc?  They can't build a game big enough to keep people subscribing for 1, 2, 3, 4, years like WoW on "story" alone.. 


Title: Re: SWTOR
Post by: AutomaticZen on June 04, 2009, 10:05:23 AM
There's only 8 classes, IIRC....4 per side.

Which is rather confusing.

Go to the site, they have 8 slots for classes.  Bounty Hunter and Trooper are already up.  Smuggler will join the Republic side soon.

But they're already told us about Jedi and Sith, and the Sith was playable in the hands-on.  So are there 8 classes outside of Jedi & Sith?  Or have they just omitted the two because they aren't really to show it?


Title: Re: SWTOR
Post by: Triforcer on June 04, 2009, 10:07:45 AM
They've admitted Jedi and Sith will be in the game, but for some reason haven't "officially" announced the classes.  My theory is that they are doing this to surprise us by announcing each side has TWO force classes, with "Jedi" and "Sith" both split up somehow.


Title: Re: SWTOR
Post by: DLRiley on June 04, 2009, 10:20:56 AM
Players will skip the story. Too much blah blah and things will be skipped.

Players will skip it if their not playing the game for the story. Plan and simple.


Title: Re: SWTOR
Post by: Ghambit on June 04, 2009, 10:24:32 AM
Has it even been confirmed that Jedi and Sith are even CLASSES?  I'd always assumed your class is independent of if you're force sensitive, hence the reason they dont seem to be lumping classes with jedi/sith.
Obviously, they'd run into the typical problem where everyone wants to be a Jedi/Sith if they're given as flat-out class choices.   Then again, this is a KOTOR game... so that'd kinda be the point eh?  Perhaps the other classes are just "filler."   :oh_i_see:


Title: Re: SWTOR
Post by: SnakeCharmer on June 04, 2009, 10:27:56 AM
Which is rather confusing.

Not really.

Quote
Go to the site, they have 8 slots for classes.  Bounty Hunter and Trooper are already up.  Smuggler will join the Republic side soon.

But they're already told us about Jedi and Sith, and the Sith was playable in the hands-on.  So are there 8 classes outside of Jedi & Sith?  Or have they just omitted the two because they aren't really to show it?

They've officially announced two classes, BH and Trooper.  Smuggler has been mentioned in articles and such, but the 'official' Friday feature thing for smuggler hasn't been done yet; same for Jedi and Sith.  We know those three are going to be in the game (along with BH and Trooper), but there hasn't been the grand release they did for the other two.  You can basically fill in Jedi, Sith, and Smuggler in three of the 6 remaining boxes, leaving 3 classes unknown.  You could speculate that some sort of medic, a scout/fast mover type for the Sith Empire side, and possibly an engineer type will be the remaining three.  

They've got tons of info left to release:  17 more timeline holo things, 6 more classes to officially reveal, 12ish more planets to show off, 4 or so more comics, miscellaneous Fan Friday/new avatar fill ins.  Some of that will be bundled together, of course.  But I suppose that just shows how far out the game actually is.


Title: Re: SWTOR
Post by: Stormwaltz on June 04, 2009, 10:40:10 AM
MMOs Are Not a Storytelling Medium (http://www.asteraxonline.com/blog/2009/06/mmos-are-not-a-storytelling-medium/)

They are if the story is about the players -- how they develop their characters, and the choices they make that affect the world at large. Imagine if, instead of picking a class right at the beginning, you follow a chain of quests that sets you up with your initial skills. Imagine if your guild plays through an instance that unlocks a town for them -- or for the whole damn server.

Alas, many still think storytelling can only be NPCs explaining why they need ten rat tails, or reciting the history of UltimateBadGuy01. Fuck that. That's lore. That's a noun. Story is a verb. What you experience.

As for the SWTOR classes... I don't have more knowledge than you (hey, there is a Smuggler -- win!), but when you mentioned multiple Jedi/Sith classes a thought occured. In KotOR, there were actually three Jedi classes you could choose. The Councilor was your Qui Gon subtle manipulator/diplomat, and the Guardian was your Obi-Wan lightsaber duellist. The last was the Sentinel, which was the [Column A + Column B / 2] class.


Title: Re: SWTOR
Post by: AutomaticZen on June 04, 2009, 10:46:30 AM
Thought about that, but I'm hoping those were more abilities and traits you could pick up in the class, instead seperate classes.

I figured the long range specialist (read: ranger/hunter), the medic (read: priest), and the engineer (pet class) would round things out.  Split between the two sides with corresponding flavor.


Title: Re: SWTOR
Post by: Ratman_tf on June 04, 2009, 11:12:16 AM
I think its really a matter of tying in the whole story process to the progression of the game. Again when something plays like an mmo even good things like a story becomes retarded. Story =! excuse to grind.

Yeah. The gameplay itself should tell the story, not a block of text or a short movie. At least, I think that's a more interesting direction for games to take.


Title: Re: SWTOR
Post by: SnakeCharmer on June 04, 2009, 11:13:51 AM
True that.

Mimes make awesome storytellers.


Title: Re: SWTOR
Post by: Ratman_tf on June 04, 2009, 11:28:11 AM
True that.

Mimes make awesome storytellers.

Take the Zelda series, for example. There's some text, and some cutscenes, but for the most part, you're out there with Link doing stuff.
Or the Sims games. The events and activities in the game are the story.


Title: Re: SWTOR
Post by: schild on June 04, 2009, 11:30:16 AM
Zelda has one of the most paper-thin stories in gaming.

I don't know why you'd choose that as an example.


Title: Re: SWTOR
Post by: CadetUmfer on June 04, 2009, 11:31:52 AM
They are if the story is about the players -- how they develop their characters, and the choices they make that affect the world at large.

Where does narrative come into play here?
"How they develop their characters" == XP/loot/skills.  What quest narrative involves that?
"the choices they make that affect the world" == You killed all the floozies infesting my farm! Now I can farm again, yay!  How does this involve me?

This screams "show not tell" to me.  I can already see the effects on my character.  If I were meaningfully affecting the world, you could show that too.


Every MMO has 2 stories.  The "game", that I'm playing and care about, and the "lore", that you force me to skim to know how to continue my "game" story.  Let's bring them together!


Title: Re: SWTOR
Post by: Ratman_tf on June 04, 2009, 11:33:00 AM
Zelda has one of the most paper-thin stories in gaming.

I don't know why you'd choose that as an example.

My choices are rather limited, unless you want to call something like Pac-Man a story...  :uhrr:


Title: Re: SWTOR
Post by: Cyrrex on June 04, 2009, 11:49:47 AM
Zelda has one of the most paper-thin stories in gaming.

I don't know why you'd choose that as an example.

It's interesting as an example, IMO, because while you are correct that it's paper-thin...it works.  Because you are acting out most of the story.  Or something.  Maybe it's because the Zelda games always do a good job of OMG I GOT THE SHINEY THING I NEEDED, even when you don't know/care what the shiney is for.  I still get chills everytime I open one of the big chests, even when I know what's in it. 

Fuck it, ignore me.  I've been playing too much Zelda lately.


Title: Re: SWTOR
Post by: Koyasha on June 04, 2009, 12:22:28 PM
So far they haven't announced any "medic" or "healer" classes, and I really hope it stays that way, because the whole 'healer' mechanic in MMOG's is one that's really starting to feel pretty old and pointless.  It doesn't really seem that hard to design a game where there's no 'healer' - single player games and a number of multiplayer game types manage it regularly, but it's alien in the MMOG context.


Title: Re: SWTOR
Post by: Fordel on June 04, 2009, 12:24:01 PM
Jedi's will be the healers.  :awesome_for_real:


Title: Re: SWTOR
Post by: ashrik on June 04, 2009, 12:37:40 PM
I have a good feeling that every class will be fairly self-contained as far as "we're all dps" goes. Hell, they said that we all have a partner already, didn't they? NPC Dialog is likely to be in the vein of AoC or Mass Effect, as opposed to WoW block o' text since that's the only way that voice overs would work. Whoever brought out the Massively Singleplayer Online RPG term in this thread should probably get a cookie.


Title: Re: SWTOR
Post by: SnakeCharmer on June 04, 2009, 12:41:26 PM
I have a good feeling that every class will be fairly self-contained as far as "we're all dps" goes

Pretty much.  Every class will have dps, every class will have healing ability, etc.  The only real difference is how they go about it.


Title: Re: SWTOR
Post by: DLRiley on June 04, 2009, 12:46:21 PM
An mmo should always give you the option of playing through a story and playing as a character, though ironically you can build a story based game anyway. Story should not be treated as an excuse to grind, if you have a story that exist to justify killing 10 rats to get the next ding then you have a fundamental problems. IE people stop giving shit about the story. So what you do is have the game be played as a game and have a story which people actually want to actually read and know if they choose, and if they don't want to deal with it, who should make it as fun as possible to bash monsters in the head repeatedly. Allow for everything to be repayable, allow for AI to be used as party members and keep the level cap low.


Title: Re: SWTOR
Post by: SnakeCharmer on June 04, 2009, 12:58:10 PM
wat


Title: Re: SWTOR
Post by: tmp on June 04, 2009, 01:46:06 PM
Or the Sims games. The events and activities in the game are the story.
Sims have shitload of text which puts events and activities in context. Without that text, the job --any job-- of your sim is just +money/day e.g., with promotions becoming bonus to that +money/day. If you refuse to read the text you will miss out on large chunks of the story.


Title: Re: SWTOR
Post by: rattran on June 04, 2009, 02:31:48 PM
An mmo should always give you the option of playing through a story and playing as a character, though ironically you can build a story based game anyway. Story should not be treated as an excuse to grind, if you have a story that exist to justify killing 10 rats to get the next ding then you have a fundamental problems. IE people stop giving shit about the story. So what you do is have the game be played as a game and have a story which people actually want to actually read and know if they choose, and if they don't want to deal with it, who should make it as fun as possible to bash monsters in the head repeatedly. Allow for everything to be repayable, allow for AI to be used as party members and keep the level cap low.

Crack. You should stop smoking it.


Title: Re: SWTOR
Post by: Ratman_tf on June 04, 2009, 03:18:28 PM
Or the Sims games. The events and activities in the game are the story.
Sims have shitload of text which puts events and activities in context. Without that text, the job --any job-- of your sim is just +money/day e.g., with promotions becoming bonus to that +money/day. If you refuse to read the text you will miss out on large chunks of the story.

I'm talking about trying to tell a story through the gameplay, not removing all text from a game.

And yes, without the text popups, every sim's job is fundamentally the same. Think about that for a moment.


Title: Re: SWTOR
Post by: tmp on June 04, 2009, 03:32:52 PM
I'm talking about trying to tell a story through the gameplay, not removing all text from a game.
And i'm saying the gameplay itself is likely to fall short when it comes to that.

Quote
And yes, without the text popups, every sim's job is fundamentally the same.
What story does it tell you?

edit: i guess i just don't get the whole "zomg, block of text and/or cutscene, do not want" thing given these blocks of text/cutscenes are generally used to handle interaction with other characters in the game world, that goes beyond just punching them in the nads. The "show, don't tell" thing is fine but there's need for some "tell" in the storytelling too, otherwise it's likely the viewer/player is left with very limited idea about what is driving various characters, their own included.


Title: Re: SWTOR
Post by: Venkman on June 04, 2009, 03:51:46 PM
MMOs Are Not a Storytelling Medium (http://www.asteraxonline.com/blog/2009/06/mmos-are-not-a-storytelling-medium/)

They are if the story is about the players
[/quote]
As long as the players are satisfied with that. Which they aren't. Because every single MMO is already about the players and their own personal hero journies, but nobody seems to notice that. So they are unsatisfied.


Quote
Imagine if, instead of picking a class right at the beginning, you follow a chain of quests that sets you up with your initial skills. Imagine if your guild plays through an instance that unlocks a town for them -- or for the whole damn server.
EQ2 had the right track, they just forced players to make niave unrecoverable decisions. It was a good idea to give quest stories so players could "figure out" their first and second sub-class choices. It just didn't work because those quests in no way told the player anything they actually needed to hear (role in group, playstyles, what it meant for raids, etc). So sub-classing went bye bye.

EQ2 also has the various instantiated progression zones (lead to many interesting early problems). A one-time unlock for an entire server though has the usual Gates of Ahn'Qiraj problem: it's either a grindy mess that bores everyone away, or the collective rage gets focused on the 24/7ers who did it before the other few thousand people.

I completely agree that story is not just some scripted event players claim to want then bitch that they can't skip past. But the mechanics of story telling need to change first. If it's canned, that's a huge resource drain for what most people assume will disinterest character optimizers. If it's procedurally-generated branching-storytelling like modern text adventures, you sorta need a different development process with a producer probably operating outside their comfort zone. And that requires a lot of testing, preferably in a smaller title with less attention and development budget and a more dedicated fanbase willing to look past the warts.  :grin:


Title: Re: SWTOR
Post by: Koyasha on June 04, 2009, 04:30:45 PM
One thing I'm thinking here is that actually writing story isn't really that time-consuming a process if you have a large staff of good writers, which they certainly seem to have covered.  The question is how easy it is for them to go from 'hey I have an idea for something cool the players can do' to having it in-game and fully implemented.  If their backend tools are good enough that the implementation is the easy part then they've got a formula for continuing to add in more story content constantly at a pace that can keep up with the majority of players, especially if those players are playing 2-4 characters regularly.


Title: Re: SWTOR
Post by: kondratti on June 04, 2009, 07:14:29 PM

They are if the story is about the players -- how they develop their characters, and the choices they make that affect the world at large. Imagine if, instead of picking a class right at the beginning, you follow a chain of quests that sets you up with your initial skills.
Yeah that worked out very well for EQ2... until they removed it because it was universally hated.

Imagine if your guild plays through an instance that unlocks a town for them -- or for the whole damn server.
Oh yay, Frogloks in EQ2 again.


Title: Re: SWTOR
Post by: Margalis on June 04, 2009, 07:18:41 PM
People should distinguish between densely plotted stories and well-told stories with good atmosphere and characters.

I'd say that the vast majority of game stories that stick with people fall into the latter category rather than the former. I can't think of too many examples of densely plotted stories in games that have worked.


Title: Re: SWTOR
Post by: Moorgard on June 04, 2009, 08:38:44 PM
i guess i just don't get the whole "zomg, block of text and/or cutscene, do not want" thing given these blocks of text/cutscenes are generally used to handle interaction with other characters in the game world, that goes beyond just punching them in the nads. The "show, don't tell" thing is fine but there's need for some "tell" in the storytelling too, otherwise it's likely the viewer/player is left with very limited idea about what is driving various characters, their own included.

MMOs offer a huge range of storytelling techniques, and too often developers have hung their story on just one of them. Just having great writing isn't the answer, nor is just having great cinematics. It's about crafting an experience that drenches the player in a consistent and thoughtful storyline, in which literally everything from the setting to the game features to the world population reinforces the core principles of that story.

Some players read text, some don't. What you need to do is make sure that players can't help but experience the story as they perform the basic act of playing the game.

It's something MMOs haven't traditionally been very good at, but I think developers are learning and things will improve. To imply that MMOs are incapable of telling good stories is short sighted.


Title: Re: SWTOR
Post by: Ratman_tf on June 04, 2009, 10:00:33 PM
I'm talking about trying to tell a story through the gameplay, not removing all text from a game.
And i'm saying the gameplay itself is likely to fall short when it comes to that.

And who do we have to blame for that?

Quote
Quote
And yes, without the text popups, every sim's job is fundamentally the same.
What story does it tell you?

One story with multiple "skins" consisting of flavor text.

It's something MMOs haven't traditionally been very good at, but I think developers are learning and things will improve. To imply that MMOs are incapable of telling good stories is short sighted.

Exactly what I'm talking about. Right now, we get a block of flavor text, then we go punch mobs in the nards. Maybe you earn a cinematic after punching 1000 mobs in the nutsack. No matter how intricate and well crafted the cinematic or cutscene, it's totally irrelevant to what you're actually doing as a character. It's only flavor text. The cinematic may say you're a "great Jedi" or a "fearsome Sith Lord", but really, you're a womp rat hunter.


Title: Re: SWTOR
Post by: Zane0 on June 04, 2009, 10:12:20 PM
SRPGs will always always always have the advantage -- as long as the distinction is meaningful. You can make a storyline for your MMO, certainly, but I'll be damned if it hasn't been awkward, forced, uncomfortable, and ultimately irrelevant every single time.

The key to WoW's success was in making the MMO formula palatable enough for the masses to digest -- nothing more. It had little to do with establishing any sort of player narrative, and everything to do with the streamlining of fun; the distillation of character advancement into a near-visceral thrill.

KOTORO is barking up the wrong tree, methinks. Bioware wants to carve out its own special niche in design, but there's really no need. The Star Wars property will do well enough, the production values will do the rest, and everyone in the end will have learned all the wrong lessons.


Title: Re: SWTOR
Post by: Margalis on June 04, 2009, 10:27:36 PM
MMOs offer a huge range of storytelling techniques...

They do or the could?

As far as I can tell the storytelling techniques in MMOs consist of text blocks and...more text blocks? Even in-engine cutscenes are pretty rare.


Title: Re: SWTOR
Post by: Ghambit on June 04, 2009, 10:33:15 PM
I think a large part of the problem is most MMOs arent really developed as a shared experience.  Even though they're "massively multiplayer" in truth it's really more of every person for him/herself.  Studios want to cater to the individual to compel them to buy their product, but they water it down as such so that this fact doesnt impinge on someone else's version of their world.  What you end up with is a bunch of static elements that treat every character the same.  You can literally just finish whatever crummy story the MMO has to offer and it'd be exactly the same as everyone elses.  And largely when this is done, you're lucky if anyone even cares because there are 1000's of other people who've followed the exact same storyline as you.  Not only that, but the act of participation in the storyline itself largely goes unnoticed, because most of the "quests" are just to-do lists that instantly refresh for everyone.  You're basically punching a timecard.  Hence there's nothing truly shared about the characters and their world.

In a real story, it's just not like that.

What I like about Bioware's idea is that technically, with enough story-arcs you end up with not a single character being a clone of another.  The possible combinations of how one reaches "the end" far exceed the amount of players in the game.  In this sense, everyone does indeed have their own story; based on their decisions rather than just if they completed "x" quest.  What I'd really like to see though, is if they can craft a world where a player's actions actually stand out from others - to the point other characters say "wth.. wtf is that guy doing over there?  I dont recall having to do that."   Instead of "oh, Yubyub is just on his Rancor cave attunement quest.  3 more womprats and he's done."

Lastly, a character's actions should have tangible effects on the world.  You can't make or live a story w/o elements of it changing aside from just the character.
Take the design of APB for instance.  From what I've been reading, they plan on only have 100 players at a time in each city.... with each city linked in some way to a larger world.  The inherent goal of each character is to make their mark on the world, either good or bad... with the city itself being a living, breathing part of the storyline.  (similar to ATITD I guess)

(sigh)
There's no way in hell everything we want is going to EVER be in a game.  It's late, I must be more delusional than usual.  Peace out. :why_so_serious:


Title: Re: SWTOR
Post by: Margalis on June 04, 2009, 11:01:57 PM
Quote
What I like about Bioware's idea is that technically, with enough story-arcs you end up with not a single character being a clone of another.  The possible combinations of how one reaches "the end" far exceed the amount of players in the game.  In this sense, everyone does indeed have their own story; based on their decisions rather than just if they completed "x" quest...

Until the optimal path is discovered and people who don't follow it have trouble getting groups.


Title: Re: SWTOR
Post by: Triforcer on June 04, 2009, 11:08:33 PM
Quote
What I like about Bioware's idea is that technically, with enough story-arcs you end up with not a single character being a clone of another.  The possible combinations of how one reaches "the end" far exceed the amount of players in the game.  In this sense, everyone does indeed have their own story; based on their decisions rather than just if they completed "x" quest...

Until the optimal path is discovered and people who don't follow it have trouble getting groups.

This.  Also, unless every path leads to gear with exactly the same stats at exactly the same time in the progression arc, the nerdrage would be incandescent.  That's why Bioware's vision doesn't work in an MMO- not because it can't technically be done, but because doing it per se creates problems in other parts of the game, like the one Margalis and I are bringing up.   


Title: Re: SWTOR
Post by: Margalis on June 05, 2009, 01:52:57 AM
It doesn't even work in their single player games.

How many people, when playing KOTOR, play a character straight down the middle if that's what they feel like doing vs. people who go all light or all dark because that gives you better abilities?

In basically every game where you have "moral choices" or story choices or anything of that sort if there are any ramifications to character abilities people tend to plot out a path that gets them the stuff they want rather than plotting out a path that fits their character. If the game has one specific order of events that gets you the epic sword people go on gamefaqs and follow that order.


Title: Re: SWTOR
Post by: ajax34i on June 05, 2009, 04:58:23 AM
The problem is that MMO's focus on combat.  Take any novel / book you consider "good" and count how many pages are the pure fighting.



Title: Re: SWTOR
Post by: DLRiley on June 05, 2009, 07:14:18 AM
The problem is that Mmo's focus on character development. But character development is in books too right? Err wrong, character development is at the mercy of the story not the reader. The author takes a character and hopefully through logic finds the best way to change that character from one state to another. Linear vs Open story telling debate put to the side for a moment, in an mmo your character is at your best interest not just being another part of the world and by extension at the mercy of the most logical conclusion. Meaning mmo players, and by extension rpg's based on open story telling principles ultimately face the problem of people consistently picking the good path, not moral good, but power/most beneficial path for their characters. Except in single player games you can short change the characters and unless they use outside sources, they won't noticed and some won't be bothered rage if the outcome of there character/story arc wasn't the best possible. That will never, ever, not in a billion years, be the case for mmo players. Since 100% of their decisions must be 110% beneficial to their character or the nerd rage will ensue. Progression is king.


Title: Re: SWTOR
Post by: gryeyes on June 05, 2009, 07:18:26 AM
You truly have a dizzying intellect.


Title: Re: SWTOR
Post by: DLRiley on June 05, 2009, 07:24:36 AM
 :awesome_for_real:


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 07:38:50 AM
What you need to do is make sure that players can't help but experience the story as they perform the basic act of playing the game.
I think this sort of absolutes is just buzzwords on the level of "groundbreaking interactive edutainment experience" tbh. Or if you would, storytelling equivalent of philosopher's stone -- a nice dream which ignores physical limitations of the matter.

here's rather classic example of some semi-relevant storytelling: http://www.youtube.com/watch?v=h6sj89xgnl4 ... the wall of text/dialogue wheel/cutscene part starts at 1:00 in. And hey, it even has moral choice thrown in there. What i'm getting at with it is, considerable parts of story aren't conveyed through "basic actions" but through interactions with other characters in the world. And that interaction involves communication which in turn generally involves text and/or voice acting. And often a pause in mob bashing. If the player plain refuses to pay attention to these bits (http://www.youtube.com/watch?v=kBVmfIUR1DA) ... then it rather drastically limits what themes and nuances you'll be able to convey to them, if you choose to pander to this part of audience at all cost.


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 07:43:17 AM
And who do we have to blame for that?
No one, it is not a matter of blame. Humans invented language for a reason, because wide range of subjects couldn't and still cannot be communicated just through bashing the skulls and teabagging.

Quote
No matter how intricate and well crafted the cinematic or cutscene, it's totally irrelevant to what you're actually doing as a character.
It is totally irrelevant what goals motivate your character? So if you kick the puppy to save the galaxy or to send it into eternal damnation, it is the same story because hey, the puppy and the kick are appear the same?


Title: Re: SWTOR
Post by: CadetUmfer on June 05, 2009, 08:59:41 AM
It is totally irrelevant what goals motivate your character? So if you kick the puppy to save the galaxy or to send it into eternal damnation, it is the same story because hey, the puppy and the kick are appear the same?

No, it's irrelevant because after I kick the puppy to save the galaxy, the galaxy isn't saved and the puppy isn't kicked, and all I have is 5000XP and some +10 Board Shorts.


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 09:06:56 AM
No, it's irrelevant because after I kick the puppy to save the galaxy, the galaxy isn't saved and the puppy isn't kicked, and all I have is 5000XP and some +10 Board Shorts.
Your 5000XP and +10 Board Shorts are entirely make-believe, too.

edit: btw i think closer analogy would be whether it's still the same story if you kick the puppy and get 5000XP, or kick it and get the Shorts instead?


Title: Re: SWTOR
Post by: Malakili on June 05, 2009, 09:14:36 AM
No, it's irrelevant because after I kick the puppy to save the galaxy, the galaxy isn't saved and the puppy isn't kicked, and all I have is 5000XP and some +10 Board Shorts.
Your 5000XP and +10 Board Shorts are entirely make-believe, too.


His point is, after he kicks the puppy and saves the galaxy, the next guy who does the quest line is going to kick the puppy and save the galaxy, I think.


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 09:18:33 AM
His point is, after he kicks the puppy and saves the galaxy, the next guy who does the quest line is going to kick the puppy and save the galaxy, I think.
It may well be, but how does it change the fact his own character went with one action rather than other, thus shaping his own personal story in certain direction?


Title: Re: SWTOR
Post by: CadetUmfer on June 05, 2009, 09:54:58 AM
If you're okay with "story" being an optional side novel/audiobook for people who want to read it.

If it doesn't persist it doesn't matter.

If my decisions affect the world, or even my character, then I care.

Go into your average MMO.  How many people are talking about the story?  How many are talking about skills/XP/things that affect them?


Title: Re: SWTOR
Post by: Ratman_tf on June 05, 2009, 10:12:16 AM
If you're okay with "story" being an optional side novel/audiobook for people who want to read it.

If it doesn't persist it doesn't matter.

If my decisions affect the world, or even my character, then I care.

Go into your average MMO.  How many people are talking about the story?  How many are talking about skills/XP/things that affect them?

Running joke in my guild was that no one knew why we were killing Malygos except "He has Purpz!"


Title: Re: SWTOR
Post by: Ratman_tf on June 05, 2009, 10:14:33 AM
And who do we have to blame for that?
No one, it is not a matter of blame. Humans invented language for a reason, because wide range of subjects couldn't and still cannot be communicated just through bashing the skulls and teabagging.

Quote
No matter how intricate and well crafted the cinematic or cutscene, it's totally irrelevant to what you're actually doing as a character.
It is totally irrelevant what goals motivate your character? So if you kick the puppy to save the galaxy or to send it into eternal damnation, it is the same story because hey, the puppy and the kick are appear the same?

It is irrelevant in that I don't care if I kick a puppy or save it as long as I get my reward.


Title: Re: SWTOR
Post by: HaemishM on June 05, 2009, 10:15:41 AM
True storytelling in an MMOG is missing one key ingredient. The only people who can act upon the world are the players. The NPC's do fuckall. They are there for 2 purposes: 1) to be killed or 2) to vend something (either a quest, a service, a product or a goods for currency exchange). Despite all their backstory, the NPC's that inhabit the world are there in complete service to the players. They have no motivations of their own other than kill the player or serve the player. The AI is fuckstupid - it can only love/hate/be indifferent to the characters. It doesn't seek to change the world, whether by conquering it or feeding the hungry or anything of the sort. All the lore about how Oceania is at work with Eurasia means dick if they expect the player to make all the efforts.

There won't be a real story in MMOG's until the AI is act and reacting to stimuli and motivations other than serving the player.

The basic personal story of players in MMOG's is "Look how I manipulated this series of levers."


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 10:15:53 AM
If you're okay with "story" being an optional side novel/audiobook for people who want to read it.

If it doesn't persist it doesn't matter.

If my decisions affect the world, or even my character, then I care.
Very well then. Same question, reworded.

It is totally irrelevant what goals motivate your character? So if you kick the puppy and get +1 good alignment (because the story determined it to be good act) or get +1 to evil alignment (because the story determined it to be bad act) ... it is the same story because hey, the puppy and the kick are appear the same?

hey, permanent effect on your character. So, is the backstory telling you potential consequences of your decision still "totally irrelevant to what you're actually doing as a character"?


Title: Re: SWTOR
Post by: AutomaticZen on June 05, 2009, 10:18:53 AM
If you're okay with "story" being an optional side novel/audiobook for people who want to read it.

If it doesn't persist it doesn't matter.

If my decisions affect the world, or even my character, then I care.

Go into your average MMO.  How many people are talking about the story?  How many are talking about skills/XP/things that affect them?

Most decisions effect your character.  The world, usually not so much.

The problem is most want to be a special snowflake and feel awesome, but they don't want others' snowflakeness to mess with their game.

They essentially want a single player MMO with a bunch of mewling spectators.


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 10:19:43 AM
It is irrelevant in that I don't care if I kick a puppy or save it as long as I get my reward.
Why request to have the story told through gameplay etc when you don't care about it to begin with? "Fuck story, pellets plx" seems more accurate here.


Title: Re: SWTOR
Post by: Ratman_tf on June 05, 2009, 10:22:21 AM
It is irrelevant in that I don't care if I kick a puppy or save it as long as I get my reward.
Why request to have the story told through gameplay etc when you don't care about it to begin with? "Fuck story, pellets plx" seems more accurate here.

That is what I mean when I say story is irrelevant to gameplay. It's not that I don't want story, it's that I don't care about it (as it's been presented in MMOGs so far)  because it's not relevant to what my character does in the game.


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 10:26:46 AM
That is what I mean when I say story is irrelevant to gameplay. It's not that I don't want story, it's that I don't care about it (as it's been presented in MMOGs so far)  because it's not relevant to what my character does in the game.
Yeah, but if it's for a change presented in that vague "no text/cutscenes" way that no one so far can actually put into any more solid details, would that make you start caring? Or in another way, could you give some short practical example of this magic new storytelling that you'd find relevant and engaging?

Because so far it mostly gives impression people demand pie in the sky without slightest idea what taste it should be, and they aren't even actually hungry to begin with...


Title: Re: SWTOR
Post by: gryeyes on June 05, 2009, 10:31:14 AM
I find backstory and lore to be pretty fundamental to me enjoying any game including MMO's. I have this thing called an imagination try to get into whatever universe i happen to fucking about in. EVE's lore is fantastic and it adds much flavor to the game and its presented almost entirely out of game.


Title: Re: SWTOR
Post by: Ratman_tf on June 05, 2009, 11:03:58 AM
That is what I mean when I say story is irrelevant to gameplay. It's not that I don't want story, it's that I don't care about it (as it's been presented in MMOGs so far)  because it's not relevant to what my character does in the game.
Yeah, but if it's for a change presented in that vague "no text/cutscenes" way that no one so far can actually put into any more solid details, would that make you start caring? Or in another way, could you give some short practical example of this magic new storytelling that you'd find relevant and engaging?

Because so far it mostly gives impression people demand pie in the sky without slightest idea what taste it should be, and they aren't even actually hungry to begin with...

I'll admit it's only a thought experiment. I am not a developer, and only do a bit of hobby programming. One thing I do know is that the thought of "more cutscenes and voiceovers" isn't very interesting to me at all. I do know that I get much more excited about a game when there's some feature that directly affects gameplay. Story is nice, but if someone wants to tell a story with text or cutscenes, they really should be making novels or movies instead of games. (IMO)


Title: Re: SWTOR
Post by: CadetUmfer on June 05, 2009, 11:14:47 AM
Or in another way, could you give some short practical example of this magic new storytelling that you'd find relevant and engaging?

The story about how enemy NPCs attacked last night and took out our last airbase on this planet so now I can't use my new "Call Airstrike" ability here would be interesting and urgently relevant.

And I'd be pretty proud of the story of how we fought all day to take it back, and I even earned a ribbon for valor AND a promotion to MSGT.


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 11:18:42 AM
Story is nice, but if someone wants to tell a story with text or cutscenes, they really should be making novels or movies instead of games. (IMO)
Hmm to be honest i'm not sure. I mean, it's not like the story told through cutscenes etc doesn't date back to arcade coin-ops some 25+ years ago. They're part of the genre as much as the basic move lever/press key to jump paradigm, but suddenly it's uncouth to tell Mario the princess is in another castle...


Title: Re: SWTOR
Post by: WindupAtheist on June 05, 2009, 11:29:16 AM
It doesn't even work in their single player games.

How many people, when playing KOTOR, play a character straight down the middle if that's what they feel like doing vs. people who go all light or all dark because that gives you better abilities?

Eh, it's Star Wars. It's the very definition of black-and-white morality. The guy who thinks he's going to be all clever and pursue a complex and nuanced morally grey path of neutrality and then gets mad when the game just looks at him like he's retarded doesn't get that much sympathy from me.

I'm reminded of a billion years ago when Raph said he was never in a hurry to add an Ultima virtue system to UO, because people would just game it. And I thought... well shit, if "players will just game it" is a good reason not to have something, we may as well just delete everything, because players will game anything.

Powergamers will powergame. Let them. Personally after years of WoW and every character being a hero who does identical things, I'd like an actual story that gives me a choice about being a prick or not. Even if I only get the +2 lightsaber instead of the +3. I'm playing a blackguard in Baldur's Gate 2 at the moment, and his reputation can't go above 13 or he'll lose his evil powers. But at lower reputation everything costs more. Oh noes, I'm suboptimal. But it's fun.


Title: Re: SWTOR
Post by: Lantyssa on June 05, 2009, 11:33:37 AM
MMO quests to date usually boil down to: Either do exactly what the NPC says and get a reward, or don't.

There are not multiple ways to accomplish the overreaching goal.  You cannot turn the quest foozle in to some other person.  You can't partially complete the objective.  You can't purposefully not accomplish the goal to cause a different outcome.  It's do X for a pellet.

It might give some simple context for whacking the foozle, or reveal some lore, but it certainly isn't compelling.  I love lore and read all the quest text, but even I can see that.  To date there aren't even consequences to your own character much less the world at large.  It is a very limited form of story telling, where really the player isn't an interactive part of it so much as filling in the blank with their name.

My impression is that SWTOR is trying to change that.  We'll see if they manage to.  Step one is going to be by allowing actual, meaningful choices.  Step two is by making it so there is not a perfect path where players feel cheated out of their optimal advancement because of their choices.  Step three is somehow keeping one and two from conflicting.


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 11:34:13 AM
The story about how enemy NPCs attacked last night and took out our last airbase on this planet so now I can't use my new "Call Airstrike" ability here would be interesting and urgently relevant.
Let's say that happened while you were asleep. Tactical map you can access when you login already tells you the airbase was lost, do you care beyond that what exactly happened, and if the answer is yes, what way is used to convey these details? And does the story ever evolve beyond "X took Y (back) and now i can/cannot use Z"?

I mean, i've played EVE, Planetside and number of others. EVE is the only one where you could say there's some sort of actual story resulting from the basic back and forths, and ironically enough that story is mostly told through walls of text on various game forums.


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 11:44:22 AM
MMO quests to date usually boil down to: Either do exactly what the NPC says and get a reward, or don't.

There are not multiple ways to accomplish the overreaching goal.  You cannot turn the quest foozle in to some other person.  You can't partially complete the objective.  You can't purposefully not accomplish the goal to cause a different outcome.  It's do X for a pellet.
LotRO has started to experiment with adding some consequences to the player's choices recently. They put in a mini-arc where the player can hunt some rats protected animals for rewards, but can turn the quest giver in if they so choose. Doing the latter closes the chain but gives different reward (and different title)

Unsurprisingly people whined, but more about lack of big red text warning they're about to make some actual choice, than the presence of choice itself.


Title: Re: SWTOR
Post by: AutomaticZen on June 05, 2009, 12:01:17 PM
MMO quests to date usually boil down to: Either do exactly what the NPC says and get a reward, or don't.

There are not multiple ways to accomplish the overreaching goal.  You cannot turn the quest foozle in to some other person.  You can't partially complete the objective.  You can't purposefully not accomplish the goal to cause a different outcome.  It's do X for a pellet.

It might give some simple context for whacking the foozle, or reveal some lore, but it certainly isn't compelling.  I love lore and read all the quest text, but even I can see that.  To date there aren't even consequences to your own character much less the world at large.  It is a very limited form of story telling, where really the player isn't an interactive part of it so much as filling in the blank with their name.

My impression is that SWTOR is trying to change that.  We'll see if they manage to.  Step one is going to be by allowing actual, meaningful choices.  Step two is by making it so there is not a perfect path where players feel cheated out of their optimal advancement because of their choices.  Step three is somehow keeping one and two from conflicting.

Step Three is the big problem.

The way out most developers will take is making the rewards pretty much the same.  Instead of the +5 Strength, +4 Speed Vibroblade, you get the +4 Strength, +5 Speed Vibroblade.  Only min-maxers will care.

I'm with WUA on this.  If sticking to your roleplay is character slightly sub-optimal character, well that the drawback to sticking with your roleplay.


Title: Re: SWTOR
Post by: Tmon on June 05, 2009, 12:35:05 PM
MMO quests to date usually boil down to: Either do exactly what the NPC says and get a reward, or don't.

There are not multiple ways to accomplish the overreaching goal.  You cannot turn the quest foozle in to some other person.  You can't partially complete the objective.  You can't purposefully not accomplish the goal to cause a different outcome.  It's do X for a pellet.
LotRO has started to experiment with adding some consequences to the player's choices recently. They put in a mini-arc where the player can hunt some rats protected animals for rewards, but can turn the quest giver in if they so choose. Doing the latter closes the chain but gives different reward (and different title)

Unsurprisingly people whined, but more about lack of big red text warning they're about to make some actual choice, than the presence of choice itself.

I wouldn't call it whining.  If your choices in the quest system haven't had consequences and they add one that does with no warning, I think you have a right to be a little pissed off.


Title: Re: SWTOR
Post by: tmp on June 05, 2009, 12:41:36 PM
I wouldn't call it whining.  If your choices in the quest system haven't had consequences and they add one that does with no warning, I think you have a right to be a little pissed off.
They did put in the warning. It just wasn't bright red. :why_so_serious:


Title: Re: SWTOR
Post by: Lantyssa on June 05, 2009, 01:09:20 PM
I'm with WUA on this.  If sticking to your roleplay is character slightly sub-optimal character, well that the drawback to sticking with your roleplay.
I, personally, am fine with that.  For a mass market game that wants to change the paradigm, then they're going to have to do things, well, differently.


Title: Re: SWTOR
Post by: WindupAtheist on June 05, 2009, 01:47:03 PM
As long as the differences your choices make don't leave you CRIPPLED compared to someone else, I wouldn't be that concerned. The super poopsock "everyone will have jewelcrafting if they want to raid" hardcore powergamers aren't a market much worth worrying about. They'll suck the fun out of the game trying to be 1% more powerful no matter what you do.


Title: Re: SWTOR
Post by: Venkman on June 05, 2009, 02:24:24 PM
I think the moment you call something "MMO*", people show up assuming character optimization, raiding, flamefests over PvP, and e-peening during and beyond play sessions. Those are things to which the "MMO" label is synonymous. It makes it easy to sell a new title, but it makes it harder to offer true alternatives. It's worse too because now it's MMO = WoW = automatic-lose. The world wants labels, but I think it's time for Publishers to create a new one.

Calling it something else changes that. People aren't as concerned about someone else's progress or why they have a certain foozle because they just assume that player made different decisions along the way. And they leave it at that.

THEN you can make games where a player can make decisions that support their place in a narrative. Until them, you call in MMO and your players show up to manage stats and get pissed about everything that gets in the way of it.


Title: Re: SWTOR
Post by: ajax34i on June 05, 2009, 02:31:02 PM
Wasn't the consensus a while back (in this thread) that they're trying to make a Single Player Online, actually?  Has to be online, cause, well, that's the only way to reliably prevent piracy, but otherwise it's the single player rpg experience all the way?


Title: Re: SWTOR
Post by: Sky on June 05, 2009, 02:31:52 PM
I think the moment you call something "MMO*", people show up assuming character optimization, raiding, flamefests over PvP, and e-peening during and beyond play sessions. Those are things to which the "MMO" label is synonymous. It makes it easy to sell a new title, but it makes it harder to offer true alternatives. It's worse too because now it's MMO = WoW = automatic-lose. The world wants labels, but I think it's time for Publishers to create a new one.
Or just stop being bitches that give a fuck what armchair devs or minmaxtards think or say.


Title: Re: SWTOR
Post by: Venkman on June 05, 2009, 02:41:50 PM
You can't change the people. You can only try and change those who show up.

/confucious


Title: Re: SWTOR
Post by: Fordel on June 05, 2009, 02:48:14 PM
Powergamers will powergame. Let them. Personally after years of WoW and every character being a hero who does identical things, I'd like an actual story that gives me a choice about being a prick or not. Even if I only get the +2 lightsaber instead of the +3. I'm playing a blackguard in Baldur's Gate 2 at the moment, and his reputation can't go above 13 or he'll lose his evil powers. But at lower reputation everything costs more. Oh noes, I'm suboptimal. But it's fun.


You can just steal everything and sell it back though!


Title: Re: SWTOR
Post by: Sky on June 05, 2009, 02:52:03 PM
Here's a start: no raids.

Work on it from there. Let the lunatic fringe froth freely and then go back to the other game they play obsessively while bitching about how much it sucks.


Title: Re: SWTOR
Post by: DLRiley on June 05, 2009, 03:32:30 PM
True storytelling in an MMOG is missing one key ingredient. The only people who can act upon the world are the players. The NPC's do fuckall. They are there for 2 purposes: 1) to be killed or 2) to vend something (either a quest, a service, a product or a goods for currency exchange). Despite all their backstory, the NPC's that inhabit the world are there in complete service to the players. They have no motivations of their own other than kill the player or serve the player. The AI is fuckstupid - it can only love/hate/be indifferent to the characters. It doesn't seek to change the world, whether by conquering it or feeding the hungry or anything of the sort. All the lore about how Oceania is at work with Eurasia means dick if they expect the player to make all the efforts.

There won't be a real story in MMOG's until the AI is act and reacting to stimuli and motivations other than serving the player.

The basic personal story of players in MMOG's is "Look how I manipulated this series of levers."


I was hoping someone other than me would come to the same conclusion. Alas, you will inevitably be hit by the argument that players and only players should be the ones affecting the world whether through pve or pvp, despite the fact that it is extremely more easy and possibly equally more fun for that exact same player base if the game is set up that way. Waiting for someone to have the balls to not listen to the bitching and moaning.


Title: Re: SWTOR
Post by: Ghambit on June 05, 2009, 03:38:21 PM
So basically what we all want here is simply a dynamically persistent campaign set in a storytelling mode of MMORPG.   Soooo, Falcon 4.0+Heavy Rain+WoW.  Easy peesy!   :awesome_for_real:


Title: Re: SWTOR
Post by: Aez on June 05, 2009, 04:14:30 PM
I'd sacrifice story telling for dynamism.
The stories are so bad anyway and everyone has the same.  It makes it pointless.



Title: Re: SWTOR
Post by: ghost on June 05, 2009, 04:39:38 PM
Wasn't the consensus a while back (in this thread) that they're trying to make a Single Player Online, actually?  Has to be online, cause, well, that's the only way to reliably prevent piracy, but otherwise it's the single player rpg experience all the way?

Once could argue that this is what made WOW so popular.  Most people just sort of meander through on solo mode and it has a pretty good solo PVE experience the first or second time through.


Title: Re: SWTOR
Post by: Venkman on June 05, 2009, 05:41:15 PM
MMOs are about the opportunity to socialize, not the absolute need to.


Title: Re: SWTOR
Post by: Soln on June 05, 2009, 06:10:39 PM
I probably already asked this, but is there real PvP?


It seems like it's just PvE with maybe the hope for arenas or a PvMP down the road, like LotRO has.


Title: Re: SWTOR
Post by: taolurker on June 05, 2009, 06:32:59 PM
 :heartbreak:

This discussion devolved since the trailer released (which was maybe the last time I looked at this thread). Mor phat newz pls... also sorry for Sir Brucing.

I dunno... As far as story in an MMO goes, I understand what they are going for with the voice-overs and also selectable paths, but there also are a few things not discussed here yet. I agree with the grief factor, but.. a Sith who was not fully evil and possibly growing darker would make a decision contrary to a Jedi, or is that not believable? Believability is the key, and some people just don't believe (or bother to read walls of text).

Story and setting are different things, and quests, backdrops, plot and whatnot are not what makes the story.. Or am I missing this playing from the original incarnation of MMO which was why it had RPGS on the end of it.

MMOs are about the opportunity to socialize, not the absolute need to.
Once could argue that this is what made WOW so popular.  Most people just sort of meander through on solo mode and it has a pretty good solo PVE experience the first or second time through.

Yes, opportunity to scoialize, and most of the time (in the early days of MMOs) people meandered along and just randomly joined together.. Before the days of LFG, Uber min maxxers, and campers all competing for the same phat lewts. The Story is what the player makes it, and the quests, NPCs and whatnot all add to the player's story.

"Does the world need the quests as background?" is really the question... especially if the players are evolving the world and things are persistent?

I did wander around and socialize, which was usually made more fun by sneaking around saying snarky comedic things in character with emotes. Possibly one of the best 6 hour gaming sessions I ever had was when a contested spawn on the early EQ servers resulted in numerous duels and camaraderie, along with insane roleplaying comedy. The chat log was like 12 comics had somehow all migrated to the same area, and more fun than any pickup group ever. I would like to see a goddamn MMO have some balls and end camping by allowing parties to fight one another for a spawn or game space. Now that's some good story there!!

If you're okay with "story" being an optional side novel/audiobook for people who want to read it.

If it doesn't persist it doesn't matter.

If my decisions affect the world, or even my character, then I care.

Go into your average MMO.  How many people are talking about the story?  How many are talking about skills/XP/things that affect them?

Most decisions effect your character.  The world, usually not so much.

The problem is most want to be a special snowflake and feel awesome, but they don't want others' snowflakeness to mess with their game.

The real trick would be in making persistance which was directly effected by players... Of course it would either require a huge live team to run quest events and story arcs, as well as evolve the world along with it. Similar to the EQ Prograssive servers.


Oh BTW

Here's a start: no raids.


^^
THIS


Title: Re: SWTOR
Post by: UnSub on June 05, 2009, 09:01:09 PM
I'll wait and see what actually comes out, but if players want a storyline that they can influence / be important to and a world that changes as a result of their actions, SWOR might have the right approach - lots of instanced areas focusing on the story of the character. You can invite other people to play through it with you or solo it.

I don't think you can get both a massive open world and stories / world changing events that actually hinge on individual decisions. The larger the world, the larger the group of players (i.e. guild size) needed to change it.


Title: Re: SWTOR
Post by: Samprimary on June 05, 2009, 09:07:15 PM
ffffffffffff the new swtor cinematic is aces but the development team is still basically a bunch of SWG castoffs and harvey the wondertard reprobates

Why are they getting my hopes up for a product that I want to see done well so I can play a motherfucking jedi but which will almost invariably be a bunch of disappointing shit that hemorrhages users after the first month?

I mean and sorry if I'm being too cynical but augh!


Title: Re: SWTOR
Post by: Tuncal on June 05, 2009, 09:50:53 PM
Leaving aside story narration vs. interaction in an MMO, I don't see how storytelling as your game focus is profitable. In order to keep your players paying a subscription, you need to feed them content. WoW does that through raiding and repetitively grinding the same instance for half a year. I don't see ANY kind of story keeping up with that kind of repetition. So that leaves the other option, linear content akin to leveling 1-60 except vastly improved by amazing storytelling techniques (that's what they're trying to hype, right?). Except this type of content gets devoured at a much much faster pace. How will Bioware be able to develop content that would keep your average player entertained for let's say, 2 years, and make a profit? This makes me think the story will be just a side flavor, and gameplay will be the deciding factor for SWTOR's success, just like every other MMO on the market.


Title: Re: SWTOR
Post by: Lantyssa on June 05, 2009, 10:16:11 PM
A different story for eight characters versus one character doing the same instance over, and over, and over....  It'll depend how much they can put in and how fast they can write new stuff, however that doesn't mean there will be less content.


Title: Re: SWTOR
Post by: DLRiley on June 05, 2009, 11:01:28 PM
By the way does anyone remember why Bioware is gearing up to break the record on money losing game concepts (full loot ffa pvp is going to be dethroned  :heartbreak:)? There has to be someone in Bioware saying "eventually we going to actually have to pay these writers".


Title: Re: SWTOR
Post by: gryeyes on June 06, 2009, 01:08:03 AM
Leaving aside story narration vs. interaction in an MMO, I don't see how storytelling as your game focus is profitable. In order to keep your players paying a subscription, you need to feed them content. WoW does that through raiding and repetitively grinding the same instance for half a year. I don't see ANY kind of story keeping up with that kind of repetition. So that leaves the other option, linear content akin to leveling 1-60 except vastly improved by amazing storytelling techniques (that's what they're trying to hype, right?). Except this type of content gets devoured at a much much faster pace. How will Bioware be able to develop content that would keep your average player entertained for let's say, 2 years, and make a profit? This makes me think the story will be just a side flavor, and gameplay will be the deciding factor for SWTOR's success, just like every other MMO on the market.

Have to crank out continual content. Maybe have the "carrot" be rare branches in storyline. Instead of gear you replay old content for items/situations that offer additional lore progression. Have the world get "updated" once a month or two that catches the world up to the current state of story. Pretty tricky stuff to pull off but at least its an attempt for something new.


Title: Re: SWTOR
Post by: Venkman on June 06, 2009, 05:00:04 AM
Before the days of LFG, Uber min maxxers, and campers all competing for the same phat lewts. The Story is what the player makes it, and the quests, NPCs and whatnot all add to the player's story.

It still does. It's just a steadily smaller percentage of people that care.

But I'm not sure which EQ you were playing to have said that first sentence. Maybe things were different before Kunark when I showed up, but by then it was all about LFG (Orc Lift, Oasis Docks, Windmill, etc.), min/maxxing (why else were people there?), and camping (SoW boots, FBSS?). The only rp I ever saw was in the RP sub-board on my guild's EZboard forum.

The reason to show up to these games has not changed in 10 years. Who has showed up has though. Because the games were made for a wider audience and that wider audience means more personalities. And RP has never been a requirement outside of Underlight :-)

I'll wait and see what actually comes out, but if players want a storyline that they can influence / be important to and a world that changes as a result of their actions, SWOR might have the right approach - lots of instanced areas focusing on the story of the character. You can invite other people to play through it with you or solo it.

This is what I'm thinking as well. A bit of what EQ2 did with their progressive instances, but more like what the old Mythica promised. I still remember the blank look I got when I ask that developer how they'd handle a group of people entering an instance when everyone was on a different part of that story though. And years later we saw the results of that in WoW. Argent Vanguard is an outdoor instance that can  (and does) look different to two different people standing next to each other when they're on different parts of the quest. I still remember the length of that thread from EQ2 beta when it was discussed... in early 2004.

I'd bet all the big story arcs are predominantly solo, which is why I'm getting a Fallout3+DLC vibe too.


Title: Re: SWTOR
Post by: tmp on June 06, 2009, 07:51:36 AM
Have to crank out continual content.
Daily quests seems to be all the rage, and don't take as long to make as raid instance for few catasses. Plus they can be launched in a way different from current model -- rather than whole bunch of stuff every few months, consider adding (repeatable) quest or two every few days. Meaning for a casual player there's almost always something new to check out.

Obviously though, having voice work added to everything isn't going to help with such 'rapid development'. :uhrr:


Title: Re: SWTOR
Post by: Lantyssa on June 06, 2009, 09:16:30 AM
Trained voice actors can perform a lot of lines in a day.  It takes far longer to write and revise.


Title: Re: SWTOR
Post by: tmp on June 06, 2009, 11:03:42 AM
I was thinking rather, the expenses and work involved with arrangement of recording session would perhaps go againt "frequent small updates" model since if you go to trouble of getting the actors to work etc, it makes more sense to try and record large batches instead of just handful of lines.


Title: Re: SWTOR
Post by: Engels on June 06, 2009, 12:07:11 PM
This whole discussion is making me cranky. Heroism in MMOs is entirely different than heroism in a single player RPG. It has to be. People who want content change based on their actions are suffering from twitteresque narcissism. Its fine for single player RPGs like Fallout3, but in MMOs the focus should be on the permanence and grandeur of the world around you, not what you, joe player, can do to influence it. Dating myself, in EQ's Kunark and later expansions, there was always this unspoken assumption that all quests were an interaction with a large, deeply rooted world where you were not much more than a grain of sand on the beach of time.

As a toon you could be a hero to your friends in a given battle, by performing excellent chain heals, or sucesfully FD pulling a nasty mob out of a cluter of others, or some other technical feat, but the world itself did not change other than maybe offering you a deeper story arc you could choose to continue in.

You did quests that presented the unfolding drama of the people of whatever culture you were interacting with (Thurgadin dwarves, Iksar Empire, etc), but at no point where you ever given the sense than you were anything other than that 'stranger that walked into town one day'. You completed a chain of quests, an NPC thanked you, gave you a trinket, your faction standing went up, and that was it. The next guy was waiting behind you for his quest hand in who would get exactly the same thing as you did, and we LIKED IT because the aftertaste was a greater sense of being in the world, even if we had not affected it one jot.

Your sense of accomplishment wasn't something the game itself trumpeted to the four winds, but was gained through the appreciation and respect of your on-line friends who knew they could rely on you to tank a mob well, or do some other difficult encounter competently. That is the whole point of multi-player games in general.


Title: Re: SWTOR
Post by: Merusk on June 06, 2009, 12:11:31 PM
People who want content change based on their actions are suffering from twitteresque narcissism.

You HAVE talked to Americans before, right?


Title: Re: SWTOR
Post by: WindupAtheist on June 06, 2009, 01:01:56 PM
stuff

That whole "EQ was static as hell and we liked it that way!" speech made me bored just by osmosis. Fuck Everquest already.

Quote from: someone in this thread, in the near future
But WUA you like UO and that's even older! Herf derf!

When we spend 10 years seeing UO remade over and over and over again I promise I will STFU.


Title: Re: SWTOR
Post by: Venkman on June 06, 2009, 03:44:05 PM
Totally agree. If you want the same EQ model of static campgrindraid, that model has been capped. Sure there's ways to improve it. But you gotta start with what WoW is today, not what it was back on the drawing board. Good luck with that.

Meanwhile there's still so much other things people could be trying, even those carrying big IPs and an interested home office. Things like actual substantive immersion, twitchy UI, impactful PvP, crafting that people will actually enjoy in droves rather than relegate to the few that will suffer through it, etc.

Yes, I know I'm the one that usually goes on about LCD and browser crap most of us who even bother checking them out barely maintain interest in for long. Doesn't mean I gotta like those paths to financial success.


Title: Re: SWTOR
Post by: Koyasha on June 06, 2009, 04:25:48 PM
You did quests that presented the unfolding drama of the people of whatever culture you were interacting with (Thurgadin dwarves, Iksar Empire, etc), but at no point where you ever given the sense than you were anything other than that 'stranger that walked into town one day'. You completed a chain of quests, an NPC thanked you, gave you a trinket, your faction standing went up, and that was it. The next guy was waiting behind you for his quest hand in who would get exactly the same thing as you did, and we LIKED IT because the aftertaste was a greater sense of being in the world, even if we had not affected it one jot.
That's not even true anyway, there were plenty of quest lines and events in the game that had you doing massive, significant things that did affect the world according to the story, and there were even examples of things you could do that affected the world in practice (although only one permanent one that springs to mind off-hand - Sleeper's Tomb).  On a less permanent scale, the Coldain ring quests have you personally saving the entire Coldain nation from obliteration.  And if you fail, they actually get destroyed - for a couple hours.  (On a tangential side-note I can think of no other game I've personally played where you can factually affect the world to the level you could in the Velious Age, between the ring war actually destroying Thurgadin and the Sleeper awakening being permanent).  It was less common but still present in the Kunark Age.  Some of the epic weapon quests were about a huge storyline that you saved significant parts of the world.  Although some were more personal and simply about you making your weapon.

I think it is possible and interesting to make a story-based MMOG and I think it could very well be a success if done well, as long as adding new content is fast and common.  Production of content can take a short time if the game is designed for it and the tools are there to apply a written quest/adventure into the game in a short period of time.  I don't know if they're going to manage, but if anyone can it's probably BioWare.


Title: Re: SWTOR
Post by: Engels on June 06, 2009, 09:21:58 PM
Koyasha,

I think you misunderstood me. Yes, for a small amount of time, the world of Norrath changed while you were doing your quest. But the key point is that it reset itself and let the next person do the same story. The emphasis was on the story, not on the player 'leaving his mark'. I'll grant you the Sleeper's Tomb as the exception, but I think its fair to say that the exception proved the rule; you do not want players changing the content of the world.

The compelling aspect of EQ's storylines is that they were often very deep and often required the players to pay attention. Sure, some folks did do quests as bullet point lists of 'things to do' with little to no attention to the actual story, but the point is that the work was there, and there was a TON of it, a labor of love by Verant developers.

On-the-fly content, as is being suggested here, may work, but I suspect that it would be superficial and actually undermine attempts at storyline immersion.


Title: Re: SWTOR
Post by: WindupAtheist on June 06, 2009, 09:47:07 PM
Everquest has been iterated into oblivion over the course of a decade. It has nothing left to say.

I mean hey, static quests! Yeah, what a great idea! Someone should try making a whole game based on those someday! That would be novel! Maybe next we can talk about some text MUD from the eighties.


Title: Re: SWTOR
Post by: Engels on June 06, 2009, 09:54:03 PM
I know its your appointed duty to come out against EQ. It draws you out like a religion thread does in the politics subforum, but my point is really about in-depth story lines within an MMO versus 'malleable' story arcs created by players. EQ is just the example I am drawing from, but a better example would be a Fantasy novel (static content) versus a 'choose your own adventure' book (the one where you have to flip to a certain page depending on your 'choice'). Inevitably, the latter's story is going to be less immersive than the former.


Title: Re: SWTOR
Post by: Zane0 on June 06, 2009, 10:02:14 PM
Although I somewhat disagree with Engels' whole EverQuest jag, I do fear that Bioware is more concerned with affecting an individual sense of empowerment (that will ultimately be quite superficial), than "bringing storytelling to the medium," per se. This will not be an epic tale that will have fans raving for years -- it will be a collection of KOTOR-esque subplots that you can approach in a few different ways; the very existence of two (invincible) player factions presents a significant roadblock to a story of any real ambition -- or any real change at all.


Title: Re: SWTOR
Post by: taolurker on June 06, 2009, 11:32:57 PM
It so far appears to me that SWTOR is maybe missing part of the mark with voiceovers and instances, but also in seeing the storytelling is only ONE part of it. The Social aspect of it should also be stressed, and with this questing system it will likely result in the "soloing along together" feeling every MMO seems to slip into.

The story of characters and the story of the world evolving is part of what players want. Ultima Online was more about the players shaping/scarring the world and had players actively creating the events and stories of the world (OMG lest we forget the comedy that did evolve into a forum community -parasite-? centered around people venting/laughing about it fomr some 10 years ago)..

EQ is just the example I am drawing from, but a better example would be a Fantasy novel (static content) versus a 'choose your own adventure' book (the one where you have to flip to a certain page depending on your 'choice'). Inevitably, the latter's story is going to be less immersive than the former.

Everquest's model for quests was what all RPGs focus on, and although they are static, they are left to the player to "envision" or "imagine" their character into the story. A novel you read which is directed by an author with no choices should still be something pictured by the reader, and everything has "immersion potential" as long as there is suspension of disbelief.

The Player character in either case (static or choose your own) IS the story and Players are supposed to make it their story. It's a role you inhabit while in the world (role-playing?), whether the quests are static, transitory, or non-existant. Being a choose your own adventure only adds to immersion, but immersion is still individual and subjective to the player. The problem isn't the setting, backdrop, NPCs and "quests", or whether players know they are static; repeatable; not unique; shared; camped; or not.. It's will they mindlessly burn through them without bothering to be immersed?

Star Wars anything will always be the hardest to get an immersion factor from because everyone wants to be Luke Skywalker or Darth Maul with ultimate power and a dildo laser, and no one wants to be immersed. I liked Star Wars Galaxies just because I could Sim Beru if I chose to, and because if you truly were social it became a story. I still don't see the other things an MMO builds immersion from though, like housing, crafting, guilds, and most of all a world that isn't static.

Although I somewhat disagree with Engels' whole EverQuest jag, I do fear that Bioware is more concerned with affecting an individual sense of empowerment (that will ultimately be quite superficial), than "bringing storytelling to the medium," per se. This will not be an epic tale that will have fans raving for years -- it will be a collection of KOTOR-esque subplots that you can approach in a few different ways; the very existence of two (invincible) player factions presents a significant roadblock to a story of any real ambition -- or any real change at all.

But here's the thing, how can you create "content" that players don't burn through in an attempt to see, claim, finish, or destroy everything? How can it be epic for players who aren't themselves "unique"? The conflict needs to be evolving and if it isn't, then what is the point hitting the pellet lever again? Maybe because I'm a casual (role)player, who doesn't churn through everything, games have a immersive feel regardless for me. It's also how I haven't gone insane through live bug testing for things I pay for, is that when I'm in game I try to "pretend" I am a character of MMO_world101 killing a foozle "FOR GOD AND COUNTRY!!".

No game can achieve a perfect balance with players, playstyles (casual vs powar) and immersion because of the MMO part and moreso minus the RPG. Add in the growth of epeen attitude combined with this being a Star Wars license, therefore I just remain skeptical and will probably do free QA likely never buying the game if I get a beta invite. I type near 70 wpm and can program an emote, and honestly if more people used MMOs as a chat interface, maybe they'd be fun for me again.

This game, just like every MMO for a while won't be played for fun, there will be massive amounts of painful choices and whining/winning, the game will go 6 months after release before servers start merging and will have a free trial before it's first year.


Title: Re: SWTOR
Post by: eldaec on June 07, 2009, 02:49:04 AM
the very existence of two (invincible) player factions presents a significant roadblock to a story of any real ambition -- or any real change at all.

I disagree.

Having everything the player does in single player rpgs shake the very core of the universe shows lack of ambition in story telling. It's a crutch used by bad writers who can't attach meaning to elements of the story without the massacre of thousands of orphans or the achievement of galactic peace for a thousand years.



Title: Re: SWTOR
Post by: jayfyve on June 07, 2009, 03:09:03 AM
the very existence of two (invincible) player factions presents a significant roadblock to a story of any real ambition -- or any real change at all.

I disagree.

Having everything the player does in single player rpgs shake the very core of the universe shows lack of ambition in story telling. It's a crutch used by bad writers who can't attach meaning to elements of the story without the massacre of thousands of orphans or the achievement of galactic peace for a thousand years.



I think it's a bigger challenge for writers to make the player care about the relationships with the NPCs. Apocalypse is the easy way out in a lot of games.


Title: Re: SWTOR
Post by: WindupAtheist on June 07, 2009, 04:33:46 AM
I know its your appointed duty to come out against EQ. It draws you out like a religion thread does in the politics subforum, but my point is really about in-depth story lines within an MMO versus 'malleable' story arcs created by players. EQ is just the example I am drawing from, but a better example would be a Fantasy novel (static content) versus a 'choose your own adventure' book (the one where you have to flip to a certain page depending on your 'choice'). Inevitably, the latter's story is going to be less immersive than the former.

They should just make the whole game static. Then it will be a movie.


Title: Re: SWTOR
Post by: Venkman on June 07, 2009, 08:05:04 AM
The compelling aspect of EQ's storylines is that they were often very deep and often required the players to pay attention.

EQ1 was a more immersive world than most diku-inspired games that followed, but not because of the quests. The only reason I ever saw to "pay attention [to quests]" was because you had really no clue what the NPCs wanted you to text back to them.

Nah, where the immersion came from was elsewhere: corpse recovery and faction.

CR is obvious and probably all of us went from hating them enough to love the DAoC tombstone/XP feature to lamenting the easymode that is WoW.

Faction is the part I miss the most, the one thing that clearly defined the "you" to the game world in the same way gear defined you to other players. It wasn't the most robust thing ever (my high water mark prior was Ultima IV "Air of <x>"), but it was a damn far cry better than anything that's followed, which all made you choose an unchangeable side going in. And even EQ2 watered down how they handled the Qeynos/Freeport thing.

All of this is secondary though to the real reason to pay attention in EQ1: the game could break at any time in a number of interesting ways. The amount we put up with there that we've never seen in WoW...


Title: Re: SWTOR
Post by: Zane0 on June 07, 2009, 09:24:00 AM
Quote
Having everything the player does in single player rpgs shake the very core of the universe shows lack of ambition in story telling. It's a crutch used by bad writers who can't attach meaning to elements of the story without the massacre of thousands of orphans or the achievement of galactic peace for a thousand years.
One doesn't normally equate the rise and fall of alliances to "shaking the universe to its core," but moreover -- which story do you see Bioware constantly (attempting) to write?


Title: Re: SWTOR
Post by: SnakeCharmer on June 07, 2009, 10:31:35 AM
I'd argue that EQ was immersive solely be being the first MMO with really good graphics (for its time), and for no other reason.


Title: Re: SWTOR
Post by: Lantyssa on June 07, 2009, 11:22:25 AM
They should just make the whole game static. Then it will be a movie.
Only if Blur does it. ;D


Title: Re: SWTOR
Post by: Lantyssa on June 07, 2009, 11:28:58 AM
CR is obvious and probably all of us went from hating them enough to love the DAoC tombstone/XP feature to lamenting the easymode that is WoW.

Faction is the part I miss the most, the one thing that clearly defined the "you" to the game world in the same way gear defined you to other players. It wasn't the most robust thing ever (my high water mark prior was Ultima IV "Air of <x>"), but it was a damn far cry better than anything that's followed, which all made you choose an unchangeable side going in. And even EQ2 watered down how they handled the Qeynos/Freeport thing.
WoW's system pisses me off as well.  Revive surrounded by hostiles at a fraction of health and mana or take a huge repair hit and a massive debuff with a long timer if you revive at the graveyard.

I liked the factions in SWG.  Not to say there wasn't room for improvement, but you could play with them.  I liked working on them to get extremely hostile ones friendly.  Things like being friendly to both Singing Mountain Clan and Nightsisters who would help you in the field.  WoW's version is a grind, and at least to the content I reached, only affected vendors.


Title: Re: SWTOR
Post by: Malakili on June 07, 2009, 02:54:57 PM

WoW's system pisses me off as well.  Revive surrounded by hostiles at a fraction of health and mana or take a huge repair hit and a massive debuff with a long timer if you revive at the graveyard.


WoW's system is fairly non-punitive, really.  I mean, there are really very few places in the game where you can't find a place to respawn without immediately dying again, and HAVE to graveyard ressurect.  In fact, the only times I ever do it, is if the game puts me at a really stupid graveyard that is straight-line close to where I died, but a really low annoying run, and then I'll just go AFK for the 10 minute debuff.  Repair costs are only really a problem if you are in top notch gear.  I mean, it can be inconvenient and slightly annoying, but its really a non-issue the vast majority of the time.


Title: Re: SWTOR
Post by: Venkman on June 07, 2009, 02:58:33 PM
I can understand where Lantyssa is coming from, but I think in four years of on/off play, I had one problem with mobs killing when I rez, and I think that was a bug (a mob spawned right as I rezzed). The area in which you can rez is pretty wide and you can see what's roaming around in ghost form.

I liked the factions in SWG.  Not to say there wasn't room for improvement, but you could play with them.  I liked working on them to get extremely hostile ones friendly.  Things like being friendly to both Singing Mountain Clan and Nightsisters who would help you in the field. 

Wow. For how much I loved SWG, I totally missed that you could make some hostiles eventually friendly enough for them to help you. I never did a lot of adventuring though. Went the business/service route instead. And each time I returned was for less of a duration...


Title: Re: SWTOR
Post by: Ghambit on June 07, 2009, 03:12:20 PM
That's what I was sayin' before.  If you take multiple-arced storytelling and couple it with variable faction-based reputation systems, you could conceivably have a pretty interesting, content-heavy game.  Especially when you consider being able to travel to certain planets and/or use certain equipment.  Instead of having to reroll another toon, you just take on a different persona (ala Darth Vader).  It's definitely something much more appealing than collecting 10,000 bug carapaces... although, there is a time/need for those uber-repgrinds at certain points.  Like when you only want a few people on a server to accomplish certain goals.


Title: Re: SWTOR
Post by: Surlyboi on June 07, 2009, 05:04:52 PM
I can understand where Lantyssa is coming from, but I think in four years of on/off play, I had one problem with mobs killing when I rez, and I think that was a bug (a mob spawned right as I rezzed). The area in which you can rez is pretty wide and you can see what's roaming around in ghost form.

I liked the factions in SWG.  Not to say there wasn't room for improvement, but you could play with them.  I liked working on them to get extremely hostile ones friendly.  Things like being friendly to both Singing Mountain Clan and Nightsisters who would help you in the field. 

Wow. For how much I loved SWG, I totally missed that you could make some hostiles eventually friendly enough for them to help you. I never did a lot of adventuring though. Went the business/service route instead. And each time I returned was for less of a duration...

Totally. I did the same thing with the SMC and the NS. Well, 'til I found it more fun to kill nightsisters. But each planet had about five or more factions you could game to be either helpful or harmful depending on what kind of masochist you were. Pissing off the Afarathu was awesome if you were going for Hutt/Jabba faction, but didn't do much to help you with the Tuskens.


Title: Re: SWTOR
Post by: Kageru on June 07, 2009, 06:53:51 PM

WoW has had the same with a pirate faction quest. Kill enough guards in initially friendly goblin towns and you can become friendly with the bloodsail pirates. End result being a bunch of towns you can no longer safely visit, some on transport routes, but the pirates offer a quest for a pirate hat and parrot. Massively disadvantageous in total but some people still do it.

The problem is that a faction divide ends up meaning your content is split in half or more amongst the player base. And sufficient content already seems to be one of their challenges. Or alternatively use the EQ model where faction is just an annoying toggle you can freely switch back and forth which means everyone gets to see all the content but the faction doesn't really ultimately mean much.



Title: Re: SWTOR
Post by: Malakili on June 07, 2009, 07:03:10 PM
Or alternatively use the EQ model where faction is just an annoying toggle you can freely switch back and forth which means everyone gets to see all the content but the faction doesn't really ultimately mean much.



Well, thats the way it'll go back I think.  We've seen that the most successful MMO model seems to be a semi-persistent world with a lot of mini games you can do and plenty of social networking, more than the real immersive sandbox/persistent world.  Its just such an accessible model for the game.  Part of me always still yearns for the more "hardcore" days, but I also realize the appeal of being able to play a stress free fun/social game where nothing you do matters all that much. 

Still, this game doesn't interest me all that much.


Title: Re: SWTOR
Post by: Koyasha on June 07, 2009, 07:53:44 PM
The problem is that a faction divide ends up meaning your content is split in half or more amongst the player base. And sufficient content already seems to be one of their challenges. Or alternatively use the EQ model where faction is just an annoying toggle you can freely switch back and forth which means everyone gets to see all the content but the faction doesn't really ultimately mean much.
EQ's faction system is the best there's ever been that I know of.  Determined by your actions, you could actually alter how the world felt about you even going so far as to make your home town hate you and your traditional racial enemy town accept you to some degree.  My wood elf could wander around most of Neriak and I think I had a dark elf that wasn't KOS to most of Kelethin.  I even remember seeing ogres and trolls in Kelethin.  And of course my wood elf was kill on sight in parts of Felwithe because she'd gone and killed Tunare and the clerics of Tunare took umbrage at that.  Luclin had an incredibly complex web of factions, but it was unfinished and always remained so.  After that, they never really put much focus on factions - presumably the people that left during the Luclin development were the primary ones using factions in interesting and creative ways, because from Planes of Power onward factions were straightforward and boring.


Title: Re: SWTOR
Post by: CadetUmfer on June 07, 2009, 10:28:11 PM
If you take multiple-arced storytelling and couple it with variable faction-based reputation systems, you could conceivably have a pretty interesting content-heavy game.


Title: Re: SWTOR
Post by: Sheepherder on June 08, 2009, 03:00:16 AM
I can understand where Lantyssa is coming from, but I think in four years of on/off play, I had one problem with mobs killing when I rez, and I think that was a bug (a mob spawned right as I rezzed). The area in which you can rez is pretty wide and you can see what's roaming around in ghost form.

The loving attention to detail that went into the cock punch does not make it less of a cock punch.  Which means it's intended end should be considered against the harm that it inflicts.  The gain is exceedingly small in that it limits player behaviour to what they conceivably can handle via disincentive and stretches leveling time.  The former doesn't require that they're be any penalties insofar as the player still "loses" when they die (a matter of both ego and expended time while fighting) and the increased time is guaranteed to bore the player as they are forced to navigate but cannot interact with anything in a meaningful way.


Title: Re: SWTOR
Post by: Koyasha on June 08, 2009, 10:43:37 AM
The loving attention to detail that went into the cock punch does not make it less of a cock punch.  Which means it's intended end should be considered against the harm that it inflicts.  The gain is exceedingly small in that it limits player behaviour to what they conceivably can handle via disincentive and stretches leveling time.  The former doesn't require that they're be any penalties insofar as the player still "loses" when they die (a matter of both ego and expended time while fighting) and the increased time is guaranteed to bore the player as they are forced to navigate but cannot interact with anything in a meaningful way.
It amazes me that people continue to argue for even weaker death penalties than wow.  What exactly are you people trying for, to die then instantly pop back up fully healed and ready for more battle so you can kill whatever got you?  Or to be rewarded every time you die?  Maybe get a temporary buff that lets you one-shot anything you touch just to make sure dying didn't inconvenience you?

There have been very few times, very very few times, that I've died in any MMOG (outside of pvp and even mostly in pvp too) in which I can honestly say that dying was not my own fault in one way or another.  Gameplay-wise, having a reasonable but not excessive death penalty adds a lot to the game.  There's no question that a lot of people won't play anything but the easiest game around that gives the least penalty, and commercially speaking a reasonable death penalty reduces your revenue.  But I'm talking about a game that's fun, compelling, and most of all challenging, not the most effective route to the megabucks.


Title: Re: SWTOR
Post by: Murgos on June 08, 2009, 10:57:04 AM
MMO's are business ventures not artistic endeavors.


Title: Re: SWTOR
Post by: Sheepherder on June 08, 2009, 12:21:59 PM
There have been very few times, very very few times, that I've died in any MMOG (outside of pvp and even mostly in pvp too) in which I can honestly say that dying was not my own fault in one way or another.

Just today (In WoW) I got dropped to my death on a steeply sloped mountainside because the Hodir quest where you fight on the back of drakes malfunctioned.  Three days ago my druid died several times when an instance server shit the bed and dropped people through the geometry.  When I was leveling as a warrior I actually had the same thing occur disconnecting while zoning into Uldaman, but this time not only did I fall to my death while alive, the game then had me fall to my death while I was dead, getting durability loss both times, I've had the same happen on my rogue.  I've seen 40 man raids get wiped out in BWL due to server lag on numerous occasions.

Quote
Gameplay-wise, having a reasonable but not excessive death penalty adds a lot to the game.  There's no question that a lot of people won't play anything but the easiest game around that gives the least penalty, and commercially speaking a reasonable death penalty reduces your revenue.  But I'm talking about a game that's fun, compelling, and most of all challenging, not the most effective route to the megabucks.

"Most of all, challenging."  I like that turn of phrase, but I'm having a little trouble comprehending.  Please, tell me what exactly about running back to your corpse as a ghost is difficult?  See, I was operating under the misconception that actually playing the motherfucking game was more difficult.


Title: Re: SWTOR
Post by: Lantyssa on June 08, 2009, 12:45:33 PM
I can understand where Lantyssa is coming from, but I think in four years of on/off play, I had one problem with mobs killing when I rez, and I think that was a bug (a mob spawned right as I rezzed). The area in which you can rez is pretty wide and you can see what's roaming around in ghost form.
I only die if I'm in an area where I'm swarmed by mobs.  I don't die alot (until my early levels in Outland here recently, where I'm still in old world gear, aggro is larger, and things are all 2+ levels above me), so when it happens it's in a spectacularly bad spot.


Title: Re: SWTOR
Post by: Venkman on June 08, 2009, 01:10:51 PM
Just today (In WoW) I got dropped to my death on a steeply sloped mountainside because the Hodir quest where you fight on the back of drakes malfunctioned.  Three days ago my druid died several times when an instance server shit the bed and dropped people through the geometry.  When I was leveling as a warrior I actually had the same thing occur disconnecting while zoning into Uldaman, but this time not only did I fall to my death while alive, the game then had me fall to my death while I was dead, getting durability loss both times, I've had the same happen on my rogue.  I've seen 40 man raids get wiped out in BWL due to server lag on numerous occasions.

These are not things for which a game design should change. These are edge case conditions outside of the assumptions made by the design and development team. "Just the other day" for you is a lifetime ago in terms of the aggregate of data collected by the various operators of WoW. And yet, any change to the core design systems automatically impacts everyone.

In other words: you don't change the death penalty because a server or zone crashes every so often. You treat those occurences as customer service issues and compensate accordingly, as Blizzard already does.


Title: Re: SWTOR
Post by: Ingmar on June 08, 2009, 01:15:46 PM
There have been very few times, very very few times, that I've died in any MMOG (outside of pvp and even mostly in pvp too) in which I can honestly say that dying was not my own fault in one way or another.

Just today (In WoW) I got dropped to my death on a steeply sloped mountainside because the Hodir quest where you fight on the back of drakes malfunctioned. 

That's just a function of how parachuting works - when you tagged a flatter part of the slope on the way down your parachute expired and you fell, I assume. It could almost be considered a feature - 'don't kill the drake while you're over a multi-thousand foot fall down to Zul'Drak'. There's still plenty of time to kill it over level ground after that, after all; in fact most noobier players won't even get the drake to a killable state before they're already past the cliffs.


Title: Re: SWTOR
Post by: Sheepherder on June 08, 2009, 03:00:45 PM
That's just a function of how parachuting works - when you tagged a flatter part of the slope on the way down your parachute expired and you fell, I assume.

No, I'm talking about the grappling hook / kill female vikings while on autopilot in a circle rawr quest that unlocks the dailies.  It's pretty broken on my server as of last reset.

In other words: you don't change the death penalty because a server or zone crashes every so often. You treat those occurences as customer service issues and compensate accordingly, as Blizzard already does.

I've never actually seen Blizzard compensate for falling through the world / server crash shit.  Just tell you how to soft reset the instance and stick your corpse in the nearest graveyard.  Regardless, this is still dodging the implicit question: what is there of any fucking value in corpse runs / exp loss / gold loss that make it worth the ire of hundreds of players unleashed upon your support staff?  All three basically translate into "prolong the tedious unfun shit."  Or is the world upside-down now and people enjoy doing the exact same kill ten foozle quests every day of the week for weeks on end in order to compensate for the fact that their occasionally capable of doing fun shit?

For some reason every time someone comes up with the "hey, in a single player game I can just hit quickload" a half dozen people instinctively know and are absolutely compelled to unleash their inner Grunk all over the place and take a stroll through memory lane back to a time when men were men, women were men, and if your domicile didn't reek of cat piss you weren't having enough "fun".


Title: Re: SWTOR
Post by: NowhereMan on June 08, 2009, 03:11:04 PM
I guess the problem is if there's no real penalty associated with 'losing' then what's the point of making it possible to die at all? Hell you could argue that even something like an instance that closes when you die presents too much of a death penalty. If your group wipes they just get an insta-rez where they were. The feeling is that if there isn't any penalty then there's no real incentive not to die, hell it can even become a mechanic that's exploitable and that possibility just doesn't jive for a lot of people.

I say this having hated EQ's penalty at the time, especially after once losing my corpse having been running from some mob in a zone I didn't know and just having no idea where the hell my corpse was. Even FFXI seemed a bit harsh to me and I'm one of the rare few of MMO players that hasn't actually tried WoW yet so I can't really comment on their system, but when death doesn't really have any penalty at all, I guess it just seems heavily unintuitive. No reason not to do it so long as it's worked as part of the game mechanics rather than just a way to keep more players involved but it just seems like design decision which is based more on the business model than the game.

Frankly I'm just waiting to find out what the hell this game is actually about before I get involved in some long discussion about one aspect of the mechanics that it might or might not have.


Title: Re: SWTOR
Post by: CadetUmfer on June 08, 2009, 03:38:23 PM
Are we discussing corpse runs again? I'm waiting for a game to take them a step farther, and just cancel your account and make you resub to get back in.  We'll call them "credit card runs."  That'll teach you to die in our game!


Title: Re: SWTOR
Post by: Venkman on June 08, 2009, 06:06:49 PM
I've never actually seen Blizzard compensate for falling through the world / server crash shit.

But again, that's a system failure, not a design one. And I've lost count how many times they've added a few billing days/weeks to affected people's accounts.

Quote
what is there of any fucking value in corpse runs / exp loss / gold loss that make it worth the ire of hundreds of players unleashed upon your support staff? 

Every competitive game, whether against an environment or against a player, has a penalty for failing. And every single system ever developed was an evolution from a prior one. WoW's the current result of years of lessening the punitive damage from failure.

This isn't some harkening back to the old days. We all here accepted EQ1's insane triple punch because we enjoyed enough the other parts of the game. And you'll never hear from me anyway that harsher death penalty means people playing smarter (because it doesn't, it just means they have less fun and over-research every encounter before showing up with the highest probability of winning).

But imagine a game without any penalty at all. Or better yet, point to one in any competitive genre that doesn't have it.


Title: Re: SWTOR
Post by: tmp on June 08, 2009, 06:48:23 PM
But imagine a game without any penalty at all. Or better yet, point to one in any competitive genre that doesn't have it.
Well, LotRO has 10 minutes debuff and repair cost if you die in their PvE zones, but none of this in PvM area. I can't remember now but i think there wasn't any penalty if you died in the battleground in WAR, either? I think the logic behind this is, if one side is playing bad enough to lose in the first place then giving them extra kick in the balls ain't going to help them overcome that, but instead will only make the disparity worse.

There's a mild penalty in form of being removed to nearest graveyard if your side doesn't rez you on the spot. It seems to work rather well, or at least i don't see people cry for devs to stomp on their nuts...


Title: Re: SWTOR
Post by: Malakili on June 08, 2009, 10:07:19 PM
But imagine a game without any penalty at all. Or better yet, point to one in any competitive genre that doesn't have it.
Well, LotRO has 10 minutes debuff and repair cost if you die in their PvE zones, but none of this in PvM area. I can't remember now but i think there wasn't any penalty if you died in the battleground in WAR, either? I think the logic behind this is, if one side is playing bad enough to lose in the first place then giving them extra kick in the balls ain't going to help them overcome that, but instead will only make the disparity worse.

There's a mild penalty in form of being removed to nearest graveyard if your side doesn't rez you on the spot. It seems to work rather well, or at least i don't see people cry for devs to stomp on their nuts...

WoW does it this way in PvP as well...


Title: Re: SWTOR
Post by: gryeyes on June 08, 2009, 10:16:08 PM
I guess the problem is if there's no real penalty associated with 'losing' then what's the point of making it possible to die at all? Hell you could argue that even something like an instance that closes when you die presents too much of a death penalty. If your group wipes they just get an insta-rez where they were. The feeling is that if there isn't any penalty then there's no real incentive not to die, hell it can even become a mechanic that's exploitable and that possibility just doesn't jive for a lot of people.

Seriously, a game without the possibility of "losing" in any fashion is fucking horrible. You need some motivation for becoming "better" at a given game. It removes the fun of having to think your way to a given goal. Besides the fact it increases the time required to do anything so stretches out content. No chance of death decreases the hours of content significantly.


Title: Re: SWTOR
Post by: Koyasha on June 08, 2009, 11:03:38 PM
The wow death penalty is weak enough, continuing to dilute it further would take it to the point of having no penalty whatsoever for losing.  Which means losing doesn't really exist anymore, and how much fun are games in which you cannot lose?  If we remove death penalties entirely, then we should remove death entirely, and just make all characters invulnerable.  MMO PvP deaths in 'sport' pvp (which is most pvp these days) typically have no penalty to the character directly, but usually is detrimental to succeeding at the objective you're engaging in pvp in, causing you to lose the battle, which works fine.  As long as losing the battle is enough of a penalty, of course.  And another of the main issues is persistence.  In many multiplayer games, once you lose the game is over.  In an MMOG the game is never over, so instead of the punishment of losing the game, losing a battle or fight must apply a penalty within the persistent nature of the world.


Title: Re: SWTOR
Post by: DLRiley on June 08, 2009, 11:18:46 PM
Going off the deep end are we  :awesome_for_real: . When people die in games there is a twitch response to stop playing (not forever but merely log off or simply pause). It's the brains attempt at ensuring you do something useful with your life. This is inherently bad for an mmo simply because any time the brain is forced to pause its starts to question why they are even playing the game. Adding a death penalty on top isn't helping the case really.


Title: Re: SWTOR
Post by: Triforcer on June 08, 2009, 11:20:01 PM
It never ceases to amaze me that people keep falling back on the "U WANT NUTSACK PUNCHING LIKE 1999 EQ BECAUSE YOU NEED TO FEEL BETTER THAN GAMERS WITH LIFE LLOLL" canard in any situation where someone opposes removing all inconvenience and penalty in an MMO.

Amazingly, there are reasons OTHER than latent EQ/Vanguard sadomasochism and/or poopsocker narcissism to not design MMOs where you can teleport anywhere instantly and respawn at full health 1 second after you die in the exact same spot and max to full level in two hours.   Hint:  retaining people for more than one month.  Super secret free extra hint:  try playing all single-player PC games you buy on invincible instakill godmode only and tell me how satisfied you are.  

Is there a spectrum?  Sure.  Its possible to have penalties that unnecessarily shade into 1999 EQ land.  But its possible to go to far the other way, which almost nobody on this site can acknowledge or discuss without trotting out the "u want your nads shocked by a car battery when ur char dies hur hur hur i just want to have fun" nonsense.    


Title: Re: SWTOR
Post by: Lantyssa on June 09, 2009, 12:27:04 AM
I'm already applying a car battery to my nether regions by solo-leveling from 1 to 59 (and likely into my 70's) for the vast majority of my time.  I actually don't need the additional kick in the teeth from a death penalty.

On the surface, it's light.  But you don't spring back fully healed, and for mana classes you're down that, too.  I actually don't care about the equipment hit that much, but the 75% stat reduction is a bother.

Maybe I can better illustrate with the times it's caused me to log off.  1) Killing some guy in Arathi.  Stormhold or whereever.  I sneak in and find my target and his bodyguard.  The mobs are pretty dense, but if I can isolate them, I'll do fine.  Start in a corner and unfortunately it also aggros a nearby caster.  I'm okay, but one of them flees... into more mobs.  Die.  Find the best spot to res.  Wanderer and aggro before healed up.   Flees into caster.  Caster flees into casters.  Dead.  Repeat, although this time I manage to pull through with five fresh corpses at my feet and about 30 health.  Log off pissed.

2) Finally reach Outland to discover the aggro radius I'm comfortable with has changed, my equipment is sub-par, and mobs are a bit higher.  Densely packed again.  Oh look, we die a few more times in a similar situation.  Upset but realizing the gear and level problem will be rectified soon I push on.  End up in another epic battle with six dead mobs... and a level 80 flagged Horde DK deciding it would be fun to flap around and get in my way.  Did I mention my bear form is glyphed so maul hits two targets?  (Ironically I think I shifted to cat form before tagging him, but trying to get the last hit in the mob died, auto-target picked him up, and <wham>)  There's not even an equipment hit and I'm pissed.  Respawn to get my loot.  Oh, but now he plays with me by continuously throwing chains of ice on me as I try to run.  Then kills me, then camps.  So the light dead penalty combined with the stupid PvP mechanics means I'm cursing like a sailor and logging off in disgust.  Again.  (Really it's a combination of factors in this case, but the death is what I was really pissed about -- death is in and of itself failure to me, I don't need more.)

Maybe you need the kick in the groin to find worth in death, but I don't.  Especially not when I'm just trying to reach a point I can play with my friends.  That I haven't been able to do for four months.


Title: Re: SWTOR
Post by: Surlyboi on June 09, 2009, 12:42:32 AM
It never ceases to amaze me that people keep falling back on the "U WANT NUTSACK PUNCHING LIKE 1999 EQ BECAUSE YOU NEED TO FEEL BETTER THAN GAMERS WITH LIFE LLOLL" canard in any situation where someone opposes removing all inconvenience and penalty in an MMO.

Amazingly, there are reasons OTHER than latent EQ/Vanguard sadomasochism and/or poopsocker narcissism to not design MMOs where you can teleport anywhere instantly and respawn at full health 1 second after you die in the exact same spot and max to full level in two hours.   Hint:  retaining people for more than one month.  Super secret free extra hint:  try playing all single-player PC games you buy on invincible instakill godmode only and tell me how satisfied you are.  

Is there a spectrum?  Sure.  Its possible to have penalties that unnecessarily shade into 1999 EQ land.  But its possible to go to far the other way, which almost nobody on this site can acknowledge or discuss without trotting out the "u want your nads shocked by a car battery when ur char dies hur hur hur i just want to have fun" nonsense.    

Fuck that noise. I like running through in god mode on occasion. I also occasionally like getting bitchslapped by a game for being stupid enough to try something spectacularly dumb. It's the context of the penalty or lack thereof that makes the difference. I don't want WoW's bore me to tears easy mode, but at the same time, I don't want EQ's nut-crushing all the time either. But if the story keeps me interested, I'll take six of one a half dozen of the other as long as there's a good balance.


Title: Re: SWTOR
Post by: Triforcer on June 09, 2009, 12:52:23 AM
Given you just agreed with me, I'm confused by the "fuck that noise" reference.  See the part where I said using god mode "only" in a single-player game.  I stand by my assertion that if that was the only mode in a game, you wouldn't have fun, much less pay 4 years of sub fees for it. 

As you say, balance is the key.  All I'm saying is that most people here won't acknowledge that it is possible to have too little difficulty or penalty in an MMO. 


Title: Re: SWTOR
Post by: Ratman_tf on June 09, 2009, 12:55:18 AM
Maybe you need the kick in the groin to find worth in death, but I don't.  Especially not when I'm just trying to reach a point I can play with my friends.  That I haven't been able to do for four months.

Maybe it's not the death penalty, but the pace of the game? We all knew WoW was going to become top heavy, it was written into the game with levels and gear. I had to grind 4 months on a new character to start raiding on a new server. That's 4 months of gameplay that I really didn't care too much about, as I'd already done it multiple times. But there's no easy way to balance that with the progression mentality of the game design.



Title: Re: SWTOR
Post by: Sheepherder on June 09, 2009, 01:29:21 AM
Every competitive game, whether against an environment or against a player, has a penalty for failing. And every single system ever developed was an evolution from a prior one. WoW's the current result of years of lessening the punitive damage from failure. ... But imagine a game without any penalty at all. Or better yet, point to one in any competitive genre that doesn't have it.

Stop it with the reductio ad absurdum, you might be smarter than that.

Amazingly, there are reasons OTHER than latent EQ/Vanguard sadomasochism and/or poopsocker narcissism to not design MMOs where you can teleport anywhere instantly and respawn at full health 1 second after you die in the exact same spot and max to full level in two hours.   Hint:  retaining people for more than one month.  Super secret free extra hint:  try playing all single-player PC games you buy on invincible instakill godmode only and tell me how satisfied you are.

Hint: most modern games when you "lose" you lose nothing of consequence, and can continue with no delay.  By that measure, respawning at full health a second after you die (with the fight reset) is exactly what is supported by the system in a shit ton of games.  There are no limits on quicksaves in HL2, In Prince of Persia you can reverse time, in Fable II you can be killed endlessly in the same fight (and can opt out of the cosmetic penalty for a price), skirmish games in any shooter are completely inconsequential win, lose, or draw.

"Consequences" as a determining factor in retention is a crock of shit anyways, and absolutely nobody will be operating under the misconception that death = win, so driving the point home with a cockpunch is redundant and detrimental to the enjoyment of your playerbase.  On the other hand, emotional attachment to a character is a massive target that has heretofore been left untouched as a way of punishing players.

As you say, balance is the key.  All I'm saying is that most people here won't acknowledge that it is possible to have too little difficulty or penalty in an MMO.

Insofar as nearly every penalty explored in a live game so far points to magnetic wrong and actively degrades their ability to perform well in the future for not learning the opaque intricacies of the various flavours of DIKU I'd say you're kind of defending the indefensible.  Most people would argue that WoW is utterly carebear in all respects, but it is the first MMO I had the internet connection capable of playing, and in hindsight the most retarded thing I have ever thought in my life is that a warrior would be an easy first class.  I still remember being unable to buy new abilities on numerous occasions, because no escape mechanisms, exceedingly high repair costs, no worthwhile ranged attacks, and learning on the fly what is easily the toughest role in a group prior to the advent of the defensive stance thunderclap and multi-target threat meters left me utterly destitute and wearing the most shittacular gear possible.


Title: Re: SWTOR
Post by: WindupAtheist on June 09, 2009, 01:54:37 AM
Obligatory WUA UO observation:  When I would die I would usually lose a few minutes farming worth of insurance gold, possibly a couple of minor items that hadn't been worth insuring, and a chunk of fame. Fame dictated what title showed up next to my name, but had absolutely no mechanical effect upon the game whatsoever. The fame loss is what would drive me straight up the wall when I would die a few times in a row.


Title: Re: SWTOR
Post by: Sky on June 09, 2009, 07:44:11 AM
Obligatory rebuttal: that was which revision of UO's death penalty system? After how many years of mudflation?

 :awesome_for_real:


Title: Re: SWTOR
Post by: Mrbloodworth on June 09, 2009, 08:03:50 AM
And now for a comical interruption.

(http://www.myextralife.com/strips/09-15-2008.jpg)

We now return you to your regularly scheduled 1990's conversation.



Title: Re: SWTOR
Post by: tmp on June 09, 2009, 08:36:53 AM
The wow death penalty is weak enough, continuing to dilute it further would take it to the point of having no penalty whatsoever for losing.  Which means losing doesn't really exist anymore, and how much fun are games in which you cannot lose?
Not having some additional penalty attached to failure does not remove the existence of said failure. Which means yes, losing certainly still exists.


Title: Re: SWTOR
Post by: Malakili on June 09, 2009, 08:45:04 AM


Insofar as nearly every penalty explored in a live game so far points to magnetic wrong and actively degrades their ability to perform well in the future for not learning the opaque intricacies of the various flavours of DIKU I'd say you're kind of defending the indefensible.  Most people would argue that WoW is utterly carebear in all respects, but it is the first MMO I had the internet connection capable of playing, and in hindsight the most retarded thing I have ever thought in my life is that a warrior would be an easy first class.  I still remember being unable to buy new abilities on numerous occasions, because no escape mechanisms, exceedingly high repair costs, no worthwhile ranged attacks, and learning on the fly what is easily the toughest role in a group prior to the advent of the defensive stance thunderclap and multi-target threat meters left me utterly destitute and wearing the most shittacular gear possible.

Sorry to hear that.  I do agree that WoW actually does a really terrible job of explaining its threat mechanics.  If you want anything more than a totally rudimentary understanding of how threat works, you've got to spend time researching outside the game.  They have done a lot in Wrath to make threat much less of an issue, but not by explaining the mechanic.  Anyway, if you want to be grumpy with WoW for how the game played four years ago, feel free, but it seems to me you are actually upset about warrior more than the death penalty.  


Title: Re: SWTOR
Post by: Triforcer on June 09, 2009, 10:21:27 AM
Goddamn, Scott Johnson is unfunny.  I mean, every single time.  I enjoy Achewood more than I do him, and Achewood is like AIDS-flavored diarrhea.


Title: Re: SWTOR
Post by: Lantyssa on June 09, 2009, 10:32:44 AM
I have to agree.
Maybe you need the kick in the groin to find worth in death, but I don't.  Especially not when I'm just trying to reach a point I can play with my friends.  That I haven't been able to do for four months.

Maybe it's not the death penalty, but the pace of the game? We all knew WoW was going to become top heavy, it was written into the game with levels and gear. I had to grind 4 months on a new character to start raiding on a new server. That's 4 months of gameplay that I really didn't care too much about, as I'd already done it multiple times. But there's no easy way to balance that with the progression mentality of the game design.
There's a lot of things I'm not happy with in my goal to play with others in an MMO.  Death by itself interrupts that flow.  Adding penalties on top of it during a purely transitory period and forcing downtime magnifies the annoyance by several orders of magnitude.  As has been said by others, it's about context and balance.

In a discussion we had several months ago, a game should never seek to force a player into downtime.  Offering a wide variety of things to do in downtime is excellent, but it should be up to the player on whether they're in up or down mode.  Death as a failure is fine, but simply adding a slight travel time is generally sufficient incentive to stay alive.

The other important thing is how the player perceives the recovery.  A corpse run means a player is actively doing something, even if I think it's harsh.  WoW's spirit run is doing something, even if it's trivial.  Waiting to regen or a debuff to wear off is sitting on your ass, which is boring, and every second spent waiting is noticeable.  I die in Fallout and a quickload means I lose some work but I'm right back in the action... and I don't even notice it because I'm more interested in playing than I am in recovering from catastrophic losses, but I still know I fucked up and that's enough.

So I guess to bring this back to SWTOR, I hope they have a negligable death penalty.  I'm interested in the story, not in being punished.  Find a way to prevent zerging something to death sure, but there's no need for it to be significant.


Title: Re: SWTOR
Post by: WindupAtheist on June 09, 2009, 10:38:42 AM
Obligatory rebuttal: that was which revision of UO's death penalty system? After how many years of mudflation?

 :awesome_for_real:

Well there was the familiar "Everything sits on your body unless/until you get it!" routine for the first five years, and the "Pay 600 gold for every item that you don't want sitting on your body!" system ever since. I guess the 6k or whatever per death wouldn't bother some super-rich slob with tens of millions of gold, but I was never that rich. The money factor was still relevant to me, but the fame hit was more annoying.

It's a solid idea that would work as well in a diku as anywhere else. Say they put something like it into WoW. You gain fame points for killing stuff, more points for things above your level and less or none for stuff below, same as XP. Fame points allow access to titles and maybe other fluff junk. Points are lost when you croak. Suddenly there's incentive to not die, even without corpse-running and repair costs and all that junk.

Hell, I guarantee a good chunk of the playerbase would find that a BETTER reason to not die than the prospect a brief run and a little coin lost.


Title: Re: SWTOR
Post by: DraconianOne on June 09, 2009, 12:34:51 PM
A fame system like that is sound but is still a penalty and would just end up pissing more people off because that's what happened.  LOTRO has a title rewards for not dying for the first 20 levels. People who want those titles will play ultra conservatively, won't play with other people in groups (in case of a group wipe caused by someone else) and generally get far more stressed about the game than those who don't give a shit. I vaguely remember someone in my guild pretty much up and quitting because they died at level 18/19 after a lag spike or some other bug caused them to run off a cliff with inevitably fatal consequences.

Anyway, fame works in mysterious ways, Leeroy Jenkins being a case in point: he's famous for getting killed.



Title: Re: SWTOR
Post by: Mrbloodworth on June 09, 2009, 12:41:40 PM
I was number 52 on my server in EQ2 for most deaths. Fuck you people. I enjoy testing the odds. Sometimes, i even win.


Title: Re: SWTOR
Post by: Sky on June 09, 2009, 01:08:27 PM
Since I like to play EQ2 exp-locked, debt doesn't bother me. I always like to roll the dice and see what happens. Sometimes death, sometimes win, sometimes quick portal (mostly c).


Title: Re: SWTOR
Post by: Soln on June 09, 2009, 03:06:19 PM
(http://www.geekologie.com/2009/05/28/yahoo%201.jpg)


Title: Re: SWTOR
Post by: WindupAtheist on June 09, 2009, 03:30:47 PM
A fame system like that is sound but is still a penalty and would just end up pissing more people off because that's what happened.  LOTRO has a title rewards for not dying for the first 20 levels. People who want those titles will play ultra conservatively, won't play with other people in groups (in case of a group wipe caused by someone else) and generally get far more stressed about the game than those who don't give a shit.

Yeah, but we're not talking about "DIE ONCE AND WE'LL SMASH YOUR DICK!"

I'm thinking of something where if you die three or four times in a row at the top tier you'll have to farm a little while to make it up. Enough to keep people from going kamikaze, but that's it.


Title: Re: SWTOR
Post by: stu on June 09, 2009, 03:39:51 PM
I was number 52 on my server in EQ2 for most deaths. Fuck you people. I enjoy testing the odds. Sometimes, i even win.

You're a fucken wildman!

just messin'


Title: Re: SWTOR
Post by: Mrbloodworth on June 09, 2009, 03:50:53 PM
I was number 52 on my server in EQ2 for most deaths. Fuck you people. I enjoy testing the odds. Sometimes, i even win.

You're a fucken wildman!

just messin'

You too can see me in action on the LOTRO brandywine server!  :drill: :drill:


Title: Re: SWTOR
Post by: Ghambit on June 09, 2009, 04:02:56 PM
I better be able to be a glowy, floating ghostlike Force-creature when I die in this game.  And I wanna be able to haunt people 'n stuff, er at least interact with the environment in some way.


Title: Re: SWTOR
Post by: HaemishM on June 09, 2009, 04:07:07 PM
You really like being sorely disappointed by life don't you?


Title: Re: SWTOR
Post by: schild on June 09, 2009, 04:17:51 PM
(http://www.geekologie.com/2009/05/28/yahoo%201.jpg)

That. Is. Awesome.


Title: Re: SWTOR
Post by: ashrik on June 09, 2009, 05:06:03 PM
This isn't the adjective you're looking for


Title: Re: SWTOR
Post by: Surlyboi on June 09, 2009, 05:29:00 PM
Move along...


Title: Re: SWTOR
Post by: Sheepherder on June 09, 2009, 06:02:55 PM
I'm thinking of something where if you die three or four times in a row at the top tier you'll have to farm a little while to make it up. Enough to keep people from going kamikaze, but that's it.

Throw a ~6 hour (played) grief title on their name if they do something particularly stupid enough to warrant massive repair bills and exp debt in other games.  No need to make them farm it off even, just so long as others get the chance to laugh at your folly.  Throw a temporary visual wound effect like smears of blood or gaping lacerations on the character every time they die, likewise with scuff marks on their armor and tears in their cape.  Probably a tall order in the graphics department, either requiring deformable model parts via animations, shader effects, or multiple renders of the same piece with modified textures and models, but on the upside you would have a lot of resources for your vendor trash items and wouldn't have spent the last four years tweaking graveyard positioning worldwide.


Title: Re: SWTOR
Post by: Malakili on June 09, 2009, 06:21:01 PM
Throw a temporary visual wound effect like smears of blood or gaping lacerations on the character every time they die, likewise with scuff marks on their armor and tears in their cape. 

I would die all the time to keep that  :drill:


Title: Re: SWTOR
Post by: Triforcer on June 09, 2009, 09:41:25 PM
BETA ALERT!!  BETA ALERT!!! BEEP BEEP BEEP

http://www.swtor.com/community/showthread.php?t=36710&page=1

Check out both the tentonhammer and gophn links. Also, Ashen Temper says on page 6 or 7 that information on beta is coming in the "Near Future."

Already fully playable?  Hundreds of hours of story for EACH class?  Either we are witnessing cracksmokery at David Allen-like levels, or this one is finally the real deal  :grin:  

EDIT:  at the very least I hope this makes a 2011 or 2012 release less likely.


Title: Re: SWTOR
Post by: Sky on June 10, 2009, 08:22:46 AM
That. Is. Awesome.
The. Three. Word. style of advertising is ridicutarded. And old. You're getting old, schild. We've got a rocker out here on f13's veranda just for ya.


Title: Re: SWTOR
Post by: schild on June 10, 2009, 10:38:56 AM
That. Is. Awesome.
The. Three. Word. style of advertising is ridicutarded. And old. You're getting old, schild. We've got a rocker out here on f13's veranda just for ya.
What was I advertising?


Title: Re: SWTOR
Post by: Montague on June 10, 2009, 01:15:49 PM
BETA ALERT!!  BETA ALERT!!! BEEP BEEP BEEP

http://www.swtor.com/community/showthread.php?t=36710&page=1

Check out both the tentonhammer and gophn links. Also, Ashen Temper says on page 6 or 7 that information on beta is coming in the "Near Future."

Already fully playable?  Hundreds of hours of story for EACH class?  Either we are witnessing cracksmokery at David Allen-like levels, or this one is finally the real deal  :grin:  

EDIT:  at the very least I hope this makes a 2011 or 2012 release less likely.

I smell bullshit. If that thing was fully playable EA would have been spewing game footage all over E3.

Unless of course it's playable but still total crap, which seems likely.


Title: Re: SWTOR
Post by: Sky on June 10, 2009, 02:41:46 PM
What was I advertising?
It's a device mostly used in advertising.


Title: Re: SWTOR
Post by: Stormwaltz on June 10, 2009, 04:19:32 PM
I'd guess that what they mean by "fully playable" is less "the game's completely done and in polish" and more "the game engine runs reliably and you can play through the portions of content (classes/skills/areas/quests) that have been implemented."

There are many subtle shadings of "fully playable." It's the industry equivalent of "smurf." Some games are smurf, but others are smurf.


Title: Re: SWTOR
Post by: lesion on June 10, 2009, 04:43:39 PM
Well smurf me up, dammit.


Title: Re: SWTOR
Post by: UnSub on June 10, 2009, 07:25:44 PM
I can't wait for the inevitable raft of changes awaiting SWOR when players testers actually get their hands on it.

BioWare's history of balancing powers / abilities isn't great (it's not bad, but it isn't great) so it will be interesting to see how they deal with this kind of input.


Title: Re: SWTOR
Post by: Triforcer on June 10, 2009, 07:31:29 PM
I predict that in an effort to bend over backwards to make sure Jedi/Sith aren't the "best" classes, they will be the most underpowered and totally useless in PvP at launch.  The best class will be something like Smuggler, because they will beef up the most obscure classes and forget to remove the ability to attack while remaining stealthed  :oh_i_see:


Title: Re: SWTOR
Post by: UnSub on June 10, 2009, 07:33:08 PM
If Jedi / Sith are overpowered, players will complain.

If Jedi / Sith aren't overpowered, SW fanbois / those who only watch the movies will complain.

Welcome to hell, BioWare. Welcome. To. Hell.  :grin:


Title: Re: SWTOR
Post by: Hawkbit on June 10, 2009, 08:19:05 PM
players will complain.



Title: Re: SWTOR
Post by: Rendakor on June 10, 2009, 11:24:52 PM
If Jedi / Sith are overpowered, players the four people who aren't playing them will complain.
FIFY


Title: Re: SWTOR
Post by: UnSub on June 10, 2009, 11:50:30 PM
My personal thanks to Lum for bringing this to my attention. (http://www.brokentoys.org/2009/06/09/customer-service-is-hard/)
 :drill: :why_so_serious: :drill:


Title: Re: SWTOR
Post by: Falwell on June 10, 2009, 11:58:46 PM
My personal thanks to Lum for bringing this to my attention. (http://www.brokentoys.org/2009/06/09/customer-service-is-hard/)

 If I were to read just the quote boxes, it reads like some 14 year old moderating his PVP guild forums during a hissy fit.


Title: Re: SWTOR
Post by: rattran on June 11, 2009, 12:01:36 AM
My personal thanks to Lum for bringing this to my attention. (http://www.brokentoys.org/2009/06/09/customer-service-is-hard/)

 If I were to read just the quote boxes, it reads like some 14 year old moderating his PVP guild forums during a hissy fit.
If you read the whole thing, it reads like some 14 year old moderating his PVP guild forums during a hissy fit.


Title: Re: SWTOR
Post by: Falwell on June 11, 2009, 12:02:59 AM
My personal thanks to Lum for bringing this to my attention. (http://www.brokentoys.org/2009/06/09/customer-service-is-hard/)

 If I were to read just the quote boxes, it reads like some 14 year old moderating his PVP guild forums during a hissy fit.
If you read the whole thing, it reads like some 14 year old moderating his PVP guild forums during a hissy fit.

True, but at least I can lie to myself and pretend this guy isn't getting paid for it my way.


Title: Re: SWTOR
Post by: gryeyes on June 11, 2009, 12:49:37 AM
Its so much worse than it first appears on Lums blog. He has to be piss drunk.


Title: Re: SWTOR
Post by: Brogarn on June 11, 2009, 06:57:15 AM
My personal thanks to Lum for bringing this to my attention. (http://www.brokentoys.org/2009/06/09/customer-service-is-hard/)
 :drill: :why_so_serious: :drill:

I saw that entry yesterday, but didn't actually read through all of it. I just did.  :ye_gods:


Title: Re: SWTOR
Post by: taolurker on June 11, 2009, 12:58:55 PM
I'm pretty sure that there was already a 100 page thread about that other SW game in the Graveyard, which was currently discussing forum meltdowns and Community reps.

What does this have to do with Old Republic (Shadowbane)?

It's a great lesson how not to do CM, but other than that it likely doesn't belong here.


Title: Re: SWTOR
Post by: Surlyboi on June 11, 2009, 03:52:52 PM
Relax, said the night man
We are, programmed to receive
You can check out any time you like
But you can never leave.


Title: Re: SWTOR
Post by: UnSub on June 11, 2009, 07:10:46 PM
The common theme is that it's a Star Wars MMO and forum drama brought on by bad CM decisions. Besides, there isn't anything else to say about SWOR at this point in time.


Title: Re: SWTOR
Post by: Murgos on June 14, 2009, 02:46:52 PM
Hey look!

In game video: http://www.shacknews.com/onearticle.x/59136

edit: official site: http://www.swtor.com/info/holonet/classes/smuggler


Title: Re: SWTOR
Post by: eldaec on June 14, 2009, 02:51:12 PM
Quote from: That link
introduces the first cover system in an MMO. The game will dynamically assign nearby points of cover, allowing players to jump behind objects during firefights.

Or to put it another way, OMG! Not quite Collision detection!


Title: Re: SWTOR
Post by: ashrik on June 14, 2009, 03:16:26 PM
I'll tell you what, it does make the common MMO fight look significantly more cinematic. Enthusiasm rising. Also Check out that 3rd outfit under "outfitting" (http://www.swtor.com/info/holonet/classes/smuggler)


Title: Re: SWTOR
Post by: TripleDES on June 14, 2009, 03:43:08 PM
In game video: http://www.shacknews.com/onearticle.x/59136
Those are some crappy animations...


Title: Re: SWTOR
Post by: Surlyboi on June 14, 2009, 03:46:17 PM
I'm digging the shit out of that hat.


Title: Re: SWTOR
Post by: Malakili on June 14, 2009, 04:07:52 PM
I'll tell you what, it does make the common MMO fight look significantly more cinematic. Enthusiasm rising.

I dunno, it looked fairly run of the mill to me.  Hell, turn off the UI in any MMO and it'll look more cinematic.  I'll admit the cover helps a bit, but other than that I didn't see much that was drastically different.  Its own spin on MMO combat, perhaps, but I wouldn't say significantly more cinematic.


Title: Re: SWTOR
Post by: eldaec on June 14, 2009, 04:32:19 PM
Looked exactly like post nge swg to me.

This cover system will translate into 'stand here for +10% chance to dodge'.


And I'm also really hoping they plan to work some more on those animations.


Title: Re: SWTOR
Post by: SnakeCharmer on June 14, 2009, 06:45:23 PM
Quote from: That link
introduces the first cover system in an MMO. The game will dynamically assign nearby points of cover, allowing players to jump behind objects during firefights.

Or to put it another way, OMG! Not quite Collision detection!

Not really, no.  Stargate Worlds had it in a 'round about way.  TOR looks to have nodes that you snap to/from for cover, whereas SGW just had objects that provided varying degrees of damage mitigation.

If an MMO introduces a true cover system like whats in Mass Effect, Gears of War, Rainbow 6, Uncharted and others, I'd be in absolute heaven.  But I suppose that MMO would have to be gun based rather than casting a fireball from ones ass.


Title: Re: SWTOR
Post by: Malakili on June 14, 2009, 07:02:31 PM
Quote from: That link
introduces the first cover system in an MMO. The game will dynamically assign nearby points of cover, allowing players to jump behind objects during firefights.

Or to put it another way, OMG! Not quite Collision detection!

Not really, no.  Stargate Worlds had it in a 'round about way.  TOR looks to have nodes that you snap to/from for cover, whereas SGW just had objects that provided varying degrees of damage mitigation.

If an MMO introduces a true cover system like whats in Mass Effect, Gears of War, Rainbow 6, Uncharted and others, I'd be in absolute heaven.  But I suppose that MMO would have to be gun based rather than casting a fireball from ones ass.

I would say that any potential MMOFPS has a build in cover system called hiding behind things.


Title: Re: SWTOR
Post by: Triforcer on June 14, 2009, 07:08:54 PM
I'm wondering how a "cover" system like that would work in PvP.  Staying stationary in PvP is usually bad. 


Title: Re: SWTOR
Post by: Venkman on June 14, 2009, 07:20:05 PM
I would say that any potential MMOFPS has a build in cover system called hiding behind things.

Yes. But that doesn't apply to TOR.


Title: Re: SWTOR
Post by: SnakeCharmer on June 14, 2009, 08:01:08 PM
I would say that any potential MMOFPS has a build in cover system called hiding behind things.

I should have elaborated.  I want the animations of my character leaning against the wall/rock/whatever and either blind firing over or around it, or popping out for a headshot.  It already exists in FPS, but there's no reason it couldnt be applied to an MMO (FPS or otherwise).  It just requires the right setting (guns instead of fireballs).


Title: Re: SWTOR
Post by: Margalis on June 14, 2009, 08:02:20 PM
I love that in the last part of that clip the character is standing to the side of an obstacle rather than behind it and is still in cover.


Title: Re: SWTOR
Post by: Malakili on June 14, 2009, 08:34:39 PM
I would say that any potential MMOFPS has a build in cover system called hiding behind things.

I should have elaborated.  I want the animations of my character leaning against the wall/rock/whatever and either blind firing over or around it, or popping out for a headshot.  It already exists in FPS, but there's no reason it couldnt be applied to an MMO (FPS or otherwise).  It just requires the right setting (guns instead of fireballs).

I think GTA IV had an excellent cover system actually, something like that would be nice.  I guess that is kind of a shooter (in those instances when you are in cover), but it does have the toggle hiding/animation stuff.  I'm not so sure it would work quite as well in a turn based combat system, or at least that it feel quite right in that scenario.


Title: Re: SWTOR
Post by: tmp on June 14, 2009, 09:09:26 PM
Must be missing something here because the "cover system" has already been implemented in quite a few MMOs i think, simply through the line of sight checks that prevent using skills/abilities on people hiding behind walls, trees and shit. OK so there's no dedicated animation for wall humping when you are in a spot that provides such cover, but actual functionality isn't exactly new?


Title: Re: SWTOR
Post by: Ratman_tf on June 14, 2009, 09:13:12 PM
OK so there's no dedicated animation for wall humping when you are in a spot that provides such cover,

I think that's the feature people are jonesing for.


Title: Re: SWTOR
Post by: Malakili on June 14, 2009, 09:18:22 PM
wall humping

I think this illustrates exactly why most people don't like modern implementation of cover.


Title: Re: SWTOR
Post by: ashrik on June 14, 2009, 09:38:25 PM
Most people don't like the modern implementation of cover?


Title: Re: SWTOR
Post by: Murgos on June 15, 2009, 05:34:20 AM
Most people talk out of their ass and then say things like, 'most people' as though they had done a survey so that their silly opinion sounds credible.


Title: Re: SWTOR
Post by: Surlyboi on June 15, 2009, 05:50:26 AM
Most people say weasel words... (http://en.wikipedia.org/wiki/Weasel_word)


Title: Re: SWTOR
Post by: Mrbloodworth on June 15, 2009, 08:03:37 AM
The more I see screens and video from this title, the more I enjoy the art style they have chosen.


Title: Re: SWTOR
Post by: Murgos on June 15, 2009, 08:09:32 AM
The more I see screens and video from this title, the more I enjoy the art style they have chosen.

I like it in that the style implies the game has quick and exciting action.  Hopefully, it actually does.


Title: Re: SWTOR
Post by: Hawkbit on June 15, 2009, 09:13:58 AM
"Mynocks are chewing on the power cables!  Go kill 10 of them and report back."


Title: Re: SWTOR
Post by: SnakeCharmer on June 15, 2009, 09:25:20 AM
I like it in that the style implies the game has quick and exciting action.  Hopefully, it actually does.

I'm hoping for something more FPSish, not more press a button and eat a sammich same old same old.

They have mentioned something along the lines of a 'rage meter' that you have to build up before you can do more powerful moves.  Which sounds all sorts of blah to me.  Not only do you have to wait to learn certain skills you gotta grind in combat before you can use them!!   :drill:  :awesome_for_real:  :uhrr:


Title: Re: SWTOR
Post by: Lantyssa on June 15, 2009, 09:36:33 AM
If they hold true to wanting players to take on multiple opponents then I don't think it will be too bad.  You warm up for a little bit then start unleashing the big moves on the assembled forces.


Title: Re: SWTOR
Post by: NowhereMan on June 15, 2009, 11:58:21 AM
If they're doing something like the FFXI limit break/combo system I could see being very, very tempted to play this. Also there's no huge difference between having some sort of tick counter before you can use an ability and giving the ability a set cool down period. The only difference is one means you can't launch a battle with it and it's not quite as predictable when you'll be able to use it, which means you need to pay a bit more attention to the battle rather than switching into auto-attack mode and hitting buttons in the same order at the same time in every battle. Adding comboing abilities to it is one way of making teaming up more worthwhile without just making it impossible to solo or giving massive xp bonuses to groups.


Title: Re: SWTOR
Post by: Simond on June 15, 2009, 12:54:46 PM
I like it in that the style implies the game has quick and exciting action.  Hopefully, it actually does.

I'm hoping for something more FPSish, not more press a button and eat a sammich same old same old.
So you want...twitch?


Title: Re: SWTOR
Post by: SnakeCharmer on June 15, 2009, 12:56:04 PM
That stopped being funny about 3 years ago.

But yeah, FPS?  Absolutely.  At the very least a new look to something like AoC's combat system.  But definately not press one button and done thing.


Title: Re: SWTOR
Post by: tmp on June 15, 2009, 01:09:48 PM
They have mentioned something along the lines of a 'rage meter' that you have to build up before you can do more powerful moves.  Which sounds all sorts of blah to me.  Not only do you have to wait to learn certain skills you gotta grind in combat before you can use them!!   :drill:  :awesome_for_real:  :uhrr:
It sounded very much like mechanics of LotRO champion class -- basic attack skills generate 'fervour points' and strong moves use these points. The bar has 5 points total so it's pretty fast, and feels just like stringing together some free-form combo attacks.


Title: Re: SWTOR
Post by: Morat20 on June 15, 2009, 01:39:29 PM
If they hold true to wanting players to take on multiple opponents then I don't think it will be too bad.  You warm up for a little bit then start unleashing the big moves on the assembled forces.
Part of the continuing appeal of CoH to me is the fact that it's balanced for you to fight small groups of equal-level mobs, rather than one-on-one with an equal mob. Gives it a bit more of the heroic feel, without actually changing anything important.

Little things like that add up, at least to me. Other PLAYERS are, supposedly, just as bad ass and heroic/villianous as me, and so it should be an equal fight -- but mooks and minions I should be able to plow through three or four at a time.

NPC bosses should be more solo. :)


Title: Re: SWTOR
Post by: Venkman on June 15, 2009, 07:01:58 PM
I like it in that the style implies the game has quick and exciting action.  Hopefully, it actually does.

I'm hoping for something more FPSish, not more press a button and eat a sammich same old same old.
So you want...twitch?

Yes.

Though I never understand the "press a button and eat/make a sandwich thing". Did that ever actually apply to a game after EQ1? I say "after EQ1" because yes, I literally did press a button (medidate) to go make a sandwich on my Magician. God I hated the mana in that game. Ended up as a Bard because of it.


Title: Re: SWTOR
Post by: tmp on June 15, 2009, 08:01:39 PM
Dev interview (http://www.mmogamer.com/06/11/2009/a-new-hope-for-mmos) going pretty deep into details of the whole storytelling thing they have planned and whatnot.

Sounds interesting, and indeed somewhat different from the regular approach with every class/character going through the same rat killing motions.


Title: Re: SWTOR
Post by: Ratman_tf on June 15, 2009, 08:35:30 PM
Dev interview (http://www.mmogamer.com/06/11/2009/a-new-hope-for-mmos) going pretty deep into details of the whole storytelling thing they have planned and whatnot.

Sounds interesting, and indeed somewhat different from the regular approach with every class/character going through the same rat killing motions.

So it sounds like they want to have detailed, individual story quest lines for all the classes and factions, traditional MMOG gameplay for those who don't give a shit about story quests, PvP, raiding and a blend of action and strategy in a fast paced, fun combat system.

Fetuspults?


Title: Re: SWTOR
Post by: Triforcer on June 15, 2009, 09:33:40 PM
I would  :heart: Bioware forever if they did that.  But even when creating despicable evil Sith quests, they won't involve harming or killing children.  Its one of the few lines that movies/games/etc. is still very reluctant to cross (I'm still shocked about the youngling killing in RotS- it wasn't shown, but even implying it was surprising for a PG-13 movie). 

But I am starting to get a David Allen-ish crack fantasy vibe from some of these interviews.  Their belief that they can keep single-player devotees happy forever and churn out fully-voiced, exponential-choices content at a rate that satisfies them simply isn't possible.  If you have a 100 hour story arc for the Smuggler (which I think is ludicrously high, but the devs have seemed to imply there is even MORE), some people will have completed it roughly 120 hours after release if they play the game from a toilet with a pillow on the back top part.  Then, the whines will begin. 


Title: Re: SWTOR
Post by: UnSub on June 15, 2009, 09:35:36 PM
Dev interview (http://www.mmogamer.com/06/11/2009/a-new-hope-for-mmos) going pretty deep into details of the whole storytelling thing they have planned and whatnot.

Sounds interesting, and indeed somewhat different from the regular approach with every class/character going through the same rat killing motions.

So it sounds like they want to have detailed, individual story quest lines for all the classes and factions, traditional MMOG gameplay for those who don't give a shit about story quests, PvP, raiding and a blend of action and strategy in a fast paced, fun combat system.

Fetuspults?

Plus it seems like the concerns over teams griefing player decisions are well founded, given their statements that you won't be able to 'save and reload' the content and you will be fixed into those choices.

End-game content being developed my those in raider guilds?  :oh_i_see:

It's great that they are enthusiastic, but it really sounds like SWOR is going to be a massively single player game. Plus there will be walkthroughs plotting the best course for every class storyline within a month of release. And players who are there for the story won't really be the type of gamers who are there to raid.

We'll see.


Title: Re: SWTOR
Post by: Lantyssa on June 15, 2009, 09:47:49 PM
I'm getting hopeful about this game.  Someone please crush my dreams before it comes back to bite me.


Title: Re: SWTOR
Post by: UnSub on June 15, 2009, 10:00:53 PM
I'm getting hopeful about this game.  Someone please crush my dreams before it comes back to bite me.

SWOR will be full of people who like Episodes 1 - 3 more than 4 - 6. You will be asked to play with them on a constant basis.


Title: Re: SWTOR
Post by: Triforcer on June 15, 2009, 10:05:44 PM
Also, everyone will be Jedi or Sith.  Both will be given "Force Push" on a five second cooldown.  PvP will take place on a planet where everyone has to fight on ledges over lava.  Falling into the lava makes you die automatically.  

EDIT:  Forgot to mention that Jedi and Sith can spec into a PBAOE Force Push.  They all will.   


Title: Re: SWTOR
Post by: SnakeCharmer on June 15, 2009, 10:23:44 PM
Though I never understand the "press a button and eat/make a sandwich thing".

More than anything, it's an exaggeration (or at least how I use it).  I use it to describe any MMO (which is pretty much all of them these days) wherein everything is done for you:  If you hit, or if you miss.  Whether or not you are hit or evade.   Pressing a button and having a predetermined mathematical formula for my success or failure in a hit roll.  Auto targetting.  GUI mods that lead you by the hand to every quest location.  Hate or aggro meters.  All I ask is to get me more involved than that.  I posted a picture once (I think) of what percentage of the screen I actually see when I'm playing/in combat.  My focus is on cool down timers, rotating hotkeys, and state icons, with my peripheral watching whats going on around me.  And that is not fun.  It's not entertaining, it's not immersive.  Seeing some peoples raid GUI in WoW makes me cringe.

I get that a true FPS in an MMO is more than likely not possible for a while, but still...EQ combat = old SWG combat = EQ2 combat = WoW combat = WAR combat = LOTRO combat = whatever.  To me, it's basically all the same.  Holy trinity, tank and spank, blah.  I don't care if it's 1 vs 1 or 1 vs many as has been advertised for TOR.  

AoC was a step in the right direction, and in my own humble opinion the best combat design out there (casters excluded).  

But anyway...They're promising alot with TOR, with the exception of a really innovative combat design.  Sadly, I wonder though that if TOR stumbles because they find that gamers don't want an intricate storyline that they have to keep up with (and ships with a garden variety MMO combat engine), we'll likely not see anything truly innovative for a good long time.  As example, in one of the videos, a trooper tossed grenades that stunned its opponent(s), then they blast them.  Big whoop.  Stun then dps is a staple of nearly every MMO out there; doesn't matter if the presentation is different (laser gun vs finger waggling fireball shooter).


Title: Re: SWTOR
Post by: Triforcer on June 15, 2009, 10:35:06 PM
Even if MMOs could fully incorporate FPS technology with no lag on a large scale, it wouldn't necessarily mean it would be universally adopted.  As Ohlen or Ericson (can't remember which) commented in that last linked dev interview, making your game an FPS means you drive away everyone who isn't good at FPSes.  Turn-based combat gives those with intelligence and tactical ability (as opposed to monkey-on-speed reflexes) a chance to be successful.  And that's a good thing that I don't want to see MMOs lose.  FPS isn't just about the technology- using it fundamentally changes the type of game you are making. 


Title: Re: SWTOR
Post by: Velorath on June 15, 2009, 10:39:43 PM
It's great that they are enthusiastic, but it really sounds like SWOR is going to be a massively single player game. Plus there will be walkthroughs plotting the best course for every class storyline within a month of release. And players who are there for the story won't really be the type of gamers who are there to raid.

We'll see.

I'm perfectly ok with all of that.  In fact at this point, I can't think of a more ideal way to play an MMO than as a single player, story focused RPG that allows me to play with friends when I really feel like it.  I don't give a damn if 95% of the other players aren't paying attention to the story or if they're following walkthroughs.

One of the gents in the interview linked a few posts up is the Lead Designer, James Ohlen.  Ohlen was also Lead Designer on the Baldur's Gate games, and KotoR 1.  Despite schild's protests that this is not Bioware, I have enough faith in Ohlen due to his past work, that I don't doubt that he can put out a game that's at least entertaining, even if it's less an MMO and more Kotor 3 with some multiplayer options.


Title: Re: SWTOR
Post by: gryeyes on June 15, 2009, 10:45:33 PM
More than anything, it's an exaggeration (or at least how I use it).  I use it to describe any MMO (which is pretty much all of them these days) wherein everything is done for you:  If you hit, or if you miss.  Whether or not you are hit or evade.  

That describes every RPG i have ever played. That your characters skills determine your proficiency and not the players is a pretty core RPG concept. And even if you could make a FPS functional on an MMO scale i doubt many would be made. It would mean a very small amount of players would have an insurmountable advantage over the rest. How could you balance content when two characters of similar level/gear/whatever metric are vastly different in capability. RPG's give everyone regardless of physical ability a chance. Any cockblock based solely on physical ability (hand/eye coordination,reflexes etc) is going to be something unsurmountable for most players to get over.


Title: Re: SWTOR
Post by: Velorath on June 15, 2009, 10:49:11 PM
I get that a true FPS in an MMO is more than likely not possible for a while, but still...EQ combat = old SWG combat = EQ2 combat = WoW combat = WAR combat = LOTRO combat = whatever.  To me, it's basically all the same.  Holy trinity, tank and spank, blah.  I don't care if it's 1 vs 1 or 1 vs many as has been advertised for TOR.  

I don't think it's a matter of not being possible, so much as the fact that despite how the acronym gets shortened these days, we're still typically dealing with MMORPG's.  If something like APB doesn't end up being more twitch based, then there's a problem, but why would you hope for the online follow-up to a game that was built around the D20 system to take any cues from FPS games?


Title: Re: SWTOR
Post by: SnakeCharmer on June 15, 2009, 11:01:37 PM
Even if MMOs could fully incorporate FPS technology with no lag on a large scale, it wouldn't necessarily mean it would be universally adopted.  As Ohlen or Ericson (can't
remember which) commented in that last linked dev interview, making your game an FPS means you drive away everyone who isn't good at FPSes.
 

I'll be the first to admit that I suck at FPS games.  And to be honest, I don't care if it's universally adopted or not; all I care about is MY fun, and not yours or anyone elses.  Yeah, I'm probably niche market, and I've got to go with what's made (outside of magically coming into 50 million dollars and funding a studio to make my own personal wishlist of MMO stuff into reality).

Quote
Turn-based combat gives those with intelligence and tactical ability (as opposed to monkey-on-speed reflexes) a chance to be successful.

Oh what the fuck ever.  2004 is calling.  They want their 'turn based takes smerts' meme back.
There's alot more to winning in COD4 online or CS than just monkey-on-speed reflexes and hellacious hand eye coordination.  Traditional MMO combat is easy mode.  There's nothing remotely difficult about it.

It's great that they are enthusiastic, but it really sounds like SWOR is going to be a massively single player game. Plus there will be walkthroughs plotting the best course for every class storyline within a month of release. And players who are there for the story won't really be the type of gamers who are there to raid.

We'll see.

I'm perfectly ok with all of that.  In fact at this point, I can't think of a more ideal way to play an MMO than as a single player, story focused RPG that allows me to play with friends when I really feel like it.  I don't give a damn if 95% of the other players aren't paying attention to the story or if they're following walkthroughs.

One of the gents in the interview linked a few posts up is the Lead Designer, James Ohlen.  Ohlen was also Lead Designer on the Baldur's Gate games, and KotoR 1.  Despite schild's protests that this is not Bioware, I have enough faith in Ohlen due to his past work, that I don't doubt that he can put out a game that's at least entertaining, even if it's less an MMO and more Kotor 3 with some multiplayer options.

My thoughts exactly.  

I mean, if Mass Effect, Uncharted, The Force Unleashed, or whatever had a continuing updated storyline (DLC or whatever), I'd keep playing them.  If it had co-op mode, even better.  But in the end, I really don't care if I'm playing with other people, in a massive sense or otherwise.  


Title: Re: SWTOR
Post by: SnakeCharmer on June 15, 2009, 11:14:10 PM
Gah.  I hate to Sir Bruce this post, but only way I can respond:

It would mean a very small amount of players would have an insurmountable advantage over the rest.

It could be strongly argued that it's even more prevalent in traditional MMGs now than it is in FPS's.  And what it comes down to is: time.  If I don't have the time to raid/catass grind, I'm never going to catch up with you -or- get the best gear to compete with, as example, you.  You've got the epic purples from raid drops because you have the spare time, and can level a whole lot faster than I can.  I can barely log in for more than an hour or so a day.  So, I really have zero chance of ever being competitive.  Gear and levels are the ultimate cockblock to being competitive in any arena.

Quote
How could you balance content when two characters of similar level/gear/whatever metric are vastly different in capability.

Well, if you believe Triforcer, RPGers are smarter than the rest of the gaming world.  A not so bright person doesn't really have the hope of getting smarter, but they can improve their hand/eye coordination.

Quote
RPG's give everyone regardless of physical ability a chance.

Not really.  Some players never get how to play their class.  They never understand how to look a situation (or class or whatever) and know they should use b when a happens, and y when x happens.

Quote
Any cockblock based solely on physical ability (hand/eye coordination,reflexes etc) is going to be something unsurmountable for most players to get over.

And when you combine superior reflexes with tactical awareness and class knowledge, that player is not ever likely to be beat by the garden variety MMO player.  Or a not so bright player that cant figure out the strategy to taking down more than 1 mob at a time or how to play a certain raid.  So it kinda nullifies your point.  

It's not an either/or situation.  It's a combination of all things.  Both systems have their positives and negatives.  Regardless, all players aren't created equal in any mechanism.  Some are inherently better than others.  There will never be a truly equalizing experience for all players to compete at the same level.


Title: Re: SWTOR
Post by: Triforcer on June 15, 2009, 11:15:05 PM

Oh what the fuck ever.  2004 is calling.  They want their 'turn based takes smerts' meme back.
There's alot more to winning in COD4 online or CS than just monkey-on-speed reflexes and hellacious hand eye coordination.  Traditional MMO combat is easy mode.  There's nothing remotely difficult about it.


PvE is easy-mode with traditional combat, sure.  But it would also be easymode in an FPS MMO (because players need to be able to win 99% of the time against PvE mobs or they'll get frustrated).

But turn-based combat in PvP is much more mentally difficult than PvP in an FPS.  PvP in an FPS is more about muscle memory than anything- sure, you can also anticipate when and where someone is going to turn a corner, etc.  There is SOME intellect involved, but in an MMO PvP is more about setting the battlefield.  What skills are effective against this class?  When do I burn them?  How do I respond if his response shows he is a certain spec, and how do I adjust my plan accordingly?  Its a chessmatch, whereas an FPS is (mostly) about physical skill.  I don't say that as a criticism of FPSes (whichever you find most fun, please play, that's the most important) but it is what it is.  


Title: Re: SWTOR
Post by: gryeyes on June 15, 2009, 11:30:07 PM
Gah.  I hate to Sir Bruce this post, but only way I can respond:

Why ya gotta do me like that man.  :heartbreak:

Im sure we can both agree that there is a vast difference between a cockblock based almost entirely on time invested modified by game and class knowledge and a cockblock based on the physical attributes of the player. People are not "getting smarter" in traditional RPG's when they get better they are increasing their knowledge of the game. And the tolerances for "skill" in traditional MMO's are so loose that even a shit player with lots of time will eventually become "decent".

And while one can improve their skills in a FPS some people are inherently better based solely on their physicality. The tolerances for skill are tight regardless of how much free time one has. You can improve of course or use tactics to compensate but its to a far lesser degree. I agree not all players are created equal but you really cant compare the role of skill inherent in a FPS to an RPG. One is based on the ability of your character and the other is the ability of the player. There is naturally some overlap but its a pretty blatant distinction.


Title: Re: SWTOR
Post by: Morat20 on June 16, 2009, 12:05:27 AM
Technology/design for FPS doesn't scale well. I can appreciate wanting an MMOFPS -- a better countrstrike or Team Fortress or something with permanent characters and some form of gear/skill progression.

It's not terribly feasible technically -- at least not for large battles -- and you're competing with tons of free servers. And no telling how big the market is -- FPS's are popular, but if you weld them to RPG concepts that's going to turn off some portion of the playerbase.

Mostly, though, bitching that MMORPG's are MMOFPS's is kinda silly. It's like bitching your Prius doesn't have the acceleration of a Ferrari. They're built for different things, designed for different things.

Lastly, it's one thing to suck and get constantly owned on a free TF2 game or Halo Slayer. It's free, it's easy to pick up, it's easy to put down, and what the fuck does it matter (Especially if your'e smart and just play with friends, or with the mics off so you don't have to listen to morons).  It's entirely another thing to get constantly owned while you're paying 15 bucks a month for the privilage, and realizing you're never going to be able to compete with 15 year old low-ping bastards.

I don't think, right now, that you can scale a twitchy game big enough to make paying for it realistic -- and that's without burdening it with RPG concepts.


Title: Re: SWTOR
Post by: Fordel on June 16, 2009, 03:31:34 AM
Plus it seems like the concerns over teams griefing player decisions are well founded, given their statements that you won't be able to 'save and reload' the content and you will be fixed into those choices.


I can guarantee you, that any such 'permanent' system will be made non-permanent 5 mins after release. It's one of those things people love to THINK they want, but will absolutely hate in reality.


Title: Re: SWTOR
Post by: tmp on June 16, 2009, 06:08:08 AM
I can guarantee you, that any such 'permanent' system will be made non-permanent 5 mins after release. It's one of those things people love to THINK they want, but will absolutely hate in reality.
It sounds like grouping in these storyline quests is going to be optional rather than mandatory. So i'd expect to see people only grouping with friends and such when they feel like it rather than go in pick up groups because they mush. That in turn might make this sort of griefing less of a problem...


Title: Re: SWTOR
Post by: Mrbloodworth on June 16, 2009, 07:24:53 AM
Why does "FPS" automatically mean some of the fastest FPS in the market? There is more than one type of twitch based combat out there. Counterstrike being one. Quake being another. There are other "Flavors" that do not rely on simply fast paced hands. Some, are slower, more tactical (some of the Tom Clancys come to mind, so does Uncharted) with more emphasis on using cover or teams rather than the "Run and gun".

It is quite possible to make a twitch based MMO that is not simply using "run and gun" game play.


Title: Re: SWTOR
Post by: Ratman_tf on June 16, 2009, 08:57:13 AM
I'm getting hopeful about this game.  Someone please crush my dreams before it comes back to bite me.

They'll cut back on a metric fuckton of their promises as the project moves along, and come release, it'll get pruned down to a single player online game with a couple of badly balanced PvP maps and a totally uninspired raid boss in some corner of the world that no one gives a shit about.

And everything will be broken, so they'll bump up the XP grind to slow the players down while they furiously patch the game after release to make it playable.



Title: Re: SWTOR
Post by: HaemishM on June 16, 2009, 09:19:33 AM
I'm getting hopeful about this game.  Someone please crush my dreams before it comes back to bite me.

How about:

1) It's an MMO
2) It's Bioware AUSTIN
3) It's an MMO
4) Star Wars Nerds

Do you really need anymore?


Title: Re: SWTOR
Post by: SnakeCharmer on June 16, 2009, 09:29:06 AM
Damn, man.  That's just cold.


Title: Re: SWTOR
Post by: Lantyssa on June 16, 2009, 10:42:53 AM
I get that a true FPS in an MMO is more than likely not possible for a while, but still...EQ combat = old SWG combat = EQ2 combat = WoW combat = WAR combat = LOTRO combat = whatever.  To me, it's basically all the same.  Holy trinity, tank and spank, blah.  I don't care if it's 1 vs 1 or 1 vs many as has been advertised for TOR. 
I just realized something about why I liked combat in old SWG.  I was a creature handler, so my main commands were directing my pets while my own character auto-attacked and worked on positioning.  I was mostly busy telling them to come, or attack, or go attack that other thing, so I was focusing on the battle and not my cooldowns.

Totally agree with the sentiment, I just found the realization about how I compensated interesting.


Title: Re: SWTOR
Post by: SnakeCharmer on June 16, 2009, 10:50:28 AM
To be fair about SWG, however, is that most cooldowns were only one second (or less than one second?)*, and you could que up a specific series of attacks or actions.  And with buffs, there was zero downtime or worry about action/mind usage.  So, in that respect, it felt faster and more engaging than it actually was - at least IMO.  You also had a nice combat queue window that you could resize and effective watch with your peripheral vision in case your short term memory faled you.  You could resize your HAM bars (and your targets) to be easily watched with your peripheral as well. 

* I never played CH so I don't honestly know if there was attachments or whatever that could get your CH skills down to 1 second intervals.


Title: Re: SWTOR
Post by: Cyrrex on June 16, 2009, 11:45:37 AM
Speed was capped at 1 second, so nothing less than that.

Oh, being a speed capped Rifleman.  I don't expect there ever was (or ever will be) a more powerful PVE juggernaut. 


Title: Re: SWTOR
Post by: Lantyssa on June 16, 2009, 12:29:55 PM
* I never played CH so I don't honestly know if there was attachments or whatever that could get your CH skills down to 1 second intervals.
CH was more about directing your forces than using cooldowns.  We didn't have skills like other professions.  You told a pet to attack and it then went after your target.  You could tell them to do their specials, but they just went off on their next attack.  There could be a small delay that would be intolerable if firing a weapon, but wasn't so bad from a CH's perspective since they were trying to control the flow of combat.

Damn, man.  That's just cold.
Maybe, but my lack of faith is reassured.


Title: Re: SWTOR
Post by: Fordel on June 16, 2009, 01:37:22 PM
I can guarantee you, that any such 'permanent' system will be made non-permanent 5 mins after release. It's one of those things people love to THINK they want, but will absolutely hate in reality.
It sounds like grouping in these storyline quests is going to be optional rather than mandatory. So i'd expect to see people only grouping with friends and such when they feel like it rather than go in pick up groups because they mush. That in turn might make this sort of griefing less of a problem...


It could be solo only with 15 confirmation dialogue boxes and a detailed document explaining the choices available, it won't last 5 minutes.


Title: Re: SWTOR
Post by: AutomaticZen on June 16, 2009, 01:45:15 PM
Dev interview (http://www.mmogamer.com/06/11/2009/a-new-hope-for-mmos) going pretty deep into details of the whole storytelling thing they have planned and whatnot.

Sounds interesting, and indeed somewhat different from the regular approach with every class/character going through the same rat killing motions.

It sounds like unicorns and fairies. 

Sadly, I am not cynical enough yet, and like Lantyssa, I'm getting rather hopeful.  They speak and I see rainbows, but I've been in enough betas to know that rainbows turn out to be painted backdrops frequently.



Title: Re: SWTOR
Post by: Koyasha on June 16, 2009, 03:13:47 PM
The faster the action and the faster your abilities, the less engaged you can be in the battle itself and the more you've got to mentally translate it into the pure numbers of cooldowns, abilities, HP, mana, and so on.  The slower your (and everyone else's) abilities activate, and the longer it takes people to go from full HP to dead, the more you can think about the battle and see what's going on without having to focus on the next four abilities you're going to use within the following 3 seconds.

I was recently thinking about this when I compared recent games to my EQ bard.  Even the bard, arguably the fastest-paced class in the game since they had to be constantly twisting songs, ran a lot slower than the crack-fueled abilities these days.  In WoW, 3 seconds is considered a relatively slow cast, but even as a bard in EQ my songs took 3 seconds to cast and another 0.5 seconds for the gems to refresh so I could start the next one.  Other classes, most of their spells were anywhere from 3-5 second casting times, with some slow spells going 8+ seconds.

I never once, even on a bard, felt like my focus was entirely on my abilities and my attention was consumed by the next sequence of events.  I could look at my screen, observe the battle, and decide my actions in order to control the battle.  In WoW, I usually feel that way whenever something unusual happens, I tend to have to focus on the next three seconds and my abilities within those seconds without really thinking about anything else, much less coordination or communication.


Title: Re: SWTOR
Post by: Malakili on June 16, 2009, 04:14:59 PM
The faster the action and the faster your abilities, the less engaged you can be in the battle itself and the more you've got to mentally translate it into the pure numbers of cooldowns, abilities, HP, mana, and so on.  The slower your (and everyone else's) abilities activate, and the longer it takes people to go from full HP to dead, the more you can think about the battle and see what's going on without having to focus on the next four abilities you're going to use within the following 3 seconds.

I was recently thinking about this when I compared recent games to my EQ bard.  Even the bard, arguably the fastest-paced class in the game since they had to be constantly twisting songs, ran a lot slower than the crack-fueled abilities these days.  In WoW, 3 seconds is considered a relatively slow cast, but even as a bard in EQ my songs took 3 seconds to cast and another 0.5 seconds for the gems to refresh so I could start the next one.  Other classes, most of their spells were anywhere from 3-5 second casting times, with some slow spells going 8+ seconds.

I never once, even on a bard, felt like my focus was entirely on my abilities and my attention was consumed by the next sequence of events.  I could look at my screen, observe the battle, and decide my actions in order to control the battle.  In WoW, I usually feel that way whenever something unusual happens, I tend to have to focus on the next three seconds and my abilities within those seconds without really thinking about anything else, much less coordination or communication.

I see where you are coming from here, though I'm not totally sure I agree 100%.  For instance, as a healer in WoW I need to watch raid frames, choose abilities, move out of AoE, etc etc.  All of this is happening at once and in short intervals, but I find that I do in fact need to be worrying about coordination, communication, etc in addition to my ability usage.  Its definitely a learned skill.    Then again, maybe that is why so many people die from standing in fire/lightning/blizzard/random damage in raids, they get so focused in to their ability usage that they get sort of tunnel vision.  The ability usage has to become almost automatic or muscle memory, while you have to keep your attention on your surroundings.

At least, thats what I remember from when I was raiding, its been a while.   Now  This isn't to say that I think WoW does combat especially well, I'm just saying I'm not sure I've had the same experience with it as you.  To me, WoW is actually kind of in a middle zone that is somewhat mediocre.  Anyway, I don't play MMOs for their combat, its uniformly terrible from what I've seen.



Title: Re: SWTOR
Post by: Cadaverine on June 16, 2009, 05:53:00 PM
The faster the action and the faster your abilities, the less engaged you can be in the battle itself and the more you've got to mentally translate it into the pure numbers of cooldowns, abilities, HP, mana, and so on.  The slower your (and everyone else's) abilities activate, and the longer it takes people to go from full HP to dead, the more you can think about the battle and see what's going on without having to focus on the next four abilities you're going to use within the following 3 seconds.

I was recently thinking about this when I compared recent games to my EQ bard.  Even the bard, arguably the fastest-paced class in the game since they had to be constantly twisting songs, ran a lot slower than the crack-fueled abilities these days.  In WoW, 3 seconds is considered a relatively slow cast, but even as a bard in EQ my songs took 3 seconds to cast and another 0.5 seconds for the gems to refresh so I could start the next one.  Other classes, most of their spells were anywhere from 3-5 second casting times, with some slow spells going 8+ seconds.

I never once, even on a bard, felt like my focus was entirely on my abilities and my attention was consumed by the next sequence of events.  I could look at my screen, observe the battle, and decide my actions in order to control the battle.  In WoW, I usually feel that way whenever something unusual happens, I tend to have to focus on the next three seconds and my abilities within those seconds without really thinking about anything else, much less coordination or communication.

I agree.  After getting bored with the PvE game in EQ, I started a character on Sullon Zek.  I really miss the slower pace of EQ pvp compared to the 3 second kills of WoW, War, et all.  The pace of PvP in AoC is a bit of a step in the right direction, I think.  And it manages to keep the PvE still fairly quick paced, which is nice.


Title: Re: SWTOR
Post by: UnSub on June 16, 2009, 07:11:27 PM
The faster the action and the faster your abilities, the less engaged you can be in the battle itself and the more you've got to mentally translate it into the pure numbers of cooldowns, abilities, HP, mana, and so on.

:oh_i_see:

If you are mentally translating into pure numbers, you're doing it wrong. Of course, we're moving into tactical vs strategic territory here.

Quote
The slower your (and everyone else's) abilities activate, and the longer it takes people to go from full HP to dead, the more you can think about the battle and see what's going on without having to focus on the next four abilities you're going to use within the following 3 seconds.

I've highlighted the bit I think you've got right. It isn't the length of time it takes for you to activate an ability but rather the length of time you stay alive when under attack. Insta-kills (or close to them) especially if you have no recourse (e.g. being mezzed) are more of an issue imo.

Of course, if I ever did a PvP MMO (still waiting for that $30 million to be deposited in my PayPal account  :grin:) it'd have every player on 5 hit points and very easy to kill, plus friendly fire for AOEs. None of this winning because you've got more HP or because you can spam AOEs to 'protect' your tanks.


Title: Re: SWTOR
Post by: Venkman on June 16, 2009, 08:02:06 PM
The faster the action and the faster your abilities, the less engaged you can be in the battle itself and the more you've got to mentally translate it into the pure numbers of cooldowns, abilities, HP, mana, and so on.  The slower your (and everyone else's) abilities activate, and the longer it takes people to go from full HP to dead, the more you can think about the battle and see what's going on without having to focus on the next four abilities you're going to use within the following 3 seconds.

I was recently thinking about this when I compared recent games to my EQ bard. 

<snip>

I had the same experience as a Bard, but also recognize that preferring this type of experience is what kept the genre small before WoW, and what is still small when you consider just how much an edge case WoW actually is.

And yet translating to pure FPS would alienate the people already here while trying to bring in a potential (and unproven) market that's about now waking up to the sheer horror of the barest hint that Activision might monetize MW2 in some way.

So as usual we're back to not having a magic bullet solution :-)

Faster interaction doesn't always mean faster action. Song twisting is one example, insta-cast spells are another. You can balance a game between requiring constant attention during long term events so players feel engaged in both the immediate and the outcome.

And that is in WoW too. It's just that things all happen faster, befitting of almost all other realtime genres of games making the market WoW wanted to attract.


Title: Re: SWTOR
Post by: Margalis on June 16, 2009, 10:20:03 PM
I liked the generally slow pace of FFXI combat with relatively few abilities on relatively long timers. It does force you to think more about when to use them, what your teammates are doing and what the enemy is doing.

I find that in games where you have a hotbar of 10 abilities each with a fast cooldown you end up playing wack-a-mole, activating whichever ability just refreshed. Or you get into a wash-rinse-repeat pattern of executing the same ordering over and over again. Either way it's more interactive based on how often you click but only in the "click when the enemy flashes yellow" type of totally uninteresting interaction. Personally rather than press 1,2,3,1,2,3,12,3 I'd rather eat a sandwhich and press something when I really need to rather than just spamming keys to maintain the status quo.


Title: Re: SWTOR
Post by: Koyasha on June 17, 2009, 06:08:12 AM
It's not just the time it takes to die, though.  If that time is constantly filled with buttonmashing to, as Margalis says, maintain the status quo, that's no good, because you are playing whack-a-mole, trying to get the next ability off just as soon as you're allowed to.  That's the entirety of the playstyle for some classes in some games; hit a button every time you are able to, according to a priority list of which abilities supersede others in importance (based on a usually static determination, with only unusual abilities breaking the 'standard' order), and never being "idle" without having everything on cooldown.

You need time to live to make decisions, but also time in between each decision so you can make decisions rather than memorizing your ability usage to the point of it becoming an automatic response.  That's how real combat is, if I understand it correctly - you're trained and drilled to bypass active decisions and react according to your training to known threats - but it doesn't, I think, make for a fun game.


Title: Re: SWTOR
Post by: Lantyssa on June 17, 2009, 09:40:17 AM
I liked the generally slow pace of FFXI combat with relatively few abilities on relatively long timers. It does force you to think more about when to use them, what your teammates are doing and what the enemy is doing.
Thirty second cool downs I am okay with.  Two hour ones I am not.  Basically if I have an ability I want to be able to use it every fight and have enough that I have something to do besides auto-attack for minutes at a time.


Title: Re: SWTOR
Post by: Cyrrex on June 17, 2009, 09:44:03 AM
To be honest, the combat in KOTOR was fairly sucky, and it never really bothered me because that game's strengths were elsewhere.  If they can even moderately improve on combat for SWTOR - we know they will graphically, at least, but if they can make it a little more cinematic - then that will be just fine as far as I am concerned.  They need to play to their strengths, which is primarily storytelling.  That'll be no easy task this time around.


Title: Re: SWTOR
Post by: Cadaverine on June 17, 2009, 05:00:40 PM
I liked the generally slow pace of FFXI combat with relatively few abilities on relatively long timers. It does force you to think more about when to use them, what your teammates are doing and what the enemy is doing.
Thirty second cool downs I am okay with.  Two hour ones I am not.  Basically if I have an ability I want to be able to use it every fight and have enough that I have something to do besides auto-attack for minutes at a time.

Depends on the ability.  Paladin Lay on Hands full heal type abilities should, at higher levels, be on a longer cooldown.  Depending on the game, having an "oh shit" get out of jail card type ability on a 2 hour cool downseems reasonable.  However, it should realistically scale from 30 mins at lower levels, to 2 hours at higher levels where it's healing 10-20k hp.  The other side of the coin would just be to get rid of asinine abilities like Complete Heal, or LoH, etc.  Otherwise, the end game just becomes a matter of getting enough healer types to rotate a chain of Cheals.  Same for PvP really, though the one with the most healers will win in pvp no matter what, in most cases.


Title: Re: SWTOR
Post by: Fordel on June 17, 2009, 06:07:08 PM
I'm of the opinion no class ability should have a cool down longer then 5 minutes, ideally, 3 mins or less. If you need to 'balance' it's power with a cool down longer then 5 minutes, then the ability is overpowered. If you 'balance' the class around these long (More then 5 min) duration abilities, then the class is underpowered when they are not available and/or overpowered when they are.


Trying to balance power with scarcity is always a lesson in futility and failure.


Title: Re: SWTOR
Post by: Lantyssa on June 17, 2009, 06:24:16 PM
What Fordel says pretty much sums up my thoughts on it.


Title: Re: SWTOR
Post by: Ingmar on June 17, 2009, 06:28:52 PM
Trying to balance power with scarcity is always a lesson in futility and failure.

Actually it works pretty well in 4e D&D (because everyone is designed around access to the same sorts of 'cooldowns' and they aren't directly competing with each other), but you're right for MMO purposes, especially MMO pvp purposes.


Title: Re: SWTOR
Post by: Triforcer on June 17, 2009, 06:55:25 PM
It would really be awesome if this game had no healers.  Let people use stims on a 2 minute cooldown or something, and maybe let people put points in "improved stim procedure" to get healed for a greater % of their health.  But no more than that.  Or, make PvP really about pulling off combos and allow health to regenerate during a fight automatically to some degree.   

Some would say this takes strategic depth away from a game, but I'm ready for someone to try it.


Title: Re: SWTOR
Post by: Koyasha on June 17, 2009, 06:59:45 PM
I'm of the opinion no class ability should have a cool down longer then 5 minutes, ideally, 3 mins or less. If you need to 'balance' it's power with a cool down longer then 5 minutes, then the ability is overpowered. If you 'balance' the class around these long (More then 5 min) duration abilities, then the class is underpowered when they are not available and/or overpowered when they are.


Trying to balance power with scarcity is always a lesson in futility and failure.
I see nothing wrong with letting a class be overpowered once in a while.  Balance them without the ability, then go ahead and say, once in a while, we're going to let them do something totally uber and beyond the norm, and that's ok.

And yes, I am completely ready for a no-healer game.  The healer mechanic in general is an ill-concieved piece of nonsense, letting people be constantly healed in-combat.  Quick ways to get healed to full once combat is over are fine, but in-combat healing should be limited to potions/bandaging/stims/whatever, and should probably be available in relatively equal quantities to everyone.


Title: Re: SWTOR
Post by: DLRiley on June 17, 2009, 07:19:47 PM
Wow, do you guys love backward game design. 2 hour cool downs, 30 minutes acceptable, 30 seconds being fast? Have we learned nothing in 10 years?


Title: Re: SWTOR
Post by: Ingmar on June 17, 2009, 07:29:10 PM

I see nothing wrong with letting a class be overpowered once in a while.  Balance them without the ability, then go ahead and say, once in a while, we're going to let them do something totally uber and beyond the norm, and that's ok.


In a PVE only context, sure. Having that get out of jail free card is nice for reducing player frustration if you get yourself into a bad situation or whatever. But that sort of thing is what breaks PVP. Consider a situation like DAOC's keep warfare, where the losing side has a reasonably significant time delay before they can get back to the fight. That really devalues a cooldown's balancing effect. Such things also have a tendency to create no-win scenarios, which players seem to hate above all else. Your uber thing is on cooldown while the enemy has his available? Sorry you lose. That sort of thing is basically unacceptable from a PVP balance standpoint in most MMOs.


Title: Re: SWTOR
Post by: tmp on June 17, 2009, 07:34:26 PM
Wow, do you guys love backward game design. 2 hour cool downs, 30 minutes acceptable, 30 seconds being fast? Have we learned nothing in 10 years?
Well, one of the things learnt was frantic button mashing doesn't automatically equal fun. Doesn't equal lack of fun either, but in itself it says very little.

Plus being able to use certain ability no more often than once per 30 secs... that doesn't tell much about actual pace of the game either. It just means a limit to spamming thunderbolt thunderbolt thunderbolt.


Title: Re: SWTOR
Post by: Fordel on June 17, 2009, 07:38:51 PM

I see nothing wrong with letting a class be overpowered once in a while.  Balance them without the ability, then go ahead and say, once in a while, we're going to let them do something totally uber and beyond the norm, and that's ok.


In a PVE only context, sure. Having that get out of jail free card is nice for reducing player frustration if you get yourself into a bad situation or whatever. But that sort of thing is what breaks PVP. Consider a situation like DAOC's keep warfare, where the losing side has a reasonably significant time delay before they can get back to the fight. That really devalues a cooldown's balancing effect. Such things also have a tendency to create no-win scenarios, which players seem to hate above all else. Your uber thing is on cooldown while the enemy has his available? Sorry you lose. That sort of thing is basically unacceptable from a PVP balance standpoint in most MMOs.


It's unacceptable in PvE as well. Oh, shield wall is down? Ok everyone come back in 20 mins.


Title: Re: SWTOR
Post by: DLRiley on June 17, 2009, 07:56:27 PM
Wow, do you guys love backward game design. 2 hour cool downs, 30 minutes acceptable, 30 seconds being fast? Have we learned nothing in 10 years?
Well, one of the things learnt was frantic button mashing doesn't automatically equal fun. Doesn't equal lack of fun either, but in itself it says very little.

Plus being able to use certain ability no more often than once per 30 secs... that doesn't tell much about actual pace of the game either. It just means a limit to spamming thunderbolt thunderbolt thunderbolt.

Just because the balance of the games you waste money on quickly devolve into button mashing contest, doesn't mean having stupidly long cool downs isn't inherently backward thinking.


Title: Re: SWTOR
Post by: Koyasha on June 17, 2009, 08:04:44 PM

I see nothing wrong with letting a class be overpowered once in a while.  Balance them without the ability, then go ahead and say, once in a while, we're going to let them do something totally uber and beyond the norm, and that's ok.


In a PVE only context, sure. Having that get out of jail free card is nice for reducing player frustration if you get yourself into a bad situation or whatever. But that sort of thing is what breaks PVP. Consider a situation like DAOC's keep warfare, where the losing side has a reasonably significant time delay before they can get back to the fight. That really devalues a cooldown's balancing effect. Such things also have a tendency to create no-win scenarios, which players seem to hate above all else. Your uber thing is on cooldown while the enemy has his available? Sorry you lose. That sort of thing is basically unacceptable from a PVP balance standpoint in most MMOs.


It's unacceptable in PvE as well. Oh, shield wall is down? Ok everyone come back in 20 mins.
I see the PvP problem, although I'm not 100% convinced that's something that should be entirely removed anyway - I can see the frustration at times, but I also think that the fun it adds - and assuming every class has one that can be equally awesome - is sufficient balance for that.  Besides which, even ultimate abilities can usually be countered with proper strategy, even if the strategy is 'run away until it wears off'.  In PvE, though, that's ignoring the part where you balance without the ability.  At no point should that ability be anything more than a special extra thing, never required to defeat the enemies, and then if people want to wait for the ability anyway that's not a problem with it's design, it's their choice.


Title: Re: SWTOR
Post by: UnSub on June 17, 2009, 08:31:14 PM
It would really be awesome if this game had no healers. 

Some would say this takes strategic depth away from a game, but I'm ready for someone to try it.

Someone is trying it (or at least extremely limited healing powers). A lot of verbage gets spilt in the beta forums about how a lack of healers really hurts the game and reduces the amount of strategic depth in the game.

Personally I disagree - not having healers makes little difference to me, a solo player - but it does impact on a portion of players.

ATM I'm in beta for 4 titles, so I'm not giving anything away other than to say that someone is trying it.


Title: Re: SWTOR
Post by: Triforcer on June 17, 2009, 08:33:51 PM
SWTOR is in secret beta already???  The mysterious F13 secret beta cabal has scored another victory?  I really wanted in on the ground floor of this particular secret beta cabal  :cry:


Title: Re: SWTOR
Post by: UnSub on June 17, 2009, 08:41:44 PM
SWTOR is in secret beta already???  The mysterious F13 secret beta cabal has scored another victory?  I really wanted in on the ground floor of this particular secret beta cabal  :cry:

I'm nowhere near connected enough to get into the sekret SWOR alpha. It's another title currently in beta.


Title: Re: SWTOR
Post by: tmp on June 17, 2009, 09:00:42 PM
Just because the balance of the games you waste money on quickly devolve into button mashing contest, doesn't mean having stupidly long cool downs isn't inherently backward thinking.
There's nothinig inherently forward nor backward thinking about having certain length on cooldowns per se -- it'll depend on context that's surrounding mechanics. What is exactly so backward thinking about having "stupidly long" cooldowns that you're turning it into an absolute?


Title: Re: SWTOR
Post by: Malakili on June 17, 2009, 09:20:33 PM
SWTOR is in secret beta already???  The mysterious F13 secret beta cabal has scored another victory?  I really wanted in on the ground floor of this particular secret beta cabal  :cry:

I'm nowhere near connected enough to get into the sekret SWOR alpha. It's another title currently in beta.

I think I have a good idea as to what the answer could be, but I'm not saying


Title: Re: SWTOR
Post by: Margalis on June 18, 2009, 12:49:16 AM
The FFXI Red Mage is centered around an ability with a 10 minute cooldown and it works great. To say that that's "backward" is just silly and closing off an area of game design for no reason.

In particular the ability swaps your HP and MP. So playing Red Mage is very much a resource management game, you try to pace yourself such that just at the ten minute mark you are out of HP, swap your HP and MP and then have ten minutes to refill your HP while slowly draining your MP again.

I would agree that a super attack ability that you can use once every ten minutes sounds a little silly and I have some trouble imagining it working. That does sound like an artifical barrier to keep something from being too powerful. But a utility ability or something interesting like that being on a long timer seems perfectly acceptable to me.

I don't get the attitude that pressing 1,2,3,1,2,3,1,2,3 is somehow the pinnacle of game design. It's like old shooters without built-in rapid-fire. Is rammnig on the fire button 10 times a second really any better than just holding it down? If you want to talk about learning from the past I'd argue that one of the things we should have learned, and that many genres have learned, is that forcing players to ram on buttons without thought is not compelling gameplay but poor control design.

And hell, plenty of action games have abilities on long timers. How often can you activate the Rage of the Titans modes in GOW1 and 2? How often can you perform an Ultra in SF4?

Quote
There's nothinig inherently forward nor backward thinking about having certain length on cooldowns per se -- it'll depend on context that's surrounding mechanics.

Exactly.


Title: Re: SWTOR
Post by: ashrik on June 18, 2009, 01:54:25 AM
SWTOR is in secret beta already???  The mysterious F13 secret beta cabal has scored another victory?  I really wanted in on the ground floor of this particular secret beta cabal  :cry:

I'm nowhere near connected enough to get into the sekret SWOR alpha. It's another title currently in beta.

I think I have a good idea as to what the answer could be, but I'm not saying
KA MON


Title: Re: SWTOR
Post by: DayDream on June 18, 2009, 03:49:41 AM
I mostly agree with Fordel's stance, but I think it's a little poorly defined.

For a PvP fight, I'd say abilities should not have a use per applicable fight ratio less than one.  No cooldowns that aren't likely to be up again the next time you get into a fight.  In a long drawn out fight, you want those cooldowns to refresh.

It's all about spikes in gameplay.  I think people enjoy close fights the most, where there's a back-and-forth, and both players actually have a chance at winning.  With how human psychology works, I think negative spikes in gameplay have much more value than positive spikes.  In other words, a fight with no hope for you winning usually impacts your play experience more than a fight you cannot lose.


Title: Re: SWTOR
Post by: Fordel on June 18, 2009, 04:35:48 AM
The FFXI Red Mage is centered around an ability with a 10 minute cooldown and it works great. To say that that's "backward" is just silly and closing off an area of game design for no reason.

In particular the ability swaps your HP and MP. So playing Red Mage is very much a resource management game, you try to pace yourself such that just at the ten minute mark you are out of HP, swap your HP and MP and then have ten minutes to refill your HP while slowly draining your MP again.


WoW has a similar class, it's called a Warlock, except of flipping Health/Mana completely every 10 mins, they can flip smaller chunks of their health into mana at will.


Title: Re: SWTOR
Post by: Koyasha on June 18, 2009, 05:02:16 AM
The FFXI Red Mage is centered around an ability with a 10 minute cooldown and it works great. To say that that's "backward" is just silly and closing off an area of game design for no reason.

In particular the ability swaps your HP and MP. So playing Red Mage is very much a resource management game, you try to pace yourself such that just at the ten minute mark you are out of HP, swap your HP and MP and then have ten minutes to refill your HP while slowly draining your MP again.
WoW has a similar class, it's called a Warlock, except of flipping Health/Mana completely every 10 mins, they can flip smaller chunks of their health into mana at will.
No, it doesn't.  It has a class with an ability that bears almost no resemblance to Convert except in the mechanics of being able to transform health into mana, but has wholly different tactical and strategic considerations as to the use of the ability since the classes are absolutely nothing alike.  This is like noting that apples and oranges both have seeds, thus they are similar.

The 10 minute cooldown on that ability shapes much of a red mage's tactics and strategy, if it could be done in smaller chunks, at will, most of that strategy would be gone since the only thing the red mage would have to worry about is having enough time to transform health to mana before the mana is urgently needed, as opposed to having to manage your mana expenditure/intake for ten minutes to make sure you don't run out of mana after only 8 minutes.  If it could be done at will you'd only have to consider the next 30 seconds or so, rather than the next ten minutes.  It would also take away the gear balancing act red mages do, which is to try to ensure their health is always just slightly higher than their mana so that Convert gives them a full mana bar.


Title: Re: SWTOR
Post by: Lantyssa on June 18, 2009, 10:27:58 AM
Dude!  That sounds awesome!


Title: Re: SWTOR
Post by: SnakeCharmer on June 18, 2009, 10:37:39 AM
Green?


Title: Re: SWTOR
Post by: DLRiley on June 18, 2009, 10:43:14 AM
Just because you built your entire game around a bad idea, doesn't mean it's not a bad idea. 10 minute cool downs, it as if the game is expecting me not to be bored in 5  :oh_i_see:


Title: Re: SWTOR
Post by: Malakili on June 18, 2009, 11:39:16 AM
Just because you built your entire game around a bad idea, doesn't mean it's not a bad idea. 10 minute cool downs, it as if the game is expecting me not to be bored in 5  :oh_i_see:

Its not their only spell, you realize yes?


Title: Re: SWTOR
Post by: Brogarn on June 18, 2009, 11:55:32 AM
Just because you built your entire game around a bad idea, doesn't mean it's not a bad idea. 10 minute cool downs, it as if the game is expecting me not to be bored in 5  :oh_i_see:

*blink*

While I'm not a fan of long cool down timers (mainly because if it has a long cool down, I rarely use it, so I forget I have it) I don't see why making 10 minute cool downs on some abilities would cause you to be bored in 5 minutes. Why aren't you doing other things in that 10 minutes?

Are you on the pot? Your posts make me think you're on the pot.


Title: Re: SWTOR
Post by: Lantyssa on June 18, 2009, 12:05:53 PM
Green?
So blindingly green it looks white.


Title: Re: SWTOR
Post by: gryeyes on June 18, 2009, 12:07:32 PM
Dont blame the pot! In games where i had an uber ability on a long cooldown i was so frugal I noticed I would almost never use it. But i don't find anything intrinsically wrong with having a 1 shot awesome ability to give a class some flavor. Give a class that is awful in combat a momentary feeling of awesome or something similar.


Title: Re: SWTOR
Post by: AutomaticZen on June 18, 2009, 01:05:46 PM
Dont blame the pot! In games where i had an uber ability on a long cooldown i was so frugal I noticed I would almost never use it. But i don't find anything intrinsically wrong with having a 1 shot awesome ability to give a class some flavor. Give a class that is awful in combat a momentary feeling of awesome or something similar.

Like Lay On Hands in WoW.  60 minutes, never used it.  20 minutes, I use it in most boss encounters while tanking.


Title: Re: SWTOR
Post by: Simond on June 18, 2009, 01:18:22 PM
The FFXI Red Mage is centered around an ability with a 10 minute cooldown and it works great. To say that that's "backward" is just silly and closing off an area of game design for no reason.

In particular the ability swaps your HP and MP. So playing Red Mage is very much a resource management game, you try to pace yourself such that just at the ten minute mark you are out of HP, swap your HP and MP and then have ten minutes to refill your HP while slowly draining your MP again.


WoW has a similar class, it's called a Warlock, except of flipping Health/Mana completely every 10 mins, they can flip smaller chunks of their health into mana at will.
And EQ shaman had cannibalise before both those games existed.
GET OFF MY LAWN!


Title: Re: SWTOR
Post by: tmp on June 18, 2009, 01:23:05 PM
Just because you built your entire game around a bad idea, doesn't mean it's not a bad idea.
You have yet to tell what's so bad about it.


Title: Re: SWTOR
Post by: Lantyssa on June 18, 2009, 01:33:31 PM
What's good about it?

It sounds great if you're OCD about timing your mana consumption to perfect ten minute intervals, but for the rest of us...?


Title: Re: SWTOR
Post by: Ingmar on June 18, 2009, 01:37:00 PM
If your design space is 'game where the combats are over 10 minutes long and it is purely PVE and you want it to be a resource management game' then it is a fine idea. I don't think that's a terribly mainstream niche, but it isn't inherently bad as long as PVP isn't on the table.


Title: Re: SWTOR
Post by: SnakeCharmer on June 18, 2009, 01:40:29 PM
Oh yeah.  For PvP, long timers are awesome.

Use it once.  Then gimped for 10 minutes.  Completely awesome.

1999 called.  They want their game design back.


Title: Re: SWTOR
Post by: tmp on June 18, 2009, 01:58:29 PM
What's good about it?

It sounds great if you're OCD about timing your mana consumption to perfect ten minute intervals, but for the rest of us...?
I was referring rather to the "30 secs is stupidly long and backward design" from earlier in the thread. 10 min cd health/mana swap is kinda meh when used in the manner described, but it strikes me more like it was supposed to be an "oh shit" panic button rather than something to base gameplay around like the OCD types might be tempted to. And for such "oh shit" ability 10 min cd is about right imo.


Title: Re: SWTOR
Post by: tmp on June 18, 2009, 02:08:54 PM
Oh yeah.  For PvP, long timers are awesome.

Use it once.  Then gimped for 10 minutes.  Completely awesome.

1999 called.  They want their game design back.
Depends on the ability. E.g. there's a number of 10 min cd skills in LotRO -- they allow burglar to re-enter stealth from combat, lore-master can restore large part of their morale and gain short term chance based protection from incoming hits, champion can enter combat mode where they maintain increased damage output but without associated penalty to avoidance, etc. They provide extra power in a pinch to classes which are already powerful without them, and it's questionable if the game would be any better if these were either made available more frequently, or removed altogether.


Title: Re: SWTOR
Post by: schild on June 18, 2009, 02:14:22 PM
On the topic of cooldown. Nothing is more annoying - NOTHING - than my warp back home being on a timer. I should be able to go back to whatever binded area I have whenever I want. If I want to go back once every 5 minutes, nothing should be stopping me. I'm sorry if it makes your fedex quests a little shorter. Also, I should be allowed to warp to ANY area that I've discovered. Sorry if it makes your giant world a little smaller.

As for this discussion on cooldown timers in combat. Feh. The current model of MMOG combat is crap. Trying to fix a broken system is a ridiculous endeavor.


Title: Re: SWTOR
Post by: SnakeCharmer on June 18, 2009, 02:23:19 PM
I could go for everything Schild just said.

To that point, timers are nothing but cockblocks to extend playing (read: subscription) time.  Running back and forth isn't fun.  Riding a mount back and forth isn't fun.  It's not content.  Watching rotating timers isn't fun.  What's the point of creating this beautiful world, with awesome animations and particle effects if all I see is a little box that has some sort of rotating animation to let me know when it's going to be ready to use again?


Title: Re: SWTOR
Post by: tmp on June 18, 2009, 02:30:55 PM
What's the point of creating this beautiful world, with awesome animations and particle effects if all I see is a little box that has some sort of rotating animation to let me know when it's going to be ready to use again?
The only things i watch in TF2 is my health meter and the ammo count. Why did they bother with everything else?  :oh_i_see:

edit: on the subject of cooldowns, they're present in various form in many types of games. RTS will let you output units at certain rates, card games will provide you with abilities in manner which is basically random-length cooldown. So meh, if that's cockblocks they're out there in force.


Title: Re: SWTOR
Post by: SnakeCharmer on June 18, 2009, 02:32:22 PM
They made it big enough where you can see it with your peripheral vision.  Not so much in an MMO.



Title: Re: SWTOR
Post by: tmp on June 18, 2009, 02:35:56 PM
They made it big enough where you can see it with your peripheral vision.  Not so much in an MMO.
Don't they have mods for that, in WoW at least?


Title: Re: SWTOR
Post by: SnakeCharmer on June 18, 2009, 02:42:56 PM
You absolutely should not have to utilize mods to play the game effectively.  Mods are nothing but workarounds to shitty game / GUI / UI design.


Title: Re: SWTOR
Post by: tmp on June 18, 2009, 02:48:09 PM
Ah no argument there. But it can make imo quite a difference if it's shitty mechanics or shitty UI, that makes the experience shitty overall.


Title: Re: SWTOR
Post by: Vash on June 18, 2009, 02:53:20 PM
They made it big enough where you can see it with your peripheral vision.  Not so much in an MMO.
Don't they have mods for that, in WoW at least?

Yes, use Jim's Cooldown Pulse or Power Auras and you'll have more cues in your peripheral vision than you'll ever need.

You absolutely should not have to utilize mods to play the game effectively.  Mods are nothing but workarounds to shitty game / GUI / UI design.

I think we already had this exact same discussion for several pages a few weeks ago in the thread about Sir Bruce's IMGDC presentation.  In summary: many of us agree with that statement.

http://forums.f13.net/index.php?topic=16814.105 (http://forums.f13.net/index.php?topic=16814.105)


Title: Re: SWTOR
Post by: Mrbloodworth on June 18, 2009, 02:53:59 PM
You absolutely should not have to utilize mods to play the game effectively.  Mods are nothing but workarounds to shitty game / GUI / UI design.

Deja vu?


Title: Re: SWTOR
Post by: Segoris on June 18, 2009, 02:56:04 PM
I like the idea of being able to teleport back to a bound location whenever someone wants without a cooldown, as long as it's not in a pvp area. It is absolute shit when people in pvp areas can magically disappear to their home location. A mage/wizard/caster with a teleport spell is one thing, but a warrior/pally/rogue doing it is crap.

Granted good pvp games have been dead for years, but I still hold hope that a game will revive it a bit.


Edit: changed game to area


Title: Re: SWTOR
Post by: SnakeCharmer on June 18, 2009, 03:15:58 PM
You absolutely should not have to utilize mods to play the game effectively.  Mods are nothing but workarounds to shitty game / GUI / UI design.

Deja vu?

Probably.  I find it hard to believe that I'm the only person that's ever said that.


Title: Re: SWTOR
Post by: Fordel on June 18, 2009, 03:56:13 PM
Really, GuildWars still has the best 'MMO-Style' combat system to date. No cool downs longer then 2 mins, no endless button mashing or ability overload, no finite mana, nearly endless 'spec' possibilities. They even let you teleport to any place you've been at will.


If only they let you jump  :oh_i_see:


Title: Re: SWTOR
Post by: Ingmar on June 18, 2009, 04:05:18 PM
Really, GuildWars still has the best 'MMO-Style' combat system to date. No cool downs longer then 2 mins, no endless button mashing or ability overload, no finite mana, nearly endless 'spec' possibilities. They even let you teleport to any place you've been at will.


If only they let you jump  :oh_i_see:

I'm pretty fond of City of Heroes combat too, at least some aspects of it. Clearly we need a hybrid: Guild Wars with super jump.


Title: Re: SWTOR
Post by: schild on June 18, 2009, 04:07:08 PM
What's the point of creating this beautiful world, with awesome animations and particle effects if all I see is a little box that has some sort of rotating animation to let me know when it's going to be ready to use again?
The only things i watch in TF2 is my health meter and the ammo count. Why did they bother with everything else?  :oh_i_see:
Maybe you should try playing classes less brainless than heavy or pyro :awesome_for_real:

I actually went to see if I could turn off the entire GUI for myself earlier while playing spy, heh.


Title: Re: SWTOR
Post by: rattran on June 18, 2009, 04:27:23 PM
What's the point of creating this beautiful world, with awesome animations and particle effects if all I see is a little box that has some sort of rotating animation to let me know when it's going to be ready to use again?
The only things i watch in TF2 is my health meter and the ammo count. Why did they bother with everything else?  :oh_i_see:
Maybe you should try playing classes less brainless than heavy or pyro :awesome_for_real:

I actually went to see if I could turn off the entire GUI for myself earlier while playing spy, heh.
Pyro played right is a hell of a lot of work.

And what does this have to do with ShadowbaneWTOR?


Title: Re: SWTOR
Post by: DLRiley on June 18, 2009, 07:33:20 PM
Really, GuildWars still has the best 'MMO-Style' combat system to date. No cool downs longer then 2 mins, no endless button mashing or ability overload, no finite mana, nearly endless 'spec' possibilities. They even let you teleport to any place you've been at will.


If only they let you jump  :oh_i_see:

Guild Wars lack of primitive design decisions is the reason I bothered paying for it. Simply put I want skills that are usable when I want to use them. If I'm not retarded with my energy management I have the right to use things according to the flow of combat. Simple as that. The reason why diku's are still in business and will remain in business because even the most jaded cynic of the genre is in love with some backward as fuck stone age game design that they see no problem with.


Title: Re: SWTOR
Post by: taolurker on June 18, 2009, 08:36:27 PM
And what does this have to do with ShadowbaneWTOR?

I asked this a few pages back, and since then this tangent filled ADD fest has gone considerably further off the deep end, discussing topics already discussed elsewhere, several other games, playstyles and opinions of game mechanix.

I would be considerably more pleased wading through pages of posts in this thread if it were actually containing something resembling discussion of SWTOR... but I guess letting the thread drift to page 2 is not likely to happen.


Title: Re: SWTOR
Post by: Triforcer on June 18, 2009, 10:51:04 PM
We don't actually know anything about SWTOR.  They are releasing the "name" of a planet or class about once a month.  There is no information about mechanics, PvP, crafting, etc.  That makes it hard to talk about. 


Title: Re: SWTOR
Post by: Margalis on June 18, 2009, 11:34:27 PM
IT HAS A HAN SOLO TYPE OF CLASS OMG SHOCKING!!!!

What's to talk about?

On the topic at hand, to me saying that a game must have abilities on short timers is like saying a game must have co-op Toads whose limbs grow really big and funny looking when you punch people. Hard and fast rules about anything are usually wrong, especially ones that require a great deal of context to be evaluated.


Title: Re: SWTOR
Post by: taolurker on June 19, 2009, 05:46:11 AM
We don't actually know anything about SWTOR.  They are releasing the "name" of a planet or class about once a month.  There is no information about mechanics, PvP, crafting, etc.  That makes it hard to talk about. 

I know it's hard to stay on topic, but a good rule of thumb is if you mention a game not named SWTOR, it's likely not on topic.

Game mechanix and wishlists are one thing, but talking about what WoW has versus Guildwars vs this mechanic in EQ2? That isn't exactly making this a SWTOR thread.

I just want to read two pages of posts that are at least speculative about SWTOR or info they have released, instead of comparing MMO epicfail/epicw1n from other threads. It's not like Bioware is looking here for ideas, that's what their forums are for.



Title: Re: SWTOR
Post by: Mrbloodworth on June 19, 2009, 07:40:46 AM
IT HAS A HAN SOLO TYPE OF CLASS OMG SHOCKING!!!!

But... Can you shoot first?


Title: Re: SWTOR
Post by: AutomaticZen on June 19, 2009, 07:45:43 AM
IT HAS A HAN SOLO TYPE OF CLASS OMG SHOCKING!!!!

What's to talk about?

On the topic at hand, to me saying that a game must have abilities on short timers is like saying a game must have co-op Toads whose limbs grow really big and funny looking when you punch people. Hard and fast rules about anything are usually wrong, especially ones that require a great deal of context to be evaluated.
Did you just reference Battletoads?


Title: Re: SWTOR
Post by: tmp on June 19, 2009, 07:52:04 AM
I know it's hard to stay on topic, but a good rule of thumb is if you mention a game not named SWTOR, it's likely not on topic.

Game mechanix and wishlists are one thing, but talking about what WoW has versus Guildwars vs this mechanic in EQ2? That isn't exactly making this a SWTOR thread.
SWTOR devs said they're trying to make combat that's not really different from MMO staple but at the same time more cinematic and faster. People are speculating if that can make good game or not, using other games as reference.

If you mention a game not named SWTOR it may be on topic still, when it's used as example of what works and what doesn't mechanics-wise when said mechanics is something SWTOR is going to utilize (or not)


Title: Re: SWTOR
Post by: Lantyssa on June 19, 2009, 10:15:01 AM
I just want to read two pages of posts that are at least speculative about SWTOR or info they have released, instead of comparing MMO epicfail/epicw1n from other threads. It's not like Bioware is looking here for ideas, that's what their forums are for.
They're not looking for ideas there either, which is partly why it's stupid they launched them this early.


Title: Re: SWTOR
Post by: Riggswolfe on June 19, 2009, 12:23:39 PM
We don't actually know anything about SWTOR.  They are releasing the "name" of a planet or class about once a month.  There is no information about mechanics, PvP, crafting, etc.  That makes it hard to talk about. 

Yes and no. The stuff that has been released is very easy to speculate about in the context of other games.

For instance, I read the smuggler write up and it just screams ranged dps/stealth class (Wow Rogue/Hunter hybrid) to me. The trooper? A tank. The Bounty Hunter? I'm on the fence but I'm leaning towards ranged DPS/tank hybrid.

The storyline stuff sounds to me something like the story quests in LOTRO but tailored to each class rather than a general "Epic" quest for everyone.

Etc, etc.


Title: Re: SWTOR
Post by: Merusk on June 19, 2009, 05:25:02 PM
Make Jedi Healers and watch the anguish roll off the potential player base in waves.


Title: Re: SWTOR
Post by: Montague on June 19, 2009, 05:30:17 PM
Make Jedi Healers and watch the anguish roll off the potential player base in waves.

If I didn't have a release-day WoW paladin that would have been funny.  :tantrum:


Title: Re: SWTOR
Post by: Tannhauser on June 20, 2009, 06:34:36 AM
Make Jedi Healers and watch the anguish roll off the potential player base in waves.

WTF? Are you trying to start civil unrest?


Title: Re: SWTOR
Post by: lamaros on June 20, 2009, 06:41:16 AM
So, every class in this game is combat focused?


Title: Re: SWTOR
Post by: Malakili on June 20, 2009, 08:07:28 AM
Make Jedi Healers and watch the anguish roll off the potential player base in waves.

If I didn't have a release-day WoW paladin that would have been funny.  :tantrum:

You'll spam Flash of Light, and you'll LIKE it.


Title: Re: SWTOR
Post by: Lantyssa on June 20, 2009, 09:40:19 AM
So, every class in this game is combat focused?
From what little we've been told, it seems that way.


Title: Re: SWTOR
Post by: Zhiroc on June 20, 2009, 10:01:59 AM
So, every class in this game is combat focused?
I would have to say that is the implication. Each class's story is intended to be fairly long, and involve choices. Healer is a bit passive, though I can imagine that it could involve making moral choices... but can that be stretched out to hundred of hours of content?

There's also the statement that each class is intended to represent some "iconic" character from the movies, of which there is none as healer. And if the game is KotOR-like in terms of items and Jedi powers, there's no need for combat medics (though Sith may be left out a little, as Healing was a "light-side" power--not restricted, but just more costly in terms of force points--there's still the medpacks otherwise).


Title: Re: SWTOR
Post by: DLRiley on June 20, 2009, 11:09:38 AM
Assuming standard mmorpg mechanics are firmly in place, are they aiming for a 1 to 1 relationship in pvp, meaning that classes are balanced around 1v1 fights, 1 to many relationship, where classes or certain classes can handle multiple targets, which will either slow down 1v1 combat to a crawl or make death happen regularly in 2-3 seconds. Are they counting on even teams or are we going by open world blob thinking? God I wonder if the dev team even asked those questions to themselves.


Title: Re: SWTOR
Post by: Lantyssa on June 20, 2009, 01:28:37 PM
No, they'e said they're going for the feel of being heroic, where you're fighting multiple opponents at once.  Kind of like what CoX intended.


Title: Re: SWTOR
Post by: DLRiley on June 20, 2009, 01:43:12 PM
Coh was originally a pve game. Are you just confirming that they have no long term plans for pvp?


Title: Re: SWTOR
Post by: Lantyssa on June 20, 2009, 02:06:55 PM
Magic Eight Ball says: Future cloudy.  Ask again.


Title: Re: SWTOR
Post by: Venkman on June 20, 2009, 05:02:40 PM
No, they'e said they're going for the feel of being heroic, where you're fighting multiple opponents at once.  Kind of like what CoX intended.

He was asking about PvP. You can't really do that well and be Heroic, unless one sides got the heroics and the other side gets to play a full squad against you.

Mind you, I still think that'd friggin rock if someone did it right. But I haven't seen it done right yet, though I never did get a chance to try CoV Mastermind in PvP. Even character+pet seems hard enough.


Title: Re: SWTOR
Post by: tmp on June 20, 2009, 05:28:44 PM
He was asking about PvP. You can't really do that well and be Heroic, unless one sides got the heroics and the other side gets to play a full squad against you.
Dunno, the Jedi vs Sith stuff is often enough 1v1 or similar fights and it's still pretty heroic because it's well established with the audience that either guy involved in the combat is capable of wiping the floor with dozen regular people, they just met their larger-than-life match. The unstoppable force meets immovable object kind of heroic.


Title: Re: SWTOR
Post by: Venkman on June 20, 2009, 06:04:07 PM
Yes, but that's the spectator's perspective. 1v1 PvP is 1v1 PvP. Even if both players are hurling planets at each other, the question is still whether PvP is balanced 1v1 or Group v Group.

That's important imho because if Jedi/Sith are balanced 1v1, it means everyone else can't show up. And if they say 1 v Group to keep it on lore, then that's something we've not really seen yet.

Which really just means that a few posts later, the question still isn't answered :-)


Title: Re: SWTOR
Post by: Hayduke on June 20, 2009, 07:11:07 PM
I'd rather play a droid or smuggler than a jedi tbh.  But they'd never be cool enough to put in droids :heartbreak:.  When I was a kid I was always more attracted to the technology and Harrison Fordiness of the series, not the dopey sword fights.


Title: Re: SWTOR
Post by: tmp on June 20, 2009, 10:14:28 PM
Well, the smuggler is in and as far as droids go i'd expect them to show up as companions for the players if nothing else -- doubt they would make a cameo of one in the cinematics if it wasn't somehow relevant...


Title: Re: SWTOR
Post by: lamaros on June 20, 2009, 11:06:38 PM
What I meant was more that the game seems to be nothing more than combat. Healer is still a combat class to me as they don't have skills that are useful out of combat.

What I meant was are there other aspects to game apart from PvE and PvP fighting? Player cities? Player houses? Player shops? Player crafting? Etc.

It's kinda sad that MMOs seem to have become "play a bad combat game with lots of friends, or even solo" and I'm hoping for someone to stretch those boundaries a bit. Not with this game it seems, though.

"Story" as a game's great step forward? Pah, I say, pah!


Title: Re: SWTOR
Post by: Koyasha on June 21, 2009, 12:08:18 AM
Player houses would be cool, player shops are annoying (yeah, the Bazaar was really cool, right?....o wait.)  Even if you could do it while logged out it's still annoying since you'd have to walk from stall to stall.  That's what auction house sort of interface is for.  As for crafting, it can fall into a volcano and I hope it does, cause I want crafting in my game like I want a bad case of crotch-rot.  Player cities are questionable at best and I don't think they would fit well into this particular game/setting.  Some games would do well with them, but I don't think TOR would at all.


Title: Re: SWTOR
Post by: UnSub on June 21, 2009, 12:20:27 AM
Coh was originally a pve game. Are you just confirming that they have no long term plans for pvp?

Thus far, the wild dreams stated designs of SWOR are a bit schizophrenic:

 - massively multiplayer
 - individual stories for all
 - groups can override the decisions of individuals regarding the path taken through content
 - end game being developered by raid guild members
 - the story will matter and you can't repeat story content so your choices matter

There will in all likelihood be PvP, but it will be arena- or scenario-based. I'm sure I've seen some sort of Sith vs Jedi treaty justification for allowing them not to attack each other on sight.


Title: Re: SWTOR
Post by: DLRiley on June 21, 2009, 07:19:42 AM
Despite the trailer, this game doesn't sound like any special. Maybe if it doesn't play like an mmo and actually does create a half decent rpg i can play with buddies then I may play the game a few months after launch solely for the pve aspect if it is that good. It may last me 3 months before I remind myself that I can replay or buy a better rpg at any time. I guess its too hard to ask for in modern mmo's for a giant flashing "enter pvp" button that magically wisps me away to an opponent who actually wants to fight me on even terms no less, and isn't trying to kill me over some pve object like mining rights and shiny pointless castles. If Swotr was built to be that type of game and still had a story I would be jumping up and down like a fanboy, because that trailer was admittedly awesome. For now it barely blimps on radar.


Title: Re: SWTOR
Post by: Nebu on June 21, 2009, 07:31:01 AM
- end game being developered by raid guild members

 :uhrr:

They just lost me with that one.


Title: Re: SWTOR
Post by: eldaec on June 21, 2009, 07:41:34 AM
Yes, but that's the spectator's perspective. 1v1 PvP is 1v1 PvP. Even if both players are hurling planets at each other, the question is still whether PvP is balanced 1v1 or Group v Group.

That's important imho because if Jedi/Sith are balanced 1v1, it means everyone else can't show up. And if they say 1 v Group to keep it on lore, then that's something we've not really seen yet.

Which really just means that a few posts later, the question still isn't answered :-)

You are being unnecessarily optimistic.

Jedi, Sith, and other classes will be balanced for equal numbers = equal power.

If you are lucky a few pve situations will be small group vs massed mobs.

The devs believe they'll make it seem heroic with shiny graphics and heroic text boxes.


Title: Re: SWTOR
Post by: DLRiley on June 21, 2009, 07:42:08 AM

 - groups can override the decisions of individuals regarding the path taken through content
 - end game being developered by raid guild members
 - the story will matter and you can't repeat story content so your choices matter

On second thought those 3 features makes this game sound like utter crap so i'm sticking with my policy of not supporting bad game design.


Title: Re: SWTOR
Post by: Venkman on June 21, 2009, 07:48:57 AM
Yes, but that's the spectator's perspective. 1v1 PvP is 1v1 PvP. Even if both players are hurling planets at each other, the question is still whether PvP is balanced 1v1 or Group v Group.

That's important imho because if Jedi/Sith are balanced 1v1, it means everyone else can't show up. And if they say 1 v Group to keep it on lore, then that's something we've not really seen yet.

Which really just means that a few posts later, the question still isn't answered :-)

You are being unnecessarily optimistic.

Whose being optimistic? I'm just clarifying what the original question was.

Everything else in this thread is just ignorant theorycrafting. We have no idea what the game will be save what people are guessing by watching a few clips, twisting some words from carefully crafted interviews, and going by the succession of missed-promises and trainwrecks the lead dev team has been involved in over the year. That's fun and all as a passtime, but it's not worth getting anyone's panties in a bunch about.


Title: Re: SWTOR
Post by: lamaros on June 21, 2009, 08:00:34 AM
Player houses would be cool, player shops are annoying (yeah, the Bazaar was really cool, right?....o wait.)  Even if you could do it while logged out it's still annoying since you'd have to walk from stall to stall.  That's what auction house sort of interface is for.  As for crafting, it can fall into a volcano and I hope it does, cause I want crafting in my game like I want a bad case of crotch-rot.  Player cities are questionable at best and I don't think they would fit well into this particular game/setting.  Some games would do well with them, but I don't think TOR would at all.

Player houses are fun, but not a reason to play of itself. I'm talking about a game design that lets people 'play' something apart from just mindless simplistic combat. Just because something hasn't been done well to a point isn't really a reason to try if you ask me, so I don't think referencing a specifc MMO that tried some things and failed at them is really an argument.

The only game experience in most new MMOs seem to be combat focused, or single player focused, and I really don't get it. (Well, I do get it, they just want to make a game that they think will give them the most $$$). Why can't people start putting in other genre elements in? Strategy games offer a up a bit that could be used, why not include game elements that reward people who spend most of their time in game working on strategies, why doesn't it all have to be combat centred?

I would expect that new MMOs would be hoping to build beyond WoW, even if they build very close to it, but all I see from TOR so far is "story!" crap, which is just more singleplayer crap... 'MMOs: For people who love to play crap RPGs online and pay extra for it!'?

I guess I'm still hoping that one day a MMO will come out that includes fun combat as well as a fun political and economic game... EVE + WoW done well...

/rant

And if they say 1 v Group to keep it on lore, then that's something we've not really seen yet.
[/quote]

Eh? Jedi and Sith aren't going to be more powerful than any other class. Look at the way the Bounty Hunter class is written up,

Quote
Bounty Hunters are renowned for their versatility on the battlefield and their ability to go toe-to-toe with force-users.


Title: Re: SWTOR
Post by: Malakili on June 21, 2009, 08:17:51 AM
- end game being developered by raid guild members

 :uhrr:

They just lost me with that one.

Isn't that fairly run of the mill for big MMOs?


Title: Re: SWTOR
Post by: SnakeCharmer on June 21, 2009, 09:10:47 AM
If the end raid guild content takes about 6 people to complete?  Awesome.  If the end raid guild content takes 25 people?  Suckage. 

Give me a small tight nit guild over some massive nameless and faceless guild any day.


Title: Re: SWTOR
Post by: Malakili on June 21, 2009, 10:36:16 AM
If the end raid guild content takes about 6 people to complete?  Awesome.  If the end raid guild content takes 25 people?  Suckage. 

Give me a small tight nit guild over some massive nameless and faceless guild any day.

Large guilds don't need to be nameless and faceless.  The WoW guild I have been in since we were doing 40man instances has always been extremely friendly, largely cliqueless and and really quite tight nit.  Then again, we recruit people based on whether they will fit into this mold, and not purely for progression.  We have generally been in the top 3-4 guilds on the server but haven't generally threatened for the number 1 spot.  Anyway, it can be done, but it is a rarity.

There is a nice epic feeling you get from the large group content that I've never felt in smaller group content.  No, I haven't raided in any game in quite a long time, as I quite frankly got way burnt out on having to schedule my evenings so rigidly, but the content is generally quite a bit superior to the smaller group content that I've seen.


Title: Re: SWTOR
Post by: Nebu on June 21, 2009, 10:39:02 AM
Anyway, it can be done, but it is a rarity.

Which is exactly why most people are against 40 man raids.  They cater to a small minority.  Granted, the minority like them because it allows them to remain in the minority. 

If I could find a group of people to play with like you describe, I'd be a happy camper.  It's hard enough to find 5 other people worth playing with, let alone 40+.   


Title: Re: SWTOR
Post by: Surlyboi on June 21, 2009, 11:30:15 AM
If the end raid guild content takes about 6 people to complete?  Awesome.  If the end raid guild content takes 25 people?  Suckage. 

Give me a small tight nit guild over some massive nameless and faceless guild any day.

Fuck raids altogether.


Title: Re: SWTOR
Post by: Koyasha on June 21, 2009, 01:03:51 PM
Raids in general don't seem like that great a mechanic anyway.  Some people feel like massive fights like that are needed in order to justify an MMOG, but my ideal game would be one in which you're basically an adventuring party, AD&D style, in a world with other adventuring parties also doing things, where you sometimes come into conflict.  Granted, TOR is going to be pretty far from this, but their story and apparent focus on group gameplay and group story is a step in that direction.

Lamaros, I wouldn't mind seeing new concepts, but player housing/cities/shops isn't new concepts, it's old concepts and there's reasons why they're not that great.  Each can work in an appropriate setting, but TOR should in no way try to be that setting.  SWG already did that, TOR should focus on what is awesome about Star Wars, particularly what is awesome about Star Wars through the BioWare lens that gave us KOTOR.  Folding strategy elements in might be interesting, but every discussion I've seen about them comes to the conclusion that they are hard if not damn near impossible to implement in an MMOG context.

The whole story thing is going to turn out to be either awesome or a flop.  I don't really see much middle ground for it.  If it's a flop, TOR will probably not be anything to write home about.  If it's awesome, it will be huge for the online RPG market because there really aren't any RPG's that you can play multiplayer, and less that deliver continuing, updated content.


Title: Re: SWTOR
Post by: Malakili on June 21, 2009, 01:19:51 PM


The whole story thing is going to turn out to be either awesome or a flop.  I don't really see much middle ground for it.  If it's a flop, TOR will probably not be anything to write home about.  If it's awesome, it will be huge for the online RPG market because there really aren't any RPG's that you can play multiplayer, and less that deliver continuing, updated content.

To a certain extent, it seems to be just what the doctor ordered for the majority of casual WoW players, who seem to enjoy the single player + chat box model of playing MMOs.  To those of us who have been playing MMOs for a long time, the model seems less appealing sometimes, but it does seem like there would be a large market for it.  It remains to be seen if that model can sustain an MMO though.

I don't think you need to have raids to be an MMO or "justify" yourself as an MMO, but those sort of epic battles, and group content, to me, are one of the things that is appealing in an MMO simply because its pretty much the only genre that HAS given that feeling.  Again, I've played the KOTOR games and loved them, but I remain skeptical that the TOR model will deliver as an MMO.

I worry specifically about the endgame.  Even if every class actually has their 100+ hours of content that they keep saying, thats NOTHING compared to the amount of time I've put into even my alts in other games.


Title: Re: SWTOR
Post by: Velorath on June 21, 2009, 02:26:20 PM
Everything else in this thread is just ignorant theorycrafting. We have no idea what the game will be save what people are guessing by watching a few clips, twisting some words from carefully crafted interviews, and going by the succession of missed-promises and trainwrecks the lead dev team has been involved in over the year.

I'd say at this point we have a pretty good understanding of the PVE game at least, so I'm not quite sure what you're talking about here.  You're aware they actually showed off gameplay at E3, and that some people got a little bit of hands on time with it right?


Title: Re: SWTOR
Post by: Venkman on June 22, 2009, 12:54:32 PM
Yes. I was responding more to the conviction some folks have that their non-experience forms a stronger foundation for a guess  :grin:

Raids in general don't seem like that great a mechanic anyway.  Some people feel like massive fights like that are needed in order to justify an MMOG, but my ideal game would be one in which you're basically an adventuring party, AD&D style, in a world with other adventuring parties also doing things, where you sometimes come into conflict. 

Have you played DDO? That pretty much described it imho.

But I don't agree on the Raids part. They're certainly not for everyone, but they are for enough people two achieve two things:

  • Provides endless enjoyment without requiring constant new content.
  • Creates an impossible barrier for people who still think they will someday achieve it anyway.

Neither is meant to be snarky because I feel both are required for this genre. Players arrive never expecting the game to "end". That's a big development challenge. So over time it's become apparent that players as a group can be brackted into sub playstyles, and that each play style can provide a subtle push or pull to motiviate another sub-group. Seeding the game space with one or two invincible pauldrons of invincible invincibility provides motivation just by existing. It's the mountain that'll probably never be climbed but presents a challenge anyway.

WoW handles this masterfully, mostly because they treat the world as a game rather than the world as a simulation (something other developers miss). So players are naturally funneled to something that can retain them. Not everyone stays forever, but most stay for far longer than they would any other title they'd be interested in.

So Raids may not be a great mechanic for you, but they peform a function and do it pretty well.


Title: Re: SWTOR
Post by: VainEldritch on June 23, 2009, 10:00:33 AM
Coh was originally a pve game. Are you just confirming that they have no long term plans for pvp?

Thus far, the wild dreams stated designs of SWOR are a bit schizophrenic:

 - massively multiplayer
 - individual stories for all
 - groups can override the decisions of individuals regarding the path taken through content
 - end game being developered by raid guild members
 - the story will matter and you can't repeat story content so your choices matter

The game, as we know it thus far, does not strike me as a clear-cut case requiring antipsychotic therapy. Schizo'-tastic shenanigans are however the likely result when drones of the group hive mind have diverging interests.

Methinks the "group override" system will cause much wailing and gnashing of teeth, and the calls for more solo content shall drown out the anger of the oceans and echo in the vaulted heights of Bioware's chamber pot. 


Title: Re: SWTOR
Post by: Montague on June 23, 2009, 02:10:54 PM
Yes. I was responding more to the conviction some folks have that their non-experience forms a stronger foundation for a guess  :grin:

Raids in general don't seem like that great a mechanic anyway.  Some people feel like massive fights like that are needed in order to justify an MMOG, but my ideal game would be one in which you're basically an adventuring party, AD&D style, in a world with other adventuring parties also doing things, where you sometimes come into conflict. 

Have you played DDO? That pretty much described it imho.

But I don't agree on the Raids part. They're certainly not for everyone, but they are for enough people two achieve two things:

  • Provides endless enjoyment without requiring constant new content.
  • Creates an impossible barrier for people who still think they will someday achieve it anyway.

Neither is meant to be snarky because I feel both are required for this genre. Players arrive never expecting the game to "end". That's a big development challenge. So over time it's become apparent that players as a group can be brackted into sub playstyles, and that each play style can provide a subtle push or pull to motiviate another sub-group. Seeding the game space with one or two invincible pauldrons of invincible invincibility provides motivation just by existing. It's the mountain that'll probably never be climbed but presents a challenge anyway.

WoW handles this masterfully, mostly because they treat the world as a game rather than the world as a simulation (something other developers miss). So players are naturally funneled to something that can retain them. Not everyone stays forever, but most stay for far longer than they would any other title they'd be interested in.

So Raids may not be a great mechanic for you, but they peform a function and do it pretty well.

At one time "the impossible mountain" might have been apropos, but now it's more like "bringing the mountain to the non-raider". Blizzard has time and again reduced the requirements to access the end-game, going from 40 man, down to 25, and now down to 10. They've also smoothed the entry curve from the soaring cliff that was originally Scholo/Strat-Molten Core down to the point where parts of Naxx were easier than heroics, especially on 25 man. Not only that, but then content is regularly nerfed and gear availability loosened. Blizzard knows that the endgame is all about character progression, so doing all they can to put as many players on that treadmill as possible is a good idea.

As you said, Blizzard treats the world as a game but a story-based MMO can't afford to do that. This is why I'm skeptical that this game can work as an MMO. Any sort of story immersion provided by the game will not survive first contact with the MMOGtards at large. Heck in my experience even a random group of players that might otherwise be interested in game lore and story tend to rush through content while grouped so as not to appear to be "that guy" and slow everyone else down - I saw that firsthand in LOTRO.

If I were to guess I would say this game will end up like LOTRO with lightsabers. Lots of lore and atmosphere, with little to no consideration given to a "raiding" style of play, but with a lot of MMO tropes that will make it in simply because you need the content. If the combat system works well enough and the game is polished enough it could even be a hit, but I'm not expecting anything groundbreaking here.


Title: Re: SWTOR
Post by: Kageru on June 25, 2009, 12:27:08 AM

Blizzard have certainly gone out of their way to make raiding accessible, which is the right answer for high population and retention numbers. Having an end-game with a "not for you, not ever" isn't a winning strategy.

At the same time the high end of their raid content is really hard. To actually complete all the hard modes and get all the achievements requires superior gear, reflexes, tactics, dedication, class balance and even then a fair bit of luck. And these hard modes are integrated into the encounter so they're not some arbitrary "switch" that boosts mob damage by 50%.


Title: Re: SWTOR
Post by: Sky on June 25, 2009, 08:25:56 AM
Well, I don't really went to get into  :dead_horse:, but you can make raiding as accessible as you want and I won't enjoy it. I just don't like that strict forced style of gameplay. Having raiding, accessible or not, as the end-game, is an extremely limiting design. I can play one style for 80 levels and suddenly it's a different game. Thankfully I play EQ2 slow as fuck so it's not really a problem for me yet.

Raiding is tedious at best, usually annoying, and rarely rewarding to the individual. I'd rather be exploring and reading lore.


Title: Re: SWTOR
Post by: Malakili on June 25, 2009, 09:07:18 AM


Raiding is tedious at best, usually annoying, and rarely rewarding to the individual. I'd rather be exploring and reading lore.

I liked raiding for a long time, but I burnt way out, and I agree with this now.  The problem is that most people who play these games seem to have the attention span of my cats.  Going so far out of their way to make a lot of lore to explore and discover, when most people don't even read their quest text out side of the objectives, doesn't seem like a great design decision given their player base.  I've been having a lot of fun with Fallout 3 again lately because I can explore, discover lore, etc, and I can completely ignore any quests I don't feel like doing without an pressure to do them.   

I'd love an MMO that I could play like Fallout 3, but the issue is that I would want everyone else to be playing it the way I was.  But I'd end up walking into Megaton and seeing spammed "WTT FLAMETHROWER FOR MINIGUN PST" and I would cry.


Title: Re: SWTOR
Post by: Ratman_tf on June 25, 2009, 09:31:09 AM
Well, I don't really went to get into  :dead_horse:, but you can make raiding as accessible as you want and I won't enjoy it. I just don't like that strict forced style of gameplay. Having raiding, accessible or not, as the end-game, is an extremely limiting design. I can play one style for 80 levels and suddenly it's a different game. Thankfully I play EQ2 slow as fuck so it's not really a problem for me yet.

Raiding is tedious at best, usually annoying, and rarely rewarding to the individual. I'd rather be exploring and reading lore.

Man, you don't have to raid, but holding up exploration and lore from the average MMOG as more fun than raiding?  :uhrr: :dead_horse:

"You have found the dread swamp of dreadness! It's spooky and full of neener-bugs! Now bring me ten rat tails..."


Title: Re: SWTOR
Post by: WayAbvPar on June 25, 2009, 09:32:03 AM
I would far prefer some sort of random scenario that was a challenge for a group of high level players to the same static "everyone stand here while 1 person acts" raid BS that exists now.


Title: Re: SWTOR
Post by: Sky on June 25, 2009, 09:39:03 AM
Man, you don't have to raid, but holding up exploration and lore from the average MMOG as more fun than raiding?  :uhrr: :dead_horse:

"You have found the dread swamp of dreadness! It's spooky and full of neener-bugs! Now bring me ten rat tails..."
If you level up too fast, you do indeed have to raid, or there's nothing left to do. The fact that raiding has become the only thing to do at max level is pretty sad, given over ten years of mmo development. Especially when it started (more or less) with a game that was almost entirely end game (UO).

And yes, even at the start of EQ2 when I disliked the gameplay, I enjoyed learning about the cataclysm and how the world had changed. The ten rat tails is more about uncreative quest objectives, but there are plenty of interesting quest bits and I can't imagine how boring they'd be if I wasn't reading to know /why/ I'm out collecting rat tails. No wonder people race through it if they're not interested in lore.


Title: Re: SWTOR
Post by: Ratman_tf on June 25, 2009, 10:06:28 AM
If you level up too fast, you do indeed have to raid, or there's nothing left to do. [/quote]

If you're not interested in raiding, what's the rush to level anyway?


Title: Re: SWTOR
Post by: Sky on June 25, 2009, 10:36:58 AM
Thankfully I play EQ2 slow as fuck so it's not really a problem for me yet.


Title: Re: SWTOR
Post by: Venkman on June 25, 2009, 07:14:47 PM
Quote from: Montague
At one time "the impossible mountain" might have been apropos, but now it's more like "bringing the mountain to the non-raider". Blizzard has time and again reduced the requirements to access the end-game, going from 40 man, down to 25, and now down to 10.

This is true. However, I still (and always will) question how many people want that kind of game. Yes, gear and numbers requirements are a barrier of entry. But so too is the motivation to play. The same exact thing over and over and over. Same. Exact. Thing. That plus the pre-battle requirements. Casual players aren't those who show up to play Texas Hold'em every night for a week with 10, 25, or 40 of their closest friends.

Quote
Heck in my experience even a random group of players that might otherwise be interested in game lore and story tend to rush through content while grouped so as not to appear to be "that guy" and slow everyone else down - I saw that firsthand in LOTRO.
Exactly. Hence much talk about "each character has their own journey", KOTOR 3,4,5,6,7,++ which to me implies soloable personal quest story arcs. Or said another way: the absolute most resource intense expensive way to do things.

Quote from: Ratman_TF wrote
If you're not interested in raiding, what's the rush to level anyway?
Bzzz

People level up because that's the only way to change the experience with new abilities and new places. Those not predisposed to raiding mostly start raiding either because they still want to grow their character or because there's nothing else to do at the cap and they don't want to lose their friends/account.

Not saying SWTOR will solve this problem. But it's at least their intent to try. The evolutionary step that took us from spawncamp XP grinds to Quest grinds next goes to Story grinding, with the difference between Quest and Story being that you are required to care at some point :-)


Title: Re: SWTOR
Post by: Malakili on June 25, 2009, 07:23:51 PM


Not saying SWTOR will solve this problem. But it's at least their intent to try. The evolutionary step that took us from spawncamp XP grinds to Quest grinds next goes to Story grinding, with the difference between Quest and Story being that you are required to care at some point :-)

Story v. Quest grinding  :oh_i_see:

I'd love to see an MMO that forgoes experience all together.


Title: Re: SWTOR
Post by: Venkman on June 25, 2009, 08:59:40 PM
If a game is targeting the proven audience, we're years from the demise of XP, especially when other genres have already picked up on the trend.

If a game targets a new audience, all bets are off. But that'll only matter to us as a curiosity :wink:


Title: Re: SWTOR
Post by: Malakili on June 25, 2009, 09:10:42 PM
If a game is targeting the proven audience, we're years from the demise of XP, especially when other genres have already picked up on the trend.

If a game targets a new audience, all bets are off. But that'll only matter to us as a curiosity :wink:

You're probably right.  The closest thing I think I've played is Battleground Europe (Aka World War II Online), and that game did have ranks that unlocked new "classes" (I.e spawn with a sub machine gun infantry instead of a rifleman infantry).   Though, that game is almost 100% PvP, and there is no way to "grind" experience points that I ever knew about.  Hell, if the engine wasn't so horribly dated, I'd still be playing that game to be honest.

I guess my point is, that there is plenty of room for innovation and evolution, but I don't really think the SWTOR is going in that direction with this story based business.  Whats its doing is giving us a single player game with a co-op option and a monthly fee.   :heartbreak:


Title: Re: SWTOR
Post by: DLRiley on June 25, 2009, 09:18:20 PM


Not saying SWTOR will solve this problem. But it's at least their intent to try. The evolutionary step that took us from spawncamp XP grinds to Quest grinds next goes to Story grinding, with the difference between Quest and Story being that you are required to care at some point :-)

Story v. Quest grinding  :oh_i_see:

I'd love to see an MMO that forgoes experience all together.
That will be the day when I gladly spend $15 on an mmo.


Title: Re: SWTOR
Post by: Nebu on June 25, 2009, 09:28:20 PM
That will be the day when I gladly spend $15 on an mmo.

I'm guessing you never played a Tale in the Desert?  The first two tellings were all about puzzle solving and socializing.  Granted, it was a weakly implemented grindfest of mythic proportions but it wasn't about the "DING GRATZ".  ATitD was on the right track to break the standard fantasy diku scheme.  It just never made the transition from theory to practice. 


Title: Re: SWTOR
Post by: Venkman on June 26, 2009, 02:50:09 PM
Eve has no XP either  :grin:

The closest thing I think I've played is Battleground Europe (Aka World War II Online), and that game did have ranks that unlocked new "classes" (I.e spawn with a sub machine gun infantry instead of a rifleman infantry).   Though, that game is almost 100% PvP, and there is no way to "grind" experience points that I ever knew about. 

You'd enjoy COD4 if you haven't played it. And it's PvP, and can be grinded very well (particularly in hardcore mode on popular servers) :wink:


Title: Re: SWTOR
Post by: schild on June 26, 2009, 03:00:54 PM
I don't know what that grin is, but Eve has more levels an experience than any other game ever made.


Title: Re: SWTOR
Post by: Venkman on June 26, 2009, 09:20:02 PM
It doesn't have XP in the way other games have it.

The grin is the irony that even though it doesn't have straight grindable XP, the grind in Eve is akin to any Far Eastern import, and worse by far than any "grindy" diku.


Title: Re: SWTOR
Post by: schild on June 26, 2009, 10:37:16 PM
It doesn't have XP in the way other games have it.

Yea it does, it just accrues automatically over time and is shown to you in a Time Remaining setup instead of a bar. Though there may be a bar somewhere.

It's Progress Quest, IN SPACE. That you PAY FOR. :awesome_for_real:


Title: Re: SWTOR
Post by: rattran on June 27, 2009, 12:22:17 AM
It's Progress Quest, IN SPACE. That you PAY FOR. :awesome_for_real:

Doesn't that cover any space mmo?


Title: Re: SWTOR
Post by: Venkman on June 27, 2009, 07:23:33 AM
It doesn't have XP in the way other games have it.

Yea it does, it just accrues automatically over time and is shown to you in a Time Remaining setup instead of a bar. Though there may be a bar somewhere.

It's Progress Quest, IN SPACE. That you PAY FOR. :awesome_for_real:

No. Eve is more akin to UO than any of the EQ-to-AoC diku-inspired systems. The difference is choice. You're playing a WoW to fulfill the assumptions you made at the time of character creation, with some light flavor choices made along the way. You might play Eve or UO (or old SWG) this way too, but you can change your mind later and not lose 100% of your progress.

Then you add the extra fact that in Eve you're not grinding those skills at all. Just waiting for them.

It's a grindy game to be sure. Just for completely different reasons. But that can be said for any MMO, or any RPG where players can max out skills before partaking on quests :-)


Title: Re: SWTOR
Post by: DLRiley on June 27, 2009, 08:50:38 AM
How long will it take to afford and be able to use a titan  :awesome_for_real:


Title: Re: SWTOR
Post by: Venkman on June 27, 2009, 06:01:50 PM
Kumauri Battleship. Come on man, get it right :wink:


Title: Re: SWTOR
Post by: Ratman_tf on June 27, 2009, 09:45:20 PM
Bzzz

Oh, Bzzz yourself. I didn't ask why people who don't raid bother to level up at all, just why they'd be in a hurry, which they generally are not.

I have a character in WoW that is totally solo. I may have grouped like, once years ago and have forgotten about it. Anyway, I was never in a rush with that character. I spent a ton of time in Azshara just camping mobs and pretending the game didn't suck for soloers.  :awesome_for_real:


Title: Re: SWTOR
Post by: UnSub on June 28, 2009, 09:31:24 PM
From here: (http://www.massively.com/2009/06/28/swtors-comic-con-agenda/)

Quote
Their panel will be called "Behind the Scenes: The making of Star Wars: The Old Republic", taking place in room 7AB on Friday the 24th of July, from 1:00PM to 2:00PM. This will feature the most SWTOR devs of the show.

A making-of discussion before the game is even made! How original!  :oh_i_see:


Title: Re: SWTOR
Post by: Triforcer on June 28, 2009, 09:47:53 PM
Hey, it beats releasing actual information about the game- since you have to string the "real" information out over the next 2-3 years.  I heard Sept-Nov 2009 will be a series of hard-hitting exposes on how they decided to make blaster bolts red. 


Title: Re: SWTOR
Post by: Murgos on June 29, 2009, 01:01:25 PM
I love that no one knows anything much about this game and yet it's already up to 47 pages of nonsense.


Title: Re: SWTOR
Post by: Cyrrex on June 29, 2009, 01:16:26 PM
Dude, it's a Star Wars thread.  We won't be satisfied until we round 100 pages.  I expect in a few pages from now, someone will make a poor joke about "does it have twitch", then some fool will talk about how there better be player bounties.  Followed by 2 pages of how smuggling could be done.  We'll then wax nostalgic for a few more pages about the good ole days of SWG, with half the crowd claiming that SWG sucked since forever, and they should know dammit, from having had played on Bria for all those years.  The other half will talk fondly about crafting and Creature Handling.  I'll remind people about how awesomely powerful my Riflman/Fencer hybrid was.  That will remind people of the great/broken/completely shitty skill system SWG had, and NerdRage will ensue when we get to the CU that began breaking that process (though it didn't really!).  But the NGE did, by God, and that was the biggest pile of shit EVER.  Except that that's the version they should have launched with, and then it would have been no problem, and in fact, robot jesus on a piece of toast.  They fucked the playerbase, you see, it doesn't matter what they did.  It's that they didn't tell us.  Then we'll get back to SWTOR and how it really is just KOTOR parts 3 through 12, and really just a co-op game and they have no business charging people for it, the fuckers.  Oh, and they better not make Jedi the alpha class, because of all the whining and stuff.  We'll debate whether or not one Jedi really could ever handle so many troopers/bounty hunters/droid mechanics at one time, and how nobody should be allowed to heal.  Except Combat Medics, because that would be awesome, despite the fact that healing yourself fully in the middle of battle is probably the most preposterous concept imaginable.

So, you see, we have plenty of material to cover yet.  At least 5 times.


Title: Re: SWTOR
Post by: Sky on June 29, 2009, 01:38:07 PM
You forgot:

(http://img261.imageshack.us/img261/3694/baked20ham20with20papri.jpg)


Title: Re: SWTOR
Post by: Lantyssa on June 29, 2009, 03:14:27 PM
Creature Handlers. :cry:


Title: Re: SWTOR
Post by: Oban on June 29, 2009, 03:30:08 PM
Can my combat medic still use poisons and diseases?


Title: Re: SWTOR
Post by: Cyrrex on June 30, 2009, 07:01:26 AM
I'll give you poisons, because that sorta makes sense.  But diseases?  What, are you going to throw a handful of HIV at me?  Actually, that sound interesting.  They should have diseases that have like a lengthy incubation period.


Title: Re: SWTOR
Post by: AutomaticZen on June 30, 2009, 09:09:49 AM
I'll give you poisons, because that sorta makes sense.  But diseases?  What, are you going to throw a handful of HIV at me?  Actually, that sound interesting.  They should have diseases that have like a lengthy incubation period.

Your combat medic dies in PVP, but if the other person survives, 72 hours later, their 'a' key just stops working.


Title: Re: SWTOR
Post by: Oban on June 30, 2009, 10:57:03 AM
As long as I get XP for curing diseases!


Title: Re: SWTOR
Post by: Simond on June 30, 2009, 11:59:30 AM
You forgot:

(http://img261.imageshack.us/img261/3694/baked20ham20with20papri.jpg)
So you're saying Boss Nass is going to be in SWTOR?
(Too obscure?)


Title: Re: SWTOR
Post by: Surlyboi on June 30, 2009, 05:03:17 PM
Yeah, that was a real stretch...


Title: Re: SWTOR
Post by: Furiously on July 02, 2009, 01:52:14 AM
I might be playing too much EVE when I see that picture and think...gRape.


Title: Re: SWTOR
Post by: Triforcer on July 07, 2009, 01:32:51 AM
New preview-

http://www.gamesradar.com/pc/star-wars-the-old-republic/preview/star-wars-the-old-republic-hands-on/a-2009070610215182000/g-20081021163120143024/p-4

only new points-

(1) Only six...- EDIT:  Ashen on the SWTOR boards says the article got this wrong- there are still 8 classes.  

(2) Space combat- sort of confirmed (see last paragraph of page 4- again, not incredibly clearly worded).  


Overall, the writer seems very excited.  My lawyer radar goes up at the word "playable"- I still maintain that this will come out in three years, and I'll hope to be pleasantly surprised.  


Title: Re: SWTOR
Post by: UnSub on July 07, 2009, 02:17:40 AM
That article was awful fluff. "OMG, the same starter area they've shown all the other journalists looks awesome! This game is fantastic!"

Also, I thought the original indication was for 8 classes. I'm not that fussed, but I thought that had been the original plan.


Title: Re: SWTOR
Post by: Hawkbit on July 07, 2009, 02:19:24 AM
Yeah, the main website has 8 slots on it, with five locked and the other three as named classes.  The timeline on the main site is cool.  Looks like they're going with a heavy Mandalorian back story so far. 


Title: Re: SWTOR
Post by: Fordel on July 07, 2009, 02:22:35 AM
Quote
Except that in this world, there are no save games, no chances to go back and see what might have happened.

They keep pushing that, but I don't see how that will end in anything but Rage, Tears and Canceled accounts.


Title: Re: SWTOR
Post by: Triforcer on July 07, 2009, 02:26:14 AM
That article was awful fluff. "OMG, the same starter area they've shown all the other journalists looks awesome! This game is fantastic!"

Also, I thought the original indication was for 8 classes. I'm not that fussed, but I thought that had been the original plan.

See my above edit- AshenTemper on the SWTOR boards corrected this- its still 8. 


Title: Re: SWTOR
Post by: Triforcer on July 07, 2009, 02:28:20 AM
Quote
Except that in this world, there are no save games, no chances to go back and see what might have happened.

They keep pushing that, but I don't see how that will end in anything but Rage, Tears and Canceled accounts.

That depends.  If the choices don't permanently prevent you from getting any equipment, and they don't lock you into certain force powers (i.e., if you can respec) then I guess it will be ok.

Of course, if I'm right and all equipment and powers are available regardless of choices, then the choices arguably aren't that meaningful to begin with. 


Title: Re: SWTOR
Post by: UnSub on July 07, 2009, 02:48:15 AM
I did see in that article

Quote
He earns points by swiping and smashing; he can then spend them on finishing moves.

which indicates SWOR is going to rely on a power-building mechanic rather than a power-recovery mechanic. This seems to be the path several MMO titles are going down.


Title: Re: SWTOR
Post by: Fordel on July 07, 2009, 02:57:29 AM
Sounds like Combo Points or Adrenaline from Wow/GW. Which is pretty rad, since finite mana can suck my balls.


Title: Re: SWTOR
Post by: Triforcer on July 07, 2009, 03:02:41 AM
Sounds like Combo Points or Adrenaline from Wow/GW. Which is pretty rad, since finite mana can suck my balls.

THe only thing WAR did right was the mana mechanic (at least the idea of it).  Very fast regenerating action bar.  More of that plz. 


Title: Re: SWTOR
Post by: Fordel on July 07, 2009, 03:13:32 AM
GuildWars has had that bar since forever.


Really, Guild Wars did most everything right in terms of 'traditional' MMO combat.


Of course, you still can't fucking jump  :awesome_for_real:


Title: Re: SWTOR
Post by: Sunbury on July 07, 2009, 07:36:42 AM
Did Guild Wars solve the infinite battle problem?

Waaay back in late beta, I found some mini-boss fights 1v1 it was possible for them to never end.

Without even chugging potions, the regen rate (with buffs/equiment - I forget) could keep up with damage, and if the mini-boss had the same, one could fight forever.   I actually tried it once, and got some lunch while fighting, watched some TV while fighting, and finally checked in and it was still going on.

I kinda gave up on GW after that.


Title: Re: SWTOR
Post by: shiznitz on July 07, 2009, 09:49:34 AM
Going back to the MMO as a single player game idea, one really should examine the economics.

If building a "single player" MMO with token MMO features costs 3X a single player game, but you can get the same amount of people to pay 3X (6 months @ $15/mo+$50 box vs just a $50 box) then that is a good model.  The game will also support your development studio in a smoother financial way.  The question then becomes is it worth the risk? A game that costs 3X that fails is BAD.


Title: Re: SWTOR
Post by: DLRiley on July 07, 2009, 09:52:58 AM
Did Guild Wars solve the infinite battle problem?

Waaay back in late beta, I found some mini-boss fights 1v1 it was possible for them to never end.

Without even chugging potions, the regen rate (with buffs/equiment - I forget) could keep up with damage, and if the mini-boss had the same, one could fight forever.   I actually tried it once, and got some lunch while fighting, watched some TV while fighting, and finally checked in and it was still going on.

I kinda gave up on GW after that.

Kinda helps to remove the 6 healing skills from your bar.


Title: Re: SWTOR
Post by: Lantyssa on July 07, 2009, 10:04:03 AM
Of course, if I'm right and all equipment and powers are available regardless of choices, then the choices arguably aren't that meaningful to begin with. 
If it greatly alters the story path, I don't care if the rewards are the same.  In fact, hopefully such a thing would make people actually care about the story and their choices more than what they get out of it.  (I know, I'm living in a fantasy world.)

Did Guild Wars solve the infinite battle problem?
It's possible since there are a billion power combinations, but stalemates don't happen very often.  You need either more damage in your build or an interrupter.


Title: Re: SWTOR
Post by: Special J on July 07, 2009, 10:42:38 AM
Why is a stalemate a problem?  I ran into it.  I left, changed my skills and tactics.  Then I won.


Title: Re: SWTOR
Post by: Fordel on July 07, 2009, 02:40:06 PM
What were you fighting 1v1 to begin with?


Title: Re: SWTOR
Post by: Ingmar on July 07, 2009, 02:51:46 PM
What were you fighting 1v1 to begin with?

I've seen this happen but its not really a 1v1, its 'this set of heroes and henchmen that I brought doesn't do enough damage' overall. And really there are only a couple fights in the game where it can happen, and 2 of them are against the same guy (Shiro).


Title: Re: SWTOR
Post by: Fordel on July 07, 2009, 03:01:27 PM
The only time I ever saw a stalemate, was in PvP. A lot of Random Arena's can end with my Dervish against their Monk or whatever.

Even then, it was more "It's going to take me 5 mins to kill this monk" rather then infinite fight.


There is a Assassin/Monk(?) build that is essentially invincible in Random Arena, since no one in RA ever takes enchantment purging skills or whatever. I think it's been nerfed since then though.


Title: Re: SWTOR
Post by: rattran on July 08, 2009, 11:36:06 AM
http://www.eurogamer.net/articles/bioware-mythic-will-help-star-wars-mmo (http://www.eurogamer.net/articles/bioware-mythic-will-help-star-wars-mmo)
Quote
BioWare has told Eurogamer that Mythic Entertainment will "without a doubt" help out on Star Wars: The Old Republic, as there are "absolutely opportunities to share and learn" within the newly formed RPG/MMO group.
:uhrr: :ye_gods: :why_so_serious:


Title: Re: SWTOR
Post by: Ratman_tf on July 08, 2009, 01:10:25 PM
http://www.eurogamer.net/articles/bioware-mythic-will-help-star-wars-mmo (http://www.eurogamer.net/articles/bioware-mythic-will-help-star-wars-mmo)
Quote
BioWare has told Eurogamer that Mythic Entertainment will "without a doubt" help out on Star Wars: The Old Republic, as there are "absolutely opportunities to share and learn" within the newly formed RPG/MMO group.
:uhrr: :ye_gods: :why_so_serious:

(http://www.anaitgames.com/wp-content/darth_vader_nooo.jpeg)



Title: Re: SWTOR
Post by: DLRiley on July 08, 2009, 02:32:58 PM
Jedi in ward gear  :awesome_for_real:


Title: Re: SWTOR
Post by: Hawkbit on July 08, 2009, 03:36:10 PM
Wow.  Someone from Bioware needs to look at the WAH forums and the forums here on WAR before spouting off that kind of information. 


Title: Re: SWTOR
Post by: DLRiley on July 08, 2009, 03:59:29 PM
Someone from Bioware should never look at the WAH forums..


Title: Re: SWTOR
Post by: UnSub on July 08, 2009, 07:21:35 PM
I can't wait to see Paul Barnett swinging a lightsaber about on stage in front of green-skinned slave girls.  :why_so_serious:


Title: Re: SWTOR
Post by: Oban on July 08, 2009, 08:03:55 PM
As long as this game has fourteen different types of midichlorians that each member of your group is required to have to take on bosses, are lost after defeating the bosses and can only be obtained randomly by the first person to loot a corpse in a population limited pvp zone; Mythic's SWTOR MMORPG will rock.

(http://www.bridalwave.tv/20080314_082011720080_LRG.jpg)


Title: Re: SWTOR
Post by: Fordel on July 08, 2009, 11:44:18 PM
They can totally use the person who made the Tome or Lore or whatever that's called in WAR.


Title: Re: SWTOR
Post by: Triforcer on July 08, 2009, 11:51:24 PM
EDIT:  That would be Carrie Gouskos.  Yeah, I always liked the Tome.  Give us that and the regenerating action bar and nothing else from WAR (not even computers used to design WAR, which I suspect are tainted with Chaos). 


Title: Re: SWTOR
Post by: Kail on July 09, 2009, 01:07:50 AM
EDIT:  That would be Carrie Gouskos.  Yeah, I always liked the Tome.  Give us that and the regenerating action bar and nothing else from WAR (not even computers used to design WAR, which I suspect are tainted with Chaos). 

In my opinion, WAR had a lot of stuff that was good, but was ruined by one or two problems.  Public Quests are a good idea, just really creatively limited and geographically spread out.  Leveling via PvP is a good idea, but you couldn't do it with the kind of PvP that everyone wanted to do (RvR).  RvR is fun, just not done well here (see: engine problems, ward system, etc.).  Overall class ability design was good, save for the absurd overabundance of disarms and incapacitates and snares and stuns and roots.  The battlegrounds were fun, but the game forced you to grind the same one over and over for days on end.  I liked a lot about WAR, but most of it fell apart in the implementation.

Which is why it pisses me off so much that the game is in the state it's in.  They seemed so close to having a really fun game, but for whatever reason they can't address any of their problems.  It's like watching someone bake a chocolate cake using chocolate, flour, milk, eggs, and an octopus.


Title: Re: SWTOR
Post by: Surlyboi on July 09, 2009, 06:54:58 AM
It's like watching someone bake a chocolate cake using chocolate, flour, milk, eggs, and an octopus.

You talk about choctopus cake like it's a bad thing.


Title: Re: SWTOR
Post by: amiable on July 09, 2009, 07:17:48 AM
EDIT:  That would be Carrie Gouskos.  Yeah, I always liked the Tome.  Give us that and the regenerating action bar and nothing else from WAR (not even computers used to design WAR, which I suspect are tainted with Chaos). 

In my opinion, WAR had a lot of stuff that was good, but was ruined by one or two problems.  Public Quests are a good idea, just really creatively limited and geographically spread out.  Leveling via PvP is a good idea, but you couldn't do it with the kind of PvP that everyone wanted to do (RvR).  RvR is fun, just not done well here (see: engine problems, ward system, etc.).  Overall class ability design was good, save for the absurd overabundance of disarms and incapacitates and snares and stuns and roots.  The battlegrounds were fun, but the game forced you to grind the same one over and over for days on end.  I liked a lot about WAR, but most of it fell apart in the implementation.

Which is why it pisses me off so much that the game is in the state it's in.  They seemed so close to having a really fun game, but for whatever reason they can't address any of their problems.  It's like watching someone bake a chocolate cake using chocolate, flour, milk, eggs, and an octopus.

I agree, there wer some terrific things about this game.  But at some point they went insane and decided to do the exact opposite fo what everyone was telling them to do.  Also they had engine limitations they dhould have just accepted and communicated to the community.


Title: Re: SWTOR
Post by: Draegan on July 09, 2009, 07:58:31 AM
Mmmm chotopus cake.  Gimme.


Title: Re: SWTOR
Post by: funcro on July 09, 2009, 12:57:21 PM
Bioware would be far better off collaborating with the MySims team at EA than they're going to end up by collaborating with the remains of Mythic.


Title: Re: SWTOR
Post by: Soln on July 09, 2009, 03:20:25 PM
Heeeeerrrrrrrrrrrrrrrrrrrrrrrrrrre's PAUL!

http://herald.warhammeronline.com/videoblog/videoViewer.php?date=2009_06&vidFile=E3lightsaber.swf


Title: Re: SWTOR
Post by: HaemishM on July 09, 2009, 04:06:33 PM
He really is the MMOG equivalent of crabs.


Title: Re: SWTOR
Post by: SnakeCharmer on July 09, 2009, 04:08:29 PM
Crabs you can get rid of.  He's more like a bad case of genital warts.


Title: Re: SWTOR
Post by: Tannhauser on July 09, 2009, 04:23:59 PM
Why the fuck did I click on that link?   I knew it would make me mad and I did it anyway.


Title: Re: SWTOR
Post by: Venkman on July 09, 2009, 07:01:04 PM
He's like a bad penny. He always turns up.

Quick, name the movie!


Title: Re: SWTOR
Post by: Draegan on July 10, 2009, 08:26:24 AM
I don't think this was posted, Article from Gamesradar (http://www.gamesradar.com/pc/star-wars-the-old-republic/preview/star-wars-the-old-republic-hands-on/a-2009070610215182000/g-20081021163120143024)

A lot of fluff and cheerleading going on.  I rolled my eyes a few times.  But here's an interesting quote.

Quote
At the end of the presentation, the point is made that what BioWare have shown is nothing like the MMOs we know of today. Where are the PvP arenas? Or the large, 25+ player raids? Or auction houses? Or, hey, space-combat? Vogel raises an eyebrow. “Oh, we have all that too. We’re just going to wait a little bit to show you that.” That’s a promise that seems too good to be true. Stay tuned. The Old Republic is going to be huge.


Title: Re: SWTOR
Post by: Ratman_tf on July 10, 2009, 10:52:51 AM
Quote
“The Sith is an action-point class. Do you play many MMO games?”
“A few.”
“So he plays a bit like the rogu... oh, you’ve got it.”

(http://1.bp.blogspot.com/_aCJsQviGL8Y/SeZhWJQYvZI/AAAAAAAAATk/AczbQRydJGY/s400/awesome_smiley_photo_sculpture_photosculpture-p153359710604909267qdjh_400.jpg)

>Camp check on the Rancor Spawn!


Title: Re: SWTOR
Post by: Montague on July 10, 2009, 01:38:15 PM
http://www.escapistmagazine.com/news/view/93077-The-Old-Republic-Script-Is-the-Size-of-10-KOTORs-40-Novels

Quote
Just exactly how crazy and epic an undertaking is this? Simply knowing that every single character in an MMOG speaks at least some dialogue is a pretty wild idea to wrap your head around, so consider these factoids: The script runs into hundreds of thousands of lines, which translates to what Perry estimates is "at least 10 KOTORs recorded back to back" and "approximately 40+ novels worth of content." There have been hundreds of voice actors on the project, who have recorded in cities around the world.


30 gig, 40 gig install maybe?


Title: Re: SWTOR
Post by: Venkman on July 10, 2009, 01:55:36 PM
I hate all these hacks about the voiceover. That was news five years ago when EQ2 did it. Then it was news when they couldn't do it 100%. The it was barely news when people almost forgot that they didn't do it for any subsequent content releases.

But now it's news again because of a bunch of characters nobody's going to recognize have voice in a game for an audience that'll probably different from the Fallout 3 one anyway? Please.

I want to hear more about the soon-to-be-pushed-out-to-a-future-expansion space combat though.


Title: Re: SWTOR
Post by: March on July 10, 2009, 03:50:46 PM
Quote
I [Bioware-Vogel] thought Age of Conan would be more differentiated. We were betting that both Age of Conan and WAR (Warhammer Online) would have been bigger than they are, but that’s down to their execution, not the market... Age of Conan would have really had something if they’ve maintained that great experience beyond the first 20 levels... What happened to that? When you get past the first 20 levels that experience went away. You can’t do that, not in this climate. The market is ready for differentiation. There’s a lot of WoW fatigue. It doesn’t matter how good that game is, you’re going to get tired of it.

What EA lawyers cut out of Vogel's quote:

Quote
WaR would have really had something if they'd maintained that great experience beyond the first tier... What happened to that?

er, welcome aboard Mythic guys, we're thrilled to have you.


Title: Re: SWTOR
Post by: Goreschach on July 10, 2009, 04:22:04 PM
http://www.escapistmagazine.com/news/view/93077-The-Old-Republic-Script-Is-the-Size-of-10-KOTORs-40-Novels

Quote
Just exactly how crazy and epic an undertaking is this? Simply knowing that every single character in an MMOG speaks at least some dialogue is a pretty wild idea to wrap your head around, so consider these factoids: The script runs into hundreds of thousands of lines, which translates to what Perry estimates is "at least 10 KOTORs recorded back to back" and "approximately 40+ novels worth of content." There have been hundreds of voice actors on the project, who have recorded in cities around the world.


30 gig, 40 gig install maybe?


Wow, just imagine how shit it must be if they can grind out that much useless 'story'.


Title: Re: SWTOR
Post by: Gutboy Barrelhouse on July 10, 2009, 04:56:03 PM
This statement caught my eye:

All player characters and non-player characters will have a professional voiced track for every bit of dialog.  


How do they know what I want to say ingame? Will I be able to tell another player "you suck, you have no skills"?


Title: Re: SWTOR
Post by: Ingmar on July 10, 2009, 04:57:19 PM
This statement caught my eye:

All player characters and non-player characters will have a professional voiced track for every bit of dialog.  


How do they know what I want to say ingame? Will I be able to tell another player "you suck, you have no skills"?

See: Mass Effect, etc.

Talking to another player isn't "dialog". (On a lot of levels...  :grin:)


Title: Re: SWTOR
Post by: Venkman on July 10, 2009, 05:34:25 PM
Also: menu-based chat filters. This game isn't going to be just for 18+ers.


Title: Re: SWTOR
Post by: Oban on July 10, 2009, 05:51:15 PM
I can read faster than people speak.  How does in-game voice help an MMORPG?

How much of their budget are they wasting on voice?


Title: Re: SWTOR
Post by: Ratman_tf on July 10, 2009, 07:19:48 PM
I can read faster than people speak.  How does in-game voice help an MMORPG?

Because waiting for some 'tard NPC to quit talking about how much his butt itches so can you bring him some lotion is immersive or something.
Quote

How much of their budget are they wasting on voice?

I hope a lot, so I can warm my hands in the shadenfreude.


Title: Re: SWTOR
Post by: Venkman on July 10, 2009, 07:52:08 PM
Same questions as EQ2. Beware the search tool (http://forums.f13.net/index.php?topic=179.0)*. I'd like to forget about the stupid voiceovers. It's a topic now because there's nothing else to talk about, but it's irrelevant to playing the game outside of solo RPGs, and even there, everyone reads faster than they can consciously process voice. So a lot of us will be skipping when we can, even if we leave the voiceovers active. It's an expensive endeavor for little gain, unless we think a lot of non-MMOers are going to show up, or a lot of kids will come in from cheaper-built persistent worlds.

* Once again though, as an aside, I'm always chagrined by just how wrong I called WoW's success :-)


Title: Re: SWTOR
Post by: Oban on July 10, 2009, 07:54:52 PM
KOTOR had sound?


Title: Re: SWTOR
Post by: Ingmar on July 10, 2009, 10:19:21 PM
I'll probably listen to all the dialogue the first time through, I do in the RPGs, and like it. I'm sure you'll be able to skip it, like in all the other Bioware games, if you don't want to sit through it.


Title: Re: SWTOR
Post by: Koyasha on July 10, 2009, 10:23:01 PM
If voiceovers are done correctly, they can add to a game quite a bit.  See Mass Effect.  But most games don't have them done correctly.  Further, I feel as though they limit the amount of dialogue possible in a game, due to the expense and time required to record them.  Imagine writing Planescape: Torment, and then having to take into account voicing every line of dialogue.  Good odds you'd have to cut back the number of lines to make it work.

The part that concerns me about the everything is voiced part though is that unless all the voice actors are in-house permanent employees, it seems like it could seriously slow down content production.  Even if they have the tools to produce content at a very fast pace, if they have to wait for the voice acting sessions before they can put in the content, it might be an issue.


Title: Re: SWTOR
Post by: Margalis on July 10, 2009, 10:53:59 PM
I find it interesting that in trying to build hype for the game they never mention any mechanics or systems of any kind. As far as I can tell there hasn't been a single word about how it actually plays. The implicit message seems to be that in terms of gameplay mechanics it's been there done that.


Title: Re: SWTOR
Post by: Lantyssa on July 10, 2009, 11:50:17 PM
Having a voice actor recite lines takes far less time than it does to write them.  The writing has to happen regardless.  Seriously.  A trained VA can knock out lines for a major character in a few hours.

Even as incredibly ambitious as this sounds for hero characters, it's still only going to take a few weeks at most, and those they'll likely have some kind of call-back agreement for.


Title: Re: SWTOR
Post by: SnakeCharmer on July 11, 2009, 01:34:52 AM
The implicit message seems to be that in terms of gameplay mechanics it's been there done that.

During one of the interviews I saw with Walton/Vogel at E3 on G4TV or whatever it's called, one of them specifically said it would be 'traditional MMO combat'.  So.  Yeah.  Same as it ever was, or will be apparently.


Title: Re: SWTOR
Post by: Koyasha on July 11, 2009, 02:04:39 AM
It takes less time perhaps if they're available whenever you need them.  What I'm more concerned about is whether they'll be available on the regular basis that would be needed for the kind of fast content creation I think is needed for this game.  If they're not coming in every week or two to record more lines, then content creation isn't going fast enough, I think.

Besides, it still does take time to recite lines.  To get a good result from voice acting, a good director and a good voice actor are needed, in addition to enough time and takes to get it right.  It's a point that was driven home to me at this year's Anime Expo when I was able to observe the differences between how the japanese voice actors work and how most of the dub voice actors work.  The reason for dubs being generally inferior is made quite clear in that the dubbers seem to be expected to put out many more lines in the same amount of time, they don't do as many retakes and they don't seem to have as good direction.

In Mass Effect, I noticed - and I've seen the comment quite often - that male Shepard didn't sound as good as female Shepard on many of the lines.  That may have been the voice actor, or it may have been the director or the schedule, or some combination.  It may have been something as simple as Jennifer Hale being much quicker to get the character and the proper mindset, while Mark Meer needed more time and direction than was scheduled. 

The difference between well-done voice acting and even simply 'decent' voice acting is like night and day, to say nothing of poor or bad voice acting.  Decent voice acting doesn't add that much, and anything below that actively detracts from any medium.


Title: Re: SWTOR
Post by: Zhiroc on July 11, 2009, 02:33:53 AM
It takes less time perhaps if they're available whenever you need them.  What I'm more concerned about is whether they'll be available on the regular basis that would be needed for the kind of fast content creation I think is needed for this game.  If they're not coming in every week or two to record more lines, then content creation isn't going fast enough, I think.
I wondered about that too... but then I started thinking about the structure of KotOR, which is what I think it will play like. Let's say that KotOR was developed "incrementally". If you think about it, there's only the companions, and 4 other characters (Malak, Admiral Saul, Calo Nord, and Vandar) who have "recurring roles", and only the first two show up many times along the timeline. All the other voices are episodic.

That's still a lot (8 cleasses having 9 companions, plus two for the PC--male/female adds up), though I could see them reusing voices. So, they hire a cast of about 20 like one would for a TV series, and just bring the rest on for short stints of guest starring.


Title: Re: SWTOR
Post by: Fordel on July 11, 2009, 03:15:53 AM
Well each voice actor can probably do half a dozen different voices, if not more. Female Shepard and Bastila are both the same lady.

Unless it's that guy who voiced Carth, he seems to be able to only do that one voice, forever.


Title: Re: SWTOR
Post by: Velorath on July 11, 2009, 03:21:44 AM
unless we think a lot of non-MMOers are going to show up

Well yeah, they're expecting Bioware fans to show up and they're generally the kind of people who like paying attention to they story.  I mean really, so many people here are always talking about how they want MMO's to do something different, and then when developers do, you get stuff like this.  "You can't focus on story, MMO players don't care about that".  "You can't have the players making permanent choices, MMO players won't stand for that".  "You can't do voiceovers, MMO players will just skip past them".  I know I'm being overly optimistic here, but please forgive me if I like that a developer isn't designing a game with just the stereotypical MMO players in mind.  We already have just about every other MMO ever made to cater to that audience.  Let Bioware cater to their own audience.

I like listening to voiceovers.  They're one of the reasons people generally liked the first 20 levels of AoC more than everything that followed.  I want to be able to sit back and pay attention to the story rather than see how fast I can rush through the content to get to an end game I don't give a shit about.


Title: Re: SWTOR
Post by: Margalis on July 11, 2009, 03:57:01 AM
During one of the interviews I saw with Walton/Vogel at E3 on G4TV or whatever it's called, one of them specifically said it would be 'traditional MMO combat'.  So.  Yeah.  Same as it ever was, or will be apparently.

Given that the genre is relatively new and had it's first runaway success even more recently the idea that there even is such a thing as "traditional MMO combat" demonstrates a failure of imagination. Especially if you consider that while many genres fall into conventions the conventions they settle into are usually pretty good, whereas MMO combat is generally lame.

Quote from: Velorath
I mean really, so many people here are always talking about how they want MMO's to do something different, and then when developers do, you get stuff like this.  "You can't focus on story, MMO players don't care about that". 

It seems to me that the majority of MMOs pre-release have claimed to have awesome stories. Also I would draw a distrinction between doing something different with gameplay systems and doing something different with content. It sounds to me like the minute-to-minute action in SWTOR is generic.

And content is always consumed faster than it is created. BioWare wants you to pay your $15 a month every month for 5 years. There isn't going to be 5 years worth of awesome story. In the end you'll be re-running instances and re-fighting raids and killing the same stormtroopers over and over again. So I'd like to hear about *something* that makes that part of the game at all interesting.

Maybe Bioware can pump out massive amounts of well-written stories or maybe they expect people to only sub for 6 months but I doubt both of those.


Title: Re: SWTOR
Post by: Velorath on July 11, 2009, 04:49:23 AM
It seems to me that the majority of MMOs pre-release have claimed to have awesome stories. Also I would draw a distrinction between doing something different with gameplay systems and doing something different with content. It sounds to me like the minute-to-minute action in SWTOR is generic.

Which MMO's claimed to have awesome stories?  Off the top of my head, FFXI, AoC, and LOTRO are they only ones I can think of that actually had stories in the same sense the Bioware is talking about (and even those games are a lot more limited in terms of story than what Bioware seems to be doing with SWTOR).


Quote
And content is always consumed faster than it is created. BioWare wants you to pay your $15 a month every month for 5 years. There isn't going to be 5 years worth of awesome story. In the end you'll be re-running instances and re-fighting raids and killing the same stormtroopers over and over again. So I'd like to hear about *something* that makes that part of the game at all interesting.

Maybe Bioware can pump out massive amounts of well-written stories or maybe they expect people to only sub for 6 months but I doubt both of those.

I don't know what Bioware's business model is with this game.  For all I know they're cooking up some micro-transaction stuff as a supplemental income.  Any MMO that's banking on all, or even most of its subscribers remaining consistently subscribed, every month, for years is doomed to failure though.  Everyone I've ever known that's played WoW, even those who were in fairly hardcore raiding guilds often cancel their subs for a few months every now and then to take a break.

Part of the reason content is consumed faster than it is created is because MMO players typically rush through it.  If Bioware manages to attract their usual audience, and they get people who actually pay attention to the story, content doesn't get burned through as quickly.  That's provided they have some system in place that allows you to still be useful in a group with your friends who catassed 20 levels past you, of course.  Also people are more likely to repeat content if it is good.  Repeated Tortage in AoC a few times.  You'd have to put a gun to my head to get me to do the Barrens in WoW again.




Title: Re: SWTOR
Post by: Venkman on July 11, 2009, 06:11:59 AM
It's not that veterans don't want change. It's that we want actual change. Adding significant cost to your development just for a feature that even casual RPGers eventually skip past does not on paper sound like that. It's a "nice to have" when I'd rather have something new.

But again, we're just laser-focused on this right now because there's nothing else to talk about. If they deliver VO and KOTOR34567 and launch-day space flight that lightly follows XvT and some type of engaging endgame (preferably PvP), then I ain't going to care about VO :-)


Title: Re: SWTOR
Post by: Lantyssa on July 11, 2009, 08:13:43 AM
Besides, it still does take time to recite lines.  To get a good result from voice acting, a good director and a good voice actor are needed, in addition to enough time and takes to get it right.  It's a point that was driven home to me at this year's Anime Expo when I was able to observe the differences between how the japanese voice actors work and how most of the dub voice actors work.  The reason for dubs being generally inferior is made quite clear in that the dubbers seem to be expected to put out many more lines in the same amount of time, they don't do as many retakes and they don't seem to have as good direction.
Until a few years ago when I dropped off the scene, the anime dub VA was a very incestuous club.  The same actors were used over and over, and they gained the jobs in a fledgling industry.  I've you've seen the inside of the industry you know how tiny the operations were.  They didn't get those positions by being good so much as knowing the people running the company when they needed someone to recite lines.  They seemed to be getting more serious about it when my interest waned, but for the longest time "professional" is not a term I would have used for anime VAs.  (That difference is also why I will only watch subtitles.  I get far more meaning out of good emotive dialogue I can't understand than something phoned in.)

The more mainstream VAs, like those who did Saturday morning cartoons and commercial voice overs have actual training and do this for a living.  They're better at it and they can do more with it.  Games using voice are starting to learn it's worth investing in those VAs instead of the cheap phone-it-in ones.  Used to in games it was an after thought.


Title: Re: SWTOR
Post by: Hayduke on July 11, 2009, 09:15:33 AM
The implicit message seems to be that in terms of gameplay mechanics it's been there done that.

During one of the interviews I saw with Walton/Vogel at E3 on G4TV or whatever it's called, one of them specifically said it would be 'traditional MMO combat'.  So.  Yeah.  Same as it ever was, or will be apparently.

From the Gamesradar article

Quote from: Vogel
“but it’s all synchronized combat. We have a synchronized animation system - it’s not like every other MMO where it’s two guys dancing, watching each other run through the animations. This is like KotOR. Blades hit, we can block stuff, people are actually parrying – you always know why he hit.”

Even if it's still push button abilities for combat if this is done right it could be a very nice thing after years of swing_animation + stagger_animation + spatter.


Title: Re: SWTOR
Post by: Goreschach on July 11, 2009, 09:50:10 AM
The KOTOR animation system was an incomprehensible mess.


Title: Re: SWTOR
Post by: Hayduke on July 11, 2009, 10:05:32 AM
The KOTOR animation system was an incomprehensible mess.

I can't disagree with that.  But it's still leaps and bounds ahead of what mmo players are used to (with the exception of maybe Conan).  As with everything else they've said the key will be implementation.  They'll probably screw it up but it's a good idea imo.


Title: Re: SWTOR
Post by: UnSub on July 11, 2009, 10:14:03 AM
Within that article, it talked about the Sith using basic slashing attacks to build up a power bar he could then use to fire off more powerful attacks.

But I'll say again: BioWare appear to have started the hype train too early on SWOR and at some point they'll actually have to start talking details. Details are what will turn players off.

Details are:
 - guild size
 - combat mechanics
 - auction houses
 - cross-faction issues

and so on.


Title: Re: SWTOR
Post by: Venkman on July 11, 2009, 01:24:11 PM
Dunno what else is on your list, but of the above, only Combat matters. It's freakin' 2009 (or whatever year this launches). If they can't get an auction house and guild tools right, they deserve to fail. Not like either is some brand new concept that hasn't been heavily refined

Nobody's going to ever "solve" faction PvP issues (assuming that's what you meant) to everyone's satisfaction though. And I certainly don't expect an RPG maker to. Doesn't mean they shouldn't try. I look forward to whatever they come up with, for the sheer fun of someone coming at it from a (somewhat) new direction.

But even still, if this game is about off-the-street SW fan first, veteran MMOers suffering WoW fatigue second, as long as it isn't just EQ WoW in space with Wookiees, they'll get some forgiveness. How much and from how many depends on whether they screw up combat alone.


Title: Re: SWTOR
Post by: Velorath on July 11, 2009, 01:40:01 PM
It's not that veterans don't want change. It's that we want actual change. Adding significant cost to your development just for a feature that even casual RPGers eventually skip past does not on paper sound like that. It's a "nice to have" when I'd rather have something new.

But again, we're just laser-focused on this right now because there's nothing else to talk about. If they deliver VO and KOTOR34567 and launch-day space flight that lightly follows XvT and some type of engaging endgame (preferably PvP), then I ain't going to care about VO :-)

See, what I'm getting from your post is that you and a few other people don't care about VO, therefore nobody does.  Major modern RPG's have voiceover these days though (Mass Effect, Fallout 3), and frankly I think that's what RPG fans are coming to expect, and that's the crowd Bioware is hoping to attract.  Call it polish, or immersion, or just plain making a game that feels modern.  Like you just said in your last post "it's freakin' 2009".  VO for at least most NPC's should be a given at this point.


Title: Re: SWTOR
Post by: Sheepherder on July 11, 2009, 04:25:45 PM
It's Star Wars.  This alone gives them a massive break in the voice department, because they could whip up a bunch of random gibberish "alien speech" and have the nearest "protocol droid" then repeat it using text-to-speech.  The utter lack of proper inflection would be a selling point, as would the drastically reduced sound archive size.


Title: Re: SWTOR
Post by: Margalis on July 11, 2009, 06:21:32 PM
Quote
It's Star Wars.  This alone gives them a massive break in the voice department everything.


Title: Re: SWTOR
Post by: Venkman on July 11, 2009, 06:52:48 PM
See, what I'm getting from your post is that you and a few other people don't care about VO, therefore nobody does.  Major modern RPG's have voiceover these days though (Mass Effect, Fallout 3), and frankly I think that's what RPG fans are coming to expect, and that's the crowd Bioware is hoping to attract.  Call it polish, or immersion, or just plain making a game that feels modern.  Like you just said in your last post "it's freakin' 2009".  VO for at least most NPC's should be a given at this point.

If this were an RPG, yea. But it's an MMO, which while many safe assumptions can be made (auction houses, items in mail, functioning configurable chat channels, dueling, quests, collectible world objects, etc), still others still seem questionable. Like good content, good story that matters, relevant PvP, non-suck crafting, stability, mobs that change in more ways than just skin, and so on.

While VO recording and coding is something that can be done in parallel to everything else, it's still money spent from a finite pool. Especially now with all the questions about rate cards over the last few years. Add this the extra set of people looking over their shoulders pushing for a higher quality result than normal, the costs of the rest of the game, how VO slows down the experience enough that most people probably do skip past, and how only huge ongoing forever success means all future content patches also get VO (unlike EQ2), yea, I feel like VO is unnecessary fluff.

But in no way do I think nobody cares about VO. Most people probably don't even think about it. But if you ask anyone if they'd rather have VO or any of the other can-still-be-screwed-up things, you know what the answer would be.


Title: Re: SWTOR
Post by: Surlyboi on July 11, 2009, 11:09:49 PM
See, what I'm getting from your post is that you and a few other people don't care about VO, therefore nobody does.  Major modern RPG's have voiceover these days though (Mass Effect, Fallout 3), and frankly I think that's what RPG fans are coming to expect, and that's the crowd Bioware is hoping to attract.  Call it polish, or immersion, or just plain making a game that feels modern.  Like you just said in your last post "it's freakin' 2009".  VO for at least most NPC's should be a given at this point.

If this were an RPG, yea. But it's an MMO, which while many safe assumptions can be made (auction houses, items in mail, functioning configurable chat channels, dueling, quests, collectible world objects, etc), still others still seem questionable. Like good content, good story that matters, relevant PvP, non-suck crafting, stability, mobs that change in more ways than just skin, and so on.

Ok, 90% of the stuff you listed as givens? Utter fucking shit. Fuck auction houses, fuck dueling, fuck collectable world objects. Give me a goodamn game I want to play.


Title: Re: SWTOR
Post by: AutomaticZen on July 11, 2009, 11:21:50 PM
It takes less time perhaps if they're available whenever you need them.  What I'm more concerned about is whether they'll be available on the regular basis that would be needed for the kind of fast content creation I think is needed for this game.  If they're not coming in every week or two to record more lines, then content creation isn't going fast enough, I think.

Besides, it still does take time to recite lines.  To get a good result from voice acting, a good director and a good voice actor are needed, in addition to enough time and takes to get it right.  It's a point that was driven home to me at this year's Anime Expo when I was able to observe the differences between how the japanese voice actors work and how most of the dub voice actors work.  The reason for dubs being generally inferior is made quite clear in that the dubbers seem to be expected to put out many more lines in the same amount of time, they don't do as many retakes and they don't seem to have as good direction.

In Mass Effect, I noticed - and I've seen the comment quite often - that male Shepard didn't sound as good as female Shepard on many of the lines.  That may have been the voice actor, or it may have been the director or the schedule, or some combination.  It may have been something as simple as Jennifer Hale being much quicker to get the character and the proper mindset, while Mark Meer needed more time and direction than was scheduled.  

The difference between well-done voice acting and even simply 'decent' voice acting is like night and day, to say nothing of poor or bad voice acting.  Decent voice acting doesn't add that much, and anything below that actively detracts from any medium.

Bioware is in Texas right?  

A good number of voice actors, (most of Funimation's stable of VAs in fact) are in their backyard.  They probably contract the work out to another studio, provide the scripts, and get a weekly (or daily) drop of recorded lines.  I doubt Bioware's doing it inhouse.

EDIT:  Hey!  Developer blog about the VA Process!

Quote
It all starts with the writing. The story is written by a team of writers and signed off by the Principal Lead Writer. Then it is handed off to the dialogue editor where it receives a pass for ‘voice’. This ensures consistency and also that the writing is the tightest it can be to be delivered by voice actors.

Once the editing passes are complete, the conversations are formatted into scripts for the actors. Like all BioWare games, dialogue in The Old Republic is nonlinear. As a player, you can select from a number of different conversation lines which, in turn, lead to multiple options for NPC responses. This creates highly complex scripts (unlike a movie or television scripts which are linear). In studio, all the various permutations of the story must be recorded - and often in a variety of orders. Because the scripts are nonlinear, we have to provide enough context for the actors to understand what is going on. We need to set the scene for them.

There are two ways we work to ensure the actors have what they need to deliver a quality performance. First, prior to any large section of the game being recorded, the Principal Lead Writer meets with the VO directors for a story summit. They spend hours discussing the story content and going into detail about many of the characters. This is very powerful for the directors and I can assure you it doesn’t occur on all video games. This gives the directors crucial information to be able to successfully direct the performance.

The actors’ voice-over scripts are another tool we use to communicate our intention. Each new conversation script starts with a synopsis outlining the setting and purpose of the conversation. As well, “voice-over comments” are provided for all lines of dialogue, so that the intention of the writer is completely clear to the actor and the director.

After each batch of dialogue is recorded, it is edited and post processed as per the character requirements. This work is then verified and put into the game.

So, how do we ensure quality and consistency across hundreds of thousands of lines of dialogue? You have to work with the best and be willing to throw away the stuff that doesn’t work. Often it takes hearing a character in-game, or hearing a combination of characters together, to be sure that you have achieved the quality that you need. The LucasArts and BioWare teams each review the voice-over in the game and then make final decisions as to what will stay and what will be re-recorded. In the end, while the script calls for hundreds of thousands of lines of dialogue, we will actually have recorded much more than that! And by the time this project wraps, we will have completed easily over a thousand four-hour voice-over sessions!It all starts with the writing. The story is written by a team of writers and signed off by the Principal Lead Writer. Then it is handed off to the dialogue editor where it receives a pass for ‘voice’. This ensures consistency and also that the writing is the tightest it can be to be delivered by voice actors.

Once the editing passes are complete, the conversations are formatted into scripts for the actors. Like all BioWare games, dialogue in The Old Republic is nonlinear. As a player, you can select from a number of different conversation lines which, in turn, lead to multiple options for NPC responses. This creates highly complex scripts (unlike a movie or television scripts which are linear). In studio, all the various permutations of the story must be recorded - and often in a variety of orders. Because the scripts are nonlinear, we have to provide enough context for the actors to understand what is going on. We need to set the scene for them.

There are two ways we work to ensure the actors have what they need to deliver a quality performance. First, prior to any large section of the game being recorded, the Principal Lead Writer meets with the VO directors for a story summit. They spend hours discussing the story content and going into detail about many of the characters. This is very powerful for the directors and I can assure you it doesn’t occur on all video games. This gives the directors crucial information to be able to successfully direct the performance.

The actors’ voice-over scripts are another tool we use to communicate our intention. Each new conversation script starts with a synopsis outlining the setting and purpose of the conversation. As well, “voice-over comments” are provided for all lines of dialogue, so that the intention of the writer is completely clear to the actor and the director.

After each batch of dialogue is recorded, it is edited and post processed as per the character requirements. This work is then verified and put into the game.

So, how do we ensure quality and consistency across hundreds of thousands of lines of dialogue? You have to work with the best and be willing to throw away the stuff that doesn’t work. Often it takes hearing a character in-game, or hearing a combination of characters together, to be sure that you have achieved the quality that you need. The LucasArts and BioWare teams each review the voice-over in the game and then make final decisions as to what will stay and what will be re-recorded. In the end, while the script calls for hundreds of thousands of lines of dialogue, we will actually have recorded much more than that! And by the time this project wraps, we will have completed easily over a thousand four-hour voice-over sessions!
Quote
The voice-over is being recorded in 5 different cities (so far); Los Angeles , London, New York, San Francisco, and Toronto
Crazy bastards.


Title: Re: SWTOR
Post by: Margalis on July 12, 2009, 12:37:57 AM
Sounds like they are recording each part separately, which invariably leads to unnatural sounding dialogue. I don't understand why the video game industry continues to insist on doing this so often.


Title: Re: SWTOR
Post by: Velorath on July 12, 2009, 02:55:17 AM
See, what I'm getting from your post is that you and a few other people don't care about VO, therefore nobody does.  Major modern RPG's have voiceover these days though (Mass Effect, Fallout 3), and frankly I think that's what RPG fans are coming to expect, and that's the crowd Bioware is hoping to attract.  Call it polish, or immersion, or just plain making a game that feels modern.  Like you just said in your last post "it's freakin' 2009".  VO for at least most NPC's should be a given at this point.

If this were an RPG, yea. But it's an MMO

I don't know about you, but I've been wanting some more RPG in my MMO's since... well, since I started playing MMO's.  I can't speak for anyone else, but I didn't start playing MMO's because of auctions houses, player housing, crafting, PVP, clicking through quest text so I could start grinding, guilds and guild politics, etc....  Plain and simple, I wanted an RPG with a persistent online world that I could play by myself, with friends, or when the mood strikes me, with complete strangers.  That's it.

Personally I think the "screw paying attention to the quest text, I'm going to grind as fast as possible to max level" mentality of MMO players is a direct result of the journey typically being completely uninteresting (not that the destination of raiding is much better).  When it comes down to it, I don't think people really want to burn through the content as fast as possible.  At this point everyone is just used to the fact that MMO quest text and lore is generally uninteresting, uninspired shit.  Maybe I'm just being an optimistic bastard, but I think even a lot of the most hardcore catasses, if you go back to when they first got into MMO's, didn't go in with the intention of skipping through all the story.

Now maybe SWTOR's story will be complete shit also, but bless them at least for trying to put the RPG back into MMORPG's even if they end up failing completely at it.


Title: Re: SWTOR
Post by: Sjofn on July 12, 2009, 03:10:26 AM
I think Bioware is probably counting on the people who liked their RPGs to flock to this game. Giving them actual RPG elements (even though I am sure they will be MMO'd to a degree) will make sure they actually stay. :P


Title: Re: SWTOR
Post by: Riggswolfe on July 12, 2009, 03:26:00 AM
So, I've been thinking of this game and I foresee one major stumbling block in its future. Forgive me if it's been mentioned but I didn't feel like trying to go through 50 pages. One of you mentioned PvP as an end game but there's a major issue. 2 factions. And one of those factions is "cooler". I forsee Sith and Bounty Hunters being the two highest played classes in the game, perhaps outnumbering all of the Republic classes put together.

How will Bioware get around this issue and have any decent PvP? God help them if they don't at least recognize the issue from oh...Mythic's recent past.


Title: Re: SWTOR
Post by: tmp on July 12, 2009, 04:01:31 AM
And one of those factions is "cooler".


Title: Re: SWTOR
Post by: UnSub on July 12, 2009, 07:10:19 AM
Personally I think the "screw paying attention to the quest text, I'm going to grind as fast as possible to max level" mentality of MMO players is a direct result of the journey typically being completely uninteresting (not that the destination of raiding is much better). 

I'd disagree - the 'raise to max level' comes out of a raise for the best loot and character skills. Going back to the PnP roots a lot of MMOs have, D&D's appeal wasn't the excellent story or incredible involvement in the world (because that was so dependent on the DM), but on the mix of large and small in-game rewards.

There will be players who listen to every line of SWOR. However, the interesting impact will be from those who race through SWOR as quickly as possible and / or find the exploits. How BioWare treats that impact will be telling.

Of course, this title - barring $50 a month sub fees - will sell 1m+ copies. How it goes from there will depend on BioWare's choices.


Title: Re: SWTOR
Post by: Surlyboi on July 12, 2009, 12:45:34 PM

And one of those factions is "cooler".

Only if you're fucking 12.


Title: Re: SWTOR
Post by: Velorath on July 12, 2009, 01:00:10 PM
Personally I think the "screw paying attention to the quest text, I'm going to grind as fast as possible to max level" mentality of MMO players is a direct result of the journey typically being completely uninteresting (not that the destination of raiding is much better). 

I'd disagree - the 'raise to max level' comes out of a raise for the best loot and character skills. Going back to the PnP roots a lot of MMOs have, D&D's appeal wasn't the excellent story or incredible involvement in the world (because that was so dependent on the DM), but on the mix of large and small in-game rewards.

Really?  So when you were playing D&D and the DM started talking, you'd tell him to just skip past all the talking and just move the group along to the group of monsters?  Yeah, there was a desire for leveling and loot, but unless you played with the shittiest DM's ever, it never overrode the story.  For that matter, in most of the PnP groups I played with, we spent as much time joking and laughing as we did playing.  We weren't all deathly serious so we could get through the adventure in the minimum amount of time so we could get our loot, and when we'd talk about our games after, we'd talk about the shit our characters did, not all the cool shit we found or how many levels we gained.

In short, if the PnP groups you played in played anything like the MMO crowd... man I fucking pity you.


Title: Re: SWTOR
Post by: Rendakor on July 12, 2009, 03:49:51 PM
Velorath, I know a lot of MMO and even PnP players who are basically exactly what you describe. In fact I had one player in a D&D game I was in frequently fall asleep when we weren't in combat. The MMO crowd and the RPG crowd are not the same anymore; sure there is some overlap but it is nowhere near 100%. I play RPGs for an interesting story (although I despise voice acting and disable it whenever possible); I play MMOs to kill dragons with my friends.
Ok, 90% of the stuff you listed as givens? Utter fucking shit. Fuck auction houses, fuck dueling, fuck collectable world objects. Give me a goodamn game I want to play.
They are. It's called Dragon Age. Fuck off with asking devs to leave basic systems out of a game.


Title: Re: SWTOR
Post by: Riggswolfe on July 12, 2009, 03:55:55 PM

And one of those factions is "cooler".

Only if you're fucking 12.

You must not have played WAR. Chaos far, far outnumbered Order because it was widely seen as "cooler" and this was not a surpising trend to anyone except the Devs. I believe Old Republic will have the same issue. Let's see, I can dress in black, with a red sword, and shoot people with lightning, or I can be the good guys. I can hide behind the environment or I can look like Boba Fett and have a flame thrower. I will of course play on the side of the Republic but I think many, many people will go for the Sith side.


Title: Re: SWTOR
Post by: Velorath on July 12, 2009, 04:08:09 PM
I play RPGs for an interesting story (although I despise voice acting and disable it whenever possible); I play MMOs to kill dragons with my friends.

Is there some reason you feel a game can't have both?


Title: Re: SWTOR
Post by: Ratman_tf on July 12, 2009, 04:11:42 PM
I play RPGs for an interesting story (although I despise voice acting and disable it whenever possible); I play MMOs to kill dragons with my friends.

Is there some reason you feel a game can't have both?


The Developers.


Title: Re: SWTOR
Post by: Surlyboi on July 12, 2009, 04:42:17 PM

And one of those factions is "cooler".

Only if you're fucking 12.

You must not have played WAR. Chaos far, far outnumbered Order because it was widely seen as "cooler" and this was not a surpising trend to anyone except the Devs. I believe Old Republic will have the same issue. Let's see, I can dress in black, with a red sword, and shoot people with lightning, or I can be the good guys. I can hide behind the environment or I can look like Boba Fett and have a flame thrower. I will of course play on the side of the Republic but I think many, many people will go for the Sith side.

I played WAR. I played order. And yes, chaos outnumbered order and the sith will outnumber the republic simply because most of those people
are asshats who wouldn't know cool or real evil if it bit them on the ass.


Title: Re: SWTOR
Post by: kondratti on July 12, 2009, 05:01:56 PM
I played WAR. I played order. And yes, chaos outnumbered order and the sith will outnumber the republic simply because most of those people
are asshats who wouldn't know cool or real evil if it bit them on the ass.

Treating it with disdain wont stop it from happening.  The devs need to deal with it properly, otherwise it will be a major problem.


Title: Re: SWTOR
Post by: Rendakor on July 12, 2009, 05:52:24 PM
I play RPGs for an interesting story (although I despise voice acting and disable it whenever possible); I play MMOs to kill dragons with my friends.

Is there some reason you feel a game can't have both?

Variable attention spans. One player wanting to read quest text will just hold up the other people; I can only imagine the hassle that will result from the group quest decision making coming in SWTOR:

Player 1: sec, im listening to the quest
Player 2: kill teh puppy zomg sith r evil!
Player 3: actually, according to swtorhead.com, if you choose the third option it gets us the most xp
Player 4: wtf are we waiting for!?

And I'm not even talking about PUGs, I can see that happening just within the group of friends I regularly play MMOs with.


Title: Re: SWTOR
Post by: SnakeCharmer on July 12, 2009, 05:55:13 PM
Treating it with disdain wont stop it from happening.  The devs need to deal with it properly, otherwise it will be a major problem.

And just how, pray tell, do you expect them to 'deal with it'?

All they can do is provide an immersive, solid, fun gaming experience for all the classes.  Beyond that?  Not much.

For whatever reason, your post cracks me up.  SERIOUS BUSINESS I TELL YOU. SERIOUS!


Title: Re: SWTOR
Post by: tmp on July 12, 2009, 06:15:05 PM
You must not have played WAR. Chaos far, far outnumbered Order because it was widely seen as "cooler" and this was not a surpising trend to anyone except the Devs. I believe Old Republic will have the same issue. Let's see, I can dress in black, with a red sword, and shoot people with lightning, or I can be the good guys.
Except this is not WAR, and in Star Wars settings the "good guys" (jedi, smuggler) are perceived as cool by large part of potential playerbase. Also consider opposite issue that's something WoW initially struggled with -- the Horde was largely outnumbered because the pull of "evil" wasn't strong enough to overcome the pull that was having a decent enough looking avatar. Lot of people want to look nice and slay the evil, but primarily look nice. (cue blood elves) And the Sith... well, they aren't exactly scoring high on the looking nice scale.

Although the trailer makers do mess things up for themselves by putting all females so far on the Sith side of the court. But that's another story.


Title: Re: SWTOR
Post by: Riggswolfe on July 12, 2009, 06:15:29 PM
I don't pretend to have an answer. My first instinct is to say they'll need some kind of population cap on each side. Say make sure the population numbers are within 10% of each other or something.

Part of this depends on their plans. Will they have some form of rvr/world pvp? Population balance is going to be a major, major issue. Will the pvp be limited only to scenarios ala WOW? Then population balance will only matter in that one side will have longer queues to get into fights than the other.

Except this is not WAR, and in Star Wars settings the "good guys" (jedi, smuggler) are perceived as cool by large part of potential playerbase. Also consider opposite issue that's something WoW initially struggled with -- the Horde was largely outnumbered because the pull of "evil" wasn't strong enough to overcome the pull that was having a decent enough looking avatar. Lot of people want to look nice and slay the evil, but primarily look nice. (cue blood elves) And the Sith... well, they aren't exactly scoring high on the looking nice scale.

Although the trailer makers do mess things up for themselves by putting all females so far on the Sith side of the court. But that's another story.

You've never been in a talk with true Star Wars nerds then. Bounty Hunters, especially the ones in Boba Fett like armor are very popular. Sith are also very popular. Smugglers and Jedi will be the most popular classes on the Republic side by far, but they won't outnumber Sith and Bounty Hunters. It just won't happen.The numbers won't even be close.


Title: Re: SWTOR
Post by: Merusk on July 12, 2009, 06:18:05 PM
Didn't Empire force far outnumber Rebels in SWG pvp?  Hell, for a long time it was suspected the only reason Horde didn't overwhelm Alliance in early WoW was the lack of a 'normal looking' race.  The addition of Blood Elves and the balance on those servers that came up in BC kind of lent some weight to that supposition, too.

Crap tmp covered that last bit.  Still, Empire > Rebels supports the thought that Sith >>> Republic.


Title: Re: SWTOR
Post by: tmp on July 12, 2009, 06:30:59 PM
You've never been in a talk with true Star Wars nerds then.
No, and can't say i regret it  :grin:  but "true Star Wars nerds" are by definition a small subset of the whole playerbase so i'm not convinced they're able to swing overall odds much in favour of either side. Is Boba Fett popular? Sure, but so is Han Solo. Are Sith popular? Maybe, but then so is Mace Windu. Ultimately, i do believe it's going to come down to which side has Twileks with more bare skin.

Plus, it's only going to matter at all if there's open world kind of PvP. With instanced stuff the only thing you get if your side outnumbers the other is the longer queue before you can actually play. (edit: but you said yourself as much; i skipped that part reading earlier and didn't notice, sorry)


Title: Re: SWTOR
Post by: DLRiley on July 12, 2009, 06:47:58 PM
Darth Maul says hi.

5:1 sith/jedi ratio.


Title: Re: SWTOR
Post by: Aez on July 12, 2009, 07:35:36 PM
Sometimes I feel like giving a fuck about this game.  Then I remember it will probably come at the same time or right after Diablo III and I'm all  :awesome_for_real:.


Title: Re: SWTOR
Post by: UnSub on July 12, 2009, 09:16:34 PM
Really?  So when you were playing D&D and the DM started talking, you'd tell him to just skip past all the talking and just move the group along to the group of monsters? 

Actually, I mainly played GURPS.  :awesome_for_real:

All I'm saying is that the monty haul is a major draw - slaying the dragon and being able to wave your +5 peen sword over your head is very attractive to some.


Title: Re: SWTOR
Post by: Lantyssa on July 12, 2009, 09:19:45 PM
Although the trailer makers do mess things up for themselves by putting all females so far on the Sith side of the court. But that's another story.
Women are evil.  It comes naturally to us. ;D

WAR is a bad example for imbalance.  That Chaos classes simply looked better almost all around, and Order were all a bunch of pansies.  It wasn't until people understood the relative strength of classes that it shifted the other way.  The imbalance really wasn't surprising.  WoW had the pretty race thing going.

In SWG didn't the Empire have the lower numbers?


Title: Re: SWTOR
Post by: Surlyboi on July 12, 2009, 09:40:11 PM
In SWG, empire had the higher numbers. Again, it was because all of the fucking 12-year-olds confused being a douche for being evil.

I kinda consider myself a Star Wars nerd and I still play light side, mostly because it's a harder path. Sith is easy, be a dick and call it a fucking day.
Playing with power AND responsibility is a lot fucking harder.


Title: Re: SWTOR
Post by: kondratti on July 13, 2009, 02:01:19 AM
Treating it with disdain wont stop it from happening.  The devs need to deal with it properly, otherwise it will be a major problem.

And just how, pray tell, do you expect them to 'deal with it'?

All they can do is provide an immersive, solid, fun gaming experience for all the classes.  Beyond that?  Not much.

For whatever reason, your post cracks me up.  SERIOUS BUSINESS I TELL YOU. SERIOUS!

Nah, not really... I have little interest in SWTOR anyway, way too much story for me.  Just that if people think that a whole of 12yos wont fuck up a PvP game by all flocking to the cool side... (which they will), they are mistaken.  The devs will either decide to do something or they wont.

Bioware can go on about how all the classes have a rich playing experience... blah blah..  But we all know that wont happen.


Title: Re: SWTOR
Post by: Lantyssa on July 13, 2009, 09:36:45 AM
I kinda consider myself a Star Wars nerd and I still play light side, mostly because it's a harder path. Sith is easy, be a dick and call it a fucking day.
Playing with power AND responsibility is a lot fucking harder.
I'm firmly in the middle and played both sides against one another.  Even the non-Rebel/Empire factions.  I can't count how many times Lan switched sides, when she bothered to get involved at all.

Even though I'll have to make an initial pick, I'm holding out hope I can still be kind of mercenary and play by my own rules in SWTOR.


Title: Re: SWTOR
Post by: tmp on July 13, 2009, 09:53:41 AM
Darth Maul says hi.

5:1 sith/jedi ratio.
Darth "i'm in this movie for 10 minutes so a kid Jedi has something to cut in half" more like. :oh_i_see:

the guy has the same drawback Malak has -- no matter how cool they try to make him, ultimately he's still just a basic henchman with acute case of Dumb Evil, that's there so the good guys have something to kick about.


Title: Re: SWTOR
Post by: Surlyboi on July 13, 2009, 10:38:33 AM
I kinda consider myself a Star Wars nerd and I still play light side, mostly because it's a harder path. Sith is easy, be a dick and call it a fucking day.
Playing with power AND responsibility is a lot fucking harder.
I'm firmly in the middle and played both sides against one another.  Even the non-Rebel/Empire factions.  I can't count how many times Lan switched sides, when she bothered to get involved at all.

Even though I'll have to make an initial pick, I'm holding out hope I can still be kind of mercenary and play by my own rules in SWTOR.

And that's the kind of play I highly encourage. That's the way my ex played SWG as well. Morally ambiguous and a good foil to my
goodie-two-shoes smuggler/jedi. Sadly, players like you are in the minority.


Title: Re: SWTOR
Post by: DLRiley on July 13, 2009, 12:00:36 PM
Darth Maul says hi.

5:1 sith/jedi ratio.
Darth "i'm in this movie for 10 minutes so a kid Jedi has something to cut in half" more like. :oh_i_see:

the guy has the same drawback Malak has -- no matter how cool they try to make him, ultimately he's still just a basic henchman with acute case of Dumb Evil, that's there so the good guys have something to kick about.

And that affects the 5:1 sith/jedi ratio how?


Title: Re: SWTOR
Post by: Sky on July 13, 2009, 12:28:30 PM
Even adding the Darth Maul race was  :why_so_serious: And the "It's a trap!" race. Don't add things to the game that aren't epic or happened in the Prequels. It's hard to believe how much the Prequels fucked up the SW lore for me.

If they are going to go the pvp route  :oh_i_see:, there should be three factions, Planetside. Not to beat on that old horse again, but if they had the worldy aspect of SWG on top of the combat of PS, with the three sides being Empire, Rebel, Hutt (smugglers/bounty hunters), it would've rocked.
Sadly, players like you are in the minority.
The ultimate failing of mmo. The herd of achievers who just click through quest text and will endure all kinds of boring design to get the best gear/easiest levels. LCD who claim to aspire to greatness but actually aspire to the least.


Title: Re: SWTOR
Post by: tmp on July 13, 2009, 12:30:26 PM
And that affects the 5:1 sith/jedi ratio how?
Are you sure over 80% of players want to play dumb cannon fodder?

edit: though as counter-point i'll concede the background story they're showing so far for the game goes a long way to present the Sith side as the ones who get the upper hand. That isn't likely to have much of positive effect on the faction balance.


Title: Re: SWTOR
Post by: WindupAtheist on July 13, 2009, 01:03:36 PM
Evil will always triumph, because good is dumb.


Title: Re: SWTOR
Post by: Hayduke on July 13, 2009, 01:22:49 PM
I often prefer to play the evil characters, just because they have more personality and better looks.  But I guess Star Wars is very different, maybe because at a basic level I'm more familiar with the series.  Star Wars has a fundamental lack of good villains.  There's Vader, and that's about it.  If this was Cape Fear the MMO, hell yes I'd want to play a Max Cady clone.  But in Star Wars all the compelling characters are go-good team types.  Darth Maul and Boba Fett ooze about as much personality as acoustic ceiling tile.


Title: Re: SWTOR
Post by: tmp on July 13, 2009, 01:29:54 PM
There's Vader, and that's about it.
This, and then even Vader got pretty much assassinated in the prequels...

went and looked at their timeline thing meanwhile. It appears they're painting the smugglers as more of a kick-ass grey middle ground characters than full-blown good guys -- even when the smugglers do something that could be considered heroic they do it simply because of the involved piles of money. I suppose it can have quite a bit of appeal for people tired of the basic good/evil that's Star Wars settings otherwise.


Title: Re: SWTOR
Post by: Surlyboi on July 13, 2009, 03:44:54 PM
Even adding the Darth Maul race was  :why_so_serious: And the "It's a trap!" race. Don't add things to the game that aren't epic or happened in the Prequels. It's hard to believe how much the Prequels fucked up the SW lore for me.

If they are going to go the pvp route  :oh_i_see:, there should be three factions, Planetside. Not to beat on that old horse again, but if they had the worldy aspect of SWG on top of the combat of PS, with the three sides being Empire, Rebel, Hutt (smugglers/bounty hunters), it would've rocked.
Sadly, players like you are in the minority.
The ultimate failing of mmo. The herd of achievers who just click through quest text and will endure all kinds of boring design to get the best gear/easiest levels. LCD who claim to aspire to greatness but actually aspire to the least.

Exactly. I need to design an MMO that attaches electrodes to the player's nuts. Whenever some min/maxer plays, it shocks the shit out of their yarbles. That would alleviate 85% of the problem.


Title: Re: SWTOR
Post by: Oban on July 13, 2009, 03:50:10 PM
Exactly. I need to design an MMO that attaches electrodes to the player's nuts. Whenever some min/maxer plays, it shocks the shit out of their yarbles. That would alleviate 85% of the problem.

It would probably have the opposite outcome and increase player retention.


Title: Re: SWTOR
Post by: Surlyboi on July 13, 2009, 03:54:21 PM
Hence, the 85% figure. That other 15% would play endlessly.


Title: Re: SWTOR
Post by: UnSub on July 13, 2009, 07:46:01 PM
Hence, the 85% figure. That other 15% would play endlessly.

And boast on forums how many times their nuts had been shocked and how you just can't play hardcore, n00b.


Title: Re: SWTOR
Post by: Fabricated on July 13, 2009, 08:05:04 PM
It would be terrible gameplay wise but fairly canon and interesting if as a Sith you could get benefits from betraying your fellow Sith players off and on. The way you move up the ladder as a Sith is killing the guy above you. Inter-faction PVP!

The number advantage wouldn't be so bad if a good portion of Sith players were killing off their betters for fabulous prizes at inopportune moments.


Title: Re: SWTOR
Post by: DLRiley on July 13, 2009, 08:27:19 PM
The potential for griefing has reached over 9000  :drill:


Title: Re: SWTOR
Post by: Surlyboi on July 13, 2009, 09:37:05 PM
It would be terrible gameplay wise but fairly canon and interesting if as a Sith you could get benefits from betraying your fellow Sith players off and on. The way you move up the ladder as a Sith is killing the guy above you. Inter-faction PVP!

The number advantage wouldn't be so bad if a good portion of Sith players were killing off their betters for fabulous prizes at inopportune moments.

I would so play that, just to watch the sith self-destruct. The tears would be awesome.


Title: Re: SWTOR
Post by: schild on July 13, 2009, 09:38:33 PM
Would you polish your armor robe with their tears midichlorians?


Title: Re: SWTOR
Post by: Triforcer on July 13, 2009, 09:42:08 PM
That is a wonderful idea- allow the Republic people to PvP with the opposite faction only, but allow Sith to PvP with everyone.  That would keep Sith numbers down  :awesome_for_real:


Title: Re: SWTOR
Post by: Surlyboi on July 13, 2009, 09:43:00 PM
I'd wash my Obi-wanderoos with them.

And a small portion of tide with bleach.


Title: Re: SWTOR
Post by: Koyasha on July 14, 2009, 03:39:20 AM
I remember this very concept being strongly agreed with for the EQ 'faction pvp' server where you had good evil and neutral factions.  I can't remember whether they actually implemented it or not (I seem to recall they did, but I could be imagining things) where good and neutral could only kill other factions, but evil could kill other factions AND each other.  In fact, I'm almost sure they did, I remember some comics about it when they implemented it.  No idea how that worked out.

As mentioned though, gameplay wise it probably wouldn't be a great idea.  Even story-wise it's hard to implement because players would constantly be pvping each other without solid good reasons.  And of course there's the whole 'you killed him but he's not dead' aspect that comes in with these games.  Imagine the Sith Academy on Korriban from KOTOR1, but with all the guys you murder/betray just coming back the next day none the worse.


Title: Re: SWTOR
Post by: Sky on July 14, 2009, 09:25:34 AM
And boast on forums how many times their nuts had been shocked and how you just can't play hardcore, n00b.
:awesome_for_real:


Title: Re: SWTOR
Post by: AutomaticZen on July 14, 2009, 11:49:19 AM
So a Sith raid wouldn't just break out in an argument over loot in TeamSpeak, but would also break out in a fight in the raid itself?

That'd be hot.  Add corpse looting for recently acquired items, and you have the greatest 'roll for the item' scheme ever.


Title: Re: SWTOR
Post by: March on July 14, 2009, 11:58:53 AM
So a Sith raid wouldn't just break out in an argument over loot in TeamSpeak, but would also break out in a fight in the raid itself?

That'd be hot.  Add corpse looting for recently acquired items, and you have the greatest 'roll for the item' scheme ever.

Galactic Loot Dog-Pile.  Yes, I definitely see a winner here. (no green).

I never really played EQ, so can anyone comment on Koyasha's post?  It has always struck me as one of those cool-on-paper sort of ideas, but I wasn't aware that anyone put it in to practice.


Title: Re: SWTOR
Post by: Cadaverine on July 14, 2009, 12:06:56 PM
If he's referring to the Sullon Zek server, then no, it was just each faction vs the other two.

As far as Sith being able to pvp each other, I think it'd be a cool idea, particularly if they tied advancement in the Sith ranks to killing the player(s) above you at some point.  It would make for a lot of wailing and gnashing of teeth, though.


Title: Re: SWTOR
Post by: Hayduke on July 14, 2009, 01:05:59 PM
Tallon and Vallon they had four teams (shorties, elves, humans, evils), but there were no true intended mechanics for in-faction fighting.  Whatever internecine conflict that arose on the server was through creative use of gameplay mechanics (exploits some would call them).  But you're right it was a response to the changing balance of the game.

In original the evil team had the best zones, best pvp classes, and a plurality of the playerbase.  So the other three teams fought together against them.  The first expansion curbstomped the evil team, but people didn't want to stop 3v1 and things got out of hand.  People started forming guilds of all teams (Pandemonium) which broke that down.  You couldn't directly attack someone on your own team, even if they're healing or buffing your enemy (immortal healing).


Title: Re: SWTOR
Post by: Ashamanchill on July 14, 2009, 01:43:15 PM
This sith on sith violence sounds like one of the coolest ideas in recent MMO history, so it will never be implemented. 


Title: Re: SWTOR
Post by: 5150 on July 14, 2009, 01:53:57 PM
He's like a bad penny. He always turns up.

Quick, name the movie!

Lethal Weapon 2? (or was it 3?)

/derail


Title: Re: SWTOR
Post by: Koyasha on July 15, 2009, 09:12:45 AM
If he's referring to the Sullon Zek server, then no, it was just each faction vs the other two.
Yeah, took a bit to look into it, apparently this was under consideration at the time ( http://www.gucomics.com/comic/?cdate=20010712 being the comic I recall) but it was never implemented.


Title: Re: SWTOR
Post by: schild on July 15, 2009, 02:10:34 PM
Homosexuals don't exist in the Star Wars Universe. (http://www.swtor.com/community/showthread.php?t=26291&page=6)

Interesting tack.  I can't think of any gay heroes in the Expanded Universe off the top of my head, but I'm surprised the CM just came out and said "no".

Sooooo...... EA doesn't know how to let something disappear. Good thing the internet never forgets. Or at least, I don't?

Quote
This Saturday, EA is hosting an event for the Gay & Lesbian Alliance Against Defamation (GLAAD), the nation's lesbian, gay, bisexual and transgender (LGBT) media advocacy organization.  GLAAD is facilitating a panel on Homophobia & Virtual Communities which will spotlight key issues and include the perspectives of both gaming companies and LGBT gamers.  Discussion will revolve around the state of the problem in these communities, policy solutions that have been developed to address homophobia – what’s working as well as what’s not, plus challenges and opportunities.
 
 Confirmed panelists include:
 
Flynn DeMarco (Alias: Fruite Brute), Founder of GayGamer.net
Dan Hewitt, Senior Director of Communications & Industry Affairs for the Entertainment Software Association (ESA)
Caryl Shaw, Senior Producer in the Maxis Studio (Electronic Arts, Inc.)  
Cyn Skyberg, VP of Customer Relations at Linden Lab
Stephen Toulouse (Gamertag: stepto), Program Manager for Policy and Enforcement on Microsoft's XBox LIVE
Moderator: Justin Cole, Director of Digital & Online Media, GLAAD
 
Event details are as follows:
WHAT:    Homophobia in Virtual Communities - Highlighting the Problem and Working Towards Sustainable Solutions
WHEN:    Saturday, July 18th, 2009, 11am-1pm
WHERE:   Electronic Arts, 250 Shoreline Drive Redwood City, CA 94065

Oh, right, the most important part:
Quote
The event is free of charge and open to the public.


Title: Re: SWTOR
Post by: Lantyssa on July 15, 2009, 03:33:13 PM
Damn.  Wish I had more notice on that.


Title: Re: SWTOR
Post by: Lucas on July 17, 2009, 10:06:15 AM
Yeah, Bioware (Austin), THAT'S THE WAY!!!  :drill: :drill:

New addition to the community management team, Alyson Bridge:

http://www.swtor.com/community/showthread.php?t=50788 (http://www.swtor.com/community/showthread.php?t=50788) (presentation post, third one)

http://www.imdb.com/name/nm3346456/ (http://www.imdb.com/name/nm3346456/)
http://www.youtube.com/watch?v=gHuqYSmunzg (http://www.youtube.com/watch?v=gHuqYSmunzg)
http://www.youtube.com/watch?v=Yoe-PRnfjaM (http://www.youtube.com/watch?v=Yoe-PRnfjaM)


Title: Re: SWTOR
Post by: Cyrrex on July 17, 2009, 11:16:30 AM
Chicks named Alyson always end up be at least somewhat hot.  I find that interesting.


Title: Re: SWTOR
Post by: HaemishM on July 17, 2009, 01:04:34 PM
My eyes just rolled so hard I think I sprained an ocular nerve.


Title: Re: SWTOR
Post by: Soln on July 17, 2009, 01:49:19 PM
Sachant and Ashen Temper vaping a non-existent game back in 2006:  http://www.mmorpg.com/discussion2.cfm/thread/78431


Title: Re: SWTOR
Post by: Lucas on July 17, 2009, 03:37:28 PM
Well, quite an interesting update just went up on the official website. It's a documentary about the game voiceovers, but we can also get a glimpse of the UI (including  radial dialogs like in Mass Effect) and other stuff.

http://www.swtor.com/media/trailers/video-documentary-3


Title: Re: SWTOR
Post by: Lun on July 17, 2009, 04:38:37 PM
Well, quite an interesting update just went up on the official website. It's a documentary about the game voiceovers, but we can also get a glimpse of the UI (including  radial dialogs like in Mass Effect) and other stuff.

http://www.swtor.com/media/trailers/video-documentary-3

I keep seeing TOR devs bragging with voiceovers, and i keep asking myself "who gives a fuck about voiceovers"?


Title: Re: SWTOR
Post by: Senses on July 17, 2009, 04:43:50 PM
I agree.  If I were someone actively awaiting this title I would be really dissapointed about all the hoopla involving voiceovers.  I could understand if this was just one bullet point in the middle of a long list of exciting features this game will contain, but it seems 100pct of the information that anyone even knows about this game.  Just the other day in Lotro general chat someone chimed in how they couldn't wait for SWTOR oh and btw did you hear they had over 100 voice actors???   This is not something that a mmorpger should give a shit about.


Title: Re: SWTOR
Post by: Ingmar on July 17, 2009, 04:51:06 PM
/shrug

I like it, and the video made me feel pretty good about the prospects for it in general. A lot of the Star Wars-iness of Star Wars, IMO, is tied up in how the people sound, whether its the poncy English accents of the Imperial Officers, Vader's breathing, whatever. Whatever else it may or may not add, that stuff is important to the license I think.


Title: Re: SWTOR
Post by: Lun on July 17, 2009, 04:52:05 PM
I'm seeing this as: more money/time spent on voiceover actors/directors means less money/time spent on more important stuff like PvP/class balance/content etc. Or did money start growing on trees over at EA HQ?


Title: Re: SWTOR
Post by: Soln on July 17, 2009, 04:53:51 PM
way too filmic IMO.  way too RPG. 


Title: Re: SWTOR
Post by: Senses on July 17, 2009, 04:59:26 PM
Don't get me wrong, its an interesting part of the pie, but you don't get people excited about buying Pie by telling them you spent 100 extra man hours on designing the box its coming in.  To me voice acting is not an intregal part of the game and so no matter how good it is it will never be a reason to like or dislike an mmorpg.


Title: Re: SWTOR
Post by: Cadaverine on July 17, 2009, 05:11:45 PM
Eh, as long as the game itself is reasonably fun, and I can turn the VO off, I could care less about their latest bullet point.  I much prefer the company of the voices in my head, anyway.

The graphics did look a bit clunky in the video, though.  And I see the hunchback running animation made it over intact from KotOR.  :oh_i_see:


Title: Re: SWTOR
Post by: tmp on July 17, 2009, 05:19:05 PM
I agree.  If I were someone actively awaiting this title I would be really dissapointed about all the hoopla involving voiceovers.  I could understand if this was just one bullet point in the middle of a long list of exciting features this game will contain, but it seems 100pct of the information that anyone even knows about this game.
Well, this is one of the few things that's supposed to make them stand out from MMO crowd rather than just a bullet point, so small wonder really they're showing it off.

Besides, what are they supposed to talk about at this stage of development instead; PvP class balance? I'm sure Paul Barnett will be more than willing to cover that one for them when the time comes.


Title: Re: SWTOR
Post by: Ashamanchill on July 17, 2009, 05:59:03 PM
I'm sure Paul Barnett will be more than willing to cover that one for them when the time comes.

Oh god no!


Title: Re: SWTOR
Post by: Oban on July 17, 2009, 06:24:34 PM
So rather than being able to type whatever I want in game or say whatever I want in Vent... I get a wheel that allows me to choose 2-3 things to say? 

Or did I misunderstand the comments about Players interacting with other Players using voice overs?


Title: Re: SWTOR
Post by: Fordel on July 17, 2009, 06:28:24 PM
You use the wheel to interact with NPC's, but each player will have their own options in each 'scene' or whatever.


Players talking to other players will happen like in every other MMO, with mostly Text Chat with some VoiceOver Emotes.


That's my take.


Title: Re: SWTOR
Post by: Hawkbit on July 17, 2009, 07:08:54 PM
To me, it really looks like playing Mass Effect with multiple player characters around you.  I like the art style in motion now.  I also like the VO work, gives it a cinematic feel. 

That movie actually made me excited for this title for the first time.  It looks like it's going to be casual gamer heaven. 

What remains to be seen and will ultimately be life or death to this game:

1.  Perpetually immersive content, maybe even monthly story updates
2.  Allowing players to enjoy VO work if they wish and to coexist with those that don't want VO. 

There's significant potential for this to be #2 MMO in NA, if executed properly.   


Title: Re: SWTOR
Post by: HaemishM on July 17, 2009, 07:43:32 PM
The gameplay screens are really disappointing. Not unexpected, but really does look like every other fucking MMOG out there with maybe a bit more actiony combat. All this talk about VO's just makes me think it's doomed to be a severe disappointment because Bioware is clearly NOT GETTING IT. MMOG's are not about the story you give us, they are the story you let us make.

Or at least they should be.


Title: Re: SWTOR
Post by: Trippy on July 17, 2009, 07:46:53 PM
I agree.  If I were someone actively awaiting this title I would be really dissapointed about all the hoopla involving voiceovers.  I could understand if this was just one bullet point in the middle of a long list of exciting features this game will contain, but it seems 100pct of the information that anyone even knows about this game.
Well, this is one of the few things that's supposed to make them stand out from MMO crowd rather than just a bullet point, so small wonder really they're showing it off.
Yeah and that worked so well for EQ II :oh_i_see:


Title: Re: SWTOR
Post by: Ghambit on July 17, 2009, 09:58:49 PM
The gameplay screens are really disappointing. Not unexpected, but really does look like every other fucking MMOG out there with maybe a bit more actiony combat. All this talk about VO's just makes me think it's doomed to be a severe disappointment because Bioware is clearly NOT GETTING IT. MMOG's are not about the story you give us, they are the story you let us make.

Or at least they should be.

You nailed it.  But, the game's still gonna make money hands-over-fist and everyone here knows it.  It'll bleed dollars down the road, but all the bills will have been paid (including the suits' margins) and they can of course pull the plug or draft expansions.

What blew my mind about the textual blog on the site:
Quote
The entire game ‘script’ contains approximately 40+ novels worth of content.

That's just insane... categorically insane.  But, as we discussed earlier, the only way for them to pull off this story-based VO stuff was for it to be ridiculously expansive at the expense of the MM in MMO.  Judging by just about every trailer I've seen so far, aint much massively-multiplayer goin' on in this game... so players "making the world" is somewhat irrelevant.



Title: Re: SWTOR
Post by: ajax34i on July 17, 2009, 10:02:10 PM
Players talking to other players will happen like in every other MMO, with mostly Text Chat with some VoiceOver Emotes.

It doesn't make sense to allow text chat in a game otherwise so infused with voice.  I'm guessing they'll have integrated voice chat only, and the quality will suck so people will use Vent.  You'll get a chance to see if your buddies enunciate as well as them voice actors.


Title: Re: SWTOR
Post by: Lantyssa on July 17, 2009, 11:12:41 PM
way too filmic IMO.  way too RPG. 
Huh.  An RPG in my MMORPG.

(Not directed specifically at Soln here, more the "oh noes, we're not getting the same damn MMO we've played ten times and claim to not want but actually do" vibe I'm getting:)

I think I said it pages ago, but I really don't care if MMO players hate this game.  The modern crop wouldn't know a good RPG if it auto-attacked them to death.  I'm disappointed the update wasn't something more substantion, however I'm even more hopeful about this being an enjoyable game now.


Title: Re: SWTOR
Post by: Senses on July 18, 2009, 12:25:25 AM
I'm not saying VO is bad.  I'm saying, take any MMORPG you have ever hated, disliked, or generally not felt like playing for more than a week, then add 40 novels worth of dialogue and voice acting, do you like any of them any better now?  I honestly don't see what group of people they are selling the VO to, because I don't feel its the average MMO player.  Maybe its purely for the Star Wars people?


Title: Re: SWTOR
Post by: UnSub on July 18, 2009, 01:53:25 AM
Is SWOR going to release a video trailer for every aspect of this game? Really?

"Here's a video on our voice actors. Now here's some footage of our design team. The intern will get a 5 minute monologue about how great SWOR will be. And finally a documentary on the cleaning staff at Bioware - they are very important after all."

This game is going to be KOTOR with some multiplayer functionality. Expecting anything else is going to leave people disappointed.


Title: Re: SWTOR
Post by: Margalis on July 18, 2009, 02:05:59 AM
Quote
As revealed during E3, Star Wars™: The Old Republic™ will be a fully voiced massively multiplayer online roleplaying game. Watch our third Video Documentary where we explore how voice-over conversations deliver a deeper level of immersion and connection to the story and characters. Every playable character and every non-playable character in the game will be brought to life by voice actors - resulting in several thousand speaking roles and hundreds of thousands of recorded lines of dialogue!

VOICE ACTING IN GAMES! AMAZING!

This is going to be the best TurboDuo RPG ever.


Title: Re: SWTOR
Post by: rk47 on July 18, 2009, 07:07:14 AM
Commander Shepard. With dual light sabers.  :why_so_serious:


Title: Re: SWTOR
Post by: Koyasha on July 18, 2009, 12:18:19 PM
The gameplay screens are really disappointing. Not unexpected, but really does look like every other fucking MMOG out there with maybe a bit more actiony combat. All this talk about VO's just makes me think it's doomed to be a severe disappointment because Bioware is clearly NOT GETTING IT. MMOG's are not about the story you give us, they are the story you let us make.

Or at least they should be.
Affecting other players is considered unacceptable in today's games, but affecting other players is the only way we can make meaningful, interesting story.  Without being allowed to affect other players, the only story we can make is either play-acting inane shit that is both poorly thought out and usually really poorly acted, and generally doesn't quite mesh with the world anyway, or real drama based almost entirely on stuff like loot, asshole behavior and so on.  In EQ, WoW, and so on, there's no story created by the players.  We go around, do the quests presented to us, make friends, and sometimes get into fights or squabbles with fellow players, but it's not really part of the setting.  We might remember some raids or some of our friends and the things we did together, but not in the in-game story sense.

Being able to directly affect each other does give more opening for player-created story.  EVE is a good example.  There's an actual story in that game that results from the actions of players, which is partly metagame and yet the way the game is set up turns those actions into the story of the game.  But it's still not what players expect when they hear the idea of player-created story.  So, either way the concept is going to be off.  Given the options, a directed, well-written story given to you with some controlled options for other players to affect your story, is probably the best choice at the moment.  Which sounds like what they're trying to accomplish, I hope.


Title: Re: SWTOR
Post by: DLRiley on July 18, 2009, 12:27:53 PM
Some things shall go the way of the dodo bird. This game will feature at least a few of those things.


Title: Re: SWTOR
Post by: Surlyboi on July 18, 2009, 02:03:02 PM
Some things shall go the way of the dodo bird. This game will feature at least a few of those things.

Do you just type shit at random because you like to see your words in print? Or does that shit actually make sense in your head?


Title: Re: SWTOR
Post by: Fabricated on July 18, 2009, 03:02:03 PM
The funniest part of them jerking off over the amount of voiceacting SWTOR is going too have is that a majority of the people who play the game aren't going to give 3/5ths of a shit about it.

"Why is this faggot talking? What do I click so I can go kill stuff and collect loot?"


Title: Re: SWTOR
Post by: tmp on July 18, 2009, 03:06:41 PM
The funniest part of them jerking off over the amount of voiceacting SWTOR is going too have is that a majority of the people who play the game aren't going to give 3/5ths of a shit about it.

"Why is this faggot talking? What do I click so I can go kill stuff and collect loot?"
Well, for that alleged majority a clone of Progress Quest with "click to continue" popup every 3 seconds would be the greatest MMO ever.


Title: Re: SWTOR
Post by: PalmTrees on July 18, 2009, 03:17:19 PM
Combat looked very disappointing. Generic-looking stormtrooper guy with a big sword (so stupid) taking a bunch of light saber hits to kill. Bleh.

And the vo actor being the same guy that did Spike in Cowboy Bepbop and a 1000 other things. Tired of hearing the same damn voice overs. It can be hard listen to them and think about their characters instead of: oh that guy again, are there only like 3 guys working in the vo industry?.

The clips had a very single player game feel to them, really interested to see how it's gonna work in a multi-player environment.


Title: Re: SWTOR
Post by: DLRiley on July 18, 2009, 04:16:44 PM
Stormtroopers with swords  :awesome_for_real:


Title: Re: SWTOR
Post by: Surlyboi on July 18, 2009, 04:50:23 PM
The funniest part of them jerking off over the amount of voiceacting SWTOR is going too have is that a majority of the people who play the game aren't going to give 3/5ths of a shit about it.

"Why is this faggot talking? What do I click so I can go kill stuff and collect loot?"

That's more an indication of a problem with the playerbase than it is of the game.


Title: Re: SWTOR
Post by: Hindenburg on July 18, 2009, 05:02:31 PM
Quote
"Why is this faggot talking? What do I click so I can go kill stuff and collect loot?"

That's more an indication of a problem with the playerbase than it is of the game.

Game's job to make the players interested, yada yada yada.


Title: Re: SWTOR
Post by: Ghambit on July 18, 2009, 05:59:31 PM
It bears repeating:
"They'd better force players to do the cutscenes and listen to the VO"  or else all their countless millions spent on just the writing will have been for naught.

The two ways to do this are:
a) Not be able to click through a scene
b) Make it so your game basically has nothing to offer BUT cutscenes and VO

I'm really hoping they pick the former and the latter is irrelevent.


Title: Re: SWTOR
Post by: sam, an eggplant on July 18, 2009, 06:24:41 PM
So far, from all the videos and whatnot, I'm getting KOTOR3. Which is awesome, and I'm really excited about that. I loved KOTOR and unlike some crazies in this thread I'm a huge proponent of adding real story and actual characters to MMOs. Been saying it for years. Groovy.

I'm just looking forward to a video where they talk about how it's a MMO. None of the above pertains to or would benefit from other players or a persistent world.

So you're a bounty hunter, and you have your companions, and you're playing through a storyline custom-tailored for you, with varied decision nodes and resources predicated on previous choices taken, and you're in the jungles of naboo, having hunted down the slaver Hubba the Hutt who killed your parents across the galaxy (step fouteen in chapter seven of a long quest chain) and... wait, why is a jedi suddenly over there? If it's instanced, the game just broke character, and it's no longer a story about you. If it's persistent, you're patiently waiting at the zoneline to join the Hubba group. (Hubba also happens to drop a flowing black silk sash.)

Maybe they'll structure it like AoC's destiny quests. Solo, instanced, and cool for the main questline, standard MMO garbage for everything else? I'm waiting to hear their solution.


Title: Re: SWTOR
Post by: tmp on July 18, 2009, 07:42:24 PM
So you're a bounty hunter, and you have your companions, and you're playing through a storyline custom-tailored for you, with varied decision nodes and resources predicated on previous choices taken, and you're in the jungles of naboo, having hunted down the slaver Hubba the Hutt who killed your parents across the galaxy (step fouteen in chapter seven of a long quest chain) and... wait, why is a jedi suddenly over there?
I'm guessing they're basing it on something like... you're playing the "custom" storyline of a farmer boy who's recently bought this really broken droid and --long story short-- you're now in a famous hive of scumm and villainy with older companion and looking for a smuggler to take you across the Galaxy. At the same time another player is going through their "custom" storyline where they, a smuggler who had caused local Hutt some trouble in the earlier part of the story, get to shoot some bounty hunter looking for score to settle and are then approached by what's apparently a farmer boy with a  :pedobear: looking for a lift. Etc.


Title: Re: SWTOR
Post by: Surlyboi on July 18, 2009, 11:37:32 PM
Quote
"Why is this faggot talking? What do I click so I can go kill stuff and collect loot?"

That's more an indication of a problem with the playerbase than it is of the game.

Game's job to make the players interested, yada yada yada.

Fuck that. If the players are Chuck Norris joke spouting asshats, I'm not going to go out of my way to interest them.


Title: Re: SWTOR
Post by: Velorath on July 19, 2009, 03:15:45 AM
The funniest part of them jerking off over the amount of voiceacting SWTOR is going too have is that a majority of the people who play the game aren't going to give 3/5ths of a shit about it.

"Why is this faggot talking? What do I click so I can go kill stuff and collect loot?"

Gee, you make that audience sound like such a pleasant bunch, it's a shame to have a developer who isn't catering to them this time around.

Did f13's tagline change to pointlessly cynical commentary when I wasn't looking, or do people here really want to start championing the L.C.D. as the audience developers should be targeting?  I mean, I don't know if this game will be any good or complete and utter shit, but at least criticize it based on your own opinions rather than pretend you actually care how the average MMOtard (you know, the people most of us switch off general chat to avoid) will feel about it.


Title: Re: SWTOR
Post by: Oban on July 19, 2009, 05:48:25 AM
Velorath, think about replay value, leveling alts and having to wait to hear a quest giver for the second (third, fourth, fifth...) time.


Title: Re: SWTOR
Post by: Merusk on July 19, 2009, 06:06:17 AM
Voice overs you can't click through suck no matter the genre. I read 3-4 times faster than the voice actors deliver their lines.  I don't give a rats ass about Liam Neeson being my dad.. I already read what he's got to say, let me get on with it.  It's not a movie, there's little drama in the actual delivery and even if there was it's still canned dialogue.  There's no interaction other than canned lines being read at you, because you can't talk back.    It's even worse when you're going back to an NPC frequently and they have some 3-4 line "Oh hey how are ya there.  How's things been doing for you" speech when you already know all their dialogue options and just want to buy/ sell some shit.

Civ 4 had it right for how I like hearing voices in games.  Just a small flavor blurb delivered pretty quickly.  Anything else and I'm frustrated at the interruption to my gameplay.


Title: Re: SWTOR
Post by: SnakeCharmer on July 19, 2009, 07:22:01 AM
Velorath, think about replay value, leveling alts and having to wait to hear a quest giver for the second (third, fourth, fifth...) time.

Supposedly, no class will have the same content as the others.  So while you might have interactions with the same NPC, the quest/storylines from each are supposed to be unique to the class.


Title: Re: SWTOR
Post by: Lantyssa on July 19, 2009, 08:01:05 AM
I managed to play both KotOR and Mass Effect's full game three or four times without wanting to rip my ears off.  With branching stories and each class having a completely different story, repetition isn't something I'm worried about.

Since the dialog wheel looked almost identical to Mass Effect's, it'll probably let you choose an answer as soon as you want.  Y'all are making much ado about nothing.  Have a wash and get the sand out.  Yeesh.


Title: Re: SWTOR
Post by: Koyasha on July 19, 2009, 08:56:57 AM
In a way, I would prefer if they did force you to listen to the dialogue by not including the text, and not being skippable.  I'm sure it would irritate me on occasion, but overall I think it would make it so everyone has some level of understanding of the world, what they're doing and why they're doing it.  And it would prevent the 'hurry hurry' where people are pressured to skip by even if they want to read/listen.


Title: Re: SWTOR
Post by: Hindenburg on July 19, 2009, 09:22:20 AM
In a way, I would prefer if they did force you to listen to the dialogue by not including the text, and not being skippable. 

Yeah, it's not like foreigners tend to have a far easier time reading english than hearing it, or anything. Also, those deaf players? FUCK THEM IN THEIR ASSES.


Title: Re: SWTOR
Post by: Lantyssa on July 19, 2009, 10:19:03 AM
Earholes. :awesome_for_real:


Title: Re: SWTOR
Post by: Lucas on July 19, 2009, 10:39:11 AM
I have no problem with the approach they are taking, but I also liked Guild Wars a lot and I always play on roleplaying servers...Oh, and I always read quest texts, dialogues and whatnot.

Yeah, in other words everything the majority of MMO (moooo)ers don't do these days (umm, maybe they never did, if I think about it :P)


Title: Re: SWTOR
Post by: Velorath on July 19, 2009, 01:20:32 PM
Velorath, think about replay value, leveling alts and having to wait to hear a quest giver for the second (third, fourth, fifth...) time.

I think there's more replay value in going through different class stories, or even doing a lot of the same quests but choosing different dialog options, than there is in just buckling down and grinding through all the quests again.  I mean, do you really think people actually look forward to leveling alts from 1-80 in WoW or something (especially once you get out of each race's starting zone, assuming you hadn't played a character of that race before).


Title: Re: SWTOR
Post by: Ashamanchill on July 19, 2009, 01:36:43 PM
Civ 4 had it right for how I like hearing voices in games.  Just a small flavor blurb delivered pretty quickly.  Anything else and I'm frustrated at the interruption to my gameplay.

Leonard Nemoy FTW!


Title: Re: SWTOR
Post by: Margalis on July 19, 2009, 06:52:33 PM
My problem with the voice stuff is not that it exists but the emphasis being put on it while there is zero emphasis on the actual gameplay.

The message seems to be that the game is a completely standard MMO with abolsutely nothing new to offer save some production bells and whistles. I don't understand how they can do all these announcements and videos and still not have revealed a single thing about the gameplay that makes it at all interesting or different from what was available in 2003.


Title: Re: SWTOR
Post by: Velorath on July 19, 2009, 07:00:12 PM
My problem with the voice stuff is not that it exists but the emphasis being put on it while there is zero emphasis on the actual gameplay.

The message seems to be that the game is a completely standard MMO with abolsutely nothing new to offer save some production bells and whistles. I don't understand how they can do all these announcements and videos and still not have revealed a single thing about the gameplay that makes it at all interesting or different from what was available in 2003.

Given that you're the guy that quit KotoR after a half hour of playing, I'm going to guess that SWTOR is not for you.


Title: Re: SWTOR
Post by: SnakeCharmer on July 19, 2009, 07:13:03 PM
Well, the gameplay in KOTOR sucked.

The story was good, sure.  Combat?  Not so much. 

If KOTOR had Jedi Knight combat, it would have been awesome.


Title: Re: SWTOR
Post by: tmp on July 19, 2009, 07:19:03 PM
Isn't KotOR combat system pretty much d20 (http://en.wikipedia.org/wiki/D20_System) with lightsabers? So i'd guess it can suck for an action junkie but less so for people who are more into traditional rpg experience...


Title: Re: SWTOR
Post by: CmdrSlack on July 19, 2009, 07:51:40 PM
Quote
Have a wash and get the sand out.  Yeesh.

Thanks! That's an almost worksafe way to tell someone they have a sandy/ouchy vagina. And at my place of work, well, that's a handy thing to have.


As far as whether SWTOR will innovate or not...we'll see. If they just did "Star Wars MMO done right," I'd at very least finally pony up the dough to build a new computer so I can play it. Hell, I bought a new machine for the SWG release, it's about time I sunk money into hardware for a Star Wars MMO.



Title: Re: SWTOR
Post by: UnSub on July 19, 2009, 08:02:27 PM
I'll repeat:

 - BioWare is known for delivering weak-ish game mechanics but stronger storylines than other developers.
 - SWOR will be a massively single-player game, probably most similar to DDO in the way you enter specific instanced areas to progress a quest. You can bring along a team with you, but given the team decisions will ultimately impact on your character's personal karma score, random PUGs will be out for any player who cares about character.
 - It will be hugely successful at first, but how long that success lingers depends on some other decisions completely unrelated to anything BioWare has announced yet.
 - MMO players, on the whole, don't care about story that much. Especially long flowery speeches. But they're the ones most likely to pay a longer-term sub fee. Those players who like story? They'll play for a while, but cancel when they've reached the end of the storyline. Maybe BioWare will go down the Guild Wars "buy each chapter" route. I hope so. I want to see the forums scream.  :why_so_serious:

It's going to be an interesting title to see released and I'm sure I'll play it. But I do wonder what long-term impact it is going to have on MMOs and I don't think it is going to change much. The major interest in this title is "Star Wars done right" - if BioWare was releasing its own custom IP then the same level of excitement wouldn't exist.


Title: Re: SWTOR
Post by: Velorath on July 19, 2009, 08:46:51 PM
- MMO players, on the whole, don't care about story that much. Especially long flowery speeches. But they're the ones most likely to pay a longer-term sub fee. Those players who like story? They'll play for a while, but cancel when they've reached the end of the storyline. Maybe BioWare will go down the Guild Wars "buy each chapter" route. I hope so. I want to see the forums scream.  :why_so_serious:

Microtransactions.  Riccitiello pretty much said it himself although he backpedaled a bit later and said that no business model has been announced yet.  The days of MMO devs trying to make their livings solely off the obsessive player-base that is willing to commit to a game for years on end are coming to a close.


Title: Re: SWTOR
Post by: Ratman_tf on July 19, 2009, 08:52:05 PM
Microtransactions.  Riccitiello pretty much said it himself although he backpedaled a bit later and said that no business model has been announced yet.  The days of MMO devs trying to make their livings solely off the obsessive player-base that is willing to commit to a game for years on end are coming to a close.

Lovely.

(http://montaraventures.com/blog/wp-content/2009/06/evony.jpg)


Title: Re: SWTOR
Post by: Velorath on July 19, 2009, 08:58:42 PM
Lovely.

As long as microtransactions are just for cosmetic shit, I'm perfectly ok with it if other people want to help subsidize my playtime by spending money on pointless stuff.  I'm also ok with buying content packs like EQ II has.


Title: Re: SWTOR
Post by: DLRiley on July 19, 2009, 09:37:58 PM

Microtransactions.  Riccitiello pretty much said it himself although he backpedaled a bit later and said that no business model has been announced yet.  The days of MMO devs trying to make their livings solely off the obsessive player-base that is willing to commit to a game for years on end are coming to a close.

Micro transactions are pretty much keeping this genre from caving in on itself. Mmo devs are basically gambling when they expect people to pay a monthly fee for their game, as oppose to every other game out there. I see mmo devs taking advantage of their super obessive player-base by charging a monthly fee and having an extensive list of things to purchase via micro transactions. While devs rely can't rely on holding a large number of subscribers, milking the ones that stay is probably the feature.


Title: Re: SWTOR
Post by: UnSub on July 19, 2009, 11:26:23 PM
Oh, I'm absolutely certain that EA / BioWare will be charging for downloadable extra content. I'm just wondering if they will also be charging a monthly fee or if they will sell the box, then sell extra expansions with more 'story'. I'm expecting both.

The extra fun thing with all of this will be that due to the extra voiceover work, developing new story content is going to take a bit more time. Sure, the time is more in the writing than in the recording of the performance, but it is all extra logistics that will slow down the process. Plus if during beta testing it is found that one part of content isn't very fun (or really badly bugged, or suffers a lot of negative player feedback, or is highly exploitable) and requires extensive reworking, all the voice content then needs to either be shoehorned as is into the reworked section, edited back to better fit the revised version or re-recorded to suit. You can't just change the text - you've got to change the voice as well.

New story content in SWOR can't rely on a new story just being written up - it has to be written, approved through BioWare's processes, approved through LucasArts' processes, content developed, voice recorded, go back through internal approval, get alpha tested, get beta tested, get fixed, maybe a new voice recording session and then launched. As such (and I'm sure that the first few releases post-launch will have some story content held back to ensure they can keep people paying) I can see a lot of potential for the time taken between story patches to drop off while non-story patches will start to dominate.


Title: Re: SWTOR
Post by: gryeyes on July 20, 2009, 12:58:22 AM
Aesthetic only additions? Completely acceptable, anything below expansion level I tend to find a complete scam. Mass Effect "expansion" was insanely anemic and lacking. If aesthetic bullshit works i have a hard time believing a major publisher wont reduce the content lower and lower to maximize the raping, so i tend to vehemently oppose it.  Try to horse armor me and i will despise you for life.


Title: Re: SWTOR
Post by: Velorath on July 20, 2009, 01:29:16 AM
Aesthetic only additions? Completely acceptable, anything below expansion level I tend to find a complete scam. Mass Effect "expansion" was insanely anemic and lacking. If aesthetic bullshit works i have a hard time believing a major publisher wont reduce the content lower and lower to maximize the raping, so i tend to vehemently oppose it.  Try to horse armor me and i will despise you for life.

Thing is, it's always up to you to decide what is and isn't worth your money.  A lot of people like to get into a rage about DLC, when it's a lot easier to just not buy shit that you don't think is worth it.


Title: Re: SWTOR
Post by: Triforcer on July 20, 2009, 03:09:18 AM
Me no get the rage.  That video excited me.  Its an MMO, what did people expect with the UI and interface and style of fighting?  Lightsabers have to one hit everything?

My original complaint from last October remains:  this probably isn't really an MMO.  Everything will be super-instanced up the ass.  At MOST, you will see other players (who aren't friends) at the auction house and in instanced BGs. 


Title: Re: SWTOR
Post by: eldaec on July 20, 2009, 07:35:03 AM
Hellgate : Coruscant, basically.


Title: Re: SWTOR
Post by: gryeyes on July 20, 2009, 02:01:50 PM
Thing is, it's always up to you to decide what is and isn't worth your money.  A lot of people like to get into a rage about DLC, when it's a lot easier to just not buy shit that you don't think is worth it.

One can easily accomplish both with minimal strain.


Title: Re: SWTOR
Post by: Lucas on July 20, 2009, 02:16:39 PM
High-res, downloadable version is now available in MOV and WMV (about 210MB...Go back to the original documentary link and click on the arrow thingy, in case you didn't know). Much better to look at, with ability tooltips and other stuff now actually readable.


Title: Re: SWTOR
Post by: Senses on July 20, 2009, 03:38:06 PM
If it does turn out to be Hellgate, but with an amazing story arc and the everpresent IP, StarWars, won't it still be a collosal failure?  Can that whole system of wrapping a single player game into a Multiplayer package really work?  My vote is no.  But I guess if they have already decided on the microtransaction model then they know this too.


Title: Re: SWTOR
Post by: Phunked on July 20, 2009, 03:51:18 PM
You get into MMOs for the story/art/IP/new shiny.

You stay because of the people you meet. You think any of the people I play WoW with give a flying fuck about Arthas? We're there because we've played with one another for like 4 years now, gotten to know each other, etc. That's why MMOs fail -  when you're on the fence and your friends quit, you're pretty much done for.

Not having a MMO experience where you're exposed to a lot of people and can meet new friends (cough dead servers, highly instanced crap) is a surefire way to fail


Title: Re: SWTOR
Post by: Lantyssa on July 20, 2009, 05:05:12 PM
Yeesh.

Plenty of people like single-player games.  A large number are fine playing with just their own group of friends.  Some need 40+ people nearby to feel fulfilled.  None of these groups is small (though I'd argue the latter is relatively tiny in comparison.)

As long as you can play with your friends and chat with your guild, it'll be fine as far as the social aspects go.  Guild Wars is always busy when I log in.  I can hop to any city or outpost and people are there.

Now if there is a $15 monthly charge, not so much.  It's one more barrier to keeping people around.  Current indications are it will not be.


Title: Re: SWTOR
Post by: Samprimary on July 20, 2009, 05:06:34 PM
My original complaint from last October remains:  this probably isn't really an MMO.  Everything will be super-instanced up the ass.  At MOST, you will see other players (who aren't friends) at the auction house and in instanced BGs. 

Given the social dynamics of MMO's and the way the playerbase relies upon them, that's a straight-up ticket to failure if it turns out actually like that.

After Hellgate, nobody's itching for another Massively Singleplayer experience.


Title: Re: SWTOR
Post by: Hindenburg on July 20, 2009, 05:29:09 PM
After Hellgate, nobody's itching for another Massively Singleplayer experience.

Fallout 3.


Title: Re: SWTOR
Post by: SnakeCharmer on July 20, 2009, 05:56:12 PM
Fallout 3 didn't have MMO attached to it.  It was always billed as a solo experience. 

SWTOR is being billed as an MMO but insofar has shown nothing mmoishness about it.  I actually think the angstyteethgnashing that's going to come about from SWTOR is going to make the NGE fallout very, very minor.  The locked 100 page thread in the graveyard is going to be small potatoes.


Title: Re: SWTOR
Post by: Phunked on July 20, 2009, 05:56:55 PM
Yeesh.

Plenty of people like single-player games.  A large number are fine playing with just their own group of friends.  Some need 40+ people nearby to feel fulfilled.  None of these groups is small (though I'd argue the latter is relatively tiny in comparison.)

As long as you can play with your friends and chat with your guild, it'll be fine as far as the social aspects go.  Guild Wars is always busy when I log in.  I can hop to any city or outpost and people are there.

Now if there is a $15 monthly charge, not so much.  It's one more barrier to keeping people around.  Current indications are it will not be.

Compare that with


My original complaint from last October remains:  this probably isn't really an MMO.  Everything will be super-instanced up the ass.  At MOST, you will see other players (who aren't friends) at the auction house and in instanced BGs. 

Given the social dynamics of MMO's and the way the playerbase relies upon them, that's a straight-up ticket to failure if it turns out actually like that.

After Hellgate, nobody's itching for another Massively Singleplayer experience.

One of you has to be wrong, right?


Title: Re: SWTOR
Post by: tmp on July 20, 2009, 06:17:56 PM
Drawing any population-wide conclusions from Hellgate out of all things seems a little preposterous.


Title: Re: SWTOR
Post by: Phunked on July 20, 2009, 06:35:12 PM
They could cite WAR instead. Though I remember all of us foaming at the mouth for Hellgate pretty badly!


Title: Re: SWTOR
Post by: Merusk on July 20, 2009, 06:38:43 PM
Not all of us.  :grin:


Title: Re: SWTOR
Post by: tmp on July 20, 2009, 06:39:32 PM
Hmm there's many things that come to mind about WAR but Massively Singleplayer isn't one of them. But then again, i only checked an early bit of it in the open beta, maybe it does get like that later :uhrr:


Title: Re: SWTOR
Post by: Phunked on July 20, 2009, 06:41:00 PM
I rolled at release and by tier 3 I was running into maybe 10 other per zone and very few in the level bracket in general. A lot of them were very spread out across the giant ass zones. Perhaps that was my experience, but I certainly did not have an abundance of people around.


Title: Re: SWTOR
Post by: UnSub on July 20, 2009, 08:18:01 PM
As long as you can play with your friends and chat with your guild, it'll be fine as far as the social aspects go. 

The additional twist to the social game is that team decisions can (as described) change your character's alignment, so the whole social aspect of teaming suddenly can be a lot more important. You'll need to be able to trust your team to do something other than do DPS.


Title: Re: SWTOR
Post by: DLRiley on July 20, 2009, 08:26:52 PM
As long as you can play with your friends and chat with your guild, it'll be fine as far as the social aspects go. 

The additional twist to the social game is that team decisions can (as described) change your character's alignment, so the whole social aspect of teaming suddenly can be a lot more important. You'll need to be able to trust your team to do something other than do DPS.

I don't trust a pug to do something besides dps. The team decisions means very little for a group a friends.


Title: Re: SWTOR
Post by: lamaros on July 20, 2009, 08:57:41 PM
Well, the gameplay in KOTOR sucked.

The story was good, sure.  Combat?  Not so much. 

If KOTOR had Jedi Knight combat, it would have been awesome.

Having just played through KOTOR I have to say that the story is pretty shitty too. And Linear. With hardly any replay value (clicking different text responses is not my idea of a 'totally different story'. It's the same shitty linear story except you're good/evil. OMG novelty!)

SWTOR is going to suck*.

(*Though it might end up sucking like WoW sucked... and be popular in spite of it)


Title: Re: SWTOR
Post by: Triforcer on July 20, 2009, 10:44:43 PM
Forgot to mention that I am interested how, in the backstory, they will explain why every single human in the galaxy has Down Syndrome or some other chromosomal disorder affecting the face. 


Title: Re: SWTOR
Post by: Lantyssa on July 20, 2009, 11:20:06 PM
As long as you can play with your friends and chat with your guild, it'll be fine as far as the social aspects go. 
The additional twist to the social game is that team decisions can (as described) change your character's alignment, so the whole social aspect of teaming suddenly can be a lot more important. You'll need to be able to trust your team to do something other than do DPS.
If it's truly an MMO, according to what I'm hearing here, people won't care about the decisions because those are just story.  They'll click through the responses as fast as possible since that gets in the way of their MMO-ness.  Should that decision actually make a difference, whatever consequences they might bring won't matter as MMO players will have the optimal course already plotted, so again, it's insignificant.

More seriously, I doubt Bioware is aiming at only the MMO market.  Outside of WoW, it's still tiny compared to the people who might want an "MMO-lite" where they can swing light sabers around a co-op mission in the Star Wars universe.  That other people are around sometimes is just a bonus.  They're aiming for more than traditional MMO players.  A lot of people here seem a little too invested in what they personally want than what makes business sense.  WTF would they limit their market to the flights of fancy of MMO players?  With a Star Wars title?  Please.


Title: Re: SWTOR
Post by: lamaros on July 20, 2009, 11:24:06 PM
Ok can some grammar nerd please tell me which of 'an MMO' or 'a MMO' is correct? I must know.


Title: Re: SWTOR
Post by: Bzalthek on July 20, 2009, 11:28:17 PM
Having played MMOs for a decade now, as many here have, I'm pretty sick and tired of MMOers in general.  If SWOR wants to aim at establishing a new breed of MMOer, more power too them.  Complaints from the other side of the fence is only encouraging, as the more they complain hoq it isn't a 'true' MMO, the less likely I'll have to put up with their shit in game (including design decisions to appease them.)

I originally got into MMOs because it's "D&D online!  Anytime!"  Sadly, even DDO failed to create that.  I barely made it past the 'culture shock' roaming around EQ.  What was the point?  Eventually I settled my grievances, but I would love to see these games move back to the RPG they've been neglecting for so long.  

Edit:
Ok can some grammar nerd please tell me which of 'an MMO' or 'a MMO' is correct? I must know.

If the acronym is sounded out like a word, such as NASA, then usual rules apply as if that acronym were actually a word.  Acronyms like MMO, which are just saying the letters Em Em Oh, are treated by the sound of the first letter.  If it sounds like a vowel, you use AN; otherwise A.

Thus, "an em em oh" is the correct choice, unless you have downs syndrome and call it "a mmmmoh."


Title: Re: SWTOR
Post by: Surlyboi on July 21, 2009, 12:05:38 AM
Completely on a side note. Looking at that video, I see all the Macs being used by the scripting guys and I bet this bitch is still gonna be PC only.


Title: Re: SWTOR
Post by: Triforcer on July 21, 2009, 12:12:08 AM
I'll shed tears for the MAC users who bought their computers to game right after I help evangelicals who move to the Castro and are shocked when their children must walk past gay sex shops. 


Title: Re: SWTOR
Post by: kondratti on July 21, 2009, 12:28:27 AM

If it's truly an MMO, according to what I'm hearing here, people won't care about the decisions because those are just story.  They'll click through the responses as fast as possible since that gets in the way of their MMO-ness.  Should that decision actually make a difference, whatever consequences they might bring won't matter as MMO players will have the optimal course already plotted, so again, it's insignificant.


In the ROK expansion in EQ2, in one of the quests, the 2 responses to one of the NPCs were, "OK, I will give you 500g to do that" and "Just do it or I will kill you!".... loads of us paid 500g for no reason.  Guess just the devs having fun with us racing through the content.


Title: Re: SWTOR
Post by: Surlyboi on July 21, 2009, 12:50:26 AM
I'll shed tears for the MAC users who bought their computers to game right after I help evangelicals who move to the Castro and are shocked when their children must walk past gay sex shops. 

The fact that you spelled "Mac" with all capitals would tell me everything I needed to know about you if I didn't already know enough.

And not to turn this into a Mac/'doze limp-wristed slapfight, but seriously, it's not that goddamn hard anymore.

Back on the topic at hand; since the vast, unwashed majority of MMO players are fucking idiots. If this game attracts a new type of player, I'm all for it.


Title: Re: SWTOR
Post by: Phunked on July 21, 2009, 07:25:37 AM

Back on the topic at hand; since the vast, unwashed majority of MMO players are fucking idiots. If this game attracts a new type of player, I'm all for it.

There are worse things than unwashed MMO fucktards.

Unwashed "want to be able to solo everything" fucktards who complain about the lore are just one example.

The point isn't so much in creating products which somehow selectively filter 99% of humanity (this is bad business sense) but probably towards making an experience where the natural tendencies of these people to act like idiots are somehow moderated to be less annoying.

How you do that, I have no fucking clue, but if you figure it out, please do tell so I can go off and become filthy rich by stealing your idea.


Title: Re: SWTOR
Post by: tmp on July 21, 2009, 07:29:30 AM
Completely on a side note. Looking at that video, I see all the Macs being used by the scripting guys and I bet this bitch is still gonna be PC only.
If they were using typewriters instead you'd bet the game wouldn't make it to that particular hardware, either...

more seriously though they're using directX for the graphics so, welp.


Title: Re: SWTOR
Post by: DLRiley on July 21, 2009, 07:33:53 AM
There are more gamers who don't play WoW then there gamers who do. Simply if SWTOR wishes to aim for those players, all power to them, however good luck getting the God of War guys to grind for a new lightsaber that has a miss chance. 


Title: Re: SWTOR
Post by: Lantyssa on July 21, 2009, 10:45:30 AM
The point isn't so much in creating products which somehow selectively filter 99% of humanity (this is bad business sense) but probably towards making an experience where the natural tendencies of these people to act like idiots are somehow moderated to be less annoying.

How you do that, I have no fucking clue, but if you figure it out, please do tell so I can go off and become filthy rich by stealing your idea.
You put them in their own instances where they cannot affect your game play.

...

...

:drillf:


Title: Re: SWTOR
Post by: eldaec on July 21, 2009, 12:02:35 PM
Forgot to mention that I am interested how, in the backstory, they will explain why every single human in the galaxy has Down Syndrome or some other chromosomal disorder affecting the face. 

It's the midichorins.


Title: Re: SWTOR
Post by: Phunked on July 21, 2009, 03:01:34 PM
The point isn't so much in creating products which somehow selectively filter 99% of humanity (this is bad business sense) but probably towards making an experience where the natural tendencies of these people to act like idiots are somehow moderated to be less annoying.

How you do that, I have no fucking clue, but if you figure it out, please do tell so I can go off and become filthy rich by stealing your idea.
You put them in their own instances where they cannot affect your game play.

...

...

:drillf:

I thought we called that single player?


Title: Re: SWTOR
Post by: Ingmar on July 21, 2009, 03:04:37 PM
Not if they're in that instance together.


Title: Re: SWTOR
Post by: Fordel on July 21, 2009, 03:43:55 PM
http://www.swtor.com/community/showthread.php?t=51392


MMO Fans, obsessive?


Nah  :why_so_serious:


-edit- http://www.darthhater.com/swtordoc3/11.png  :grin:


Title: Re: SWTOR
Post by: HaemishM on July 21, 2009, 03:46:39 PM
If ever there were someone that needed to get laid more than anyone else on the planet earth, the original poster is that someone.


Title: Re: SWTOR
Post by: Fordel on July 21, 2009, 03:48:54 PM
I really hope the cover system pans out, since I'm such a sucker for peeking around corners like in MassEffect or Gears. Seeing my character actually preform the cover animations actually makes it more fun for me, for whatever reason.


Title: Re: SWTOR
Post by: tmp on July 21, 2009, 05:13:37 PM
If ever there were someone that needed to get laid more than anyone else on the planet earth, the original poster is that someone.
I prefer to think this is natural selection working as intended.


Title: Re: SWTOR
Post by: DLRiley on July 21, 2009, 07:53:16 PM
If ever there were someone that needed to get laid more than anyone else on the planet earth, the original poster is that someone.
I prefer to think this is natural selection working as intended.

 :drill:


Title: Re: SWTOR
Post by: Ashamanchill on July 21, 2009, 09:23:25 PM
If ever there were someone that needed to get laid more than anyone else on the planet earth, the original poster is that someone.

Who's the lucky lady who gets to jump on that grenade?


Title: Re: SWTOR
Post by: Oban on July 21, 2009, 09:35:42 PM
Who's the lucky lady who gets to jump on that grenade?

(http://www.clisham.com-a.googlepages.com/princessleia.jpg)


Title: Re: SWTOR
Post by: AutomaticZen on July 22, 2009, 08:07:31 AM
On the bright side, credits for kills!  It's like that time when Obi-Wan killed Darth Maul and got 10 credits for his trouble.  Qui-Gon never finished that corpse run.

Sith work like WoW Rogues, Smugglers get weird cover indicators everywhere, Bounty Hunters start with full mana or whatever, symbols replace exclamation marks, the Persuade skill returns from everything Bioware has ever done, global cooldowns, etc.  Pretty much WoW in SPACCCCEEEEEE!

Still no confirmed player aliens, but the game looks rather far along.  If they didn't have to create so much damn content, they could probably release earlier.

EDIT: JESUS.  47 PAGES IN 4 DAYS?


Title: Re: SWTOR
Post by: VainEldritch on July 22, 2009, 08:53:02 AM
Caveats about the alpha gameplay on display notwithstanding, I was disappointed with the Jedi combat - player stands infront of NPC waving his lightsaber about, sparks fly, NPC falls over. Lightsabers in particular need a fatality system like AoC - just look at the movies:

Star Wars movie body part removals (that i can remember):

Ep I - Darth Maul cut in half...

Ep II - Anakin's hand lopped off...

Ep III - Dooku's hands and head cut off, Mace Windu's hand lopped off, Anakin's arms and legs cut off...

Ep IV -  Alien's arm cut off...

Ep V - Snowbeasties arm cut off, Luke's hand cut off...

Ep VI -  Vader's hand cut off...

If these are acceptable in the movies they should also be doable in the game without the need for an 18 cert like AoC. I'm sure there'll be no tits 'n' ass in TOR, and LS / blasters can cauterize.


Title: Re: SWTOR
Post by: Ghambit on July 22, 2009, 11:13:34 AM
If these are acceptable in the movies they should also be doable in the game without the need for an 18 cert like AoC. I'm sure there'll be no tits 'n' ass in TOR, and LS / blasters can cauterize.

Yah, you'd figure with the grittiness of the KOTOR 'verse that they'd embrace the Mature rating and just cut loose... especially after the gruesomeness of ep.3.
Juuuust when you think Lucas learns his lesson, it's back to Ewoks and Gungans.  They'd sell more boxes with limb-removal and space pr0n than telling a story anyways.


Title: Re: SWTOR
Post by: Samprimary on July 22, 2009, 08:28:04 PM
One of you has to be wrong, right?

If I was talking about single-player games and not "MMO's" that have absurdly minimal actual populous interaction, yes..


Title: Re: SWTOR
Post by: UnSub on July 22, 2009, 11:14:27 PM
They'd sell more boxes with limb-removal and space pr0n than telling a story anyways.

I don't think you've ever seen Star Wars based on that answer.


Title: Re: SWTOR
Post by: Ghambit on July 23, 2009, 12:12:47 AM
They'd sell more boxes with limb-removal and space pr0n than telling a story anyways.

I don't think you've ever seen Star Wars based on that answer.

Star Wars the movie and Star Wars the game are two separate entities.
And there's a difference between making a game for Star Wars geektards and "everyone else."


Title: Re: SWTOR
Post by: lamaros on July 23, 2009, 01:16:31 AM
They'd sell more boxes with limb-removal and space pr0n than telling a story anyways.

I don't think you've ever seen Star Wars based on that answer.

This confuses me. What are you trying to say?


Title: Re: SWTOR
Post by: UnSub on July 23, 2009, 05:47:47 AM
They'd sell more boxes with limb-removal and space pr0n than telling a story anyways.

I don't think you've ever seen Star Wars based on that answer.

This confuses me. What are you trying to say?

That saying that limb-removal and space pr0n is going to be what shifts more boxes than if they tell story. Adding more violence and space pr0n is going to appeal more to the geektards, but it will sell more if they tone those parts down and slap a PG on the box cover. Throw in a hero's journey story, space opera, starship combat and magical laser swords and even the geektards are happy.

And fight all robot armies. No-one minds if you cut robots in half.


Title: Re: SWTOR
Post by: AutomaticZen on July 23, 2009, 08:43:23 AM

Star Wars the movie and Star Wars the game are two separate entities.
And there's a difference between making a game for Star Wars geektards and "everyone else."

The geektards will buy it regardless.  Aim for everyone else.


Title: Re: SWTOR
Post by: Ghambit on July 23, 2009, 10:14:07 AM

Star Wars the movie and Star Wars the game are two separate entities.
And there's a difference between making a game for Star Wars geektards and "everyone else."

The geektards will buy it regardless.  Aim for everyone else.

you have a point.
But, which would you think "everyone else" would want?  'Cause I think it's obvious Bioware is shirking game mechanics for the sake of their new story paradigm.
We've been through this argument in this thread already though and most people arent convinced it will work;  we remain hopeful, yet afraid.


Title: Re: SWTOR
Post by: Surlyboi on July 23, 2009, 11:13:11 AM

Star Wars the movie and Star Wars the game are two separate entities.
And there's a difference between making a game for Star Wars geektards and "everyone else."

The geektards will buy it regardless.  Aim for everyone else.

you have a point.
But, which would you think "everyone else" would want?  'Cause I think it's obvious Bioware is shirking game mechanics for the sake of their new story paradigm.
We've been through this argument in this thread already though and most people arent convinced it will work;  we remain hopeful, yet afraid.

So, since you've not seen the game mechanics, they're obviously shirking them?

Really?


Title: Re: SWTOR
Post by: VainEldritch on July 23, 2009, 01:34:01 PM

Star Wars the movie and Star Wars the game are two separate entities.
And there's a difference between making a game for Star Wars geektards and "everyone else."

The geektards will buy it regardless.  Aim for everyone else.

you have a point.
But, which would you think "everyone else" would want?  'Cause I think it's obvious Bioware is shirking game mechanics for the sake of their new story paradigm.
We've been through this argument in this thread already though and most people arent convinced it will work;  we remain hopeful, yet afraid.

So, since you've not seen the game mechanics, they're obviously shirking them?

Really?

I think not... but the veritable deluge of limb removal I listed was used only to illlustrate a point, and unfortunatly it got away from me.

What I don't want to see with lightsaber combat is two Jedi standing toe-to-toe, waving their sabers about with the sole effect of creating a nice light show with an occational shower of sparks, until one of them just falls over, presumably either overcome by the light flashes or bored to death, without a scratch on 'em. I want limb removal crits, I want people burned with flamethrowers and fried with force lightening. Less "Clone Wars" cartoon, more Star Wars movie immitation, please.


Title: Re: SWTOR
Post by: Fordel on July 23, 2009, 02:35:41 PM
Cartoon CloneTrooper frowns at you sir!

(http://www.nexuszero.net/Img/clone_wars.gif)



Can I make that my Avatar or is it too obnoxious?


Title: Re: SWTOR
Post by: Senses on July 23, 2009, 03:39:01 PM
I think he has a real point.  Light Sabres without limb removal are pretty tame and lame.  Obviously this comes down to the differences between the rating system of movies and games but the idea that you can essentially defeat someone in light Sabre combat without ever actually amputating something is pretty dissapointing.


Title: Re: SWTOR
Post by: gryeyes on July 23, 2009, 03:44:16 PM
And once you lose a limb its gone FOREVER. Bionics will be the mainstay of the crafting skills.


Title: Re: SWTOR
Post by: DLRiley on July 23, 2009, 07:26:09 PM
Everyone would be cyborgs in about a week.  :drill:. Besides that there is little chance a StarWars game is going to risk a rated M rating. And besides removing a limb is fun to look at not fun to gameplay wise. Oh yeah just lost my arm, permanent attack speed debuff along with damage debuff. Oh i lost my light saber arm, 90% of my bar is locked. Oh i lost my leg, permanent rooted.


Title: Re: SWTOR
Post by: UnSub on July 23, 2009, 07:28:35 PM
If bionics provide any sort of advantage, powergamers will be self-amputating limbs in less than 15 minutes after launch.


Title: Re: SWTOR
Post by: DLRiley on July 23, 2009, 07:43:33 PM
logically bionics should give an advantage to smugglers and storm troopers. bionics would only make a jedi or sith weaker due to the lack of force filled blood and blood vessels.


Title: Re: SWTOR
Post by: Ratman_tf on July 23, 2009, 07:48:47 PM
logically bionics should give an advantage to smugglers and storm troopers. bionics would only make a jedi or sith weaker due to the lack of force filled blood and blood vessels.

Like what happened to Vader!  :awesome_for_real:


Title: Re: SWTOR
Post by: DLRiley on July 23, 2009, 08:36:16 PM
logically bionics should give an advantage to smugglers and storm troopers. bionics would only make a jedi or sith weaker due to the lack of force filled blood and blood vessels.

Like what happened to Vader!  :awesome_for_real:

Vader abilities were stunted when he was more man then machine. Technically he was suppose to be 3 times stronger than Palpatine by the time luke sky walker started his 5 minute training sessions with obi man. But because he was basically a cyborg, not only did a noob like sky walker was able to kick his ass, but he wasn't even half as strong as he was when he fought obi wan the first time, it was only because Vader was prophet child prodigy that Vader was able to remain a threat. Also considering that everyone stronger or as strong as he was at his prime, were either dead, too old to posse a serious threat, or his superior...

God did i geek out for star wars? arg... anyway again limbs amputation = bad for gameplay and ratings.


Title: Re: SWTOR
Post by: gryeyes on July 23, 2009, 08:46:49 PM
Everyone would be cyborgs in about a week.  :drill:. Besides that there is little chance a StarWars game is going to risk a rated M rating. And besides removing a limb is fun to look at not fun to gameplay wise. Oh yeah just lost my arm, permanent attack speed debuff along with damage debuff. Oh i lost my light saber arm, 90% of my bar is locked. Oh i lost my leg, permanent rooted.

 :facepalm:


Title: Re: SWTOR
Post by: Triforcer on July 23, 2009, 08:49:44 PM
SWTOR never was and never will be Age of Conan.  If you are suddenly discovering that now, I hope you are adjusting well to non-cave living. 


Title: Re: SWTOR
Post by: DLRiley on July 23, 2009, 08:53:42 PM
Everyone would be cyborgs in about a week.  :drill:. Besides that there is little chance a StarWars game is going to risk a rated M rating. And besides removing a limb is fun to look at not fun to gameplay wise. Oh yeah just lost my arm, permanent attack speed debuff along with damage debuff. Oh i lost my light saber arm, 90% of my bar is locked. Oh i lost my leg, permanent rooted.

 :facepalm:

the last 3 pages of this thread was a facepalm but i wasn't complaining.


Title: Re: SWTOR
Post by: Ratman_tf on July 23, 2009, 09:29:42 PM
God did i geek out for star wars? arg...

Don't stop. We need to know how many midichlorians are in the average limb so we can calculate just how much force is lost when a player gets a cybernetic replacement.  :grin:



Title: Re: SWTOR
Post by: DLRiley on July 23, 2009, 09:36:27 PM
Midichlorians: Once introduced it can never be reconned.


Title: Re: SWTOR
Post by: Surlyboi on July 23, 2009, 10:16:37 PM
God did i geek out for star wars?

Yes. You also apparently lost your ability to construct a sentence in English there too. It was like your mind
started channeling Yoda or something.




Title: Re: SWTOR
Post by: Margalis on July 24, 2009, 12:10:03 AM
Quote
So, since you've not seen the game mechanics, they're obviously shirking them?

Really?

What they're focusing their messaging on is telling. If the game has a set of new and awesome mechanics don't you think they'd mention that? Clearly they don't see the gameplay as the main selling point of the game so why should we?


Title: Re: SWTOR
Post by: Triforcer on July 24, 2009, 12:15:26 AM
I think that's a bit unfair.  What they did was roll out the publicity train a bit too early, when mechanics are still in flux.  Thus, all they safely can talk about are generalities. 


Title: Re: SWTOR
Post by: lamaros on July 24, 2009, 12:27:05 AM
I think that's a bit unfair.  What they did was roll out the publicity train a bit too early, when mechanics are still in flux.  Thus, all they safely can talk about are generalities. 

All they're talking about with the 'story element' is generalities too, so I don't buy that.


Title: Re: SWTOR
Post by: Ashamanchill on July 24, 2009, 12:42:45 AM

Star Wars the movie and Star Wars the game are two separate entities.
And there's a difference between making a game for Star Wars geektards and "everyone else."

The geektards will buy it regardless.  Aim for everyone else.

This.  Having an M rating on the box with a half naked Natalie Portman (I don't know her fucking character's name in the movie) might make the hardcores jizz their pants, but it will stop grandma from buying it for little Timmy. 

Everyone would be cyborgs in about a week.  :drill:. Besides that there is little chance a StarWars game is going to risk a rated M rating. And besides removing a limb is fun to look at not fun to gameplay wise. Oh yeah just lost my arm, permanent attack speed debuff along with damage debuff. Oh i lost my light saber arm, 90% of my bar is locked. Oh i lost my leg, permanent rooted.

Since I haven't heard much at all about what PvP is going to be like isn't this all moot right now anyways?  Since we are mostly going to be killing AI mobs in our own private instances, they can have limbs come off as they please without it affecting gameplay.


Title: Re: SWTOR
Post by: Surlyboi on July 24, 2009, 02:33:09 AM
Quote
So, since you've not seen the game mechanics, they're obviously shirking them?

Really?

What they're focusing their messaging on is telling. If the game has a set of new and awesome mechanics don't you think they'd mention that? Clearly they don't see the gameplay as the main selling point of the game so why should we?

We all know it's gonna be some form of Diku. I really doubt there's gonna be any ground broken mechanics-wise. But since when is going with the status quo considered shirking?


Title: Re: SWTOR
Post by: Ghambit on July 24, 2009, 10:05:37 AM
I figure at this point if we havent heard of the mechanics (of a game who's engine's been playable since '06) that pretty much means there's nothing special about them and the best Bioware has to offer on their game is their Story-system.  Their publicity train only focuses on what they've been focusing on because that's all they've really got.  Ever seen a well-marketed MMO that harps on their generic DIKU mechanisms?  Or an FPS that says "shoot a blaster, knock over a droid?"   :awesome_for_real:

cmon now.  The story is the game (they've said this), and the rest will be vanilla.  I'm not complaining about it, but I'm not holding out hope for some secret uber-mechanic that reinvigorates the market either.  A story-driven KOTOR MMO is a story-driven KOTOR MMO.  KOTOR + MMO + storied-voiceovers.  Played KOTOR?  That's probably the mechanic you're gonna get, or something similar (prepare for the cooldowns).  Listened to an audiobook?  There's your voiceovers.

The last scenario that may be a possibility is that they're just not sure what they want to do mechanically, or they may have thoughts of changing their original design.  Which wouldnt be the 1st time we've seen an internal paradigm shift for a game mid-development.  It's not a healthy or smart thing to do, but Bioware isnt immune to these kinds of mistakes either.

<ardent speculation brought to you by Darth Ghambit>


Title: Re: SWTOR
Post by: LK on July 24, 2009, 04:31:16 PM
Quote
So, since you've not seen the game mechanics, they're obviously shirking them?

Really?

Clearly they don't see the gameplay as the main selling point of the game so why should we?

Bioware games were never about the game mechanics.


Title: Re: SWTOR
Post by: Falwell on July 25, 2009, 12:27:10 AM
Quote
So, since you've not seen the game mechanics, they're obviously shirking them?

Really?

Clearly they don't see the gameplay as the main selling point of the game so why should we?

Bioware games were never about the game mechanics.

Very true. It's also something they better change PFQ if they plan on running a succcessful long term MMO.


Title: Re: SWTOR
Post by: Lantyssa on July 25, 2009, 09:26:10 AM
Yes, because KotOR and other Bioware games did so poorly.


Title: Re: SWTOR
Post by: Ghambit on July 25, 2009, 10:22:29 AM
And there are so many story-driven MMO successes.


Title: Re: SWTOR
Post by: Reg on July 25, 2009, 10:43:11 AM
Probably about as many as the successes derived from stellar gameplay mechanics.


Title: Re: SWTOR
Post by: Lantyssa on July 25, 2009, 10:46:14 AM
There have been as many successes as there have been attempts.


Title: Re: SWTOR
Post by: Goumindong on July 25, 2009, 01:05:40 PM
There have been as many successes as there have been attempts.

Its also totally possible to win global thermonuclear war, its just that no one has tried...

Largely the mechanics are the most important point of an MMO, players don't much pay attention to the story, only how hard they hit stuff and how powerful their character becomes.

To say that they are nothing more that systems analysis[whatever system the game chooses, FPS games are about map optimization where Eve is more about social optimization(though there certainly other optimizations at work)] would be false, but its still the prime motivating force that keeps people playing MMOs.



Title: Re: SWTOR
Post by: Bzalthek on July 25, 2009, 01:20:42 PM
Players in today's MMOs don't pay attention to the story, but you know, fuck them.  Let's make a game for non-catasses and see how it goes.


Title: Re: SWTOR
Post by: Hindenburg on July 25, 2009, 05:02:50 PM
It's called Free Realms.


Title: Re: SWTOR
Post by: Tannhauser on July 25, 2009, 07:19:25 PM
There are going to be six classes and each class will have its own story-driven quest line.  The quests do not overlap, each is unique to each class.  Wow, if that's true (source PC Gaymer) I'm stunned!  That means you can play the game six times and have a unique experience each time!  I've been kind of 'meh' about SWTOR but now I'm pretty excited.  Yes, the hype has me in its tractor beam.



Title: Re: SWTOR
Post by: Lantyssa on July 25, 2009, 07:23:07 PM
Eight classes.  Six was a misquote.


Title: Re: SWTOR
Post by: Ghambit on July 25, 2009, 08:09:08 PM
So, the 6 unique story-grinds are how Bioware will basically keep the public quelled enough to buy time for content expansions. hmmm


Title: Re: SWTOR
Post by: Velorath on July 25, 2009, 08:18:22 PM
So, the 6 unique story-grinds are how Bioware will basically keep the public quelled enough to buy time for content expansions. hmmm

Grinding is forcing yourself to do something even though it's not fun.  Presumably if you're playing through all the classes to see the story, you probably find it entertaining.


Title: Re: SWTOR
Post by: gryeyes on July 25, 2009, 08:29:41 PM
So, the 6 unique story-grinds are how Bioware will basically keep the public quelled enough to buy time for content expansions. hmmm

Which is a vast fucking improvement over the standard method of stretching content.


Title: Re: SWTOR
Post by: DLRiley on July 25, 2009, 09:49:49 PM
So, the 6 unique story-grinds are how Bioware will basically keep the public quelled enough to buy time for content expansions. hmmm

Grinding is forcing yourself to do something even though it's not fun.  Presumably if you're playing through all the classes to see the story, you probably find it entertaining.

That definition is so cute. And people wonder why diku's are still in business.


Title: Re: SWTOR
Post by: Bzalthek on July 25, 2009, 10:18:04 PM
Watching movies are such a grind.  2 hours of bullshit dialogue and action sequences and all that shit.  Thank god for 30 second bunny shorts.  Now I can watch a movie in less than a minute and get on with my life.


Title: Re: SWTOR
Post by: Ratman_tf on July 25, 2009, 10:38:23 PM
If there's any kind of game that can find a way to put grind into story driven content, it's MMORPGs.

"Can't raid, I have to talk to 30 more people to get my epic hat!"  :uhrr:


Title: Re: SWTOR
Post by: Senses on July 25, 2009, 10:39:44 PM
I hate to reduce this to common sense but...If you like watching a movie instead of playing a game, 8 different story arcs will appeal to you longer than 20 minutes, for the rest of us, the kicking ass and finding loot better be good too.


Title: Re: SWTOR
Post by: Goumindong on July 25, 2009, 11:43:57 PM
So, the 6 unique story-grinds are how Bioware will basically keep the public quelled enough to buy time for content expansions. hmmm

Which is a vast fucking improvement over the standard method of stretching content.

But is it really different? To run 8 unique story lines worth of material over 20 levels, you still need 160 levels worth of content. Alternately you could just have 160 levels worth of content.

Now, it certainly will force people to play different and/or under appreciated classes in order to get to that content [which might make for an interesting meta discussion about balancing and whining], but its still just the same amount of content stretched out.


Title: Re: SWTOR
Post by: Velorath on July 26, 2009, 12:30:03 AM
So, the 6 unique story-grinds are how Bioware will basically keep the public quelled enough to buy time for content expansions. hmmm

Which is a vast fucking improvement over the standard method of stretching content.

But is it really different? To run 8 unique story lines worth of material over 20 levels, you still need 160 levels worth of content. Alternately you could just have 160 levels worth of content.

If you just enjoy the content, then it doesn't really matter if you go through 20 levels eight times, or 160 levels to see it all (aside from the fact that 20 levels of content 8 times allows for a variety of stories, rather than 1 story which might get stale if dragged out for too long).  If you're the kind of person who just wants to hit max level and start raiding/PVP, it seems to bme that 20 levels of content to go through rather than 160 would be preferable.  Doesn't seem like 160 levels of content would be preferable to anyone, hence why you don't hear "I like this game, but man I wish it had more levels" in too many MMO threads around here.


Title: Re: SWTOR
Post by: gryeyes on July 26, 2009, 12:45:12 AM
But is it really different?

Yes its different because you can tailor the experience and keep it fresh when its customized around a specific class. As opposed to having 160 levels of homogenized content.


Title: Re: SWTOR
Post by: Hindenburg on July 26, 2009, 12:49:34 AM
But is it really different? To run 8 unique story lines worth of material over 20 levels, you still need 160 levels worth of content. Alternately you could just have 160 levels worth of content.

 :uhrr:


Title: Re: SWTOR
Post by: Bzalthek on July 26, 2009, 01:43:08 AM
But is it really different? To run 8 unique story lines worth of material over 20 levels, you still need 160 levels worth of content. Alternately you could just have 160 levels worth of content.

 :uhrr:

They're playing on the storytelling aspect.  There are few stories in books I wish were 8 times longer.  Even though it was essentially the same game, I'm glad half life wasn't super long instead of making blue shift etc.


Title: Re: SWTOR
Post by: UnSub on July 26, 2009, 02:11:14 AM
There are going to be six classes and each class will have its own story-driven quest line.  The quests do not overlap, each is unique to each class.  Wow, if that's true (source PC Gaymer) I'm stunned!  That means you can play the game six times and have a unique experience each time!  I've been kind of 'meh' about SWTOR but now I'm pretty excited.  Yes, the hype has me in its tractor beam.

Technically the choice you make in missions will impact on your character, so you might have to play through more than 8 times to see everything.

It's BioWare. Think Mass Effect but with lightsabres.


Title: Re: SWTOR
Post by: lamaros on July 26, 2009, 02:44:52 AM
Technically the choice you make in missions will impact on your character change the text you read awesome voice acting you hear and cut scenes you see, so you might have to play through more than 8 times to see everything.

No need to tip.


Title: Re: SWTOR
Post by: Tannhauser on July 26, 2009, 05:02:50 AM
There are going to be six classes and each class will have its own story-driven quest line.  The quests do not overlap, each is unique to each class.  Wow, if that's true (source PC Gaymer) I'm stunned!  That means you can play the game six times and have a unique experience each time!  I've been kind of 'meh' about SWTOR but now I'm pretty excited.  Yes, the hype has me in its tractor beam.

Technically the choice you make in missions will impact on your character, so you might have to play through more than 8 times to see everything.

It's BioWare. Think Mass Effect but with lightsabres.

They mentioned this in the article.  The player was on a star destroyer and he had the choice to sack the captain or let him remain on.  Regardless of his choice, the ship jumped into hyperspace and then got boarded during a fight.  If you replaced the captain, the article seemed to say you had less help to repel boarders.

So yes, you have the illusion of choice, but the end result is the same; you fight off the boarding party.


Title: Re: SWTOR
Post by: Venkman on July 26, 2009, 06:44:54 AM
So what though? It's choice at all.

This isn't going to matter to the raiders. They'll just queue up the walkthrough on swtorbot.com so they can max out and do whatever there is to do at the cap.

But for the people who get bored halfway through Class A's storyline, they have Class B's, which instead of being a romp through the same exact sequence of quests will actually be different. In some way.

We're a long way away from knowing whether we're talking MMO different or RPG different. One is just quests nobody reads because they simply drive you to get/fight the same content skinned differently. The other is a storyline people read because that's the premise of the whole experience.

In other words, just because it's billed as an MMO, we really don't yet know if SWTOR will be a standard MMO or an RPG with an MMO business model bolted on.


Title: Re: SWTOR
Post by: UnSub on July 26, 2009, 08:07:03 AM
Technically the choice you make in missions will impact on your character change the text you read awesome voice acting you hear and cut scenes you see, so you might have to play through more than 8 times to see everything.

No need to tip.

True, but I also expect that some missions won't be accessible unless you have the correct faction (light side vs dark side) so it will probably matter at some point.


Title: Re: SWTOR
Post by: Goumindong on July 26, 2009, 10:15:04 AM
If you just enjoy the content, then it doesn't really matter if you go through 20 levels eight times, or 160 levels to see it all (aside from the fact that 20 levels of content 8 times allows for a variety of stories, rather than 1 story which might get stale if dragged out for too long).  If you're the kind of person who just wants to hit max level and start raiding/PVP, it seems to bme that 20 levels of content to go through rather than 160 would be preferable.  Doesn't seem like 160 levels of content would be preferable to anyone, hence why you don't hear "I like this game, but man I wish it had more levels" in too many MMO threads around here.

You're missing the point, it doesn't matter how many levels you have, it matters how much content you have. The level comments were to hit home about just how much content is being promised and will have to be kept up. In the end, the number of levels you have doesn't much matter, what matters is the amount of content you have within those levels. You could cram 160 levels of content into 40 levels if you wanted. Its no different than if you had 40 levels but there was so much content you had to go through them 4 times to see it all. The end result is the same amount of content
So what though? It's choice at all.
Not all choice is good. This is the same choice we already have.


Quote
But for the people who get bored halfway through Class A's storyline, they have Class B's, which instead of being a romp through the same exact sequence of quests will actually be different. In some way.


The only way they can do that is if Class A's can't group with Class B's.


Title: Re: SWTOR
Post by: Velorath on July 26, 2009, 12:38:15 PM
If you just enjoy the content, then it doesn't really matter if you go through 20 levels eight times, or 160 levels to see it all (aside from the fact that 20 levels of content 8 times allows for a variety of stories, rather than 1 story which might get stale if dragged out for too long).  If you're the kind of person who just wants to hit max level and start raiding/PVP, it seems to bme that 20 levels of content to go through rather than 160 would be preferable.  Doesn't seem like 160 levels of content would be preferable to anyone, hence why you don't hear "I like this game, but man I wish it had more levels" in too many MMO threads around here.

You're missing the point, it doesn't matter how many levels you have, it matters how much content you have. The level comments were to hit home about just how much content is being promised and will have to be kept up. In the end, the number of levels you have doesn't much matter, what matters is the amount of content you have within those levels. You could cram 160 levels of content into 40 levels if you wanted. Its no different than if you had 40 levels but there was so much content you had to go through them 4 times to see it all. The end result is the same amount of content

You don't really have a point beyond "content is content".  You're going through a lot of effort to make a statement that becomes completely pointless once you start talking about the quality of the content, how content is broken down and spread out, replay value, and how it is presented to players.


Title: Re: SWTOR
Post by: Bzalthek on July 26, 2009, 01:36:54 PM



Quote
But for the people who get bored halfway through Class A's storyline, they have Class B's, which instead of being a romp through the same exact sequence of quests will actually be different. In some way.


The only way they can do that is if Class A's can't group with Class B's.

Really?  That's the only way?  You can't think of anything else?


Title: Re: SWTOR
Post by: NiX on July 26, 2009, 01:48:49 PM
The only way they can do that is if Class A's can't group with Class B's.

Really?  That's the only way?  You can't think of anything else?

Seriously, there's a ton of ways you could go about making sure they story lines aren't given away.


Title: Re: SWTOR
Post by: Koyasha on July 26, 2009, 02:18:43 PM
Not all choice is good. This is the same choice we already have.
We don't have any choice right now.  None at all.  In any MMOG I've played so far, the only choices I have are: do the quest, and don't do the quest.  If there's a point where a decision of some sort would be reasonable, that decision is forced upon you.  You never get the option to make any kind of decision at all, you don't even get the illusion of a decision as described in which you can choose to sack the captain or not.  You simply automatically do one or the other.  Often there's "dialogue" that you click on to do it, but there are no other options presented.  The only choice you have is to stop doing the quest entirely and walk away.

Besides which, that's the exact same kind of decision you get in single-player RPG's too.  X / Y.  Consequences tend to be a variation ranging between slight to large on some future part of the storyline.  For example in KOTOR, picking which character will rescue you from the Leviathan's brig.  All of them do pretty much the same thing, there's just slight differences in how it's accomplished and what's said during it.  Or in Mass Effect, the various methods for going through Noveria, or hell, most of the decisions in the game.  Same goal, same destination, same game, but slightly different path to get there depending on what you do.

And RPG players play through this several times to see the different decisions.  There are a lot of players out there that do this.  With eight character classes and multiple potential stories for each character class, if each class is even as much content as a full game, you've got a lot of content there that the target audience (RPG players) is going to take a long, long time going through before they run out.  Will you eventually develop slower than they consume?  Probably, but it'll take them months to get to the point where they've 'finished' the original game, by which time BioWare has added more content and so on, for probably well over a year before the bulk of the players has 'finished' everything that's been put in.


Title: Re: SWTOR
Post by: tmp on July 26, 2009, 02:21:42 PM
They mentioned this in the article.  The player was on a star destroyer and he had the choice to sack the captain or let him remain on.  Regardless of his choice, the ship jumped into hyperspace and then got boarded during a fight.  If you replaced the captain, the article seemed to say you had less help to repel boarders.

So yes, you have the illusion of choice, but the end result is the same; you fight off the boarding party.
That choice might well have had some further consequences down the road, though, say by moving the player onto certain branch of the overall story. But impossible to tell at this point.


Title: Re: SWTOR
Post by: Goumindong on July 26, 2009, 04:52:19 PM
You don't really have a point beyond "content is content".  You're going through a lot of effort to make a statement that becomes completely pointless once you start talking about the quality of the content, how content is broken down and spread out, replay value, and how it is presented to players.

Except that all of these things are not about how much content is there which is the issue in question. I responded to a line of quotes dealing with content and stretching it. At the end of the day you're still stretching content and that is still the problem.

Seriously, there's a ton of ways you could go about making sure they story lines aren't given away.

Only if

A: Your players don't talk to each other
B: Your players do not participate in the same instances
C: Your content is "words to read" and not actual unique gameplay.

Seriously. How do you hide in a game where everyone plays together? Does the smuggler class not know that the star destroyer blows up at the end of the module because the mission was a jedi mission and he was just along for the ride? Maybe he doesn't participate in the final battle and so doesn't really know what is going on there...

Not really, all of that is ridiculous bullshit, players in all MMO's can avoid the story by not talking to the proper NPC's and simply float along on XP and rewards, but not talking to quest based NPC's doesn't change the content at all, for anyone, they've still done the missions, they know what is up, what to do, etc etc etc.

We don't have any choice right now.  None at all.  In any MMOG I've played so far, the only choices I have are: do the quest, and don't do the quest.  If there's a point where a decision of some sort would be reasonable, that decision is forced upon you.  You never get the option to make any kind of decision at all, you don't even get the illusion of a decision as described in which you can choose to sack the captain or not.  You simply automatically do one or the other.  Often there's "dialogue" that you click on to do it, but there are no other options presented.  The only choice you have is to stop doing the quest entirely and walk away.

There is exactly the "sack the captain/don't sack the captain" types of decisions present in DDO. Its still the same amount of choice we have.

Quote
Besides which, that's the exact same kind of decision you get in single-player RPG's too. [...]  Probably, but it'll take them months to get to the point where they've 'finished' the original game, by which time BioWare has added more content and so on, for probably well over a year before the bulk of the players has 'finished' everything that's been put in.

Unless they're content stretching to the point where they run into the DDO problem of "must repeat everything multiple times to advance" then no, its not going to take months, and no, Bioware will not have made more content by then. No one is fast enough to keep up with the network effects and player base of an MMO.



Title: Re: SWTOR
Post by: Merusk on July 26, 2009, 06:55:58 PM
You guys are building this choice illusion up way too much in your heads.  You're going to be sorely disappointed when confronted with reality.



Title: Re: SWTOR
Post by: Margalis on July 26, 2009, 07:09:07 PM
One thing I'm not seeing much talk about wrt choice is what the rewards will be. Lightside/darkside points don't make sense if you choose to play a good guy or bad guy at the outset. So then quest rewards? In which case won't everyone go to Gamefaqs and choose the decision that gives you better stuff?

I think one thing you can't underestimate is that all MMOs are passive-aggressive competitions. In a single player game you might make a choice just to make it, in an MMO most players are going to choose whatever gives them the best reward.

I'm curious to see how they handle it.


Title: Re: SWTOR
Post by: Velorath on July 26, 2009, 07:23:21 PM
One thing I'm not seeing much talk about wrt choice is what the rewards will be. Lightside/darkside points don't make sense if you choose to play a good guy or bad guy at the outset. So then quest rewards? In which case won't everyone go to Gamefaqs and choose the decision that gives you better stuff?

I think one thing you can't underestimate is that all MMOs are passive-aggressive competitions. In a single player game you might make a choice just to make it, in an MMO most players are going to choose whatever gives them the best reward.

I'm curious to see how they handle it.

Didn't this conversation already come up several pages ago?

Also they already stated that there is a lightside/darkside system similar to what KotoR had.


Title: Re: SWTOR
Post by: Venkman on July 26, 2009, 07:26:34 PM
The only way they can do that is if Class A's can't group with Class B's.
Yep. So? Again, is this an MMO or an RPG with an MMO business model. I know everyone, including they, are putting this into the MMO box. But that's just common sense. As long as they keep categorizing it this way, they could announce almost any business model beside embedded ads, and nobody would be surprised. Calling this an RPG though puts them right into the one-and-done box.

And yet, everything they've said about the game is much more RPG than not. They'll dance around group-related questions while flashing sequences of Mass Effect UIs and personalized missions with choice.

Using terms like "stretching content" is painting SWTOR with EQWoW colors when they could actually be making eight single-player games with Alterac Valley at the level cap.

Quote
No one is fast enough to keep up with the network effects and player base of an MMO.
Nothing about current MMO quest UIs stand in the way of players progressing through the objectives. But SWTOR appears to be using an RPG dialog system. That's one real effective way to slow things down for sure  :grin:


Title: Re: SWTOR
Post by: Margalis on July 26, 2009, 07:44:43 PM
Quote
Also they already stated that there is a lightside/darkside system similar to what KotoR had.

Wut?

On the front page of the website they have "choose your allegiance" between the Empire and Rebels. How does it make sense for a Sith in the Empire to earn lightside points by petting puppies? From the website:

Quote
Choose to be a Jedi, a Sith, or from a variety of other classic Star Wars roles, and make decisions which define your personal story and determine your path down the light or dark side of the Force

Isn't choosing to be a Jedi or a Sith already making the determination of which side of the force you're on? Color me confused.


Title: Re: SWTOR
Post by: Velorath on July 26, 2009, 08:00:30 PM
They haven't gone into detail.  I'd be surprised if they let a Jedi go fully over to the Darkside, but there's no reason why Smugglers, Bounty Hunters, or Troopers at least wouldn't have options to be good or evil, regardless of which faction each class is aligned with.  I imagine a "good" Sith wouldn't be petting puppies so much as showing mercy rather than killing people mid-conversation for no reason.


Title: Re: SWTOR
Post by: SnakeCharmer on July 26, 2009, 08:07:26 PM
Isn't choosing to be a Jedi or a Sith already making the determination of which side of the force you're on? Color me confused.

You've played Mass Effect, yeah?  Same thing:  You can be a Paragon or a Renegade within that faction.  The paragon of a Sith Republic guy would be someone who holds steady to the true ideals of the Sith Empire - whatever that is - and carries out his orders explicitly as commanded to do so.  A Renegade would be someone who still holds allegiance with the Sith Empire, but disagrees at times with how those ideals are carried out / executed, and sometimes even goes against the will of the Sith Empire.

If any of that made sense.


Title: Re: SWTOR
Post by: tmp on July 26, 2009, 08:42:39 PM
I imagine a "good" Sith wouldn't be petting puppies so much as showing mercy rather than killing people mid-conversation for no reason.
I'm envisioning something like this (http://www.sinfest.net/archive_page.php?comicID=3199).


Title: Re: SWTOR
Post by: lamaros on July 26, 2009, 09:13:24 PM
They haven't gone into detail.  I'd be surprised if they let a Jedi go fully over to the Darkside, but there's no reason why Smugglers, Bounty Hunters, or Troopers at least wouldn't have options to be good or evil, regardless of which faction each class is aligned with.  I imagine a "good" Sith wouldn't be petting puppies so much as showing mercy rather than killing people mid-conversation for no reason.

Actually, yes there is. It's, as Marg said, due to the fact that they're already clearly delineated the two sides before you even make a character. At best it will come down to one side being Boring Good/Well Meaning Nutcase and the other being Psychpath and Criminal Mastermind. If they wanted there to be any crossover they'd have just not made it a two uber-faction game to begin with.

I can see that some of you buy this as being meaningful in some way, but it's pretty much a gloss to me. As is the whole story thing.

People replay different classes in WoW because the character mechanics are different and the races are different. They replay on the other faction because the whole game is from a different perspective. If SWTOR is going for the later element with their story focus then you can understand why, but I cannot see them having a chance in hell of making every class feel like a faction, and if they don't then the mechanics sure better be fun, otherwise what's the point?

And if all I want to do is see what Thrall might have said to me if I said "fuck you, I want more money for killing Ony" instead of being a nice loyal subject then I'm just looking it up on the internet, I'm not playing the fucking game through again.


Title: Re: SWTOR
Post by: Sheepherder on July 26, 2009, 09:15:23 PM
The divide is Empire/Rebel + Dark/Light, right?  The answer is pretty simple as to how they handle it:

Empire / Light = Lawful Good
Empire / Dark = Lawful Evil
Rebel / Light = Chaos Good
Rebel / Dark = Chaos Evil


Title: Re: SWTOR
Post by: Lantyssa on July 26, 2009, 09:34:31 PM
Um, they've said from the begining that Sith could choose to fully embrace the darkside or might seek to mitigate things from the inside.  Likewise Alliance could be the typical goody-two-shoes or can be selfish money-hungry jerks.

The last video kind of strongly hints that you can do most missions with buddies from different classes.  Yes, you can experience their stories, but you can also do another play through and make different choices.  How much effect those choices make we don't know, but I'd guess it's at least on the order of what we've seen with KotOR and Mass Effect, if not moreso.

And at the very least, if you're worried about repeating content, Sith aren't going to see any of the Alliance content and vice versa.  If you duo or solo though, you'll have a lot of options.


Title: Re: SWTOR
Post by: lamaros on July 26, 2009, 09:44:09 PM
How much effect those choices make we don't know, but I'd guess it's at least on the order of what we've seen with KotOR and Mass Effect, if not moreso.

Highly highly highly unlikely. It'll all me cosmetic or it'll be patched to be so. Imagine the balance issues.


Title: Re: SWTOR
Post by: Lantyssa on July 26, 2009, 10:38:59 PM
Balance issues for what?  Rewards we don't even know about yet?  Loot could be anything from parts you used to craft custom gear, to completely random Diablo-style drops.


Title: Re: SWTOR
Post by: Koyasha on July 26, 2009, 10:47:30 PM
The divide is Empire/Rebel + Dark/Light, right?  The answer is pretty simple as to how they handle it:

Empire / Light = Lawful Good
Empire / Dark = Lawful Evil
Rebel / Light = Chaos Good
Rebel / Dark = Chaos Evil
Republic and Sith Empire, not rebels - it's set ~4000 years before the Battle of Yavin if I remember correctly.

And I actually see the divide being somewhat different.  On the republic side it'll probably be pretty similar to the Mass Effect concept of being ruthlessly good or being good and having magic plot fairies making all your decisions actually work out good instead of letting the massive stupidity give serious consequences (care to guess what alignment I usually play?), while the Sith will probably be kind of the opposite, being either efficient evil or batshit insane destructive evil.


Title: Re: SWTOR
Post by: Bzalthek on July 26, 2009, 10:47:41 PM
As of right now, there's quite a lot we don't know.  I'm pretty cynical about these things myself and I'll believe what they're saying when I see it.  However, everyone saying "can't," "wont," "only" etc are making vastly larger assumptions about these unknowns than those who are saying "it could," "it's possible," "maybe."

We're not saying ti will happen, but that doesn't mean it can't happen.


Title: Re: SWTOR
Post by: lamaros on July 26, 2009, 10:53:55 PM
Balance issues for what?  Rewards we don't even know about yet?  Loot could be anything from parts you used to craft custom gear, to completely random Diablo-style drops.

Player power.

Random != "on the order of what we've seen with KotOR and Mass Effect, if not moreso", BTW.

If you have choices that have a meaningful impact on the game, and by that I mean they change something people care about in a way that cannot be changed back, then you have balance issues. If you don't.. then you don't have meaningful choices and they story is just so much text and voice acting that doesn't really change the game experience unless you're roleplaying.


Title: Re: SWTOR
Post by: Bzalthek on July 26, 2009, 11:47:31 PM
Ah, I see.  Your definition of meaningful choice seems rather narrow.  You want to be the main character of the game (or at least a big one.)  But so does everyone else.  You get to be the hero of your own story which will unfold depending on your choices.  How interesting that will be is still up in the air, but with an estimated 40 novels worth of dialogue being recorded for 8 non-linear story arcs it's possible that your choices will lead to drastically different personal outcomes.  But in the end the figurative death star will still blow up.  Maybe you weren't Luke, but maybe you were a key figure in getting Luke to that moment.  Whatever.  The problem with your idea of meaningful choices is that some douchebag is going to come along and permanently fuck things up.  I can see a guy out there with his digital shovel digging trenches so you can read "Fuck You" from space.


Title: Re: SWTOR
Post by: Falwell on July 27, 2009, 03:55:44 AM
I'd like to start seeing details of why this is an MMO and not a single player game with inflated fees to cover the audience.


Title: Re: SWTOR
Post by: DLRiley on July 27, 2009, 04:09:23 AM
Cause its the next generation I tell ya  :awesome_for_real:


Title: Re: SWTOR
Post by: tmp on July 27, 2009, 06:33:51 AM
If you have choices that have a meaningful impact on the game, and by that I mean they change something people care about in a way that cannot be changed back, then you have balance issues.
Unless they are aiming the game at their single player RPG audience, which finds it pretty normal to simply replay the game and take different choice(s) if they want to see what it's like to have different set of powers.


Title: Re: SWTOR
Post by: AutomaticZen on July 27, 2009, 08:35:24 AM
I'd like to start seeing details of why this is an MMO and not a single player game with inflated fees to cover the audience.
It's KOTOR 3 with online coop, probably some mass PVP stages and ongoing DLC.

I oddly find I'm not having a problem with this.


Title: Re: SWTOR
Post by: 5150 on July 27, 2009, 10:12:20 AM
Isn't part of the problem with this discussion that Bioware are using Sith and Republic as 'factions' but people are treating them as strict alignments.

From what I saw of KOTOR most of the 'Sith' were just Stormstooper-esque grunts (so actually no change from the more recent backstory really)


Title: Re: SWTOR
Post by: Margalis on July 27, 2009, 10:26:09 AM
Ah, I see.  Your definition of meaningful choice seems rather narrow.  You want to be the main character of the game (or at least a big one.)  But so does everyone else. 

Lamaros said nothing of the sort. All he said is that for a choice to be meaningful the result has to be meaningful. That could mean a world-changing event or it could mean +2 to Strength.


Title: Re: SWTOR
Post by: Bzalthek on July 27, 2009, 10:57:52 AM
Ah, I see.  Your definition of meaningful choice seems rather narrow.  You want to be the main character of the game (or at least a big one.)  But so does everyone else.

Lamaros said nothing of the sort. All he said is that for a choice to be meaningful the result has to be meaningful. That could mean a world-changing event or it could mean +2 to Strength.

I can see that.  It didn't appear in the context from which he was speaking that +2 to strength would be considered meaningful.  By "meaningful impact on the game" I assumed that by game he meant the game everyone else was playing (as in it had repercussions others had to deal with, good and bad.)  I apologize if I made an unwarranted assumption.

However, I don't see why the result has to be a tangible reward in order to be meaningful.  If the developers are choosing to focus on storytelling, then wouldn't the story be the reward?  Your choices allow you to choose how you see and interact with the story as it unfolds.  If you have a quest that allows you to choose to go to world A or world B, then choosing world A means you won't see or be able to play through the events on world B.  That's a result which "cannot be changed back," and whether or not people care about it is really a subjective matter.  Being able to say "My Jedi was at the battle of Rigel IV" is just as rewarding to some people as achievement titles or non-combat pets are in other games. 



Title: Re: SWTOR
Post by: Ashamanchill on July 27, 2009, 12:49:55 PM
Ah, I see.  Your definition of meaningful choice seems rather narrow.  You want to be the main character of the game (or at least a big one.)  But so does everyone else.

Lamaros said nothing of the sort. All he said is that for a choice to be meaningful the result has to be meaningful. That could mean a world-changing event or it could mean +2 to Strength.

+2 to Strength is worldchanging. :drill:


Title: Re: SWTOR
Post by: Senses on July 27, 2009, 03:04:21 PM
Soooo, does anyone know yet what you do when your story line is over?  Is there any end game or just time to try the next story line?


Title: Re: SWTOR
Post by: Hindenburg on July 27, 2009, 04:52:40 PM
Standard pvp and group-related activities, I'm sure.


Title: Re: SWTOR
Post by: lamaros on July 27, 2009, 09:42:47 PM
However, I don't see why the result has to be a tangible reward in order to be meaningful.  If the developers are choosing to focus on storytelling, then wouldn't the story be the reward?  Your choices allow you to choose how you see and interact with the story as it unfolds.  If you have a quest that allows you to choose to go to world A or world B, then choosing world A means you won't see or be able to play through the events on world B.  That's a result which "cannot be changed back," and whether or not people care about it is really a subjective matter.  Being able to say "My Jedi was at the battle of Rigel IV" is just as rewarding to some people as achievement titles or non-combat pets are in other games.

So you're suggesting they lock people out of content and force them to replay the game again to see it?

As I said before: Reasonable when it comes down to two factions. Unreasonable when it comes down to every single choice that every single character makes, multiplied by the number of character classes.

And if it's not that, then it's not what you're suggesting and is simply the same end result described in a different way. Which, again, isn't going to get me replaying the game.


Title: Re: SWTOR
Post by: Koyasha on July 27, 2009, 10:00:25 PM
It' my guess that each class will have a handful of major choices, along the order of 2-5, and these choices will lock the character out of the other path for their class.  All other decisions will be minor, giving little more than a light/dark shift or whatever.

If it was like that with every single choice, "unreasonable" wouldn't be the word I'd use.  I think the term would be more along the lines of "incredibly awesome."


Title: Re: SWTOR
Post by: Bzalthek on July 27, 2009, 10:26:06 PM
However, I don't see why the result has to be a tangible reward in order to be meaningful.  If the developers are choosing to focus on storytelling, then wouldn't the story be the reward?  Your choices allow you to choose how you see and interact with the story as it unfolds.  If you have a quest that allows you to choose to go to world A or world B, then choosing world A means you won't see or be able to play through the events on world B.  That's a result which "cannot be changed back," and whether or not people care about it is really a subjective matter.  Being able to say "My Jedi was at the battle of Rigel IV" is just as rewarding to some people as achievement titles or non-combat pets are in other games.

So you're suggesting they lock people out of content and force them to replay the game again to see it?

As I said before: Reasonable when it comes down to two factions. Unreasonable when it comes down to every single choice that every single character makes, multiplied by the number of character classes.

And if it's not that, then it's not what you're suggesting and is simply the same end result described in a different way. Which, again, isn't going to get me replaying the game.

What's wrong with that?  It's nothing more than what you would find if class quests were extended and more elaborate in other games.  I doubt there will be many of these choices as they increase development cost tremendously.  If you aren't interested in seeing those stories, such is life.  Your typical MMOer probably isn't.  But there is a large fanbase for their single player RPG games and being able to bring that experience into a world where they can share it with others simultaneously is pretty damn cool (in theory.)  I'm not even anything remotely like a Star Wars fan, but if they manage to pull it off I will most certainly pick this game up. 

I'm still doubtful that any company can pull off what they promise in this day and age of suck, but I can still hope for the best.


Title: Re: SWTOR
Post by: lamaros on July 27, 2009, 10:50:21 PM
It's a MMOG, not a single player game. Locking people out of content or forcing character choices is just going to lead to tears. No one wants to invest 100's of hours in a character and then find out they made the wrong choice because option 1 gave better loot and they chose option 2, or to realise that there's no way they can experience the missions of option 2 without replaying 90% of the same content just to get back to that variable and choose the other direction.

(Again here, RE WoW, people do not replay for minor content, they replay for major content differences - the other faction - or other class mechanics. Things that have some significant and fundamental change in the what the game involves. If SWTOR - and we're speculating heavily now, but lets just go with your examples - makes people choose between content or character development in their choices then they're locking them out from what they don't choose, without letting them get back at it without repeating the same thing over again.)

Single player RPGs allow you to save and load, and put you against the PC. MMOs have a whole lot of other things going on that make many good RPG elements problematic.


Title: Re: SWTOR
Post by: Velorath on July 27, 2009, 11:02:05 PM
It's a MMOG, not a single player game. Locking people out of content or forcing character choices is just going to lead to tears. No one wants to invest 100's of hours in a character and then find out they made the wrong choice because option 1 gave better loot and they chose option 2, or to realise that there's no way they can experience the missions of option 2 without replaying 90% of the same content just to get back to that variable and choose the other direction.

People keep saying stuff like this, but unless it's some epic fucking loot, nobody is really going to give a shit.  If a decision I make results in some +2 str gloves when I'd rather have some +2 dex boots, it doesn't matter in the long run since it probably won't be too long before I outlevel the loot anyway (if this game follows MMO standards I assume the best endgame loot will come from raids, so quest choices shouldn't matter there). 

As for not being able to experience the missions of option 2, so what?  How much quest content does the average player miss out on when leveling a character?  If you don't give a shit about seeing all the variations of the story, then it won't matter in the same way it doesn't matter if you don't complete every single quest in WoW.  If it does bother you, then I guess Bioware will have succeeded in getting you to care about the story in an MMO.


Title: Re: SWTOR
Post by: lamaros on July 27, 2009, 11:09:53 PM
It's a MMOG, not a single player game. Locking people out of content or forcing character choices is just going to lead to tears. No one wants to invest 100's of hours in a character and then find out they made the wrong choice because option 1 gave better loot and they chose option 2, or to realise that there's no way they can experience the missions of option 2 without replaying 90% of the same content just to get back to that variable and choose the other direction.

People keep saying stuff like this, but unless it's some epic fucking loot, nobody is really going to give a shit.  If a decision I make results in some +2 str gloves when I'd rather have some +2 dex boots, it doesn't matter in the long run since it probably won't be too long before I outlevel the loot anyway (if this game follows MMO standards I assume the best endgame loot will come from raids, so quest choices shouldn't matter there).

And again, we come back to what 'meaningful' means. If the other options have no meaning for you then why have them at all? Why not just tell the players they get to choose, and then give them all the same result regardless of what choice they make? Far less work for the team.

But not really something to hang your PR hat on...

Anyway thread and me are going circles at this point so I'm out until we hear some new info about the game.


Title: Re: SWTOR
Post by: WindupAtheist on July 27, 2009, 11:30:34 PM
I don't really get what the problem is, beyond the usual schizophrenic MMO gamer "If I have to choose between two paths I WON'T GET TO SEE THE OTHER ONE WTFFFFFFF FUCK CHOICES! Hey why are all these games just graphical ProgressQuest?" routine.


Title: Re: SWTOR
Post by: Bzalthek on July 27, 2009, 11:34:29 PM
You keep harping about loot.  It's been said: some people find the story to be its own reward.  You apparently don't consider that meaningful.  Many people do.  Will it be enough?  Who knows.  All I do know is regardless of what actually happens, MMOers will cry about it.  If the end result is always tears, they can do what they want as far as I'm concerned.


Title: Re: SWTOR
Post by: Margalis on July 27, 2009, 11:44:23 PM
Is SWTOR an MMO because it has MMO gameplay or it has an MMO revenue model?

Quote
It's been said: some people find the story to be its own reward. 

Fine point except that in all these moral choice games story is never the reward. IMO all these games suffer because they present a choice that often conflicts between the one you want to choose for the sake of story and the one you want to choose for the sake of earning good-guy points so you can shoot lightning out your ass.

In a single player game I'm willing to make the choices I want and if it means I don't earn the max number of good-guy points I really don't care. In an MMO I'm not sure I could say the same. People who choose to gimp their chars in MMOs generally have a tough time. What's going to happen when you've played the game down the middle and all the raids call for either max-evil DPS Sith or max-good healer Jedi?


Title: Re: SWTOR
Post by: Velorath on July 27, 2009, 11:47:31 PM
And again, we come back to what 'meaningful' means. If the other options have no meaning for you then why have them at all?

Because it's fun.  You remember, the reason most of us play games in the first place.  Aside for a few particular choices in Mass Effect, it didn't really matter if you went through the game as a nice guy or an asshole, but it was fun to say "ok, this time I'm going to go through with my character acting like the biggest douchebag possible".  Sometimes you feel like playing the good guy.  Sometimes you play the good guy, but some NPC pisses you off to the point where you just have to kill the guy if the game gives you the chance.


Title: Re: SWTOR
Post by: Velorath on July 27, 2009, 11:53:09 PM
What's going to happen when you've played the game down the middle and all the raids call for either max-evil DPS Sith or max-good healer Jedi?

Have they said anything yet that would give you the indication that lightside or darkside points would have an effect on player power?


Title: Re: SWTOR
Post by: Bzalthek on July 28, 2009, 12:06:18 AM
Is SWTOR an MMO because it has MMO gameplay or it has an MMO revenue model?

Quote
It's been said: some people find the story to be its own reward. 

Fine point except that in all these moral choice games story is never the reward. IMO all these games suffer because they present a choice that often conflicts between the one you want to choose for the sake of story and the one you want to choose for the sake of earning good-guy points so you can shoot lightning out your ass.

In a single player game I'm willing to make the choices I want and if it means I don't earn the max number of good-guy points I really don't care. In an MMO I'm not sure I could say the same. People who choose to gimp their chars in MMOs generally have a tough time. What's going to happen when you've played the game down the middle and all the raids call for either max-evil DPS Sith or max-good healer Jedi?

Then the developers have failed to do their job.  Again, though, you are making the assumption that because there is a choice one must be good and one must be bad.  You are, in my opinion, focusing too much on the end point and assigning value to it.  I prefer to assign the value on the journey.  MMOs suffer too much from the min/maxers.  If a game wants to tell a story, then the best bet would be to remove things that can be min/maxed from those choices.  That doesn't automatically make those choices meaningless except to people who don't care about the story and only care about the rewards.  Oh well.


Title: Re: SWTOR
Post by: Margalis on July 28, 2009, 12:35:29 AM
Quote
If a game wants to tell a story, then the best bet would be to remove things that can be min/maxed from those choices

I completely agree but the chance of that happening is close to zero.


Title: Re: SWTOR
Post by: Rendakor on July 28, 2009, 02:21:19 AM
Is SWTOR an MMO because it has MMO gameplay or it has an MMO revenue model?

Quote
It's been said: some people find the story to be its own reward. 

Fine point except that in all these moral choice games story is never the reward. IMO all these games suffer because they present a choice that often conflicts between the one you want to choose for the sake of story and the one you want to choose for the sake of earning good-guy points so you can shoot lightning out your ass.

In a single player game I'm willing to make the choices I want and if it means I don't earn the max number of good-guy points I really don't care. In an MMO I'm not sure I could say the same. People who choose to gimp their chars in MMOs generally have a tough time. What's going to happen when you've played the game down the middle and all the raids call for either max-evil DPS Sith or max-good healer Jedi?
It is trivially easy to imagine a solution: puppy-killing or orphan-rescuing dailies. Wanted to be a nice guy on that one quest? Well grind puppies for a week and you're evil enough to raid again.

Just because a choice is meaningful doesn't mean it is irreversible.


Title: Re: SWTOR
Post by: Fordel on July 28, 2009, 02:46:24 AM
Does SWTOR have a MMO revenue model?



I didn't think they released any of that info yet.


Title: Re: SWTOR
Post by: WindupAtheist on July 28, 2009, 08:11:29 AM
We had this exact same conversation in that KOTOR BIIF thread Margalis made last year. The bottom line is that he hates story choices even in a single-player game because he's there to powergame everything to the greatest extent possible, and doesn't want anything in any game that isn't clearly labeled by how optimal it is for combat.

The appropriate solution is to let him read spoiler sites and torture himself playing the game wrong so he can be 5% more powerful at level 37, while everyone else just picks whatever sounds cool because they know leveling doesn't mean shit and the endgame will be equalized by raid/faction/pvp gear anyway. Questions like "What if raids are segregated by karma meter?" are just a silly case of looking to invent an excuse for why having a karma meter is bad.


Title: Re: SWTOR
Post by: Surlyboi on July 28, 2009, 08:29:42 AM
^This.

I want to play this game and whack a few foozles with my glowstick. Hopefully have a fall-from-grace/redemption story arc and enjoy myself.

If I happen to not whack those foozles as efficiently as the min/maxers, then good. I'm enjoying the game a lot more than they are.


Title: Re: SWTOR
Post by: AutomaticZen on July 28, 2009, 08:31:53 AM
We had this exact same conversation in that KOTOR BIIF thread Margalis made last year. The bottom line is that he hates story choices even in a single-player game because he's there to powergame everything to the greatest extent possible, and doesn't want anything in any game that isn't clearly labeled by how optimal it is for combat.

The appropriate solution is to let him read spoiler sites and torture himself playing the game wrong so he can be 5% more powerful at level 37, while everyone else just picks whatever sounds cool because they know leveling doesn't mean shit and the endgame will be equalized by raid/faction/pvp gear anyway. Questions like "What if raids are segregated by karma meter?" are just a silly case of looking to invent an excuse for why having a karma meter is bad.
And SWTORHead will be up within 30 days of launch, so it's really not a problem anyways.  Min/Maxers will be fine because they generally don't care about what they're choosing anyways.


Title: Re: SWTOR
Post by: SnakeCharmer on July 28, 2009, 08:41:08 AM
SWTORHead will be up just after beta goes open.  Hell, the domain is already owned (and for sale).  I *do* give it 3 months before every single branch from every single action with every single reward will be; which is really going to show how shallow the story pillar BioWare Austin is pushing / banking on really is.


Title: Re: SWTOR
Post by: Hindenburg on July 28, 2009, 08:42:39 AM
And SWTORwiki  will have all of the lolre for anyone interested. It's win-win.


Title: Re: SWTOR
Post by: tmp on July 28, 2009, 09:00:16 AM
I *do* give it 3 months before every single branch from every single action with every single reward will be; which is really going to show how shallow the story pillar BioWare Austin is pushing / banking on really is.
Any story-oriented game gets a walkthrough on the intrawebs within few weeks of launch. So i don't see why SWtOR should be any different, but i also don't see how it takes away from the story itself. These who aren't interested in the story read the walkthroughs, these who are interested don't.


Title: Re: SWTOR
Post by: Goumindong on July 28, 2009, 11:02:48 AM
I *do* give it 3 months before every single branch from every single action with every single reward will be; which is really going to show how shallow the story pillar BioWare Austin is pushing / banking on really is.
Any story-oriented game gets a walkthrough on the intrawebs within few weeks of launch. So i don't see why SWtOR should be any different, but i also don't see how it takes away from the story itself. These who aren't interested in the story read the walkthroughs, these who are interested don't.
In a single player game you can passively ignore it. You simply don't go and read the guides.

In a multiplayer game you have to avoid anyone else who has done content you have not, and realistically, avoid people who have played with people who have done content you have[since otherwise you're going to be absorbing general information about quest lines and such.

Case in point, how many lower level WoW players, even new ones, don't know about the high end content, items, etc? Did all of them use guides? Unlikely, but i'll bet most of them played with someone who knew what was up at some point.


Title: Re: SWTOR
Post by: Lantyssa on July 28, 2009, 11:15:27 AM
Case in point, how many lower level WoW players, even new ones, don't know about the high end content, items, etc? Did all of them use guides? Unlikely, but i'll bet most of them played with someone who knew what was up at some point.
I don't and most of my guild is 80.

I don't give a crap about it unless it looks good, so I ignore most any conversation talking about items beyond ctrl-click.  Most content I don't know much about either since it's all gibberish until I've actually seen it enough to clue in to what they're talking about.


Title: Re: SWTOR
Post by: tmp on July 28, 2009, 11:15:47 AM
Case in point, how many lower level WoW players, even new ones, don't know about the high end content, items, etc? Did all of them use guides? Unlikely, but i'll bet most of them played with someone who knew what was up at some point.
Well, i actually have played WoW trial up to l.20 just recently. There was literally zero discussion of questlines or instance details or whatever in game chat (which is not very surprising) so with this perspective i'd say it is in fact very easy to remain uninformed about game content until one experiences it themselves. It's even easier when one bothers to close the chat, i'd figure. It's not like people go and yammer about quests they did to complete strangers they don't give two shits about.


Title: Re: SWTOR
Post by: Senses on July 28, 2009, 06:33:26 PM
Who talks about quests in chat?  That's for Chuck Norris jokes.  Wowhead was always for quest information.  Seriously though, you're only a newb once..ever, and for many people that was 4 years ago in WoW.  If you don't know how to figure out a cryptically worded quest on Day 1 you are quickly informed before Day 2.   But ultimately, that is always up to the player themselves and im sure there are far more people who know where to find the information and choose not to, than people who don't know where to find it, but would go in a heartbeat if they did.

Somewhat related, and because I just reread my own paragraph and wondered, how often have you been forced to check an interenet site simply because the quest was so poorly explained in game?  I have run into this time and again and been mystified by how someone ever even figured out the quest the first time so that they could post the information.


Title: Re: SWTOR
Post by: Sheepherder on July 28, 2009, 06:45:45 PM
Somewhat related, and because I just reread my own paragraph and wondered, how often have you been forced to check an interenet site simply because the quest was so poorly explained in game?  I have run into this time and again and been mystified by how someone ever even figured out the quest the first time so that they could post the information.

This is how misshapen creatures like Grunk come to be.


Title: Re: SWTOR
Post by: Surlyboi on July 28, 2009, 09:54:08 PM
Seriously though, you're only a newb once..ever, and for many people that was 4 years ago in WoW. 

This statement makes me sad.


Title: Re: SWTOR
Post by: Senses on July 28, 2009, 10:42:25 PM
Well I started to say 12 years ago in UO but then remembered we never had UOHead.


Title: Re: SWTOR
Post by: Surlyboi on July 28, 2009, 11:14:04 PM
Exactly.

There really were explorers back then. Now all that shit is hand-fed to the ritalin-addled shitheels that are today's MMO mainstream.


Title: Re: SWTOR
Post by: Ashamanchill on July 28, 2009, 11:39:00 PM
Seriously though, you're only a newb once..ever, and for many people that was 4 years ago in WoW.

This statement makes me sad.

If this were a movie there would be a pause in dialogue after this for the gravity of that statement to sink in.


Title: Re: SWTOR
Post by: Margalis on July 29, 2009, 12:53:00 AM
Edit: Meh. Star Wars.


Title: Re: SWTOR
Post by: Velorath on July 29, 2009, 03:49:56 AM
Edit: Meh. Star Wars.

Part of me is tempted to go to the FFXIV thread once they start revealing more and nitpick every bit of info, but out of respect for schild and the mods I'll restrain myself.


Title: Re: SWTOR
Post by: Trippy on July 29, 2009, 03:56:43 AM
We don't care. :awesome_for_real:


Title: Re: SWTOR
Post by: Velorath on July 29, 2009, 04:17:32 AM
It's a PS3 exclusive so schild might get a little defensive about it.


Title: Re: SWTOR
Post by: Trippy on July 29, 2009, 04:21:41 AM
He won't. He hasn't really liked anything Square has done for a long long time.


Title: Re: SWTOR
Post by: Hindenburg on July 29, 2009, 06:35:29 AM
There really were explorers back then. Now all that shit is hand-fed to the ritalin-addled shitheels that are today's MMO mainstream.

Oh man, Grumpy McOldGuy! I hadn't seen you since... yesterday.

Fallout, market for explorers is still there, just remove all the shitty mmo design surrounding exploration and backtracking, etc.


Title: Re: SWTOR
Post by: Surlyboi on July 29, 2009, 08:29:24 AM
Fuck you in the goatass.

I play fallout and love it. It still isn't Star Wars and it still isn't a totally persistent world. Also, I can't play it occasionally
with other people. All shit I like to do. So yeah, if you want to read some spoiler site because you couldn't find your ass
with two hands and a map, hey cool. But pardon me if I call you for the asshat nooblar you are.


Title: Re: SWTOR
Post by: Bzalthek on July 29, 2009, 08:52:58 AM
He won't. He hasn't really liked anything Square has done for a long long time.

(http://i62.photobucket.com/albums/h88/bzalthek/ackbar.gif)


Title: Re: SWTOR
Post by: Koyasha on July 29, 2009, 11:43:20 AM
Actually, exploration is still alive and well, you just have to go to a less-popular MMOG to find it.  It's sheer numbers really.  Back in the days of EQ even with Allakhazam's, there were corners of the world we never knew about and hundreds or thousands of mobs and quests we'd never seen or heard of, and weren't listed.  But EQ peaked at about half a million players, it didn't have millions of people scouring for information.  Further, it didn't have automatic collection tools that hundreds of thousands of people ran in order to feed the information to databases, it was all manual.  In order for a mob or quest to be listed, someone had to gather information on it and email it to Allakhazam, and he (or later, one of his staff) had to put it into the database.  Lucy came along eventually but that was after a long time.

In EQ there were always places with a sense of 'only a handful of people have stood where I now stand', but you don't get that in WoW because you can feel the proverbial 'Kilroy was here' scrawled on every inch of the landscape by millions of hands.  Such places still exist in less-popular MMOG's; play something with half a million or less players and you'll probably find the same feelings of exploration.
I don't give a crap about it unless it looks good,
This reminds me of my decisionmaking process for getting gear - and indeed, in some cases, even choosing my class.  In WoW I have often checked the classes tier sets to see what cool looking armor may be available to me, in FFXI, what the artifact armor of that class looks like plays a major part of my decisionmaking process on which class to play, and in Lineage II I pick whichever class gets to wear the best looking thong.


Title: Re: SWTOR
Post by: WayAbvPar on July 29, 2009, 12:04:00 PM
He won't. He hasn't really liked anything Square has done for a long long time.

(http://i62.photobucket.com/albums/h88/bzalthek/ackbar.gif)

 :awesome_for_real: well played, sir.


Title: Re: SWTOR
Post by: Hindenburg on July 29, 2009, 12:27:11 PM
Fuck you in the goatass.

I play fallout and love it. It still isn't Star Wars and it still isn't a totally persistent world. Also, I can't play it occasionally
with other people. All shit I like to do. So yeah, if you want to read some spoiler site because you couldn't find your ass
with two hands and a map, hey cool. But pardon me if I call you for the asshat nooblar you are.

You seem to have naturally occurring granular material composed of finely divided rock and mineral particles in your fibromuscular tubular tract leading from the exterior of the body to the the uterus.


Title: Re: SWTOR
Post by: Surlyboi on July 29, 2009, 02:50:52 PM
I see what you tried and failed to do there.


Title: Re: SWTOR
Post by: gryeyes on July 30, 2009, 01:31:33 AM
Wiki wit!


Title: Re: SWTOR
Post by: Lantyssa on July 30, 2009, 10:48:56 AM
Somewhat new IGN interview. (http://pc.ign.com/articles/100/1007266p1.html)  Not a whole lot new, but it does reinforce the tidbits we've been given.

Basically story trumps everything else and if you didn't like KotOR or Mass Effect, it probably isn't for you given what we know at this time.  There may be activities for others, but it's questionable whether they'll be enough for those who like MMO mechanics as the core of their game.  Once solid information is released we can revise that position though.


Title: Re: SWTOR
Post by: Velorath on July 30, 2009, 11:46:16 AM
Somewhat new IGN interview. (http://pc.ign.com/articles/100/1007266p1.html)  Not a whole lot new, but it does reinforce the tidbits we've been given.

Basically story trumps everything else and if you didn't like KotOR or Mass Effect, it probably isn't for you given what we know at this time.  There may be activities for others, but it's questionable whether they'll be enough for those who like MMO mechanics as the core of their game.  Once solid information is released we can revise that position though.

Saw that interview a few days ago and it's probably one of the worst I've ever seen.  It's four pages of "sorry, we can't answer that yet".  About the only thing I learned from it is that a few classes have healing abilities available in some of their skill trees.


Title: Re: SWTOR
Post by: Lantyssa on July 30, 2009, 12:17:03 PM
I'd have to agree.  It really does reinforce why many of us feel they've started the publicity blitz way too early.  (Not that Curt will see this thread, but it is exactly what not to do with Copernicus and why we rag on him so much about hype before there is anything he can show.)

The main reason I even bothered to link it was for the people who don't like Story in their Game.  They can stop following this title now.


Title: Re: SWTOR
Post by: Fordel on July 30, 2009, 02:56:44 PM
Could they at least find some new screen shots to give the press or something?


Title: Re: SWTOR
Post by: lamaros on July 30, 2009, 07:35:56 PM
The main reason I even bothered to link it was for the people who don't like Story in their Game.  They can stop following this title now.

Eh? You mean the people who don't like Nothing but Story in their Game? Because I'm pretty sure everyone likes a good story, as long as it's just a part of the game and not the whole thing...


Title: Re: SWTOR
Post by: Ratman_tf on July 30, 2009, 07:50:53 PM
I got bored with Mass Effect about 1/3 in. Too much talky talky and picking random conversation cues. Not enough gameplay.


Title: Re: SWTOR
Post by: Triforcer on July 30, 2009, 08:12:16 PM
I don't mind Story in My Game.  What I mind is people using that as a shield against charges that the actual game systems (combat, etc.) are crappy.  Good story isn't a magic wand that cures those problems. 


Title: Re: SWTOR
Post by: Bzalthek on July 30, 2009, 08:35:14 PM
Story has carried Bioware in spite of shitty mechanics before.  It's practically what they're known for.  That this is their first foray into MMO territory may change things, but for all we know their brand of MMO is akin to Guild Wars, which is to say :Nelson Muntz:


Title: Re: SWTOR
Post by: DLRiley on July 30, 2009, 08:39:10 PM
If they was making Guild Wars I would buy it at launch, but it looks closer to Hellgate London so I'll wait a year before even considering to buy to see if the social experiments are over.


Title: Re: SWTOR
Post by: UnSub on July 30, 2009, 08:42:35 PM
Looking back on this thread, I was as right on page 3 as I am now and there hasn't been any new info to really change that (other than: raid guild players are developing the end game content  :awesome_for_real:). BioWare / Lucasarts / EA started the hype on this way too early. They will be bitten on the arse by it when they start announcing feature details or changes that upset a fanbase fuelled by dreams and promises.


Title: Re: SWTOR
Post by: Surlyboi on July 30, 2009, 08:57:54 PM
But the tears will be oh-so-sweet.


Title: Re: SWTOR
Post by: DLRiley on July 30, 2009, 09:04:12 PM
All most makes me wish I had front row seats.


Title: Re: SWTOR
Post by: Triforcer on July 30, 2009, 09:29:51 PM
That question about races in the iGN interview made me nervous.  They aren't even willing to say "oh, there will be multiple races, but we aren't talking about them yet."

The fact that they won't even ADMIT to non-humans is...interesting.  I'm betting on a big glorious reveal where they say you can only play humans and droids, because they want to make it YOUR adventure and have you identify with a human character, etc. (read:  too expensive to get VO when you have to give differing voice options for every alien species). 


Title: Re: SWTOR
Post by: tmp on July 30, 2009, 09:46:55 PM
(read:  too expensive to get VO when you have to give differing voice options for every alien species). 
I don't think the VO cost would be the reason, not when previous KotOR games would simply use 2-3 looped sounds for anything the alien species would say (and even though obvious, it worked surprisingly well)

Thinking more of it, this could be the actual problem -- aliens speaking their own languagues would force the player to read subtitles, pretty much removing the whole VO advantage.

But that said, there's one alien in the cinematic trailer (the Sith spy class, iirc). So maybe they will be playable, guess we'll see.


Title: Re: SWTOR
Post by: Triforcer on July 30, 2009, 09:49:48 PM
If alien races are playable, why not say that and not reveal any more detail?  There is something unusual brewing here. 


Title: Re: SWTOR
Post by: tmp on July 30, 2009, 09:56:41 PM
If alien races are playable, why not say that and not reveal any more detail?  There is something unusual brewing here. 
Well either that or saying that would send their PR people into shit fit how "dev is sappin' mah authority". The careful arrangement of announcements for teasers for reveals of sneak peeks into twitter clues that some info may be coming, to generate maximum hype... that's srs business  :uhrr:


Title: Re: SWTOR
Post by: SnakeCharmer on July 30, 2009, 10:38:01 PM
I'm trying to think back to who...or rather what...didnn't speak, well, English in the movies.  Major characters, anyway.  Wookiees.  Jawas.  Hutts.  Twileks.  The dude that rode shotgun with Lando in RotJ.  The hammerhead shark looking things.  The big lizard (Bossk?).  Everyone else (in the movies, anyway) spoke English:  The fish guy, zabraks. 

So.  Who knows what they're planning on doing, cause they sure as shit ain't telling.


Title: Re: SWTOR
Post by: Draegan on July 31, 2009, 08:37:14 AM
I just hope I get to play the game more than I have to watch/read/think about it.


Title: Re: SWTOR
Post by: Koyasha on July 31, 2009, 09:34:05 AM
I certainly hope at least some non-human races are playable.  I can understand not wanting to deal with the ones that supposedly can't speak galactic Basic so they can stick with fully acted ones.  I've never understood why they didn't allow a few additional races in KOTOR, considering it really would just have amounted to a few changes of models.  There's no particular reason why Revan couldn't have been a Twi'lek, for example, considering they had full models for those.

Presumably, though, the only individuals who don't speak galactic Basic either can't (physically incapable of it) or live on such remote backwaters that they don't need to.  Some Star Wars nerd may come in and correct me on that, but this is the observation of an average 'I kinda like Star Wars' observer.  Hell, even the physically incapable of it is a questionable reason not to, since they could presumably have mechanical assistance to create the necessary sounds.

On the other hand, either race is utterly meaningless to the story, which might seem a little odd, or each new race causes at least two more dialogue paths to have to be written and voiced for a considerable number of interactions.


Title: Re: SWTOR
Post by: eldaec on July 31, 2009, 09:58:58 AM
Story has carried Bioware in spite of shitty mechanics before. 

(http://files.getdropbox.com/u/318368/AUSTIN.jpg)



P(Hellgate) > P(Kotor)


Title: Re: SWTOR
Post by: SnakeCharmer on July 31, 2009, 09:59:53 AM
That.  Is.  Awesome.


Title: Re: SWTOR
Post by: DLRiley on July 31, 2009, 10:01:13 AM
I'm waiting for bioware to prove to me that their not making Hellgate london.


Title: Re: SWTOR
Post by: HaemishM on July 31, 2009, 11:05:15 AM
Google Map

Win.


Title: Re: SWTOR
Post by: Surlyboi on July 31, 2009, 11:09:58 AM
Epic win.


Title: Re: SWTOR
Post by: Ingmar on July 31, 2009, 12:36:58 PM
You people don't actually even know what you want from this game, do you.


Title: Re: SWTOR
Post by: DLRiley on July 31, 2009, 12:52:08 PM
I want Guild Wars with a Star Wars IP.


Title: Re: SWTOR
Post by: SnakeCharmer on July 31, 2009, 01:01:42 PM
You people don't actually even know what you want from this game, do you.

Co-op KOTOR.


Title: Re: SWTOR
Post by: Yegolev on July 31, 2009, 01:11:13 PM
You people don't actually even know what you want from this game, do you.

Blue tits.


I'll make the prediction: non-human races will be available for purchase in the EA Store.


Title: Re: SWTOR
Post by: Draegan on July 31, 2009, 01:58:00 PM
I don't get it.


Title: Re: SWTOR
Post by: Surlyboi on July 31, 2009, 02:11:36 PM
You people don't actually even know what you want from this game, do you.

Blue tits.

So that's where blue milk comes from...


Title: Re: SWTOR
Post by: Hindenburg on July 31, 2009, 02:52:14 PM
Man, you're, like, Bizarro Oban.

Also:
I want Guild Wars with a Star Wars IP.
This.


Title: Re: SWTOR
Post by: Surlyboi on July 31, 2009, 03:08:57 PM
I don't want GW with a SW IP. I think I want just a working shared world with a SW IP that doesn't try to cockblock me with
random revamps of the way the game is played every couple of years.


Title: Re: SWTOR
Post by: Rasix on July 31, 2009, 03:11:46 PM
I don't want GW with a SW IP.

GW bored me silly.  I didn't think the world implementation was bad, just the combat/classes/world design was bland to my tastes. 


Title: Re: SWTOR
Post by: Senses on July 31, 2009, 03:22:14 PM
Wouldn't a coop kotor3 have been better marketed as some new game for the wii and your 3 friends?  The whole mmorpg is going to bite them in the ass.


Title: Re: SWTOR
Post by: Lantyssa on July 31, 2009, 03:26:47 PM
No, it won't.  Might bite the MMO players in the ass, but it won't bite them.


Title: Re: SWTOR
Post by: Senses on July 31, 2009, 03:37:47 PM
I just meant that "mmorpg," creates an expectation of something that maybe this game is not, and perhaps a repackaging of the concept before release might be in order, but hey, for all the complaining in here, there is tons of excitment in the outside world about the new Star Wars Mmo.


Title: Re: SWTOR
Post by: Surlyboi on July 31, 2009, 03:55:02 PM
MMO players need to be bitten in the ass.


Title: Re: SWTOR
Post by: Merusk on July 31, 2009, 06:40:06 PM
You people don't actually even know what you want from this game, do you.

Blue tits.


I'll make the prediction: non-human races will be available for purchase in the EA Store.

My cynicism agrees with you.  You'll be able to buy light saber colors other than blue or Red from the EA Store as well.  :grin:


Title: Re: SWTOR
Post by: WindupAtheist on July 31, 2009, 07:04:30 PM
Who needs any color besides red?


Title: Re: SWTOR
Post by: tmp on July 31, 2009, 07:14:38 PM
Who needs any color besides red?
Plenty of crazy KotOR fans. Some of the colours they make, i didn't even know existed.


Title: Re: SWTOR
Post by: Merusk on July 31, 2009, 07:26:38 PM
Who needs any color besides red?
Plenty of crazy KotOR fans. Some of the colours they make, i didn't even know existed.

They don't, according to Lucas, other than in the EU.  Which gives me the giggles every time I think of it.   Mace was the sole exception, and only because Jackson wanted to stand-out in his scenes.


Title: Re: SWTOR
Post by: Oban on July 31, 2009, 07:29:17 PM
Will my alt, a force sensitive bisexual blue titted twi'lek cheese crafter, have to pick up combat skills to get to her partner's house?


Title: Re: SWTOR
Post by: Yegolev on August 01, 2009, 08:02:37 PM
Will my alt, a force sensitive bisexual blue titted twi'lek cheese crafter, have to pick up combat skills to get to her partner's house?

Undoubtedly.  If there's any one thing that MMOs all manage to disappoint me with, it's tying everything non-combat into combat.  With the sad, sad exception of pre-revamp Horizons.

The lightsaber color comment, yeah, it's even more likely in my mind now that we will see something like DDO Unlimited.  If it's not that, it will be World of Star Wars.  If it somehow turns out to be a good game... I'll really wish it wasn't Star Wars.


Title: Re: SWTOR
Post by: Sky on August 03, 2009, 08:13:46 AM
My cynicism agrees with you.  You'll be able to buy light saber colors other than blue or Red from the EA Store as well.  :grin:
Put your cynicism in the shop for an upgrade.

Red sabers will be EA Store exclusive, for more than whatever promotional money you get. Cha-ching.


Title: Re: SWTOR
Post by: eldaec on August 03, 2009, 09:35:34 AM
Will my alt, a force sensitive bisexual blue titted twi'lek cheese crafter, have to pick up combat skills to get to her partner's house?
If there's any one thing that MMOs all manage to disappoint me with, it's tying everything non-combat into combat.  With the sad, sad exception of pre-revamp Horizons.

Well, Horizons and UO, SWG, AtitD, EVE, Puzzle Pirates, PotBS, even EQ had fishing.


Title: Re: SWTOR
Post by: Yegolev on August 04, 2009, 08:36:08 AM
I might have missed UO, and I guess I can toss EVE in there except for the "you can get assploded anywhere" bit.  Same for UO, then, I guess, so touche.  Not PotBS, though, everything was connected to combat in there unless I somehow missed it.

ATITD doesn't count since it does not have combat.  Puzzle Pirates... well that's an odd case, isn't it?  I played puzzles against other people; combat or not?


Title: Re: SWTOR
Post by: Ingmar on August 04, 2009, 12:17:27 PM
Puzzle Pirates is the purest PVP MMO there is.


Title: Re: SWTOR
Post by: eldaec on August 04, 2009, 12:20:47 PM
AtitD does have combat, but only on April 1st. Plus in the first telling there was a whole pvp 'test of conflict' line; admittedly you had to build your own arena out of butterbeans and breadcrumbs before you could take part.

Quote
Puzzle Pirates... well that's an odd case, isn't it?  I played puzzles against other people; combat or not?

But you didn't have to, and it is no more combat than competitive flax pking in atitd, or market listing pvp in EVE.


Title: Re: SWTOR
Post by: Nebu on August 04, 2009, 12:27:19 PM
ATITD doesn't count since it does not have combat.  

Where in PvP is the word "combat" mentioned?  PvP is about player vs player conflict.  Conflict comes in many forms.  

In Atitd you could fuck with someone on a far deeper level than you ever could in any standard pvp MMO.  It's all perspective.  If you don't call the ability to perma ban someone's main character from the game world as pvp, then I'm not sure what counts. 


Title: Re: SWTOR
Post by: Ingmar on August 04, 2009, 12:32:29 PM
Yego's complaint was about non-combat and combat getting tied together though, no? Not PVP in a larger sense.


Title: Re: SWTOR
Post by: Nebu on August 04, 2009, 12:34:28 PM
Yego's complaint was about non-combat and combat getting tied together though, no? Not PVP in a larger sense.

Damn, I need to learn how to read.

My apologies.


Title: Re: SWTOR
Post by: Simond on August 04, 2009, 01:00:38 PM
Exactly.

There really were explorers back then. Now all that shit is hand-fed to the ritalin-addled shitheels that are today's MMO mainstream.
Except, you know, UO Stratics.


Title: Re: SWTOR
Post by: Surlyboi on August 04, 2009, 02:25:52 PM
Yeah, but even UO stratics missed a few things.


Title: Re: SWTOR
Post by: schild on August 04, 2009, 10:21:25 PM
Well, Horizons and UO, SWG, AtitD, EVE, Puzzle Pirates, PotBS, even EQ had fishing.

Just because a meteor doesn't shoot back, doesn't mean mining wasn't combat. I mean shit, you had to spec for something to do anything. May as well have been combat.

ATiTD is one of the most competitive games I've ever seen. Combat or not.

Puzzle Pirates is definitely completely piled on alternative combat.

PotBS was bad.


Title: Re: SWTOR
Post by: eldaec on August 06, 2009, 12:34:54 PM
I have an alt in EVE that has only ever undocked once (to fly to Jita). That alt spends its entire life playing the market.

Manufacturing also has no combat-like activity.

And serious mining is nothing like combat, it involves managing automated moon mining equipment, and arranging logistics to support the large scale chemical engineering required to turn mined minerals into useful materials.


Title: Re: SWTOR
Post by: Fordel on August 06, 2009, 03:12:01 PM
I thought it involved pointing mining laser A at asteroid B and waiting.


Title: Re: SWTOR
Post by: WayAbvPar on August 06, 2009, 04:48:02 PM
Quote
PotBS was bad.

SO bad. I tried so very hard to love it, too.


Title: Re: SWTOR
Post by: Lucas on August 18, 2009, 10:10:37 AM
First news coming from GamesCom: SWTOR will be completely localized in French and German, voiceovers included (now that's quite a money sink, considering the advertised amount of spoken dialogue). The official website  is now avaiable in those languages, with localized forums too.

http://www.swtor.com/news/news-article/20090818_001

Still waiting for the public gameplay demo, of course.


Title: Re: SWTOR
Post by: SnakeCharmer on August 18, 2009, 10:31:20 AM
People are still screaming for that gameplay video?  The very same gameplay video they've already seen?  I can't stand those forums for any longer than about 2 minutes at a time without getting stabby and wanting shove every one of them face first into a woodchipper machine.


Title: Re: SWTOR
Post by: schild on August 18, 2009, 05:58:37 PM
Quote
SWTOR will be completely localized in French and German, voiceovers included

Dumb.


Title: Re: SWTOR
Post by: Fordel on August 18, 2009, 06:05:11 PM
It'll be funny when they mix up which region gets which voice in a patch.


"Sacreblieu, le Jedi!"


Title: Re: SWTOR
Post by: Margalis on August 18, 2009, 06:06:20 PM
Given that voiceover is the main selling point of the game seems like this had to happen.


Title: Re: SWTOR
Post by: UnSub on August 18, 2009, 07:32:09 PM
I wonder if all dialogue is going to be recorded in Russian and Mandarin for when EA wants to launch in those regions? Or if SWOR is going to be localised in content for specific regions?

Seems like BioWare is going to bite off more than they can chew and all that is going to happen is that the production / release of new content is going to be slowed down.


Title: Re: SWTOR
Post by: schild on August 18, 2009, 07:33:31 PM
Seems like BioWare Austin is going to bite off more than they can chew and all that is going to happen is that the production / release of new content is going to be slowed down.

You don't say.


Title: Re: SWTOR
Post by: Lucas on August 18, 2009, 08:01:02 PM
yeah, sounds quite hellish when it comes to releasing new content, modify lines of dialogue ecc. Dunno, looks a bit excessive to me (not matter how well organized they might be), quite a waste of resources.

By the way, of course we all knew it was coming, but another class has been more or less announced through a Gamespot interview, the Sith Warrior:

http://gamescom.gamespot.com/story/6215526/star-wars-the-old-republic-updated-qanda-the-sith-warrior




Title: Re: SWTOR
Post by: SnakeCharmer on August 18, 2009, 08:08:47 PM
What's the over/under on the amount of money that will have been spent making this game?  80 mil?  100?


Title: Re: SWTOR
Post by: schild on August 19, 2009, 12:04:21 AM
What's the over/under on the amount of money that will have been spent making this game?  80 mil?  100?
Let's just go with "more."


Title: Re: SWTOR
Post by: WindupAtheist on August 19, 2009, 07:57:48 AM
http://gamescom.gamespot.com/story/6215526/star-wars-the-old-republic-updated-qanda-the-sith-warrior

I like how the guy takes 3 paragraphs to say "tank/dps with a rage meter" to try and make it sound less generic.


Title: Re: SWTOR
Post by: SnakeCharmer on August 19, 2009, 12:34:33 PM
What's the over/under on the amount of money that will have been spent making this game?  80 mil?  100?
Let's just go with "more."

Holy crap.  125 million?

Who does Walton have by the short and curlies to get that kind of money?  FFS, it's not like he has this amazing track record of success.


Title: Re: SWTOR
Post by: schild on August 19, 2009, 12:39:39 PM
What's the over/under on the amount of money that will have been spent making this game?  80 mil?  100?
Let's just go with "more."

Holy crap.  125 million?

Who does Walton have by the short and curlies to get that kind of money?  FFS, it's not like he has this amazing track record of success.
Riccitello is being... not smart.

I'd still go with "more."


Title: Re: SWTOR
Post by: Montague on August 19, 2009, 04:11:58 PM
Takes money to make money.

Iron Man cost $140 million to make and has made $585 million total. WoW has made $258 million in box sales alone. Throw in 6 months of sub money and Iron Man is left in the dust.

If movie studios are willing to throw down >$100 million for films why shouldn't game companies be expected to make at least the same investment for a potentially greater return? If they did we might see less shitty games.


Title: Re: SWTOR
Post by: SnakeCharmer on August 19, 2009, 04:13:29 PM
:facepalm:


Title: Re: SWTOR
Post by: schild on August 19, 2009, 04:14:43 PM
Takes money to make money.

Iron Man cost $140 million to make and has made $585 million total. WoW has made $258 million in box sales alone. Throw in 6 months of sub money and Iron Man is left in the dust.

If movie studios are willing to throw down >$100 million for films why shouldn't game companies be expected to make at least the same investment for a potentially greater return? If they did we might see less shitty games.
What a terrible example.

Now, I'm not saying what anyone is instantly going to assume I'm saying, but it's the best example to shut this silly argument down:

Would you give Uwe Boll $140M to make a movie?

I'm sure you understand now.


Title: Re: SWTOR
Post by: Velorath on August 19, 2009, 04:19:28 PM
Would you give Uwe Boll $140M to make a movie?

No, but if I were in the position to do it, I might have been convinced to give James Ohlen $140 million to make an MMO spin-off of Star Wars: Knights of the Old Republic.


Title: Re: SWTOR
Post by: Montague on August 19, 2009, 04:31:38 PM
No, but I wouldn't expect Michael Bay to make Transformers on $40 million either.

You want a non-shit MMO someone is going to have to pay for it. I'm not saying that $$$ = good MMO but that kind of money should be the baseline, not being stupid.


Title: Re: SWTOR
Post by: schild on August 19, 2009, 04:34:26 PM
sigh


Title: Re: SWTOR
Post by: Merusk on August 19, 2009, 05:08:42 PM
sigh

Hey, I get it!  That should tell you how terribly you explained it to everyone else.  Use a chart.


Title: Re: SWTOR
Post by: Sky on August 20, 2009, 07:59:25 AM
I think schild is saying they should cancel SWTOR and import the models into UO.


Title: Re: SWTOR
Post by: schild on August 20, 2009, 09:20:52 AM
I think schild is saying they should cancel SWTOR and import the models into UO.

Heh.

PRECISELY. :awesome_for_real:


Title: Re: SWTOR
Post by: Tannhauser on August 20, 2009, 05:02:48 PM
I would LOVE an updated UO!


Title: Re: SWTOR
Post by: Lucas on August 21, 2009, 02:23:17 AM
Well, looks like today we should expect some "meat", finally:

http://www.swtor.com/community/showthread.php?t=61423

Be sure to check back tomorrow (today, Friday) to see the full Producer Walkthrough Video – almost 20 minutes of actual gameplay footage – and next week when we turn our full attention to Sith Warrior!


Title: Re: SWTOR
Post by: Gutboy Barrelhouse on August 21, 2009, 05:15:40 PM
You can watch all 5 parts on IGN here:

http://media.pc.ign.com/media/816/816935/vids_1.html


Title: Re: SWTOR
Post by: Fordel on August 21, 2009, 05:18:00 PM
I don't see what this has to do with the new WoW Expansion?  :why_so_serious:


Title: Re: SWTOR
Post by: Cadaverine on August 21, 2009, 05:57:06 PM
The game looks meh.  They can blather on about story till the cows come home, but the action sequences look about as fun as watching paint dry.  And for Star Wars,  action really does trump story.

Though, after re-watching the trailer done by Blur, I think I might be ok with paying them $15 a month to make more of the same.  Bioware might take note of the amount of fan wankery over the Blur trailer, vs. some lame ass Mass Effect knock-off dialog trees.  That's just me, though.


Title: Re: SWTOR
Post by: SnakeCharmer on August 21, 2009, 06:35:18 PM
Gameplay looks average.
Graphics look average.

Too far along with make substantial changes to either.

Bleh.


Title: Re: SWTOR
Post by: Fordel on August 21, 2009, 07:18:12 PM
I was hoping (naively) that the shooting combat would be more mass effect, less WoW Huntard.


Title: Re: SWTOR
Post by: Tannhauser on August 21, 2009, 08:08:40 PM
I knew it; dialog 'choices' just like Mass Effect.  You can choose a good guy answer, a neutral one or a dickhead one.

But you're still going to do whatever you need to do to advance the storyline.


Title: Re: SWTOR
Post by: Aez on August 21, 2009, 08:19:02 PM
Watching the videos right now.  I don't see the point of making this a mmorpg (except the subscription of course).

The dialogs are so good it's going to be quite silly to interact with other players through chat.  You'll miss the voice and the face emotion.


edit : Watched more videos, props for innovating. It's not the direction I'd like mmorpg to take but it's a leap forward.  Looks like a better COH mission system.


Title: Re: SWTOR
Post by: SnakeCharmer on August 21, 2009, 08:30:48 PM
I was hoping (naively) that the shooting combat would be more mass effect, less WoW Huntard.

That's really what I was hoping, too, somewhere in the nether reaches of my mind.  I was hoping combat in general wasn't essentially the same thing that's been utilized since, well, forever.

Story doesn't matter if what 85 percent of what you do in the story (combat) puts you to sleep.


Title: Re: SWTOR
Post by: schild on August 21, 2009, 08:41:36 PM
(http://dl-client.getdropbox.com/u/85648/Demon%27s%20Souls/Pics/biif-title.jpg)


Title: Re: SWTOR
Post by: SnakeCharmer on August 21, 2009, 08:49:53 PM
 :pedobear:


Title: Re: SWTOR
Post by: Venkman on August 21, 2009, 08:51:58 PM
I thought the worlds looked awesome. No, no CryEngine2 awesome, but style-wise it's great. Definitely Star Warsy.

The voiceovers are going to get real old right quick. They got old just watching the videos. But like the combat, they're really very focused on making this a movie. I swear I felt like 1/2 the game we watched was just story and, well, watching. This is not going the kind of MMO people grind through to the cap. And given that the genre lives or dies by WoW, and that was just popularizing the grind of EQ1, I actually wonder just how much "story" and "cinematic experience" is going to annoy people more than retain them.

Combat looked, erh, not sure. Definitely more RPG than I was hoping for, but not KOTOR annoying either. That really isn't worth discussing until we get hands on with it.


Title: Re: SWTOR
Post by: schild on August 21, 2009, 08:59:20 PM
Quote
I thought the worlds looked awesome. No, no CryEngine2 awesome, but style-wise it's great. Definitely Star Warsy.

So did SW:G at the time, particularly the Naboo stuff.

Quote
Combat looked, erh, not sure. Definitely more RPG than I was hoping for, but not KOTOR annoying either. That really isn't worth discussing until we get hands on with it.

Combat looked like SW:G. Gun pointing randomly. Too many hotkeys. (12! why!). Biggest EXP bar ever. The hair looked like EQII launch stuff. The faces looked like they were made for Demon's Souls, only they were the ones no one wanted to use.

Edit: Now, obviously, I'll have to play it. But it was not time to show combat yet. Period.
:pedobear:
STOP USING THAT INCORRECTLY.


Title: Re: SWTOR
Post by: Venkman on August 21, 2009, 09:09:46 PM
I agree they shouldn't yet show combat, but they're sorta trapped. This can't be just a story MMO, it has to look like it's fun too. That's either minigames, or combat. :-)

On graphics, SW:G was trying for that-era photorealism. Easy for inanimate objects, buildings and world geometry, sucky for models and anything natural (except some of the larger creatures). And it didn't scale down to lower tech very well, augmenting the disparity between what looked good and what didn't.

This meantime seems to be more consistent, while also being lower-tech relatively speaking. I didn't like some of the character models, and some of the animations are funky, but it at least was self-consistent.

Need to experience it in action, but I'm thinking that'll be sooner than later.


Title: Re: SWTOR
Post by: Hayduke on August 21, 2009, 09:15:13 PM
Bah, nm.


Title: Re: SWTOR
Post by: schild on August 21, 2009, 09:16:10 PM
Quote
at least was self-consistent.

Too easy. Don't leave the door open that wide.

Quote
Need to experience it in action, but I'm thinking that'll be sooner than later.

Bioware better get it out as far away from Guild Wars 2's release as possible. (Edit, Also FFXIV)

I could be wrong, but given how fast they're working, I don't see much beyond Story and Combat. Star Wars is about the latter and not the former, and the latter ain't a selling point yet. I agree with everyone (and anyone in the future) that this shouldn't have been an MMOG. Who knows, maybe they're just looking to sell 10M boxes and don't care about the subs. Probably not though, which will be a problem. Four hundred writers can't work fast enough for a large mmog community to make a story-based game.


Title: Re: SWTOR
Post by: Margalis on August 22, 2009, 01:11:40 AM
Call my cynical but I suspect subscription fees are the big draw for most MMOs. Whether or not something should be an MMO is a lot less important then whether or not something can get away with calling itself one and therefore getting recurring revenue.

The facial animation is pretty bad, which is kind of strange given how voicework is the main selling point of the game.

Other than that it just looks totally inside the box. Like so inside the box that just being inside the box wasn't enough, so they built a smaller box inside that box and snuggled up inside it. It's like the design document was something like:

UI: Typical MMO UI
Combat: Typical MMO combat

Watching the second video the model and animation for the smuggler look pretty not good. Looks like they are animating the bottom half of the character independently from the top half and the end result is that the legs and upper body seem to be on different wavelengths. It makes the running to the side animation of EDF 2017 look ok by comparison. I hate the character models but I'm not sure why, something about the proportions just bug me.


Title: Re: SWTOR
Post by: Lucas on August 22, 2009, 01:50:30 AM
I really liked the art direction, both in exteriors and interiors. Lots of style, it will somewhat rage the usual, useless debate about realism vs. cartoony or whatever.

The portrayal of combat for the Smuggler and Bounty Hunter at the beginning was pretty "meh", much like it was ranged combat in the KOTORs. But a nice change came with the Sith Warrior and the Flashpoint mission immediately after.

Yeah, maybe in both KOTORs there weren't many diverse animations for melee fighting, but I really liked the sense of "collision" you got when facing another enemy with a vibro-blade or a lightsaber. From the video, it really looks the same in TOR too, so I'm very happy about it.

Also, it's good to see you are facing multiple enemies so often: the flashpoint mission and the collaboration between the Warrior and the BH looked chaotic but in a fun way to me. Still not so sold about lightsaber vs. lightsaber: it looked like a pub brawl :P

Finally, regarding dialogues and whatnot, well, I'm a  Bioware fanboy when it comes to that, so I really can't get much objective :P. They said the "group dialogue" system is still a very early work in progress and they are exploring lots of ways to implement it.


Title: Re: SWTOR
Post by: VainEldritch on August 22, 2009, 04:39:26 AM
To my surprise, and overall, this has exceeded my expectations (which were very low). I have always had issues with the art style - but I can live with it (after AoC, "Warner Bros" graphics really grate). I have always had issues with the combat animations, and I don't like the way burning people just stand there - they should be running about like MJ with his wig on fire - but I can live with it.  Thus far there has been a conspicuous lack of "RPG" and persistent world reveals... ok, we got a wave emote and a "kick in the crotch" move, but no housing, no mention of crafting, no mention of guilds, no mention of fishing... no mention of "living in the Star Wars universe" - and this makes me extremely wary of the title. So, for me not a disaster, but also not a triumph - definitely a watch and wait for me, and my expectations remain low.


Title: Re: SWTOR
Post by: eldaec on August 22, 2009, 06:51:32 AM
Looks ok to me. Still looks like a less shitty version of Hellgate.

I can imagine buying this, playing through a few classes storylines, then dropping the sub.


Title: Re: SWTOR
Post by: SnakeCharmer on August 22, 2009, 06:55:57 AM
no mention of fishing...

wat

Why the fuck would you want to go fishing in Star Wars?


Title: Re: SWTOR
Post by: tmp on August 22, 2009, 08:36:40 AM
I thought the worlds looked awesome. No, no CryEngine2 awesome, but style-wise it's great. Definitely Star Warsy.
The interiors were pretty meh to me but the exteriors were quite spectacular. It seems both interiors and exteriors form single continuous space, no instancing there. Not sure if this is a good or bad thing overall, just taking note.

Quote
Combat looked, erh, not sure. Definitely more RPG than I was hoping for, but not KOTOR annoying either. That really isn't worth discussing until we get hands on with it.
There's early bit in bounty hunter section where the player uses flame thrower on 3 clumped soldiers and two others literally 10 meters away just stand and watch it, patiently waiting for their turn to die. Regular MMO aggro stuff but boy, does it wreck that 'cinematic feel' they constantly talk about...


Title: Re: SWTOR
Post by: Hayduke on August 22, 2009, 09:34:47 AM
Eh yeah the content generation is going to be a big problem. I guess they assume people will resub everytime a big content patch is released. The game might make more sense without a subscription and run on box sales and adventure packs sold periodically.

It just feels like there's so much extraneous bullshit while they ignore the fundamentals. Like they're giving Homer Simpson 140 million to develop a car.


Title: Re: SWTOR
Post by: Lantyssa on August 22, 2009, 09:40:25 AM
While I'm sure they're still working on the details, I thought with slips it was leaning towards no subs.  So, there may not be anything to cancel.


Title: Re: SWTOR
Post by: Lucas on August 22, 2009, 09:54:04 AM
Yeah, I start leaning toward the "no subscription fee" party too.  Now, EA is not NCsoft, meaning it is not all about MMOGs: in other words, maybe there is no need for them to have a portfolio of MMOGs with diversified business model approaches. They can put in the same pot, WAR, The Sims and TOR, for example.


Title: Re: SWTOR
Post by: schild on August 22, 2009, 02:27:14 PM
Looks ok to me. Still looks like a less shitty version of Hellgate.

I can imagine buying this, playing through a few classes storylines, then dropping the sub.

A less shitty Hellgate would be uhhhh, you know, like Diablo or Something Awesome. I wish this were that. I wish ANYTHING were that.


Title: Re: SWTOR
Post by: Merusk on August 22, 2009, 03:41:12 PM
Hmm, Pardo gave a bit of an oblique diss to SWOTR in his interview this morning.  Asked about VOs, he mentioned them as being expensive, requiring tons of lead-time for the actors and forcing you down a design path early because of it and limiting any future tweaks to the quest or additions to holes in content because of the time involved.


Title: Re: SWTOR
Post by: schild on August 22, 2009, 03:42:16 PM
Hmm, Pardo gave a bit of an oblique diss to SWOTR in his interview this morning.  Asked about VOs, he mentioned them as being expensive, requiring tons of lead-time for the actors and forcing you down a design path early because of it and limiting any future tweaks to the quest or additions to holes in content because of the time involved.

That's not a diss, that's flat out true. Also, who knows what majority % of people after 10 minutes will be looking for a skip button.


Title: Re: SWTOR
Post by: Hawkbit on August 22, 2009, 04:11:35 PM
I have a feeling it will be just like Mass Effect, where you go through dialog trees and can press the answer button, causing the VO work to truncate.  Should be effective for play, but I agree, it's not money well-spent.  It defies the law of keeping it simple.


Title: Re: SWTOR
Post by: Hindenburg on August 22, 2009, 05:40:41 PM
Edit: Hey, completely wrong topic.  :uhrr:


Title: Re: SWTOR
Post by: Venkman on August 22, 2009, 06:00:26 PM
Hmm, Pardo gave a bit of an oblique diss to SWOTR in his interview this morning.  Asked about VOs, he mentioned them as being expensive, requiring tons of lead-time for the actors and forcing you down a design path early because of it and limiting any future tweaks to the quest or additions to holes in content because of the time involved.

That's not a diss, that's flat out true.

This. And that's just for the first language. Now multiply that howevermanylocales they plan to launch this. But again, this is not some new never-tried-before thing, no matter the pitch. EQ2 tried this and barely eked through launch. The very first thing dropped in the face of the barrage of new content needed? VOs.

I am curious now though to see if enough people show up to this having left WoW early because they were bored by it. I doubt that's a WoW-size audience unto itself, but there are a lot of gamers who've dabbled in WoW but not stuck with it. If SWTOR isn't just a typical grind10rats, and in fact can emphasize story, then it offers the first viable alternative to WoW since WoW (because really, you can play WoW, WoWAR, WoWoC, WoWquest, or some really niche title. Not a lot of actual "genre" there).

Of course, showing footage of the basement of some Sith temple that's been infested with ants rats... not inspiring


Title: Re: SWTOR
Post by: Merusk on August 22, 2009, 06:06:13 PM
I was trying to be polite and not go, "Hay, y'know why else this is stupid..."    I really have no idea WHY I didn't just say that, though. Disturbing.

 



Title: Re: SWTOR
Post by: Malakili on August 22, 2009, 06:50:43 PM
So, is it me or is it too much of a tell tale sign that he keeps referring to the Sith as "the warrior"


Title: Re: SWTOR
Post by: tmp on August 22, 2009, 06:53:31 PM
Hmm, Pardo gave a bit of an oblique diss to SWOTR in his interview this morning.  Asked about VOs, he mentioned them as being expensive, requiring tons of lead-time for the actors and forcing you down a design path early because of it and limiting any future tweaks to the quest or additions to holes in content because of the time involved.
While all true, this disadvantage seems mostly theoretical. I mean, exactly how many tweaks to the quests did WoW do, and how many years did it take them to go about filling holes in the original content. And that's without voiceovers holding them back...


Title: Re: SWTOR
Post by: Merusk on August 22, 2009, 07:16:30 PM
Tweaks were done on quests right up until ship day, as anyone in any of the betas can attest.   Sometimes entire quest lines materialized overnight.   Wow does a LOT of content tweaking throughout the beta process and on the test servers.   Holes in content, yeah, they can't point too many fingers there if you played Horde prior to the xp tweaks.


Title: Re: SWTOR
Post by: tmp on August 22, 2009, 07:28:17 PM
Wow does a LOT of content tweaking throughout the beta process and on the test servers.
Yes, but i was rather thinking of tweaking done after things are shipped; that's the part where tweaking things which only utilize text can be certainly done faster, except that's something rarely if ever done..?

As far as the speed goes while things are actually in production, doing prototype work in text only and then recording the voicework after it's all greenlit seems like a rather obvious approach to minimize the impact it has during that stage. (although if i'm not mistaken Bioware people said they've used some sort of voice synthesis while prototyping Mass Effect 2 scenes to get a rough idea how it'd go)


Title: Re: SWTOR
Post by: Margalis on August 22, 2009, 07:45:33 PM
As far as the speed goes while things are actually in production, doing prototype work in text only and then recording the voicework after it's all greenlit seems like a rather obvious approach to minimize the impact it has during that stage. (although if i'm not mistaken Bioware people said they've used some sort of voice synthesis while prototyping Mass Effect 2 scenes to get a rough idea how it'd go)

That does not appear to be the approach they're taking with SWTOR. There has been no release or beta date announced and already it has a lot of voicework in it.


Title: Re: SWTOR
Post by: tmp on August 22, 2009, 08:07:56 PM
No open beta, but that does not automatically mean lack of QA whatsoever for the content they've made so far. Especially when all games they've made so far were something done with just internal QA.


Title: Re: SWTOR
Post by: SnakeCharmer on August 22, 2009, 08:34:00 PM
Have I missed the other games that BioWare Austin has made that was done with just internal QA?


Title: Re: SWTOR
Post by: tmp on August 22, 2009, 09:05:23 PM
Bioware Austin, no; people who now form Bioware Austin, yes.

edit: i'll take back "all". fucking SWG.


Title: Re: SWTOR
Post by: SnakeCharmer on August 22, 2009, 10:01:03 PM
No, sir.


Title: Re: SWTOR
Post by: Triforcer on August 23, 2009, 04:12:25 AM
That looked like a lot of fun.  I don't know what people are bitching about or were expecting. 


Title: Re: SWTOR
Post by: VainEldritch on August 23, 2009, 04:15:17 AM
no mention of fishing...

wat

Why the fuck would you want to go fishing in Star Wars?

Because I like fishing...? SWG had fishing. I had a collection of fish. Gave me something to do when I wasn't PvPing/questing. Point being, fishing is representative of having "stuff to do" in the game that allows one to "live in the Star Wars universe" without scripted quests or PvP or PvE or resource gathering or crafting. Things like fishing mean that I can enter the game world, wander outside and look at the scenery and just "relaxe in character" - have a peaceful day fishing in the lakes of Naboo, for example. My imagination works like this: "Well, today I could go take it to the Sith and go scout Korriban but I really cannot agree with how the Jedi have handled their responsibilities in the Republic... I need to think this over - I'm going fishing...".

Thus far SW-TOR does not appear to be a game that will allow for this, although (again, thus far...) I am unaware of any developer statement excluding such "RP" items as housing, crafting, "fishing" and such. I can only hope.


Title: Re: SWTOR
Post by: Lucas on August 23, 2009, 05:09:00 AM
no mention of fishing...

wat

Why the fuck would you want to go fishing in Star Wars?

Because I like fishing...? SWG had fishing. I had a collection of fish. Gave me something to do when I wasn't PvPing/questing. Point being, fishing is representative of having "stuff to do" in the game that allows one to "live in the Star Wars universe" without scripted quests or PvP or PvE or resource gathering or crafting. Things like fishing mean that I can enter the game world, wander outside and look at the scenery and just "relaxe in character" - have a peaceful day fishing in the lakes of Naboo, for example. My imagination works like this: "Well, today I could go take it to the Sith and go scout Korriban but I really cannot agree with how the Jedi have handled their responsibilities in the Republic... I need to think this over - I'm going fishing...".

Thus far SW-TOR does not appear to be a game that will allow for this, although (again, thus far...) I am unaware of any developer statement excluding such "RP" items as housing, crafting, "fishing" and such. I can only hope.


Don't forget the voiceovers for every kind of fish, though.

But yes, it's my dream too: bakery profession in Star Wars, and different voiceovers when I mix flour, and put the loaves into the oven based on failure and success.
---

No, but seriously: this game looks like it is going to be a more "focused" experience. We'll see, but look elsewhere for that kind of diversification.


Title: Re: SWTOR
Post by: Triforcer on August 23, 2009, 08:49:44 AM
no mention of fishing...

wat

Why the fuck would you want to go fishing in Star Wars?

Because I like fishing...? SWG had fishing. I had a collection of fish. Gave me something to do when I wasn't PvPing/questing. Point being, fishing is representative of having "stuff to do" in the game that allows one to "live in the Star Wars universe" without scripted quests or PvP or PvE or resource gathering or crafting. Things like fishing mean that I can enter the game world, wander outside and look at the scenery and just "relaxe in character" - have a peaceful day fishing in the lakes of Naboo, for example. My imagination works like this: "Well, today I could go take it to the Sith and go scout Korriban but I really cannot agree with how the Jedi have handled their responsibilities in the Republic... I need to think this over - I'm going fishing...".

Thus far SW-TOR does not appear to be a game that will allow for this, although (again, thus far...) I am unaware of any developer statement excluding such "RP" items as housing, crafting, "fishing" and such. I can only hope.


No.  That way lies Wookiee hairdressing. 


Title: Re: SWTOR
Post by: Malakili on August 23, 2009, 08:59:09 AM

No.  That way lies Wookiee hairdressing. 

I'd rather have Wookie hairdressers than 10000 Han Solos, 10000 boba fetts, and so forth, that seems to be the direction they are heading in now.


Title: Re: SWTOR
Post by: VainEldritch on August 23, 2009, 09:39:09 AM
no mention of fishing...

wat

Why the fuck would you want to go fishing in Star Wars?

Because I like fishing...? SWG had fishing. I had a collection of fish. Gave me something to do when I wasn't PvPing/questing. Point being, fishing is representative of having "stuff to do" in the game that allows one to "live in the Star Wars universe" without scripted quests or PvP or PvE or resource gathering or crafting. Things like fishing mean that I can enter the game world, wander outside and look at the scenery and just "relaxe in character" - have a peaceful day fishing in the lakes of Naboo, for example. My imagination works like this: "Well, today I could go take it to the Sith and go scout Korriban but I really cannot agree with how the Jedi have handled their responsibilities in the Republic... I need to think this over - I'm going fishing...".

Thus far SW-TOR does not appear to be a game that will allow for this, although (again, thus far...) I am unaware of any developer statement excluding such "RP" items as housing, crafting, "fishing" and such. I can only hope.


No.  That way lies Wookiee hairdressing. 

Well, the wookies in Ep. 3 were all immaculately groomed... ner a knot, tat, split-end, flake of dandruff nor flea-scratch to be seen.


Title: Re: SWTOR
Post by: Surlyboi on August 23, 2009, 11:10:12 AM
Keep in mind, Triforcer was against wookiee hairdressing the first time around for no real reason too.


Title: Re: SWTOR
Post by: Lantyssa on August 23, 2009, 11:45:23 AM
If it didn't have to do with the galactic conflict, he was against it.


Title: Re: SWTOR
Post by: Ratman_tf on August 23, 2009, 12:58:59 PM
If it didn't have to do with the galactic conflict, he was against it.

Fuck the Galactic Conflict. SWG was simberu (and I say that as a Weaponsmith) and TOR is going to be a PVEfest. PvP in TOR is gonna be half-assed instanced battlegrounds thrown in so they can add "Engaging player versus player conflict!" on the box blurb.

Mahk mah wuds.


Title: Re: SWTOR
Post by: Venkman on August 23, 2009, 01:02:29 PM
Yes. And that's all it really needs to be.


No.  That way lies Wookiee hairdressing. 

I'd rather have Wookie hairdressers than 10000 Han Solos, 10000 boba fetts, and so forth

You are so very not the market for this title then  :-)

In all seriousness, SWG exists already. Even in its neutered form, it allows for much more personalized experiences than most other AAA MMOs, while being the very essence of "underperforming". Nobody managing any sort of serious budget can go to the budget managers and say "give me more|let me spend less on feature X so we can have these beloved features from <underperforming game>". That's a freebie you add after you've hit your 50% operating margin on a jillion players.


Title: Re: SWTOR
Post by: Malakili on August 23, 2009, 02:04:38 PM



You are so very not the market for this title then  :-)


This I realize, but as a big fan of star wars, I can't help but post in this thread anyway!


Title: Re: SWTOR
Post by: UnSub on August 23, 2009, 07:11:36 PM
As far as the speed goes while things are actually in production, doing prototype work in text only and then recording the voicework after it's all greenlit seems like a rather obvious approach to minimize the impact it has during that stage. (although if i'm not mistaken Bioware people said they've used some sort of voice synthesis while prototyping Mass Effect 2 scenes to get a rough idea how it'd go)

The point is that BioWare Austin can't create new content quickly. It might be quick for VO work, but continually creating high quality VO content is time consuming and expensive. Which is why I think crafting and PvP are going to be increasingly important as SWOR goes on - it wouldn't require a huge process to update this content while PvE content is going to take longer.

Voice synthesis is fine for planning purposes, but its like watching the animatics for a movie in pre-production - not good enough to pay money for and not the same as seeing the full professionally produced content.


Title: Re: SWTOR
Post by: Venkman on August 24, 2009, 08:48:48 PM
I still think VOs are unsustainable unless they're wildly successful, but they could just go the Fallout 3/DLC model instead of a flat sub fee. That plus some type of MTX of course. Ya know someone's gonna want to have the purple lightsaber bad enough to RMT for it anyway, so ya might as well pay wall it.


Title: Re: SWTOR
Post by: Stormwaltz on August 25, 2009, 07:30:55 AM
continually creating high quality VO content is time consuming and expensive.

FWIW, this was my biggest concern when I heard "full VO."


Title: Re: SWTOR
Post by: schild on August 25, 2009, 07:36:32 AM
High Quality voice acting is one of those things that:

1. Almost never works out (as in, it's not high quality, it's just voice acting for the sake of voice acting).
2. Will never get cheaper.
3. Is arguably a total waste of money in the long run.

With or without voice acting, SWTOR will sell reams of boxes, that much is guaranteed. Voice acting is not the reason the majority will keep or even pay for one month past the first if they go with the standard model. That is to say, it strikes me as an extremely amateur decision for that to be the way they went this early on with marketing. But I suppose you gotta go where your strengths are and after seeing that video, it ain't the combat or character art. :awesome_for_real:


Title: Re: SWTOR
Post by: Cyrrex on August 25, 2009, 08:17:34 AM
So I just watched the 20 minutes of footage and must now admit that I am really looking forward to this.  But then, I am an irredeemable fanboy.  Do Want.  It looks like KOTOR with awesome sauce slathered all over it.

Oddly, though, they still don't have the lightsaber model right.


Title: Re: SWTOR
Post by: Malakili on August 25, 2009, 11:41:22 AM
So I just watched the 20 minutes of footage and must now admit that I am really looking forward to this.  But then, I am an irredeemable fanboy.  Do Want.  It looks like KOTOR with awesome sauce slathered all over it.

Oddly, though, they still don't have the lightsaber model right.

I dunno, as a star wars fanboi myself, I feel just the opposite.  Everyone shouldn't be heroic in the star wars universe, like I said before, every smuggler is han solo, every bounty hunter is boba fett, every jedi is (young) obi wan.   That doesn't really seem to jive with the spirit of star wars at all for me.  I mean, it can work for KOTOR, because you've got just the one player telling the story of that part of the star wars lore, but then you bring it into a "massively multiplayer" setting, and it seems to strip all the importance out of it.   If they were releasing a series of single player KOTOR games with each of the current classes /story lines being a DLC or something, it would look better.

Then again, after I went on about how I will be playing CO because I find it fun, regardless of the fact that I disagree with some of their design choices, I don't have much ground to stand on here (assuming the game is fun to play)


Title: Re: SWTOR
Post by: Crumbs on August 25, 2009, 11:59:23 AM
This seems kind of PSO.  I wouldn't be surprised if the endgame was three more levels of difficulty through the same content.  :awesome_for_real:

There had to be a reason why they didn't just make another single player console game with the option of online group play.  There just...there just had to be.


Title: Re: SWTOR
Post by: Cyrrex on August 25, 2009, 12:01:22 PM
I would think that "15 bucks a month times 2 million players" is their primary reason.


Title: Re: SWTOR
Post by: Crumbs on August 25, 2009, 12:25:57 PM
I would think that "15 bucks a month times 2 million players" is their primary reason.

As it would be anyone's.  I'm just waiting to see why this game needs to be online aside from "because Warcraft," although from a business perspective there probably doesn't need to be a better reason.


Title: Re: SWTOR
Post by: fuser on August 25, 2009, 12:39:19 PM
Question about the VO, wouldn't they in all respects be doing a lot of content patches/first exp at the same time?  At that point any kind of storyline flushed out should be recorded for any future usage in the world even if it makes it to the initial release or next expansion.

Needless to say after playing EQ2 VO's really didn't add anything for me to the world or experience. It's a huge expense, huge requirement on installer, huge requirement on content delivery, and issues in the future when actor xyz will or cannot do the voice thats ingrained with your userbase.


Title: Re: SWTOR
Post by: Lucas on August 25, 2009, 01:26:28 PM
FYI: the HD version of the demo is now available for free on Voodoo Extreme, stil divided in four parts:

http://ve3d.ign.com/articles/news/49878/Star-Wars-The-Old-Republic-Twenty-Minute-Gameplay-Movie


Title: Re: SWTOR
Post by: Brogarn on August 25, 2009, 01:36:13 PM
After finally getting around to watching the videos, I think they were actually pretty cool. It also doesn't look to play like the standard holy trinity format of Diku. So, that's a bonus if that turns out to be the case.


Title: Re: SWTOR
Post by: Draegan on August 25, 2009, 01:45:55 PM
There were way to many abilities on that Sith's hotbar at level 8.

Maybe there are only 10 levels.  That might make sense then.


Title: Re: SWTOR
Post by: Velorath on August 25, 2009, 02:07:35 PM
I would think that "15 bucks a month times 2 million players" is their primary reason.

As it would be anyone's.  I'm just waiting to see why this game needs to be online aside from "because Warcraft," although from a business perspective there probably doesn't need to be a better reason.


How would you have rather seen multiplayer handled?


Title: Re: SWTOR
Post by: Crumbs on August 25, 2009, 02:58:46 PM
Quote
How would you have rather seen multiplayer handled?

Simply put, something less linear.  Are we all riding the same ride or are we all at the same amusement park?  If it's the latter, then there will be other ways to pass time in game besides advancing the story.  If it's the former, then what's the difference between this and KOTOR?  "You can group" isn't enough for me.  Hence the PSO comparison.

The "you are the hero!" trend is valid and if that's where mmos are headed, fine.  Not my cup of tea, but fine.  It may be early to tell, but I'll be disappointed if SWTOR ends up being a comepletely linear game that only becomes an "mmo" when you park your mammoth on the mailbox.


Title: Re: SWTOR
Post by: Cyrrex on August 25, 2009, 03:21:06 PM
Let's say that it's nothing more than a prettier version of KOTOR, but it's parts 3 through 8 and with co-op.  That's enough to get my money and that of probably a few million other people.


Title: Re: SWTOR
Post by: schild on August 25, 2009, 03:41:28 PM
Let's say that it's nothing more than a prettier version of KOTOR, but it's parts 3 through 8 and with co-op.  That's enough to get my money and that of probably a few million other people.
Wouldn't that have required, you know, Bioware or Obsidian to make it? Just saying, since you obviously didn't read the thread.

Look, I understand that's what you want, but isn't pining for MMOG brilliance best left to the professionally blind - i.e. MMORPG.com, etc?


Title: Re: SWTOR
Post by: Velorath on August 25, 2009, 03:53:15 PM
Look, I understand that's what you want, but isn't pining for MMOG brilliance best left to the professionally blind - i.e. MMORPG.com, etc?

You might remember Cautious Optimism.  It's somewhere there in that middle ground between Complete Cynicism and OMG FROTH! that you seem to have forgotten about.


Title: Re: SWTOR
Post by: schild on August 25, 2009, 03:59:10 PM
Look, I understand that's what you want, but isn't pining for MMOG brilliance best left to the professionally blind - i.e. MMORPG.com, etc?
You might remember Cautious Optimism.  It's somewhere there in that middle ground between Complete Cynicism and OMG FROTH! that you seem to have forgotten about.
Cautious Optimism is based on history.

1. MMORPGs meh are more often than not.
2. Star Wars games are total crap more often than not.
3. Take the teams track record, the IPs track record, and realize that it's more than likely NOT going to be what we would want from such a game.

And then add optimism.

I'd love for this team to do something awesome, but drawing any line in the sand between awesome and not awesome is simply raising the bar too much for them.

Too many cooks in the kitchen, too many employees, an unreasonable speed of both growth internally and public showing of the game externally (still too early for a gameplay video, despite how fast they got it together).

In other words, at the end of the day, it seems like I'm the only one possessing any sort of cautious optimism about it.

I want it to be awesome as I had a love affair with the previous Star Wars MMOG (and I have extreme disdain for the IP in general), but I'm not gonna shed any tears when it's not.

What Cyrrex is doing is called dreaming.


Title: Re: SWTOR
Post by: Cyrrex on August 25, 2009, 04:32:54 PM
Maybe it is dreaming, but that footage looked an awful lot like a KOTOR game.  And yes, I've been reading the thread. 

Anyway, the only thing I know for sure is that I will buy it.  That it will be any good really is just hope at this point.


Title: Re: SWTOR
Post by: Surlyboi on August 25, 2009, 04:39:47 PM
I'm with Cyrrex on this one. I may once again feel the painful sting of the MMOG herps, but hey, Star Wars will get me every time.


Title: Re: SWTOR
Post by: Hayduke on August 25, 2009, 05:46:54 PM
Doesn't look much like KOTOR to me.  Looks more like Mass Effect after getting clubbed with an EQ2 by four.


Title: Re: SWTOR
Post by: schild on August 25, 2009, 05:47:21 PM
EQ2 by four.

rofl


Title: Re: SWTOR
Post by: lamaros on August 25, 2009, 06:02:43 PM
I'm with Cyrrex on this one. I may once again feel the painful sting of the MMOG herps, but hey, Star Wars will get me every time.

So you are admitting that your hope is entirely irrational and that you're just that much of a sucker?

Maybe it is dreaming, but that footage looked an awful lot like a KOTOR game.  And yes, I've been reading the thread. 

Anyway, the only thing I know for sure is that I will buy it.  That it will be any good really is just hope at this point.

See above.

There is no reason to think this game will be any good at this point. At all.


Title: Re: SWTOR
Post by: Venkman on August 25, 2009, 08:34:05 PM
I'm excited for what this title could be, but there's no way to make an assessment of what it actually is right now. But if we could only talk about stuff that existed or kept ourselves to mere fact, well shit, there'd never even have been whatever BBS some ancestor of someone here was on  :grin:

As to potential business success though, they need to get a LOT more people into the Old Republic IP than currently are. As far as I can tell, both KOTORs together sold just over 3mil units. For all they say they're doing here, 3mil wouldn't be enough by far. We're not talking Warcraft IP or Blizzard reknown here, and TOR isn't delivering to today's Clone Wars fans nor to the ep4-6 ones.


Title: Re: SWTOR
Post by: UnSub on August 25, 2009, 09:16:49 PM
That's a good point - I wonder how many people closer to launch are going to be asking "Where's Luke? Can I be a Skywalker?".

To some extent the freedom of the Old Republic gives BioWare Austin a lot of flexibility, but there will be some kickback over it being a tangential Star Wars universe when the game gets closer to launch.

And also when they announce piddling details like how it actually plays and design decisions involving microtrans.


Title: Re: SWTOR
Post by: Triforcer on August 25, 2009, 09:19:43 PM
There is no way it will be just microtrans.  Why do that, when you can get on the sexy new bandwagon of charging a full sub fee and withholding content to RMT at the same time?  ITS THE PERFECT SYSTEM. 


Title: Re: SWTOR
Post by: schild on August 25, 2009, 09:30:45 PM
For some reason, and this is probably entirely wrong, I have a feeling they are going to raise the bar on subs to $19.99.


Title: Re: SWTOR
Post by: Lantyssa on August 25, 2009, 10:42:11 PM
If they do then it better be the best game I've ever played while offering me sandboxy activities to boot.  I'd happily pass it up at that price point.


Title: Re: SWTOR
Post by: Herring on August 25, 2009, 11:30:07 PM
I'm sure it'll lose all of its magic when you hear the same voice actor doing random NPC #505.  If it even had magic in the first place.

I know they kept stressing that they wanted the PC heroes to be able to take on several guys at once for "heroic combat", but no one in the gameplay videos seemed in danger at any point.  I hope things actually get even a little more difficult, because spamming the hell out of AOE crowd control abilities and hitting things until they die is going to get old really fast.


Title: Re: SWTOR
Post by: schild on August 25, 2009, 11:31:42 PM
I hope things actually get even a little more difficult, because spamming the hell out of AOE crowd control abilities and hitting things until they die is going to get old really fast.

I'm not gonna support Austinware in doing this, but I spent 1 year and 8 months spamming the hell out of AOE crowd control and poisoning things until they died in SW:G.


Title: Re: SWTOR
Post by: Herring on August 25, 2009, 11:32:44 PM
I hope things actually get even a little more difficult, because spamming the hell out of AOE crowd control abilities and hitting things until they die is going to get old really fast.

I'm not gonna support Austinware in doing this, but I spent 1 year and 8 months spamming the hell out of AOE crowd control and poisoning things until they died in SW:G.

Was it fun?  If they can make it fun, all the more power to them.  As far as the gameplay videos went, I just wasn't very interested.


Title: Re: SWTOR
Post by: Hawkbit on August 25, 2009, 11:33:11 PM
After the experiences of AoC and WAR along with the failhype of Aion, I'm not going in blind on MMOs anymore.  It better be robot jesus for $19.99.  Not that I'm disagreeing with you.  

What I'd be very interested in seeing is how Blizzard would react to a smaller game launching at a price point higher than theirs.  


Title: Re: SWTOR
Post by: stu on August 25, 2009, 11:38:42 PM
Maybe Blizzard will drop to $12.99/mo. *chortle

Looks like BioWare is going for Ben & Jerry's, but all I see is Blue Bell.



Title: Re: SWTOR
Post by: VainEldritch on August 26, 2009, 02:17:35 AM
I dunno, as a star wars fanboi myself, I feel just the opposite.  Everyone shouldn't be heroic in the star wars universe, like I said before, every smuggler is han solo, every bounty hunter is boba fett, every jedi is (young) obi wan.   That doesn't really seem to jive with the spirit of star wars at all for me.

Isn't this exactly what they said for NGE? When they ripped out all of the classes and boiled the leftovers down to the dregs and called them "ICONIC" classes, so even at character creation and in your character progression "wheel" (*pukes*) you were presented with pictures of Luke or Han or (surely the most "ICONIC" of all) 2-1B medical droid - yowzer.

Well, call me an ICONoclast if you will, but I don't like it. Moves the game away from the notion of "living life in the Star Wars universe" and firmly into the pureed, diluted, easy-to-swallow garbage that high street thinkers have been told they need to have a good time.

*simmer*


Title: Re: SWTOR
Post by: Triforcer on August 26, 2009, 02:22:33 AM
I have no idea what you just said.  I thought I spoke English, but apparent I am only versed in some obscure dialect only spoken in Ohio and Tokyo. 


Title: Re: SWTOR
Post by: Velorath on August 26, 2009, 02:57:18 AM
As far as I can tell, both KOTORs together sold just over 3mil units. For all they say they're doing here, 3mil wouldn't be enough by far.

If by as far as you can tell, you mean numbers from vgchartz that were pulled out of some guy's ass because NPD releases back then didn't contain the number of units sold, and don't account for PC sales at all (despite the fact that even today Kotor 2 is still being carried by most retail stores that sell PC games, and Kotor 1 was recently packaged in with Battlefront, Republic Commando, and Empire at War).

Edit:  In fact, from Bioware's own website Kotor 1 has sold over 3 million alone (across PC and Xbox). (http://www.bioware.com/bioware_info/about/)


Title: Re: SWTOR
Post by: Lucas on August 26, 2009, 03:08:01 AM
I have no idea what you just said.  I thought I spoke English, but apparent I am only versed in some obscure dialect only spoken in Ohio and Tokyo. 

Yeah, he kinda reminded me of Morte from PS:T :P


Title: Re: SWTOR
Post by: Hindenburg on August 26, 2009, 05:16:32 AM
Moves the game away from the notion of "living life in the Star Wars universe" and firmly into the pureed, diluted, easy-to-swallow garbage that high street thinkers have been told they need to have a good time.

You're an idiot.


Title: Re: SWTOR
Post by: Venkman on August 26, 2009, 06:25:27 AM
Edit:  In fact, from Bioware's own website Kotor 1 has sold over 3 million alone (across PC and Xbox). (http://www.bioware.com/bioware_info/about/)

Which is where I got the "over 3mil" number from. I figured that between remembering KOTOR2 not being as good, hearing it not selling nearly as well, BioWare not having been involved in the development, and them not specifically mentioning how successful the sequel was on that page, I'd just round to somewhere mid 3s.

VGchartz is like the MMOGchart of the video game world :roll:


Title: Re: SWTOR
Post by: VainEldritch on August 26, 2009, 07:27:12 AM
If they do then it better be the best game I've ever played while offering me sandboxy activities to boot.  I'd happily pass it up at that price point.

Yeah, well - I'd happliy pay that for what you say, or double what they need to charge per month to make this thing work, to make up for the cash shortfall incurred when most of the mini-brained wankers are filtered off by the higher price point.   :angryfist:


Title: Re: SWTOR
Post by: WindupAtheist on August 26, 2009, 07:59:25 AM
I dunno, as a star wars fanboi myself, I feel just the opposite.  Everyone shouldn't be heroic in the star wars universe, like I said before, every smuggler is han solo, every bounty hunter is boba fett, every jedi is (young) obi wan.   That doesn't really seem to jive with the spirit of star wars at all for me.

Then don't expect to ever enjoy a Star Wars MMO. No one is going to make a game where 80% of the playerbase is forced to play useless dipshits just to foster some obscure sense of Star Warsitude.

Yeah, well - I'd happliy pay that for what you say, or double what they need to charge per month to make this thing work, to make up for the cash shortfall incurred when most of the mini-brained wankers are filtered off by the higher price point.   :angryfist:

They're never letting you into Goonswarm. Go away spy.


Title: Re: SWTOR
Post by: VainEldritch on August 26, 2009, 08:30:56 AM
[They're never letting you into Goonswarm. Go away spy.

 
 :ye_gods:

:tantrum:


Title: Re: SWTOR
Post by: Velorath on August 26, 2009, 01:14:34 PM
Which is where I got the "over 3mil" number from. I figured that between remembering KOTOR2 not being as good, hearing it not selling nearly as well, BioWare not having been involved in the development, and them not specifically mentioning how successful the sequel was on that page, I'd just round to somewhere mid 3s.

So you made up numbers.  Good to know.


Title: Re: SWTOR
Post by: Sophismata on August 26, 2009, 03:11:25 PM
I have no idea what you just said.  I thought I spoke English, but apparent I am only versed in some obscure dialect only spoken in Ohio and Tokyo.

Ah, clever.


Title: Re: SWTOR
Post by: eldaec on August 26, 2009, 03:25:43 PM
For some reason, and this is probably entirely wrong, I have a feeling they are going to raise the bar on subs to $19.99.

Just by the by, if they added a whole Kotor's worth of Edmonton quality story content every couple of months, which you played in Diablo/Hellgate style with a SW skin, I'd pay $19.99 to dip in and out from time to time.

(obviously they won't achieve that and the game will be denned in record time, but if they did, that'd be cool)


Title: Re: SWTOR
Post by: Triforcer on August 26, 2009, 09:47:30 PM
Dev on the boards reveal that- SPECIES OTHER THAN HUMAN WILL BE PLAYABLE!

Well, that satisfies their substantive info release quota for the fiscal quarter.  I'm sure the weeklong series of four-hour meetings debating whether to say that there were multiple species was pretty tiring, the devs should take a vacation. 


Title: Re: SWTOR
Post by: lamaros on August 26, 2009, 09:53:17 PM
For some reason, and this is probably entirely wrong, I have a feeling they are going to raise the bar on subs to $19.99.

Just by the by, if they added a whole Kotor's worth of Edmonton quality story content every couple of months, which you played in Diablo/Hellgate style with a SW skin, I'd pay $19.99 to dip in and out from time to time.

(obviously they won't achieve that and the game will be denned in record time, but if they did, that'd be cool)


You know what else you can buy for $19.99 a month? Heaps of stories that are actually well written! Woah!

Story! Oh dear golly.


Title: Re: SWTOR
Post by: eldaec on August 27, 2009, 01:26:18 AM
You are essentially arguing that the idea of story based rpgs suck?

Well ok. Good for you.


Title: Re: SWTOR
Post by: Lucas on August 27, 2009, 01:58:18 AM
Dev on the boards reveal that- SPECIES OTHER THAN HUMAN WILL BE PLAYABLE!

Well, that satisfies their substantive info release quota for the fiscal quarter.  I'm sure the weeklong series of four-hour meetings debating whether to say that there were multiple species was pretty tiring, the devs should take a vacation. 

Selkath  :heart: :awesome_for_real:


Title: Re: SWTOR
Post by: lamaros on August 27, 2009, 08:57:46 PM
You are essentially arguing that the idea of story based rpgs suck?

Well ok. Good for you.

If they call it an MMO / design it like an MMO and charge $19.99 a month for it. Hell yeah I am.


Title: Re: SWTOR
Post by: Bzalthek on August 27, 2009, 10:20:08 PM
What if they call it an MMORPG?


Title: Re: SWTOR
Post by: Triforcer on August 27, 2009, 10:24:21 PM
Then all is forgiven, obviously.

I do wonder if these guys have done ANY market research on whether people will listen to the VO stuff.  if there isn't a "skip cutscene" button, at least half the people on this site would be in danger of initiating shooting sprees. 


Title: Re: SWTOR
Post by: eldaec on August 28, 2009, 01:44:52 PM
I always enjoyed the GW approach, cutscenes which you could only skip if everyone agreed, but it didn't tell you who had voted to skip, or who the holdouts were.


Causing nerdrage-by-cutscene in PUGs was practically a minigame in itself.


Title: Re: SWTOR
Post by: Ingmar on August 28, 2009, 02:00:13 PM
I ain't skipping no cut scenes.


Title: Re: SWTOR
Post by: Cadaverine on August 28, 2009, 02:53:47 PM
Skippable, with the option to watch them offline, would be just dandy.


Title: Re: SWTOR
Post by: Gutboy Barrelhouse on August 28, 2009, 05:31:33 PM
I always enjoyed the GW approach, cutscenes which you could only skip if everyone agreed, but it didn't tell you who had voted to skip, or who the holdouts were.


Causing nerdrage-by-cutscene in PUGs was practically a minigame in itself.


So far they have shown a max group size of 2 players, so not hard to figure out who did it.


Title: Re: SWTOR
Post by: Fordel on August 28, 2009, 05:40:15 PM
I always enjoyed the GW approach, cutscenes which you could only skip if everyone agreed, but it didn't tell you who had voted to skip, or who the holdouts were.


Causing nerdrage-by-cutscene in PUGs was practically a minigame in itself.


So far they have shown a max group size of 2 players, so not hard to figure out who did it.


http://www.youtube.com/watch?v=aPIdfdByS7E  :awesome_for_real:


Title: Re: SWTOR
Post by: Mattemeo on August 31, 2009, 01:01:39 PM
Having now seen the big Bioware reveal of SWtoR's fully voice-acted gameplay/enormous cutscenes, I can say I am no longer cautiously optimistic but disappointed and kind of bewildered. For gameplay reasons alone that everyone else here has already mentioned, the whole voice idea seems frankly ludicrous - and impossible, when it comes down to their ambition. You accept repeated phrases from NPCs when they're just text on a screen, but anyone who's played Oblivion/Fallout 3 or similar for 10 minutes is more than aware of how grating spoken repetition can be. I am deeply worried.

What's really bothered me though is the aesthetic of the game. Bioware state that the art style is something along the lines of 'stylised realism', but the overall effect at this particular stage in development is pretty much completely devoid of charm. It's sterile and empty. Big rooms made out of rhomboids with nothing of interest in them except a few meagre crates and barrels for this ridiculous console duck and cover bullshit. The player models (of which we've only seen Humans thus far) are creepy faced and impractically animated.

But this is all unfair critisism right now, I admit. The cake's not baked yet, but I'm having doubts about the quality of the ingredients I've seen so far.


Title: Re: SWTOR
Post by: UnSub on August 31, 2009, 08:09:01 PM
I'm going to crib from the Massively notes on the interview (http://www.massively.com/2009/08/31/star-wars-the-old-republic-lead-writer-daniel-erickson-on-scope/) because dev video interviews are usually pretty boring.

According to SWOR's lead writer, Daniel Erikson:

Quote
"We think we've got the biggest voice over project in entertainment history."

"We now have over a dozen writers that are working on it. But each writer owns a particular piece of it. Some writers own just one class and they really are the voice of that piece."

"The ability to write things specifically for a class means that it's actually a more personal story than we've ever got to tell in any of the BioWare games."

Again, unless SWOR really is the mega-smash hit of the WoW size, it won't be able to keep up the production values. And if they are going to be developing content separately for each class and go the microtrans route of making class-specific content purchasable, you better like playing the popular classes or you are going to be left behind.



Title: Re: SWTOR
Post by: Velorath on August 31, 2009, 09:58:29 PM
I find it funny that some people keep worrying about how they'll be able to keep making new content when most of us here struggle to get to max level on one character in an MMO let alone eight.


Title: Re: SWTOR
Post by: UnSub on August 31, 2009, 10:09:27 PM
I find it funny that some people keep worrying about how they'll be able to keep making new content when most of us here struggle to get to max level on one character in an MMO let alone eight.

I was thinking about MxO and how it looked when storyline content went from full in-game engine productions to someone drawing on the back of a napkin and waving it in front of a camera.

It doesn't matter if I'll never play it, but the content needs to keep coming and at a high level of quality.


Title: Re: SWTOR
Post by: sidereal on August 31, 2009, 10:19:23 PM
MxO sucked = MxO no $$$ = Low production values = MxO sucked. . etc...


SWTOR ? = SWTOR ? $$$$ = ? production values = SWTOR ?..etc


Title: Re: SWTOR
Post by: Velorath on August 31, 2009, 10:40:10 PM
It doesn't matter if I'll never play it, but the content needs to keep coming

And it's that mentality that I find funny.  Most of us probably won't even see all the content the game launches with, but we're gonna raise hell if we don't get more.

Anyway, MMO content patches seem to fall largely into two catagories for me.  There's stuff like WAR or AoC where it's "here are some classes or content we weren't able to finish before our game got pushed out the door".  Then there's the WoW content patches that largely seem to be "here's a new raid dungeon for people who have already farmed the last one hundreds of times over".  These patches are designed to keep hardcore raiding guilds subscribed to the game by constantly giving them new stuff to do.

Now I might be a bit biased because I don't give a shit about raiding and never will.  If they do in fact go with a business model more geared towards microtransactions though, the real money is going to be in creating simple shit that people will pay money for rather than generating content to keep the catasses happy.  If they can get people to pay $5 for a purple lightsaber that somebody threw together in a couple hours, that's a much more viable way of making money than trying to keep cranking out content for Grindy McCatass.


Title: Re: SWTOR
Post by: Koyasha on August 31, 2009, 11:17:10 PM
Depends on what kind of content you're going for.  Remember it looks like they're aiming for the RPG crowd, which is great, but it's hard to say what the desire is going to be if they even get that audience hooked (if they just get standard mmog players then they have a problem right off the bat, I think).

The trouble is that with all this focus on voice acting, nothing is going to be easy if it involves any sort of interaction at all.  Nothing!  You can't slap together a quest and throw it in, it has to be written, translated into two dozen languages (apparently), voiced in each and every one of them, and then put in the game.  And gods help you if you want to make a change to an existing quest, cause to rewrite a single line, you have to go through that entire process.  The funny thing is that having the player be fully voiced even makes it impossible to use the 'alien language' coverup to throw in new dialogue without having to go through the entire process.  Not that that would be a particularly good way to implement it either, cause you'd either have bland, emotionless voice lines attached to everything, or you'd have five different 'tones' of "miki grabble moko" - normal, angry, sad, happy, excited (and maybe a couple others).  But there'd be no subtlety to it, so their 'high quality' voice acting would be gone.

So the only thing left you can add in often and fast is doodads and graphical enhancements.  Purple lightsabers and fucking horse armor.  That's basically the extent of what they can add quickly, because everything else will require interaction, which will require lines, and so on.

Every damn time I hear about their amazing fully voiced MMO, my expectations drop a little lower for SWTOR.


Title: Re: SWTOR
Post by: Sheepherder on August 31, 2009, 11:41:48 PM
If they can get people to pay $5 for a purple lightsaber that somebody threw together in a couple hours, that's a much more viable way of making money than trying to keep cranking out content for Grindy McCatass.

But it doesn't retain or entertain.  Which means they still have to expand the game world unless they want to exist solely on player turnover and micro.

Really, the answer with these games is to fucking stop it with DIKU already and try for a world simulator that isn't crazy grindcore.  Or do something really fucking freaky like have the entire world in a public quest arc that loops back to the start once it draws to a conclusion, like a MMO Groundhog Day.  Incidentally, this would be a fucking awesome concept for a The Wheel of Time, or The Matrix MMO, maybe a World of Darkness apocalypse scenario.


Title: Re: SWTOR
Post by: Velorath on September 01, 2009, 12:04:37 AM
The trouble is that with all this focus on voice acting, nothing is going to be easy if it involves any sort of interaction at all.  Nothing!  You can't slap together a quest and throw it in, it has to be written, translated into two dozen languages (apparently), voiced in each and every one of them, and then put in the game.

That's the reality for most games outside of MMO's, voice acting or not.  When a game goes gold, that's pretty much it.  Sure these days even console games can be patched, but I can't think of RPG where developers bothered to change a line of dialog or add a quest in here or there.  The only reason MMO's are any different is because the bar has been set so low, we expect them to be released unfinished with content needing to be tweaked or patched in later.



But it doesn't retain or entertain.  Which means they still have to expand the game world unless they want to exist solely on player turnover and micro.

Like I said, I don't know their business model, but I think it would make more sense to go totally with micro-transactions, or at most supplement them with a very small sub fee (like around $5).  I don't have any sort of data or statistics on the matter, but I'm just of the opinion that they'd make more money in the long term, and would encourage a more casual "I can just play this game every once in a while because I don't need to worry about getting my $15 worth this month" attitude.  Without sub fees, you don't need to worry about retention.  You just need to get players to come back every now and then drop a few bucks on a Tuskan Raider costume or something.


Title: Re: SWTOR
Post by: Margalis on September 01, 2009, 01:57:31 AM
Quote
The only reason MMO's are any different is because the bar has been set so low, we expect them to be released unfinished with content needing to be tweaked or patched in later.

Or it could be that when people pay $180 a year for 5 years they expect something for their money beyond a $60 game in a box.


Title: Re: SWTOR
Post by: Velorath on September 01, 2009, 02:41:09 AM
Quote
The only reason MMO's are any different is because the bar has been set so low, we expect them to be released unfinished with content needing to be tweaked or patched in later.

Or it could be that when people pay $180 a year for 5 years they expect something for their money beyond a $60 game in a box.

Yeah, they're typically getting the rest of the game that was supposed to ship in that box.


Title: Re: SWTOR
Post by: Count Nerfedalot on September 01, 2009, 05:46:30 PM
So the only thing left you can add in often and fast is doodads and graphical enhancements.  Purple lightsabers and fucking horse armor.  That's basically the extent of what they can add quickly, because everything else will require interaction, which will require lines, and so on.

hey, don't forget the unicorn helmets!  :why_so_serious:


Title: Re: SWTOR
Post by: DLRiley on September 01, 2009, 06:32:23 PM
The only way I see this game not tanking is if they sell over one million boxes + cash shop. That way when the playerbase drops to 300k you can count on 70% of them to spend at least 10 dollars on the cash shop.


Title: Re: SWTOR
Post by: fuser on September 02, 2009, 10:24:02 AM
The only way I see this game not tanking is if they sell over one million boxes + cash shop. That way when the playerbase drops to 300k you can count on 70% of them to spend at least 10 dollars on the cash shop.

You know with those numbers it still won't break even right?


Title: Re: SWTOR
Post by: DLRiley on September 02, 2009, 10:30:25 AM
Probably not. We are talking a 30% retention rate at best if this game sucks as much as I think it will.


Title: Re: SWTOR
Post by: Cyrrex on September 02, 2009, 11:29:25 AM
Um.  Do we even know what the budget is for this game?  If not, it seems a tad weird to be talking about breaking even or making money, one way or the other.

But!  I personally think a million boxes is a certainty with this title, regardless of quality. 


Title: Re: SWTOR
Post by: Murgos on September 02, 2009, 12:38:30 PM
God I hate this thread.


Title: Re: SWTOR
Post by: Brogarn on September 03, 2009, 10:41:24 AM
God I hate this thread.

I click on it wondering if there's any updates, but ya... I hate it too. I'd love a wipe and do-over, personally.


Title: Re: SWTOR
Post by: Yegolev on September 03, 2009, 11:03:45 AM
I suppose that is how I feel about the Diablo III and Torchlight threads.


Title: Re: SWTOR
Post by: sidereal on September 03, 2009, 12:39:30 PM
Don't you ever think of the thread's feelings when you say things like that?


Title: Re: SWTOR
Post by: Surlyboi on September 03, 2009, 12:40:22 PM
God I hate this thread.

I click on it wondering if there's any updates, but ya... I hate it too. I'd love a wipe and do-over, personally.

Wait 'til they roll the CU and NGE versions of this thread, then you'll long for the old days.


Title: Re: SWTOR
Post by: ghost on September 03, 2009, 02:46:56 PM
Well, one thing is for certain-  I'm going to be buying this in all likelihood.  Only putrid reviews will keep me away because of the KOTOR series.  Probably will lead to  :heartbreak:.


Title: Re: SWTOR
Post by: eldaec on September 03, 2009, 02:52:16 PM
God I hate this thread.

(http://dl.getdropbox.com/u/318368/pimp%20vader.jpg)

Pimp Vader is disturbed by your lack of faith.


Also, this thread is getting to about that time (http://www.youtube.com/watch?v=6A0rwG39Jzk&eurl=http://mikesblog.typepad.com/my_weblog/movies_remixed/&feature=player_embedded#t=103)


Title: Re: SWTOR
Post by: Lucas on September 03, 2009, 03:37:42 PM
Dunno why, but when I read about the potential amount of copies this title might sell, I remember the infamous discussion about WoW during pre-release (yes, different context, that's for sure). IMO, we are looking at a title that will sky rocket to 3-3.5 million copies in a very short span.


Title: Re: SWTOR
Post by: Murgos on September 03, 2009, 03:38:58 PM
It's like you can't stop the stupid.  It just keeps re-asserting itself.


Title: Re: SWTOR
Post by: Sheepherder on September 04, 2009, 01:40:27 AM
Dunno why, but when I read about the potential amount of copies this title might sell, I remember the infamous discussion about WoW during pre-release (yes, different context, that's for sure). IMO, we are looking at a title that will sky rocket to 3-3.5 million copies in a very short span.

Blizzard was, and still remains, the single most consistently skilled developer of computer games.  They have delivered a few flawed or dated gameplay mechanics since WoW released, however they have consistently managed an exceedingly exact level of polish even when the underlying principle was fucking flawed.  They nearly drove themselves bankrupt during development, and they still didn't quite manage to get everything right, even though every fucking tech support dude they got working for them is now wearing a money hat.

A "Bioware" studio made of recycled failed MMO development studios has a snowball's chance in Hell.


Title: Re: SWTOR
Post by: gryeyes on September 04, 2009, 02:54:14 AM
Blizzard almost bankrupted themselves during WoW's development?


Title: Re: SWTOR
Post by: Brogarn on September 04, 2009, 07:24:24 AM
Blizzard almost bankrupted themselves during WoW's development?

Ya, I don't think that's something you say without citing some kind of source...


Title: Re: SWTOR
Post by: Sheepherder on September 04, 2009, 07:34:23 AM
Blizzard almost bankrupted themselves during WoW's development?

I remember hearing it somewhere but can't find a source, I'll keep dredging.  Dismiss it as retardation if you like.


Title: Re: SWTOR
Post by: Murgos on September 04, 2009, 08:18:23 AM
Dismiss it as retardation if you like.
Done.  Along with the tech-support guy has a money hat sillyness.


Title: Re: SWTOR
Post by: Ratman_tf on September 04, 2009, 09:06:26 AM
A "Bioware" studio made of recycled failed MMO development studios has a snowball's chance in Hell.

Just busting out this game's pedigree smashes hope into tiny bitzies.  :awesome_for_real:


Title: Re: SWTOR
Post by: tkinnun0 on September 04, 2009, 04:50:27 PM
The more I read, the more I know this will be my game of choice if only their focus on PVP is nonexistent.


Title: Re: SWTOR
Post by: Sheepherder on September 05, 2009, 01:06:30 AM
Done.  Along with the tech-support guy has a money hat sillyness.

That was just facetiousness, in reality they have to make do with felt.

I still can't find where I heard this rumor.  Maybe just internet wankery derived from the Vivendi buyout.


Title: Re: SWTOR
Post by: Trippy on September 05, 2009, 02:51:31 AM
Blizzard almost bankrupted themselves during WoW's development?

I remember hearing it somewhere but can't find a source, I'll keep dredging.  Dismiss it as retardation if you like.
Vivendi Games was losing money big time, relatively speaking, during this period but not because of the Blizzard. And even if Blizzard was somehow losing money for Vivendi Universal (which they weren't) it's not that would bankrupt a media company as huge as VU.


Title: Re: SWTOR
Post by: UnSub on September 05, 2009, 07:32:03 AM
Blizzard almost bankrupted themselves during WoW's development?

I remember hearing it somewhere but can't find a source, I'll keep dredging.  Dismiss it as retardation if you like.
Vivendi Games was losing money big time, relatively speaking, during this period but not because of the Blizzard. And even if Blizzard was somehow losing money for Vivendi Universal (which they weren't) it's not that would bankrupt a media company as huge as VU.


Vivendi had a lot of issues starting in 2002. (http://en.wikipedia.org/wiki/Vivendi)
Quote
Vivendi disclosed a corporate loss of €23.3 billion in its 2002 annual report; the worst loss to date for a French company.

2002

    * VU began facing financial trouble. It responded with financial reshuffling, trying to shore up media holdings while selling off shares in its spin-off companies.
    * Reduced its stake in Vivendi Environnement to 40% and sold its stake in Vinci Construction.
    * The flamboyant company's Chairman and CEO, Jean-Marie Messier (who had overseen the most dramatic phase of Vivendi's diversification) resigned. He was replaced by Jean-Rene Fourtou. The company then began reorganizing to stave off bankruptcy. The company announced its strategy to sell non-strategic assets. Its largest single shareholder was the family of Edgar Bronfman, Jr., who was head of Seagram at the time of the merger.
    * Sold its stake in Vizzavi to Vodafone, with the exception of Vizzavi France. It also sold 20.4% of Vivendi Environnement's capital to a group of investors, and its stake in North American satellite operator EchoStar Communications Corporation.
    * VU sells Houghton Mifflin to Thomas H Lee, Blackstone and Bain consortium for US$1.66bn. [3]

Blizzard was sucking down a huge amount of money for a MMO that was running over schedule - it was plausible that Vivendi could have cancelled the whole thing. Vivendi's financial issues in 2002 are also the probable reason that the 10 year contract they signed to do a Marvel MMO only lasted three years before Microsoft picked up the deal. My understanding is that Wolfpack was doing pre-production work on the Marvel MMO and that screenshots exist out there somewhere of it, probably in a print magazine.


Title: Re: SWTOR
Post by: Lucas on September 06, 2009, 06:14:40 AM
Coruscant will be a playable planet:

(camera footage from PAX)
http://www.youtube.com/watch?v=OtNs4hXRu7I

Given what little we know about the nature of the game, I think it is safe to assume there will be several public and instanced (small and larger) subzones, just like Taris in KOTOR: awesome background scenery, but very few reachable areas.


Title: Re: SWTOR
Post by: amiable on September 11, 2009, 10:24:03 AM
The PAX footage left me with a whole lot of questions. Notably they totuted the awesome new group dialogue mechanic along wiht a "choices matter mechanic."   They did not however resolve how those choices are made in group settings....


Title: Re: SWTOR
Post by: UnSub on September 11, 2009, 10:48:43 AM
The PAX footage left me with a whole lot of questions. Notably they totuted the awesome new group dialogue mechanic along wiht a "choices matter mechanic."   They did not however resolve how those choices are made in group settings....

Earlier comments indicated groups decide by a vote with the most votes winning. So don't have your lightside Jedi join up with darkside Sith or the peer pressure will have them doing meth and killing younglings before you know it.


Title: Re: SWTOR
Post by: AutomaticZen on September 11, 2009, 01:31:37 PM
Earlier comments indicated groups decide by a vote with the most votes winning. So don't have your lightside Jedi join up with darkside Sith or the peer pressure will have them doing meth and killing younglings before you know it.
Which frankly makes sense.


Title: Re: SWTOR
Post by: Venkman on September 11, 2009, 01:39:40 PM
Well, the Sith/Jedi combo is a bit extreme. I doubt they'd ever allow that type of grouping.

But the point of mixed-faction players within a decision tree is interesting and still complicated. Someone wants to be neutral good while another neutral evil. Do they never end up being allowed to group for group quests? Or will they be allowed to opt-out of the impact of their vote so only some people in the group get impacted by the results? Or, does the act of opting-out mean they get dumped from the group and potentially some sort of faction adjustment as a result (+honor for ditching from a group that wants to assassinate?).

Still too many questions.


Title: Re: SWTOR
Post by: Ingmar on September 11, 2009, 03:46:55 PM
Um... did I miss a piece of news where they said you could group at all cross-faction? I thought their campaigns were completely separate.


Title: Re: SWTOR
Post by: Lantyssa on September 11, 2009, 04:25:48 PM
We can't let facts get in the way of hyperbole about why a game is going to be terrible.


Title: Re: SWTOR
Post by: Venkman on September 11, 2009, 05:01:55 PM
Um... did I miss a piece of news where they said you could group at all cross-faction? I thought their campaigns were completely separate.

It's specifically about the group missions. Seems like every time some insight about them comes out, more questions are asked than answered.

It's not about whether the game is going to be good or not. The success of SWTOR is completely independent of group missions anyway. That's not a big attractive feature, merely something to debate endlessly :-)


Title: Re: SWTOR
Post by: tmp on September 11, 2009, 05:03:59 PM
Trooper gameplay footage from PAX (http://www.youtube.com/watch?v=WczqpbH0TV8) (starts at 0:15 or so)


Title: Re: SWTOR
Post by: Fordel on September 11, 2009, 05:35:26 PM
God, their animations reek :(


Also way to die demo player  :awesome_for_real:


Title: Re: SWTOR
Post by: Mattemeo on September 11, 2009, 06:11:14 PM
God, their animations reek :(

I'm seriously hoping it's 'placeholder' grade animation. Either that or Bioware have somehow regressed a decade in game development on an aesthetic level. You really don't want to see the Smuggler's current run animation. If you ever thought WoW's human male carrot-ass run was bad...


Title: Re: SWTOR
Post by: taolurker on September 11, 2009, 06:18:09 PM
The animation wasn't the only thing that stood out in that clip... Did anyone else see the mobs warp through a wall and then magically reappear in front of the barrier? That'll make for a fun MMO game.


Title: Re: SWTOR
Post by: Hoax on September 11, 2009, 06:20:45 PM
Yeah that looked like it was far from playable, the mobs warped, the death animations didn't go off at least once, animations looked fucked up.


Title: Re: SWTOR
Post by: Fordel on September 11, 2009, 07:00:26 PM
Also, that is far from a BFG announcer guy.


Title: Re: SWTOR
Post by: Merusk on September 12, 2009, 12:22:47 PM
God, their animations reek :(

What, your hips don't swivel like a turret when you're running around?  :grin:


Also, that is far from a BFG announcer guy.

It didn't really look too much bigger than the gun he had equipped before.  I was expecting them to pull out a Dark Trooper gun or that Missile Launcher thingy the Clone Troopers ran around with in the Tartakovsky Clone Wars series.  Instead it was.... another rifle.  :awesome_for_real:

The whole thing looked a little.. hm.. rounded, too.  The walkers in particular looked like some sort of chibi-ized version of an animated version of the walkers you see in the movies.



Title: Re: SWTOR
Post by: eldaec on September 12, 2009, 12:58:31 PM
This is what, a year or so from launch?

I'm surprised they are sharing so much footage tbh.


Title: Re: SWTOR
Post by: Gutboy Barrelhouse on September 12, 2009, 01:13:51 PM
If it's placeholder stuff they are showing then it's WAY too soon to be showing it. First impressions matter.


Title: Re: SWTOR
Post by: Malakili on September 12, 2009, 01:23:48 PM
Reminds me of fallen earth running animations.


Title: Re: SWTOR
Post by: Venkman on September 12, 2009, 02:36:44 PM
I would bet large that this is final footage, that they don't have terabytes of "real" assets they suddenly push live in the magic fix-everything launch-day patch. The videos don't do it justice, but rarely do they for an MMO anyway. I do think they should dial it back and perhaps virally distribute some form of playable experience. Not MMO per se, but some new way to talk to people who otherwise see WoW colors in SW lore.

The other vibe I'm getting from the videos is that they seem to be trying as hard as possible to throw enough "looks like SW" stuff to not alienate the millions of SW fans they hope to get but who never played KOTOR or KOTOR2. There's definitely a SW style that works thousands of years prior; but the stuff they've been featuring in videos really looks to be positioning almost Storm Troopers, almost Walkers, almost Tie Fighters, etc.


Title: Re: SWTOR
Post by: eldaec on September 12, 2009, 02:44:10 PM
The biggest doubt I have over this project is that they continually gloss over the multiplayer aspect.

So far the only evidence we've seen that this s a multiplayer game (let alone massively multiplayer) is a group of two.

Increasingly, it looks like Hellgate with more art assets.


Title: Re: SWTOR
Post by: Sheepherder on September 12, 2009, 10:52:07 PM
So...

...Those blasters really don't have much for stopping force, do they?


Title: Re: SWTOR
Post by: UnSub on September 13, 2009, 01:28:35 AM
Um... did I miss a piece of news where they said you could group at all cross-faction? I thought their campaigns were completely separate.

Every class might have a separate campaign, but you can invite people to do missions / take part in them.

Some other lore I've seen in SWOR points to a kind of treaty between Sith and Jedi, so cross faction teaming on some missions isn't necessarily out of the picture.

Lantyssa - I don't think this game is going to be terrible, but it is going to be a massively single player game that I can't see BioWare maintaining the content output for it over an extended period of time. And I see a lot of these early claims people going nuts over - it's pre-suck Star Wars! With voice overs! - as not having a lot of meat behind them.


Title: Re: SWTOR
Post by: Lantyssa on September 13, 2009, 09:45:37 AM
The "It's going to be awesome!" crowd is just as stupid, though less annoying, than the "This is going to be shit because..." crowd.  We don't know enough because they've barely released any solid details.  It's still way too early.

The speculation about how the game is a failure because we've seen a couple of scripted clips showing off one aspect in an alpha build is tiresome.


Title: Re: SWTOR
Post by: Merusk on September 13, 2009, 10:36:19 AM
So...

...Those blasters really don't have much for stopping force, do they?

About as much as any game that uses hitpoints and guns.  Two systems I hate seeing mixed, even if the game is awesome.


Title: Re: SWTOR
Post by: Zane0 on September 13, 2009, 10:39:43 AM
I don't know. The reflexive white knighting I've seen for this ramshackle, frequently bamboozling single-multiplayer-whatthefuck rpg can be equally tiresome to behold, I find.


Title: Re: SWTOR
Post by: Zane0 on September 13, 2009, 10:40:08 AM
.


Title: Re: SWTOR
Post by: Velorath on September 13, 2009, 11:00:49 AM
I don't know. The reflexive white knighting I've seen for this ramshackle, frequently bamboozling single-multiplayer-whatthefuck rpg can be equally tiresome to behold, I find.

If you'd rather read page after page of how much a game sucks, there's always the Warhammer sub-forum.  Personally I find it a bit of a waste how much time some people here spend discussing shit they don't like.


Title: Re: SWTOR
Post by: Margalis on September 13, 2009, 06:00:13 PM
Hating on Star Wars if pretty fun, given that it's the most overrated anything of all time, ever.


Title: Re: SWTOR
Post by: Ratman_tf on September 13, 2009, 06:07:20 PM
So...

...Those blasters really don't have much for stopping force, do they?

About as much as any game that uses hitpoints and guns.  Two systems I hate seeing mixed, even if the game is awesome.

Is it any better than melee combat? Protip: Being stabbed through the brain with a sharp metal object does not do 1D6+12 hit points of damage. It kills a person dead.


Title: Re: SWTOR
Post by: schild on September 13, 2009, 06:07:24 PM
Hating on Star Wars if pretty fun, given that it's the most overrated anything of all time, ever.
Somehow, that's an understatement.

Every country has their thing though, like Japan has Dragon Quest, and England has British Football Teams.


Title: Re: SWTOR
Post by: Malakili on September 13, 2009, 06:11:25 PM
So...

...Those blasters really don't have much for stopping force, do they?

About as much as any game that uses hitpoints and guns.  Two systems I hate seeing mixed, even if the game is awesome.

Is it any better than melee combat? Protip: Being stabbed through the brain with a sharp metal object does not do 1D6+12 hit points of damage. It kills a person dead.

Shit, didn't we have this discussion in this thread already, like 50 pages ago.


Title: Re: SWTOR
Post by: tmp on September 13, 2009, 06:21:32 PM
Is it any better than melee combat? Protip: Being stabbed through the brain with a sharp metal object does not do 1D6+12 hit points of damage. It kills a person dead.
It's only a problem when the mudflation pushes character HPs above a dozen...

of course, that's entirely aside from the catch which is how much fun it is to be Greedo when Han gets to shoot first.


Title: Re: SWTOR
Post by: Kageru on September 13, 2009, 07:52:02 PM

Which D&D addressed long back in terms of saying non-fatal damage indicates a desperate dodge, parry or a superficial wound. The "blade through the head" happens when the hit points run out. And this could be done in MMO's. It would look a lot more dramatic if the opponent visually avoided all but the fatal blows. At least for smaller creatures, very large mobs could still be expected to sit and take it and would look silly dodging anyway.

It all comes down to money for the animations I guess, and secondly the players screaming "why am I not hitting him?" if they don't see each shot connect.


Title: Re: SWTOR
Post by: Kail on September 13, 2009, 07:59:13 PM
It all comes down to money for the animations I guess, and secondly the players screaming "why am I not hitting him?" if they don't see each shot connect.

The shots would still be connecting; there's already a mechanic in place for misses and dodges and so on.  You'd just have to show people getting hit in the shoulder or whatever (which is difficult when you've got mobs and PCs of varying sizes).  Even then, though, it looks rediculous if your group is pelting the guy with thirty laser blasts and they somehow all miss his vitals.  And the fact that melee attacks in MMOs usually pass completely through the mob regardless doesn't help.


Title: Re: SWTOR
Post by: Malakili on September 13, 2009, 08:26:08 PM
It all comes down to money for the animations I guess, and secondly the players screaming "why am I not hitting him?" if they don't see each shot connect.

The shots would still be connecting; there's already a mechanic in place for misses and dodges and so on.  You'd just have to show people getting hit in the shoulder or whatever (which is difficult when you've got mobs and PCs of varying sizes).  Even then, though, it looks rediculous if your group is pelting the guy with thirty laser blasts and they somehow all miss his vitals.  And the fact that melee attacks in MMOs usually pass completely through the mob regardless doesn't help.

At the end of the day, I think the point is mostly that would a complex system of animations and whatever else is needed to really make this happen isn't really going to help boxes get off the shelves and monthly fees get paid.  Is it neat to see in videos, definitely, but realistically, its still reducing a bar to 0 to defeat an enemy, and its a hell of a lot less work to do it the "normal" way.



Title: Re: SWTOR
Post by: Kail on September 13, 2009, 09:25:06 PM
I think the point is mostly that would a complex system of animations and whatever else is needed to really make this happen isn't really going to help boxes get off the shelves and monthly fees get paid.

Not that I disagree, but the day MMO developers start developing games which will move more boxes, instead of games which will look prettier in videos, will be the day they stop designing games that can't be played on computers more than a year old.


Title: Re: SWTOR
Post by: Sheepherder on September 13, 2009, 09:28:19 PM
The shots would still be connecting; there's already a mechanic in place for misses and dodges and so on.  You'd just have to show people getting hit in the shoulder or whatever (which is difficult when you've got mobs and PCs of varying sizes).

It actually isn't.  Most of the formats for 3D models support data nodes which can be used as attachment points for animated effects and other models.  You don't have to have a massive lookup table or some such shit for finding where the monster's forehead is when that data can be included in the header of the model file.

The actual hard part would be making it work game mechanic wise.  Realistically you'd want the combat to look like a gunfight with a lot of dodging and acrobatics going on that gets finished when one guy zeroes in and scores a few direct hits, rather than two guys with piss poor aim blasting at the guy standing 30 yards away in the hopes of hitting.  Rename health "focus" or something in that respect and include a whole slew of evasive abilities and stances that buff mitigation or return focus that you'd expect in a space opera.


Title: Re: SWTOR
Post by: Fordel on September 13, 2009, 09:53:30 PM
That's something that is disappointing me with these SWTOR game play videos. I was hoping all of the Blaster classes would be able to make use of cover the way the Smuggler does. The Bounty Hunter and the Trooper just kinda stand around all retarded and shooting.

Basically, on top of the animations being shitty, it just looks dumb on a practical level. Super elite HAVOC Squad Trooper heads into battle RedCoat style. 


Title: Re: SWTOR
Post by: lamaros on September 13, 2009, 09:54:28 PM
The speculation about how the game is a failure because we've seen a couple of scripted clips showing off one aspect in an alpha build every single thing they have said about the game, and everything they have showed from the game, reeks of 'we have no fucking idea what we're doing, but we're absurdly self-confident anyway' is pretty spot on, if tiresome.

It's not too early. The only thing that could make it more certain that this game is going to fail would be schild going Hellgate/I Am Legend froth over it.


Title: Re: SWTOR
Post by: Margalis on September 13, 2009, 10:10:35 PM
That's something that is disappointing me with these SWTOR game play videos. I was hoping all of the Blaster classes would be able to make use of cover the way the Smuggler does. The Bounty Hunter and the Trooper just kinda stand around all retarded and shooting.

It's faithful to the source material.

Edit: The thing about the animations is: this is not a low budget game. Earth Defense Force animations make sense in EDF, which was made for little money and sold at a budget price. A "AAA" title should be able to do a little bit better.

Edit2: The idea of other people in my group outvoting me and choosing quest options I don't like strikes me as inane.


Title: Re: SWTOR
Post by: Ratman_tf on September 14, 2009, 12:56:10 AM
So...

...Those blasters really don't have much for stopping force, do they?

About as much as any game that uses hitpoints and guns.  Two systems I hate seeing mixed, even if the game is awesome.

Is it any better than melee combat? Protip: Being stabbed through the brain with a sharp metal object does not do 1D6+12 hit points of damage. It kills a person dead.

Shit, didn't we have this discussion in this thread already, like 50 pages ago.

Probably.


Title: Re: SWTOR
Post by: Ratman_tf on September 14, 2009, 01:01:15 AM

Which D&D addressed long back in terms of saying non-fatal damage indicates a desperate dodge, parry or a superficial wound. The "blade through the head" happens when the hit points run out.

1. Which is bullshit gamespeak for "This is totally unrealistic, but fun, so just pretend something less ridiculous is happening."

2. If you're going to wank damage mechanics that way, you can do the same with gun wounds.  :awesome_for_real:


Title: Re: SWTOR
Post by: Samprimary on September 14, 2009, 01:21:50 AM
Hating on Star Wars if pretty fun, given that it's the most overrated anything of all time, ever.
we have to give star wars credit for some things. At its best it's a Cool Engine that results in really fun shit like X Wing v. Tie Fighter.


Title: Re: SWTOR
Post by: Margalis on September 14, 2009, 02:20:23 AM
Given the number of Star Wars games that have been made the existence of a few good ones is just statistics.

I would give the credit to X Wing v Tie Fighter to the people who worked on that game rather than the incredible power of a movie series that features a galactic empire being beaten by logs rolled by teddy bears.


Title: Re: SWTOR
Post by: Count Nerfedalot on September 14, 2009, 07:41:27 AM
About that voting thing, what happens when the vote is a tie?  Everyone just goes home and nothing happens at all?  The leader kicks someone out (if nobody drops voluntarily) and calls a re-vote?

It's gonna happen , so they must have SOME mechanism for handling it!



Title: Re: SWTOR
Post by: schild on September 14, 2009, 07:42:23 AM
About that voting thing, what happens when the vote is a tie?  Everyone just goes home and nothing happens at all?  The leader kicks someone out (if nobody drops voluntarily) and calls a re-vote?

It's gonna happen , so they must have SOME mechanism for handling it!

Teams can only be made from an odd number of players.


Title: Re: SWTOR
Post by: Velorath on September 14, 2009, 10:01:01 AM
About that voting thing, what happens when the vote is a tie?  Everyone just goes home and nothing happens at all?  The leader kicks someone out (if nobody drops voluntarily) and calls a re-vote?

It's gonna happen , so they must have SOME mechanism for handling it!



Seems like the easiest way to handle it would be to go with whatever the group leader voted for.


Title: Re: SWTOR
Post by: HaemishM on September 14, 2009, 10:56:04 AM
Trooper gameplay footage from PAX (http://www.youtube.com/watch?v=WczqpbH0TV8) (starts at 0:15 or so)

That looks like SHIT. Not even getting into the whole mob warping, crappy, stiff animations. What makes it look like shit is that it appears to play exactly like every other MMO ever. Hit hotkeys, global cooldowns, stand in the MIDDLE OF THE FUCKING OPEN while guys with guns shoot at you. The world does not need another company dropping $100 million on another shitty MMOG clone, only with STARWARZ and OMGZORSVOICEOVERS!


Title: Re: SWTOR
Post by: DLRiley on September 14, 2009, 11:10:46 AM
No seriously your mad at this and aion gets a pass? seriously?


Title: Re: SWTOR
Post by: amiable on September 14, 2009, 11:33:59 AM
No seriously your mad at this and aion gets a pass? seriously?

From a technical standpoint Aion is a beautiful game that runs smoothly, it just has crap mechanics.  The animations for TOR look wretched and since we know nothing at all about gameplay I would say the criticism of TOR is about right. 

And that is not factoring in a lot of residual anger folks here have toward SWG...


Title: Re: SWTOR
Post by: Yegolev on September 14, 2009, 12:01:51 PM
I think some of us are factoring that in. :oh_i_see:


Title: Re: SWTOR
Post by: HaemishM on September 14, 2009, 12:18:14 PM
No seriously your mad at this and aion gets a pass? seriously?

Normally I wouldn't respond to an idiot, but I'm in a giving mood.

I expect nothing whatsoever out of Aion. In fact, I am so incredibly uninterested in Aion that I could give two rat fuck's if it comes out and takes over the fucking world. It just doesn't interest me one bit. It's a pretty Korean grind version of WAR and DAOC with winged characters. That's as much enthusiasm as I can make out of the game.

SWTOR, OTOH and YMMV, is pouring a metric fuckton of money down on another Star Wars MMOG which looks for all intents and purposes to take the worst parts of MMOG content, over-emphasis on questing, and overuse of instancing and turning it into a mediocre snoozefest. The fact that it's using what should be THE best setting of any Star Wars setting (Old Republic) in terms of MMOG licensing to do this, and repeating the mistakes of EQ2's voiceover idiocy while touting the voiceovers as ZOMGNEXTBIGTHING means it gets my goat. It's a huge waste of money, especially when watching what I've seen makes me think of such amazing games as Anarchy Online.


Title: Re: SWTOR
Post by: DLRiley on September 14, 2009, 12:24:14 PM
Games like SWTOR are only a symptom of what consumers have told mmo devs for the past 10 years. Really with a game like Aion reinforcing the message, potentially steaming piles like SWTOR are to be expected. Simple as that.


Title: Re: SWTOR
Post by: Ingmar on September 14, 2009, 12:32:45 PM
I'm honestly not sure why the animations are creating so much RRRRRRRRRRRRRRRRRAGE.


Title: Re: SWTOR
Post by: Malakili on September 14, 2009, 12:36:59 PM
I'm honestly not sure why the animations are creating so much RRRRRRRRRRRRRRRRRAGE.

cause they suck?


Title: Re: SWTOR
Post by: Ingmar on September 14, 2009, 12:38:41 PM
Gosh, everything is clear to me now.


Title: Re: SWTOR
Post by: amiable on September 14, 2009, 12:41:15 PM
I'm honestly not sure why the animations are creating so much RRRRRRRRRRRRRRRRRAGE.

Yeah, I found this weird as well.  There is plenty to be annoyed about, but the animations seem to vex folks the most.  To be quite honest I didn't think they were that bad for an alpha build.  But I have low expectations.


Title: Re: SWTOR
Post by: Ingmar on September 14, 2009, 12:46:04 PM
While we're at it, I've never really gotten the hate on instancing and quests. People really want to go back to the days of AE farming a single camp over and over to level? Or spawn camping a mob for 3 days EQ-style?

How do you do a story-based MMO *without* heavy reliance on instancing and quests, without make it it totally immersion breaking as people line up to kill Joe Plot NPC #3 over and over?

Is this just I HATE EVERYTHING THAT ISN'T A LORD OF THE FLIES SANDBOX? I haven't been here long enough to sort out where everyone falls on the NGE Sucks/Trammel Sucks/DIKU YAY Venn diagram.


Title: Re: SWTOR
Post by: DLRiley on September 14, 2009, 01:01:06 PM
UO was garbage, sandbox pvp is the special olympics of gaming, and grinding by any other name(skill based system, player created items, quest chains that just happen to boil down to kill 10 rats and go find the someones lost cat) is grinding. I also hate long travel times, downtime, money sinks, time sinks. Do like story telling and pvp based on competition. Do hate "world domination" as a goal for any pvp activity and "because phat loot bag" as a goal for any pvp activity. Geez and I've only scratched the surface as what I've come to hate.... Oh and the next game with community(sever, realm, faction) + pride as a gameplay feature gets an auto-ignore. Those games go to the graveyard in 1 month anyway.


Title: Re: SWTOR
Post by: AutomaticZen on September 14, 2009, 01:02:10 PM
Is this just I HATE EVERYTHING THAT ISN'T A LORD OF THE FLIES SANDBOX? I haven't been here long enough to sort out where everyone falls on the NGE Sucks/Trammel Sucks/DIKU YAY Venn diagram.

I, for one, would like to see this sandbox.


Title: Re: SWTOR
Post by: Sjofn on September 14, 2009, 01:06:31 PM
I'm not really seeing how those animations are terrible. No, it's not the most amazing thing I've ever seen, but they don't make me cringe inside the way 98% of games that have humans moving do. It's not NEARLY as unnatural as I was expecting with all the OMG SO SHITTY reaction here.


Title: Re: SWTOR
Post by: Yegolev on September 14, 2009, 01:25:27 PM
It's a good idea to go ahead and decry the game now in public since it's pretty easy to just have a secret subscription to it later.  However, if you hump its leg now and it turns out to suck... well, there goes your f13.cred down the shitter.


Title: Re: SWTOR
Post by: Cyrrex on September 14, 2009, 01:27:42 PM
As if any of us actually has any cred.


Title: Re: SWTOR
Post by: Sjofn on September 14, 2009, 01:51:01 PM
My bunny icon is all the cred I need, baby.


Title: Re: SWTOR
Post by: DLRiley on September 14, 2009, 01:52:05 PM
It's a good idea to go ahead and decry the game now in public since it's pretty easy to just have a secret subscription to it later.  However, if you hump its leg now and it turns out to suck... well, there goes your f13.cred down the shitter.

Lol, I think your on to something. :grin:


Title: Re: SWTOR
Post by: Malakili on September 14, 2009, 02:15:40 PM
While we're at it, I've never really gotten the hate on instancing and quests.

..


Is this just I HATE EVERYTHING THAT ISN'T A LORD OF THE FLIES SANDBOX?

From my point of view, the general problem is that the MMO genre seems to have the potential for the really cool experience of creating a character in a world, and interacting with other characters.  Your story is created by what you do, the players you meet, and the interaction between the two.  Of course, this sort of idealized version of the sandbox MMO doesn't really exist as near as I can tell, even though I do admit I'm sympathetic towards that ideal.  As neat as it is to imagine having your character out in the woods for a month, scraping by, killing stuff, collecting stuff to craft, etc.  The reality is that MMO game mechanics don't reward this kind of behavior, you are encouraged to AoE grind mobs, or farm, or whatever, rather than attempt to live a "realistic" (by which I mean, realistic by the standards of the game lore, obviously it isn't going to be realistic). 

I think its that ideal that makes people long for something besides quests, which just railroad you to max level, or instances, which remove you from the game world where you can have meaningful interaction with other players.  The sad thing is, that kind of thing never happens anyway.  Its not necessarily a roleplay thing (at least from what RP tends to mean in MMOs these days, which is more about standing around talking, than really only taking actions that your character would take)  but hoping for a game that rewards behaving like a person living in that world would actually live.


Let me put it this way, its a really alluring idea, but i've yet to see it realized, especially in an MMO. (more in private persistant world servers in NWN maybe, or in RP muds, than anything in an MMO).  Theme parks aren't nearly so sexy in their design, but they do actually produce genuinely fun gameplay a lot more, in my opinion.


Title: Re: SWTOR
Post by: AutomaticZen on September 14, 2009, 02:29:44 PM
From my point of view, the general problem is that the MMO genre seems to have the potential for the really cool experience of creating a character in a world, and interacting with other characters.  Your story is created by what you do, the players you meet, and the interaction between the two.  Of course, this sort of idealized version of the sandbox MMO doesn't really exist as near as I can tell, even though I do admit I'm sympathetic towards that ideal.  As neat as it is to imagine having your character out in the woods for a month, scraping by, killing stuff, collecting stuff to craft, etc.  The reality is that MMO game mechanics don't reward this kind of behavior, you are encouraged to AoE grind mobs, or farm, or whatever, rather than attempt to live a "realistic" (by which I mean, realistic by the standards of the game lore, obviously it isn't going to be realistic). 

I think its that ideal that makes people long for something besides quests, which just railroad you to max level, or instances, which remove you from the game world where you can have meaningful interaction with other players.  The sad thing is, that kind of thing never happens anyway.  Its not necessarily a roleplay thing (at least from what RP tends to mean in MMOs these days, which is more about standing around talking, than really only taking actions that your character would take)  but hoping for a game that rewards behaving like a person living in that world would actually live.


Let me put it this way, its a really alluring idea, but i've yet to see it realized, especially in an MMO. (more in private persistant world servers in NWN maybe, or in RP muds, than anything in an MMO).  Theme parks aren't nearly so sexy in their design, but they do actually produce genuinely fun gameplay a lot more, in my opinion.

Quiet you!  I wish to gather 4 other people so we can run the Tomb of Exar Kun again so I can get my desired tanking weapon, Hardest Green Lightsaber Evar!


Title: Re: SWTOR
Post by: eldaec on September 14, 2009, 02:35:30 PM
There's still your UO, AtitD, EVE, if you want it.

Even FE.

Stop buying level based grind-em-ups if that isn't what you want.


Title: Re: SWTOR
Post by: Malakili on September 14, 2009, 04:20:43 PM
There's still your UO, AtitD, EVE, if you want it.

Even FE.

Stop buying level based grind-em-ups if that isn't what you want.

You miss my point.  In the context of that post, I was answering the question why do people get hostile towards quests and instances.  i think thats why, and I only partially agree myself.

Frankly, running instances in WoW with friends ends up being MORE fun than playing (actually PLAYING, not all the forum diplomacy, etc), EVE.  Which is why it tends to be the DIKU type stuff I end up playing, even while I sit here and complain that they aren't deep enough, for the simply reaosn that even the "deep" games would only give me the kind of experience I actually want if there was a community that supported that play style (hence my mention of smaller community games, like PW NWN servers).  

Hell, I'm playing CO right now, I can't be self righteous about this, I'm just trying to explain the mentality to whoever it was that asked that original question.  I don't mind "level based grind em ups" actually, but I can't help but feel the pangs of a wasted opportunity when I see something like SWTOR being developed (for a variety of reasons that do and don't have to do with this particular discussion).



Title: Re: SWTOR
Post by: Fordel on September 14, 2009, 05:00:27 PM
I'm honestly not sure why the animations are creating so much RRRRRRRRRRRRRRRRRAGE.

They don't look like a dude holding a gun, they look like a dude pretending to hold a gun on a whose line is it anyway skit.

And that's probably insulting Ryan Stiles skill at improv.


That's putting aside the whole "My lower and upper bodies move totally independently of each other!" disease.


Title: Re: SWTOR
Post by: tmp on September 14, 2009, 08:30:19 PM
Ehh, the independent torso/leg thing certainly look weird but it's a result of giving people option to strafe. Animation-wise they do it very much like WoW does (http://www.youtube.com/watch?v=CKo0i3D9GTU) (check around 0:30) and i have yet to see someone seriously nerdrage about WoW animation quality...

The gun holding stuff doesn't look wrong to me either. At least in the sense the character does handle it like people generally do, and i figure that power armour thing helps to deal with recoil if there's any on a lorelol laser rifle to begin with.


Title: Re: SWTOR
Post by: taolurker on September 14, 2009, 08:38:07 PM
I'm honestly not sure why the animations are creating so much RRRRRRRRRRRRRRRRRAGE.

I was actually thinking the running animations were stiff, and because I had watched the other vids of characters in action, I thought the animation overall was horrible, and extremely stiff. I also noticed the gun and stance transitions, warping and death animations on mobs.. along with the warping.

The warping and pathing was the worst thing IMO, and animation didn't bother me nearly as much as this. An alpha build, with animations this bad and warping on a demo version with popping? That's damned near everything a static mob instanced game doesn't need (see any of many examples dating back to EQ and AO).

They don't look like a dude holding a gun, they look like a dude pretending to hold a gun on a whose line is it anyway skit.

And that's probably insulting Ryan Stiles skill at improv.


That's putting aside the whole "My lower and upper bodies move totally independently of each other!" disease.

+ This.



Title: Re: SWTOR
Post by: Fordel on September 14, 2009, 08:43:10 PM
WoW torsos do not move independently of their legs. If you strafe left, the torso tilts and angles that direction as well. If you go the other direction, the torso follows. There is also a intermediate animation to fill the gap between left, middle and right.


In the SWTOR video, the Troopers torso locks onto its target, and tracks it no matter which way the legs are going.


Title: Re: SWTOR
Post by: tmp on September 14, 2009, 08:49:23 PM
WoW torsos do not move independently of their legs. If you strafe left, the torso tilts and angles that direction as well. If you go the other direction, the torso follows. There is also a intermediate animation to fill the gap between left, middle and right.

In the SWTOR video, the Troopers torso locks onto its target, and tracks it no matter which way the legs are going.
So how does WoW handle this exact situation i.e. target being on one side while the character is being moved in another direction? Say if you strafe left and the torso is tilted to the left but the target is ahead or to the right, do ranged classes shoot auto-guiding arrows that go in an arc to account for that, or do they tilt arms separately, or what?


Title: Re: SWTOR
Post by: Fordel on September 14, 2009, 08:57:33 PM
The shots just magically seek out the target.

Its far less jarring then super twisty torso powers, since half the time your shots are auto-seeking targets that ridiculously huge or just 'miss' due to the RNG mechanics of the game. You don't generally shoot more then one or two quick instants on the move either, so the character pops off the attack animation quickly and goes back to normal strafing.


Title: Re: SWTOR
Post by: tmp on September 14, 2009, 09:12:57 PM
I see. Hmm now i wonder if they decided to go the other way for SWTOR because (i'd guess) having shots bend and find their way to targets would be more noticeably jarring with these dense streams of laser bolts.


Title: Re: SWTOR
Post by: pxib on September 14, 2009, 09:17:29 PM
Sounds like an animation equivalent of the uncanny valley.

Once you start making nods towards realism you have to go all the way or folks get cheesed off at little errors.


Title: Re: SWTOR
Post by: Fordel on September 14, 2009, 09:22:57 PM
I see. Hmm now i wonder if they decided to go the other way for SWTOR because (i'd guess) having shots bend and find their way to targets would be more noticeably jarring with these dense streams of laser bolts.


I doubt that, since they already use magic shoot seeking for all their multi-target shots.


The shots aren't making huge sweeping comedy arcs in either WoW or SWTOR, they still just straight line it to their targets.


Title: Re: SWTOR
Post by: Ingmar on September 14, 2009, 10:44:44 PM
WoW shots do sometimes make silly comedy sweeps actually. I kind of think I prefer the TOR way on this, but I'd have to actually play it to know for sure.


Title: Re: SWTOR
Post by: Fordel on September 14, 2009, 10:48:52 PM
Only when you shoot someone zooming past with sprint or on a mount or something. That isn't dependent on the shooters direction. It's because the projectile animation is slower then the targets speed.


Title: Re: SWTOR
Post by: Lantyssa on September 14, 2009, 11:15:20 PM
No, in WoW if an attack animation has something shaking it's head/body, the projectile will weave and it will sometimes do weird things because of terrain.  I've seen it with many spells and arrows, but using a wand it is very noticable.


Title: Re: SWTOR
Post by: Margalis on September 15, 2009, 02:15:02 AM
The animations look like demo animations from an engine that lets you do independent lower and upper body animations and blend/layer them. That is to say functional, but the sort of thing that no actual programmer or animator has spent time on to make look decent as you would for a game rather than a basic feature demo.


Title: Re: SWTOR
Post by: Yegolev on September 15, 2009, 06:43:45 AM
Correct me if I'm wrong, but whenever MMO footage is released to the public, that's pretty much what you will see at release... statistically speaking and from memory.


Title: Re: SWTOR
Post by: Ratman_tf on September 15, 2009, 09:28:39 AM
Correct me if I'm wrong, but whenever MMO footage is released to the public, that's pretty much what you will see at release... statistically speaking and from memory.

When in doubt, WYSIWYG.


Title: Re: SWTOR
Post by: schild on September 15, 2009, 10:20:02 AM
I still want the original version of Tabula Rasa.


Title: Re: SWTOR
Post by: DLRiley on September 15, 2009, 11:07:43 AM
I still want the original version of Tabula Rasa.

Someone needs to buy that IP, remove 70% of the suck, and launch it again 1 year from now.


Title: Re: SWTOR
Post by: schild on September 15, 2009, 11:13:55 AM
That's not what I was saying and nor would I say something like that because its incredibly stupid.


Title: Re: SWTOR
Post by: DLRiley on September 15, 2009, 11:24:25 AM
Come now TR at least was trying to be successful. SWTOR is just insulting everyone while waving a used condom. No wait I meant light saber...


Title: Re: SWTOR
Post by: Malakili on September 15, 2009, 11:45:05 AM
Come now TR at least was trying to be successful. SWTOR is just insulting everyone while waving a used condom. No wait I meant light saber...

What the fuck are you talking about?


Title: Re: SWTOR
Post by: schild on September 15, 2009, 11:48:15 AM
Come now TR at least was trying to be successful. SWTOR is just insulting everyone while waving a used condom. No wait I meant light saber...
What the fuck are you talking about?
It's best to never ask him that.


Title: Re: SWTOR
Post by: Ratman_tf on September 15, 2009, 12:23:45 PM
I still want the original version of Tabula Rasa.

Isn't that just Aion without the fairy wings?  :awesome_for_real:


Title: Re: SWTOR
Post by: Lantyssa on September 15, 2009, 01:04:01 PM
And Unicorns.  Everyone forgets the Unicorns. :sad:


Title: Re: SWTOR
Post by: Yegolev on September 15, 2009, 01:05:40 PM
Garriott betrayed the unicorns.


Title: Re: SWTOR
Post by: Stormwaltz on September 15, 2009, 01:23:02 PM
And Unicorns.  Everyone forgets the Unicorns. :sad:

The screenshot of the pink unicorn with butterfly wings was directly responsible for me tuning out Tabula Rasa.

On another tangent, SWG claims character transfer program a success, celebrates by shuttering 12 servers (http://www.mmorpg.com/newsroom.cfm?read=14967&bhcp=1).


Title: Re: SWTOR
Post by: Venkman on September 15, 2009, 03:39:04 PM
From my point of view, the general problem is that the MMO genre seems to have the potential for the really cool experience of creating a character in a world, and interacting with other characters.  Your story is created by what you do, the players you meet, and the interaction between the two. 

This is where it started. Some might say it has "devolved" down to the L4D++ games that exist today. But that wasn't by accident nor because uncreative people got hired. It's because of 14 years of evolution not only figured out how to keep these things running past launch day, they also learned who exactly is going to show up and why.

It's not because of a massive roleplay immersive D&D-inspired adventure set against the backdrop of all the goddamned walking and singing in the LoTR trilogy. It's because they tap into a very basic gamer desire to acquire, and acquire again, along the path of measurable and obvious improvement and self-validation.

You don't need to have an open-world game to do that. You can, and it's fun to create self-aware weather-affected ecosystems that magically scale an area to the people who arrive to share quests and campfire stories within. But in the end, the gamer doesn't care beyond whether they had fun interacting with the mobile content in that area. Which mostly means killing it. Whatever they bring, whatever is added as flavor, it all just contributes to playing a game, not living a virtual life.

Maybe there's a mythical market of unfulfilled roleplayers numbering in the tens of millions. But after so many years of waiting them to show up first in UO then in Underlight and now in Eve, the market pretty much assumes they don't exist :-)


Title: Re: SWTOR
Post by: Lantyssa on September 15, 2009, 03:47:44 PM
We're the ones who cried out at the NGE...

The problem is still that no competent attempt without some major drawback has happened.  Fallen Earth seems to be the first, and as an indie developer, probably still not sufficient to really push the market.  If they hold out long enough, maybe they can.


Title: Re: SWTOR
Post by: Malakili on September 15, 2009, 03:50:22 PM

Maybe there's a mythical market of unfulfilled roleplayers numbering in the tens of millions.

I'd concede that there isn't a big market for this type of game, in fact, I think I sort of hinted at that in my post, when I suggest that this type of MMO could only a work if the playerbase actually played that way, which I don't think will ever happen.

But I can still dream, can't I?


Title: Re: SWTOR
Post by: DLRiley on September 15, 2009, 05:03:00 PM
The problem here is very simple. Your asking video gamers to "live" in a virtual world which is about as likely as crafting being the reason for me to pay $15 for any game. The true potential of the mmo is to allow the video gamers to "play" in a virtual world. This is much different from simply meshing UO and WoW.


Title: Re: SWTOR
Post by: tmp on September 15, 2009, 05:27:52 PM
The true potential of the mmo is to allow the video gamers to "play" in a virtual world. This is much different from simply meshing UO and WoW.
If the player activity is "play" then what's the purpose of virtual world attached to it, let alone potential of such?


Title: Re: SWTOR
Post by: DLRiley on September 15, 2009, 05:31:38 PM
Playing a virtual world like you would a game is a lot different from playing a virtual world like your actively living it and simply calling it play because you lack a non geeky term. player activity should not be the primary agent of change in the former rather like it is in the latter.


Title: Re: SWTOR
Post by: gryeyes on September 15, 2009, 05:34:36 PM
Playing a virtual world like you would a game is a lot different from playing a virtual world like your actively living it and simply calling it play because you lack a non geeky term. player activity should not be the primary agent of change in the former rather like it is in the latter.

Thanks for clearing that up.


Title: Re: SWTOR
Post by: Venkman on September 15, 2009, 06:02:26 PM
All MMOs are virtual worlds. The difference is just how much you can effect it. The amount you can impact the world through your actions is generally inversely proportional to how much game play there is in it. The weakest virtual worlds are considered to have the most fun factor in the traditional sense. And they're also far and away the most successful.

There's no real solid universal definition for this though, just collective opinion. Best way to answer it is to ask another question:

Would you consider WoW a game in the same way Battlefield or Bejeweled are games?


Title: Re: SWTOR
Post by: Slyfeind on September 15, 2009, 06:08:52 PM
Would you consider WoW a game in the same way Battlefield or Bejeweled are games?

Ooo I know this one! I know this one! *bounces up and down with hand raised*


Title: Re: SWTOR
Post by: Lantyssa on September 15, 2009, 06:38:07 PM
Would you consider Bejeweled a game in the same way Battlefield is?


Title: Re: SWTOR
Post by: UnSub on September 15, 2009, 07:38:44 PM
We're the ones who cried out at the NGE...

The problem is still that no competent attempt without some major drawback has happened.  Fallen Earth seems to be the first, and as an indie developer, probably still not sufficient to really push the market.  If they hold out long enough, maybe they can.

Everyone cried out at NGE. Even the unborn. It is just the thing to do despite the issue that if SWG had been truly successful, it never would have happened.

Second Life is about as world-y as you can get, with a lot of potential impact possible for each and every player. You can RP as anything you want. Sadly, some do. But it is pretty much completely ignored by the bulk of the MMO community for being, well, Second Life.

The hypothetical perfect RP MMO / world-y MMO is as realistic as the perfect PvP MMO: not possible. Despite several false starts that can be used as evidence about how certain MMO systems won't work - mainly because players are ruthlessly efficient and self-interested on the whole, even where it defies common sense and detracts from the game - there will always be those who believe that such things are possible "if done right", with no real consideration of what "right" would ever be.

Were I a game developer, I certainly wouldn't be aiming at RPers as a market. They tend to come to titles regardless as they grow and get incredibly excited that the latest patch included a ;happydance emote, so what is more important is attracting a larger set of players to your game.


Title: Re: SWTOR
Post by: Malakili on September 15, 2009, 08:55:05 PM
The problem here is very simple. Your asking video gamers to "live" in a virtual world..

I understand that this isn't popular.  My point is that it was the direction early MMOs went in, because that was what an MMO could offer that other games couldn't offer.  It turns out, people would much rather NOT play that way, you are right.   If you want to "play" a game that way now, you are best off getting a "realism" mod for Fallout 3 or something.

At least SWTOR isn't really saying they are trying to recreate the star wars universe.  They pretty much admit (even hype) that they are trying to give the players the experience of being a main character in the movies.   Thats not terrible in itself, i suppose, I just don't really see the point of doing it as a multiplayer game, other than money hats, of course. 


Title: Re: SWTOR
Post by: Ratman_tf on September 15, 2009, 09:09:35 PM
Bah. I don't mind directed gameplay, but I do mind it when The Formula becomes more important than entertaining subscribers.


Title: Re: SWTOR
Post by: WindupAtheist on September 15, 2009, 09:10:49 PM
Someone really needs to make a worldy game that amounts to "UO remade knowing what we know now" with the intention of getting a couple hundred thousand subscribers and keeping them forever. Something built from the ground up with the intention of being able to add things to the engine relatively easy, able to easily import updated graphics five or ten years after launch.

There may not be nearly as many virtual world types as there are game types, but once they've decided YOUR virtual world is "home" it's really hard to get them to leave.


Title: Re: SWTOR
Post by: DLRiley on September 16, 2009, 07:42:30 AM
The only problem I see is that those players don't leave and leaving other UO like games out to fail terrible. How many open world games can exist with EVE on the market, granted it is the only scfi-fi mmo but I highly doubt a high fantasy EVE won't be tugging at the same playerbase? At least with WoW you can assume the next big things will be better made and better designed games and there is always a market for great games. Even if those games aren't great being functionally sound like EQ2 and LOTR is generally good enough to net you a decent player base. Fallen Earth is apparently shooting for 50k players to be successful.......................


Title: Re: SWTOR
Post by: Venkman on September 16, 2009, 11:26:56 AM
Someone really needs to make a worldy game that amounts to "UO remade knowing what we know now" with the intention of getting a couple hundred thousand subscribers and keeping them forever. Something built from the ground up with the intention of being able to add things to the engine relatively easy, able to easily import updated graphics five or ten years after launch.

There may not be nearly as many virtual world types as there are game types, but once they've decided YOUR virtual world is "home" it's really hard to get them to leave.

Eve. For everything you just said.

But personally, I want UO2 too. I want everything UO was, in 3D, with all the customization, all the skills, all the open-endedness, just with a more directed front end to lower the barrier of entry and more compartmentalized PvP and Raids to keep the most-invested players as living proof of what others "could" get. UO had it already, they just didn't have very effective marketing and eventually lost the drive to compete once the rest of the genre went 3D.

Which sucks, because if I ever meet a future angel investor...


Title: Re: SWTOR
Post by: Ratman_tf on September 16, 2009, 11:48:12 AM
UO had it already, they just didn't have very effective marketing and eventually lost the drive to compete once the rest of the genre went 3D.

UO still has the rep as "That PeeKay game." I see it come up every once in a blue moon on other sites and blogs and whatnot.


Title: Re: SWTOR
Post by: Ingmar on September 16, 2009, 11:49:26 AM
Someone really needs to make a worldy game that amounts to "UO remade knowing what we know now" with the intention of getting a couple hundred thousand subscribers and keeping them forever. Something built from the ground up with the intention of being able to add things to the engine relatively easy, able to easily import updated graphics five or ten years after launch.

There may not be nearly as many virtual world types as there are game types, but once they've decided YOUR virtual world is "home" it's really hard to get them to leave.

Eve. For everything you just said.


That answer only works because WUA also forgot to add "and make it fun."  :oh_i_see:


Title: Re: SWTOR
Post by: Venkman on September 16, 2009, 12:05:17 PM
UO had it already, they just didn't have very effective marketing and eventually lost the drive to compete once the rest of the genre went 3D.

UO still has the rep as "That PeeKay game." I see it come up every once in a blue moon on other sites and blogs and whatnot.

Yep. That's why I said bad marketing. They spent too much time letting players parrot inexperienced opinions and it doomed them. Shit, I stayed away from UO until Renaissance specifically because of the "roving bands of PKs". And I'm sure back then I parroted that myself  :grin:


Title: Re: SWTOR
Post by: eldaec on September 16, 2009, 02:17:55 PM
Someone really needs to make a worldy game that amounts to "UO remade knowing what we know now" with the intention of getting a couple hundred thousand subscribers and keeping them forever. Something built from the ground up with the intention of being able to add things to the engine relatively easy, able to easily import updated graphics five or ten years after launch.

There may not be nearly as many virtual world types as there are game types, but once they've decided YOUR virtual world is "home" it's really hard to get them to leave.

Eve. For everything you just said.


That answer only works because WUA also forgot to add "and make it fun."  :oh_i_see:

While the eve = spreadsheet thing is a cool line to parrot, it only really applies to the newbie game, and the solo 'shut out the word' empire grinder.

I'm not saying the newbie game isn't important, and EVE could expand a lot if it ever solved that problem, but ccp are the one of the very few mmog devs who ever seemed to really figure out that fun comes from other players.

Someone really needs to make a worldy game that amounts to "UO remade knowing what we know now"

Also SWG v1.0, of course that introduced many amazingly stupid design concepts along with the UO remixed aspect.


UO had it already, they just didn't have very effective marketing and eventually lost the drive to compete once the rest of the genre went 3D.

UO still has the rep as "That PeeKay game." I see it come up every once in a blue moon on other sites and blogs and whatnot.

Yep. That's why I said bad marketing. They spent too much time letting players parrot inexperienced opinions and it doomed them. Shit, I stayed away from UO until Renaissance specifically because of the "roving bands of PKs". And I'm sure back then I parroted that myself  :grin:

Hey guys, I heard that expansion included something called 'Trammel', what do you all think of that?


Title: Re: SWTOR
Post by: AutomaticZen on September 16, 2009, 02:24:57 PM
Someone really needs to make a worldy game that amounts to "UO remade knowing what we know now" with the intention of getting a couple hundred thousand subscribers and keeping them forever. Something built from the ground up with the intention of being able to add things to the engine relatively easy, able to easily import updated graphics five or ten years after launch.

There may not be nearly as many virtual world types as there are game types, but once they've decided YOUR virtual world is "home" it's really hard to get them to leave.

Eve. For everything you just said.

With legs.  Perhaps if they add legs to EVE ships...


Title: Re: SWTOR
Post by: Ingmar on September 16, 2009, 03:29:14 PM
Someone really needs to make a worldy game that amounts to "UO remade knowing what we know now" with the intention of getting a couple hundred thousand subscribers and keeping them forever. Something built from the ground up with the intention of being able to add things to the engine relatively easy, able to easily import updated graphics five or ten years after launch.

There may not be nearly as many virtual world types as there are game types, but once they've decided YOUR virtual world is "home" it's really hard to get them to leave.

Eve. For everything you just said.


That answer only works because WUA also forgot to add "and make it fun."  :oh_i_see:

While the eve = spreadsheet thing is a cool line to parrot, it only really applies to the newbie game, and the solo 'shut out the word' empire grinder.


Eh that's not really the angle I'm coming from. The lack of 'fun' in Eve for me has a lot more to do with the soul crushing travel time and general lack of interactivity in PVE combat (orbit the little + and click a couple buttons) than it does with the somewhat-impenetrable character generation/advancement. I can get past the latter, I can't get past the immense amount of time you spend in that game essentially doing *nothing*.


Title: Re: SWTOR
Post by: Malakili on September 16, 2009, 03:39:09 PM
I can't get past the immense amount of time you spend in that game essentially doing *nothing*.

It is somewhat of a sticking point, but it has a lot to do with balancing things so that that the rest of the game is as good as it is. (especially re: travel times).  The combat is somewhat lackluster, I'll admit, and if you a miner, bring a book.   If you could make an EVE with more fun in the actual combat and such*, it'd probably be more of a hit, but given that the game isn't really aiming at an audience that is looking for twice or action oriented combat, I can't really fault them for it.


*By fun combat I mean something that is more action oriented, I realize that isn't "fun" to everyone.  I'm also not suggesting that they huge fleet battles and the like aren't fun, but rather than are fun for reasons other than the pulse pounding pace of the combat.


Title: Re: SWTOR
Post by: Venkman on September 16, 2009, 03:42:13 PM
Travel time and boring PvE ratting have actually much improved since the last time you've played. Depending on how long ago that was. And your definition of "improved" :-)

Eve feels huge and sluggish, but the right group makes all the difference. It does have the same early-UO problem of not providing any real guidance to players, even with all the newbie enhancements they've made. And that's mostly because the sheer vastness of Eve is not something you CAN provide a lot of guidance on through the UI alone. What you do and who you become is 90% who you interact with in the game.

It's truly one of the only actual massively multiplayer games out there. By comparison, everything else is merely small group dungeon crawls writ large. And therefore Eve (and everything else) stands as direct proof of just what kind of "massive" people are looking for in their MMO. Or: a faster Eve with more twitchy combat alone would not radically increase the number of accounts that world retains.

Quote from: eldaec wrote
Hey guys, I heard that expansion included something called 'Trammel', what do you all think of that?
Cute. But it didn't solve any of the problems with UO. Including the number of subscribers.


Title: Re: SWTOR
Post by: Malakili on September 16, 2009, 05:46:14 PM

Eve feels huge and sluggish, but the right group makes all the difference. It does have the same early-UO problem of not providing any real guidance to players, even with all the newbie enhancements they've made. And that's mostly because the sheer vastness of Eve is not something you CAN provide a lot of guidance on through the UI alone. What you do and who you become is 90% who you interact with in the game.



I definitely agree with this.  My time in EVE is on and off, but I am an industiralist, and I have a great industirial corporation that always welcomes me with open arms when I come back.  I think what we call MMOs these days barely fit the definition of the genre anymore.  If EVE Is what I call an MMO, then the other games are just MOs, and if WoW is what I call an MMO, than EVE is ...maybe a VW (virtual world?).   

SWTOR would fit, with no problem, into the "MO" genre.


Title: Re: SWTOR
Post by: sidereal on September 16, 2009, 06:01:13 PM
SWTOR would fit, with no problem, into the "MO" genre.

(http://simpsons.neoseeker.com/w/i/simpsons/c/c8/Moe_Syzlak.gif)


Title: Re: SWTOR
Post by: Ashamanchill on September 17, 2009, 02:23:30 AM
 :rimshot:


Title: Re: SWTOR
Post by: eldaec on September 18, 2009, 07:12:51 PM
EVE travel time is easily fixed. Don't travel.

You only need to even think about travelling if you choose to make a living by hauling shit about the place.



As for lack of interactivity, only really applies to pve (and only outside of wormholes). If you don't like it, don't pve.


Title: Re: SWTOR
Post by: Malakili on September 18, 2009, 08:03:31 PM
EVE travel time is easily fixed. Don't travel.

You only need to even think about travelling if you choose to make a living by hauling shit about the place.



As for lack of interactivity, only really applies to pve (and only outside of wormholes). If you don't like it, don't pve.

This is true, you really don't need to travel unless you have a really good reason to.  You can do fine selling things in your local economy, and why deal with jita unless you absolutely have to.   If you want don't want to go from place to place, just pick a home and work out of it.  A tiny bit of research and you can put yourself in empire space with good access to missions, and just a few jumps from a trade hub, and empty enough that you don't have to constantly worry.   The galaxy is a big place, but (or because of this) no matter what your playstyle, you should be able to find a place that suits your needs.


Anyway, what this has to do with SWTOR, I just can't remember.


Title: Re: SWTOR
Post by: squirrel on September 19, 2009, 12:42:29 AM
Playing a virtual world like you would a game is a lot different from playing a virtual world like your actively living it and simply calling it play because you lack a non geeky term. player activity should not be the primary agent of change in the former rather like it is in the latter.

Fuck dude, are you are ever going to post something that can be read?

EDIT: FWIW I agree with Lantyssa.


Title: Re: SWTOR
Post by: Ingmar on September 21, 2009, 12:29:27 PM
just a few jumps from a trade hub

See that's the problem, though. "Just a few jumps" is like 15 minutes of sitting there with your thumb up your butt. Or at least was, I'm not pretending to be really up to date here. I was never really able to find a good place that gave me lots of same-system missions, either, but I eventually got bored trying to find one.


Title: Re: SWTOR
Post by: tmp on September 21, 2009, 12:53:50 PM
See that's the problem, though. "Just a few jumps" is like 15 minutes of sitting there with your thumb up your butt. Or at least was, I'm not pretending to be really up to date here.
It got quite quicker when they put "warp to zero" option in, since the slowest part of the travel was usually crawling to the gate after the warp.


Title: Re: SWTOR
Post by: eldaec on September 21, 2009, 02:42:58 PM
just a few jumps from a trade hub

See that's the problem, though. "Just a few jumps" is like 15 minutes of sitting there with your thumb up your butt. Or at least was, I'm not pretending to be really up to date here. I was never really able to find a good place that gave me lots of same-system missions, either, but I eventually got bored trying to find one.

A jump takes maybe 20 seconds of warping and 6 seconds of jumping.

Maybe takes a little longer if you are in a freighter the size of a small moon, hauling cargo worth billions of isk, but that probably isn't what you meant. Also takes longer on autopilot (solution: don't use autopilot).


Title: Re: SWTOR
Post by: Venkman on September 21, 2009, 09:03:00 PM
Eve flying is basically like Gryphon flying in WoW except you stop at every point and choose the next hop of your journey. It's slow enough you think you can AFK it, but it only becomes unbearable when you actually afk it :-)

Regardless, that's not the reason someone quits Eve. The whole world is paced so differently from any other get-in-and-mess-crap-up diku that it's hard to jump from DAoEQWoWion to pre-CU SWG on steroids and sans ground game.


Title: Re: SWTOR
Post by: eldaec on September 22, 2009, 04:21:00 PM
Eve flying is basically like Gryphon flying in WoW except you stop at every point and choose the next hop of your journey. It's slow enough you think you can AFK it, but it only becomes unbearable when you actually afk it :-)

Regardless, that's not the reason someone quits Eve. The whole world is paced so differently from any other get-in-and-mess-crap-up diku that it's hard to jump from DAoEQWoWion to pre-CU SWG on steroids and sans ground game.

Outside of pvp ops, my entire world in EVE consists of one region (97 solar systems) that I move around looking for things to do; mostly, I hunt npc ships, I look for arbitrage opportunities on the markets, I talk bullshit on comms, and I join defence fleets to kill crazy Russians.

To get around I use a network of player maintained teleporters alongside regular jump gates; in extreme cases I can jump instantly between 4 clones I have scattered around the region. It is an extremely rare day if I have to go more than half a dozen jumps to get between any two systems I'm interested in, each one taking 30 seconds at the very most. If you aren't in game and doing whatever you plan to do in less than 10 minutes, you are doing it wrong.

If I wanted, I could run missions for pirate factions, or I could hunt down asteroids for minerals, alternatively, I could probe space for hidden treasure or wormholes. But no matter what I did, I would still have no earthly reason to want to perform more than half a dozen jumps to get anywhere.

In the very unlikely event of wanting something imported from Jita, you pay other people to haul your shit.



I really don't think it is about pacing.

It is just a different genre, you favour one kind of shiny over the other, you like level based advancement or you don't, you like the game to guide you with a sign saying 'monsters this way' or you value emergent gameplay and player drama.



Title: Re: SWTOR
Post by: Venkman on September 22, 2009, 07:55:56 PM
You used more bytes to say the same thing I just did  :oh_i_see:

I like Eve and mean it when I say it's one of the few actual "massively multiplayer" games that deserve the label. It just requires more thought as a game than I'm willing to invest most of the time. Button-mashing for flashy bangs is more my speed these days.

But question: teleporters? I remember back when I had a full set of warp-to-0 jump coordinates, and could clone jump. When did they add player teleporters?


Title: Re: SWTOR
Post by: eldaec on September 23, 2009, 02:39:32 PM
Jump Bridges - they've been in since before I ever got to 0.0, you build one at a POS, link it to another one 5 light years away, and they act like long range jump gates - only much safer because you get protection from your POS guns.


Title: Re: SWTOR
Post by: Venkman on September 23, 2009, 05:55:53 PM
Oh, wow, ok, so yet another part of the game I never knew was there. Cool.


Title: Re: SWTOR
Post by: Sky on September 24, 2009, 07:34:47 AM
It is just a different genre, you favour one kind of shiny over the other, you like level based advancement or you don't, you like the game to guide you with a sign saying 'monsters this way' or you value emergent gameplay and player drama.
You have to admit there is a steep learning curve and time sink involved with this game. Both the sink to level up your skills and to get to the point where you know the game systems as well as you do, to be able to pick and choose the activities you find enjoyable, just to know all the options that are there (like getting other players to do long hauls for you).

I don't think it's as simple as saying if you don't like Eve you want a sign pointing to the monsters.  :oh_i_see:


Title: Re: SWTOR
Post by: Fordel on September 24, 2009, 08:32:51 AM
Have the point of playing EVE is so you can claim superiority over all the other MMO players and their kiddie games.  :oh_i_see:


Title: Re: SWTOR
Post by: Malakili on September 24, 2009, 08:48:24 AM
Its quite possible that that is the best half too.


Title: Re: SWTOR
Post by: eldaec on September 24, 2009, 04:15:52 PM
It is just a different genre, you favour one kind of shiny over the other, you like level based advancement or you don't, you like the game to guide you with a sign saying 'monsters this way' or you value emergent gameplay and player drama.
You have to admit there is a steep learning curve and time sink involved with this game. Both the sink to level up your skills and to get to the point where you know the game systems as well as you do, to be able to pick and choose the activities you find enjoyable, just to know all the options that are there (like getting other players to do long hauls for you).

I don't think it's as simple as saying if you don't like Eve you want a sign pointing to the monsters.  :oh_i_see:

You are right of course, and the sign pointing to monsters thing was just me referring to idk-whatever-the-fuck-it-is-people-see-in-WoW, it is a mystery.

But the difference isn't pace. EVE is a nightmare to learn if you don't have other players to help, but if anything it plays faster than the dikus; maybe the central difference is simply having to interact with other players, and cope with a game focussed around other player's impact on the world - the last few years have taught us that not everyone wants that, even in a MMOG.

Half the point of playing EVE is so you can claim superiority over all the other MMO players and their kiddie games.

True dat.


Title: Re: SWTOR
Post by: Venkman on September 24, 2009, 04:44:37 PM
The whole "pace" thing is a red herring anyway. Both because what you're trying to achieve AND because how you achieve it just have no direct comparison. It's not separate games. It's separate audiences.

DAoEQWoWion have a very specific endgame you achieve through a very specific linear path of pre-mapped achievements. Eve is a lot more lateral. You don't have an endgame you didn't conceive yourself. You make your skillpath up along the way (or de-engineer a template old-UO style). "What to do" is never ever answered for you in Eve.

THAT is what makes Eve "hard". It's the same thing that made EQ1 easier to digest than UO. Eve will provide guidance by activity, but the overall goal of your avatar in that universe are entirely defined by you. It's hard to classify Eve as a "game" therefore because there's no clear path to a clear "game over" condition.

Yea, someone may jump in and say "same with <fashionable diku>". But the truth is that the only reason WoW doesn't have a "game over" condition is because the entire formula is based on preventing players from having the very last carrot before a new carrot is introduced into the game. Along the same linear path of singular achievement.

Anyway, it's 2000 all over again. EQ1WoW=game, UOEve=world.


Title: Re: SWTOR
Post by: Malakili on September 24, 2009, 05:54:26 PM


THAT is what makes Eve "fun".

Fixed.

Also, I really don't understand why having to choose what you do is considered "hard" though, seriously.   It as if you went into a grocery store and were paralyzed by the choices, so you just decided to leave.


Title: Re: SWTOR
Post by: ajax34i on September 24, 2009, 07:10:16 PM
Also, I really don't understand why having to choose what you do is considered "hard" though, seriously.   It as if you went into a grocery store and were paralyzed by the choices, so you just decided to leave.

Grocery store with aisles, labels on items, and staff that may direct you, vs. warehouse with one big pile of items in its center.


Title: Re: SWTOR
Post by: Venkman on September 24, 2009, 08:38:07 PM

No. I put "hard" in quotes for a reason. Eve is not hard nor easy any more than any other game is fundamentally hard or easy. But it's perceived as hard by people trained by directed-gameplay dikus to expect pewpew WoW with spaceships.

As to your other part, see ajax's post. That's the analogy.


Title: Re: SWTOR
Post by: Murgos on September 25, 2009, 08:47:12 AM
Grocery store with aisles, labels on items, and staff that may direct you, vs. warehouse with one big pile of items in its center.

There are a lot of people who walk into a grocery store and only buy pre-packaged pre-made foods.  Pretty much precisely because they are overwhelmed with choices.

Box of frozen pizza?  Or, buy a chicken and figure out what to do with it?

Those who take the time to learn how to cook, arguably, have a much more fulfilling and enjoyable experience but that really does take years of work and risk of failure.  Frozen microwave burrito?  Not so much.

Open world games aren't missing the labels on the ingredients, or even good recipes for success, but they aren't as 'easy' as follow the path Diku.


Title: Re: SWTOR
Post by: Venkman on September 25, 2009, 08:56:01 AM
Woohoo let's stretch the analogy even more!

Learning to cook vs going out to eat. One is skill and choice, the other is consumption and some choice.


Title: Re: SWTOR
Post by: Vash on September 25, 2009, 09:34:48 AM
Yeah, Darnaiq beat me to it.

Some people find "cooking" or "learning to cook" time consuming, tedious, unfun, etc. especially if they always have to do it for every meal but that doesn't mean they can't have a gourmet meal.  Nice restaurants exist for a reason.  As long as your DIKU developer and content creators are putting out steak and lobster material why would you pay the same price and to have to make that yourself?   :why_so_serious:

I guess if current DIKU developers aren't making the particular meal or flavor you like, some people will be willing to go make it from scratch in a sandbox environment, but that's gonna be a hard sell to people who are currently satisfied.


Title: Re: SWTOR
Post by: Malakili on September 25, 2009, 09:51:53 AM
Yeah, Darnaiq beat me to it.

Some people find "cooking" or "learning to cook" time consuming, tedious, unfun, etc. especially if they always have to do it for every meal but that doesn't mean they can't have a gourmet meal.  Nice restaurants exist for a reason.  As long as your DIKU developer and content creators are putting out steak and lobster material why would you pay the same price and to have to make that yourself?   :why_so_serious:

I guess if current DIKU developers aren't making the particular meal or flavor you like, some people will be willing to go make it from scratch in a sandbox environment, but that's gonna be a hard sell to people who are currently satisfied.

Still, you can only eat steak or lobster so many times in a row, before it gets old. And I think that might actually be a particularly useful analogy for this game, because with SWTORs emphasis on their story driven campaign, they are going to keep "cooking" at an insane pace to keep up with making new content.


Title: Re: SWTOR
Post by: Venkman on September 25, 2009, 12:09:07 PM
About time someone said it. Now I can talk about the endgame in this analogy :-)

You can open your own restaurant or you can become a food critic. Both can coexist but what they're looking for in these scenarios can't be any more different. One is about ownership, success, uniqueness. The other is about discerned consumption and comparison as well as self-learned preference.

A person who prefers WoW will look for quests and rafting and a game that delivers content in Eve, where it is really shallow until recently.

A person who prefers Eve will look to master the economy and resources and do find that both are really shallow in WoW, particularly as combat and ownership does not play nearly as big a role in it.


Title: Re: SWTOR
Post by: Lantyssa on September 25, 2009, 12:37:15 PM
Some people like a mixture, only their choices left a lot to be desired in critical areas... like not serving anything to drink with your dinner, or a waitstaff which left much to be desired.


Title: Re: SWTOR
Post by: eldaec on September 25, 2009, 01:22:01 PM
It as if you went into a grocery store and were paralyzed by the choices, so you just decided to leave.

Grocery store with aisles, labels on items, and staff that may direct you, vs. warehouse with one big pile of items in its center.

Grocery store with conveyors guiding you direct toward pre-packaged tat full of chemicals vs. farmers market selling the good shit but where everyone swears a lot and talks french.  :why_so_serious:


Title: Re: SWTOR
Post by: Sky on September 25, 2009, 01:38:42 PM
I like to cook at home, but I hate when the neighbors smash in my windows, rape my fiancee and beat me to death.


Title: Re: SWTOR
Post by: Goumindong on September 25, 2009, 01:49:21 PM
Also, I really don't understand why having to choose what you do is considered "hard" though, seriously.   It as if you went into a grocery store and were paralyzed by the choices, so you just decided to leave.

Its because choosing is hard.

Also, the situation that you describe, actually happens

Stores with less choices per product, so long as they keep the same amount of the stuff on the shelves sell more stuff than stores with variety. This study was done with grocery stores[there are some other weird/cool behavioral things in there as well, such as relative values and such]


Title: Re: SWTOR
Post by: Venkman on September 25, 2009, 02:03:11 PM
Sky wins this page.

Seriously tho, the understanding of option paralysis since the UO and EQ1 days. I assume it has happened since the Ultima vs Doom days too. The grocery study reminds me of some abstract that went around a few years back. This is a Human Condition type of thing made all the more apparent in a genre of Achiever-archetypes.


Title: Re: SWTOR
Post by: Velorath on September 25, 2009, 02:24:39 PM
This thread already sucked, and two pages of arguing over whether or not EVE is a fun game isn't helping matters.  This thread just needs to be denned at this point and restarted later when there's something to talk about.


Title: Re: SWTOR
Post by: Surlyboi on September 25, 2009, 02:46:23 PM
I like to cook at home, but I hate when the neighbors smash in my windows, rape my fiancee and beat me to death.

Fuck you, you were asking for it with your holier-than-thou cooking and shit.


Title: Re: SWTOR
Post by: WindupAtheist on September 25, 2009, 04:10:37 PM
I like to cook at home, but I hate when the neighbors smash in my windows, rape my fiancee and beat me to death.

I snuck into your house and stole your TV while you were cooking. Frankly I expect some gratitude for the dynamic world of risk versus reward and meaningful choices I have provided. Carebear.


Title: Re: SWTOR
Post by: Severian on September 25, 2009, 06:20:47 PM
The grocery study reminds me of some abstract that went around a few years back.

The Paradox of Choice: Why More Is Less (http://en.wikipedia.org/wiki/The_Paradox_of_Choice)
@ TED (http://www.ted.com/index.php/talks/barry_schwartz_on_the_paradox_of_choice.html)


Title: Re: SWTOR
Post by: Venkman on September 25, 2009, 06:24:55 PM
This thread already sucked, and two pages of arguing over whether or not EVE is a fun game isn't helping matters.  This thread just needs to be denned at this point and restarted later when there's something to talk about.

Please. SW-related threads exist in a realm of higher tolerance.  :grin:

In all seriousnes, I agree.


Title: Re: SWTOR
Post by: Sky on September 28, 2009, 07:49:48 AM
Vader thinks this thread is money!

(http://img16.imageshack.us/img16/3727/darthvadermoney.jpg)


Title: Re: SWTOR
Post by: Cyrrex on September 28, 2009, 09:12:54 AM
Surely Vader should be on something more significant, say, the twenty?


Title: Re: SWTOR
Post by: Lantyssa on September 28, 2009, 09:33:58 AM
He's on the 1, 5, 10, and 20.


Title: Re: SWTOR
Post by: Sky on September 28, 2009, 01:34:46 PM
Surely Vader should be on something more significant, say, the twenty?
I think that was an oblique jab at Washington. Please report to a re-education center, Citizen.


Title: Re: SWTOR
Post by: Venkman on September 28, 2009, 02:40:14 PM
You need to be in charge to be on currency. It'd be Palpatine on all of them.


Title: Re: SWTOR
Post by: Stormwaltz on September 28, 2009, 06:15:27 PM
Surely Vader should be on something more significant, say, the twenty?

"Shall we say, one million American dollars?"


Title: Re: SWTOR
Post by: WindupAtheist on September 28, 2009, 08:20:22 PM
I think I know how the rebels learned that a second Death Star was being built. "Many Bothan spies died" my ass.


Title: Re: SWTOR
Post by: AutomaticZen on September 29, 2009, 08:00:08 AM
Somehow, the lines behind Vader make him look almost... happy.  Weird considering he's wearing a mask.


Title: Re: SWTOR
Post by: Surlyboi on September 29, 2009, 09:25:40 AM
Surely Vader should be on something more significant, say, the twenty?

"Shall we say, one million American dollars?"

I see what you did there...


Title: Re: SWTOR
Post by: SnakeCharmer on September 29, 2009, 09:35:48 AM
They're taking beta aps (http://www.swtor.com/tester/signup)


Title: Re: SWTOR
Post by: Lantyssa on September 29, 2009, 10:00:00 AM
Down for maintenance. :awesome_for_real:


Title: Re: SWTOR
Post by: raydeen on September 29, 2009, 11:08:12 AM
Must be a great disturbance in the Force.


Title: Re: SWTOR
Post by: Sobelius on September 29, 2009, 11:17:27 AM
Down for maintenance. :awesome_for_real:

Originally the message admitted that it was down due to the overwhelming response to request for closed beta testers. It said they were working on something to address the load.

The switch to "down for maintenance" is disappointingly opaque and makes me wonder what they're afraid of or want to hide. Someone at Bioware must think they'll get blasted for not being able to handle closed beta signups -- as in rabid posts about "if they can't handle hits on a web server how can they handle all the people when the game launches."

They should have stuck with the original wording. No matter how it looked, at least it sounded genuine.


Title: Re: SWTOR
Post by: Sky on September 29, 2009, 12:09:00 PM
It does say it's down due to demand.

Quote
Thank you for visiting www.StarWarsTheOldRepublic.com. We are making adjustments to the site due to the overwhelming response to the testing announcement. Please be patient and check back later. We estimate that the site will be back up in the next few hours.[/quote[


Title: Re: SWTOR
Post by: Ingmar on September 29, 2009, 12:14:40 PM
Yeah, the message hasn't changed in the time I've been hitting it.


Title: Re: SWTOR
Post by: Lantyssa on September 29, 2009, 12:22:37 PM
It said, in full, "SW:TOR site down for maintenance" when I posted.


Title: Re: SWTOR
Post by: Riggswolfe on September 29, 2009, 12:53:32 PM
I put in my beta app for Star Trek online. Now I just have to stop myself from repeatedly hitting refresh on the SWTOR page.


Title: Re: SWTOR
Post by: Surlyboi on September 29, 2009, 03:09:15 PM
Must be a great disturbance in the Force.

Like millions of server hamsters cried out and were suddenly silenced.

I've got a bad feeling about this.


Title: Re: SWTOR
Post by: DLRiley on September 29, 2009, 03:20:33 PM
Stop relying on that old archaic religion. The servers are just fine  :why_so_serious:


Title: Re: SWTOR
Post by: SnakeCharmer on September 29, 2009, 03:30:49 PM
BW Austin employee: Uh, everything's under control. Situation normal.
Star Wars nerd: What happened?
BW Austin employee: [getting nervous] Uh, we had a slight server malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?
Star Wars nerd: We're sending a squad up.
BW Austin employee: Uh, uh... negative, negative. We had a server crash due to our shitty forum and web software here now. Give us a few minutes days to lock it down. Large crash, very dangerous.
Star Wars nerd: Who is this? What's your operating number?
BW Austin employee: Uh...
[BW Austin employee completely crashes the site]
BW Austin employee: [muttering] Boring conversation, anyway.


Title: Re: SWTOR
Post by: Montague on September 29, 2009, 03:35:35 PM
BW Austin employee: Uh, everything's under control. Situation normal.
Star Wars nerd: What happened?
BW Austin employee: [getting nervous] Uh, we had a slight server malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?
Star Wars nerd: We're sending a squad up.
BW Austin employee: Uh, uh... negative, negative. We had a server crash due to our shitty forum and web software here now. Give us a few minutes days to lock it down. Large crash, very dangerous.
Star Wars nerd: Who is this? What's your operating number?
BW Austin employee: Uh...
[BW Austin employee completely crashes the site]
BW Austin employee: [muttering] Boring conversation, anyway.

"This is some closed beta. You had a plan for getting apps, you have a plan for handling the load?"

"HE'S THE BRAINS, SWEETHEART!"


Title: Re: SWTOR
Post by: Surlyboi on September 30, 2009, 01:43:15 AM
"Sir, the possibility of successfully releasing a story-based MMO is approximately 3,720 to 1."

"Never tell me the odds."


Title: Re: SWTOR
Post by: Tannhauser on September 30, 2009, 03:55:32 AM
Bioware:  I've got a problem here.
EA: Stay on target.
Bioware:  Our servers can't handle this load!
EA: Stay on target!
*explosion*


Title: Re: SWTOR
Post by: Mattemeo on September 30, 2009, 07:06:01 AM
I'm in, but I went via the front door, Snakecharmer's link kept taking me to a 'You are not authorised to access this page' cockblock.
They are asking for RL address/phone details for test participation. It's been an age since I last beta'd (like vanilla WoW beta age), is that normal?


Title: Re: SWTOR
Post by: Sky on September 30, 2009, 07:29:50 AM
I started to sign up and after I accepted the ToS it kept dropping me back to the first account creation page without letting me move forward or log in with the account I had made. Ah, well.


Title: Re: SWTOR
Post by: AutomaticZen on September 30, 2009, 08:16:18 AM
I started to sign up and after I accepted the ToS it kept dropping me back to the first account creation page without letting me move forward or log in with the account I had made. Ah, well.

I daresay it's a test to separate the obsessed from the chaff.  11 'You've updated Your Account' e-mails later, I've finally finished the process.


Title: Re: SWTOR
Post by: Samprimary on September 30, 2009, 08:56:30 AM
I think I just signed up to beta test the beta test signup process.


Title: Re: SWTOR
Post by: raydeen on September 30, 2009, 09:11:57 AM
<jedimindtrick> "This is not the beta you're looking for..." </jedimindtrick>


Title: Re: SWTOR
Post by: SnakeCharmer on September 30, 2009, 09:12:45 AM
What a shitty shit shit beta...thing.


Title: Re: SWTOR
Post by: raydeen on September 30, 2009, 09:16:00 AM
Now it says:

You are not authorized to access this page.

I read it in the mental voice of a Stormtrooper. Sounds like something they'd say.

Shoot. Just read a few posts above. Move along. Nothing to see but the tard here.


Title: Re: SWTOR
Post by: Teugeus on September 30, 2009, 09:36:53 AM
Took a while, but finally got the account page to tick the "Yes" box  :awesome_for_real:


Title: Re: SWTOR
Post by: Sky on September 30, 2009, 09:45:58 AM
Tried a couple more times, got to enter my personal info before getting bounced back to account creation. Then I saw that the next step appears to be a system scan, and since I'm on a crappy mac mini at work, I guess I'll just try later. Certain employees of a certain company are certainly quiet :P


Title: Re: SWTOR
Post by: AutomaticZen on September 30, 2009, 09:56:01 AM
Tried a couple more times, got to enter my personal info before getting bounced back to account creation. Then I saw that the next step appears to be a system scan, and since I'm on a crappy mac mini at work, I guess I'll just try later. Certain employees of a certain company are certainly quiet :P
The best part is the system scan.  Had to do that 5 times before it actually finished.   Wonder why they didn't just ask for a DxDiag like everyone else.


Title: Re: SWTOR
Post by: Rasix on September 30, 2009, 09:57:49 AM
Tried a couple more times, got to enter my personal info before getting bounced back to account creation. Then I saw that the next step appears to be a system scan, and since I'm on a crappy mac mini at work, I guess I'll just try later. Certain employees of a certain company are certainly quiet :P
The best part is the system scan.  Had to do that 5 times before it actually finished.   Wonder why they didn't just ask for a DxDiag like everyone else.

Likely because people have been gaming betas recently with fake dxdiags.  Better to gather the information yourself, I suppose, than rely on someone being honest.


Title: Re: SWTOR
Post by: SnakeCharmer on September 30, 2009, 10:29:30 AM
Too bad the system scan they use pulls inadequate information.  My video cards were 'NvXX'.


Title: Re: SWTOR
Post by: Fordel on September 30, 2009, 04:32:54 PM
All I'm getting is the "Server is exploding due to demand" error page  :angryfist:



-edit- Apparently the angry-fist emoticon fixed it! Now to not be accepted like every other beta I've signed up for  :cry:



Title: Re: SWTOR
Post by: Samprimary on September 30, 2009, 05:40:25 PM
oh this is all going so well!


Title: Re: SWTOR
Post by: NiX on September 30, 2009, 06:23:06 PM
Likely because people have been gaming betas recently with fake dxdiags.  Better to gather the information yourself, I suppose, than rely on someone being honest.

Why MS doesn't make some sort of Web based DXDiag is beyond me.


Title: Re: SWTOR
Post by: Evildrider on September 30, 2009, 06:25:24 PM
 :heartbreak:

This is the worst beta form ever!

I can't even get past the login part.


Title: Re: SWTOR
Post by: Sky on September 30, 2009, 07:14:29 PM
(http://www.costumeshalloween.biz/images/clownshoes55891-t.jpg)

I give up.


Title: Re: SWTOR
Post by: rattran on September 30, 2009, 07:46:42 PM
I agree with the retarded wanking duck. Their system scanner crashes. Perhaps it's a practice run for their crashing installer.

That beta test is probably sour anyway.


Title: Re: SWTOR
Post by: SnakeCharmer on September 30, 2009, 08:42:45 PM
Have you recently updated Java?

The scanner requires it but doesn't tell you until you actually need to scan.  At which point, it freezes up/crashes. :ye_gods:  Also, if your scan completes but you don't have an icon or anything to click to continue, hit tab then enter.  But yeah.  What should be a pretty simple exercise in beta sign up doesn't inspire much confidence.

Eh, BioWare Austin. 

Whaddayagonnado.


Title: Re: SWTOR
Post by: Musashi on September 30, 2009, 10:48:23 PM
Whaddayagonnado.

Apparently we'll be going to the cockroach race to watch the cockroaches crash.  Same as usual.


Title: Re: SWTOR
Post by: Montague on October 01, 2009, 01:28:41 AM
Have you recently updated Java?

The scanner requires it but doesn't tell you until you actually need to scan.  At which point, it freezes up/crashes. :ye_gods:  Also, if your scan completes but you don't have an icon or anything to click to continue, hit tab then enter.  But yeah.  What should be a pretty simple exercise in beta sign up doesn't inspire much confidence.

Eh, BioWare Austin. 

Whaddayagonnado.

Y'know, I thought you and Schild were overreacting with this Bioware Austin stuff. I should have known better.


Title: Re: SWTOR
Post by: Signe on October 01, 2009, 08:21:34 AM
It's working fine now.


Title: Re: SWTOR
Post by: Nyght on October 01, 2009, 08:45:46 AM
This was posted on the Stratics UO forums yesterday. His title was lead designer. Though you all might have some passing interest...

Hail and Well Met!

I want to take a moment and let you know that I have left the Ultima Online development team. I am now working at BioWare Austin as a Systems Designer on Star Wars: The Old Republic.

I want to thank all of you for many good years and memories. You all are the best, and I will miss you.

I also want to extend a thank you to my Mythic colleagues. They are very passionate about Ultima Online and are extremely talented game developers. I have no doubt that the Ultima franchise will thrive for many more years. I look forward to seeing what’s next on the Ultima horizon.

Before anyone asks…

No, you cannot have my stuff.

Sweet water and light laughter until next,

Patrick “Leurocian” Malott


Title: Re: SWTOR
Post by: Ratman_tf on October 01, 2009, 09:20:20 AM
Sweet water and light laughter until next,

Patrick “Leurocian” Malott

Elfquest reference. How fruity.


Title: Re: SWTOR
Post by: Signe on October 01, 2009, 09:33:24 AM
I wonder why he won't let anyone have his stuff?  That seems a bit greedy since he's not even going to be there.  Someone should send him here.  Maybe we can trick him into saying too much.


Title: Re: SWTOR
Post by: eldaec on October 01, 2009, 02:00:21 PM
You people need to quit moaning until you've tried applying to a GOA beta.

Or tried interacting with their websites in any way at all.


Title: Re: SWTOR
Post by: Signe on October 01, 2009, 05:49:32 PM
Why?  What happens?  (I don't want to find out for myself!)


Title: Re: SWTOR
Post by: UnSub on October 01, 2009, 09:40:15 PM
You people need to quit moaning until you've tried applying to a GOA beta.

Or tried interacting with their websites in any way at all.

Nahhh - we'll complain about the beta application process not working while trying desperately to successfully apply for the 15th time. It's only an alt-tab from one to the other.


Title: Re: SWTOR
Post by: WindupAtheist on October 02, 2009, 02:05:03 AM
From what I was ever able to discern, Leurocian always struck me as fairly competent. The things he was responsible for in UO were well-conceived, fun, and functional. I'm pretty sure he was the one behind paragon monsters, and the AI revamp that saw things like monsters healing themselves and animating nearby corpses with necromancy. He deserves a crack at a non-ancient game.


Title: Re: SWTOR
Post by: Cyrrex on October 02, 2009, 06:07:28 AM
Once I realized that I had to wait for the validation email from signing up to their site (which you always have to do, duh), sign up was pretty simple.  It took me a while to realize that the problem was me.


Title: Re: SWTOR
Post by: Fordel on October 31, 2009, 07:19:50 PM
From the desk of "well duh", the next class announced is:

http://www.swtor.com/info/holonet/classes/jedi-knight


Title: Re: SWTOR
Post by: Malakili on October 31, 2009, 07:51:41 PM
From the desk of "well duh", the next class announced is:

http://www.swtor.com/info/holonet/classes/jedi-knight

Shocking.

Has anyone been paying attention to this lately?  Has there been any indication that this isn't a single player game with optional co-op?


Title: Re: SWTOR
Post by: Kail on October 31, 2009, 07:58:51 PM
Has anyone been paying attention to this lately?  Has there been any indication that this isn't a single player game with optional co-op?

Yes.  Single player games you only have to pay for once.


Title: Re: SWTOR
Post by: Kageh on November 02, 2009, 12:47:33 AM
From the desk of "well duh", the next class announced is:

http://www.swtor.com/info/holonet/classes/jedi-knight

Shocking.

Has anyone been paying attention to this lately?  Has there been any indication that this isn't a single player game with optional co-op?

I've been watching some footage last month, I think it was from PAX, but not sure. It looked very much like NWN2 or BG2 (haven't played Mass Effect so it probably looked like ME too, I just can't tell), story-wise, in exactly the manner you suggest. One of the characters was totally in control of the conversation and the quest options, and the other was just standing by. So in theory, every PUG guy could totally fubar your quests and there's nothing you can do about it. I assume you have the option to repeat everything with you being the "leading man", but no idea how it is implemented exactly.


Title: Re: SWTOR
Post by: Triforcer on November 03, 2009, 10:49:05 AM
To be fair, I think they've stated it isn't going to work exactly like that (i.e., group leader makes binding choices for all).  They way I see it, they have the following options-

(1)  Leader makes choice that determines the physical outcome of the quest, but others can separately make the "other" choice and (while still playing physically in the leader's world) get the lightside/darkside point benefit (or the loot, or branching quest, etc.) of their "private" choice.

(2)  Same as (1), except the "binding" choice is made by majority vote of the group.

(3)  Everyone really is bound by the leader's choice, or a majority vote (both in terms of physical outcome, and in terms of loot/quest/lightside-darkside point consquences).  If you don't like it, tough luck. 

(4)  Everyone makes a separate choice, and are shunted into their own "choice phase" with other group members (if any) who made the same choice.  The larger group is broken up. 


The problem is that (3) is obviously nerdrage inducing and would kill grouping, and (4) obliterates the idea of a multiplayer game.

(1) and/or (2) are the most likely, but you still face a big problem- people aren't watching the story outcome they chose.  Getting the loot/quests/etc. from their private choice isn't enough for that type of player if you don't see it happening- you still aren't getting to see "your" story.

Prediction?  (5)- this isn't a multiplayer game, except for bank chat and PvP arenas. 


Title: Re: SWTOR
Post by: Sky on November 03, 2009, 12:39:36 PM
One can hope.


Title: Re: SWTOR
Post by: UnSub on November 03, 2009, 05:09:27 PM
I thought option 2 had been confirmed. Obviously it might change in alpha / beta, but I thought any choices were put to a group vote and majority rules.


Title: Re: SWTOR
Post by: Cadaverine on November 03, 2009, 09:43:47 PM
I don't get how any of those option looks good, in any way, to anyone other than a dedicated group that are coming from some other game so that everyone is on the same page from the get-go.  Otherwise, it's just a complete clusterfuck of strangers butting heads, all trying to go a different way at once.

Barring some sort of mechanic where only the leader has their quest/storyline/whatever advanced, I just don't see how they expect this end any other way than badly, and even then, it's still totally asinine.


Title: Re: SWTOR
Post by: WindupAtheist on November 03, 2009, 11:10:06 PM
It's Bioware. All the choices are going to be...

A) I saved your kittens, ma'am. Now let's have cookies.
B) I raped your kittens to death and now I'm going to kill you.

Their LFG channel will be full of "level 40 bounty hunter LF dark side group for shuttle quest" and that will be enough.


Title: Re: SWTOR
Post by: Kageh on November 04, 2009, 12:40:37 AM
Don't forget option C), for the "lawful neutral" jedis: "I saved your kittens ma'am. Surely there's a money reward for this?".  :awesome_for_real:

I can imagine it being option 2 from Triforcer's listing, but the details as to how exactly they think this could work are still not obvious to me. And what the options to redo the choice/story if you have been overruled by the group vote are.


Title: Re: SWTOR
Post by: Venkman on November 07, 2009, 03:10:58 PM
I am guessing that group quests will only impact the story progression of the group leader. Typical MMO stuff: LFG for Quest X. The difference is that your subsequent quest options will change based on your choices. Nobody else in the group will have their subsequent quests impacted though.

I just can't see any other system surviving through beta to launch. Too much nerd rage from existing MMOers who are conditioned to no accountability at all outside of social connections. And while I'm assuming there'll be a good amount of people coming to SWTOR that aren't coming from WoW, I'm also guessing most of those will come after launch due to marketing campaigns rather than for beta, since most times that's mostly MMOers.

So there's a) a good idea; b) a good idea for SWTOR; and, c) a good idea for MMOers refining SWTOR before everyone else shows up.

Same thing happened to EQ2. The game had lots of casual promises culled by their focus on getting Legends-server and megaguilds in to the beta as part of their marketing. What's that scientific principle that says you can't observe something without affecting it in some form during that observation?


Title: Re: SWTOR
Post by: Surlyboi on November 07, 2009, 03:28:24 PM
Heisenberg Uncertainty Principle.


Title: Re: SWTOR
Post by: Venkman on November 07, 2009, 05:00:36 PM
Thanks, yea, that was it.


Title: Re: SWTOR
Post by: UnSub on November 07, 2009, 11:22:39 PM
Heisenberg Uncertainty Principle.

Also: the Hawthorne Effect (http://en.wikipedia.org/wiki/Hawthorne_effect), which applies when the subjects know they are being observed i.e. mega-guilds worked overtime to push their views when they knew those views were being considered.


Title: Re: SWTOR
Post by: Triforcer on November 08, 2009, 12:37:21 AM
Rogue...er, Imperial Agent- revealed!

http://www.swtor.com/community/showthread.php?t=86536

So we have our Sith stealth class now.  

EDIT:  Its a sniping stealth class, if screenshots can be believed.  Someone alert the Battlefield Heroes forums, stat.  


Title: Re: SWTOR
Post by: schild on November 08, 2009, 12:44:36 AM
Rogue...er, Imperial Agent- revealed!

http://www.swtor.com/community/showthread.php?t=86536

So we have our Sith stealth class now. 

EDIT:  Its a sniping stealth class, if screenshots can be believed.  Someone alert the Battlefield 1942 forums, stat. 
Asian, Mexican/Black Guy, White Girl, and Chin, the Caucasian Jaw Master - all in attendance and reporting for duty.

The screenshots for this game are like a United Colors of Benetton ad.


Title: Re: SWTOR
Post by: UnSub on November 08, 2009, 04:51:33 AM
So the Sith and Jedi Knight are going to be snogging in an upcoming picture then?

(That's right! A United Colors of Benetton joke that was topical in the early 1990s! Zing!)


Title: Re: SWTOR
Post by: Mattemeo on November 08, 2009, 06:24:19 AM
Asian, Mexican/Black Guy, White Girl, and Chin, the Caucasian Jaw Master - all in attendance and reporting for duty.

The screenshots for this game are like a United Colors of Benetton ad.

I think the prospect of Racism in the Starwars universe is a rather bigger picture affair than the skin colours of one species.

That said, fuck Humans. When am I going to get to roll a goddamn Jawa Jedi in one of these games?


Title: Re: SWTOR
Post by: Lantyssa on November 08, 2009, 09:32:26 AM
I know, right?


Title: Re: SWTOR
Post by: Venkman on November 08, 2009, 03:13:44 PM
Racism's always been a part of the Star Wars universe. Though it mostly becomes more obvious in the classic trilogy once someone points it out and you go back and watch them :-)

As to the screenshots, I think it's funny how hard this game is trying to look like the CN CGI series, even though it really can't connect with it in any meaningful sense story-wise.


Title: Re: SWTOR
Post by: Sky on November 09, 2009, 07:15:17 AM
Tusken Raiders are obviously muslims and the Jawa are the Jews. Duh.


Title: Re: SWTOR
Post by: Cadaverine on November 09, 2009, 10:44:51 AM


Title: Re: SWTOR
Post by: SnakeCharmer on November 11, 2009, 08:58:16 AM
According to the investors meeting, SWTOR is right around the corner with Mass Effect 2:

Quote
Right now, we are tracking right on the deal model that we put together for that transaction. The recent release of Dragon Age, and with Mass Effect 2 and Star Wars right in front of us, it appears that we are going to hit our goals on what we sign up to in that acquisition.

Source (http://darthhater.com/2009/11/10/ea-earnings-confrence-call-mentions-tor/#more-4428)


Title: Re: SWTOR
Post by: LK on November 11, 2009, 10:27:21 AM
Rogue...er, Imperial Agent- revealed!

http://www.swtor.com/community/showthread.php?t=86536

So we have our Sith stealth class now. 

EDIT:  Its a sniping stealth class, if screenshots can be believed.  Someone alert the Battlefield 1942 forums, stat. 
Asian, Mexican/Black Guy, White Girl, and Chin, the Caucasian Jaw Master - all in attendance and reporting for duty.

The screenshots for this game are like a United Colors of Benetton ad.

That could be any game right there, not just Star Wars. Nothing distinctive or standing out, especially the sniper-rifle looking equipment.


Title: Re: SWTOR
Post by: Kageh on November 11, 2009, 11:47:14 AM
I found the screenshots actually cool, from a technical point of view. Especially the backgrounds, although looking very photoshopped. I'm curious how good that actually looks in action, because the live footage from PAX didn't look that good by far.


Title: Re: SWTOR
Post by: WindupAtheist on November 12, 2009, 11:25:26 AM
As an aside, I've found that I prefer the relatively low-fidelity reputation system of Baldur's Gate to the basically toothless sort you find in KOTOR and pretty much everywhere else anymore. You really had to do major shit to make your reputation move in BG. The game didn't care if you made smartass remarks or asked about payment for quests. But when it did move, it was important.

I mean I understand why it changed. Later games have a lot of cutscenes and such that need to stay basically the same regardless of what you do, otherwise they have to produce twice as much content. I understand why I couldn't just turn around and stab Carth five minutes into the game, but I still wish I could have.


Title: Re: SWTOR
Post by: Ard on November 12, 2009, 12:10:50 PM
As an aside, I've found that I prefer the relatively low-fidelity reputation system of Baldur's Gate to the basically toothless sort you find in KOTOR and pretty much everywhere else anymore. You really had to do major shit to make your reputation move in BG. The game didn't care if you made smartass remarks or asked about payment for quests. But when it did move, it was important.

Unless I'm not remembering correctly, couldn't you just donate to the temples to raise reputation positively up to a point, at least, and pickpocket to go down?  I don't remember it being all that hard to shift reputation in Baldur's Gate.


Title: Re: SWTOR
Post by: WindupAtheist on November 12, 2009, 01:39:10 PM
Pickpocketing didn't affect reputation. It would make the mark go hostile if it were botched, in which case you'd probably kill them and eat the reputation penalty for murder, but that was it. Temple donations I mostly used as an "oh shit" button for when my normally low reputation slipped into "guards attack on sight" territory. I'll agree they were way too cheap for late in the game when you're swimming in cash, but around 2k to go from Hannibal Lecter to neutral was fine for the early game.

What I mean basically is that in BG you were free to shoot your mouth off a bit and make the occasional dick move without the game flashing "EVIL POINTS GAINED" everytime you stepped on a bug. But if you really did go hog-wild, good or neutral party members would up and leave (if not attack you) and guards and bounty hunters would gank you to smithereens. There was no expectation that you could go max-evil the whole game without it being inconvenient. At least they made you slink off to the temple to donate now and then.

Compared to KOTOR where I'm standing there in front of the Jedi Council with my glowing orange eyes, black robe, and red lightsaber, the blood of freshly stomped kittens on my boots while they go "Okay bro we're just gonna ignore all this, because writing a second script where we're not idiots would have blown our budget. Go forth, noble Jedi, we totally don't see the inevitable backstab coming."


Title: Re: SWTOR
Post by: Merusk on November 12, 2009, 04:55:49 PM
Yeah, I always found that goddamn annoying, too.  Here I am a force-choking lighting-wielding fuckstick and the Jedi Council is trating me like some noob Force user, and not a Sith Lord with a mindwipe who's slipping into old tendencies with glee.  There should have been a *chops council to bits* option many places.


Title: Re: SWTOR
Post by: Venkman on November 12, 2009, 05:04:06 PM
Yea, this is a really very valid point. At what price "immersion". It's sort of uncanny valley as applied to audio. I'd rather have a game with no VO and more choices. But publishers don't think that way.


Title: Re: SWTOR
Post by: Triforcer on November 12, 2009, 05:04:27 PM
The last three or four posts present a huge problem for SWTOR.

Not to be a broken record, but either choices matter or they don't.  If you are truly stuck with your choices at endgame, its like WoW without respec.  

Picked the dark-aligned light Jedi choices?  Sorry noob, their endgame skills happen to suck for PvP/Raid DPS etc.  And also that means you never got the quest giving the best anti-Agent pvp protection in the game.  

Chased away a companion with wrong dialogue options?  Sorry noob, he was the best for fighting bounty hunters and now you suck in 1v1 Bounty Hunter PvP.

OR- you can respec everything and get any equipment or companions in the endgame with one trip to an NPC.  At which point, you might as well faceroll the choices between you and max level.


What they'll start with is very inflexible respeccing, and when that gives way to nerdrage they put in an end-game change-alignment grind.  After that pisses people off for 6 or 8 months or so and after retention drops, they'll move to full respeccing and finally kill off "story that matters."  



Title: Re: SWTOR
Post by: caladein on November 12, 2009, 05:11:19 PM
Yea, this is a really very valid point. At what price "immersion". It's sort of uncanny valley as applied to audio. I'd rather have a game with no VO and more choices. But publishers don't think that way.

Or you can go the Mass Effect route and obfuscate the actual lines from the user.  You're still limited to a handful of options but you're sort of experiencing the dialogue as-it-happens instead of in a more academic "Which of these options would I like to say?" which causes less of the "uncanny valley"-effect you're describing.

Fallout 3 for example was virtually unplayable to me as I kept coming across dialogue decisions where I hated each and every option.


Title: Re: SWTOR
Post by: Malakili on November 12, 2009, 08:37:50 PM
I kept coming across dialogue decisions where I hated each and every option.

I hate when that happens.  I think Fallout 3 did at least a decently good job of being able to just go "Goodbye" most of the time, though not all the time.  Mostly the options seemed to be "I'm a good guy," "I'm indifferent," "I'm a jerk."  This is why I never talk to anyone in that game if I can help it.


Title: Re: SWTOR
Post by: WindupAtheist on November 13, 2009, 12:12:10 AM
Yeah, I always found that goddamn annoying, too.  Here I am a force-choking lighting-wielding fuckstick and the Jedi Council is trating me like some noob Force user, and not a Sith Lord with a mindwipe who's slipping into old tendencies with glee.  There should have been a *chops council to bits* option many places.

I guarantee that if KOTOR had that kind of freedom I would make a million-page playthrough/fanfic thread where Revan falls out of his bunk on the newbie tutorial ship, hits his head, realizes who he is five seconds into the game, and spends the rest of his time going on a galactic murder spree. I would shoot Carth in the face as soon as he opened his mouth. I would save immediately prior and just do it over and over again for an hour.


Title: Re: SWTOR
Post by: Sheepherder on November 13, 2009, 03:43:01 AM
Devious evil is always better than psychopathic evil.

Like if you pushed Carth into an airlock and feigned an accident, so that you could still score some sweaty alien headtentacle love.


Title: Re: SWTOR
Post by: Lantyssa on November 13, 2009, 07:59:15 AM
Generally, I agree with devious being more appealing, however knowing what I do about Carth... he needs to die a thousand vicious deaths.  WUA has a fitting end for him.


Title: Re: SWTOR
Post by: Triforcer on November 13, 2009, 08:03:40 AM
I don't remember anything about any of the party members in KOTOR- none of them were as memorable as BG2 characters.  Certainly none of them inspired anger in me. 


Title: Re: SWTOR
Post by: Sky on November 13, 2009, 08:18:40 AM
Srsly, your meds. Take them.

HK47? Carth? The little blue chick and the wookie? Really?

I was afraid Alistair in DA:O was going to be the modern Carth, pleasantly surprised he's funny to have around.


Title: Re: SWTOR
Post by: Draegan on November 13, 2009, 08:30:53 AM
I liked Alistair's dialogue in the beginning then I sat him for the whole game because I was making a Templar for my main character.

He'll be my tank my next go around.


Title: Re: SWTOR
Post by: Cyrrex on November 13, 2009, 08:51:53 AM
I don't remember anything about any of the party members in KOTOR- none of them were as memorable as BG2 characters.  Certainly none of them inspired anger in me. 

I know Sky already said it, but you don't remember HK47?  Bastila?  Canderous Fucking Ordo?  Come on, dude. 

I will agree with you that none of them inspired any rage in my, not even Carth.


Title: Re: SWTOR
Post by: Triforcer on November 13, 2009, 09:32:30 AM
I played it over five years ago.  Now that you say those names, I recall the droid and the girl with the wookiee vaguely but the rset were just interchangeable humans I didn't listen to.  


Title: Re: SWTOR
Post by: Fordel on November 13, 2009, 09:46:01 AM
The Next Sith class is: http://swtor.com/info/holonet/classes/Imperial-Agent

Seems to be the rough counterpart to the Republic Smuggler, both in play style and theme.


-edit- It seems to use terrain cover  :thumbs_up:

I'm going to be sad when every ranged class but the Trooper uses cover like that  :cry:




Title: Re: SWTOR
Post by: Sky on November 13, 2009, 10:32:05 AM
Doesn't the trooper compensate with the bunnyhop skill?

Carth bugged me a bit, but Carth 2 in Mass Effect bothered me more. Sat him ASAP and that's why I expected Carth 3 in DA:O.


Title: Re: SWTOR
Post by: WindupAtheist on November 13, 2009, 10:45:28 AM
How can anyone not hate Carth's filthy reeking guts? He flees like a coward, leaving Mission to die at the hands of two Sith. By which I mean Revan and Bastila, of course. Have none of you ever done a dark side playthrough? Shooting in the face is too good for that stuttering emo douchebag. I want to stalk him through the jungle with a bowie knife, then gut him alive and leave him for the animals.

Also, Bastila was the hottest chick in any game ever. At least once she quit being a prim and proper Jedi and gave in to her inner Sith slut. Forget all the giant-boobed half-naked whores in other games, all Bastila had to do was call me "mahstuh" in that English accent a couple of times and I was fucking sold.


Title: Re: SWTOR
Post by: Kageh on November 13, 2009, 11:12:09 AM
I bet that once this game is live, the class distribution is going to look like this: Jedi 40%, Sith Warrior 30%, Bounty Hunter 10%, all other classes 10%.


Title: Re: SWTOR
Post by: Cyrrex on November 13, 2009, 11:13:32 AM
I bet that once this game is live, the class distribution is going to look like this: Jedi 40%, Sith Warrior 30%, Bounty Hunter 10%, all other classes 10%.

I agree, except with all of the percentages you indicated, which are wrong.


Title: Re: SWTOR
Post by: Kageh on November 13, 2009, 11:46:06 AM
You mean with me stupidly overlooking they don't add up to 100%  :ye_gods: or are you assuming a totally different spread?


Title: Re: SWTOR
Post by: AutomaticZen on November 13, 2009, 11:49:04 AM
More Sith than Jedi.


Title: Re: SWTOR
Post by: Fordel on November 13, 2009, 12:01:34 PM
Just means more Trooper drops for me!


Title: Re: SWTOR
Post by: Kageh on November 13, 2009, 01:39:55 PM
More Sith than Jedi.

I've been thinking about this quite a bit myself, but I somehow doubt it. I think that as far as classic Star Wars goes, more people would roleplay a Luke Skywalker type rather than Vader. And the new trilogy didn't exactly make him more popular.


Title: Re: SWTOR
Post by: Ratman_tf on November 13, 2009, 02:14:27 PM
But I was going to go to Toshi Station to pick up some power converters!


Title: Re: SWTOR
Post by: Montague on November 13, 2009, 02:29:26 PM
More Sith than Jedi.

I've been thinking about this quite a bit myself, but I somehow doubt it. I think that as far as classic Star Wars goes, more people would roleplay a Luke Skywalker type rather than Vader. And the new trilogy didn't exactly make him more popular.

Force Choke and Force Lightning never goes out of style.


Title: Re: SWTOR
Post by: Kovacs on November 13, 2009, 03:56:16 PM
More Sith than Jedi.

I've been thinking about this quite a bit myself, but I somehow doubt it. I think that as far as classic Star Wars goes, more people would roleplay a Luke Skywalker type rather than Vader. And the new trilogy didn't exactly make him more popular.

Of the 1,000 or so roleplayers who buy a box I can believe there'll be a 40-30 jedi to sith split. Of the other 999 thousand+ boxes sold I imagine most'ish of those will probably be sith.  The historical evidence seems pretty conclusive at this point.  I'm thinking primarily of swg's dark side v. light side, Horde v. Alliance and more recently Destro. v. Order.  Bad is beautiful.  I'd imagine that Aion is much more likely than SWOTOR to be the exception that proves the rule if only because with no pregame canon the Asmo.'s sole claim to fame was that they looked like Slightly Less Frufffy Elves not Terrible Looking Baddasses and thus drew only slightly greater numbers.


Title: Re: SWTOR
Post by: Ingmar on November 13, 2009, 04:19:13 PM
Horde v. Alliance

Uh... this is a pretty strong counter-example actually. At release, Alliance had a huge numerical advantage over Horde across all servers as a whole.


Title: Re: SWTOR
Post by: Merusk on November 13, 2009, 04:23:19 PM
How can anyone not hate Carth's filthy reeking guts? He flees like a coward, leaving Mission to die at the hands of two Sith. By which I mean Revan and Bastila, of course. Have none of you ever done a dark side playthrough? Shooting in the face is too good for that stuttering emo douchebag. I want to stalk him through the jungle with a bowie knife, then gut him alive and leave him for the animals.

Also, Bastila was the hottest chick in any game ever. At least once she quit being a prim and proper Jedi and gave in to her inner Sith slut. Forget all the giant-boobed half-naked whores in other games, all Bastila had to do was call me "mahstuh" in that English accent a couple of times and I was fucking sold.

It scares me when you post shit that makes me realize you and I think alike at times.

Mmm. Bastila.
http://www.youtube.com/watch?v=LlodmblZHNs&feature=related -  3:52 in.


Title: Re: SWTOR
Post by: Goreschach on November 13, 2009, 04:54:22 PM
Horde v. Alliance

Uh... this is a pretty strong counter-example actually. At release, Alliance had a huge numerical advantage over Horde across all servers as a whole.

If I say 'alliance are the badguys', will WUA go full nerd on us and throw a shitfit?


Title: Re: SWTOR
Post by: Mattemeo on November 13, 2009, 05:44:27 PM
If I say 'alliance are the badguys', will WUA go full nerd on us and throw a shitfit?

I don't know, but I hear those are the magic words to say if you want to hit 3rd base with Simond.


Title: Re: SWTOR
Post by: WindupAtheist on November 13, 2009, 07:52:55 PM
It scares me when you post shit that makes me realize you and I think alike at times.

Mmm. Bastila.
http://www.youtube.com/watch?v=LlodmblZHNs&feature=related -  3:52 in.

Well we do, because that was the exact scene and line that I was thinking of. I don't care what the canon story is, as far as I'm concerned Revan took over the galaxy, finished off Carth, and lived happily ever after, banging evil Bastila out of her mind every night while she said the filthiest things imaginable with that accent.

If I say 'alliance are the badguys', will WUA go full nerd on us and throw a shitfit?

Yes. Do it.


Title: Re: SWTOR
Post by: Ratman_tf on November 13, 2009, 07:54:56 PM
Horde v. Alliance

Uh... this is a pretty strong counter-example actually. At release, Alliance had a huge numerical advantage over Horde across all servers as a whole.

But how was the split on PvP servers? My memory is hazy, but I believe it favored Horde.


Title: Re: SWTOR
Post by: Fordel on November 13, 2009, 08:22:21 PM
Horde v. Alliance

Uh... this is a pretty strong counter-example actually. At release, Alliance had a huge numerical advantage over Horde across all servers as a whole.

But how was the split on PvP servers? My memory is hazy, but I believe it favored Horde.


It did, PvP servers were usually heavily Horde sided, and PvE servers heavily Alliance sided. This is at release. Since then they've opened a shit ton more servers are various times and TBC shifted populations all over the place. People love elves.


Title: Re: SWTOR
Post by: Kail on November 13, 2009, 10:38:07 PM
How can anyone not hate Carth's filthy reeking guts? He flees like a coward, leaving Mission to die at the hands of two Sith. By which I mean Revan and Bastila, of course. Have none of you ever done a dark side playthrough? Shooting in the face is too good for that stuttering emo douchebag. I want to stalk him through the jungle with a bowie knife, then gut him alive and leave him for the animals.

Also, Bastila was the hottest chick in any game ever. At least once she quit being a prim and proper Jedi and gave in to her inner Sith slut. Forget all the giant-boobed half-naked whores in other games, all Bastila had to do was call me "mahstuh" in that English accent a couple of times and I was fucking sold.

I dunno, I didn't mind Carth.  I played light side, though, so whatever weirdness the plot goes through in the last act I missed.  I've heard a lot of people complain about his voice, but I liked it... sounded like a real guy, rather than an actor, to me.

Bastila was ok, but it always pissed me off how blatantly she was ripped off of Aribeth from NwN, sans pointy ears.  And Aribeth's got that push-up plate mail going for her.


Title: Re: SWTOR
Post by: Fordel on November 14, 2009, 03:25:27 PM
Now NWN, that's a game I've totally forgotten about, I don't think I ever finished it even.


Title: Re: SWTOR
Post by: UnSub on November 15, 2009, 08:35:38 AM
I don't think evil sides have an inherent swing towards them - the real question is, "Who looks the best?". WoW had the best looking side in Alliance while WAR had Destro looking a lot better than Order.

By looks, I mean both physical appearance and powers / abilities.

As for SWOR's class distribution: heavy Jedi of either side that will spread out a bit when players do all of the Force-content and then fool around with another character while waiting for new DLC to come out.


Title: Re: SWTOR
Post by: Malakili on November 15, 2009, 11:52:07 AM
I don't think evil sides have an inherent swing towards them - the real question is, "Who looks the best?". WoW had the best looking side in Alliance while WAR had Destro looking a lot better than Order.

By looks, I mean both physical appearance and powers / abilities.


During beta there was a big discussion in WAR about which side would be over populated.  There was a very vocal group that was going destruction because they thought for sure that it would be the "Horde" of WAR (i.e. viewed as having better PvPers, and a smaller population).  When people realized destruction was over populated even in beta they would say "Oh, thats just cause this is beta, we have more hardcore people who really care about the game, when the game is released Order is going to be flooded with newbs" and such.  Turns out, basically the exact opposite happened.


Title: Re: SWTOR
Post by: Count Nerfedalot on November 15, 2009, 01:42:29 PM
Are there ANY examples of a PvP MMO setting where the bad guys did not outnumber the good guys?   It seems pretty obvious to me that a whole lot of people like to to a walk on the dark side in these games.  I mean, you get to wear black and kill people without worrying about conscience or consequence!


Title: Re: SWTOR
Post by: Lantyssa on November 15, 2009, 04:09:58 PM
I believe SWG had the Rebels outnumbering the Empire by a fair margin.

People want the pretty races first, such as Humans then Elves.  If appearances are similar or races are split between factions, then the one perceived as 'good' is favored.  Once all that is settled and players have a chance to see how things function, then they start drifting towards the one perceived as more powerful.  Looks still play a large factor though.


Title: Re: SWTOR
Post by: Crumbs on November 15, 2009, 04:20:04 PM
Speaking of which, I'm eagerly awaiting the announcement of Wookiees as a playable race in SWTOR.  That's pretty much the only thing that'll get me to try it   If not I'll remain content to log on to swgemu for 10 minutes a week and sit on a bench in Coronet.


Title: Re: SWTOR
Post by: Count Nerfedalot on November 15, 2009, 04:42:20 PM
I believe SWG had the Rebels outnumbering the Empire by a fair margin.

People want the pretty races first, such as Humans then Elves.  If appearances are similar or races are split between factions, then the one perceived as 'good' is favored.  Once all that is settled and players have a chance to see how things function, then they start drifting towards the one perceived as more powerful.  Looks still play a large factor though.

I honestly remember very little about the PvP folks in SWG, so I'll have to take your word at it.  I and pretty much everyone I know or had contact with in the game avoided flagging for either side, as it just got in the way of business.  :grin:

After thinking about it, I seem to recall AO had a larger population of Clan than Omni on most servers, in spite of Omni having some definite perks.  Not sure either side qualifies as "good guys" in that case though.



Title: Re: SWTOR
Post by: Fordel on November 15, 2009, 05:09:25 PM
Are there ANY examples of a PvP MMO setting where the bad guys did not outnumber the good guys?   It seems pretty obvious to me that a whole lot of people like to to a walk on the dark side in these games.  I mean, you get to wear black and kill people without worrying about conscience or consequence!


DaoC had Albion with by and far the largest population on just about every server. Midgard and Hibernia were always well behind them in players.


Not that either realm was clearly good or evil though.


Title: Re: SWTOR
Post by: Ratman_tf on November 15, 2009, 07:35:37 PM
PvE players gravitate towards pretty races.

PvP players gravitate towards tough races.

Not an absolute rule, of course. Pwning someone with a pink haired girl gnome character tickles some people's funny bones.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2009, 03:27:16 AM
Are there ANY examples of a PvP MMO setting where the bad guys did not outnumber the good guys?   It seems pretty obvious to me that a whole lot of people like to to a walk on the dark side in these games.  I mean, you get to wear black and kill people without worrying about conscience or consequence!


DaoC had Albion with by and far the largest population on just about every server. Midgard and Hibernia were always well behind them in players.


Not that either realm was clearly good or evil though.

Midgard had trolls and kobolds and an early quest where you killed some escaped slaves to teach them a lesson for escaping. So I guess we were what passed for 'bad guys' in that game, although for the most part DAOC tragically failed to capitalize on any of the great lore available to them with more stuff like that.


Title: Re: SWTOR
Post by: Kageh on November 16, 2009, 11:00:19 AM
Albion was, uh, Camelot and stuff? Who cared about the others being bad or not. If you do a middle-ages game losely based on historical fact, the one single personality that is going to outshine every other hero of that time in the english-speaking world is Arthur. You might get different results if you were a french publisher making a french game or a spanish team on a "El Cid" epic, but nearly every other nation, Arthur it is. Heck, half the world doesn't even know who Charlemagne or William the Conqueror were, but everyone knows Arthur.

About Horde vs. Alliance demographics in WoW at launch:

Most PvE servers were easily 3-4:1 Alliance:Horde. Explanation see above, people going for the pretty and "tolkienesque". And bouncy elves.
 
Most PvP servers were about 2:3 Alliance:Horde, often tighter. The explanation for that used to be that the rather hardcore and serious gamers looking for competition weren't really bothering with looks, racial advantages for Horde and the general image of "badass" for Horde being more appealing to the Bartle killers.

I did lots of number research on WoW early faction imbalances back in 2004-2006 as I moved server due to that a couple times, with most of my numbers coming from warcraftrealms.com. I know the data wasn't accurate, but it is the best we have, aside from the ubiquitous "There are always more of them than us" gut feeling everyone has.

Oh, and on SWG I was Imperial on Tarquinas, and we were constantly getting our butts kicked. I can't tell you how many times I ran into <random city> on Naboo, just to see Rebels wtfpwning everything. I admit I'm not sure how it was on the other servers though.

Coming back to the Sith vs. Jedi debate, assuming this game will cater a lot to the explorer/socializer demographic and not as much to the killers, I stand by my prediction of the faction split generally favoring Jedi and the Republic. If it turns out to be competitive heaven, hell yes, then Sith are going to be FotM, assuming they don't totally suck.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2009, 11:54:32 AM
I'll go ahead and predict that at release bounty hunters will outnumber actual Sith, too. Eventually people will gravitate to whichever classes are overpowered but I'm guessing the Boba Fett wannabees will outnumber the Vader ones.


Title: Re: SWTOR
Post by: Fordel on November 16, 2009, 12:13:04 PM
I predict Assassin Droids will outnumber both!


Title: Re: SWTOR
Post by: Ingmar on November 16, 2009, 12:13:58 PM
I predict Assassin Droids will outnumber both!

Don't tease me like that.


Title: Re: SWTOR
Post by: Sjofn on November 16, 2009, 03:33:48 PM
There's a scoundrel class, right? That will be me. ONLY ME.


Title: Re: SWTOR
Post by: Nonentity on November 16, 2009, 03:36:36 PM
There's a scoundrel class, right? That will be me. ONLY ME.

You're more of a Rapscallion class.


Title: Re: SWTOR
Post by: Fordel on November 16, 2009, 03:39:38 PM
There's a scoundrel class, right? That will be me. ONLY ME.


Yea, I showed you it before. It's special ability is Jimmy kickin.


Title: Re: SWTOR
Post by: Triforcer on November 16, 2009, 08:54:56 PM
If SWTOR has PvP servers- Imperial Agent and Smuggler will be most popular, since they have stealth.  Jedi and Sith will be surprisingly low pop on PvP servers, since they are melee and melee exist only to get AOE raped when they get bored with the Hillsbrad shuffle (plus, the devs will overcompensate against calls of "JEDI R OVERPOWERED" by making them chronically underpowered).


Title: Re: SWTOR
Post by: Fordel on November 16, 2009, 08:58:01 PM
That would only hold true if Jedi lacked gap closers.


Title: Re: SWTOR
Post by: WindupAtheist on November 16, 2009, 09:45:38 PM
Dressing in black and choking people will never go out of style.


Title: Re: SWTOR
Post by: Triforcer on November 16, 2009, 10:37:05 PM
That would only hold true if Jedi lacked gap closers.

So the Jedi closes the gap, starts swordfighting someone, and gets AOEed to death by bright wizards (er- bounty hunters) in three seconds.  Meanwhile, the rest of the Jedi's team hesitated and hung back into the Hillsbrad shuffle.  

tldr- if you are the one to break the Hillsbrad shuffle as a melee, you get raped.  Hence, the best decision is always to never move and wait for the mythical team charge that never happens.  

And WUA- that ability LOOKS cool but will be ass in anything but 1v1 pvp (and would probably have a long cooldown there too).  In PvP  at melee range, 5 seconds-plus of immobility where you can't activate any other skill is an extreme liability.


Title: Re: SWTOR
Post by: Kail on November 16, 2009, 11:26:23 PM
So the Jedi closes the gap, starts swordfighting someone, and gets AOEed to death by bright wizards (er- bounty hunters) in three seconds.  Meanwhile, the rest of the Jedi's team hesitated and hung back into the Hillsbrad shuffle.  

Seems a bit premature to make that kind of a judgement to me.  As far as I can recall, according to the lore, Jedi are hugely versatile: melee DPS, healing, ranged CC, possible tanks, everything.

And even if they are relegated to melee, so what?  Are you saying that melee characters always lose to ranged?  There are some vicious melee classes in WAR, and a bunch of gimpy ranged ones.  The QQ classes of the year in WoW are both melee (DKs and Paladins).  It's more about the balance of the specific abilities (which, as far as I know, haven't been announced yet) than just "guns > swords".


Title: Re: SWTOR
Post by: Morat20 on November 17, 2009, 12:27:51 AM
PvE players gravitate towards pretty races.

PvP players gravitate towards tough races.

Not an absolute rule, of course. Pwning someone with a pink haired girl gnome character tickles some people's funny bones.
Cracks me up every time, I admit.

Of course, I'm the guy at pen-and-paper games that wants to play the dwarf mage, or the elven barbarian, or the half-orc bard. Or, occasionally, the mentally unstable, absolutely homicidal half-elf ice sorceress who mostly just wants to purge the world of anything 'warm' and who haibtually kills anyone who claims she's not lawful good.


Title: Re: SWTOR
Post by: WindupAtheist on November 17, 2009, 02:08:14 AM
So the Jedi closes the gap, starts swordfighting someone, and gets AOEed to death by bla bla bla etc.

Dude, what the hell? It's not fucked because it has melee combat, like no MMO has ever had that before. (Hey I'm getting kited, better Death Force Grip him over here!) It's fucked because it's a glorified single-player game with a lobby and shit tacked on so they can charge a subscription fee.

 :why_so_serious:


Title: Re: SWTOR
Post by: UnSub on November 17, 2009, 08:15:39 AM
As far as I can recall, according to the lore, Jedi are hugely versatile: melee DPS, healing, ranged CC, possible tanks, everything.

Things I will enjoy about SWOR:

 - Complaints that Jedi / Sith can't rape face hard enough to meet the lore.
 - Compalints that Jedi / Sith are overpowered.

It's too early to say who will be under / overpowered, but SWOR's PvP is going to be one hell of a crazy fun ride. Has BioWare [Imitation Brand] ever done any competitive titles / titles to build PvP experience on?


Title: Re: SWTOR
Post by: Nonentity on November 17, 2009, 05:32:15 PM
If i'm not mistaken, Damion Schubert (Shadowbane, M59) is their Lead Combat Designer.

EDIT: As far as pedigree is concerned, I figured I'd bring that up.


Title: Re: SWTOR
Post by: Triforcer on November 17, 2009, 10:17:18 PM
I know Shadowbane was horrible fail at almost every level, but was the 1v1 or small group PvP grossly unbalanced?  I'm kinda afraid some single-player-experience only executive at Bioware is going to say "hey, Jedi SHOULD have more power, that's the lore.  People will enjoy playing underdogs for the story."  I hope they have enough MMO people to tell them that that is fucking insane.


Title: Re: SWTOR
Post by: Merusk on November 18, 2009, 03:29:12 AM
All I remember from Shadowbane was stealthers were powerful, but had a nice counter in scouts and one of the healer/mage hybrids raped face in the early days.    After that it's all "oh yeah, bugs."


Title: Re: SWTOR
Post by: HaemishM on November 18, 2009, 03:01:09 PM
Shadowbane had the best character creation and advancement system of any DIKU-based MMOG ever, as well as the most flexible interface. The rest was face-fucking buggery.


Title: Re: SWTOR
Post by: LK on November 18, 2009, 04:32:30 PM
Did I just read someone say that Jedi as melee would lose to ranged?


Title: Re: SWTOR
Post by: WindupAtheist on November 18, 2009, 05:12:30 PM
Shadowbane had the best character creation and advancement system of any DIKU-based MMOG ever, as well as the most flexible interface. The rest was face-fucking buggery.

Is anyone else going to do it, or shall I?


Title: Re: SWTOR
Post by: Surlyboi on November 18, 2009, 09:12:55 PM
Shadowbane raped my children, you insensitive fucks.


Title: Re: SWTOR
Post by: Megrim on November 18, 2009, 09:53:26 PM
sb.exe

















(too soon?)


Title: Re: SWTOR
Post by: Triforcer on November 18, 2009, 10:03:24 PM
Did I just read someone say that Jedi as melee would lose to ranged?

If by "would" lose, you mean in canon, then usually no.  If you mean in SWTOR, then yes.  Jedi will not be any more powerful than your average blaster-carrying pimp in a gold llame cape. 


Title: Re: SWTOR
Post by: schild on November 19, 2009, 12:10:56 AM
Did I just read someone say that Jedi as melee would lose to ranged?
If by "would" lose, you mean in canon, then usually no.  If you mean in SWTOR, then yes.  Jedi will not be any more powerful than your average blaster-carrying pimp in a gold llame cape. 
Reason #1,372 that Star Wars is the best setting ever for an MMOG.


Title: Re: SWTOR
Post by: tkinnun0 on November 19, 2009, 06:48:15 AM
So is this going to be a PvE game or PvP game?


Title: Re: SWTOR
Post by: Cyrrex on November 19, 2009, 06:51:32 AM
So is this going to be a PvE game or PvP game?

Magic 8 ball says:  Try Again Later.


Title: Re: SWTOR
Post by: UnSub on November 19, 2009, 08:21:46 AM
SWOR will feature PvP. Launch will be all about PvE, but as the time lengthens between content updates due to all that voice recording more dev time will be devoted to PvP. Arena-style duels, I'm guessing. I can't see major character story lines revolving around PvP battles.


Title: Re: SWTOR
Post by: Mosesandstick on November 19, 2009, 01:31:06 PM
WOW with lightsabers?


Title: Re: SWTOR
Post by: eldaec on November 19, 2009, 01:52:59 PM
WOW Hellgate with lightsabers.


Title: Re: SWTOR
Post by: eldaec on November 19, 2009, 01:56:54 PM
If SWTOR has PvP servers- Imperial Agent and Smuggler will be most popular, since they have stealth.  Jedi and Sith will be surprisingly low pop on PvP servers, since they are melee and melee exist only to get AOE raped when they get bored with the Hillsbrad shuffle (plus, the devs will overcompensate against calls of "JEDI R OVERPOWERED" by making them chronically underpowered).

Because as we all know, there has never been a MMOG which has ever had overpowered tanks or underpowered aoe classes, or useless stealthers.


Seriously, what is this shit? Does VN have an f13 skin now?


Title: Re: SWTOR
Post by: HaemishM on November 19, 2009, 02:03:01 PM
sb.exe

(http://dl.dropbox.com/u/1739972/web-images/122993995v6_350x350_Back_Color-White.jpg) (http://www.cafepress.com/gameangst)


Title: Re: SWTOR
Post by: Hoax on November 19, 2009, 04:38:04 PM
SB's class system was the best ever but the balance was not good.  It took some time for the ridiculous builds to start but once they did it was reroll something good or get ready to get your shit pushed in time.

Original OP:
Dwarf + defensive shit + Prelate = win.
Birdguy + Barb + throwing weaps = win.
Centaur + stuff for speed + anything = win.

For awhile very early on the one fire casting class was just OP period, but they got nerfed quickly.  Druids were very good at launch.  The scouts and stealthers had their own awesome minigame that had nothing to do with the rest of us.

'sb.exe' doesn't piss me off nearly as much as 'siege hammer'


Title: Re: SWTOR
Post by: LK on November 19, 2009, 05:53:04 PM
Did I just read someone say that Jedi as melee would lose to ranged?
If by "would" lose, you mean in canon, then usually no.  If you mean in SWTOR, then yes.  Jedi will not be any more powerful than your average blaster-carrying pimp in a gold llame cape. 
Reason #1,372 that Star Wars is the best setting ever for an MMOG.

 :awesome_for_real:


Title: Re: SWTOR
Post by: squirrel on November 20, 2009, 05:15:24 PM
SB had some fantastic character development ideas, it was not balanced though. As mentioned above dwarf prelates were essentially unkillable, channelers were a caster that had best in game heals and dps, the mechanics initially created an environment where the 'stack' was the most effective offensive formation.

All that being said,  Haemish is still right. With all those flaws it was still better than any pvp game that has followed it - in terms of character development. Even the badly balanced stuff wasn't battle breaking. Shame about all the other game breaking bugs.


Title: Re: SWTOR
Post by: schild on November 20, 2009, 05:54:44 PM
PVP in SWTOR, should it even exist outside of /duel, will be hobbled together out of shoestring, hopes and dreams and never approach what one would call "fun." I'm not sure why anyone would even ask or wonder about it. But then, some people enjoy WoW PVP, so who knows. The bar may be so low that it doesn't matter.


Title: Re: SWTOR
Post by: Oban on November 20, 2009, 06:36:21 PM

I liked Hellgate, so I am doomed to purchase this game.


Title: Re: SWTOR
Post by: Triforcer on November 22, 2009, 09:05:27 PM
www.swtor-station.com

Check out the first article (upper right corner of the site has a translate-to-English button).

Apparently the last two classes will be revealed by MMORPG.com on Dec. 3rd- but the German PC mag is getting mailed to people in Germany today.  We should know in another 5 or 6 hours the last two classes.

Fairly solid rumor has it we are going to see the Jedi Consular and Sith Inquisitor (the Force "caster classes"). 


Title: Re: SWTOR
Post by: Fordel on November 22, 2009, 09:11:57 PM
AKA: The Healers  :awesome_for_real:


Title: Re: SWTOR
Post by: Margalis on November 22, 2009, 11:08:13 PM
I think I speak for everyone when I say that these class reveals are totally amazing, shocking and awesome in their creativity and unexpectedness.


Title: Re: SWTOR
Post by: Triforcer on November 22, 2009, 11:40:45 PM
Jedi were shooting fireballs in the movies all the time! Don't hate  :awesome_for_real:


Title: Re: SWTOR
Post by: Margalis on November 23, 2009, 01:10:52 AM
I guess it's better than Star Trek Online having healer ships. I'll give it that.


Title: Re: SWTOR
Post by: WindupAtheist on November 23, 2009, 05:59:58 AM
(http://i38.photobucket.com/albums/e121/GrimDysart/sig4-1-2.jpg)

Man that looks terrible. I should have saved it as a PNG, but I'm not about to redo it now.


Title: Re: SWTOR
Post by: Triforcer on November 23, 2009, 07:37:25 AM
EDIT:  Removed link to mag scans, as admins on the SWTOR boards are indicating that is a no-no.  Go to www.swtor.com and you can find the confirmation I speak of below. 

Jedi Consular and Sith Inquisitor confirmed.  That Consular outfit perfectly channels the Fabulous Side of the Force.  



Title: Re: SWTOR
Post by: Draegan on November 23, 2009, 08:06:11 AM
How completely  :oh_i_see:


Title: Re: SWTOR
Post by: Lucas on November 23, 2009, 08:24:20 AM
Not a fan of these two, honestly. I was hoping for  diplomat/general  (both those words only used as such, of course, given the combat/action oriented style of this product), acting as buffer/crowd control classes but with some nice twists when coming to  personal story arcs (featuring more dialogues/choices compared to the other classes).


Title: Re: SWTOR
Post by: Malakili on November 23, 2009, 08:26:24 AM
EDIT:  Removed link to mag scans, as admins on the SWTOR boards are indicating that is a no-no.  Go to www.swtor.com and you can find the confirmation I speak of below. 

Jedi Consular and Sith Inquisitor confirmed.  That Consular outfit perfectly channels the Fabulous Side of the Force.  



Really? That is hilarious. (not the classes are in that was obviously coming)  What has Bioware gone bush league on us now?


Title: Re: SWTOR
Post by: Rasix on November 23, 2009, 08:48:15 AM
EDIT:  Removed link to mag scans, as admins on the SWTOR boards are indicating that is a no-no.  Go to www.swtor.com and you can find the confirmation I speak of below. 

Jedi Consular and Sith Inquisitor confirmed.  That Consular outfit perfectly channels the Fabulous Side of the Force.  



Really? That is hilarious. (not the classes are in that was obviously coming)  What has Bioware gone bush league on us now?

 :facepalm:


Title: Re: SWTOR
Post by: SnakeCharmer on November 23, 2009, 06:41:38 PM
Jumping Jesus on a pogo stick, that's awful.

And thiiiiis is where the Austin in BioWare really shines.

Edit:  clarity.


Title: Re: SWTOR
Post by: Lantyssa on November 23, 2009, 08:07:32 PM
So I can't be a droid interpreter? :cry:


Title: Re: SWTOR
Post by: Fordel on November 23, 2009, 08:26:41 PM
So I can't be a droid interpreter? :cry:


I say you just RP one regardless!


Title: Re: SWTOR
Post by: Lantyssa on November 23, 2009, 09:41:18 PM
Good idea.  I'll fake it with bounty hunter armor.

Hello.  I am N-0OB.  Let me school you... on language.


Title: Re: SWTOR
Post by: schild on November 23, 2009, 09:46:00 PM
(http://dl.dropbox.com/u/39720/games/swtor/consular_inquisitor.png)


Title: Re: SWTOR
Post by: Surlyboi on November 23, 2009, 10:33:07 PM
I see they're stealing shoulder armor from WoW...


Title: Re: SWTOR
Post by: Margalis on November 23, 2009, 11:15:46 PM
Sleep spells and killer worms.

Got it.


Title: Re: SWTOR
Post by: Surlyboi on November 23, 2009, 11:18:34 PM
It just turned into a Ken Russell movie.


Title: Re: SWTOR
Post by: Kageh on November 24, 2009, 03:13:40 AM
Where are the scans from? Seriously, the "alst of the eight classes"? "Tottaly"? Whole sentences read like Babelfish translations.


Title: Re: SWTOR
Post by: Surlyboi on November 24, 2009, 04:36:23 AM
That's because they are.


Title: Re: SWTOR
Post by: Kageh on November 24, 2009, 05:33:22 AM
Ah. I found out they are from the german PC Games, made to look like actual magazine scans. The original scans can be found here (in german):

http://www.starwarsmmo.net/news/pc-games-magazine-reveals-jedi-consular-and-sith-inquisitor/

Both seem to be support/ranged DPS hybrids.


Title: Re: SWTOR
Post by: SnakeCharmer on November 24, 2009, 06:57:39 AM
Why is that Jedi Consular making the shape of a vagina with her hands?


Title: Re: SWTOR
Post by: NowhereMan on November 24, 2009, 07:27:57 AM
She is suggesting a peaceful alternative to conflict. That's called diplomacy.


Title: Re: SWTOR
Post by: Stormwaltz on November 24, 2009, 07:38:47 AM
The Sith Inquisitor appears to be wearing a Go-Bot costume (http://www.tfu.info/Gobots/Renegades/Fitor/fitor.jpg).


Title: Re: SWTOR
Post by: AutomaticZen on November 24, 2009, 07:40:46 AM
She is suggesting a peaceful alternative to conflict. That's called diplomacy.

Or depending on the person, just a different type of conflict.


Title: Re: SWTOR
Post by: Fordel on November 24, 2009, 08:46:31 AM
Space Nun!


-edit- There is a small bit of cleverness in making your Tank and Healer classes both Jedi's, insuring (ensuring?) you have plenty of both.


Title: Re: SWTOR
Post by: Lantyssa on November 24, 2009, 09:09:08 AM
Both are correct, though I prefer 'ensure' when meaning 'certain'.


Title: Re: SWTOR
Post by: Lucas on November 28, 2009, 09:09:13 AM
Hmm, that jedi consular pic reminded me a little

(http://3.bp.blogspot.com/_h_hC-rfiIhs/SSoeEQcZa9I/AAAAAAAAACE/ptGHtUBjBuQ/s400/Big_Trouble2.jpg)

(Damn, always loved that movie)

And in other news, Alderaan (http://www.swtor.com/info/holonet/planets/alderaan) is a playable planet.


Title: Re: SWTOR
Post by: Crumbs on November 28, 2009, 09:23:13 AM
Sith Inquisitor: you can tell by the picture that he says "muahahahaha" often.  Clenched, interlocked hands by mouth indicate that this is all unfolding as he has forseen.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 28, 2009, 11:52:09 AM
Everquest, in spaaaaaaaace!


Title: Re: SWTOR
Post by: Malakili on November 28, 2009, 11:53:40 AM
Everquest, in spaaaaaaaace!

wut?


Title: Re: SWTOR
Post by: Venkman on November 28, 2009, 05:23:33 PM
Hmm, that jedi consular pic reminded me a little

(http://3.bp.blogspot.com/_h_hC-rfiIhs/SSoeEQcZa9I/AAAAAAAAACE/ptGHtUBjBuQ/s400/Big_Trouble2.jpg)

(Damn, always loved that movie)

You're my new hero. Well, you and the co-worker with action figures from it.


Title: Re: SWTOR
Post by: Margalis on November 28, 2009, 05:33:01 PM
There are Big Trouble action figures?

Do want!


Title: Re: SWTOR
Post by: Venkman on November 28, 2009, 05:39:43 PM
Yea, he got lucky at ComicCon 2002. Original pack too. Amazon has a listing (http://www.amazon.com/Trouble-Little-Lightning-Action-Figure/dp/B0012FWW1C) but none available. Originally they were done by Mirage Toys (formerlly N2 Toy), but Amazon's got a dead link for them. Instead they point you to... Avatar action figures?! :headscratch:

(http://ecx.images-amazon.com/images/I/513UAXyEgsL._SS500_.jpg)


Title: Re: SWTOR
Post by: Surlyboi on November 28, 2009, 06:53:02 PM
I picked up a couple at Forbidden Planet here in NYC.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 29, 2009, 10:45:30 AM
I have that lo pan action figure, also statler and waldorf.


Title: Re: SWTOR
Post by: Stormwaltz on November 29, 2009, 11:28:52 AM
(http://ecx.images-amazon.com/images/I/513UAXyEgsL._SS500_.jpg)

At first glance, I thought that image in the back said "Appleseed: Ex-Mangina." ¬_¬


Title: Re: SWTOR
Post by: Surlyboi on November 29, 2009, 01:43:49 PM
That's pretty much what it is. Especially when they make a bioroid clone out of Briareos.


Title: Re: SWTOR
Post by: Mattemeo on November 29, 2009, 07:57:55 PM
Yea, he got lucky at ComicCon 2002. Original pack too.

So... he's had that for almost 8 years, please tell me he's taken it out of the box and... y'know. Played with it. Posed it. Given it a reason to exist?


Title: Re: SWTOR
Post by: Venkman on November 29, 2009, 07:59:29 PM
Don't be silly.

Though I will need to ask him if he bought two sets.


Title: Re: SWTOR
Post by: stu on November 29, 2009, 08:10:29 PM
I used to pull my G.I. Joes apart and feed them to my rancor, whose name was Vern. That was fun.

(http://i241.photobucket.com/albums/ff26/stuabrtow/rancorfromkenner.jpg)


Title: Re: SWTOR
Post by: Mattemeo on November 30, 2009, 05:27:41 AM
Don't be silly.

 :crying_panda:

If a toy is never taken from the box, never posed or played with, never enjoyed for what it is, it is a failed toy. There really is nothing more depressing than a failed toy. God I fucking despair of 'box-fresh' toy collectors. They don't love their collection. They love what their collection could be worth to someone even sadder than they are.


Title: Re: SWTOR
Post by: Shrike on November 30, 2009, 09:35:08 AM
I wouldn't say failed, it still has the potential to do what it was meant to do. It's just been derailed by speculators. Just look at Hot Wheels collectors. 

It's not just toys. Gun owners can be just as bad. People will collect--just like they'll race--anything.


Title: Re: SWTOR
Post by: Merusk on November 30, 2009, 04:08:19 PM
I keep my figures in the box so I don't lose shit.  Maybe after the kids are grown and I stop moving I'll pull them out, but not before. 

I blame having a parent who threw away all the capes, guns and accessories of my figures within weeks of owning them.


Title: Re: SWTOR
Post by: Venkman on November 30, 2009, 05:00:46 PM
Don't be silly.

 :crying_panda:

If a toy is never taken from the box, never posed or played with, never enjoyed for what it is, it is a failed toy. There really is nothing more depressing than a failed toy. God I fucking despair of 'box-fresh' toy collectors. They don't love their collection. They love what their collection could be worth to someone even sadder than they are.

Or maybe they bought the figures when they were 29 because they loved the movie from thirteen years prior to that when they were too old to play with toys even then? And maybe they bought them to put them in their office at work along side the cool ass Star Wars and Lego stuff they collected over the years?

The amount of overthink you apply to this topic is surprising, even here. Next you'll say "toys are just for kids" or some equally myopic nonsense. Enjoyment is more than just pew pewing during imaginative play when you were 6.


Title: Re: SWTOR
Post by: UnSub on November 30, 2009, 06:45:42 PM
Can we please not charge this thread with super-nerd?  :why_so_serious:


Title: Re: SWTOR
Post by: Mattemeo on November 30, 2009, 07:36:23 PM
Or maybe they bought the figures when they were 29 because they loved the movie from thirteen years prior to that when they were too old to play with toys even then? And maybe they bought them to put them in their office at work along side the cool ass Star Wars and Lego stuff they collected over the years?

The amount of overthink you apply to this topic is surprising, even here. Next you'll say "toys are just for kids" or some equally myopic nonsense. Enjoyment is more than just pew pewing during imaginative play when you were 6.

I'm not overthinking anything. If you bought the figure at 29, that doesn't mean you have to keep it inside the fucking box, jesus. If the movie/character meant so much to you all those years back you'd have at least taken the damn thing out and shown it some love. Toys are for everyone. Except people who don't let them be what they are.


Title: Re: SWTOR
Post by: Lucas on December 01, 2009, 02:52:08 AM
Quote from: Mattemeo

Toys are for everyone. Except people who don't let them be what they are.

Aww, what a cute puppy.  :pedobear:


Title: Re: SWTOR
Post by: Kageh on December 01, 2009, 03:06:49 AM
Or maybe they bought the figures when they were 29 because they loved the movie from thirteen years prior to that when they were too old to play with toys even then? And maybe they bought them to put them in their office at work along side the cool ass Star Wars and Lego stuff they collected over the years?

The amount of overthink you apply to this topic is surprising, even here. Next you'll say "toys are just for kids" or some equally myopic nonsense. Enjoyment is more than just pew pewing during imaginative play when you were 6.

I'm not overthinking anything. If you bought the figure at 29, that doesn't mean you have to keep it inside the fucking box, jesus. If the movie/character meant so much to you all those years back you'd have at least taken the damn thing out and shown it some love. Toys are for everyone. Except people who don't let them be what they are.

Collectibles are a different thing. By your logic, coins are failed for numismatists if they don't fondle them or use them to buy stuff, stamps for philatelists are failed if they aren't applied to envelopes etc. While collecting toys easily provokes an understandable reaction because "toys are meant to bring joy to the kids", the exact same argument applies to every collectible object which also has some sort of "function" (unlike let's say, paintings, which obviously can only be looked at).

A collectible has an intrinsic value for its owner, which usually is perceived aside from the mundane "function" the object would fulfill. The value comes from "owning" the object. While there might additional fun to be had "using" it the way it was supposed to be used, many collectors choose not to, in order to not diminish the perceived "value" of the object. It's all up to the person collecting stuff, and it's been like that since people started collecting. Nothing new, really.




Title: Re: SWTOR
Post by: Merusk on December 01, 2009, 03:40:26 AM
I just realized where I'd heard Mattemeo's sentiment before.

Dude, Toy Story 2 wasn't a documentary.  They can't feel, they don't animate when you're gone.


Title: Re: SWTOR
Post by: amiable on December 01, 2009, 06:49:39 AM
Can we please not charge this thread with super-nerd?  :why_so_serious:

Dude, every thread on this forum is charged with super-nerd. To be honest I find this argument about 20 times more entertaining than PvP v PvE arguments that crop up in almost every post or indeed practically anything discussed about TOR in this very thread!


Title: Re: SWTOR
Post by: Mattemeo on December 01, 2009, 09:07:08 AM
Collectibles are a different thing. By your logic, coins are failed for numismatists if they don't fondle them or use them to buy stuff, stamps for philatelists are failed if they aren't applied to envelopes etc. While collecting toys easily provokes an understandable reaction because "toys are meant to bring joy to the kids", the exact same argument applies to every collectible object which also has some sort of "function" (unlike let's say, paintings, which obviously can only be looked at).

A collectible has an intrinsic value for its owner, which usually is perceived aside from the mundane "function" the object would fulfill. The value comes from "owning" the object. While there might additional fun to be had "using" it the way it was supposed to be used, many collectors choose not to, in order to not diminish the perceived "value" of the object. It's all up to the person collecting stuff, and it's been like that since people started collecting. Nothing new, really.

I honestly don't disagree with anything you've just said. I have collected many things through my life, sometimes for the sheer pleasure of collecting, but normally always because I desire them to perform at least part of their intended function. This ranges from toys (LEGO etc - though I will catagorically state here and now, anyone who collects LEGO and leaves it in the box needs to be shot. Into space. Preferably out of a cannon made from the LEGO they didn't use), music of varying formats etc, books, to musical instruments. Yes, there is definitely a pleasure to be had from the sheer owning of an object. But I honestly don't think it's comparable to not just owning but using the object for something (though those weird guys who jizz on vinyl anime statuettes are taking things too far). This is probably why I'll never bother collecting stamps, coins, butterflies, what have you - though when it comes down to it, you're essentially collecting tiny pieces of art, so if you display them thusly, they at least provide visual stimulation in the same manner. But 99% of the time, these collections sit in drawers or undisplayed books.

I don't think you can appreciate a toy if it is stuck in an unopened, pristine box, twined to the inner plastic inlay. It is permanently in potentia. It is a 3D object confined to the 2D. It is energy unexpended. And therefore, beyond the loose definition of collectable value, it is loveless. And I think it's a sad thing. I'm fully aware that this is a super-nerd environment and that there are probably many f13 users who vehemently disagree that their boxed toys are unloved or will facetiously tell me I'm living in a Toy Story fantasy land, but that's the fact of the matter from my perspective. Years ago, I was given a TY beanie baby plush kitten (my family home was a no-pets zone). I cut the tag off, to the horror of various people who've seen it. I'm not going to resell it. The tag looks shit. Why on earth would I keep a horrible flappy bit of card on a nasty bit of plastic on to ensure the increasing value of it? It's hardly a fucking Steiff button, is it? Madness.

Anyway, consider my part in this terrible de-rail done.


Title: Re: SWTOR
Post by: Morat20 on December 01, 2009, 12:30:15 PM
I have the Lego Death Star II. I got it as a gift for finishing my Master's -- last spring. I haven't even started assembling it, because I'm not sure where I'd put it and I want to glue it together so it'll stay together, and haven't figured out what method I want to use.

But it's fucking awesome.


Title: Re: SWTOR
Post by: AutomaticZen on December 01, 2009, 01:11:13 PM
Most hardcore collectors I know have removed the figures from the boxes to put in their display cases.  Like these shots:
I admit I'm of the same mindset as Matt.  At least take it out and pose it a bit.  All those guys above keep the original packaging of course, but at least they play with it a little. 


Title: Re: SWTOR
Post by: Murgos on December 01, 2009, 02:05:04 PM
...the exact same argument applies to every collectible object which also has some sort of "function" (unlike let's say, paintings, which obviously can only be looked at).

Nah, plenty of paintings are purchased, wrapped up securely and placed in a vault in the anticipation that it will appreciate.


Title: Re: SWTOR
Post by: Xurtan on December 01, 2009, 02:21:37 PM
Nah, plenty of paintings are purchased, wrapped up securely and placed in a vault in the anticipation that it will appreciate.

 :ye_gods: This idea horrifies me. Its just as bad as keeping books locked up.


Title: Re: SWTOR
Post by: Venkman on December 02, 2009, 08:06:38 PM
This derail goes to show that our propensity for projecting how we play games onto others isn't really all that restricted to just games after all  :oh_i_see:


Title: Re: SWTOR
Post by: Ratman_tf on December 02, 2009, 08:14:54 PM
I admit I'm of the same mindset as Matt.  At least take it out and pose it a bit. 

(http://www.angelfire.com/ak4/ratman/Room004.jpg)

 :awesome_for_real:


Title: Re: SWTOR
Post by: Ashamanchill on December 02, 2009, 11:50:26 PM
Thats a lot of Sims boxes.


Title: Re: SWTOR
Post by: caladein on December 03, 2009, 01:40:17 AM
MxO!


Title: Re: SWTOR
Post by: Kageh on December 03, 2009, 02:10:33 AM
Thats a lot of Sims boxes.

Heh, that was exactly the first thing I thought, too!


Title: Re: SWTOR
Post by: Lucas on December 03, 2009, 07:44:25 AM
Hey look, an in-topic message! :P

November Press Event round-up:

http://www.swtor.com/community/showthread.php?t=95439

The best collection of info is over at Darth Hater:

http://darthhater.com/2009/12/03/december-3rd-information-extravaganza/

A more in-depth look to the Inquisitor and Consular classes (along with specific description of some skills), companions ; also, we get more details on the progression of the Smuggler class: at a certain point, we'll be able to choose if we want to become Gunslingers (Dual pistols, long range, smooth talker/persuasion) or Scoundrels (short range, stealth, medicine).


Title: Re: SWTOR
Post by: Triforcer on December 03, 2009, 08:31:54 AM
EDIT:  Oops, wrong thread.


Title: Re: SWTOR
Post by: Khaldun on December 03, 2009, 09:23:44 AM
Actually, I still like the derail as a topic. Me and my 200+ action figures feel the same way. They're all over my bookshelves, basically. But as folks observed, this is a debate that rages across most collecting communities: do you buy for the value of something, as an investor, or because of a love of the object or thing you collect, to use it in some fashion. Wine collecting, for example, is all about this issue: there are people who buy wine because they want to buy a bottle cheaply today that will be worth far more in ten years; others buy it to drink it sooner or later. I think the first category of collector is nuts, personally, but there are people who make pretty good money that way, and they have to know the collectibles as well as the second category of collector (what's good, what's not; what's valued, what's valueless, etc.)


Title: Re: SWTOR
Post by: Ratman_tf on December 03, 2009, 01:06:17 PM
MxO!

Never opened.  :grin:


Title: Re: SWTOR
Post by: Lantyssa on December 03, 2009, 01:49:47 PM
Quote from: G4 Interview
All characters are fully voiced, and dialogue choices are made similarly to Mass Effect in that you choose the gist of what you want your character to say and the line delivered is something more intricate than what was shown in the dialogue wheel.
Unfounded fears over having to redo thousands of hours of voice-overs because the text doesn't exactly match averted.

(You're welcome to tell me how right I was, now.  Or I can say 'I told you so!'  Either works for me.)


Title: Re: SWTOR
Post by: Morat20 on December 03, 2009, 02:06:28 PM
Quote from: G4 Interview
All characters are fully voiced, and dialogue choices are made similarly to Mass Effect in that you choose the gist of what you want your character to say and the line delivered is something more intricate than what was shown in the dialogue wheel.
Unfounded fears over having to redo thousands of hours of voice-overs because the text doesn't exactly match averted.

(You're welcome to tell me how right I was, now.  Or I can say 'I told you so!'  Either works for me.)
I HATED that. ME: "Let's see, let's pick something noncommital like 'That's interesting'. Shepard, sarcastic: "That's INTERESTING. How about I shoot you until you're not so goddamn boring?". Me: WTF?


Title: Re: SWTOR
Post by: Fordel on December 03, 2009, 02:26:55 PM
ME had all it's choices set up by their position. Like the 'evil' response was always bottom left or whatever.


Title: Re: SWTOR
Post by: Ingmar on December 03, 2009, 02:29:56 PM
Yeah bottom right was usually Jack Bauer mode, with a side of self-interested greed.


Title: Re: SWTOR
Post by: Malakili on December 03, 2009, 02:36:02 PM
ME had all it's choices set up by their position. Like the 'evil' response was always bottom left or whatever.

Shit, Why don't we just set it up this way, just give us the same wheel every time, and let the character speak whatever the hell you want.

Edit, fuck it the formatting makes it look all shitty, here were my options:

"Paladin" good
Good, but greedy.
Indifferent
Jackass
Evil, but doesn't alienate good NPCs
Kitten Killing Evil




Title: Re: SWTOR
Post by: Daeven on December 03, 2009, 03:02:44 PM
OOO!

Good
Mercantile
Nihilistic
Sadistic
Psychotic Sociopath


I like this new conversation wheel. I'd always choose the last one.
NPC: "Would you like to buy new armor?'
Shepard: "YAAAAAAAAAAAAAAAARRGH! KILL THE BANNANA HOPLITE MACHINES!!!"
Party "wtf?"

Even better if they include nonsensical Dragon Age facial distortion software (patent pending).


Title: Re: SWTOR
Post by: Venkman on December 03, 2009, 05:24:40 PM
ME had all it's choices set up by their position. Like the 'evil' response was always bottom left or whatever.

Shit, Why don't we just set it up this way, just give us the same wheel every time, and let the character speak whatever the hell you want.

Edit, fuck it the formatting makes it look all shitty, here were my options:

"Paladin" good
Good, but greedy.
Indifferent
Jackass
Evil, but doesn't alienate good NPCs
Kitten Killing Evil

Heh funny, I just commented about this in the DA:O topic in PC/Console last night. In the context of those always being the option no matter how many levels you've trended towards Good or Jerk.


Title: Re: SWTOR
Post by: Khaldun on December 04, 2009, 07:26:39 AM
Other options I'd like on a conversation wheel in an RPG:

Cynical but basically good-hearted underneath
Passive-aggressive
Can I have sex with you?
I'm here to help but I'm not your fucking fedex man
I sound friendly but I secretly hate you all
I'm just doing this until I get a better job offer


Title: Re: SWTOR
Post by: Xurtan on December 04, 2009, 10:38:23 AM
Other options I'd like on a conversation wheel in an RPG:

Cynical but basically good-hearted underneath
Passive-aggressive
Can I have sex with you?
I'm here to help but I'm not your fucking fedex man
I sound friendly but I secretly hate you all
I'm just doing this until I get a better job offer


This one. My evil aligned companions never seem to understand the concept of appearing to be nice to get information. (I'm looking at you, Morrigan..) Honestly, you would think they had never heard of playing nice to get someone to trust you before you stab them in the back. I'm so tired of the cliche Psychotic-Puppy-Kicking-Evil. What ever happened to the proper intelligent villains? 


Title: Re: SWTOR
Post by: NowhereMan on December 04, 2009, 10:40:01 AM
I demand a chaotic neutral option that gives one from a set of random responses regardless of what's going on, ranging from, "I pledge myself to your cause," to, "Die for your crimes against my gods and/or significant others!" with a bit of, "That's great but have you ever stopped to think about how adorable kittens are?" thrown in as well.


Title: Re: SWTOR
Post by: Outlawedprod on December 04, 2009, 02:01:32 PM
The best collection of info is over at Darth Hater:
http://darthhater.com/2009/12/03/december-3rd-information-extravaganza/
more details on the progression of the Smuggler class: at a certain point, we'll be able to choose if we want to become Gunslingers (Dual pistols, long range, smooth talker/persuasion) or Scoundrels (short range, stealth, medicine).

That interview on there o_O.  Of course when I was thinking smugglers and black market goods I instantly thought healing too !!


Title: Re: SWTOR
Post by: Mattemeo on December 04, 2009, 04:02:02 PM
I demand a chaotic neutral option that gives one from a set of random responses regardless of what's going on, ranging from, "I pledge myself to your cause," to, "Die for your crimes against my gods and/or significant others!" with a bit of, "That's great but have you ever stopped to think about how adorable kittens are?" thrown in as well.

You'll have to wait till the next patch for a red and black skintight fruitsuit with matching pouches to go with that.


Title: Re: SWTOR
Post by: Lantyssa on December 04, 2009, 05:17:10 PM
I hate the "Chaotic Neutral is crazy" belief.  Stupid second edition.  No one ever gets it right.


Title: Re: SWTOR
Post by: eldaec on December 04, 2009, 05:27:35 PM
Vampire Bloodlines just called to say hi to the last dozen posts, and to tell every rpg conversation tree for the last 5 years to go fuck itself in the ass.


Title: Re: SWTOR
Post by: UnSub on December 05, 2009, 04:58:18 AM
Other options I'd like on a conversation wheel in an RPG:

Cynical but basically good-hearted underneath
Passive-aggressive
Can I have sex with you?
I'm here to help but I'm not your fucking fedex man
I sound friendly but I secretly hate you all
I'm just doing this until I get a better job offer


In Excel Saga's parody of Japanese dating games, the dialogue choices for all conversations amounted to:

 - Be nice
 - Kill her
 - Stick it in

which got particularly hilarious when talking to family members.


Title: Re: SWTOR
Post by: Daeven on December 05, 2009, 10:55:14 AM
Vampire Bloodlines just called to say hi to the last dozen posts, and to tell every rpg conversation tree for the last 5 years to go fuck itself in the ass.

I concur.
Wha?
Oh baby!
WHARBLEGARBL!!!!!!


Title: Re: SWTOR
Post by: Kageru on December 05, 2009, 11:20:09 AM

Then we can go to the next logical step and just set an "automatic choice". Set your character to always pick the same category, remove the boring gameplay between these intricately voiced cutscenes, and then you can just watch it like the movie it so wants to be.


Title: Re: SWTOR
Post by: Crumbs on December 05, 2009, 11:55:57 AM
Has there been any indication that there is a "massive" component to this game?  As in, whether you play with thousands of people, or parallel to them. 

From the FAQ: 

Quote
Can I play alone?

While there are some tasks that cannot be completed without the cooperation of others, the majority of the game can be accomplished by playing alone.

How is this an MMO?






Title: Re: SWTOR
Post by: Malakili on December 05, 2009, 12:00:26 PM


How is this an MMO?




Thats what we've asking pretty much every page of this thread.  The answer seems to be, "Bioware is going to see if people are willing to pay a monthly fee for a co-op KOTOR game"


Title: Re: SWTOR
Post by: Crumbs on December 05, 2009, 12:10:30 PM


How is this an MMO?




Thats what we've asking pretty much every page of this thread.  The answer seems to be, "Bioware is going to see if people are willing to pay a monthly fee for a co-op KOTOR game"

Yea I myself have asked the same question in here.  It's just that, as time goes on, it seems more and more insane that this is gonna actually happen.   I'm still clinging to the hope that MMO-like features will be announced.   :heartbreak:


Title: Re: SWTOR
Post by: Ratman_tf on December 05, 2009, 12:17:45 PM

Then we can go to the next logical step and just set an "automatic choice". Set your character to always pick the same category, remove the boring gameplay between these intricately voiced cutscenes, and then you can just watch it like the movie it so wants to be.


They could put minigames into dialogue scenes! Imagine playing a round of Tetris in order to unlock the "Why didn't I just play Tetris?" dialogue option.


Title: Re: SWTOR
Post by: Velorath on December 05, 2009, 12:29:52 PM
How is this an MMO?


Guess it depends on how you want to play it.  Sounds like if you want to group with people, go ahead and group.  If you'd rather play solo you can use your companion characters to help.  Pretty much seems like how most of us play MMO's these days except most MMO's tend to have a lot of the best content (dungeons) gated off for groups, often leveling past it before I get a chance to get a group together for it.

I had some good group experiences with F13'ers in AOC when a bunch of resubbed at the same time and made new characters, but that's been a pretty rare experience for me in MMO's.  It was just fortuitous that a number of us were leveling at the same pace.  Even then we had to fill out the group with random people of varying quality.  If SWTOR ends up being a good game, I'll be more than happy to group up with other Bat Country members whenever they're on, but I'll really like it if I'm not cockblocked from all the good content just because I'm working odd hours one week, or if we can't put a group together for whatever reason.

If that makes it something other than an MMO, so be it.


Title: Re: SWTOR
Post by: Malakili on December 05, 2009, 12:31:22 PM
It's just that, as time goes on, it seems more and more insane that this is gonna actually happen.   I'm still clinging to the hope that MMO-like features will be announced.   :heartbreak:

I guess it depends on how much you want.  I bet you'll end up seeing an auction house, some shared social zones, and so forth.  I'm expecting guild wars/hellgate sort of a thing.  


Title: Re: SWTOR
Post by: Venkman on December 05, 2009, 12:47:21 PM
Has there been any indication that there is a "massive" component to this game?  As in, whether you play with thousands of people, or parallel to them. 

From the FAQ: 

Quote
Can I play alone?

While there are some tasks that cannot be completed without the cooperation of others, the majority of the game can be accomplished by playing alone.

How is this an MMO?

As mentioned, been discussed. But there's a lot of questions about what it takes to be an MMO, and have since people debated whether Diablo 2 qualified (I thought it was a borderline, whereas I think GW definitely is due to the shared spaces). SWTOR feels more like an RPG with an MMO business model than a game like WoW or Aion where you can largely solo as you level up, but you're doing so alongside other players doing the same in the same shared space.

What I haven't been interestedin looking up yet (so maybe someone knows?) is how instantiated  SWTOR is. Is it like WoW or CoX where you level up in shared spaces but then have the "real" fun in instances? Is it GW where it's mostly instantiated adventures and shared spaces are for socializing and commerce?


Title: Re: SWTOR
Post by: Malakili on December 05, 2009, 01:02:39 PM
I'd like to think that part of an MMO has to be lots of shared space.  Obviously its not something that there is any clear definition for, and people will argue about it until the cows come home...BUT, I think one important thing is that there should be contact with other players EVEN WHEN YOU DIDN'T INTEND TO.   This doesn't mean PvP with people or something, but it does mean running into people you didn't know would be there.  I think Guild Wars is borderline in this regard, but might qualify, and something like EVE would be a really good example.

To me, the "ideal" MMO would have lots of player impact, even when players didn't do stuff together.  People sometimes get into a huff about this and think its a group/solo argument, but it really isn't, its a shared persistent world argument, ideally with resources that people are competing over (even if the competition isn't traditional combat oriented PvP, for instance, I often describe the economy in EVE, even in "carebear" empire space as "PvP" for people that don't like combat PvP.)  Obviously for me to suggest that a game has to be like EVE to be an MMO is silly however, because there are few games like that, and not may more who even try for it (and arguably not even a very big player base that wants it to begin with).  Things like WoW can be defined as an MMO under this definition, but it obvious tries to mitigate any player interaction that isn't desired by both players (except maybe on PvP servers).

Anyway... it seems like SWTOR is taking it to the next level and seeing if taking away almost all of the unwanted player interaction, aside from maybe seeing people in a town/city is going to yield a success.  Much to my dismay, I think that there is a good chance it will.


Title: Re: SWTOR
Post by: Malakili on December 05, 2009, 01:10:52 PM
After thinking about this for a couple more minutes, I had a better idea.

Ask yourself "If this game came out before the MMO genre was coined would we have defined a new genre for this game?"   


Title: Re: SWTOR
Post by: Crumbs on December 05, 2009, 01:24:33 PM
After thinking about this for a couple more minutes, I had a better idea.

Ask yourself "If this game came out before the MMO genre was coined would we have defined a new genre for this game?"   

Was MMO coined at the time of Phantasy Star Online? (2000) Because there was a game that you could play alone, even offline.  Come to think of it, the original KOTOR and now SWTOR look sorta like PSO. 





Title: Re: SWTOR
Post by: Lantyssa on December 05, 2009, 01:26:23 PM
It's premature to say it will have an MMO business model since we don't know what the model will be and the only leak years before release places it more like Guild War's payment structure.

We can speculate about how different models will be received, for a game we still know nothing about, but assuming what it is going to be is extremely premature.


Title: Re: SWTOR
Post by: Merusk on December 05, 2009, 01:28:25 PM
Was MMO coined at the time of Phantasy Star Online? (2000)

 :facepalm: :awesome_for_real:

Yes, long before that, sometime around UO in 1997 at least.  Multiplayer Online game was used before that for things like NWN, Gemstone and M59, I believe.


Title: Re: SWTOR
Post by: Venkman on December 05, 2009, 02:21:36 PM
To me, the "ideal" MMO would have lots of player impact, even when players didn't do stuff together. 

Eve. I've said before that I feel like Eve is just about the only remaining actual "MMO" if you go by the letter of some vague law about players all sharing the same space, same risk, and same ability to impact the world even if their specific input is different.

Now compare that to the diku derivatives from EQ1 on forward, against the trending away from large scale interaction and impact beyond some minor influence on the server economy. Adventures, raids, story, PvP, all been compartmentalized into theme parks to protect playstyles from accidental interaction with competing playstyles. WoW is a prime example. That actually could be three different games for the amount of actual direct interaction the playstyles of leveling up, raiding, and Arenas have with each other (as far as I can tell. Could be wrong).

I've long felt that people don't actually want the end result of the theoretically perfect MMO. And that's either because:

  • Fully living and breathing virtual worlds are so complicated to develop they end up being fun because of the new and creative ways to exploit the bugs until the game gets redesigned to be a normal "game"; or,
  • The UI is so abstracted the player can't get that emotional connection between themself as a person and their representation in the game. They don't "feel" like a part of the world, they feel like they're watching it.

So since diku derivatives have been successful enough and virtual lifestyle experiments not nearly as much (when compared side by side), the resources go towards the former.


Title: Re: SWTOR
Post by: UnSub on December 05, 2009, 10:00:53 PM
Ask yourself "If this game came out before the MMO genre was coined would we have defined a new genre for this game?"   

A co-op RPG (COORPG) could have been a new genre once. Maybe. But again it runs into the problem that RPGs are meant to be all about the main character, set up to make the player feel like the hero of the narrative. You might be able to do this in a party setting, but again the issue is getting players to head in the same general direction, combined with pretty much every p'n'p RPG party experience I've had where one person wants to play a Lawful Good Paladin (or equivalent) and one person wants to play a Chaotic Evil Rogue (or equivalent). A GM can improvise. A computer game (probably) can't.

SWOR will have PvP and social spaces and guilds et al, but it will also be the themey-ist of theme parks.


Title: Re: SWTOR
Post by: AutomaticZen on December 05, 2009, 10:11:23 PM
No auto attack?  That's an interesting choice.


Title: Re: SWTOR
Post by: Venkman on December 06, 2009, 04:47:00 AM
I think it makes sense if you're into the whole "less diku-y = more button mashing" line of thought. Nobody wants to hit autoattack and then go make a sandwich anymore. Though of course, nobody has actually done that since grinding our GM Swordsmanship in pre-T2A UO :-) But regardless, button mashing gives the impression that one must constantly adapt to ever changing conditions.

Of course that's generally not the case in these games with AI being little more than walking treasure chests. But as long a player isn't relegating to just mashing the same exact skill over and over and over, it should be closer to WoW than, well, UO.


Title: Re: SWTOR
Post by: AutomaticZen on December 06, 2009, 11:18:06 AM
I think it makes sense if you're into the whole "less diku-y = more button mashing" line of thought. Nobody wants to hit autoattack and then go make a sandwich anymore. Though of course, nobody has actually done that since grinding our GM Swordsmanship in pre-T2A UO :-) But regardless, button mashing gives the impression that one must constantly adapt to ever changing conditions.

Of course that's generally not the case in these games with AI being little more than walking treasure chests. But as long a player isn't relegating to just mashing the same exact skill over and over and over, it should be closer to WoW than, well, UO.

Well, as they explained it, basic attacks (like Saber Strike on the Sith Inquistor) are multi-hit attacks that cancel out if you kill the target.  I assume if you hit Saber Strike, your guy will do his thing for three or four hits, and you can cancel out of basic with any other ability.

From Darth Hater:
Quote
The first thing we noticed while playing the Inquisitor was the uncomfortable sensation of not having an auto attack. Instead we were supplied with “Saber Strike,” a multi-hit attack that causes damage and regenerates force points. It should be noted that “Saber Strike” is different from attacks in Age of Conan or Diablo, where a single button press results in a single attack. Hitting the hotkey, or clicking the right mouse button on a target, results in multiple hits that span the length of the global cooldown.

Another interesting note about “Saber Strike” is that each individual hit does damage and the animations reflect this. For example, if a target dies after only the second hit the Sith Inquisitor stops attacking. This prevents players from having to watch a series of preset animations when an enemy has been defeated after the first few strikes. This also means that the animation sets used in “Saber Strike” can be varied, preventing them from appearing visually repetitive.


Title: Re: SWTOR
Post by: Venkman on December 06, 2009, 11:37:22 AM
Darth Hater is used to auto-attack and all he points out is that instead of auto attack you need to hit a hot key or you won't do anything at all. Even if it appears as a sequence of actions and even if each of incremental hit/misses are individually calculated, this is still the 1-hotkey = 1-action we're all used to already.

In terms of cancelling out, all I keep seeing is that if the target dies, the animation dies. I haven't seen any promise of some sort of in-line/real-time change based on pressing a key during the sequence of executing your prior key.

Ultimately in other words, nothing new to see.


Title: Re: SWTOR
Post by: Malakili on December 06, 2009, 11:44:04 AM

From Darth Hater:
Quote
The first thing we noticed while playing the Inquisitor was the uncomfortable sensation of not having an auto attack. Instead we were supplied with “Saber Strike,” a multi-hit attack that causes damage and regenerates force points.

Sounds a little like Champions Online in terms of using "energy builders" and then expending your energy on bigger attacks.  Although, there were several different settings that you could do for your Builder in Champions (have to press the button every time, have it continue until your target is dead, have it fire as soon as you have an enemy selected).   I actually like that general mechanic and I think the Champions combat is actually the games second strongest point (after character customization),  I just don't like the idea of spamming buttons, cause it doesn't add anything as far as I'm concerned.  

Give me the option to make it auto, I guess, is my point.


Title: Re: SWTOR
Post by: AutomaticZen on December 06, 2009, 12:12:25 PM
Sounds a little like Champions Online in terms of using "energy builders" and then expending your energy on bigger attacks.  Although, there were several different settings that you could do for your Builder in Champions (have to press the button every time, have it continue until your target is dead, have it fire as soon as you have an enemy selected).   I actually like that general mechanic and I think the Champions combat is actually the games second strongest point (after character customization),  I just don't like the idea of spamming buttons, cause it doesn't add anything as far as I'm concerned.  

Give me the option to make it auto, I guess, is my point.
Well for awhile there in CO beta, we didn't even have the option of putting it on auto.

I think this could be fine, depending on the time between hitting a basic attack again. At 3 or 4 seconds, it probably won't feel like spamming.  But we'd have to wait and see really.


Title: Re: SWTOR
Post by: Lakov_Sanite on December 06, 2009, 03:10:18 PM
Lack of auto-attack worked great in AOC  :why_so_serious:


Title: Re: SWTOR
Post by: Count Nerfedalot on December 06, 2009, 06:13:12 PM
If there is an basic repeating attack that is just like having autoattack except I have to keep pressing a button to keep it going, then just make the stupid thing an autoattack.  Having my character standing there like a fence post because I got briefly distracted by RL is just stupid.  Even our pets aren't that stupid.  In fact, give me a button I can toggle like my pet's that lets me autodefend when I'm attacked!  FFS I'm still suffering from carpal-tunnel issues acquired in the late 90's from playing Diablo!

Removing autoattack just to implement its equivalent but with more button mashing is stupidity worthy of a marketing guy.  No developer should let his/her name anywhere near such oxygen-deprived asshattery.


Title: Re: SWTOR
Post by: Kageru on December 06, 2009, 06:24:14 PM

Those would be linked attacks so they can have a different animations to make it look like you (or your character) are doing complex combination attacks. Champions online did that with some of their melee attacks so 5 presses of the "ego blade" attack would produce several different animations that flowed together. Net gameplay value is zero but it looks pretty.

I'd be perfectly happy with a co-operative RPG. A public lobby / city / mission hub and then instanced scenarios we can play through together. However I won't pay a sub for it because once we exhaust the content that would be it, though happy to buy new adventure packs if the prices are reasonable. However that model is pretty much incompatible with long dialogs. If there's my X friends ready to game no one wants to sit through long spiels, even less so if it only relates to one character.


Title: Re: SWTOR
Post by: Margalis on December 06, 2009, 07:06:27 PM
This seems exactly the same as auto-attack except more of a pain in the ass.

I wish more MMO devs would demonstrate familiarity with other genres. Look at Torchlight, they made it so that instead of clicking over and over again you could just hold down the button - moving in the opposite direction. Which makes sense because clicking over and over is just busy work.

Removing auto-attack makes sense if you replace it with something more genuinely acttiony. If you have different attacks with different properties, or timing really matters, or you stand still while attacking - you know, things that have been common in action games since 1990. But if you don't go that route making people continually press a button to continually auto-attack makes little sense.


Title: Re: SWTOR
Post by: Nevermore on December 07, 2009, 08:46:05 AM
CoX did non-autoattack well, imo.


Title: Re: SWTOR
Post by: Ratman_tf on December 07, 2009, 08:59:58 AM
I wish more MMO devs would demonstrate familiarity with other genres. Look at Torchlight,

Or Diablo -> Diablo 2. Basic refinement.


Title: Re: SWTOR
Post by: Montague on December 07, 2009, 10:20:40 AM
From Darth Hater:
Quote
The first thing we noticed while playing the Inquisitor was the uncomfortable sensation of not having an auto attack. Instead we were supplied with “Saber Strike,” a multi-hit attack that causes damage and regenerates force points. It should be noted that “Saber Strike” is different from attacks in Age of Conan or Diablo, where a single button press results in a single attack. Hitting the hotkey, or clicking the right mouse button on a target, results in multiple hits that span the length of the global cooldown.

Another interesting note about “Saber Strike” is that each individual hit does damage and the animations reflect this. For example, if a target dies after only the second hit the Sith Inquisitor stops attacking. This prevents players from having to watch a series of preset animations when an enemy has been defeated after the first few strikes. This also means that the animation sets used in “Saber Strike” can be varied, preventing them from appearing visually repetitive.

2004 called. Crusader Strike X 3 + Holy Strike sucked then. It will suck in 2010.


Title: Re: SWTOR
Post by: AutomaticZen on December 07, 2009, 01:34:18 PM
2004 called. Crusader Strike X 3 + Holy Strike sucked then. It will suck in 2010.
Didn't you have to hit Crusader Strike all three times?


Title: Re: SWTOR
Post by: Murgos on December 07, 2009, 01:45:27 PM
Pushing a button and then having to wait for your next chance to push a button is not fun.  It is exactly the reason games have moved to push button, something happens, push next button, watch something else happen and etc...


Title: Re: SWTOR
Post by: Montague on December 07, 2009, 01:56:57 PM
Pushing a button and then having to wait for your next chance to push a button is not fun.  It is exactly the reason games have moved to push button, something happens, push next button, watch something else happen and etc...

Yes. That plus I know I'll never play an Inquisitor in PVP. Melee class gets double fucked by not being in melee = no damage + no force (mana) regeneration. Kite and drain, where have we seen this before?

I'm beginning to see what Schild is talking about with Bioware Austin. 


Title: Re: SWTOR
Post by: Threash on December 07, 2009, 02:49:38 PM
Lack of auto-attack worked great in AOC  :why_so_serious:

Yeah because the shitty combat is the first thing people complained about  :awesome_for_real:


Title: Re: SWTOR
Post by: DLRiley on December 07, 2009, 06:37:15 PM
Lack of auto-attack worked great in AOC  :why_so_serious:

Yeah because the shitty combat is the first thing people complained about  :awesome_for_real:

Complaints about the age of conan combat was pretty common, the people who jizzed themselves over the combat generally toughed it out. Those that didn't left promptly.


Title: Re: SWTOR
Post by: Lakov_Sanite on December 07, 2009, 07:32:09 PM
Lack of auto-attack worked great in AOC  :why_so_serious:

Yeah because the shitty combat is the first thing people complained about  :awesome_for_real:

Complaints about the age of conan combat was pretty common, the people who jizzed themselves over the combat generally toughed it out. Those that didn't left promptly.

Combat was one of the worst offenders for me when i tried playing any type of melee. caster wasnt so bad but it just made melee combat feel, sluggish. 


Title: Re: SWTOR
Post by: Malakili on December 08, 2009, 06:56:57 AM
This goes back a page to the alignment/dialog discussion, but oh well:


Title: Re: SWTOR
Post by: Sheepherder on December 08, 2009, 11:34:34 PM
The reason why ability queueing and auto-attacks are a good thing immediately becomes obvious once you play on a connection with ping higher than 800 ms with a tendency to randomly drop you or desynchronize once you start moving significant amounts of data.


Title: Re: SWTOR
Post by: Merusk on December 09, 2009, 03:40:19 AM
Well clearly the answer to that is: "Then you shouldn't be playing an online game.  Get broadband and move to a real city you hick!"

 :why_so_serious:


Title: Re: SWTOR
Post by: Velorath on December 09, 2009, 03:41:27 AM
The reason why ability queueing and auto-attacks are a good thing immediately becomes obvious once you play on a connection with ping higher than 800 ms with a tendency to randomly drop you or desynchronize once you start moving significant amounts of data.

That's quite possibly one of the most retarded things I've ever read here.  Are you honestly suggesting that developers should design combat around the concept that even if you lose connection or desync that you should still be able to win fights?


Title: Re: SWTOR
Post by: Malakili on December 09, 2009, 05:03:10 AM
The reason why ability queueing and auto-attacks are a good thing immediately becomes obvious once you play on a connection with ping higher than 800 ms with a tendency to randomly drop you or desynchronize once you start moving significant amounts of data.

That's quite possibly one of the most retarded things I've ever read here.  Are you honestly suggesting that developers should design combat around the concept that even if you lose connection or desync that you should still be able to win fights?

People often say death penalties should be light because lag can kill you too.  Its the same basic idea.  Hell, there are plenty of times in a game like WoW where as long as I was fighting only one thing I could hit a massive spike and still end up killing whatever it was fighting.


Title: Re: SWTOR
Post by: Murgos on December 09, 2009, 07:21:15 AM
So, then, the argument is that the game designers should make the game the least fun they can for the majority of their subscribers so that a few with, possibly temporary, connection issues can 'sort of' play the game?


Title: Re: SWTOR
Post by: Zetor on December 09, 2009, 08:03:36 AM
This goes both ways, and I think this issue has been rehashed a few million times in the various 'mmog vs. twitch' threads. Personally I play on west coast US servers from Europe (constant 600+ ping) because I like to play with my guild that happens to be international. Aussies will have terrible latency to US servers as well, even if they use a pay service such as lowerping or whatever.. and I think there are quite a few of 'em.

Properly-implemented global cooldowns and (even single) command queues are must-haves for me, and the lack of both was why playing a few days in aion beta was enough to ensure I wouldn't play it in release even before I knew of TEH GRIND. OTOH, autoattacks aren't really needed, COH works just fine for players with bad latency (edit: even though you can toggle a power to autofire, so that's sort of like autoattack, but not really).


Title: Re: SWTOR
Post by: Malakili on December 09, 2009, 08:18:01 AM
So, then, the argument is that the game designers should make the game the least fun they can for the majority of their subscribers so that a few with, possibly temporary, connection issues can 'sort of' play the game?

Nah, I actually agree with you, I'm just saying, this isn't some  new concept we are dealing with.   


Title: Re: SWTOR
Post by: Murgos on December 09, 2009, 09:14:43 AM
This goes both ways, and I think this issue has been rehashed a few million times in the various 'mmog vs. twitch' threads. Personally I play on west coast US servers from Europe (constant 600+ ping) because I like to play with my guild that happens to be international. Aussies will have terrible latency to US servers as well, even if they use a pay service such as lowerping or whatever.. and I think there are quite a few of 'em.

In this case you are deliberately choosing the less optimal, high-latency, experience.  I understand that you want to play with the people you want to play with and that decision guides your (in particular you) spending but do you think that pursuing the dollar of the person choosing to play with high-latency is a long term money earning strategy for investment purposes?

Another way to say it is that I get that there is 'a' market for high-latency optimized gaming but is that market worth $50 or $100 million or more in speculative financing?


Title: Re: SWTOR
Post by: Zetor on December 09, 2009, 10:09:46 AM
Yeah, I'm not making a case for myself (I cope with playing caster types who don't rely as much on good latency), but Aussies don't have a choice, and I'd say that's a pretty big market. To my knowledge there are no MMOGs with datacenters in Aus, so they play on US servers or don't play at all. There could be players in BFE Idaho who only have dialup or satellite connections. Etc.

Also, I was mostly disagreeing with the entire
Quote
game designers should make the game the least fun they can for the majority of their subscribers so that a few with, possibly temporary, connection issues can 'sort of' play the game
bit, which is not true at all. Adding a single-spell queue to a game (like WOW has) is relatively simple, doesn't impact the play experience of most players at all, and makes the difference between playable and unplayable for those with high pings.


edit: speling hard


Title: Re: SWTOR
Post by: Sheepherder on December 11, 2009, 07:23:10 PM
That's quite possibly one of the most retarded things I've ever read here.  Are you honestly suggesting that developers should design combat around the concept that even if you lose connection or desync that you should still be able to win fights?

Are you honestly suggesting that if your significant other / sibling / dog trips over your router on the way out of your mancave while you have the mob at 5% health remaining and you're at 80% that you should lose the fight just because?  You don't even have to be sitting at [godawful] ms to see that that line of reasoning is pure Grunk level sadomasochism.


Title: Re: SWTOR
Post by: tmp on December 11, 2009, 07:36:36 PM
Are you honestly suggesting that if your significant other / sibling / dog trips over your router on the way out of your mancave while you have the mob at 5% health remaining and you're at 80% that you should lose the fight just because?
I'd imagine it's not just "because" but rather because you're simply no longer there to react to situation by defending yourself and attacking. Which is pretty sensible reason to lose a fight. Just like in any other game if you stop responding with the enemy at 5% health and yourself at 80%, they'll eventually kill you.


Title: Re: SWTOR
Post by: WindupAtheist on December 11, 2009, 11:54:12 PM
I think if I have Zangief at 5% energy and then drop the controller, Zangief should just be knocked out anyway. Hur hur. Also, the entire continent of Australia has a population only somewhat larger than Mexico City and markedly smaller than Tokyo. Just saying.


Title: Re: SWTOR
Post by: Furiously on December 12, 2009, 12:05:11 AM
I am still reading the title as secret weapons of the old repulic.


Title: Re: SWTOR
Post by: Velorath on December 12, 2009, 01:58:30 AM
That's quite possibly one of the most retarded things I've ever read here.  Are you honestly suggesting that developers should design combat around the concept that even if you lose connection or desync that you should still be able to win fights?

Are you honestly suggesting that if your significant other / sibling / dog trips over your router on the way out of your mancave while you have the mob at 5% health remaining and you're at 80% that you should lose the fight just because?  You don't even have to be sitting at [godawful] ms to see that that line of reasoning is pure Grunk level sadomasochism.

It's not the developers' responsibility to make sure the game mechanics compensate for your retarded significant other/sibling/dog.  How often do you find your fucking router getting unplugged?  If it's enough that you think major combat design decisions need to take that into account, I'd suggest the problem lies with you.  Sadomasochism has nothing to do with it.  If lag, or a power outage or something results in my character dying, who really gives a shit?  Death penalties in most major MMO's are practically non-existent now.  You just rez and get back to what you were doing.  Oversimplifying combat to the point where you can win when you aren't even connected to the game is the wrong answer.


Title: Re: SWTOR
Post by: Count Nerfedalot on December 12, 2009, 04:08:00 AM
I am still reading the title as secret weapons of the old repulic.

Hah!  So I'm NOT the only one.  :awesome_for_real:


Title: Re: SWTOR
Post by: Sheepherder on December 12, 2009, 04:29:43 AM
I think if I have Zangief at 5% energy and then drop the controller, Zangief should just be knocked out anyway. Hur hur.

Most console games automatically pause when a controller is disconnected, so yeah, good argument.

It's not the developers' responsibility to make sure the game mechanics compensate for your retarded significant other/sibling/dog.

And how about when the one of the hops between AT&T and your WAN decides to drop your connection, experiences significant packet loss, or slows to a crawl for whatever reason (Or the server, not that that ever happens :why_so_serious:)?  I imagine the player should be forced to pay the reckoning anyways, because it builds character, just like mashing left click every second does?


Title: Re: SWTOR
Post by: SnakeCharmer on December 12, 2009, 07:00:56 AM
Cost vs benefit ratio.  Yours is out of whack.

If devs spent the time necessary to safeguard the game against the player dying from outside factors, the game would probably never launch.

You're fighting a completely retarded argument.

Which I just now posted in.   :ye_gods:


Title: Re: SWTOR
Post by: Triforcer on December 12, 2009, 07:05:07 AM
I've actually devised the perfect MMO, which ensures that nobody can EVER be inconvenienced or griefed.

(1)  NPC group members.  That way, no asshats can ever make you wait on a group.

(2)  Autoattack that gets stronger if you get DCed, ensuring an autowin against anything.

(3)  Also, to guard against people annoying you in chat or hacking your CC or making you wait for a quest spawn, the game will be played offline in its entirety.  You never have to connect to the net!

Can anyone think of a name for this type of ultimate anti-grief MMO?  I really think its the final evolution of the genre.   


Title: Re: SWTOR
Post by: Velorath on December 12, 2009, 12:05:19 PM
And how about when the one of the hops between AT&T and your WAN decides to drop your connection, experiences significant packet loss, or slows to a crawl for whatever reason (Or the server, not that that ever happens :why_so_serious:)?  I imagine the player should be forced to pay the reckoning anyways, because it builds character, just like mashing left click every second does?

Pay the reckoning?  Did we travel back in time 10 years, or are you still playing some hardcore MMO where the death penalty is something more extreme than having to walk 2 minutes to get back to where you died?


Title: Re: SWTOR
Post by: Sheepherder on December 12, 2009, 06:02:20 PM
Cost vs benefit ratio.  Yours is out of whack.

If devs spent the time necessary to safeguard the game against the player dying from outside factors, the game would probably never launch.

If they spent time trying to safeguard the game from the player dying from outside factors not necessarily in their control, we'd see signs, like the game suddenly having the capacity to automatically detect when the player has been dropped through the world and correcting it by placing the player in a nearby graveyard next to their corpse because they lagged while zoning from one server to another.  Or they might disable the Nagle algorithm client-side because it conflicts with delayed TCP ack and causes high latency on PC's that don't have it turned off manually via the registry.  Or they might reduce the degree of precision (in respects to updating player location and such) required by the server on boss fights that have particularly high bandwidth requirements because it is causing players on substandard connections to lag or disconnect.  Or we might see them add a limited queueing system for spells server-side.

I'll keep looking for these signs, in case one day one of them might appear in patch notes or developer posts and vindicate my opinion that they do in fact care about the effect of external factors upon their service.  In the meantime, would you care to explain what exactly is costly about implementing an auto-attack?

Pay the reckoning?  Did we travel back in time 10 years, or are you still playing some hardcore MMO where the death penalty is something more extreme than having to walk 2 minutes to get back to where you died?

You don't think the old-fashioned non-flying corpse runs in places like Feralas are the most bullshit mechanic ever conceived to waste people's time?


Title: Re: SWTOR
Post by: Lakov_Sanite on December 12, 2009, 06:06:02 PM
Lack of auto-attack makes your game not only feel sluggish and boring but also annoys the player when they have to constantly click buttons.  This has nothing to do with lag.


Title: Re: SWTOR
Post by: Velorath on December 12, 2009, 06:30:29 PM
Lack of auto-attack makes your game not only feel sluggish and boring but also annoys the player when they have to constantly click buttons. 

That largely depends on a lot of other factors, as well as personal preference.  It's by no means an absolute truth.


Title: Re: SWTOR
Post by: Sheepherder on December 12, 2009, 07:31:44 PM
That largely depends on a lot of other factors, as well as personal preference.  It's by no means an absolute truth.

You still have to conveniently forget lessons learned though.  Simply removing auto-attack and leaving instant attacks in place is not significantly better than removing instant attacks and making everything based off of the AA swing timer.  You're getting the same effect in the end except that the instant attack case is more liable to be fucked with by bunnyhopping antics and people will neckbeard about how much more "visceral" it feels.


Title: Re: SWTOR
Post by: DLRiley on December 12, 2009, 07:52:51 PM
Can anyone imagine playing Aion without auto attacking? Making the player pay attention to his every action assumes that doing so is in fun doses. Well that's how games designed in 2009 function. But  mmo's are "special".


Title: Re: SWTOR
Post by: SnakeCharmer on December 12, 2009, 09:28:32 PM
If they spent time trying to safeguard the game from the player dying from outside factors not necessarily in their control, we'd see signs, like the game suddenly having the capacity to automatically detect when the player has been dropped through the world and correcting it by placing the player in a nearby graveyard next to their corpse because they lagged while zoning from one server to another.  Or they might disable the Nagle algorithm client-side because it conflicts with delayed TCP ack and causes high latency on PC's that don't have it turned off manually via the registry.  Or they might reduce the degree of precision (in respects to updating player location and such) required by the server on boss fights that have particularly high bandwidth requirements because it is causing players on substandard connections to lag or disconnect.  Or we might see them add a limited queueing system for spells server-side.

I'll keep looking for these signs, in case one day one of them might appear in patch notes or developer posts and vindicate my opinion that they do in fact care about the effect of external factors upon their service.  In the meantime, would you care to explain what exactly is costly about implementing an auto-attack?

Number 1:  It's an exploiters dream, making modem hacking even more prominent.
Number 2:  It happens so infrequently, it's not even worth devoting a minute of a developers time on.  I think my intardweb has gone out while gaming maybe once in the last year.  Maybe a handful of times overall.  The same could be said for my power.

It's just not that big of a deal for 99.9999999999999999999999999 percent of the people, therefore, the cost vs ROI isn't worth it.


Title: Re: SWTOR
Post by: Velorath on December 13, 2009, 01:50:08 AM
That largely depends on a lot of other factors, as well as personal preference.  It's by no means an absolute truth.

You still have to conveniently forget lessons learned though.  Simply removing auto-attack and leaving instant attacks in place is not significantly better than removing instant attacks and making everything based off of the AA swing timer. 

I don't think the argument you're making here has anything to do with the post of mine you just quoted.


Title: Re: SWTOR
Post by: Furiously on December 13, 2009, 02:33:19 AM
EQ1 had this. It effectively turned your pc into the base class npc. For fighters this worked fine. We actually had a disconnected main tank on nagafen for a couple minutes. (course he got the killing blow, was not part of the raid. And no chest)

I recall there being some small exploit of it as well. I always though mmo's needed a pause raid button.


Title: Re: SWTOR
Post by: tmp on December 13, 2009, 04:38:31 AM
With all this raging on auto-attack having to be there because MMOs keep implementing without any second thought the stuff Noah brought on his ark... isn't the auto-attack also something that comes straight from the MUDs and which was there because typing 'attack kobold' over and over would take slightly more time than sane person was willing to accept, in that particular environment? :oh_i_see:


Title: Re: SWTOR
Post by: Bzalthek on December 13, 2009, 09:28:07 AM
Auto-attack is really just a preference thing.  Some people like being in complete control of their character, micro-managing every move.  Some people like to think their character would react logically without direct input while the player guides the important actions like special attacks and movement (though you could include movement in the auto-routines to the extent of maintaining viable melee combat).  A large part of the RPG aspect is you are assuming the role of an individual in another world.  Allowances must be made for the lack of a pause button and changing the DM into an unfeeling program.  Having your character suddenly become a quadrapalegic without immediate instructions from the player is kind of retarded though.  Auto-attack, however, should be minimal.  If you are AFK and a mob jumps you, auto-attack should not in any way be able to save you (not adjusting for level disparities, probably if it would net exp, it would kill you).  If you have Kobold_01 down to 2hp and you are full health, disconnecting should not let the little bugger, barely hanging on for dear life, gum your ankle till you die.


Title: Re: SWTOR
Post by: Lantyssa on December 13, 2009, 09:46:46 AM
Numtini mentioned it a while ago, but did everyone miss not having auto-attack in CoH?  With most games I like auto-attack simply because I find the combat system itself boring.  In CoH I never missed it because combat was actually fun.


Title: Re: SWTOR
Post by: Malakili on December 13, 2009, 09:52:00 AM
Numtini mentioned it a while ago, but did everyone miss not having auto-attack in CoH?  With most games I like auto-attack simply because I find the combat system itself boring.  In CoH I never missed it because combat was actually fun.

I actually enjoyed CO's combat better than CoH, although I think I might be in the minority here.  It was a very flexible system, so you could play it more like a "traditional" MMO combat, or even make it play a little like a third person shooter.


Title: Re: SWTOR
Post by: Bzalthek on December 13, 2009, 09:52:02 AM
I played CoH, and I disagree, but that's just my personal tastes.


Title: Re: SWTOR
Post by: Merusk on December 13, 2009, 10:34:28 AM
CoH had its own version of autoattack, even if you didn't use it and it wasn't advertised as such.  As a scapper I always rightclicked  to autocast my lowest stamina skill.  Ta da.. autoattack.


Title: Re: SWTOR
Post by: Sheepherder on December 13, 2009, 11:33:43 AM
Number 1:  It's an exploiters dream, making modem hacking even more prominent.
Number 2:  It happens so infrequently, it's not even worth devoting a minute of a developers time on.  I think my intardweb has gone out while gaming maybe once in the last year.  Maybe a handful of times overall.  The same could be said for my power.

It's just not that big of a deal for 99.9999999999999999999999999 percent of the people, therefore, the cost vs ROI isn't worth it.

Okay, apparently subtlety just doesn't do it for you.

automatically detect when the player has been dropped through the world... disable the Nagle algorithm client-side... reduce the degree of precision required by the server on boss fights

one of them might appear in patch

Again, Blizzard can and does design in ways that are tailored to as large a segment of the mass audience as possible (EDIT: And your average broadband can still be pretty dodgy), this is surprising or something.

I don't think the argument you're making here has anything to do with the post of mine you just quoted.

It's a segue from the "personal preference" bit into various pitfalls that way.  Make a game without auto-attack, and people will eventually be pissed that they have to push the button for the lowest common denominator attack type.  Make it work as an instant attack, and people will be pissed when they have to do keyboard gymnastics for pvp.  Make it some sort of queued attack system and people will complain that their attacks aren't instant.


Title: Re: SWTOR
Post by: Velorath on December 13, 2009, 11:46:26 AM
It's a segue from the "personal preference" bit into various pitfalls that way.  Make a game without auto-attack, and people will eventually be pissed that they have to push the button for the lowest common denominator attack type.  Make it work as an instant attack, and people will be pissed when they have to do keyboard gymnastics for pvp.  Make it some sort of queued attack system and people will complain that their attacks aren't instant.

I said it's a mix of personal preference, as well as other factors (meaning the overall combat design).  What you're saying there doesn't really contradict that.  In fact all you seem to be saying is that you can't make everybody happy, and people are always going to find something to bitch about.


Title: Re: SWTOR
Post by: Sheepherder on December 13, 2009, 12:08:46 PM
I'm not trying to contradict that point, it's not wrong.  You're still talking about gameplay that micromanagement heavy though, which would irritate people if there weren't mechanisms in place for them to pick and modify the pace of their game.


Title: Re: SWTOR
Post by: DLRiley on December 13, 2009, 01:33:25 PM
Auto-attack is really just a preference thing. 
Bullshit. Its not a preference, mmo's in there current form don't support the type of combat that requires 100% user interaction.


Title: Re: SWTOR
Post by: Fordel on December 13, 2009, 03:02:11 PM
Numtini mentioned it a while ago, but did everyone miss not having auto-attack in CoH?  With most games I like auto-attack simply because I find the combat system itself boring.  In CoH I never missed it because combat was actually fun.

CoH combat is pretty bad until you get enough attack powers to fill the gaps.


Title: Re: SWTOR
Post by: Lantyssa on December 13, 2009, 03:51:42 PM
That's a design flaw with leveling and ability distribution, not the combat system.


Title: Re: SWTOR
Post by: Mattemeo on December 13, 2009, 04:02:41 PM
CoH combat is pretty bad until you get enough attack powers to fill the gaps.

The day WoW's melee combat works in any shape or form in as intuitive and visceral way as CoH's melee combat, I'll be a very happy bunny. Not being able to auto-follow anything beyond a team-member in WoW drives me up the fucking wall. Mobs constantly running through you like you were stealth-fodder in Thidranke in DAoC 7 fucking years ago hasn't gotten old, it climbed the curtain and joined the choir invisible way back when.


Title: Re: SWTOR
Post by: Bzalthek on December 13, 2009, 04:19:41 PM
Auto-attack is really just a preference thing.
Bullshit. Its not a preference, mmo's in there current form don't support the type of combat that requires 100% user interaction.

Well, A) When I said preference, I wasn't implying most MMOs don't adhere to the auto-attack method, but whether you want auto-attack or not is indeed a preference and B) There are MMOs which do not use auto-attack, you trolled FE enough you should know this.


Title: Re: SWTOR
Post by: DLRiley on December 13, 2009, 04:35:15 PM
FE selling point is the crafting. Chronicles of Spellborn and Age of Conan didn't have auto attack and they failed miserably. Not saying that auto attack = success but putting Gears of War into World of Warcraft isn't going to keep subs. Merely attaching a action game user interface to the standard mmo design will usually bore the shit out of your playerbase a shit ton faster than keeping the same old same old in both user interface and design. No one prefers auto attack! Please you might as tell players that you design a game where they can't jump. Only in a handful of genres auto attack or simply not having 100% control of your character (to the point where no input from you doesn't move the character an inch) is acceptable. Mmo's being one of them by the very nature of the design.


Title: Re: SWTOR
Post by: Malakili on December 13, 2009, 05:07:41 PM
Mmo's being one of them by the very nature of the design.

What is this "very" nature of MMO design, or are you referring just to diku MMOs?


Title: Re: SWTOR
Post by: DLRiley on December 13, 2009, 05:13:38 PM
What is this "very" nature of MMO design, or are you referring just to diku MMOs?

Considering the lack of mainstream MMo's that aren't dikus, yes I am talking about diku MMOs.


Title: Re: SWTOR
Post by: Venkman on December 13, 2009, 05:25:16 PM
Auto-attack is really just a preference thing. 
Bullshit. Its not a preference, mmo's in there current form don't support the type of combat that requires 100% user interaction.

I rarely play melee classes, so maybe I've got a big experience hole. But I don't understand this assumption that all MMOs are autoattack.

I am almost always pressing a special action ability. Earlier games had it more as an option (song twisting in EQ1, Smite Clerics in DAoC, specials in SWG), but I'm struggling to think of how I'd play a Fire Mage on autoattack in WoW, or how I'd do it as a Sorcerer in Aion, or any caster or ranged, or anything requiring positioning.

So outside of the pure tank role, who all's still autoattacking in this day and age in diku MMOs.


Title: Re: SWTOR
Post by: Fordel on December 13, 2009, 05:43:16 PM
Your making the mistake of assuming special attacks replace auto attacks. This is not the case in WoW, special attacks fire off independently of the auto attack sequence.


Title: Re: SWTOR
Post by: Venkman on December 13, 2009, 06:19:25 PM
Which again I go back to Mages. I could choose to fire my wand, but that was always just a stats slot or a out-of-mana fight ender. The only autoattack I had was my staff and why would I ever be in range to use that?

I think my Aion Sorcerer had a servicable range DD off the staff I'd occasionally use. And my SWG pistol and then carbine guy was more auto than special. I don't remember having autoattack at all in WAR. I mentioned Smite Cleric because that and the EQ1 Bard were probably my closest direct experience with autoattack, where I was in melee range swinging while casting specials.

Maybe I'm still missing something?


Title: Re: SWTOR
Post by: DLRiley on December 13, 2009, 06:25:14 PM
Nukers can't autoattack you to death  :ye_gods:. But the "involvement" maybe isn't all there in comparison to an action game. For example imagining have to aim all your nukes. Generally the removal of auto attack insist on a more active system, but that is rarely preferable in a (diku) mmo...


Title: Re: SWTOR
Post by: Venkman on December 13, 2009, 06:39:04 PM
But that's what I'm trying to understand. How many people are having an "autoattack with options" experience versus those who don't really have an autoattack experience at all?

Casters, healers, pet classes, hybrids... like I asked above: aside from the main tank role in a group, who's on autoattack only?


Title: Re: SWTOR
Post by: Sheepherder on December 13, 2009, 06:51:14 PM
Casters, healers, pet classes, hybrids... like I asked above: aside from the main tank role in a group, who's on autoattack only?

Nobody, including the tank, since most tanks have offensive abilities.  AA only would just be silly.

Most classes have varying levels of automation, some of the micromanaged classes you list could be given the option to have concurrent autocasting/attacking in the same way that WoW hunters do, but developers generally try to cover all the bases in terms of play style.


Title: Re: SWTOR
Post by: DLRiley on December 13, 2009, 07:14:12 PM
Squishes can't afford to auto pilot as much in diku combat hence why they don't auto attack. However that doesn't necessarily means the level of involvement is very high. You can run your char on autopilot you just pressing a key occasional instead of every 1.1 seconds. I haven't found the a caster class where playing with a cheeseburger on one hand is detrimental to my play.


Title: Re: SWTOR
Post by: Velorath on December 13, 2009, 07:16:00 PM
Chronicles of Spellborn and Age of Conan didn't have auto attack and they failed miserably. Not saying that auto attack = success but putting Gears of War into World of Warcraft isn't going to keep subs.

Fuck, it's like you typed that first sentence out, realized it really didn't mean jack shit, and then left it in anyway.  Yeah, there are MMO's that didn't have auto attack that failed.   There are also a fuckton of MMO's that did have auto attack and failed.  In all of those cases, I think you'd be hard pressed to suggest that auto attack or lack thereof was a major factor in the game's failure.


Title: Re: SWTOR
Post by: AutomaticZen on December 13, 2009, 07:16:51 PM
This is what I was wondering for the most part.  In WoW as a paladin, I don't think about autoattack.  If you lower the mob's health by the amount of damage autoattack does, and took away autoattack... it wouldn't matter one whit to me.  The combat wouldn't become more boring.


Title: Re: SWTOR
Post by: Rendakor on December 13, 2009, 10:28:01 PM
This is what I was wondering for the most part.  In WoW as a paladin, I don't think about autoattack.  If you lower the mob's health by the amount of damage autoattack does, and took away autoattack... it wouldn't matter one whit to me.  The combat wouldn't become more boring.
Umm, what? Did you buy your paladin at 80? Leveling up as a paladin, auto attack + procs is the majority of your damage. It isn't until 44-50 that you actually start getting damaging skills beyond Judgement. Warriors also have this problem.


Title: Re: SWTOR
Post by: Azaroth on December 14, 2009, 12:10:17 AM
Maybe he meant that it was ALREADY SO BORING leveling a Paladin that it couldn't possibly ever be worse ever.


Title: Re: SWTOR
Post by: Zetor on December 14, 2009, 12:33:38 AM
obligatory link related to paladin leveling (http://img310.imageshack.us/img310/2584/paladins0gf.jpg) (edit: paladins are much more interesting to play now, blah blah etc)

I think there are two different arguments going on in here (both unrelated to the thread's original topic, but... well... it's a SW thread :why_so_serious:)... one about autoattack (and I think everyone'd like a game where combat was quick / non-repetitive enough to get rid of it altogether), and one about server-side lag compensation measures such as command queuing, less 'twitchy' reactive abilities, global cooldowns, etc. I have yet to see compelling arguments presented against the latter, though.  


Title: Re: SWTOR
Post by: Nevermore on December 14, 2009, 12:34:09 AM
Auto-attack is really just a preference thing. 
Bullshit. Its not a preference, mmo's in there current form don't support the type of combat that requires 100% user interaction.

What?  Play an Elemental Shaman and tell me it doesn't require 100% user interaction.  The only reason a boring ass, lame mechanic like auto attacking is still necessary in a game like WoW is so your character doesn't stand around with their thumb up their ass if they happen to be out of mana/energy/rage/runes/whatever.


Title: Re: SWTOR
Post by: eldaec on December 14, 2009, 02:53:27 AM
Squishes can't afford to auto pilot as much in diku combat hence why they don't auto attack. However that doesn't necessarily means the level of involvement is very high. You can run your char on autopilot you just pressing a key occasional instead of every 1.1 seconds. I haven't found the a caster class where playing with a cheeseburger on one hand is detrimental to my play.


Only in WoW. There are plenty of MMOGs where this just isn't true, whether or not they theoreticaly have a default attack.



EDIT: And maybe not WoW, I don't know, I couldn't maintain interest long enough to be sure.


Title: Re: SWTOR
Post by: AutomaticZen on December 14, 2009, 06:19:12 AM
Umm, what? Did you buy your paladin at 80? Leveling up as a paladin, auto attack + procs is the majority of your damage. It isn't until 44-50 that you actually start getting damaging skills beyond Judgement. Warriors also have this problem.

True, but that's more of a systems issue, i.e. give Paladins/Warriors more attacks earlier.  Judgement every 10 seconds + auto attack is just as boring as (Judgement+autoattack damage) every 10 seconds.  Auto Attack certainly didn't make it more exciting.  I find it a problem that I'd pull a mob to a nice spot, Seal of Light, Judge, Seal of Light (ah the old sealing system) again and walk away from the computer.

I'm just not seeing what auto-attack adds that makes it necessary.  At least CO uses it as a resource builder.  You need the POS end builder on autoattack in order to have Endurance to do anything else.  WoW's doesn't even do that.

Quote
I think there are two different arguments going on in here (both unrelated to the thread's original topic, but... well... it's a SW thread )... one about autoattack (and I think everyone'd like a game where combat was quick / non-repetitive enough to get rid of it altogether), and one about server-side lag compensation measures such as command queuing, less 'twitchy' reactive abilities, global cooldowns, etc. I have yet to see compelling arguments presented against the latter, though.
I have no problem with those compensation measures.  But if you DC, you're probably going to die.   And most death penalties are such that this isn't a problem.



Title: Re: SWTOR
Post by: eldaec on December 14, 2009, 12:51:07 PM
WoWs mechanics were a generation behind when it launched in 2004.

From the little I've played it - WoW combat is more involving than EQ, which is all it was built to compete with.

Just because no good mmogs have been released for 5 years (jesus christ how hard can it be etc), that doesn't mean the specific flaws of the EQ/wow model haven't been fixed time and time again.

Numtini mentioned it a while ago, but did everyone miss not having auto-attack in CoH?  With most games I like auto-attack simply because I find the combat system itself boring.  In CoH I never missed it because combat was actually fun.

CoH combat is pretty bad until you get enough attack powers to fill the gaps.

I agree, CoH combat can be tiresome for the first 45 minutes you are in game.


Title: Re: SWTOR
Post by: Slyfeind on December 14, 2009, 01:17:46 PM
As a mage in WoW, I used auto-attack at first level. And never ever again for the past five years.

Well, that's not true. I used it when levelling up weapon skills for that achievement, "I have high weapon skills" or whatever. So, I used it for a half an hour at level 1, then for a few hours total for the achievement. So...there we are. Since WoW is successful, we should make players use auto-attack for 3.5 hours. Problem solved! Math is great!

Meanwhile, I've started playing CoH a lot, and I really like no autoattack. About as much as I like autoattack. In other words, I really don't care one way or another. But the 3.5 hour thing, yeah, I'm dead serious about that!


Title: Re: SWTOR
Post by: WindupAtheist on December 15, 2009, 01:27:02 AM
I think if I have Zangief at 5% energy and then drop the controller, Zangief should just be knocked out anyway. Hur hur.

Most console games automatically pause when a controller is disconnected, so yeah, good argument.

Fuck that, what if the cat goes crazy and jumps up in my lap and digs his claws in and I drop the controller and it's still plugged in and now Zangief is just beating the shit out of me at 5% life while I'm running around the room screaming and trying to dislodge the cat from my leg? Then I lose and that whole CONTINUE... 9... 8... 7... thing is going on, and I have to push start and watch that little airlplane fly to USSR again. Why should I have to pay that reckoning, you fucking masochist? WHY?!


Title: Re: SWTOR
Post by: Sheepherder on December 15, 2009, 12:42:04 PM
Because you have a cat, obviously.


Title: Re: SWTOR
Post by: UnSub on December 15, 2009, 05:32:17 PM
I think if I have Zangief at 5% energy and then drop the controller, Zangief should just be knocked out anyway. Hur hur.

Most console games automatically pause when a controller is disconnected, so yeah, good argument.

Fuck that, what if the cat goes crazy and jumps up in my lap and digs his claws in and I drop the controller and it's still plugged in and now Zangief is just beating the shit out of me at 5% life while I'm running around the room screaming and trying to dislodge the cat from my leg? Then I lose and that whole CONTINUE... 9... 8... 7... thing is going on, and I have to push start and watch that little airlplane fly to USSR again. Why should I have to pay that reckoning, you fucking masochist? WHY?!

Because you probably aren't paying $15 a month to fight Zangief in order to get his Gorbechov Birthmark Tattoo drop.

Lag and drop outs are something all MMOs have to deal with. Auto attack is one way of dealing with it, although one that is increasingly seen as antiquated.


Title: Re: SWTOR
Post by: Sheepherder on December 15, 2009, 06:54:33 PM
In Soviet Russia, you own cat.


Title: Re: SWTOR
Post by: Mrbloodworth on December 16, 2009, 06:19:28 AM
So, not sure if this was posted or not.

The Old Republic MMO features all voice acting, no text (http://blastmagazine.com/the-magazine/gaming/gaming-news/2009/06/e3-2009-the-old-republic-mmo-features-all-voice-acting-no-text/)

I guess I was like, totally wrong that this was the future.  :oh_i_see:

This adds to the growing number of MMO's with full voice overs.


Title: Re: SWTOR
Post by: Nebu on December 16, 2009, 06:21:05 AM
This adds to the growing number of MMO's with full voice overs.

HUGE mistake.  


Title: Re: SWTOR
Post by: Malakili on December 16, 2009, 06:22:43 AM
So, not sure if this was posted or not.

The Old Republic MMO features all voice acting, no text (http://blastmagazine.com/the-magazine/gaming/gaming-news/2009/06/e3-2009-the-old-republic-mmo-features-all-voice-acting-no-text/)

I guess I was like, totally wrong that this was the future.  :oh_i_see:

This adds to the growing number of MMO's with full voice overs.

Well, considering I play without sound a ton, I guess I'm out.


Title: Re: SWTOR
Post by: Stormwaltz on December 16, 2009, 07:13:56 AM
This adds to the growing number of MMO's with full voice overs.

HUGE mistake.  

Agreed, for many reasons.


Title: Re: SWTOR
Post by: Mrbloodworth on December 16, 2009, 07:18:11 AM
This adds to the growing number of MMO's with full voice overs.

HUGE mistake.  

Time will tell.


Title: Re: SWTOR
Post by: Kageru on December 16, 2009, 07:18:42 AM
The report is somewhat ambiguous. It could be saying you never need to read a line of text (ie. *everything* is voice acted) which doesn't rule out text being optional. Though I could just as easily imagine them deciding to force players to watch all the voice acting they spent a stupid amount of money on.

I can't wait to see what actually comes out of all this confusion when the NDA drops. I still won't care, Star Wars has been exploited to the point of nausea, but it will be fun to see how all these mechanics are going to hang together.



Title: Re: SWTOR
Post by: Cyrrex on December 16, 2009, 07:21:41 AM
I bet 10 bucks that they'll have subtitles, just like all Bioware RPGs.


Title: Re: SWTOR
Post by: Lakov_Sanite on December 16, 2009, 07:24:28 AM

Time will tell.

No, it won't.  If they forgo subtitles completely this will be the single dumbest decision in mmo history, period.  I will leave it up to others to list the myriad reasons for this stupidity since I'm at work but suffice to say, you are wrong.


Title: Re: SWTOR
Post by: Mrbloodworth on December 16, 2009, 07:26:11 AM
I seriously doubt they won't have subtitles. All bioware titles have voice, and subtitles.


Title: Re: SWTOR
Post by: eldaec on December 16, 2009, 08:19:49 AM
Don't be stupid, of course there will be subtitles. The point of that link was to say that everything at launch will have voice over, which everyone already knows, so actually the link had no point.


Title: Re: SWTOR
Post by: Lantyssa on December 16, 2009, 08:21:18 AM
Oh joy.  A voice discussion again.  :facepalm:


Title: Re: SWTOR
Post by: Draegan on December 16, 2009, 08:29:16 AM
You guys got Bloodworthed.


Title: Re: SWTOR
Post by: VainEldritch on December 16, 2009, 11:31:14 AM
Don't be stupid, of course there will be subtitles. The point of that link was to say that everything at launch will have voice over, which everyone already knows, so actually the link had no point.

*THIS GAME IS NOT FOR THE DEAF*

 :facepalm:


Title: Re: SWTOR
Post by: Morat20 on December 16, 2009, 11:49:00 AM
They better have a fucking "skip voice overs" thing. I got pissy enough with Mass Effect, especially when shopping.

Vendor: "Greetings, Earthclan.." ME: "I DON'T WANT TO FUCKING HEAR YOUR GODDAMN LINE. I WANT TO SHOP" Vendor: "To the colonies".

ME: FUCK YOU.

The Hanar in the Emporium was the worst. I just want a fucking menu. If there's a "skip dialogue and go straight the menu" button on the 360 version, I've yet to find it.


Title: Re: SWTOR
Post by: Velorath on December 16, 2009, 12:42:04 PM
They better have a fucking "skip voice overs" thing. I got pissy enough with Mass Effect, especially when shopping.

Vendor: "Greetings, Earthclan.." ME: "I DON'T WANT TO FUCKING HEAR YOUR GODDAMN LINE. I WANT TO SHOP" Vendor: "To the colonies".

ME: FUCK YOU.

The Hanar in the Emporium was the worst. I just want a fucking menu. If there's a "skip dialogue and go straight the menu" button on the 360 version, I've yet to find it.

Doesn't the X button usually skip past dialogue?


Title: Re: SWTOR
Post by: Stormwaltz on December 16, 2009, 02:44:18 PM
The Hanar in the Emporium was the worst. I just want a fucking menu. If there's a "skip dialogue and go straight the menu" button on the 360 version, I've yet to find it.

Doesn't the X button usually skip past dialogue?

Unless a line was specifically flagged otherwise - and the hanar's shouldn't have been - X can skip through any line.

Generally dialogue was only made unskippable when it was covering a load in the background.


Title: Re: SWTOR
Post by: Ingmar on December 16, 2009, 05:09:49 PM
I seem to recall that dialogue that had a little animation 'scene' to go with it was unskippable usually, and I also seem to recall that for whatever reason talking to that 'Greetings Earthclan' for some reason had a little scene of Shephard leaning up against that guy's bar or something similar, which most merchant interactions didn't have.


Title: Re: SWTOR
Post by: Venkman on December 16, 2009, 05:23:17 PM
We had this discussion 12 pages ago. But then, 12 pages ago Dragon Age hadn't launched yet :-) If they do it like that and they give my character a voice in the cut scenes and they're skippable (as DA:Os are), I'm fine with it.

But to be clear (again), this is not the first MMO to be fully voiced.


Title: Re: SWTOR
Post by: eldaec on December 16, 2009, 05:31:34 PM
But to be clear (again), this is not the first MMO to be fully voiced.

Yes, but Wow wasn't fully voiced, and apparently, problems solved in the 2 dozen mmogs since wow don't count.


Title: Re: SWTOR
Post by: Venkman on December 16, 2009, 05:49:53 PM
Ah but EQ2 came before WoW  :grin:


Title: Re: SWTOR
Post by: AutomaticZen on December 16, 2009, 05:51:52 PM
They better have a fucking "skip voice overs" thing. I got pissy enough with Mass Effect, especially when shopping.

Vendor: "Greetings, Earthclan.." ME: "I DON'T WANT TO FUCKING HEAR YOUR GODDAMN LINE. I WANT TO SHOP" Vendor: "To the colonies".

ME: FUCK YOU.

The Hanar in the Emporium was the worst. I just want a fucking menu. If there's a "skip dialogue and go straight the menu" button on the 360 version, I've yet to find it.

Doesn't the X button usually skip past dialogue?

And ESC on computer.  In fact, I had to slow down in case I missed a dialogue choice sometimes.


Title: Re: SWTOR
Post by: Morat20 on December 17, 2009, 10:55:55 AM
Unless a line was specifically flagged otherwise - and the hanar's shouldn't have been - X can skip through any line.

Generally dialogue was only made unskippable when it was covering a load in the background.
I think I tried that. And accidentally chose the "goodbye" option by doing so, in a fashion I still don't understand. I'll have to futz with it more. Thanks, though.

Don't get me wrong -- it was all very cool the first few times. But then, you know, I just wanted to see if the inventory had updated.

And by the way: Lacking a "Now I'd like to see mods" option of some sort, and instead making me go through the entire fucking conversation THREE TIME so I could do "Standard Items", "Non-human armor" and "Upgrades" was really ass.


Title: Re: SWTOR
Post by: Ingmar on December 17, 2009, 11:07:50 AM
Ah but EQ2 came before WoW  :grin:

EQ2 was not fully voiced, though. The PC wasn't voiced, only the NPCs. That's why they're making this claim for this one.


Title: Re: SWTOR
Post by: eldaec on December 17, 2009, 04:25:32 PM
Also not all the npcs were voiced. It was only sufficiently voiced to show that the concept will work fine, and it was sufficiently not-voiced to demonstrate that they can always just switch back to text if they get bored doing voiceovers for future characters.


SWTOR will likely be a fuckup of Hellgate:Galaxies proportions, but anyone who thinks VO is the problem here is living in crazy town. Much as predicting doom is fun, it really isn't worth moving to crazy town for. To many crazy people, wandering about all day being crazy and so on.


Title: Re: SWTOR
Post by: Venkman on December 17, 2009, 05:00:08 PM
Ah but EQ2 came before WoW  :grin:

EQ2 was not fully voiced, though. The PC wasn't voiced, only the NPCs. That's why they're making this claim for this one.


Going by that then, DA:O isn't fully voiced either. SOE at the time made the same claim that SWTOR is now. It's splitting hairs to say that the player character voice means SOE was lying in their campaign.


Title: Re: SWTOR
Post by: Ingmar on December 17, 2009, 05:03:06 PM
Ah but EQ2 came before WoW  :grin:

EQ2 was not fully voiced, though. The PC wasn't voiced, only the NPCs. That's why they're making this claim for this one.


Going by that then, DA:O isn't fully voiced either. SOE at the time made the same claim that SWTOR is now. It's splitting hairs to say that the player character voice means SOE was lying in their campaign.

I don't think DA:O was ever pushing "fully voiced!" as a marketing gimmick? I'm also not sure who ever accused SOE of lying.


Title: Re: SWTOR
Post by: UnSub on December 17, 2009, 05:31:37 PM
SWTOR will likely be a fuckup of Hellgate:Galaxies proportions, but anyone who thinks VO is the problem here is living in crazy town. Much as predicting doom is fun, it really isn't worth moving to crazy town for. To many crazy people, wandering about all day being crazy and so on.

It's not VO per se that is the problem; it's the focus on it and on some of the handwaving that is dismissing any issues about creating further fully VO'd content.

SWOR being fully VO'd will mean nothing to the majority of players once the mechanics are pulled apart and the overpowered / underpowered classes and abilities are worked out. And it will mean even less when players are clamouring for more story content and BioWare [NOT AUSTIN] has to come out and say that getting the VOs done takes time and that people should just replay with a different class.

Finally, there will be the complaints that the voices aren't right and that their character needs to sound more badass / wise / some other indefinable quality in order to not break immersion.

VO is a neat gimmick. SWOR is getting a lot of promotion for that neat gimmick, but it doesn't make or break a game.


Title: Re: SWTOR
Post by: Malakili on December 17, 2009, 05:43:21 PM
Also not all the npcs were voiced. It was only sufficiently voiced to show that the concept will work fine, and it was sufficiently not-voiced to demonstrate that they can always just switch back to text if they get bored doing voiceovers for future characters.


SWTOR will likely be a fuckup of Hellgate:Galaxies proportions, but anyone who thinks VO is the problem here is living in crazy town. Much as predicting doom is fun, it really isn't worth moving to crazy town for. To many crazy people, wandering about all day being crazy and so on.

I dunno, if you just mean a trainwreck in general I'll agree, but I don't know that it will be a train wreck for reasons similar to Hellgate or Galaxies, but I guess thats splitting hairs at this point.,


Title: Re: SWTOR
Post by: Lakov_Sanite on December 17, 2009, 05:43:47 PM
This is all assuming SWOTOR will be an online game in the same vein as eq/daoc/wow etc. It's not going to be, it's going to be more like phantasy star/guild wars.


Title: Re: SWTOR
Post by: Merusk on December 17, 2009, 06:13:56 PM
And cost $15 plus whatever DLC costs there are.  :why_so_serious:


Title: Re: SWTOR
Post by: Grimwell on December 17, 2009, 08:17:09 PM
EQ2 does have player voices. They are tied to a few of the emotes. :P

To be honest, if someone wants to get beyond hair splitting with a claim like this, they are going to need to launch a text to voice feature where what I type is voiced by my character.

There are so many lulz and CS calls in that one though...  :uhrr:


Title: Re: SWTOR
Post by: eldaec on December 18, 2009, 06:55:20 AM
Ah but EQ2 came before WoW  :grin:

EQ2 was not fully voiced, though. The PC wasn't voiced, only the NPCs. That's why they're making this claim for this one.


Going by that then, DA:O isn't fully voiced either. SOE at the time made the same claim that SWTOR is now. It's splitting hairs to say that the player character voice means SOE was lying in their campaign.

Players in DA are voiced, just not in cutscenes.

I dunno, if you just mean a trainwreck in general I'll agree, but I don't know that it will be a train wreck for reasons similar to Hellgate or Galaxies, but I guess thats splitting hairs at this point.,

I meant in general, but as it happens the design problems here are exactly the same as Hellgate - the execution remains to be seen.


This is all assuming SWOTOR will be an online game in the same vein as eq/daoc/wow etc. It's not going to be, it's going to be more like phantasy star/guild wars.

It is going to be exactly like Hellgate. This is another reason VO is not that big a deal.


Title: Re: SWTOR
Post by: Lucas on December 18, 2009, 07:08:13 AM
"New" playable planet revealed. Hint: a lot of sand and two suns in the sky :P


Title: Re: SWTOR
Post by: Malakili on December 18, 2009, 07:22:07 AM

I meant in general, but as it happens the design problems here are exactly the same as Hellgate - the execution remains to be seen.

It is going to be exactly like Hellgate. This is another reason VO is not that big a deal.

Now, maybe I'm wrong.   But I really think that Hellgate London failed because it was a buggy piece of shit at launch, and remained so for far too long.  Now, you could argue that the reason it was so buggy is because they tried to do way too much (single player, online, subscription online), and didn't have time to actually make it functional before they ran out of money.   But i really don't think SWTOR is going to run into that problem.  Granted, it might, but I expect SWTOR to be "working as intended."  I just don't think "as intended" is going to work.


Title: Re: SWTOR
Post by: eldaec on December 18, 2009, 07:42:43 AM
That wasn't the only reason Hellgate failed.

It also failed for the same reason that guild wars PvE failed.

They designed a single player game with optional co-op and no means to encourage interaction between players, then hamstrung by having to design it to run on MMOG servers they sat around wondering why it isn't as fun as real single player games with optional co-op.

Just how fun would it be to play WoW or EVE with nobody else on the server?


Title: Re: SWTOR
Post by: Malakili on December 18, 2009, 09:05:03 AM

Just how fun would it be to play WoW or EVE with nobody else on the server?

I'd say you could play WoW single player and have a better game than a lot of single player RPGs out there.  At least until max level.


Title: Re: SWTOR
Post by: DLRiley on December 18, 2009, 09:30:45 AM
That wasn't the only reason Hellgate failed.

It also failed for the same reason that guild wars PvE failed.

They designed a single player game with optional co-op and no means to encourage interaction between players, then hamstrung by having to design it to run on MMOG servers they sat around wondering why it isn't as fun as real single player games with optional co-op.

Just how fun would it be to play WoW or EVE with nobody else on the server?

actually guild wars pve didn't fail. It was actually why over half the playerbase bought the expansions....


Title: Re: SWTOR
Post by: raydeen on December 18, 2009, 09:55:16 AM

Just how fun would it be to play WoW or EVE with nobody else on the server?

I'd say you could play WoW single player and have a better game than a lot of single player RPGs out there.  At least until max level.

My warlock agrees.


Title: Re: SWTOR
Post by: Draegan on December 18, 2009, 11:15:45 AM
Leveling through old content in WOW might as well be a single player game, unless you're doing random dungeons.


Title: Re: SWTOR
Post by: Ingmar on December 18, 2009, 11:44:53 AM
Characterizing Guild Wars PVE as a failure is pretty  :uhrr:, there are a ton of people playing it as a PVE game even now. Most GW players never even set foot in PVP.


Title: Re: SWTOR
Post by: Lantyssa on December 18, 2009, 12:12:32 PM
I did the little tutorial PvP to get some important skills for my heroes.  Of course it was against NPCs...


Title: Re: SWTOR
Post by: Velorath on December 18, 2009, 01:29:46 PM
That wasn't the only reason Hellgate failed.

It also failed for the same reason that guild wars PvE failed.

They designed a single player game with optional co-op and no means to encourage interaction between players, then hamstrung by having to design it to run on MMOG servers they sat around wondering why it isn't as fun as real single player games with optional co-op.

Just how fun would it be to play WoW or EVE with nobody else on the server?

It doesn't seem like you have any indication of why Hellgate failed.


Title: Re: SWTOR
Post by: Hoax on December 18, 2009, 04:13:46 PM
I did the little tutorial PvP to get some important skills for my heroes.  Of course it was against NPCs...

I believe you 3 that posted this but fuck me I understand why people trust Fox News better than I can understand someone playing GW for the pve.

As to eldaec's theories on HG:L's failures, I think his is a major part of it.  Single player online games aren't very compelling, the chat channels, guide features, trading, economy etc of Hellgate, in fact pretty much everything that involved other players felt tacked on. If not for Auto Assault though I would call Hellgate the absolute biggest pile of shit at launch ever of a "AAA" title, that is counting AO at launch, at least when you weren't lagged out that was fun.  History should have taught us though that current devs can't balance single player and online sensibilities for shit, Hellgate is an example of this but not the greatest as everything else was broken which sort of obscures the issue.

I think Borderlands is a good example of a game where they needed to fucking commit to the idea that people were going to want to play it with others and make that work instead of waffling between sp and mp expectations.


Title: Re: SWTOR
Post by: Velorath on December 18, 2009, 04:36:47 PM
In the list of problems Hellgate had, tacked on multiplayer was at the bottom of the list.  Flagship's ambition far exceeding their finances, and all their poor business decisions were big issues.  Their shitty billing system which charged a lot of people twice for their subscriptions, thus scaring a lot of people away from ever subscribing (in addition to the fact that the only real reason to subscribe was for more bank space) was a big issue.  The bugs and lack of polish, including a really bad memory leak and characters getting stuck fairly easily, were problems.  The repetition in the game environments were for me personally one of the biggest problems.

There's a lot of lessons to be learned from Hellgate.  "Single player RPG's with online elements just don't work" isn't one of them.  Especially since games like Diablo and PSO having been proving that wrong for years now.


Title: Re: SWTOR
Post by: Rendakor on December 18, 2009, 09:58:07 PM
the only real reason to subscribe was for more bank space 
This. A thousand times this. Hellgate was fun enough, and different from most Diablo clones in its core gameplay that it could have become a good game. However, they didn't give us any reason to pay them for it.


Title: Re: SWTOR
Post by: Sheepherder on December 18, 2009, 10:55:32 PM
Just how fun would it be to play WoW or EVE with nobody else on the server?

Not bad, I levelled my shaman on a nearly deserted PvE server and it was no great letdown.


Title: Re: SWTOR
Post by: Ratman_tf on December 19, 2009, 11:26:54 AM
the only real reason to subscribe was for more bank space 
This. A thousand times this. Hellgate was fun enough, and different from most Diablo clones in its core gameplay that it could have become a good game. However, they didn't give us any reason to pay them for it.

All the stuff about the bugs and memory leaks (which were legit issues) are way down the list of things I thought "killed" the game. But the wonky subscription plan, I'd put at #1. With a neon arrow pointing at it.


Title: Re: SWTOR
Post by: Malakili on December 19, 2009, 03:24:25 PM
the only real reason to subscribe was for more bank space 
This. A thousand times this. Hellgate was fun enough, and different from most Diablo clones in its core gameplay that it could have become a good game. However, they didn't give us any reason to pay them for it.

All the stuff about the bugs and memory leaks (which were legit issues) are way down the list of things I thought "killed" the game. But the wonky subscription plan, I'd put at #1. With a neon arrow pointing at it.


Can I ask why you think so? I mean, I wasn't here when Hellgate happened, so I missed the fallout on f13, but to me, it was hands down the crippling bugs.


Title: Re: SWTOR
Post by: WindupAtheist on December 19, 2009, 04:30:45 PM
Schild was all hyped for the game and bought a lifetime subscription, sight unseen. Then he realized the game blew and everyone laughed. Then he got hold of their customer service people and threatened to bring about a PR apocalypse unless they went ahead and reversed their "no refunds" policy for him specifically, which they did, and he was all like AHA WHO'S LAUGHING NOW BITCHES?

At least that's how I understand it.


Title: Re: SWTOR
Post by: Ratman_tf on December 19, 2009, 04:38:48 PM
Can I ask why you think so? I mean, I wasn't here when Hellgate happened, so I missed the fallout on f13, but to me, it was hands down the crippling bugs.

I played the shit out of the game, and my system has never been high-end. I never felt the game was crippled due to bugs. I had one quest that I couldn't complete, that wasn't a critial quest, so I skipped it. And the memory leaks never caused the game to crash or perform so poorly that I couldn't play. (Again, on a low-end machine.)

So lolz I dunno?


Title: Re: SWTOR
Post by: Malakili on December 19, 2009, 04:58:51 PM
Can I ask why you think so? I mean, I wasn't here when Hellgate happened, so I missed the fallout on f13, but to me, it was hands down the crippling bugs.

I played the shit out of the game, and my system has never been high-end. I never felt the game was crippled due to bugs. I had one quest that I couldn't complete, that wasn't a critial quest, so I skipped it. And the memory leaks never caused the game to crash or perform so poorly that I couldn't play. (Again, on a low-end machine.)

So lolz I dunno?

The lowend system might have actually helped you.  The DX9 version was more stable than the DX10 version.


Title: Re: SWTOR
Post by: Rendakor on December 19, 2009, 05:06:59 PM
My experience is on part with Ratman_tf's. I had some minor problems with it, but nothing outside the standard MMO launch shit. However, when you (as a company) have no means of extracting payment beyond box sales, you can't expect the game to survive.

If you don't know, the subscription fee got you VERY little; a larger (and maybe shared) stash, extra character slots, and access to certain loots.


Title: Re: SWTOR
Post by: Malakili on December 19, 2009, 05:22:18 PM
My experience is on part with Ratman_tf's. I had some minor problems with it, but nothing outside the standard MMO launch shit. However, when you (as a company) have no means of extracting payment beyond box sales, you can't expect the game to survive.

If you don't know, the subscription fee got you VERY little; a larger (and maybe shared) stash, extra character slots, and access to certain loots.

Yeah, I was there.  I personally crashed extremely frequently the first month or so due to the memory leak.  I also got stuck at loading screens very frequently.   I actually thought the core gameplay was solid though.  I stuck around past the first content update (stonehenge), which was fun, but still wasn't really worth the monthly fee. 
I think the game has been fixed up and is still being played in Asia right?  I wonder if we'll ever see a relaunch in the U.S.

Anyway, If we're saying SWTOR will fail for the reason that there isn't going to be sufficient reason to subscribe, then I'll agree with that.  My original point was just that I didn't expect it to fail because of a buggy launch.


Title: Re: SWTOR
Post by: Rendakor on December 19, 2009, 05:27:41 PM
Fair enough; I didn't have the problems you did, although I'm also running DX9.


Title: Re: SWTOR
Post by: Velorath on December 19, 2009, 06:02:04 PM
Anyway, If we're saying SWTOR will fail for the reason that there isn't going to be sufficient reason to subscribe, then I'll agree with that.  My original point was just that I didn't expect it to fail because of a buggy launch.

Well presumably if SWTOR ends up having a sub fee, the reason to subscribe would be to play the game.  It's a completely different situation from Hellgate.


Title: Re: SWTOR
Post by: UnSub on December 20, 2009, 03:28:07 AM
the only real reason to subscribe was for more bank space 
This. A thousand times this. Hellgate was fun enough, and different from most Diablo clones in its core gameplay that it could have become a good game. However, they didn't give us any reason to pay them for it.

All the stuff about the bugs and memory leaks (which were legit issues) are way down the list of things I thought "killed" the game. But the wonky subscription plan, I'd put at #1. With a neon arrow pointing at it.

Can I ask why you think so? I mean, I wasn't here when Hellgate happened, so I missed the fallout on f13, but to me, it was hands down the crippling bugs.

Bugs might vary from person to person (or PC to PC). However, when a company can't get their sub plan right, it destroys any trust you might have in them to be able to receive your money.

The sub plan was confusing, poorly explained and then altered post-launch so that full subscribers didn't even get what they were promised (and non-subscribers got more for free). This kind of behaviour actively scares off people from giving credit card information out.


Title: Re: SWTOR
Post by: eldaec on December 20, 2009, 11:50:46 AM
I doubt the subs problems had a chance to impact the game. Only the lifetime subscription people had any real reason to bitch about it anyway.


It's not as they had an great game going with nobody paying for it.

Personally I never saw an outright bug, but I still didn't last what would have been my month included with the box price. If I wanted to play a sub-par single player FPS/hack-n-slash retread with endless identical brown levels, and which looks like it was coded in 1996.... actually I'd never want to do that, I didn't even want to do that in 1994.

Similarly, so far this looks like a sub-par Kotor, all the thrills of a 2003 single player story RPG only with compromises made to support hypothetical co-op play which will barely ever happen. As such, I'm not that excited about it.

Kotor without companions and without the bioware writing staff = Hellgate with slightly less action packed gameplay.



Title: Re: SWTOR
Post by: Velorath on December 20, 2009, 12:20:31 PM
You seem to hate games in general aside from TF2, EVE, and Dragon Age.


Title: Re: SWTOR
Post by: Threash on December 20, 2009, 12:57:24 PM
I also don't see how the subscription stuff had much to do with Hellgates failure.  It failed because it was a BAD game, people didn't want to play it for free.


Title: Re: SWTOR
Post by: Rendakor on December 20, 2009, 02:55:48 PM
I actually quite enjoyed Hellgate, as did a number of my friends (inb4 anecdotal, etc). However, there was no reason for any of us to pay them any money because the subscriber "features" were so limited. I consider Borderlands little more than Hellgate done correctly; if you don't like that either, it's NOTFORYOU.


Title: Re: SWTOR
Post by: eldaec on December 20, 2009, 03:06:45 PM
You seem to hate games in general aside from TF2, EVE, and Dragon Age.

Give me a good run up and I can hate on TF2 every time they shit more inappropriate rpg nonsense into a perfectly good game.

(http://dl.dropbox.com/u/318368/41MSE4NBZEL._SL500_AA240_.jpg)

But seriously, I'm just as susceptible to an attack of fanboism as anyone else here. My problem is that I post mostly about MMOGs and the last worthwhile MMOG to launch was in 2004. It is a true marvel to consider just how much must have changed in your life since the last time the entire industry was collectively able to release anything in the genre that 'turned out basically ok'.

Fuck, I managed to stay optimistic about WAR until launch.

I also don't see how the subscription stuff had much to do with Hellgates failure.  It failed because it was a BAD game, people didn't want to play it for free.

This is true. And if subscription was the main problem it would have been easy to fix as they started adding more zones. In fact all they would have needed to do would be to put a few npc vendors in prominent locations, selling gin and whores to subscribers only.


Title: Re: SWTOR
Post by: eldaec on December 20, 2009, 03:31:28 PM
I actually quite enjoyed Hellgate, as did a number of my friends (inb4 anecdotal, etc). However, there was no reason for any of us to pay them any money because the subscriber "features" were so limited. I consider Borderlands little more than Hellgate done correctly; if you don't like that either, it's NOTFORYOU.

Out of interest,

How long did you enjoy it for?
When you say you enjoyed it, did you enjoy it to the same degree as say, HL2 or God of War (earlier examples of fps and hack'n'slash)

And if the whole game was subscription only do you think it would have been worthwhile? Because if not, the problem is surely that they didn't make a good enough game, rather than just the subscription model?



I agree completely that Hellgate done right, with systems to positively reinforce player interaction, could have made for a successful game. But they set the bar too low. The shooty and hack/slash gameplay was at best shallow and dated. While the mmog elements were nonexistent.

I see swtor going the same way, they are telling us this that they've developed a story-rpg mmog, and instead of tempting us with the exciting new elements that the mmog aspect can bring to the game, their PR is saying 'ohmigawd we've acheived some of the basic things you take for granted in a story-rpg, only it's online'. Whoopdefricking do.
 


Title: Re: SWTOR
Post by: Rendakor on December 20, 2009, 04:10:17 PM
You are comparing it to the wrong game. Hellgate follows Diablo II more than HL2 or GoW. Loot + Skill trees.

To answer your questions, I played for about 3 months (through the Stonehenge patch).

If the subscription was required for online play, I still would have played, and I think a lot of people who were playing would have payed for a month or two. I'm not arguing that the game didn't have problems. However, a bad game that generates revenue can be improved (EQ2 comes to mind); a bad game that no one pays for beyond box sales dies.


Title: Re: SWTOR
Post by: Malakili on December 20, 2009, 04:38:37 PM
You are comparing it to the wrong game. Hellgate follows Diablo II more than HL2 or GoW. Loot + Skill trees.

To answer your questions, I played for about 3 months (through the Stonehenge patch).

If the subscription was required for online play, I still would have played, and I think a lot of people who were playing would have payed for a month or two. I'm not arguing that the game didn't have problems. However, a bad game that generates revenue can be improved (EQ2 comes to mind); a bad game that no one pays for beyond box sales dies.

Indeed it was supposed to be a "spiritual successor" to Diablo 2, but MMOish.  I think it actually did a good job on the former, the latter not so much.  Loot hunting in "The Wilds" with a group was actually quite fun.  For those of us that stuck around, it was even more tragic, becuase the game was finally starting to get its shit together when they announced it was going to be closing down.  The absolutely shitty launch (bad subscription system at launch could be part of this, crashing problems that made the game unplayable for some).  If you bought the game at release there was a good chance you probably just said screw it, moved on, and that was that.

"The Abyss" the patch that was on the PTR when they announced the games death was actually pretty decent too, or at least moving further in the right direction.   Anyway, I understand people just plain not liking the game, thats individual preference, but I thought the actual gameplay was quite fun after all the kinks of launch got worked out.  By then though, the damage was done.


Title: Re: SWTOR
Post by: UnSub on December 20, 2009, 05:20:48 PM
I also don't see how the subscription stuff had much to do with Hellgates failure.  It failed because it was a BAD game, people didn't want to play it for free.

People could play most of it for free and there was no real reason to sub. That's why Flagship collapsed: not enough money coming in so they had to hock everything to stay open. They didn't have a business model about how to actually collect money for the game.

Sure, it was buggy and limited, but a lot of people really appeared to like it. That they could play it for no sub fee was a bonus. It's not the only reason why HGL / Flagship failed - poor management, overly ambitious game scope, over hyped and under-delivered, etc - but it certainly helped it die more quickly. Flagship tried to throw every option at the wall to see what stuck: not much did, which left them without enough money to continue funding development post-launch.


Title: Re: SWTOR
Post by: eldaec on December 20, 2009, 08:05:29 PM
If a lot of people liked it, and were playing it for no subscription, you have to wonder why they didn't think "huh, lets make all the good loot subscription only, that'll sort this mess out".

My guess, they shut this down when they realised they had no way back to six figure subscription levels, even if they changed the subs model substantially.


Title: Re: SWTOR
Post by: Lantyssa on December 20, 2009, 08:10:21 PM
Maybe the game just sucked.  Guild Wars does fine without a sub, yet Hellfire collapsed with one.


Title: Re: SWTOR
Post by: Malakili on December 20, 2009, 08:34:15 PM
Maybe the game just sucked.  Guild Wars does fine without a sub, yet Hellfire collapsed with one.

Well, that brings up another point, which is management.  In the big interview Roper did after the fact one of the problems was that they ended up trying to do too much, spent too much money, and didn't really have a sustainable business plan.  If you look at the Torchlight guys (Runic Games), one of the things they kept stressing around the time Torchlight was released was that they were extremely careful not to overstep their means, and made the necessary cuts to put out a game given their financial and time constraints.  While some people have criticized Torchlight for a variety of things, its a damn polished, fun game that only took a year to make, they made cuts when they had to, and the overall product benefitted from it.   

Roper did bungle Hellgate though.  I mean, he gets a lot of hate from people for it, and I think people need to cool it when they accuse of him fucking up intentionally, cause I just don't think that is the case.  There is a difference between fucking up, and scamming, and Hellgate wasn't a scam, it was just a perfect storm of fail.


Title: Re: SWTOR
Post by: Ratman_tf on December 20, 2009, 08:50:50 PM
I actually quite enjoyed Hellgate, as did a number of my friends (inb4 anecdotal, etc). However, there was no reason for any of us to pay them any money because the subscriber "features" were so limited. I consider Borderlands little more than Hellgate done correctly; if you don't like that either, it's NOTFORYOU.

That's interesting. The reason I stopped playing Borderlands is because I feel it fits the complaint about repetition better than HGL. It's got the same 2 or 3 kinds of basic mobs (whacko mask dudes, critters and flying critters) and the same desert tan textures with the occasional cave thrown in. The intro was  :drill: but the game didn't keep my attention for long.

I still play HGL.  :grin:


Title: Re: SWTOR
Post by: Margalis on December 20, 2009, 09:36:55 PM
Maybe the game just sucked.  Guild Wars does fine without a sub, yet Hellfire collapsed with one.

The Guild Wars guys knew they weren't going to have subs and planned accordingly to make money from box sales and expansions.

From the outside looking in it seems pretty clear that the Hellgate guys decided to offer subs because they wanted to spend a lot of money and subscriptions represented a best-case scenario method of spending too much without going broke. It was pretty obvious that they never had any idea how their subscription model would work, they just needed it to work somehow because otherwise they were in trouble financially.


Title: Re: SWTOR
Post by: Rendakor on December 20, 2009, 09:41:06 PM
That's interesting. The reason I stopped playing Borderlands is because I feel it fits the complaint about repetition better than HGL. It's got the same 2 or 3 kinds of basic mobs (whacko mask dudes, critters and flying critters) and the same desert tan textures with the occasional cave thrown in. The intro was  :drill: but the game didn't keep my attention for long.

I still play HGL.  :grin:
Well, by done right, I don't mean less repetitive. Rather, Borderlands is much more polished, and more confident of its status as a single player game with optional coop; HGL on the other hand was a single player game dressed up as an MMO (including all the baggage that is an MMO launch).


Title: Re: SWTOR
Post by: Lantyssa on December 20, 2009, 10:55:18 PM
The Guild Wars guys knew they weren't going to have subs and planned accordingly to make money from box sales and expansions.
As Malakili pointed out, the failure was about management as much as other factors.  'Management' is so broad a generalization though that it fails to focus on what really went wrong.

My point was that the failure wasn't so much that the game having a sub or not but other factors surrounding it.  What we don't know at this time for SWTOR is the pay model nor how much they are relying on that for future development versus simply a nice return on their investment.

The Torchlight guys seem to be doing things right, as did ArenaNet.  Hopefully people will learn from them.


Title: Re: SWTOR
Post by: Kageh on December 21, 2009, 01:52:07 AM
That's interesting. The reason I stopped playing Borderlands is because I feel it fits the complaint about repetition better than HGL. It's got the same 2 or 3 kinds of basic mobs (whacko mask dudes, critters and flying critters) and the same desert tan textures with the occasional cave thrown in. The intro was  :drill: but the game didn't keep my attention for long.

I still play HGL.  :grin:

I found HG:L repetition a lot more bothersome than the Borderlands kind. Especially the darn endless brown sewer maps. I wanted to like HG:L for the cool setting and the (partially, at least IMO) good art direction, but the controls and the skill trees were fubared and very unimaginative. I remember when I first saw the skill trees in the beta I thought I was looking at one page out of many more to come, and then the game launched and we were stuck with 3-5 worthwhile talents per class.

Borderlands on the other hand manages to somehow simulate progression, as the world changes and transforms with me progressing the story line. And while the enemies are indeed not very varied (there is actually an additional kind of enemy, you forgot the aliens ;-)), the world design is consistent and has a theme, and you're not playing every second level in <random_brown_maze_00>. Too bad story feels so sluggish and stretched at times, and the quests are so darn boring. The pacing, at least to me, feels like by the time I'm advancing something I already forgot why I'm doing that in the first place. Maybe it has to do with too much driving across the landscape shooting bugs.


Title: Re: SWTOR
Post by: eldaec on December 21, 2009, 03:55:36 AM
In the big interview Roper did after the fact one of the problems was that they ended up trying to do too much, spent too much money

This is what people say when they fail. Truth is they tried to do more than they specifically were capable of, but weren't even trying to do nearly enough to make a viable mmog.


Title: Re: SWTOR
Post by: Venkman on December 22, 2009, 12:29:49 PM
Just how fun would it be to play WoW or EVE with nobody else on the server?

Not bad, I levelled my shaman on a nearly deserted PvE server and it was no great letdown.

Booooring. WoW wouldn't qualify as an RPG without the lower threshold of critique afforded shared pesistent spaces. The only way WoW solo would compare favorably to an actual RPG is if someone's leveling their fourth character so they can raid. Then they're so biased by a specific type of game play that RPGs don't have that a direct comparison becomes meaningless anyway.


Title: Re: SWTOR
Post by: UnSub on December 22, 2009, 05:48:57 PM
I'll cut to the chase:

For some an RPG is creating a deep intimate bond with a character, building an image in their mind to the point that this character is a separate entity, with its own life, hopes and dreams. This character is the centre of a personal narrative that will see them play an important role in shaping the character's world and will have real and deep impact on the psyche of the character.

For others, an RPG is maxing your stats through fat lootz to kill stuff better.

Most MMOs attract people who are in the second category. The end.


Title: Re: SWTOR
Post by: DLRiley on December 22, 2009, 06:00:21 PM
I'll cut to the chase:

For some an RPG is creating a deep intimate bond with a character, building an image in their mind to the point that this character is a separate entity, with its own life, hopes and dreams. This character is the centre of a personal narrative that will see them play an important role in shaping the character's world and will have real and deep impact on the psyche of the character.

For others, an RPG is maxing your stats through fat lootz to kill stuff better.

Most MMOs attract people who are in the second category. The end.

If I said that I would be called a troll.


Title: Re: SWTOR
Post by: Venkman on December 22, 2009, 06:11:32 PM
I'll cut to the chase:

For some an RPG is creating a deep intimate bond with a character, building an image in their mind to the point that this character is a separate entity, with its own life, hopes and dreams. This character is the centre of a personal narrative that will see them play an important role in shaping the character's world and will have real and deep impact on the psyche of the character.

For others, an RPG is maxing your stats through fat lootz to kill stuff better.

Most MMOs attract people who are in the second category. The end.

You're going to need to sub-divide that there "RPG" label hoss. I could see your argument in a Torchlight/D2 type game. It's how I play them too. Story? Whatever. Give me the lootz and a horadric cube to do shit with them.

Oblivion/KOTOR/Dragon Age/Baldur's Gate though? No freakin' way.


Title: Re: SWTOR
Post by: Rendakor on December 22, 2009, 06:30:11 PM
That's his point Darniaq; you, at least partially, fall into the first category. I know many people who played Oblivion and KOTOR just to kill shit and get loot.


Title: Re: SWTOR
Post by: Velorath on December 22, 2009, 09:31:32 PM
I'll cut to the chase:

For some an RPG is creating a deep intimate bond with a character, building an image in their mind to the point that this character is a separate entity, with its own life, hopes and dreams. This character is the centre of a personal narrative that will see them play an important role in shaping the character's world and will have real and deep impact on the psyche of the character.

For others, an RPG is maxing your stats through fat lootz to kill stuff better.

Most MMOs attract people who are in the second category. The end.

How many MMO's have been designed for people that fall into the first catagory?


Title: Re: SWTOR
Post by: Koyasha on December 22, 2009, 10:43:50 PM
The early ones, when developers thought that's what most of their customers wanted, I suppose.  I would say UO was.  EQ also, in some ways.


Title: Re: SWTOR
Post by: DLRiley on December 23, 2009, 01:08:36 AM
I get attached to characters because of the narrative not because they are the extension of me. Though that is because I look at games as either violence or stories. If a game does both  I am a very happy gamer. Any mmo can make you attached to a character though the develop rules and limitations can differ widely, attachment if you inclined to it you probably find it. Few mmos provide a narrative and even fewer provide one  I care for. Count the mmo's that have you care about supporting cast (assuming it even bothers having one).  


Title: Re: SWTOR
Post by: schild on December 23, 2009, 01:25:51 AM
The early ones, when developers thought that's what most of their customers wanted, I suppose.  I would say UO was.  EQ also, in some ways.

The correct answer was *no MMO* was created to create a deep intimate bond with your character. That whole paragraph up there is just outright ridiculous (when applied to MMOGs).

They don't care how or why you first get invested in the game, but they want you to get invested. So they have a good character creator. The first 25% of the game has training wheels. Everything at the beginning is fast paced. They throw loot in your face. Etc. Etc.

All that other flowery shit that was said was mentioned to show the incredible divide between a good RPG and a good MMORPG. Where there's really no RPG part.

Some people roleplay sure, but I like to assume they're crazy.

Edit: Also, UO and EQ weren't. RG was just insane and managed to fit all sorts of kitchen sink stuff into UO except he forgot the game, but it was so early and such a new experience that people look back at it fondly (cue WUA or Cheddar or whoever). Looking back fondly on things is fine, but UO wasn't a "game." The G in RPG means Game. As for EQ, lol. No.


Title: Re: SWTOR
Post by: Malakili on December 23, 2009, 06:29:28 AM
I get attached to characters because of the narrative not because they are the extension of me. Though that is because I look at games as either violence or stories. If a game does both  I am a very happy gamer. Any mmo can make you attached to a character though the develop rules and limitations can differ widely, attachment if you inclined to it you probably find it. Few mmos provide a narrative and even fewer provide one  I care for. Count the mmo's that have you care about supporting cast (assuming it even bothers having one).  

The supporting cast is the other people playing, I often care about those, especially the ones I choose to ally with (aka guild mates).


Title: Re: SWTOR
Post by: Draegan on December 23, 2009, 06:37:30 AM
Nostalgia is a helluva drug.

See most of you fuck's first MMOG was UO or EQ.  Mine were more primitive games so when I got to play EQ, for example, it was a buggy piece of shit game that was terrible.  I didn't last 1 month before I got fed up for dieing to a bug and losing 6 hours of "grinding" skeletons on my necro.  Fuck that noise.

Edit:
This came out more as a random rant.  Sorry.  Carry on.


Title: Re: SWTOR
Post by: DLRiley on December 23, 2009, 10:32:00 AM
The supporting cast is the other people playing, I often care about those, especially the ones I choose to ally with (aka guild mates).

har har no. Guild Wars Prophercies Campaign, Prince Rurik. In his life he pissed you off, since he always run into a fresh wave of mobs after you barely finished the last 5 he aggroed at the same time....He told his dad "shut up dad we must take action we must fight! This IS Ascalon!" And leads the half of Ascalon away from Ascalon into the mountains... His death was a combination of wtf "major npcs don't die!!", lolz, and a little sad (Ascalon just got butt raped an hour ago..).

Nostalgia is a helluva drug.

See most of you fuck's first MMOG was UO or EQ.  Mine were more primitive games so when I got to play EQ, for example, it was a buggy piece of shit game that was terrible.  I didn't last 1 month before I got fed up for dieing to a bug and losing 6 hours of "grinding" skeletons on my necro.  Fuck that noise.

First mmo was rune scape. I loved that pathetic game thinking how awesome it is fighting cows and almost jizzed my pants when I fought Saudies in the desert. Oh yes that was fun "first mmo" times until I eventually wanted to play the rpg part of mmorpg. Though it took me a while, I originally was enthralled with the idea of PvP'ing in the woods were your sole goal was to find people that was stupid enough to enter and attempt to kill them before they realize whats going on and run away. Bonus points for killing a lowbie. I even found it "exciting" when a high level or a gang of high levels figured out I venture too far into the woods and away from pve zone. So considering my "PVP" experience was running away from high levels, attempting to kill anything remotely my level, or chasing lowbies. This bored me in about a week (consider my typical runescape sessions were 5 hours a day...). When I finally did find a "quest" it pretty much broke any interest in the game. Luckily I found another mmo to play but I don't think I liked the genre much after that and eventually out right hated it when I finally discovered guild wars 4 years ago.


Title: Re: SWTOR
Post by: rattran on December 23, 2009, 10:50:05 AM
The supporting cast is the other people playing, I often care about those, especially the ones I choose to ally with (aka guild mates).

har har no. Guild Wars Prophercies Campaign, Prince Rurik. In his life you pissed you off, since he always run into a fresh wave of mobs after you barely finished the last 5 he aggroed at the same time....He told his dad "shut up dad we must take action we must fight! This IS Ascalon! And leads the half of Ascalon away from Ascalon into the mountains... His death was a combination of wtf "major npcs don't die!!", lolz, and a little sad (Ascalon just got butt raped an hour ago..).

Nostalgia is a helluva drug.

See most of you fuck's first MMOG was UO or EQ.  Mine were more primitive games so when I got to play EQ, for example, it was a buggy piece of shit game that was terrible.  I didn't last 1 month before I got fed up for dieing to a bug and losing 6 hours of "grinding" skeletons on my necro.  Fuck that noise.

First mmo was rune scape. I loved that pathetic game thinking how awesome it is fighting cows and almost jizzed my pants when I fought Saudies in the desert. Oh yes that was fun "first mmo" times until I eventually wanted to play the rpg part of mmorpg. Though it took me a while, I originally was enthralled with the idea of PvP'ing in the woods were your sole goal was to find people that was stupid enough to enter and attempt to kill them before they realize whats going on and run away. Bonus points for killing a lowbie. I even found it "exciting" when a high level or a gang of high levels figured out I venture too far into the woods and away from pve zone. So considering my "PVP" experience was running away from high levels, attempting to kill anything remotely my level, or chasing lowbies. This bored me in about a week (consider my typical runescape sessions were 5 hours a day...). When I finally did find a "quest" it pretty much broke any interest in the game. Luckily I found another mmo to play but I don't think I liked the genre much after that and eventually out right hated it when I finally discovered guild wars 4 years ago.


So stop posting your incoherent rants in the area devoted to mmos. You hate the whole genre. Fine. You contribute nothing but noise. Go troll elsewhere.


Title: Re: SWTOR
Post by: DLRiley on December 23, 2009, 11:08:51 AM
So stop posting your incoherent rants in the area devoted to mmos. You hate the whole genre. Fine. You contribute nothing but noise. Go troll elsewhere.

See didn't even take an hour.


Title: Re: SWTOR
Post by: rattran on December 23, 2009, 11:38:42 AM
If you were as cogent as Unsub, you wouldn't be a troll.


Title: Re: SWTOR
Post by: Venkman on December 23, 2009, 01:14:48 PM
That's his point Darniaq; you, at least partially, fall into the first category. I know many people who played Oblivion and KOTOR just to kill shit and get loot.

Why? Diablo has a fun combat system. I'd put Oblivion's as "acceptable" in context with driving a narrative, and KOTOR's as "shit you put up with because the rest is interesting enough". Are your friends saving, spawning an area, fighting a boss for the lootz and then reloading if they didn't like the drops? I can't see any reason why you'd play a game where loot drives the story for the loot. There are just too many better games in which to do that. Heck, that's why I play Borderlands (what story?).


Title: Re: SWTOR
Post by: Musashi on December 23, 2009, 03:24:08 PM
Your mom's girl parts is what story.


Title: Re: SWTOR
Post by: Rendakor on December 23, 2009, 09:52:58 PM
That's his point Darniaq; you, at least partially, fall into the first category. I know many people who played Oblivion and KOTOR just to kill shit and get loot.

Why? Diablo has a fun combat system. I'd put Oblivion's as "acceptable" in context with driving a narrative, and KOTOR's as "shit you put up with because the rest is interesting enough". Are your friends saving, spawning an area, fighting a boss for the lootz and then reloading if they didn't like the drops? I can't see any reason why you'd play a game where loot drives the story for the loot. There are just too many better games in which to do that. Heck, that's why I play Borderlands (what story?).
Hmm, how do I put this? It's the same type of person that skips all of the dialogue/cut scenes to get back into the action. For several of my friends, the biggest difference between say Diablo and Oblivion would be the graphics, or the control scheme. Not that one is "loot driven" while the other is "story driven." The act of leveling up and customizing a character, then using that character to smash shit, is similar in almost all RPG".


Title: Re: SWTOR
Post by: UnSub on December 23, 2009, 10:57:02 PM
The early ones, when developers thought that's what most of their customers wanted, I suppose.  I would say UO was.  EQ also, in some ways.

The correct answer was *no MMO* was created to create a deep intimate bond with your character. That whole paragraph up there is just outright ridiculous (when applied to MMOGs).

I was mostly thinking about pnp RPGs when I wrote that, but certain people have certainly taken MMORPGs to that level. People crying as they unsummon their SWG pets before NGE shows that some kind of emotional bond was created with the game character. MxO might have offered something with its full events team that could involve individual players, but that fizzled out.

UO might have let you, EQ might have let you but as Schild says that wasn't really the point of them. MMOs today let you if you really want to go that way, but RP is a sideline that might be given some emotes - there is certainly no in-game benefit that mechanics provide for RPing. MMOs don't oppose RPing in general, but they certainly don't make it part of the game structure either - it's something that some players just do and provided there aren't complaints, they let it slide.

Tying back to SWOR: it is going to force you to role play to a degree by giving you limited conversation choices, so that you will be forced to play a role to continue. However, this still isn't true role play as the options are pretty much guaranteed to be "Act like Mother Teresa", "Be on the action side of neutral" and "Set those kittens on fire while you steal money from orphans". Role play needs options and potentially complicated reactions based on what you do - others have to react to your role. You can't get that from MMO NPC AI (yet).

Only way to have RP is to have other players involved and there really aren't enough dedicated RPers to make a dedicated game for. If you try, you end up with things like Sociotron.

Personally I don't RP because it is (in my humble opinion) a sad waste of fucking time. RP in single player games is different, since it forces actions and consequences for the in-game story. RP in MMOs is about pretending you are the special chosen one / last true King of Fantasia among a whole group of others who also are special chosen ones / last true Monarchs of Fantasia - you still end up doing the same content.

NB: I know the above info makes me look like a huge wanker; to wit:

(http://www.masterchef.com.au/images/image-mattpreston-294x450.jpg) but it's nearly Xmas and I'm not an Xmas person at all.  :grin:


Title: Re: SWTOR
Post by: Venkman on December 24, 2009, 04:52:44 AM
I don't think it's fair to compare "RP" in an RPG to "RP" in MMO. In the former, you're forced to make decisions that affect how the game world sees your character's personality. In the latter, it's merely how you conduct conversations in /chat. In both games, you're playing a "role", but in an RPG it's more about you as a citizen of a world while in MMOs it's entirely about what skills you bring to combat.

The only MMOs I can think of that had game systems around RP were EQ1 and SWG.

  • EQ1 with its various factions. Yes, it was just another predictable grind. But not being able to enter Nektulous as a High Elf was a big deal. And this bare minimum of mechanics hasn't survived since (except the shades of it in EQ2).
  • Pre-NGE SWG with Battle Fatigue and entertainer buffs. Yes they were annoying and contrived and linked to a combat system only mastered by understanding the brokenness of it. But it was an attempt to force interaction outside of pure combat. And it was in a setting that had a lot of RP-like interaction tools (houses, furniture, decor crafting, /music).
Hmm, how do I put this? It's the same type of person that skips all of the dialogue/cut scenes to get back into the action. For several of my friends, the biggest difference between say Diablo and Oblivion would be the graphics, or the control scheme. Not that one is "loot driven" while the other is "story driven." The act of leveling up and customizing a character, then using that character to smash shit, is similar in almost all RPG".

They've got to be reading enough to ensure they don't totally screw up their ability to enter towns I imagine :-) I don't remember having to make any choices in Diablo beyond how to customize weapons, whereas in Oblivion if I wasn't paying attention, I'd be banned from half the country :-) But yours is a good illustration of YMMV. [/list]


Title: Re: SWTOR
Post by: Malakili on December 24, 2009, 07:06:49 AM

Personally I don't RP because it is (in my humble opinion) a sad waste of fucking time. RP in single player games is different, since it forces actions and consequences for the in-game story. RP in MMOs is about pretending you are the special chosen one / last true King of Fantasia among a whole group of others who also are special chosen ones / last true Monarchs of Fantasia - you still end up doing the same content.


I've been in and out of RP communities in MMOs and I've pretty much given up on it at this point.  Most RPers in MMOs aren't interested in actual role play anyway, they are interested in what I might called story telling.  They write elaborate stories on forums, have RP "events" which 90% of the time are people standing around telling those stories.  Given most MMOs don't give you a single bit of control over the game world, I can't blame them for having to go this route really, but it just isn't really...role playing.

I'd actually argue a game like EVE Online is actually rather full of roleplaying, even though most of the population wouldn't define themselves as such.  You want to be a pirate, well go BE a pirate, play that role.  However, it seems that RPers want to write stories and SAY that are a pirate, but most of them hate actually having to learn to play the game past a first grade level in order to actually play that role.   The worst thing you can do to an RPer is mess with their predetermined destiny for their character, and this is the problem. 

Also, on the topic of single player RPGs, I don't find there to be much role playing in those either.  There are a few exceptions, like the Bethesda games, where you can effectively ignore the developer stories/quests.  However, stuff like the Bioware RPGs are just choose-your-own-adventure books with fun gameplay.  And thats ok, don't get me wrong, I like doing that too, it just isn't RP.


Title: Re: SWTOR
Post by: Lantyssa on December 24, 2009, 09:02:10 AM
MMOs do not support RP for the most part.  I hate the StoryTime MMO-RPer.  It's part of why I like sandboxes -- they let me assume a role and react to the world my character is in, instead of watching my character participate in Story Time.  That is all current quests or player run 'events' are these days.  It's also why I am watching SWTOR and GW2 to see if they can break that mould.


Title: Re: SWTOR
Post by: ajax34i on December 24, 2009, 01:13:33 PM
And thats ok, don't get me wrong, I like doing that too, it just isn't RP.

I think you guys have too strict a definition of RP.  It's like, you're imagining a theatrical production or something.  Computer games can't really do that - in single player there's no audience, and MMO's have too many shows at the same time, and a fully disinterested audience.  Actually, MMOs do have this theatre thing, but it's called "guild drama", heh.


Title: Re: SWTOR
Post by: Lantyssa on December 24, 2009, 02:49:47 PM
Theatrical Productions are how a lot of RP is in an MMO.  Maybe it was a combination of luck, environment, and a large enough guild, but my time in SWG was more about living our characters in that universe than making stories to tell one another.  It was a distinctly different experience than I have found elsewhere.  I've tried, but I keep running into groups that make me want to flee.


Title: Re: SWTOR
Post by: SnakeCharmer on December 29, 2009, 08:50:48 AM
Wow.  Looks like complete ass.  New video up. (http://www.swtor.com/community/showthread.php?t=103376) 

Highlight of the video are the two blonde gametesters at about the 3 minute mark or so.


Title: Re: SWTOR
Post by: Malakili on December 29, 2009, 10:19:15 AM
Most telling part of the video is when the dev says "Our ideal experience for the player is to play one class all the way through, then go back and play another class."  That really just sums up pretty much everything I expected from this title.


Title: Re: SWTOR
Post by: Draegan on December 29, 2009, 10:22:48 AM
Most telling part of the video is when the dev says "Our ideal experience for the player is to play one class all the way through, then go back and play another class."  That really just sums up pretty much everything I expected from this title.

That was the only quote that stood out to me as well.

I'm still not excited about this game.  I'm more excited about FFXIV than this title and I think FFXIV won't translate well to the western audience.


Title: Re: SWTOR
Post by: Brogarn on December 29, 2009, 10:53:05 AM
Ya that looks like shit. I really like the Old Republic as a setting but I can't see me playing this with what I've seen so far.


Title: Re: SWTOR
Post by: Ingmar on December 29, 2009, 11:22:54 AM
Most telling part of the video is when the dev says "Our ideal experience for the player is to play one class all the way through, then go back and play another class."  That really just sums up pretty much everything I expected from this title.

To me that's a positive. The 'look' of the game strikes me as a little odd, but I was initially resistant to WoW's look too, so who knows.


Title: Re: SWTOR
Post by: Draegan on December 29, 2009, 01:39:33 PM
It's only a positive if you're not paying a monthly sub and extra character slots don't cost you 4.99 at the SWTOR store.


Title: Re: SWTOR
Post by: Ingmar on December 29, 2009, 01:45:54 PM
I'm with you on the second half but not the first. I don't think an 'endgame' is necessarily a requirement for a subscription game.


Title: Re: SWTOR
Post by: Malakili on December 29, 2009, 03:00:02 PM
I'm with you on the second half but not the first. I don't think an 'endgame' is necessarily a requirement for a subscription game.

Maybe not strictly speaking and "end game" but I like the idea of having a single character that I can focus on forever.  I don't like to think of a character in an MMO as "finished" to me.  The premise is that my character is a person living in that virtual world, take away that premise and the genre becomes a lot less interesting to me.  I mean, the idea of a monthly fee is that you are paying for upkeep, not content.  If you are paying for content, it should be sold as such, rather than paying a monthly fee for the idea of future content, which is basically an odd idea. (This is one of the reasons people complain about Hellgate: London's sub structure, the server stuff was apparently free, but people were asked to pay a monthly fee for what?  Content that was yet to come?)

I guess it drives at the question: What exactly am I paying monthly FOR?  If the answer is supposed to be "content" I'd prefer they release and sell DLC.


Title: Re: SWTOR
Post by: Malakili on December 29, 2009, 03:35:09 PM
And thats ok, don't get me wrong, I like doing that too, it just isn't RP.

I think you guys have too strict a definition of RP.  It's like, you're imagining a theatrical production or something.  Computer games can't really do that - in single player there's no audience, and MMO's have too many shows at the same time, and a fully disinterested audience.  Actually, MMOs do have this theatre thing, but it's called "guild drama", heh.

I think I'm actually saying the exact opposite.  What I want is less "theatrical" RP, and more just...playing your character's role in the game world.  Most RPers are just telling stories, and most non-RPers are just min-maxing/playing game mechanics/just never occurs to them there is some sort of hypothetical "role" in the game world at all.

Instead of telling stories, people should be creating them, just by acting as someone would who lived in that world.   


Title: Re: SWTOR
Post by: Ingmar on December 29, 2009, 03:37:49 PM
Well, for me a model like this would be one where I'd unsubscribe when I'm 'done'. For someone who obsessively plays games one at a time like I often do a subscription model could actually end up cheaper than a 'normal' game in terms of $/hour of gameplay, assuming the hours of gameplay add up to more than an equivalently box priced single player game.

If we assume that the storylines are completely different the whole way through (do we know that?) its certainly conceivable that this could be a better value than most single player RPGs even with a couple months of sub fee tacked onto the box. The actual play experience may still end up sucking in which case all bets are off, but the model isn't guaranteed to suck.


Title: Re: SWTOR
Post by: Malakili on December 29, 2009, 03:45:18 PM
Well, for me a model like this would be one where I'd unsubscribe when I'm 'done'. For someone who obsessively plays games one at a time like I often do a subscription model could actually end up cheaper than a 'normal' game in terms of $/hour of gameplay, assuming the hours of gameplay add up to more than an equivalently box priced single player game.

If we assume that the storylines are completely different the whole way through (do we know that?) its certainly conceivable that this could be a better value than most single player RPGs even with a couple months of sub fee tacked onto the box. The actual play experience may still end up sucking in which case all bets are off, but the model isn't guaranteed to suck.

Ah, well I can see where you are coming from.  I like to think of a hypothetically great MMO in which I "never" unsubscribe.  But if you are going into it assuming "I'll play this for a couple months then quit" I can see approaching it totally differently.    Though truth be told, I've been bouncing around MMOs now for a while, waiting for one to "stick" maybe its me that isn't sticking rather than the games...


Title: Re: SWTOR
Post by: Venkman on December 29, 2009, 03:53:43 PM
People play these games for years and don't care to RP any more than someone in MW2. Most people are creating stories all the time. They're just not bothering to tell them. For the same reason most people don't write books, screenplays or blogs and keep themselves instead to a few characters in a Facebook status update.

MMOs are just games. They CAN be more, and are more to those people who bring more of themselves to the social experience. But those people are rare. They've been rare forever, and getting more rare as more gamer types show up, and these games evolve to be more appropriate for them.


Title: Re: SWTOR
Post by: Fordel on December 29, 2009, 05:17:45 PM
I really want this game to not suck.


I am going to be disappointed  :|


Title: Re: SWTOR
Post by: Malakili on December 29, 2009, 05:22:38 PM
People play these games for years and don't care to RP any more than someone in MW2. Most people are creating stories all the time. They're just not bothering to tell them. For the same reason most people don't write books, screenplays or blogs and keep themselves instead to a few characters in a Facebook status update.

MMOs are just games. They CAN be more, and are more to those people who bring more of themselves to the social experience. But those people are rare. They've been rare forever, and getting more rare as more gamer types show up, and these games evolve to be more appropriate for them.

I don't disagree, I just think its a shame.

Also, I don't really care if people TELL stories, I'm more interested in emergent stories because of player interactions that are effectively "in character" (even when not consciously as such.  EVE comes to mind.  The best MMO stories ever come from that game, and it isn't because people are walking around talking in middle english or something, its because there is actually motivation to act like person in the EVE universe would act.  The goals of your character (accumulate wealth, control systems, make friends, fight enemies) are all goals that you have in the game.  Unlike in WoW where your goal might be "get tier 7 gear" when the characters goal (ostensibly) is save the world from X threat.


Title: Re: SWTOR
Post by: Venkman on December 29, 2009, 08:36:02 PM
Well, that's the rift that was UO vs EQ1 back in the day. In UO, you made your own story. You adventured, sure, but there was a bunch of ways to do that both PvE and PvP style, and even then it wasn't the only thing to do. Crafting was something you did exclusively, unlike being tacked onto a combat class. Your house was more than just where you threw your crap. You had vendors, guild meetings (needed a house to have a guild), picked where you wanted to live based on availability of land. Land value was variable based on where you ended up. There was a whole real estate market in fact, something that didn't carry through into the massive tracts of land that were SWG planets.

The compromise of options was having to figure out where you wanted to be in the game yourself. That's sorta how it needs to be in open world games, but it's something that annoys people more so than being given a sword and a class and being pointed at creature X with directive Y.

Nowadays one could say "Eve vs WoW" in the same way we did "UO vs EQ1". The scales are much different, but the essence of the argument is similar.


Title: Re: SWTOR
Post by: Lakov_Sanite on December 29, 2009, 09:05:03 PM
paying 49.99 dollars for a single player game with an 'end' is fine....

paying that plus 14.99 a month just so you can play that single player game with others? not so much.


Title: Re: SWTOR
Post by: UnSub on December 29, 2009, 09:07:40 PM
Given how MMOs are currently going, I think SWOR is going to go down the box cost + sub fee + DLC cost + probably a cash shop route. BioWare are (allegedly) putting a lot of resources into this title; EA and Lucasarts will want to get paid for it.


Title: Re: SWTOR
Post by: Velorath on December 29, 2009, 09:15:46 PM
paying 49.99 dollars for a single player game with an 'end' is fine....

paying that plus 14.99 a month just so you can play that single player game with others? not so much.

Out of curiosity, why do you find it acceptable to pay sub fees for MMO's?  What is it that they do that you feel justifies them charging you on a monthly basis?


Title: Re: SWTOR
Post by: Fordel on December 29, 2009, 10:10:00 PM
Largely for the same reason I would pay for tickets to a sporting event. A Massive Shared experience. Persistence and new content/mechanics is always a nice bonus as well.

It doesn't mean I want to be best friends with all 20k people at the place, and I could probably get a much better view of the game from my own TV set at home, be better feed too, all for a fraction of the cost.


But chanting "D - FENCE" from the couch just doesn't have the same effect.


Title: Re: SWTOR
Post by: Lantyssa on December 29, 2009, 10:18:48 PM
When did they tell us there is a subscription fee?


Title: Re: SWTOR
Post by: Fordel on December 29, 2009, 11:07:25 PM
I have no idea, I think we are just assuming EA is evil.


Title: Re: SWTOR
Post by: Velorath on December 29, 2009, 11:55:01 PM
Largely for the same reason I would pay for tickets to a sporting event. A Massive Shared experience. Persistence and new content/mechanics is always a nice bonus as well.

It doesn't mean I want to be best friends with all 20k people at the place, and I could probably get a much better view of the game from my own TV set at home, be better feed too, all for a fraction of the cost.


But chanting "D - FENCE" from the couch just doesn't have the same effect.

That's a very... forced comparison.  Regardless, is that really why you buy tickets to a sporting event?  By that logic, would you pay $50-100 to watch sports on a big screen TV in a room with a fuckton of people in it just because it's a Massive Shared experience?  

Edit:  I just don't think a lot of people really understand why they're ok with paying sub fees for MMO's or why they think SWTOR wouldn't justify one.  For me, I see it in much the same way as Ingmar does.  I'm ok with paying sub fees because a good MMO will entertain me longer than most single player games (there are exceptions though).  The massively multiplayer part never entered into the equation. 

Well, except for maybe with DAOC because the massively mutiplayer part actually entered into the gameplay.  Hell, I could even understand EVE fans using the Massive Shared Experience stuff as an argument even though I'm not particularly fond of the game.  Anybody who plays WoW though and whips that shit out is a fucking hypocrite though, especially these days with it's 25 person maximum raids (less massive than a lot of FPS games out there), and random dungeon finder.  If there was ever a game that's Massively Singleplayer with some multiplayer options, it's WoW.  Now, not only can you hit max level soloing, but you can get dungeon groups without ever having to even say one word to another player.


Title: Re: SWTOR
Post by: tkinnun0 on December 30, 2009, 03:27:23 AM
Anybody who plays WoW though and whips that shit out is a fucking hypocrite though, especially these days with it's 25 person maximum raids (less massive than a lot of FPS games out there), and random dungeon finder. 

Are you kidding, the dungeon finder is the most massive gameplay element in WoW so far. You can be interacting with 4 random people from a pool of probably hundreds of thousands any time you want.

Just yesterday I got put as the fifth member to a crazy 4-man Polish guildgroup. They didn't bother switching to English and I didn't bother requesting they do, but that didn't prevent us from playing our roles together and winning. Experiences like that are why I'm happy to pay a subscription fee.


Title: Re: SWTOR
Post by: Koyasha on December 30, 2009, 03:40:43 AM
Anybody who plays WoW though and whips that shit out is a fucking hypocrite though, especially these days with it's 25 person maximum raids (less massive than a lot of FPS games out there), and random dungeon finder. 

Are you kidding, the dungeon finder is the most massive gameplay element in WoW so far. You can be interacting with 4 random people from a pool of probably hundreds of thousands any time you want.

Just yesterday I got put as the fifth member to a crazy 4-man Polish guildgroup. They didn't bother switching to English and I didn't bother requesting they do, but that didn't prevent us from playing our roles together and winning. Experiences like that are why I'm happy to pay a subscription fee.
How was that functionally different than playing a single-player game with four automatic bots that do not converse with you and simply perform their roles in the game while you perform yours?  Being able to group with random people while not interacting with them in any meaningful way isn't really what I would call a massive gameplay element.

You didn't interact with those people on any meaningful level as people - you joined up with them, completed a dungeon, and left, and it sounds like you didn't even converse with them in the slightest.  As far as they are concerned, you may as well have been a bot that the game provided in order to round out their group.


Title: Re: SWTOR
Post by: ajax34i on December 30, 2009, 03:50:15 AM
No trying to min/max the AI like in single-player RPG's would be the only thing I can think of.


Title: Re: SWTOR
Post by: Kageru on December 30, 2009, 04:48:12 AM
Anybody who plays WoW though and whips that shit out is a fucking hypocrite though, especially these days with it's 25 person maximum raids (less massive than a lot of FPS games out there), and random dungeon finder.  If there was ever a game that's Massively Singleplayer with some multiplayer options, it's WoW.  Now, not only can you hit max level soloing, but you can get dungeon groups without ever having to even say one word to another player.

If you are making an argument, a questionable assertion, you are both wrong and rude.

There is a big difference between 25 people playing TF2 and complex encounters that require 25 people working as a tight knit group, over many months, to defeat. If you can't see the difference then that's more a limitation of your understanding and probably the reason you only see things from a PUG point of view. And naturally the flow of content and the shared world that allows those people to log on at any time and find both something to do and people to do it with requires resources and is worth money. Is it worth 15$ a month? Possibly not but that has become the accepted price.


Title: Re: SWTOR
Post by: tkinnun0 on December 30, 2009, 05:58:27 AM
How was that functionally different than playing a single-player game with four automatic bots that do not converse with you and simply perform their roles in the game while you perform yours?  Being able to group with random people while not interacting with them in any meaningful way isn't really what I would call a massive gameplay element.

The run started with the tank running in the middle of a scripted fight, while I was rolling my eyes. It continued with everything feeling just a little bit 'off'. So we get to the tunnel with falling icicles and the leader tells me to hold my damage dealing until we get to the middle of the tunnel. "That's a good idea", I think. When get thru the tunnel I'm the only one to get the achievement for no-one in the group taking icicle damage. So maybe these guys actually know what they're doing. Last easy boss and suddenly I'm the main tank. Second attempt and the fight is smooth as silk.

So I interacted, observed and came to appreciate. So no, a single-player game is not going to give that experience, because while people are unpredictable because they're people, NPCs are unpredictably because devs are being dickheads.

And I also reject the notion that to roleplay you must have conversations.


Title: Re: SWTOR
Post by: Venkman on December 30, 2009, 07:15:43 AM
paying 49.99 dollars for a single player game with an 'end' is fine....

paying that plus 14.99 a month just so you can play that single player game with others? not so much.

Everyone has a price. We're making a lot of assumptions here (subs, no endgame, etc), but one thing is for certain: the industry isn't done with experimental business models. This looks like far too expensive an undertaking for the free2play model. Those types of games are either made on the cheap or converted to f2p as a defensive move. So I've been assuming this'd be subs based.

Players measure time invested into an MMO differently than they do an RPG. Where even a deep RPG may be "done" in 60-80 hours, that's barely the first two months of an MMO. It's also the burnout rate for the recent "WoW killers" (Aion is tbd until NC reports Q4), all having fallen off a cliff either because they were broken in unacceptable ways or the endgame wasn't worth arriving at. Successful MMOs keep players for hundreds of hours, and the Austin team knows this.

Given their backgrounds, I doubt this is going to actually be just KOTOR * 8 in terms of single player content. Nobody would last that long. People continue paying subs after they hit the cap because they like whatever repetitious activity is there to let them continue to make micro achievements (PvP/solo-PvE grinds) are large jumps at long intervals (raids/Arenas). These aren't hard nor new concepts. It just sounds like SWTOR is going to have a lot more of a front-end build up, or at least one with a lot more variety between classes.


Title: Re: SWTOR
Post by: Fordel on December 30, 2009, 07:28:12 AM
That's a very... forced comparison.  Regardless, is that really why you buy tickets to a sporting event?  By that logic, would you pay $50-100 to watch sports on a big screen TV in a room with a fuckton of people in it just because it's a Massive Shared experience?  


I went to the Skydome to watch a away game on the JumboTronScreenTV thing once, it didn't cost me anything though.  :oh_i_see:

I also played DaoC for years (still rant about it even) and I focus on the large scale PvP portions of WoW (for what it's worth/available).


/shrug


Title: Re: SWTOR
Post by: Rendakor on December 30, 2009, 07:49:34 AM
That's a very... forced comparison.  Regardless, is that really why you buy tickets to a sporting event?  By that logic, would you pay $50-100 to watch sports on a big screen TV in a room with a fuckton of people in it just because it's a Massive Shared experience? 
This is why people go to sports bars, or have football parties.


For me the reason for a sub fee is that it makes in game achievements more meaningful by allowing you to show them off and compete against other players. Unlike a single player game, getting a gear upgrade means something because it helps you and your friends get through content better. It's fun to run a damage meter and see if you can parse higher than that other guy, or working on a new rotation to see if it helps your dps. Hell, just running around in a city and seeing other people and inspecting their gear is fun for me.

I resubbed to EQ2 a month ago, and because of the functionality they gave guild halls all the major cities were empty: there was no crowd of people at the broker in EFP, nobody crafting in any of the TS dungeons, etc. It made the difference, to me, between an MMO and something like Diablo 2, where your only Massive interaction was a chat window, and I quickly grew bored and unsubbed again.


Title: Re: SWTOR
Post by: eldaec on December 30, 2009, 07:55:42 AM
That's a very... forced comparison.  Regardless, is that really why you buy tickets to a sporting event?  By that logic, would you pay $50-100 to watch sports on a big screen TV in a room with a fuckton of people in it just because it's a Massive Shared experience?  

Lots of people do exactly this.

And that massive shared experience doesn't even last all month.


Title: Re: SWTOR
Post by: Lakov_Sanite on December 30, 2009, 09:21:41 AM
paying 49.99 dollars for a single player game with an 'end' is fine....

paying that plus 14.99 a month just so you can play that single player game with others? not so much.

Out of curiosity, why do you find it acceptable to pay sub fees for MMO's?  What is it that they do that you feel justifies them charging you on a monthly basis?

Let's go with Dragon Age.

When I bought the game, DA was 49.99, reasonable for a 40+ hour single player game.  I enjoyed it but I took my time with it, it may have taken me over a month to beat but in the end I got my monies worth and even re-rolled a different class to try something new(god my mage was op)

Now consider I had to pay not only the initial box fee but on top of that if I took over a month to beat the game I was charged a fee, and a fee for every month after. So even if I wanted to re-roll, each month I spent on those new characters i would continue to pay money for a game i'd already beaten and the only thing I would get for that money is my npc's instead being pc's? That alone is not worth a subscription fee.


Title: Re: SWTOR
Post by: Malakili on December 30, 2009, 10:12:10 AM
paying 49.99 dollars for a single player game with an 'end' is fine....

paying that plus 14.99 a month just so you can play that single player game with others? not so much.

Out of curiosity, why do you find it acceptable to pay sub fees for MMO's?  What is it that they do that you feel justifies them charging you on a monthly basis?

Let's go with Dragon Age.

When I bought the game, DA was 49.99, reasonable for a 40+ hour single player game.  I enjoyed it but I took my time with it, it may have taken me over a month to beat but in the end I got my monies worth and even re-rolled a different class to try something new(god my mage was op)

Now consider I had to pay not only the initial box fee but on top of that if I took over a month to beat the game I was charged a fee, and a fee for every month after. So even if I wanted to re-roll, each month I spent on those new characters i would continue to pay money for a game i'd already beaten and the only thing I would get for that money is my npc's instead being pc's? That alone is not worth a subscription fee.

This is basically the long and short of it.   The precedent is set for games like this to not have the monthly fee, so its hard to add it now.  I guess the counter-point is that SWTOR should have ongoing content that your monthly fee is paying for, but in that case I'd prefer a Dragon Age style DLC system anyway.

i think i mentioned it before, but somewhere in my mind I've associated monthly fees with server upkeep/bandwidth costs, rather than content.  I know there are tons of "free" content updates in MMOs with monthly fees that are clearly being funded by those monthly fees, but for some reason I divide it up that way in my head, and I don't like the idea of paying a monthly fee purely for content, especially because you are effectively paying for something that you may not really want/care about.


Title: Re: SWTOR
Post by: Numtini on December 30, 2009, 10:27:05 AM
I'm playing WoW entirely by staying in the city and doing the random dungeons. I'm not guilded. My raid friends either aren't inviting me or are not raiding for the holidays. I log in a couple of times a week and insta-instance and then log out after. Honestly, I don't see that as an MMO and I don't think it's worth paying for. At least not the same fee that I'm paying for a game that really is MMO. (I'm only paid up because I'm in a 6 month pre-pay.)

In an average play session, I see 4 people, as compared to 9 in League of Legends.

It is a pretty good game. But it's just more of something you'd do free or via microtransaction. If that was it from day one, I can't imagine really paying $180/year for it.


Title: Re: SWTOR
Post by: AutomaticZen on December 30, 2009, 10:36:01 AM
This is basically the long and short of it.   The precedent is set for games like this to not have the monthly fee, so its hard to add it now.  I guess the counter-point is that SWTOR should have ongoing content that your monthly fee is paying for, but in that case I'd prefer a Dragon Age style DLC system anyway.

i think i mentioned it before, but somewhere in my mind I've associated monthly fees with server upkeep/bandwidth costs, rather than content.  I know there are tons of "free" content updates in MMOs with monthly fees that are clearly being funded by those monthly fees, but for some reason I divide it up that way in my head, and I don't like the idea of paying a monthly fee purely for content, especially because you are effectively paying for something that you may not really want/care about.

Right right, but this is looking to be WoW In Space! with more class centric quests thrown in.  Which I guess is bad for some, but I'm not seeing the overall failure here.

Velorath's saying if you're playing and paying for WoW, then calling this a failure makes you look odd.

Or did people actually expect Bioware to revolutionize MMOs?


Title: Re: SWTOR
Post by: Triforcer on December 30, 2009, 10:37:28 AM
Numtini- And that's precisely the problem with the constant trend of making everything easier in MMOs.  When there is no getting to know local people and no doing anything that isn't instanced, people lose attachment to their characters.  People don't pay for Diablo or FPSes, why would they pay for MMOs where everything is small scale Diablo co-op or TF2 PvP deathmatching?  


Title: Re: SWTOR
Post by: Fordel on December 30, 2009, 10:42:39 AM
Just because you choose to not be apart of the local community in WoW, does not mean it doesn't exist.


It's a mind numbingly retarded community, but it's absolutely there.


Title: Re: SWTOR
Post by: sidereal on December 30, 2009, 10:59:40 AM
The other aspect of the monthly fee that people haven't discussed (in this part of the thread) yet is the constant updates.  LOTRO gets patches. . not just fixes for bugs, but significant gameplay patches as well as new content. . on a regular basis.  If Dragon Age had new quests, new mechanics, new spells, and new regions opening up on a monthly basis, it'd be worth paying a monthly fee for, even without multiplayer.  Add in serendipitous socialization, and that's why people are happy to print moneyhats for Blizzard.  It's entirely possible for SWTOR to get both without an open world.


Title: Re: SWTOR
Post by: Malakili on December 30, 2009, 11:01:30 AM


Velorath's saying if you're playing and paying for WoW, then calling this a failure makes you look odd.

Or did people actually expect Bioware to revolutionize MMOs?

From everything they've said it doesn't seem like WoW is actually a very good example though, it seems more like a KOTOR/Guild Wars hybrid.  


Title: Re: SWTOR
Post by: Velorath on December 30, 2009, 11:06:19 AM
Anybody who plays WoW though and whips that shit out is a fucking hypocrite though, especially these days with it's 25 person maximum raids (less massive than a lot of FPS games out there), and random dungeon finder. 

Are you kidding, the dungeon finder is the most massive gameplay element in WoW so far. You can be interacting with 4 random people from a pool of probably hundreds of thousands any time you want.

By that rationale, virtually any multiplayer game is a massive experience.  It essentially turns finding a group in WoW into the equivalent of a lobby in pretty much any other online game.


Title: Re: SWTOR
Post by: eldaec on December 30, 2009, 11:11:44 AM
If Dragon Age had new quests, new mechanics, new spells, and new regions opening up on a monthly basis, it'd be worth paying a monthly fee for, even without multiplayer.

OTOH if Dragon Age was put together by a all new group of failed mmog developers rather than by bioware, and it if the whole story was based around the 'bioware-nameless-main-character' with no companion or party system, and if you were told you were playing a story rpg without the ability to save and reload; would it really seem so interesting?

I still don't understand what this team is offering us bar a watered down version of Kotor.

All that said, if SWTOR stands up to Dragon Age as a single player rpg (rofl), and if they add several hours of new content each month, I would happily buy it, and subscribe for a couple of months each year to run thorugh the content.

But this has nothing to do with massively multiplayer gameplay. My suspicion is that the only reason for the MMOG tag and the graphical lobby between dungeons is to get people comfortable with the idea of a subscription to fund DLC. Unfortunately I suspect they are also hiding behind the MMOG tag as an excuse to water down the basic game.


Title: Re: SWTOR
Post by: Ingmar on December 30, 2009, 11:24:43 AM
paying 49.99 dollars for a single player game with an 'end' is fine....

paying that plus 14.99 a month just so you can play that single player game with others? not so much.

Out of curiosity, why do you find it acceptable to pay sub fees for MMO's?  What is it that they do that you feel justifies them charging you on a monthly basis?

Let's go with Dragon Age.

When I bought the game, DA was 49.99, reasonable for a 40+ hour single player game.  I enjoyed it but I took my time with it, it may have taken me over a month to beat but in the end I got my monies worth and even re-rolled a different class to try something new(god my mage was op)

Now consider I had to pay not only the initial box fee but on top of that if I took over a month to beat the game I was charged a fee, and a fee for every month after. So even if I wanted to re-roll, each month I spent on those new characters i would continue to pay money for a game i'd already beaten and the only thing I would get for that money is my npc's instead being pc's? That alone is not worth a subscription fee.

Now consider what if Dragon Age had 6 times the content - say it had an entirely different storyline, content, quests for every origin, and added a robust multiplayer option. But it still only cost $50 for the box. Wouldn't that be worth paying a monthly fee at least until you were finished with it? You'd still probably come out ahead of $50x6 which is what 6 single player games would cost you, unless you're a really slow game player. That's the point I'm making here.

(Surgeon General's Note: this post contains some fairly unfounded assumptions about the structure, price and content of SW:TOR.)


Title: Re: SWTOR
Post by: Velorath on December 30, 2009, 11:26:27 AM
There is a big difference between 25 people playing TF2 and complex encounters that require 25 people working as a tight knit group, over many months, to defeat. If you can't see the difference then that's more a limitation of your understanding and probably the reason you only see things from a PUG point of view.

You say I see things from a PUG point of view, and yet you're doing the same thing with something like TF2.  There are a lot of people who form clans for FPS games as well and I'd say it takes a tighter knit group to play consistently well with each other against human players than it does to get 25 people to read the tactics for the latest boss on the message boards and then mimic it.  They're different play styles to be sure, but I don't think that one is really any more "massively multiplayer" than the other when it comes down to actually playing the game.


paying 49.99 dollars for a single player game with an 'end' is fine....

paying that plus 14.99 a month just so you can play that single player game with others? not so much.

Out of curiosity, why do you find it acceptable to pay sub fees for MMO's?  What is it that they do that you feel justifies them charging you on a monthly basis?

Let's go with Dragon Age.

When I bought the game, DA was 49.99, reasonable for a 40+ hour single player game.  I enjoyed it but I took my time with it, it may have taken me over a month to beat but in the end I got my monies worth and even re-rolled a different class to try something new(god my mage was op)

Now consider I had to pay not only the initial box fee but on top of that if I took over a month to beat the game I was charged a fee, and a fee for every month after. So even if I wanted to re-roll, each month I spent on those new characters i would continue to pay money for a game i'd already beaten and the only thing I would get for that money is my npc's instead being pc's? That alone is not worth a subscription fee.


Ok... so you won't pay a sub fee for a single player game.  Doesn't really answer the question of why you find paying one for MMO's acceptable.


Title: Re: SWTOR
Post by: eldaec on December 30, 2009, 11:31:28 AM
paying 49.99 dollars for a single player game with an 'end' is fine....

paying that plus 14.99 a month just so you can play that single player game with others? not so much.

Out of curiosity, why do you find it acceptable to pay sub fees for MMO's?  What is it that they do that you feel justifies them charging you on a monthly basis?

Let's go with Dragon Age.

When I bought the game, DA was 49.99, reasonable for a 40+ hour single player game.  I enjoyed it but I took my time with it, it may have taken me over a month to beat but in the end I got my monies worth and even re-rolled a different class to try something new(god my mage was op)

Now consider I had to pay not only the initial box fee but on top of that if I took over a month to beat the game I was charged a fee, and a fee for every month after. So even if I wanted to re-roll, each month I spent on those new characters i would continue to pay money for a game i'd already beaten and the only thing I would get for that money is my npc's instead being pc's? That alone is not worth a subscription fee.

Now consider what if Dragon Age had 6 times the content - say it had an entirely different storyline, content, quests for every origin, and added a robust multiplayer option. But it still only cost $50 for the box. Wouldn't that be worth paying a monthly fee at least until you were finished with it? You'd still probably come out ahead of $50x6 which is what 6 single player games would cost you, unless you're a really slow game player. That's the point I'm making here.

(Surgeon General's Note: this post contains some fairly unfounded assumptions about the structure, price and content of SW:TOR.)


tbh, if they make the basic game shit in order to tag on multiplayer, I don't give a crap how much of it there is. My concern here is that all team have offered is some of kotor's features, BUTOMGBBQ ONLINE! I'll start caring about online when the team tell wtf they plan to do with it.

But I don't think that is your point, if you mean 'would I pay a subscription for a good single player game that had enough content and quality to hold my interest for more than a month'? Then sure, absolutely. If this is as good as Dragon Age I'd subscribe until I ran out of content or got distracted.

But it won't be.


Title: Re: SWTOR
Post by: Velorath on December 30, 2009, 11:40:04 AM
OTOH if Dragon Age was put together by a all new group of failed mmog developers rather than by bioware

You mean if the guy leading the team wasn't the same guy who was lead designer on Baldur's Gate 1 and 2, Knights of the Old Republic, and was also involved in making NWN, Jade Empire, and Dragon Age (I assume earlier on in the project, but he has a Lead Designer credit)?

Then no, I probably wouldn't be as interested.


Title: Re: SWTOR
Post by: Ingmar on December 30, 2009, 11:46:54 AM
That plus presumably oversight/involvement from Greg & Ray takes a bunch of the edge off my worries about the title, it is true.


Title: Re: SWTOR
Post by: Numtini on December 30, 2009, 11:47:00 AM
Quote
Just because you choose to not be apart of the local community in WoW, does not mean it doesn't exist.

Oops, while I was fiddling I deleted the line "I know there's an MMO there, but I'm not playing it. I'm just doing instances."

As for why we pay subscription fees for MMO games, the reasoning was because the infrastructure was far too elaborate, bandwidth intensive, and so on to do without a subscription fee. Since that time all those things have become cheaper and the games themselves have become more and more simply multiplayer and less and less massive.

There's a certain line where consciously or unconsciously people don't cross. I'd say that has a big thing to do with why both Sims Online and DDO failed and why DDO is having a renaissance as a microtrans game.


Title: Re: SWTOR
Post by: sidereal on December 30, 2009, 12:39:50 PM
As for why we pay subscription fees for MMO games, the reasoning was because the infrastructure was far too elaborate, bandwidth intensive, and so on to do without a subscription fee.

No, that's why the developer needs the money, it's not why people pay.  People aren't going to pay because a developer says their business model needs it.  People will pay because they're getting something for their money.

Unfortunately, people don't have a very good understanding of what that something is.  And when developers try to test the boundaries of that something by taking Everquest features away and adding new ones, lots of people get irrationally pissed off and use phrases like 'glorified single-player game'.  Even I do it!  But I shouldn't.

After careful consideration, I'm okay paying a monthly fee for LOTRO and not for Dragon Age because, in order of priority:
1) Constant updates
2) Vast, vast amount of content (like, it takes a year of frequent playing just to see it all)
3) Serendipitous socialization (unplanned running into people doing interesting things)
4) Minor planned social events (Beer fights)
5) Group game content (preferably not forced)

If SWTOR offers enough of those, it's worth a monthly fee.  I might pay a fee just for the first one, if the content is good enough.  I probably would have paid a fee for Fallout 3 if the DLC came with it and came at about twice the rate it actually did (and kept going, obviously).


Title: Re: SWTOR
Post by: Crumbs on December 30, 2009, 01:07:41 PM
Ok... so you won't pay a sub fee for a single player game.  Doesn't really answer the question of why you find paying one for MMO's acceptable.

Isn't Bioware saying SWTOR is a MMO?  That's the thing there.  If they came out and said it's a single player with updating content, it might be an easier sub to pay.


Title: Re: SWTOR
Post by: taolurker on December 30, 2009, 01:23:04 PM
Let's go with Dragon Age.

When I bought the game, DA was 49.99, reasonable for a 40+ hour single player game.  I enjoyed it but I took my time with it, it may have taken me over a month to beat but in the end I got my monies worth and even re-rolled a different class to try something new(god my mage was op)

Now consider I had to pay not only the initial box fee but on top of that if I took over a month to beat the game I was charged a fee, and a fee for every month after. So even if I wanted to re-roll, each month I spent on those new characters i would continue to pay money for a game i'd already beaten and the only thing I would get for that money is my npc's instead being pc's? That alone is not worth a subscription fee.

This is basically the long and short of it.   The precedent is set for games like this to not have the monthly fee, so its hard to add it now.  I guess the counter-point is that SWTOR should have ongoing content that your monthly fee is paying for, but in that case I'd prefer a Dragon Age style DLC system anyway.

THIS^^

Yah but in Dragon age you control a party of 4 members and don't need to yell at them to do something to prevent your four man pickup group from getting a total wipe. I cannot MMO anymore because of lack of trust from PUG hell and also because it's not a role people play as much as a numbers game they are trying to maximize while they solo along with other people. I can pay to solo or not have someone say I'm doing it too slow with a single player game and no recurring fees (maybe DLC which is optional).

I don't see reason to have a single player game with multiple people unless it is for Raiding or PvP and I just don't see Pvp being very fun or balanced in this MMO. SWTOR = Dragon Age with subscription fee.


Title: Re: SWTOR
Post by: Venkman on December 30, 2009, 02:11:29 PM
These games already have ongoing content. They also have ongoing fixes to that content. No game except AC1 and MxO really achieved the consistent recurring advances of a story line, but the promise is always there.

Ok... so you won't pay a sub fee for a single player game.  Doesn't really answer the question of why you find paying one for MMO's acceptable.

Isn't Bioware saying SWTOR is a MMO?  That's the thing there.  If they came out and said it's a single player with updating content, it might be an easier sub to pay.

Who'd pay a sub for a single player game? And the sales of DLC are neither often enough nor purchased in high enough ratio to the base ownership to bank a huge expense like this game on it. That's why it makes sense to start with "MMO". Paves the way for a recurring cost analogous to what people are already paying.

tl;dr: would you pay a monthly fee for Fallout 3 if the DLC packs all launched as patches over the last two years?


Title: Re: SWTOR
Post by: Malakili on December 30, 2009, 02:41:59 PM
As for why we pay subscription fees for MMO games, the reasoning was because the infrastructure was far too elaborate, bandwidth intensive, and so on to do without a subscription fee.

No, that's why the developer needs the money, it's not why people pay.  People aren't going to pay because a developer says their business model needs it.  People will pay because they're getting something for their money.

...

If SWTOR offers enough of those, it's worth a monthly fee.  I might pay a fee just for the first one, if the content is good enough.  I probably would have paid a fee for Fallout 3 if the DLC came with it and came at about twice the rate it actually did (and kept going, obviously).


Actually, the infrastructure needs are one of the main reasons I'm willing to pay.  If content is what you are paying for, then you can do downloadable content, or if your game is just so HUGE that $50 for the box doesn't reasonably cover your costs 1) make your project smaller, and release content updates as DLC, that model is proven to work, or 2) charge more for the game up front.

Guild Wars showed that a frequent expansions and no monthly fee model can be successful.   So, lets put it another way, would you pay 15 bucks a month for guild wars as is, if you got the expansions as they came instead of having to go out and buy the box.  I suspect you'd end up paying a more (a lot more), if you were paying 15 bucks a month for it.   Now, granted, Guild Wars isn't the kind of experience Bioware is saying TOR will be, but in terms of single player/multiplayer/MMO I think its very similar.




Title: Re: SWTOR
Post by: WindupAtheist on December 30, 2009, 02:59:14 PM
You can sit here and bitch about how WoW doesn't have anything for more than 25 people and how that isn't really massive, but that's not going to give me any more tolerance for greedy assholes who looked at Blizzard's moneyhats and decided to just slap a chat box and subscription fee onto everything.


Title: Re: SWTOR
Post by: Velorath on December 30, 2009, 03:26:02 PM
You can sit here and bitch about how WoW doesn't have anything for more than 25 people and how that isn't really massive, but that's not going to give me any more tolerance for greedy assholes who looked at Blizzard's moneyhats and decided to just slap a chat box and subscription fee onto everything.

Who did that?


Title: Re: SWTOR
Post by: Rendakor on December 30, 2009, 03:44:00 PM
Hellgate certainly did.


Title: Re: SWTOR
Post by: schild on December 30, 2009, 04:12:21 PM
Bioware certainly will.


Title: Re: SWTOR
Post by: Hoax on December 30, 2009, 04:20:40 PM
I want to know what all of you are going to give eldaec for being so right about this pile of shit game.  Sure Star Trek will be worse but thats about the only nice thing I can think of to say about it.


Title: Re: SWTOR
Post by: sidereal on December 30, 2009, 04:55:14 PM
A small vial of my tears.


Title: Re: SWTOR
Post by: AutomaticZen on December 30, 2009, 05:17:55 PM
Somehow I'll survive.  I'l carry on.


Title: Re: SWTOR
Post by: Velorath on December 30, 2009, 06:01:48 PM
I want to know what all of you are going to give eldaec for being so right about this pile of shit game.

The coveted "who gives a shit" award?  Is this supposed to somehow disuade me from daring to be optimistic about a game.  Fuck all the cynical fuckers who just have to be the first ones in line to hate shit.  Wait for beta at least, or stop obsessively following the game if you've already made up your mind.


Title: Re: SWTOR
Post by: Malakili on December 30, 2009, 07:18:06 PM
I want to know what all of you are going to give eldaec for being so right about this pile of shit game.

The coveted "who gives a shit" award?  Is this supposed to somehow disuade me from daring to be optimistic about a game.  Fuck all the cynical fuckers who just have to be the first ones in line to hate shit.  Wait for beta at least, or stop obsessively following the game if you've already made up your mind.

I don't obsessively follow TOR, i just obsessively follow F13, and currently a SWTOR thread is over 80 pages, and I'm  star wars fan/ :awesome_for_real:


Title: Re: SWTOR
Post by: Venkman on December 30, 2009, 08:11:11 PM
You can sit here and bitch about how WoW doesn't have anything for more than 25 people and how that isn't really massive, but that's not going to give me any more tolerance for greedy assholes who looked at Blizzard's moneyhats and decided to just slap a chat box and subscription fee onto everything.

If they give me a DA:O with bi-monthly story updates, they can charge me $14.99/mo. That's why I asked what I did earlier. I would pay $14.99 for a Fallout 3 with consistent content updates. It's basically how I play MMOs as it is. I don't have the lifestyle to take them too serious, so am locked out of serious raids anyway. So I'm all for better tailored content in a sometimes shared space. Easier to brag about the shit I've done when it's not just NPCs I'm talking to.

I'd rather have an RPG than EQ1 with wookiees WoW in space.


Title: Re: SWTOR
Post by: Rendakor on December 30, 2009, 09:49:06 PM
I'd rather pay a monthly fee for content updates than buy them with microtransactions. The reason is mostly psychological; a flat, constant fee is easier to accept, then the immersion breaking "Insert Credit Card to Enter Dungeon" (http://www.penny-arcade.com/comic/2009/11/6/) bullshit.


Title: Re: SWTOR
Post by: UnSub on December 31, 2009, 12:09:40 AM
I've been doing a bit of looking around at the MMO industry and here's what I think will happen: SWOR is definitely going to launch with a box cost and probably a sub fee. Why? Well, the box cost is a given (collectors edition with cloth map of Coruscant, imitation lightsaber handle in the box plus it will unlock costume parts in-game) and a sub fee is highly likely because accountants love the simple sums of 'players per month x sub fee = moneyhats'. There will be DLC for cash because that's how Dragon Age went and that kind of action appears successful for BioWare. There won't be large amounts of story content released each quarter because that takes time and money - patches will work on stuff that doesn't require VOs like crafting and PvP. The cash shop will sell costume parts and respecs and the like - extra character slots would be a hot seller for all those players who don't want to scrub a character to play all story options.

Players will get to the end of each storyline and sometime later some DLC will come along that allows for an extra adventure or two.

If the sub fee doesn't work out they can drop it, go F2P and still make lots of money from the cash shop and DLC.

They can charge all this because SWOR is going to sell its ass off regardless.


Title: Re: SWTOR
Post by: Ashamanchill on December 31, 2009, 01:02:07 AM
That's a very... forced comparison.  Regardless, is that really why you buy tickets to a sporting event?  By that logic, would you pay $50-100 to watch sports on a big screen TV in a room with a fuckton of people in it just because it's a Massive Shared experience?  


I went to the Skydome to watch a away game on the JumboTronScreenTV thing once, it didn't cost me anything though.  :oh_i_see:

I also played DaoC for years (still rant about it even) and I focus on the large scale PvP portions of WoW (for what it's worth/available).

Sorry to derail this but Skydome ftw. Way to represent T-Dot Fordel!!!!


Title: Re: SWTOR
Post by: Count Nerfedalot on December 31, 2009, 02:33:20 AM
After careful consideration, I'm okay paying a monthly fee for LOTRO and not for Dragon Age because, in order of priority:
1) Constant updates
2) Vast, vast amount of content (like, it takes a year of frequent playing just to see it all)
3) Serendipitous socialization (unplanned running into people doing interesting things)
4) Minor planned social events (Beer fights)
5) Group game content (preferably not forced)

If SWTOR offers enough of those, it's worth a monthly fee.  I might pay a fee just for the first one, if the content is good enough.  I probably would have paid a fee for Fallout 3 if the DLC came with it and came at about twice the rate it actually did (and kept going, obviously).

Excellent Post!

I'd add to that list (placed closer to the top than to the bottom):

6) Persistent characters in a shared world where I can play solo, play with friends, or make new friends, as the mood suits and circumstances dictate, all while playing the same game.  No need to change context/games/(or even characters in some games like EQ2) when a friend becomes available or has to leave.  And if I get stuck soloing, I can get help.
7) Multiplayer play in a "safe" environment where cheating, griefing, and general stupid shit are aggressively curtailed.

There's another reason having something to do with shared achievement, particularly in a small guild setting, but I'm too sleepy to explain it succinctly.  But I think of it similarly to building a sandcastle.  The result is valueless and ephemeral, but the experience is a lot more fun when done on a public beach with other people than when done alone or hidden in your back yard where nobody can see it.


Title: Re: SWTOR
Post by: schild on December 31, 2009, 11:17:00 AM
I like pipe dreams too.


Title: Re: SWTOR
Post by: Venkman on December 31, 2009, 12:17:42 PM
No, actually, you don't.  :grin:

Sidereal's list merely explains how the current genre works. Sometimes people think #3 and #4 need to be facilitated by the publisher, so they'll think one game or another does it better. But otherwise, everything listed including Count's addendum are already out there.

The problem is that not all of those things are delivered perfectly in WoW. As long as that's the case, some will consider it sour grapes that they need to go elsewhere to find them.

Which is why discussion boards exist.


Title: Re: SWTOR
Post by: Count Nerfedalot on December 31, 2009, 01:42:30 PM
Perzactly Darniaq.  Sidereal's list was specificly why he was willing to pay a subscription to a single game.  I added a couple of items to generalize the reasons that many people so far have been willing to pay subscriptions to MMO games in general.  No pipe dreams there at all, but an attempt to analyze the present and recent past.  Pipe dreams would be trying to come up with some OTHER reason than what currently exists for people to pay extra to keep playing - ideally something both more fun for the player and less expensive for the developer!

Developers looking to charge subscriptions need to keep in mind that customers, reasonably enough, expect something more from their box price + subscription fee than they get from their box price only games.  And whatever that something more is, it needs to be desirable enough to overcome the "I want to play a little but don't want to pay a whole month's subscription" barrier to re-entry (and that may even be a barrier to original entry for those who have been jaded/burned by past experiences).


Title: Re: SWTOR
Post by: Venkman on December 31, 2009, 03:50:51 PM
Right. But the development community already knows these things. Little has changed in the last ten years in terms of understanding what kind of game gets people to stay. Building that game the right way has been the problem. The underlying mechanics of carrot and stick in a shared space though, no need to reinvent that wheel if your entire pitch starts with "If we can get just 1% of WoW's installed base..." You know how to do that.

Unfortunately, the only people really pushing the boundaries are also the smallest titles with the narrower audiences. Someday though maybe something will become the dominant system to emulate. Right now though, if you're making a subs-based or F2P mtx-based persistent game, it's likely going to have a diku foundation within a largely combat-based game with a tacked on crafting system and maybe a vehicle or two. And if it's not a game, it's probably on Facebook :-)


Title: Re: SWTOR
Post by: Malakili on December 31, 2009, 04:06:02 PM
And if it's not a game, it's probably on Facebook :-)

You laugh, but a friend of mine who has been a fairly "hardcore" gamer for a long time has recently gotten involved in a bunch of facebook games that now dominate his gaming time.


Title: Re: SWTOR
Post by: Merusk on December 31, 2009, 06:10:36 PM
Mafia Wars is addicting enough and that's just button pressing a few times a day.  I don't even want to approach that Farmville game nearly everyone on my friends list has been suckered in to.


Title: Re: SWTOR
Post by: schild on December 31, 2009, 10:45:23 PM
The pipedream was having all of those things in one game and for it to actually be a fun game.

I'm not sure I want to get into a discussion on the addictiveness and design methodology behind facebook games. Most of the people here would have a fucking aneurysm if they knew how that industry worked.


Title: Re: SWTOR
Post by: Venkman on January 01, 2010, 06:57:11 AM
Most people here should actually recognize those things right away. They are MMOs without the distractions of realtime.

And if it's not a game, it's probably on Facebook :-)

You laugh, but a friend of mine who has been a fairly "hardcore" gamer for a long time has recently gotten involved in a bunch of facebook games that now dominate his gaming time.

Actually, wasn't laughing. These are games after a fashion, but much closer to interactive slot machines (not the mere one-armed bandits) than a full interactive game. They're addictive for the same reasons Bejeweled is. Easy, quick, mindless (in most cases), and readily available without installs, and all your friends are right there. Check out AppData (http://www.appdata.com/). But don't concentrate on #1 anymore than people should consider the average size of an MMO with WoW in the equation.

Lots of dicey things going on with them at the moment, including at FB itself. But nothing we haven't seen in the early days of MMOs either.


Title: Re: SWTOR
Post by: Shatter on January 01, 2010, 08:05:37 AM
After careful consideration, I'm okay paying a monthly fee for LOTRO and not for Dragon Age because, in order of priority:
1) Constant updates
2) Vast, vast amount of content (like, it takes a year of frequent playing just to see it all)
3) Serendipitous socialization (unplanned running into people doing interesting things)
4) Minor planned social events (Beer fights)
5) Group game content (preferably not forced)

If SWTOR offers enough of those, it's worth a monthly fee.  I might pay a fee just for the first one, if the content is good enough.  I probably would have paid a fee for Fallout 3 if the DLC came with it and came at about twice the rate it actually did (and kept going, obviously).

Excellent Post!

I'd add to that list (placed closer to the top than to the bottom):

6) Persistent characters in a shared world where I can play solo, play with friends, or make new friends, as the mood suits and circumstances dictate, all while playing the same game.  No need to change context/games/(or even characters in some games like EQ2) when a friend becomes available or has to leave.  And if I get stuck soloing, I can get help.
7) Multiplayer play in a "safe" environment where cheating, griefing, and general stupid shit are aggressively curtailed.

There's another reason having something to do with shared achievement, particularly in a small guild setting, but I'm too sleepy to explain it succinctly.  But I think of it similarly to building a sandcastle.  The result is valueless and ephemeral, but the experience is a lot more fun when done on a public beach with other people than when done alone or hidden in your back yard where nobody can see it.


Ill have what you're both smoking


Title: Re: SWTOR
Post by: tkinnun0 on January 01, 2010, 09:54:40 AM
By that rationale, virtually any multiplayer game is a massive experience.  It essentially turns finding a group in WoW into the equivalent of a lobby in pretty much any other online game.

Yes, that's kinda true, so why do I feel that a lobby is just some random people while the dungeon finder is a massive shared experience? There's a few reasons: it's not the start and end of the game, but a small part of a more massive game and I can actually comprehend the sizes of the communities that are interacting there.


Title: Re: SWTOR
Post by: eldaec on January 01, 2010, 10:55:46 AM
I've never understood why WOW is considered a mmog but diablo 2 is not.

I don't have a problem with both being mmogs.

Quote
There's a few reasons: it's not the start and end of the game, but a small part of a more massive game

This is the key thing.

Each round of CS is completely independent, characters and achievements do not carry over, the game has ended, a new one begins. While each game runs you only interact with a limited number of people, hence not massive.

In WoW or Diablo 2, the game continues from round to round, you interact with more and more people as the game continues and your character develops, hence the massive tag.


Title: Re: SWTOR
Post by: Velorath on January 01, 2010, 11:40:18 AM
Each round of CS is completely independent, characters and achievements do not carry over, the game has ended, a new one begins. While each game runs you only interact with a limited number of people, hence not massive.

A lot of FPS games are starting to change in that respect though.  Modern Warfare has perks, MAG has character building, and TF2 has their whole Achievement thing.  FPS games have quickly been taking on the character building/carrot and stick mentality to keep people more invested in the game.


Title: Re: SWTOR
Post by: Malakili on January 01, 2010, 11:43:06 AM
I've never understood why WOW is considered a mmog but diablo 2 is not.



Its quite simply the large persistent world.  That was the original idea for games like this: What would a virtual fantasy world with real players as the actors in that world be like?   In my mind, that is what I associate with an MMO still, at least in principle. I think we've gone a long way away from that original idea, much more towards "What is a fun video game?"  In fact, Diablo 2 released today might label itself an MMO and get away with it.


Title: Re: SWTOR
Post by: eldaec on January 01, 2010, 12:02:06 PM
Each round of CS is completely independent, characters and achievements do not carry over, the game has ended, a new one begins. While each game runs you only interact with a limited number of people, hence not massive.

A lot of FPS games are starting to change in that respect though.  Modern Warfare has perks, MAG has character building, and TF2 has their whole Achievement thing.  FPS games have quickly been taking on the character building/carrot and stick mentality to keep people more invested in the game.

And they are becoming mmogs precisely because mmogs keep people playing longer.


Title: Re: SWTOR
Post by: eldaec on January 01, 2010, 12:06:06 PM
I've never understood why WOW is considered a mmog but diablo 2 is not.



Its quite simply the large persistent world.  That was the original idea for games like this: What would a virtual fantasy world with real players as the actors in that world be like?   In my mind, that is what I associate with an MMO still, at least in principle. I think we've gone a long way away from that original idea, much more towards "What is a fun video game?"  In fact, Diablo 2 released today might label itself an MMO and get away with it.

The orginal idea of persistent worlds was actually that your actions persisted. You change something, it stays changed, for everyone. Only EVE has that these days. Somewhere along the line persistent worlds came to mean 'the world exists forever and unchanging in place', which is fine, but the same can also be said about pac-man.



Title: Re: SWTOR
Post by: sidereal on January 01, 2010, 12:07:22 PM
I've never understood why WOW is considered a mmog but diablo 2 is not.

Well, it lacks 1-4 from my list and 7 from Nerfedalot's.  Although the list was elements I'm willing to pay a monthly sub for, not necessarily what defines an MMO.  But there's a pretty good overlap between the two definitions.

If you could play Diablo II and have an unplanned run-in with another party; if you could play it and run into a non-advancement-oriented social event; and/or if it had about 30x as much content, I suspect people would be a lot more comfortable calling it an MMO.


Title: Re: SWTOR
Post by: Malakili on January 01, 2010, 12:30:54 PM
I've never understood why WOW is considered a mmog but diablo 2 is not.



Its quite simply the large persistent world.  That was the original idea for games like this: What would a virtual fantasy world with real players as the actors in that world be like?   In my mind, that is what I associate with an MMO still, at least in principle. I think we've gone a long way away from that original idea, much more towards "What is a fun video game?"  In fact, Diablo 2 released today might label itself an MMO and get away with it.

The orginal idea of persistent worlds was actually that your actions persisted. You change something, it stays changed, for everyone. Only EVE has that these days. Somewhere along the line persistent worlds came to mean 'the world exists forever and unchanging in place', which is fine, but the same can also be said about pac-man.



I agree with you.  So my personal feeling is that the closer you are to that, the more MMO-like you are.  Though frankly, I'm starting to think that sort  of virtual world type game should be considered its own genre, and that the MMO genre is basically just moving towards persistent characters.  I think of the former more like legos or something, more of a toy than a game.

ETA: I think part of the reason we ARE moving away from that is that the market is just too small for it.  For instance, I think MISSING an event in a game like EVE is as much of the draw as being able to make every one of them.  The fact that stuff can happen when I'm not logged in is actually part of the draw, because it makes every event seem more important.    Though when ever I talk to this about people the vast majority of gamers think this sounds terrible because they might miss something, and "i'm paying the same 15 bucks as someone else, why should they get to play that and I can't."   At first I was genuinely surprised at the amount of players who don't want that kind of game, but now I realize I am just in the vast minority.


Title: Re: SWTOR
Post by: Venkman on January 01, 2010, 01:44:17 PM
Eve (and UO) are the prime examples. The kinds of things that can happen are academically awesome. But the way in which you need to play the game is very different from whatever/whenever-I-want WoW. They're a lot more immersive, a lot closer to "true MMO" than the massive-in-registered-accounts-only multiplayer RPGs of today. But most people end up realizing they'd need to make major lifestyle changes to achieve relative status in them in the same way they can achieve relative status in a diku (of course knowing that relative status is completely different).

In other words, Eve is absolutely required massive multiplayer with game-changing decisions around every corner. WoW is optional multiplayer with guaranteed payouts.

I've never understood why WOW is considered a mmog but diablo 2 is not.

Well, it lacks 1-4 from my list and 7 from Nerfedalot's.  Although the list was elements I'm willing to pay a monthly sub for, not necessarily what defines an MMO.  But there's a pretty good overlap between the two definitions.

If you could play Diablo II and have an unplanned run-in with another party; if you could play it and run into a non-advancement-oriented social event; and/or if it had about 30x as much content, I suspect people would be a lot more comfortable calling it an MMO.

D2 didn't have updates, rafts of content, spontaneous socializing in that lobby, spontaneous events, and safe multiplayer (on the closed servers, not the exploitastic open ones)? Musta been playing a different D2...


Title: Re: SWTOR
Post by: Malakili on January 01, 2010, 02:05:47 PM
But most people end up realizing they'd need to make major lifestyle changes to achieve relative status in them in the same way they can achieve relative status in a diku (of course knowing that relative status is completely different).


Maybe this is a much bigger part that I realize.  I'm very ok with not really having much "status."  I enjoy not being the hero.  In EVE Online I was part of a smallish industrial corporation that was important really only in our constellation, and not really beyond.  We were very rich, sold a lot of capital ships to people with more "status" than we had, but in the end I was a small time industrial guy in a world in which wars were being fought that I didn't participate in all that often.

For people that really really love being the hero, I could see quickly saying "I can't see being the hero here, I'm quitting"


Title: Re: SWTOR
Post by: Rendakor on January 01, 2010, 10:21:49 PM
D2 didn't have updates, rafts of content, spontaneous socializing in that lobby, spontaneous events, and safe multiplayer (on the closed servers, not the exploitastic open ones)? Musta been playing a different D2...
Diablo 2, for all the great game it was, did not have a lot of content. If it did, you would not have to play through the game THREE TIMES on progressively harder difficulty just to hit max level.

And I don't consider a chatroom "spontaneous socializing"; if the game lobby had simply been a large town where we could all run around, that would have made a world of difference to me. Having to click on a game and join it felt very immersion breaking; additionally, while that is "safe multiplayer" it isn't an unplanned encounter.


Title: Re: SWTOR
Post by: Venkman on January 02, 2010, 05:09:30 AM
That content argument was based on changing the goal of the game from playing through it to hitting the level cap. In that regard, almost no MMO has enough content to allow you to hit the cap without some sort of inventive grinding (which I'd equate to playing D2 through three times).

I do agree that the chat lobby analogy is a bit of a stretch though. I don't think I ever used it except to initiate trade and groups. However, I did spend enough time in it to see the same sort of retarded dialog we'd later call Barren's chat. Not exactly running into someone /music'ing under the east bridge out of Bree or a wedding on the coast of Stranglethorn Vale though, which was Shatter's point.


Title: Re: SWTOR
Post by: Count Nerfedalot on January 02, 2010, 06:27:13 AM
That content argument was based on changing the goal of the game from playing through it to hitting the level cap. In that regard, almost no MMO has enough content to allow you to hit the cap without some sort of inventive grinding (which I'd equate to playing D2 through three times).

I do agree that the chat lobby analogy is a bit of a stretch though. I don't think I ever used it except to initiate trade and groups. However, I did spend enough time in it to see the same sort of retarded dialog we'd later call Barren's chat. Not exactly running into someone /music'ing under the east bridge out of Bree or a wedding on the coast of Stranglethorn Vale though, which was Shatter's point.

Games with sufficient content to level up to max without repeating content: WoW, EQ2, LotRO.  Probably older games like AO and EQ as well.

Personally, chat lobbies don't count towards massive in my book.  Otherwise the term is meanigless since online Spades and CS would count MMOGs also since you can potentially interact with hundreds of thousands of other players over time.  The Massive Multiplayer distinction is only deserved when you can bump into "lots and lots" of other players in the game world.  "Lots and lots" generally being some arbitrary number larger than the max group size.  "In the game world" being in the spaces where you actually play the game, be it combat, crafting or whatever.  Games with instancing still count as massive provided that all characters still spend significant amounts of time playing in the shared spaces.  Games where shared spaces are only used for socializing or transportation do not count as massive.  So D2, DDO, and GW (and SWTOR from the sounds of it) do not deserve the Massive label.



Title: Re: SWTOR
Post by: Count Nerfedalot on January 02, 2010, 06:39:24 AM
The pipedream was having all of those things in one game and for it to actually be a fun game.

I'm not sure I want to get into a discussion on the addictiveness and design methodology behind facebook games. Most of the people here would have a fucking aneurysm if they knew how that industry worked.

We never said a game had to have ALL those things.  Just that those seemed to be things people were willing to pay subscriptions for. Sidereal even specifically said just one could be enough!  LTR

Best I can tell the entire Facebook "game" model is one big pile of scam layered on scam over scam, all aimed at children and ignorant/careless/naive internet novices, and the sooner a couple of big state DA's have that aneurysm and take them to court the better.


Title: Re: SWTOR
Post by: Venkman on January 02, 2010, 07:41:38 AM
Games with sufficient content to level up to max without repeating content: WoW, EQ2, LotRO.  Probably older games like AO and EQ as well.

Only if you measure "content" as grind. EQ1 and AO didn't have quests that would get you to max. I think EQ2 did but I never hit max :-)


Title: Re: SWTOR
Post by: eldaec on January 02, 2010, 07:57:22 AM
People were complaining regularly in CoH that they couldn't fit all the mission chains in before they levelled up.

But with CoH and EQ2 (and most dikus post EQ) you get into the conversation about what really counts as content, ie, does a third warehouse of freakshow, or a fifth request to 'kill ten bears' really count, even if they do have a three paragraph backstory to make the 'unique'?

I doubt you could get a tenth of a typical level from EQ or AO without spawn camping, so not sure why they are being mentioned.


Title: Re: SWTOR
Post by: Lakov_Sanite on January 02, 2010, 11:23:26 AM
I got bored with coh really, really quickly.  There may have been content but it was incredibly repetitive. Sure you went to different parts of the city and fought different gangs of thugs in slightly different warehouses but from level 1 to 30(where i stopped) it was the same exact thing with little to no storyline at all.  eq2 while i found boring at least had more variety and wow really changed things in that while quests were similar (kill 10 X, gather 20 Y) you were often killing new things in very different locations with at least a paragraph of decent quest text so while it wasn't THAT much more than other games, it felt completely different.


Title: Re: SWTOR
Post by: Stabs on January 02, 2010, 03:02:08 PM
The Massive Multiplayer distinction is only deserved when you can bump into "lots and lots" of other players in the game world

I think this is the only definition that works. And as soon as you start to refine it it stops working as a definition.

Quote
Games with instancing still count as massive provided that all characters still spend significant amounts of time playing in the shared spaces.  Games where shared spaces are only used for socializing or transportation do not count as massive.  So D2, DDO, and GW (and SWTOR from the sounds of it) do not deserve the Massive label.

See? Stops working. Even WoW no longer fits this refined version of the definition now that patch 3.3 has made it a lobby for many players.

And there really is no point going down the route of having a special snowflake definition that means you're meaning something different from what everyone else on the planet means.


Title: Re: SWTOR
Post by: Malakili on January 02, 2010, 06:46:40 PM
The Massive Multiplayer distinction is only deserved when you can bump into "lots and lots" of other players in the game world

I think this is the only definition that works. And as soon as you start to refine it it stops working as a definition.

Quote
Games with instancing still count as massive provided that all characters still spend significant amounts of time playing in the shared spaces.  Games where shared spaces are only used for socializing or transportation do not count as massive.  So D2, DDO, and GW (and SWTOR from the sounds of it) do not deserve the Massive label.

See? Stops working. Even WoW no longer fits this refined version of the definition now that patch 3.3 has made it a lobby for many players.

And there really is no point going down the route of having a special snowflake definition that means you're meaning something different from what everyone else on the planet means.

Indeed, this is why i don't really care for a strict definition of what most MMOs are at this point, I'd much prefer to just have a stricter definition for a different genre (maybe called "virtual worlds" or some jazz).    At this point its really a marketing term more than anything.  It amounts to a  "We can charge per month for this game" label, and I don't think most people really care even remotely whether or not they can run into players in the game world, or do anything else on the lists made here, they care if they enjoy playing the game, and if its good enough, they'll put in their credit card number.  Sometimes I forget that just by posting on this forum I'm part of a really narrow self selecting group.


Title: Re: SWTOR
Post by: Stabs on January 03, 2010, 02:35:04 AM
I've been doing a bit of looking around at the MMO industry and here's what I think will happen: SWOR is definitely going to launch with a box cost and probably a sub fee. Why? Well, the box cost is a given (collectors edition with cloth map of Coruscant, imitation lightsaber handle in the box plus it will unlock costume parts in-game) and a sub fee is highly likely because accountants love the simple sums of 'players per month x sub fee = moneyhats'. There will be DLC for cash because that's how Dragon Age went and that kind of action appears successful for BioWare. There won't be large amounts of story content released each quarter because that takes time and money - patches will work on stuff that doesn't require VOs like crafting and PvP. The cash shop will sell costume parts and respecs and the like - extra character slots would be a hot seller for all those players who don't want to scrub a character to play all story options.

Players will get to the end of each storyline and sometime later some DLC will come along that allows for an extra adventure or two.

If the sub fee doesn't work out they can drop it, go F2P and still make lots of money from the cash shop and DLC.

They can charge all this because SWOR is going to sell its ass off regardless.

I'm sure this is right and another important aspect of this approach will be a certain marketing agility.

Any big MMO that launches has to deal with the problem that WoW is not only hugely popular but actively seeks to promote itself when other rival games launch. When AoC launched they announced Death Knights. When Warhammer launched they launched WotLK. When STO launches they'll release Arthas as a killable raid boss.

I suspect that when SWTOR launches WoW may go free to play shortly after. (In addition to launching Cataclysm around the same time).

There's several advantages for Blizzard in addition to hamstringing a rival game. Moving from sub-based to f2p is likely to make people less single-game fixated which will suit Blizzard since they have several other releases planned. Next f2p actually earns more money if people are very driven and a lot of WoW players are long term and driven - I think some people would spend $2000 if it meant they had every minipet in the game. (Recent research has indicated cash shops are more widely used than had previously been thought http://www.gamasutra.com/view/news/26494/Study_58_Of_Users_Buy_Goods_From_FreeToPlay_Games.php ). And of course it would restore Blizzard's reputation as a wonderful pro-fan company in the same vein as their tradition of generous free content patches and generous free multiplayer support.

For SWTOR to be able to react to such a move they must launch with the business model Unsub describes. If they are purely box plus subs they'd be devastated by f2p WoW. They need the flexibility of being able to change if they have to. In fact they may have admitted it before reflecting and realising its a bad idea to show the other poker players the cards you have in your hand: http://www.massively.com/2008/12/09/star-wars-the-old-republic-to-be-microtransaction-based/


Title: Re: SWTOR
Post by: Count Nerfedalot on January 03, 2010, 02:39:48 AM
The Massive Multiplayer distinction is only deserved when you can bump into "lots and lots" of other players in the game world

I think this is the only definition that works. And as soon as you start to refine it it stops working as a definition.

Quote
Games with instancing still count as massive provided that all characters still spend significant amounts of time playing in the shared spaces.  Games where shared spaces are only used for socializing or transportation do not count as massive.  So D2, DDO, and GW (and SWTOR from the sounds of it) do not deserve the Massive label.

See? Stops working. Even WoW no longer fits this refined version of the definition now that patch 3.3 has made it a lobby for many players.

And there really is no point going down the route of having a special snowflake definition that means you're meaning something different from what everyone else on the planet means.

I haven't played WoW in over a year, so I'm not current on the details of how it's changed recently.  Are you saying nobody, or even very few people actually play out in the world anymore?  Nobody is doing the quests in Barrens or Stranglethorn or Silverpine Forest or Westfall or Un Goro or Winterspring or Plaguelands?  Everybody is in instances now for the entire game?  Or only the end-game, which has always been instanced?


Title: Re: SWTOR
Post by: Stabs on January 03, 2010, 02:53:31 AM
The Massive Multiplayer distinction is only deserved when you can bump into "lots and lots" of other players in the game world.

I think this is the only definition that works. And as soon as you start to refine it it stops working as a definition.

Quote
Games with instancing still count as massive provided that all characters still spend significant amounts of time playing in the shared spaces.  Games where shared spaces are only used for socializing or transportation do not count as massive.  So D2, DDO, and GW (and SWTOR from the sounds of it) do not deserve the Massive label.

See? Stops working. Even WoW no longer fits this refined version of the definition now that patch 3.3 has made it a lobby for many players.

And there really is no point going down the route of having a special snowflake definition that means you're meaning something different from what everyone else on the planet means.

I haven't played WoW in over a year, so I'm not current on the details of how it's changed recently.  Are you saying nobody, or even very few people actually play out in the world anymore?  Nobody is doing the quests in Barrens or Stranglethorn or Silverpine Forest or Westfall or Un Goro or Winterspring or Plaguelands?  Everybody is in instances now for the entire game?  Or only the end-game, which has always been instanced?

Patch 3.3 introduced a Dungeon Finder system. It's insanely popular although that may be partly because it's new. You just queue your character and when the group fills you are teleported to a dungeon. Many people are only playing that way and some people are levelling that way, one blogger mentioned never not grouping after level 15.

It's also changed the system where people had to travel to meeting stones (and possibly get ganked). It teleports you directly into the dungeon.

Lastly it's cross-realm so many of the people you do dungeons with you'll never see again and you can't send them tells even if you want to after the group ends.

But remember you said all characters spending significant amount of time in the spared spaces. Many people now never leave Dalaran except to be teleported directly inside an instance.

Also DDO doesn't neatly fit your definition. There are pvp pits in the shared spaces. So it doesn't fit the only "socializing or transportation" because you can fight other players in the shared spaces. So playing by your rules, DDO used to not be a MMO but became one when they patched in that feature.

My point is that there's really no virtue in playing semantic games. If SWTOR does not fit your definition, or for that matter my definition, of a MMO but it says on the box it is one then 5 million people will say it is and you and I will nerdily insist it isn't. That's not useful.


Title: Re: SWTOR
Post by: UnSub on January 03, 2010, 03:57:51 AM
I wouldn't be surprised if WoW goes towards F2P, but probably not until it really starts its downward decent or Blizzard has its second MMO ready. It's still too good a cash cow and the cash shop doesn't have enough on offer.


Title: Re: SWTOR
Post by: WindupAtheist on January 03, 2010, 11:24:41 AM
Didn't the noise leading up to the battlenet conversion make reference to being able to send cross-realm messages eventually? Would make sense in light of the new dungeon system.

Also, LOL at the idea of a game with millions of paying subscribers going F2P. LOL indeed. WoW could shed 50% of its users overnight and they'd still be flaming morons to give up all that guaranteed monthly cash.


Title: Re: SWTOR
Post by: Stabs on January 03, 2010, 12:41:55 PM
F2P is a somewhat misleading word.

Think of it as switching from eat all you want for $15 to pay as you go while sounding to innumerate people like you're doing them a favour. I'm sure we all know high disposable income low impulse control WoW fans.

F2P is not free, it just sounds like it is.

Basically I just wanted to air the notion that MMO launches depend to some extent on how successful the publishers are at blind-siding Blizzard. Launches have varied from the sublime (Darkfall went from "probably vapourware" to "live" in a week catching everyone by surprise at a time when WoW players were bored of Naxx) to the ridiculous (Warhammer launched just before WotLK forcing most players to choose one or the other).


Title: Re: SWTOR
Post by: Xuri on January 03, 2010, 01:08:37 PM
To say that the launch of Darkfall caught everyone by surprise might be a bit of an overstatement? :P


Title: Re: SWTOR
Post by: eldaec on January 03, 2010, 01:42:37 PM
F2P is a somewhat misleading word.

Think of it as switching from eat all you want for $15 to pay as you go while sounding to innumerate people like you're doing them a favour. I'm sure we all know high disposable income low impulse control WoW fans.

Yeah, no.

WUA's post applies even if they added real money microtransactions.

Quote
Basically I just wanted to air the notion that MMO launches depend to some extent on how successful the publishers are at blind-siding Blizzard. Launches have varied from the sublime (Darkfall went from "probably vapourware" to "live" in a week catching everyone by surprise at a time when WoW players were bored of Naxx) to the ridiculous (Warhammer launched just before WotLK forcing most players to choose one or the other).

 :facepalm:


Title: Re: SWTOR
Post by: Lantyssa on January 03, 2010, 03:01:49 PM
Also, LOL at the idea of a game with millions of paying subscribers going F2P. LOL indeed. WoW could shed 50% of its users overnight and they'd still be flaming morons to give up all that guaranteed monthly cash.
It did.  China. ;D


Title: Re: SWTOR
Post by: Venkman on January 03, 2010, 04:18:42 PM
Basically I just wanted to air the notion that MMO launches depend to some extent on how successful the publishers are at blind-siding Blizzard. Launches have varied from the sublime (Darkfall went from "probably vapourware" to "live" in a week catching everyone by surprise at a time when WoW players were bored of Naxx) to the ridiculous (Warhammer launched just before WotLK forcing most players to choose one or the other).

No. This is why so many have failed to achieve their potential. This is not a Hollywood summer blockbuster genre where you make your money back in the first few weeks then hope for gravy from DVD/bluray sales. For an MMO to be successful, they need to capture and keep people. The biggest launches all had their subs fall off a cliff after a few months. And that happening was the worst sort of advertising the games could get, nothing any amount of TV commercials could offset.

This entire genre has a bigger feedback loop between players, non-players, developers and publishers than almost anything else I can think of in existence. Every game that is coming is well known ahead of time, and by the time launch is three or less weeks away, pretty much everything anyone wants to know about the game is well known. STO will be no different in a few weeks.

WAR and DF didn't catch anyone by surprise. All the features and failures were well known ahead of time. DF was a niche title too small for any publisher to be concerned by. WAR's problems were well known in beta, and they had a LOT of people in beta blabbing about it towards the end. So basically, in both cases, Blizzard (and NC, and SOE, etc) didn't care because they didn't need to.


Title: Re: SWTOR
Post by: Lakov_Sanite on January 03, 2010, 04:26:10 PM
I know quite a few people who went into warhammer based solely on the IP and who knew next to nothing pre-launch. Even though were diehard warhammer players, they just couldnt stand it and quite about a month or two after I did, eventually going back to wow.  These were players who would have stuck with that game through a lot, ignored a lot of glitches and bugs just to play in that game world. Warhammer was so bad it even drove those people off.


Title: Re: SWTOR
Post by: Count Nerfedalot on January 03, 2010, 08:57:15 PM
I know quite a few people who went into warhammer based solely on the IP and who knew next to nothing pre-launch. Even though were diehard warhammer players, they just couldnt stand it and quite about a month or two after I did, eventually going back to wow.  These were players who would have stuck with that game through a lot, ignored a lot of glitches and bugs just to play in that game world. Warhammer was so bad it even drove those people off.

Expect the same results from STO.  Darniaq's description of the feedback loop and advanced knowledge of these games is only true for the core existing playerbase of MMO veterans.  That (vocal) core does exert a huge impact in the long-term growth of a game if it's expectations are met (WoW, and even EVE after a lot of work).  But it doesn't inhibit very many of the uninformed non-MMOers who might be tempted by a new IP, nor does it seem to provide a significant damper on the number of wishful thinking MMOers looking for a new game from giving each next new shiny a try (witness AoC, WAR and CO).  In that vein, the depth and deliberateness of Cryptic's current cynical approach to MMO development (crank out bareley playable shovelware deceptively marketed as a long-term MMORPG like other deeper games, rake in the box sales, then abandon the suckers for the next big release)  is breathtaking in its greed and short-sightedness.  Cryptic has decided that they are not willing to spend the money to make a GOOD game, so they are pulling out every marketing trick and monetization scheme that they can think of to milk each new half-assed release for every dime they can get BEFORE the word-of-mouth from the early adopters confirms the dire predictions of the cranky grognards and both subs and new sales fall through the floor.  The sad thing is it will probably work several more times before enough people get burned enough times to no longer be willing to buy those boxes on release day. 

SWTOR looks like it will fail in a completely new and different fashion - by marketing a massively multiplayer game but delivering a game which only plays well in a small fixed group.  At least the title will then be able to claim some innovation!  :awesome_for_real:


Title: Re: SWTOR
Post by: Stabs on January 04, 2010, 03:01:54 AM
by marketing a massively multiplayer game but delivering a game which only plays well in a small fixed group.

Seems to be working well for WoW.

I think perhaps you're not being cynical enough. The problem SWTOR may have is it might be a MMO that only plays well when you solo.


Title: Re: SWTOR
Post by: Nebu on January 04, 2010, 04:29:19 AM
The problem SWTOR may have is it might be a MMO that only plays well when you solo.

Problem?  I think a game that plays well solo would be a wonderful addition to the market.


Title: Re: SWTOR
Post by: Draegan on January 04, 2010, 07:38:14 AM
SWTOR will have all the story you want, and you can run it eight times with each class.  The only difference between KOTOR and SWTOR will be that the world you're running around will have other people doing stuff in it also except for the instanced parts so there is no waiting on spawns to complete your quest.

I have not heard anything that references what you can do with a character after your storyline ends other than a vague reference to raiding and other "large group events".


Title: Re: SWTOR
Post by: Malakili on January 04, 2010, 07:43:50 AM
The problem SWTOR may have is it might be a MMO that only plays well when you solo.

Problem?  I think a game that plays well solo would be a wonderful addition to the market.

I have a bunch of games like this, they are called single player games.  Its a pretty small niche genre, but definitely work checking out.


Title: Re: SWTOR
Post by: UnSub on January 04, 2010, 07:47:21 AM
In that vein, the depth and deliberateness of Cryptic's current cynical approach to MMO development (crank out bareley playable shovelware deceptively marketed as a long-term MMORPG like other deeper games, rake in the box sales, then abandon the suckers for the next big release)  is breathtaking in its greed and short-sightedness.  Cryptic has decided that they are not willing to spend the money to make a GOOD game, so they are pulling out every marketing trick and monetization scheme that they can think of to milk each new half-assed release for every dime they can get BEFORE the word-of-mouth from the early adopters confirms the dire predictions of the cranky grognards and both subs and new sales fall through the floor.  The sad thing is it will probably work several more times before enough people get burned enough times to no longer be willing to buy those boxes on release day. 

As I said elsewhere, I think Cryptic / Atari sets a budget for the next MMO and that's what they have to work to, but it also means their MMOs can be profitable off a lower player base. It's a little early to say how deserted any of their titles are - underdelivered, sure, but not yet abandoned.

There are rumours that STO absolutely has to come out on Feb 2 in order to meet certain contractual agreements, but those are internet rumours and I'm not sure if it is Cryptic going for its performance bonus or some kind of contractual deadline with Paramount.


Title: Re: SWTOR
Post by: Lakov_Sanite on January 04, 2010, 07:52:40 AM
SWTOR will have all the story you want, and you can run it eight times with each class.  The only difference between KOTOR and SWTOR will be that the world you're running around will have other people doing stuff in it also except for the instanced parts so there is no waiting on spawns to complete your quest.

I have not heard anything that references what you can do with a character after your storyline ends other than a vague reference to raiding and other "large group events".

You live in a very special world.


Title: Re: SWTOR
Post by: Draegan on January 04, 2010, 08:26:24 AM
Not sure what you're inferring.  I'm only going by what they've said in interviews.  Unique storylines for each class.  Some sort of shared space World that you run around in.  Instanced parts for other storyline elements.

What am I missing here?


Title: Re: SWTOR
Post by: Lantyssa on January 04, 2010, 09:24:10 AM
You're not making wild speculations and telling us how those will doom the game forever.


Title: Re: SWTOR
Post by: Draegan on January 04, 2010, 11:00:19 AM
My only doom and gloom, as I said a few pages ago is that there isn't anything here that warrants a subscription.  It looks like a really cool single player game with a multi player option.


Title: Re: SWTOR
Post by: Nebu on January 04, 2010, 11:05:19 AM
I have a bunch of games like this, they are called single player games.  Its a pretty small niche genre, but definitely work checking out.

Do we have to go through this again?  There is a HUGE difference between playing a single player game and playing a multiplayer game as a single player.  This is why I prefer to play MMO's.  They offer aspects that just can't be duplicated by single player titles. 


Title: Re: SWTOR
Post by: eldaec on January 04, 2010, 11:14:45 AM
My only doom and gloom, as I said a few pages ago is that there isn't anything here that warrants a subscription.  It looks like a really cool single player game with a multi player option.

What makes it look like a cool single player game?
Would kotor/dragon age/mass effect really be as interesting with only a main character and no save/reload function?


I'm completely with you that if it stands on its own as a single player game it may be worth looking at. I just don't understand why I'd get as excited about this as about ME3 and DA2. I'm completely lost on why I'm supposed to be interested in the multiplayer aspect.


Title: Re: SWTOR
Post by: Malakili on January 04, 2010, 11:16:51 AM
I have a bunch of games like this, they are called single player games.  Its a pretty small niche genre, but definitely work checking out.

Do we have to go through this again?  There is a HUGE difference between playing a single player game and playing a multiplayer game as a single player.  This is why I prefer to play MMO's.  They offer aspects that just can't be duplicated by single player titles. 

I understand that you think that, I am just completely unable to relate to it, in that no MMO I have ever played "single player" has ever been close to as good as a single player game of the same genre.


Title: Re: SWTOR
Post by: Sky on January 04, 2010, 11:58:56 AM
So don't play a game that favors solo play. You only have the entire rest of the genre to choose from.


Title: Re: SWTOR
Post by: Zane0 on January 04, 2010, 12:38:20 PM
Quote
So don't play a game that favors solo play. You only have the entire rest of the genre to choose from.
One significant problem these days, which a lot of the criticism here implicitly bemoans, I think, is that much of the "entire rest" of the genre seems to be gravitating towards this same kind of singleplayer-MMO compromise that is neither compelling enough as an SRPG nor sufficiently engaging as a virtual world. This inevitable "mushy middle" has very little of the innovation, agency, challenge, wonder, or risk, that drew many core enthusiasts to rpgs in the first place.


Title: Re: SWTOR
Post by: Velorath on January 04, 2010, 12:54:59 PM
My only doom and gloom, as I said a few pages ago is that there isn't anything here that warrants a subscription.  It looks like a really cool single player game with a multi player option.

What makes it look like a cool single player game?
Would kotor/dragon age/mass effect really be as interesting with only a main character and no save/reload function?


I'm completely with you that if it stands on its own as a single player game it may be worth looking at. I just don't understand why I'd get as excited about this as about ME3 and DA2. I'm completely lost on why I'm supposed to be interested in the multiplayer aspect.


You posted pretty much this exact same thing already less than a week ago.  We get it already.  You aren't interested in the game and can't understand why other people are.  You're also somewhat misinformed with the "only a main character" part.


Title: Re: SWTOR
Post by: Montague on January 04, 2010, 12:59:43 PM
Quote
So don't play a game that favors solo play. You only have the entire rest of the genre to choose from.
One significant problem these days, which a lot of the criticism here implicitly bemoans, I think, is that much of the "entire rest" of the genre seems to be gravitating towards this same kind of singleplayer-MMO compromise that is neither compelling enough as an SRPG nor sufficiently engaging as a virtual world. This inevitable "mushy middle" has very little of the innovation, agency, challenge, wonder, or risk, that drew many core enthusiasts to rpgs in the first place.

Core enthusiasts aren't the ones paying Blizzard hundreds of millions every year.

Now innovation = "reinventing the wheel", agency = "forced grouping", challenge = "cockblocking", wonder = "Lorelol", and risk = "being cockpunched". We're our own worst enemy because despite what we say, the mushy middle is what we end up paying for.


Title: Re: SWTOR
Post by: eldaec on January 04, 2010, 02:24:30 PM
You're also somewhat misinformed with the "only a main character" part.

...but keen to be corrected, since I actually think that if they nail the writing/atmosphere of a Bioware Edmonton game, this is their biggest mechanical problem (on the grounds that the companion stories are usually the most interesting use of the writing).


Title: Re: SWTOR
Post by: Venkman on January 04, 2010, 04:56:31 PM
Darniaq's description of the feedback loop and advanced knowledge of these games is only true for the core existing playerbase of MMO veterans.  That (vocal) core does exert a huge impact in the long-term growth of a game if it's expectations are met (WoW, and even EVE after a lot of work).  But it doesn't inhibit very many of the uninformed non-MMOers who might be tempted by a new IP, nor does it seem to provide a significant damper on the number of wishful thinking MMOers looking for a new game from giving each next new shiny a try (witness AoC, WAR and CO).

Your attempted counterpoint lists the very games that support my point. You can always get the uninformed to buy a box. That's marketing 101: convincing people they want something they didn't think they wanted in the first place. And that's fine for most genres that rely entirely on the one time sale. The business model of that game doesn't even require the player keep playing it.

But an MMO needs to be good at keeping them paying, by keeping them interested in playing. AoC, WAR and CO have not done this. These aren't just hardcore nutjobs fleeing back to WoW raiding. Close to a million units sold of WAR and AoC and, what, maybe 10% of those people still paying? That's where "falling off the cliff" came from.

Yes, these people are not part of that feedback loop on the forums and blogs. But they are the most important bit of feedback to publishers, because their lack of money is a big black hole not offsetting the costs of support and service needed to keep the game alive.

I am just completely unable to relate to it, in that no MMO I have ever played "single player" has ever been close to as good as a single player game of the same genre.

If you're soloing an MMO, it's because you enjoy the light interaction of the combat grind and the opportunity to socialize, and appreciate that you're not being forced to do it. These qualities are not comparable to other genres. You don't compare something like Dragon Age and WoW on the merits of the combat mechanics any more than you would MW2 and WoW, because you're not choosing to games of the same ilk. You're preferring (at the moment) an entirely different genre and type of experience.

Core enthusiasts aren't the ones paying Blizzard hundreds of millions every year

Err, five years on and so many at level 80 (soon 85) is the very essence of "core enthusiasts". They're not attracting millions of new players every year outside of the spambots.


Title: Re: SWTOR
Post by: UnSub on January 04, 2010, 05:10:36 PM
We'd have to know what WoW's churn rate is to know how many core enthusiasts have been playing for the full 5 years. However, the point stands that these weren't core enthusiasts 5 years ago. WoW brought a lot of people into the MMO market and these people aren't willing to take a downwards step in quality on the grounds that the MMO might be fun in 6 months' time.


Title: Re: SWTOR
Post by: Ingmar on January 04, 2010, 05:13:59 PM
A day or two spent in the sub-level 80 random dungeons will answer all the questions you may have about WoW still attracting new players. The answer is yes, and rather a lot of them. Probably close to half the people I've grouped with in those situations have been on their first character, which is pretty astonishing for a 5 year old game.


Title: Re: SWTOR
Post by: Count Nerfedalot on January 05, 2010, 07:30:42 PM
Darniaq's description of the feedback loop and advanced knowledge of these games is only true for the core existing playerbase of MMO veterans.  That (vocal) core does exert a huge impact in the long-term growth of a game if it's expectations are met (WoW, and even EVE after a lot of work).  But it doesn't inhibit very many of the uninformed non-MMOers who might be tempted by a new IP, nor does it seem to provide a significant damper on the number of wishful thinking MMOers looking for a new game from giving each next new shiny a try (witness AoC, WAR and CO).

Your attempted counterpoint lists the very games that support my point. You can always get the uninformed to buy a box. That's marketing 101: convincing people they want something they didn't think they wanted in the first place. And that's fine for most genres that rely entirely on the one time sale. The business model of that game doesn't even require the player keep playing it.

But an MMO needs to be good at keeping them paying, by keeping them interested in playing. AoC, WAR and CO have not done this. These aren't just hardcore nutjobs fleeing back to WoW raiding. Close to a million units sold of WAR and AoC and, what, maybe 10% of those people still paying? That's where "falling off the cliff" came from.

Yes, these people are not part of that feedback loop on the forums and blogs. But they are the most important bit of feedback to publishers, because their lack of money is a big black hole not offsetting the costs of support and service needed to keep the game alive.

I wasn't looking to pick a fight with you, I think we agree on almost all points. 

Rather than argue with your strawman argument, let me just attempt to clarify MY point which is that there is a delay in the feedback loop, allowing many many boxes to be sold to people who will soon abandon the game in disappointment. This in spite of the fact that all of the information those disappointed buyers needed to avoid choosing poorly will be available to them prior to purchasing the game.  And the outrageous part is that Cryptic are cynically taking advantage of this to profit off of shovelware. 

btw, you drastically weaken your point by going from the bold insight that
Quote
"This entire genre has a bigger feedback loop ... than almost anything else I can think of in existence"
to the Rick Romero-worthy obvious
Quote
"You can always get the uninformed to buy a box  ...  these people are not part of that feedback loop ... But they are the most important bit of feedback to publishers".
   

Hopefully I'm just misunderstanding what you are saying, or how the parts of what you said that I clipped out somehow made it make more sense.



Title: Re: SWTOR
Post by: Numtini on January 06, 2010, 05:00:43 AM
Quote
We'd have to know what WoW's churn rate is to know how many core enthusiasts have been playing for the full 5 years.

I haven't had enough coffee to start googling, but didn't a dev just reveal that recently? (And wasn't it something almost farcically good?)


Title: Re: SWTOR
Post by: Nebu on January 06, 2010, 06:00:33 AM
I'd expect a number of the WoW core to have stayed a long time.  Think about it... what has there been worth leaving WoW for if you're an MMO enthusiast?


Title: Re: SWTOR
Post by: Numtini on January 06, 2010, 06:05:51 AM
Quote
I'd expect a number of the WoW core to have stayed a long time.  Think about it... what has there been worth leaving WoW for if you're an MMO enthusiast?

EQ2 or LOTRO.


Title: Re: SWTOR
Post by: Nebu on January 06, 2010, 06:11:25 AM
Quote
I'd expect a number of the WoW core to have stayed a long time.  Think about it... what has there been worth leaving WoW for if you're an MMO enthusiast?

EQ2 or LOTRO.

EQ2 came before WoW and had a poor initial showing.  LotRO lacks the polish of WoW and really appeals only to more mature gamers that have affection for the backdrop.  Neither has enough draw to pull significant numbers from WoW and this shows in their subscriber numbers. 


Title: Re: SWTOR
Post by: Malakili on January 06, 2010, 06:28:36 AM
Quote
I'd expect a number of the WoW core to have stayed a long time.  Think about it... what has there been worth leaving WoW for if you're an MMO enthusiast?

EQ2 or LOTRO.

EQ2 came before WoW and had a poor initial showing.  LotRO lacks the polish of WoW and really appeals only to more mature gamers that have affection for the backdrop.  Neither has enough draw to pull significant numbers from WoW and this shows in their subscriber numbers. 

Not that I really feel iike getting into this discussion, but I feel like LotRO is quite polished.  Anyway, thats not my point.  You are quite right that regardless of similar mechanics, the loot grinding meta game is much more refined in WoW, and I think the majority of WoW players would probably play lotro and say something along the lines of "This is like WoW, but worse."

I don't know if I am a "more mature" gamer, but I do have an affection for the backdrop.


Title: Re: SWTOR
Post by: Nebu on January 06, 2010, 06:35:05 AM
When I say "polished", I agree with you in that it's a more directed amusement park ride.  WoW is also significantly more user friendly in terms of PC power and casual gaming (i.e. WoW is more solo/casual friendly, has a better/more customizable interface with mods, etc. )  The only thing that really makes LotRO a standout in terms of gameplay would be the epic quest lines and backdrop.  I'm going to bet that there are a significant number of casual players that will never get to experience the epic content.  

I don't know if I am a "more mature" gamer, but I do have an affection for the backdrop.

I added the maturity comment as it's obvious after a few hours playing that the LotRO userbase is more mature in general.  You get a good feel for this by interacting with many people in game.  I grind my teeth significantly less reading the open chat channels as well. 


Title: Re: SWTOR
Post by: Numtini on January 06, 2010, 07:06:17 AM
BTW I agree that WoW has a great deal going for it, just saying there have been other games that, as games, are successful. (Where I would say that AOC, War, and CO are basically not viable games. Period.) EQ2 is imho every bit WoW's equal as a game, particularly for serious gamers. It will just never live up to its potential because of a very bad launch, SOE's reputation, and the insane system requirements.

LOTRO is a very unpolished game. All you need to do is look at the atrocious design of the epic quest lines, mixing content that requires a group for 5 or 10 minutes in the middle of solo quest chains, to see that. It's a poor design, plain and simple. I'm playing it and it's a viable game, but there's a lot of places where the lack of polish shows.


Title: Re: SWTOR
Post by: Fordel on January 06, 2010, 07:54:58 AM
Does EQ2 still have 'ability flood' for lack of a better term?



One of the most common complaints I read about EQ2, was the fact you would end up with eight different abilities that were all essentially the same default anytime attack.


Title: Re: SWTOR
Post by: Kageh on January 06, 2010, 08:14:27 AM
Does EQ2 still have 'ability flood' for lack of a better term?

One of the most common complaints I read about EQ2, was the fact you would end up with eight different abilities that were all essentially the same default anytime attack.

Last time I played (about 1 year ago) they still had that problem. Also, most of the abilities are very similar - up to being nearly identical - among archetype subclasses, so if you play one rogue and you get skill X, you're most likely going to get skill X on other rogue types you'll try. Unless it's something class defining and unique (like bard singing, necro skeletons and so on).


Title: Re: SWTOR
Post by: Draegan on January 06, 2010, 08:15:13 AM
My only doom and gloom, as I said a few pages ago is that there isn't anything here that warrants a subscription.  It looks like a really cool single player game with a multi player option.

What makes it look like a cool single player game?
Would kotor/dragon age/mass effect really be as interesting with only a main character and no save/reload function?


I'm completely with you that if it stands on its own as a single player game it may be worth looking at. I just don't understand why I'd get as excited about this as about ME3 and DA2. I'm completely lost on why I'm supposed to be interested in the multiplayer aspect.


I never said I was excited about it.  It just looks like a cool game to play for a little bit.


Title: Re: SWTOR
Post by: Numtini on January 06, 2010, 08:44:44 AM
Quote
Does EQ2 still have 'ability flood' for lack of a better term?

Yes and no. It still has more abilities than WoW, but the abilities that take the place of earlier ones are now normalized in name. So you still may have 20 abilities instead of the 10 in Wow, but the small heal has the same name throughout the game, it just is now prefixed as superior, master, or something like that.

In terms of the game, the number of classes and skills is really a feature to me. I like the diversity of abilities and when they tried to consolidate, they got a lot of pushback over it. However, that's just taste. Picking at which game one likes best is fine, but the question I was responding to was where else people would go other than WoW. I can understand why people like WoW better, but IMHO EQ2 and LOTRO are options. They haven't won, but they do compete. IMHO War doesn't compete, it's not an option, it's a broken joke.


Title: Re: SWTOR
Post by: Venkman on January 09, 2010, 07:34:46 AM
btw, you drastically weaken your point by going from the bold insight that
Quote
"This entire genre has a bigger feedback loop ... than almost anything else I can think of in existence"
to the Rick Romero-worthy obvious
Quote
"You can always get the uninformed to buy a box  ...  these people are not part of that feedback loop ... But they are the most important bit of feedback to publishers".
   

Hopefully I'm just misunderstanding what you are saying, or how the parts of what you said that I clipped out somehow made it make more sense.

You raise a good point. It's an inherent contradiction at face value. The point I didn't make very well was: box sales for MMOs can follow the typical box sale pattern of any game if you have a big huge marketing campaign; however, unlike other genres, MMOs require people play the game after the box sale in order to be a successful business. In other words, marketing activities can sell boxes, but it's only the development activities that can retain accounts.

That feedback loop is part of the latter. If it's a bad game, the publishing side gets to learn that almost immediately.

Quote
I'd expect a number of the WoW core to have stayed a long time.  Think about it... what has there been worth leaving WoW for if you're an MMO enthusiast?

EQ2 or LOTRO.

EQ2 came before WoW and had a poor initial showing.  LotRO lacks the polish of WoW and really appeals only to more mature gamers that have affection for the backdrop.  Neither has enough draw to pull significant numbers from WoW and this shows in their subscriber numbers. 

I think they meant nowadays, and for the enthusiast only. In that regard, both EQ2 and LoTRO are viable alternatives. They're not totally unlike WoW but with enough differents to be alternatives. They were not that viable at launch, but that was a long time ago.

There isn't a game big enough to dent WoW, and I'm not sure there will be until the rumored Blizzard MMOFPS (which btw some of us totally called... no way Blizzard makes another MMORPG while WoW is big).


Title: Re: SWTOR
Post by: UnSub on January 11, 2010, 06:54:45 PM
Riccitiello indicates that SWOR probably launches Spring 2011. (http://www.mmorpg.com/gamelist.cfm/game/367/view/news/read/15935/Star-Wars-The-Old-Republic-EAs-Riccitiello-Lets-Slip-2011-Launch-Date.html)


Title: Re: SWTOR
Post by: schild on January 12, 2010, 06:46:47 AM
This will be the most expensive game ever made.

Edit: I feel like my post wasn't clear enough before.


Title: Re: SWTOR
Post by: SnakeCharmer on January 12, 2010, 07:18:22 AM
People are misunderstanding what he meant by Spring 2011, as well as several other statements he made.  The game won't be out in Spring 2011 calender year, the game will be out in Spring 2011 fiscal year, which for EA starts March 20th or 21st, 2010 and ends in June 2010.

That's my take on it anyway.


Title: Re: SWTOR
Post by: schild on January 12, 2010, 07:33:39 AM
People are misunderstanding what he meant by Spring 2011, as well as several other statements he made.  The game won't be out in Spring 2011 calender year, the game will be out in Spring 2011 fiscal year, which for EA starts March 20th or 21st, 2010 and ends in June 2010.

That's my take on it anyway.

It's possible since it was an earnings call. They'd have to ramp up marketing though if it's 2 months from now, which would mean it would STILL probably be the most expensive game ever made.


Title: Re: SWTOR
Post by: Riggswolfe on January 12, 2010, 07:49:43 AM
Is it even in beta yet? That sounds really, really fast if we're going with the fiscal year analysis!


Title: Re: SWTOR
Post by: SnakeCharmer on January 12, 2010, 07:55:39 AM
It's possible since it was an earnings call. They'd have to ramp up marketing though if it's 2 months from now, which would mean it would STILL probably be the most expensive game ever made.

For whatever it's worth, here's the way I interpret it.  I could very well be completely wrong:

EA's FY 2011 start March 20, 2010, and end March 19, 2011.
He made mention that because of the 'volatility of the MMO market in today's economy', they are not going to speculate on revenue from the game* to include in their 2011 earnings.  
If it is a Spring 2011 calender year (March 20, 2011 to June 20, 2011) release, they can't include it on their FY 2011 outlook/projections regardless because Spring 2011 calender year would fall under their FY 2012 earnings.  This directly contradicts the statement about not including it in their 2011 earnings projection because of the reasons given above.
In order to fall under FY 2011 earnings, it would have to be launched between March 20, 2010 to March 19, 2011.

*However, it's possible, however unlikely, that he was talking about APB.  So there's that.

Also, who knows what's left to reveal?  A handful of races and planets?  All the classes have been shown, from the looks of things most of the planets are revealed, the factions are done.  The lore or story of the game is already out there, and as far as the timeline thing narrated by Lance Christiansen (sp?), their CM has already stated that the timeline holocron thing will continue to be revealed after the game has launched.  Combat and its mechanics have been shown.  What's left?  Crafting?  Raiding?  Isn't that pretty much a given?  They can talk about those in news releases or whatnot.

Is it even in beta yet? That sounds really, really fast if we're going with the fiscal year analysis!

Rumor has it they've been doing massive internal testing as they go, and the beta has already started.  Plus, in order to hit the spring 2011 fiscal release, they still have 6 months to go.  And it wouldn't be surprising to see it fall into Summer 2011 FY (June 2010 to Sept 2010).  It's not like any MMO has ever launched 'on time' anyway. 

The other thing is they've already stated that the game launch was going to coincide with the print publication of the comic and new book, which is supposed to hit the printers in April and July, respectively, this year.

Edit:  added a bunch of worthless speculation...


Title: Re: SWTOR
Post by: Draegan on January 12, 2010, 08:24:20 AM
If this game were to still have another year or more to go I think it would just collapse on itself. 


Title: Re: SWTOR
Post by: sickrubik on January 12, 2010, 10:04:38 AM
http://www.swtor.com/community/showthread.php?t=109426

Quote
While we have not announced a specific date, we can confirm that we are targeting a spring 2011 release for Star Wars™: The Old Republic™. We’ve got a lot of exciting updates and reveals planned throughout 2010, including the first-ever hands-on testing for the game. It’s not too late to sign up to be a game tester, so go to www.swtor.com/tester and sign up today. We can’t wait to share more about the game with you as we progress through the year, so make sure you stay tuned to the official website for details.


Title: Re: SWTOR
Post by: Montague on January 12, 2010, 10:18:23 AM
This will be the most expensive game ever made.

Edit: I feel like my post wasn't clear enough before.

Judging from the numbers EA's given it looks like Riccitello is betting the farm on it.


Title: Re: SWTOR
Post by: SnakeCharmer on January 12, 2010, 11:15:10 AM
http://www.swtor.com/community/showthread.php?t=109426

Quote
While we have not announced a specific date, we can confirm that we are targeting a spring 2011 release for Star Wars™: The Old Republic™. We’ve got a lot of exciting updates and reveals planned throughout 2010, including the first-ever hands-on testing for the game. It’s not too late to sign up to be a game tester, so go to www.swtor.com/tester and sign up today. We can’t wait to share more about the game with you as we progress through the year, so make sure you stay tuned to the official website for details.

Saw that.

I don't know.  It just doesn't jive with what Rockincello said.  But he could have misspoke, I suppose.


Title: Re: SWTOR
Post by: eldaec on January 12, 2010, 12:04:32 PM
Spring 2011, by the normal human meaning of the word sounds about right, given they only just finished announcing classes ffs.

Why are people surprised, this sounds perfectly reasonable, they only announced the damn thing a year ago. When was the last time a major single player or mmog rpg took less than two years from announcement to release? Never, that's when.

Ok, maybe Bards Tale 3 or something.


Title: Re: SWTOR
Post by: Ingmar on January 12, 2010, 12:08:15 PM
Bioware especially takes forever, they're up there with Blizzard. (lol Bioware Austin etc)


Title: Re: SWTOR
Post by: LK on January 12, 2010, 02:11:43 PM
Bioware especially takes forever, they're up there with Blizzard. (lol Bioware Austin etc)

So, they're smart. :)


Title: Re: SWTOR
Post by: UnSub on January 12, 2010, 05:03:26 PM
Length of time to develop != increased quality of final product. Rushing it out doesn't help, but neither does overbaking it.


Title: Re: SWTOR
Post by: Rendakor on January 12, 2010, 10:11:49 PM
Bioware especially takes forever, they're up there with Blizzard. (lol Bioware Austin etc)

So, they're smart. :)
I hear Tabula Rasa and Darkfall took a long time to develop.


Title: Re: SWTOR
Post by: Kageru on January 12, 2010, 10:31:04 PM

I don't know those games would have been better if they'd come out earlier.

But yes, having a generous time *and* using that time productively is the trick. Vanguard was another example of long development time but pissing it away generating game assets with no real idea what would be done with them.


Title: Re: SWTOR
Post by: sidereal on January 12, 2010, 10:32:56 PM
Length of time to develop != increased quality of final product. Rushing it out doesn't help, but neither does overbaking it.

Nonsense.  It's why Duke Nukem Forever is infinitely good.


Title: Re: SWTOR
Post by: sickrubik on January 13, 2010, 10:23:48 AM
[Nonsense.  It's why Duke Nukem Forever is infinitely good.

That's the real reason it isn't out yet. Our minds aren't equipped to deal with the sheer awesomeness that IS Duke Nukem Forever. Maybe in another 200 years, humans' brains will have evoled to the point where our synapses can grasp the brilliance of just the opening cutscene.


Title: Re: SWTOR
Post by: Lakov_Sanite on January 13, 2010, 01:57:16 PM
Duke nuke'em fucking the presidents super-model daughter(barely legal) on top of a harley while he rides across the sky(it's a space harley) shooting pig aliens with every thrust, each shot a headshot and causing a shower of brains. At the end of the opening a gigantic boss appears, duke then proceeds to dismount the harley(but not the girl) the bike flies into the bosses mouth which is then exploded by a shotgun blast to the gas tank at the same moment the girl has the best orgasm of her life.  When it's all finished duke looks to the camera and says "I am you."

fin


Title: Re: SWTOR
Post by: Tannhauser on January 13, 2010, 03:20:10 PM
I'll buy that game.  :drill:


Title: Re: SWTOR
Post by: LK on January 13, 2010, 03:45:28 PM
Wow. I can't improve it. Bravo.


Title: Re: SWTOR
Post by: HaemishM on January 14, 2010, 11:38:36 AM
This will be the most expensive game ever made.

Edit: I feel like my post wasn't clear enough before.

Judging from the numbers EA's given it looks like Riccitello is betting the farm on it.

I wouldn't say that, but I'm guessing he's betting the MMO farm on it. After the colossal fuckup that was Warharmmer Online, and how the purchase of Mythic has essentially been a giant sucking black of hole of fail, as has every single MMO venture EA has tried to accomplish after Ultima Online, I'd say EA's at another one of those decision points: do we really keep tossing money at this giant potential pile of money that is the MMO market or do we shitcan the MMO division again and focus on Pogo-style F2P shit that is browser-based, costs nothing to make and relies on MTX to profit. Of course, after the fuckup of Battlefield Heroes, they may give it up altogether in favor of big-budget blockbusters with lots of nickel and dime DLC.


Title: Re: SWTOR
Post by: Nebu on January 14, 2010, 11:41:17 AM
I always thought that EA made their money by repackaging the same old stuff in a new box every year and marketing the hell out of it.  


Title: Re: SWTOR
Post by: HaemishM on January 14, 2010, 11:42:13 AM
That's how they keep the lights on and the employees paid - the EA Sports lineup. The other shit is how they make their profit.


Title: Re: SWTOR
Post by: Tannhauser on January 14, 2010, 04:15:36 PM
What's up with Battlefield Heroes?  I'm curious.


Title: Re: SWTOR
Post by: Malakili on January 14, 2010, 05:06:09 PM
What's up with Battlefield Heroes?  I'm curious.

Can you be more specific?  Are you just asking for experience with it in general?


Title: Re: SWTOR
Post by: Tannhauser on January 14, 2010, 05:23:08 PM
Haem said BH had a 'fuck up'. 


Title: Re: SWTOR
Post by: Lakov_Sanite on January 14, 2010, 08:12:42 PM
Everytime EA considers pulling the MMO plug some idiot will show them blizzards profits from wow alone and execs will get a big ol money boner and once more throw their cash at shitty projects.


Title: Re: SWTOR
Post by: Khaldun on January 17, 2010, 04:18:22 PM
I suspect that with the launch date, there is a good deal of behind-the-scenes dancing with Blizzard going on. I'm fully certain that Blizz has a semi-floating launch date for expansions that they move around depending on when they think they can sink competing products best. With AoC and WAR, that was an easy call once you could see well enough they were going to crash and burn. With SWTOR, I'm sure the question is: do you want to go with Cataclysm before they launch or after? My guess is about 3 weeks before, if you could possibly time it that well. But for that very reason, I think the game of "I'm not sure when we'll launch" is going to go on for a long while.


Title: Re: SWTOR
Post by: Koyasha on January 17, 2010, 05:53:41 PM
If that were the case it seems like it would be simple to set an internal launch date, and announce one about 3 months later.  Then launch "early".  Not only would that screw up anyone trying to time against your launch, it would also probably give them some publicity just from the novelty of an early launch instead of a late one.


Title: Re: SWTOR
Post by: Venkman on January 17, 2010, 05:53:56 PM
This comes up every so often, and I'm always compelled to ask: do you really think Blizzard needs to care? You'd need to think they weren't alongside us all in every beta since EQ1 and weren't any better than us at calling turds from a mile away. Then you'd need to think their position was assailable at all by games of the same type.

I'm sure they see dips in account activity at each launch of a new MMO. But most of those players return for the very same reasons we return: WoW's the better game. If you're into this style of game (and if you weren't, you'd not be in WoW anyway).

I'd bet the only real concern they have is from the only company that can mano-a-mano them in terms of marketing spend. But even then, your audience has left and returned to WoW countless times after getting burned because the games were similar enough but nowhere near good enough.

At this point, you're hoping for a few million new players who are graduating from Wizard 101 for something like SWTOR. You'll get some from WoW for sure. How long you keep them though depends on how many of them also enjoyed DA:O :-)


Title: Re: SWTOR
Post by: Koyasha on January 17, 2010, 07:35:10 PM
I don't think they really need to, but it's still wise for them to strategically time their expansions to destroy potential competition anyway.  If they didn't, the number of subscribers that comes back may be somewhat less, each time.  Would it make a massive difference?  Probably not, at least not with any of the games we have seen so far.  But a few percentage points here and there is still worth putting a little marketing effort and timing into.  And SWTOR has a stronger developer than any previous competitor, and a bigger budget, from my understanding.

I'm not necessarily saying they actually do it, but it's not something that seems ridiculous either.


Title: Re: SWTOR
Post by: Sheepherder on January 17, 2010, 08:26:32 PM
They offed a significantly hyped, nearly complete game under their IP because they didn't like the way it was shaping up.  The odds of them fucking with release schedules for competition reasons are low.


Title: Re: SWTOR
Post by: schild on January 17, 2010, 08:45:26 PM
Quote
And SWTOR has a stronger developer than any previous competitor, and a bigger budget, from my understanding.

IF YOU'D JUST READ THE THREAD.


Title: Re: SWTOR
Post by: Velorath on January 17, 2010, 09:07:49 PM
Quote
And SWTOR has a stronger developer than any previous competitor, and a bigger budget, from my understanding.

IF YOU'D JUST READ THE THREAD.

You mean the one where people cry "Bioware Austin!", conveniently ignoring any long term Bioware people on the project including the guy running the team?


Title: Re: SWTOR
Post by: UnSub on January 17, 2010, 10:47:05 PM
WoW: Cataclysm comes out late 2010.

SWOR comes out early-ish 2011.

Blizzard's new MMO comes out 2011 or 2012. Or Diablo 3. Or Starcraft 2.

There's more than one way that Blizzard can fuck with Bioware if they want to.

:why_so_serious:



Title: Re: SWTOR
Post by: Malakili on January 18, 2010, 06:01:51 AM
Quote
And SWTOR has a stronger developer than any previous competitor, and a bigger budget, from my understanding.

IF YOU'D JUST READ THE THREAD.

You mean the one where people cry "Bioware Austin!", conveniently ignoring any long term Bioware people on the project including the guy running the team?

I think he meant the one where people note that regardless of the bioware talent, the team does not have a good MMO track record.


Title: Re: SWTOR
Post by: HaemishM on January 18, 2010, 12:43:13 PM
What's up with Battlefield Heroes?  I'm curious.

It's a boring game, it took forever to get out of beta (and never really got out to the extent where they are able to trumpet its release) and AFAIK it isn't really making the kind of money they hoped. I think they wanted that model of game to be the next big thing, but they need a better game to prove it.


Title: Re: SWTOR
Post by: Sky on January 19, 2010, 12:30:30 PM
Duke nuke'em fucking the presidents super-model daughter(barely legal) on top of a harley while he rides across the sky(it's a space harley) shooting pig aliens with every thrust, each shot a headshot and causing a shower of brains. At the end of the opening a gigantic boss appears, duke then proceeds to dismount the harley(but not the girl) the bike flies into the bosses mouth which is then exploded by a shotgun blast to the gas tank at the same moment the girl has the best orgasm of her life.  When it's all finished duke looks to the camera and says "I am you."

fin
The Duke abides.


Title: Re: SWTOR
Post by: eldaec on February 18, 2010, 09:40:23 AM
Taris is a planet (and is in SWTOR)

This is barely news, but jesus, F13's current star wars thread was one topic away from page two. Which will not stand.


Title: Re: SWTOR
Post by: patience on March 18, 2010, 03:42:52 AM
So EAWare needs a million subs (http://www.industrygamers.com/news/star-wars-mmo-could-see-over-2-million-subscribers/) to absorb server/customer service costs or break even means something else?


Title: Re: SWTOR
Post by: Koyasha on March 18, 2010, 03:46:41 AM
Not too surprising to me to hear those kind of numbers needed to break even, although it's not entirely clear what that means in this case.  It certainly always seemed like this project is destined to be either an epic fail or a massive success, without much room for an in-between.


Title: Re: SWTOR
Post by: UnSub on March 19, 2010, 11:00:23 AM
Anyone know if SWOR is going to launch in multi-regions (complete with translations) at the same time?

Last I checked, WoW has about 5 million North American and European players, so if EA is looking for SWOR to pick up 2m players soley in these regions they really better deliver an incredible title.


Title: Re: SWTOR
Post by: 01101010 on March 19, 2010, 11:31:06 AM
Anyone know if SWOR is going to launch in multi-regions (complete with translations) at the same time?

Last I checked, WoW has about 5 million North American and European players, so if EA is looking for SWOR to pick up 2m players soley in these regions they really better deliver an incredible title.

Its Star Wars. What could possibly go wrong?  :why_so_serious:


Title: Re: SWTOR
Post by: Senses on March 19, 2010, 03:13:38 PM
So I just read an article over at Massively that Bioware and EA are tentatively predicting 2 million subs for this game?  I can't decide if they are stupider for thinking this, or for announcing that they think this.  Now I could be completely wrong, seeing as I am jaded by years of MMO hype-train crashes, but does anyone else really think that even if this game is good that it could get 2 milliion subs much less maintain 2 million subs after launch?


Title: Re: SWTOR
Post by: stu on March 19, 2010, 03:15:04 PM
Yes.


Title: Re: SWTOR
Post by: Malakili on March 19, 2010, 03:42:58 PM
So I just read an article over at Massively that Bioware and EA are tentatively predicting 2 million subs for this game?  I can't decide if they are stupider for thinking this, or for announcing that they think this.  Now I could be completely wrong, seeing as I am jaded by years of MMO hype-train crashes, but does anyone else really think that even if this game is good that it could get 2 milliion subs much less maintain 2 million subs after launch?

2 million boxes sold, sure.  Its star wars, its bioware.  Whether or not they are making a game that people will pay long term monthly for is another story.


Title: Re: SWTOR
Post by: Senses on March 19, 2010, 09:13:41 PM
And yet as a long term MMOGamer I am not excited at all about this title based on everything I have read.  Sure, Star Wars is neat, I liked the movies, but the gameplay isn't attractive.  Still I might try it out, especially if it gets good reviews, but predicting 2 million subs is a huge expectation for a company that doesn't have any MMO experience, or do they and I just don't know about it?


Title: Re: SWTOR
Post by: Goreschach on March 19, 2010, 09:31:55 PM
And yet as a long term MMOGamer I am not excited at all about this title based on everything I have read.  Sure, Star Wars is neat, I liked the movies, but the gameplay isn't attractive.  Still I might try it out, especially if it gets good reviews, but predicting 2 million subs is a huge expectation for a company that doesn't have any MMO experience, or do they and I just don't know about it?

I don't even really care for Star Wars, and I loved KOTOR. This game makes me sad because they're just going to (further) fuck up a good series by jumping on the WOW bandwagon. Nobody learns.

I predict 1.25 million box sales, followed shortly after by WAR/AOC style implosion.


Title: Re: SWTOR
Post by: Venkman on March 20, 2010, 04:30:09 AM
SWTOR is a bit risky because it's not just WoW in space with Wookiees. People who are "into MMOs" have a very high probability of being into the game mechanic of character optimization that is WoW, a much lower probability of being into the socioeconomic sim of Eve or those million turn-based browser titles, and probably the least probability of being into a story-driven RPG ala KOTOR.

Whatever they retain will be based on how many people want a story in their MMO after 13 years of MMOs pretty much not having them. And, of course, how well they pull it off on a persistent world platform :-)


Title: Re: SWTOR
Post by: eldaec on March 20, 2010, 04:59:19 AM
They are trying to make Mass Effect/kotor, only with a subscription to lock you in to buying DLC.

And with you-must-be-online DRM.

They haven't announced any persistent world features yet and the game is barely multiplayer as far as we know. I'm assuming there is more to come, but at the moment it's more 'hey you can invite friends to join your Kotor3 playthroughs'.


Worrying about it being like WoW is daft. This sounds nothing like WoW. There's another recent mmog it sounds more like, but we've been over this ofc.


Title: Re: SWTOR
Post by: Zzulo on March 20, 2010, 07:03:55 AM
For those interested, here's a short new video showing some powers of one of the player classes:

http://www.swtor.com/news/news-article/20100319_001

(scroll down a bit)


Title: Re: SWTOR
Post by: Sheepherder on March 20, 2010, 10:21:51 AM
SWTOR is a bit risky because it's not just WoW in space with Wookiees. People who are "into MMOs" have a very high probability of being into the game mechanic of character optimization that is WoW, a much lower probability of being into the socioeconomic sim of Eve or those million turn-based browser titles, and probably the least probability of being into a story-driven RPG ala KOTOR.

Whatever they retain will be based on how many people want a story in their MMO after 13 years of MMOs pretty much not having them. And, of course, how well they pull it off on a persistent world platform :-)

Because we all know that the gear mechanic has everything to do with cutscenes and dialogue. :uhrr:

If you want to speculate on why this one will fail, at least choose an assumption that's grounded in reality: like Bioware's attempts at making good combat usually resulting in some monstrous abortion that begs to be put out of it's misery regardless of what variables you plug into it.


Title: Re: SWTOR
Post by: Venkman on March 20, 2010, 02:03:25 PM
Selective snipping doesn't suddenly make your point contextually relevant. Go back and read what I wrote and then tell me if that was the point I was making. Obviously you'd like to speculate on why this one will fail. But I don't think it will, so there's no point in me debating that.


Title: Re: SWTOR
Post by: Sheepherder on March 20, 2010, 03:14:24 PM
Corrected: it's now the whole quote.  It's still wrong, because nothing in any of the games or systems described by you is contradictory to incremental advancement through kill -> loot or anything else you happen to list.  I get it, you question whether "story" grabs people, as opposed to economy, or... shitty Flash animations?  Whatever.  None of it matters, because players don't look at a box looking for the bullet point saying "Deep economy shit, bro."

"Story" is how this game is differentiating itself from the Galaxies abortion, Star Wars is how it's differentiating itself from WoW.  Don't get the two confused.


Title: Re: SWTOR
Post by: Venkman on March 21, 2010, 05:25:06 PM
I said it was "risky" because it is trying to position itself as a story-based somekindaMMOG in a genre that is almost entirely about character optimization only. The "risk" is that nobody gives a shit.

This was in direct response to Goreschach's post that said "This game makes me sad because they're just going to (further) fuck up a good series by jumping on the WOW bandwagon". My point was that it's doesn't seem to be trying to jump on the WoW bandwagon because it's not trying to just offer a grind-to-endgame experience of one-dimensional characters and flimsy plot devices forgotten the moment the next patch is announced.

So I'm really not sure what your beef is. I think we actually agree. You just seem to want to argue about other stuff nobody can talk about until we get our hands on it.


Title: Re: SWTOR
Post by: Velorath on March 21, 2010, 05:39:11 PM
You just seem to want to argue about other stuff nobody can talk about until we get our hands on it.

Isn't that what the past 86 pages of this thread have been about?


Title: Re: SWTOR
Post by: LK on March 21, 2010, 05:47:02 PM
I felt anxious and upset that I couldn't read all the spoiler talk for Mass Effect 2 until I played it just recently.

I imagine if I don't jump on the SWTOR bandwagon Day 1, that feeling I had will be compounded 100 fold.


Title: Re: SWTOR
Post by: Sheepherder on March 21, 2010, 06:50:31 PM
So I'm really not sure what your beef is. I think we actually agree.

Story is not a gamble.  Core MMO players might not care, but their options are Swords & Sorcery Diku; Eve; or shit that doesn't even bear mentioning because it's too niche, too broken, or is atrophying away.  There is plenty of room for Diku in space because people are getting bored with fucking swords and sorcery.


Title: Re: SWTOR
Post by: Lakov_Sanite on March 21, 2010, 06:56:55 PM
if this is a mostly single player game with a$5 a month fee it'll do fine.


Title: Re: SWTOR
Post by: Malakili on March 21, 2010, 07:17:41 PM
if this is a mostly single player game with a$5 a month fee it'll do fine.

If they only charge 5 bucks a month I think there are a lot of us who are talking bad about what this game is going to be that would probably consider buying it.   Thats a pretty big if though, and it would be pretty much without precedent.



Title: Re: SWTOR
Post by: Lantyssa on March 21, 2010, 07:50:50 PM
Free Realms.


Title: Re: SWTOR
Post by: Malakili on March 21, 2010, 08:09:54 PM
Free Realms.

...

So still without precedent then..


Title: Re: SWTOR
Post by: Fordel on March 21, 2010, 08:16:08 PM
Isn't SoE making a CloneWars MMO with the FreeRealm engine/model?

Or am I completely fucking high?


Title: Re: SWTOR
Post by: Lantyssa on March 21, 2010, 08:25:57 PM
I've seen one mention of it, here somewhere.  I'm so fucking there if they do it, however I am taking the rumor with a grain of salt until I hear something more concrete.

It's possible your recollection was of me mentioning it in IRC or WoW.


Title: Re: SWTOR
Post by: Fordel on March 21, 2010, 08:28:52 PM
That's completely possible, perhaps this is how rumors start  :why_so_serious:


Title: Re: SWTOR
Post by: HaemishM on March 22, 2010, 12:52:12 PM
So I'm really not sure what your beef is. I think we actually agree.

Story is not a gamble.  Core MMO players might not care, but their options are Swords & Sorcery Diku; Eve; or shit that doesn't even bear mentioning because it's too niche, too broken, or is atrophying away.

Most of the time, it's all 3.

Quote
There is plenty of room for Diku in space because people are getting bored with fucking swords and sorcery.

So the alternative is apparently LASER SWORDS and MYSTICAL MIND POWERS.


Title: Re: SWTOR
Post by: LK on March 22, 2010, 03:39:44 PM
Have they shown ANY gameplay yet?


Title: Re: SWTOR
Post by: Draegan on March 22, 2010, 03:40:40 PM
Yes they have.  You should use google.


Title: Re: SWTOR
Post by: Malakili on March 22, 2010, 03:44:53 PM
Have they shown ANY gameplay yet?

Yeah, my person opinion is that it doesn't look all that interesting, though some may disagree.  I'd like to see a nice in depth video of the cover system for the scoundrel class, thats the sort of thing that could definitely pique my interest if its done well.  It looks like fairly standard MMO fare though, from what I've seen thus far.  Action bars, abilities, standing in open shooting each other.


Title: Re: SWTOR
Post by: DLRiley on March 22, 2010, 09:17:38 PM
Have they shown ANY gameplay yet?

Yeah, my person opinion is that it doesn't look all that interesting, though some may disagree.  I'd like to see a nice in depth video of the cover system for the scoundrel class, thats the sort of thing that could definitely pique my interest if its done well.  It looks like fairly standard MMO fare though, from what I've seen thus far.  Action bars, abilities, standing in open shooting each other.

I wonder what type of "this is GENIUS" mindset must be floating around in Austin if they purposely design the scout and scout only to be the only class that can take cover. In a game where the average weapon amongst 3/4th of the characters is a gun why oh why do they think that every other class except one needs to go into every fire fight red coat style. though technically that is true of the star wars verse fighters who aren't han solo...


Title: Re: SWTOR
Post by: Fordel on March 22, 2010, 09:51:06 PM
I've read a few reviews that seem to imply all the gun classes can use cover to some degree, but with how limited the information is, who knows.



I really want the Trooper class to be able to use cover. I also really want this game to not suck.



Odds are not in my favour :(


Title: Re: SWTOR
Post by: Lakov_Sanite on March 22, 2010, 10:04:45 PM
Exactly what HaemishM said. Star wars isn't sci-fi, its higher-tech fantasy but it's still fantasy.


Title: Re: SWTOR
Post by: Musashi on March 22, 2010, 10:06:32 PM
Exactly what HaemishM said. Star wars isn't sci-fi, its higher-tech fantasy but it's still fantasy.

I feel pretty good about recognizing and avoiding what could possibly be the nerdiest argument in history.


Title: Re: SWTOR
Post by: WindupAtheist on March 22, 2010, 10:12:01 PM
Please, not even top five for this board in the last 12 months.


Title: Re: SWTOR
Post by: Musashi on March 22, 2010, 10:13:26 PM
YOU WOULD KNOW!


Title: Re: SWTOR
Post by: Soln on March 22, 2010, 10:34:22 PM
I've read a few reviews that seem to imply all the gun classes can use cover to some degree, but with how limited the information is, who knows.



I really want the Trooper class to be able to use cover. I also really want this game to not suck.



Odds are not in my favour :(


imperial agents get a portable shield as cover:
Quote
In the heat of battle, the Imperial Agent can activate a field of energy to protect from oncoming blasterfire.

http://swtor.com/info/holonet/classes/imperial-agent


Title: Re: SWTOR
Post by: Lakov_Sanite on March 23, 2010, 12:41:47 PM
Translation: They get a cooldown which allows them to have a boosted dodge bonus vs ranged attacks.

Don't pretend this game isn't just another diku and will somehow use cover or any sort of fps elements.  Same bullshit WAR fans fell for too.


Title: Re: SWTOR
Post by: jakonovski on March 23, 2010, 12:52:59 PM
One thing that might save this is that from all the footage I've seen, there are no loading screens between areas (except planets naturally). That's like the single most important factor of MMO immersion for me. 


Title: Re: SWTOR
Post by: Cyrrex on March 23, 2010, 12:58:15 PM
Yes, just so long as it is one long contiguous experience, then the game will be saved.  Clearly, lack of loading screens will what makes or breaks a Star Wars MMO made by Bizarro Bioware.

 :uhrr:


Title: Re: SWTOR
Post by: Count Nerfedalot on March 23, 2010, 01:12:06 PM
well, it certainly did wonders in saving SWG!  :why_so_serious:


Title: Re: SWTOR
Post by: Malakili on March 23, 2010, 01:28:02 PM
Yes, just so long as it is one long contiguous experience, then the game will be saved.  Clearly, lack of loading screens will what makes or breaks a Star Wars MMO made by Bizarro Bioware.

 :uhrr:

Not to mention the fact that given the fact that they are trumping up this idea of individual story stuff, its going to HAVE to be instanced heavily.   If its heavily instanced, there is pretty much going to have to be lots of loading.


Title: Re: SWTOR
Post by: jakonovski on March 23, 2010, 05:06:26 PM
Yes, just so long as it is one long contiguous experience, then the game will be saved.  Clearly, lack of loading screens will what makes or breaks a Star Wars MMO made by Bizarro Bioware.

 :uhrr:

Are you suggesting that pleasing me isn't the surest way to success?!


Title: Re: SWTOR
Post by: Spiff on April 04, 2010, 01:25:33 AM
A Dev-post just landed as the Good Friday update:
http://forums.f13.net/index.php?action=post;topic=15047.3045;num_replies=3064

Reads a little like they're trying to rebuke the rumours SWOR will be more of an MSO than an MMO.
Mostly a very clever marketing-post of course; vague enough not to pigeon-hole anything, yet a few specifics in there (once again the multi-player conversation options) and sprinkled with some MMO pop-history for street-cred, just enough to wet my appetite once again.

A more interesting read than most on an MMO-in-development forum though to me and fun to compare the slickness of such a dev-post to that of so many others on recent, and not so recent, MMO's (amply discussed on this forum  :awesome_for_real:).
Whatever SWOR turns out to be, their pre-launch is pretty flawless so far I'd say (for whatever that's worth).


Title: Re: SWTOR
Post by: taolurker on April 04, 2010, 02:10:09 AM
A Dev-post just landed as the Good Friday update:
http://forums.f13.net/index.php?action=post;topic=15047.3045;num_replies=3064

Reads a little like they're trying to rebuke the rumours SWOR will be more of an MSO than an MMO.
Mostly a very clever marketing-post of course; vague enough not to pigeon-hole anything, yet a few specifics in there (once again the multi-player conversation options) and sprinkled with some MMO pop-history for street-cred, just enough to wet my appetite once again.

A more interesting read than most on an MMO-in-development forum though to me and fun to compare the slickness of such a dev-post to that of so many others on recent, and not so recent, MMO's (amply discussed on this forum  :awesome_for_real:).
Whatever SWOR turns out to be, their pre-launch is pretty flawless so far I'd say (for whatever that's worth).

Forum FAIL

Link is: http://www.swtor.com/news/blog/20100402_001


Title: Re: SWTOR
Post by: eldaec on April 04, 2010, 02:10:55 AM
To be fair there were a lot of 'this is not really a MMOG' noises coming from Bioware back when we were still debating if it was likely to be KOTORO or not.

tbh, if this turns out to be single player rpg with a co-op multiplayer option, and they are just using the mmog tag to justify the subscription and ubi-soft style drm, then it probably bodes well for the quality of the game, if not for longevity of it.


Title: Re: SWTOR
Post by: Sheepherder on April 04, 2010, 07:49:20 AM
Are you suggesting that pleasing me isn't the surest way to success?!

That's what she said.


Title: Re: SWTOR
Post by: Venkman on April 04, 2010, 05:00:22 PM
To be fair there were a lot of 'this is not really a MMOG' noises coming from Bioware back when we were still debating if it was likely to be KOTORO or not.

tbh, if this turns out to be single player rpg with a co-op multiplayer option, and they are just using the mmog tag to justify the subscription and ubi-soft style drm, then it probably bodes well for the quality of the game, if not for longevity of it.

This.


Title: Re: SWTOR
Post by: schild on April 04, 2010, 05:35:28 PM
To be fair there were a lot of 'this is not really a MMOG' noises coming from Bioware back when we were still debating if it was likely to be KOTORO or not.

tbh, if this turns out to be single player rpg with a co-op multiplayer option, and they are just using the mmog tag to justify the subscription and ubi-soft style drm, then it probably bodes well for the quality of the game, if not for longevity of it.

This.
:facepalm:


Title: Re: SWTOR
Post by: Goreschach on April 05, 2010, 01:07:49 AM
Are there really that many people who would be willing to pay a sub for a single player game?


Title: Re: SWTOR
Post by: Stabs on April 05, 2010, 03:03:15 AM
Are there really that many people who would be willing to pay a sub for a single player game?

Before Dungeon Finder WoW was essentially a single player game with a multiplayer context. You soloed your quests, you essentially soloed in battlegrounds, you soloed dailies, you soloed the auction house. (Raiding is an exception but there have been times when most WoW players did not raid).

WoW has now changed but I think it shows it's possible to get people to pay subs for soloing in a world where after they solo they can compare with other people.

Most people work for the "omg! you have Tier 3 armour!" moments and will flow along the path of least resistance to get it without especially caring about the company they are required to keep along the way.


Title: Re: SWTOR
Post by: Goreschach on April 05, 2010, 03:25:29 AM

Before Dungeon Finder WoW was essentially a single player game with a multiplayer context.


That's really stupid.


Title: Re: SWTOR
Post by: Sheepherder on April 05, 2010, 03:51:11 AM
WoW has now changed but I think it shows it's possible to get people to pay subs for soloing in a world where after they solo they can compare with other people.

It's proven nothing: expansion launches, interest is kindled and zones are densely populated, time passes and those zones empty until they're deserted again.  It's only a single player game in the zones where almost nobody except the people who are batshit insane with altitis are playing.  Which is a problematic sales pitch because the zones are nearly deserted because nobody is interested in playing there anymore in the first place.


Title: Re: SWTOR
Post by: Zzulo on April 05, 2010, 05:13:53 AM
Quote
Before Dungeon Finder WoW was essentially a single player game with a multiplayer context. You soloed your quests, you essentially soloed in battlegrounds, you soloed dailies, you soloed the auction house.

Not really, no.


Title: Re: SWTOR
Post by: Stabs on April 05, 2010, 04:52:42 PM
Let me clarify.

For multiplayer to be part of the draw there has to be interaction with other players that matters to the person playing.

For many WoW players this really wasn't the case.

Tons of people running around Howling Fjord didn't care that other people were trying to do it too. People firing into the zerg on the road in AV could just as easily have been shooting AI-controlled mobs. AH is a numbers game, many people who play it simply play it for the enjoyment of seeing numbers get bigger or the utility of having more spending power rather than a sense of beating off competitors.

The context is am I doing better than other people? but the playstyle is solo.


Title: Re: SWTOR
Post by: Lakov_Sanite on April 05, 2010, 05:02:24 PM
I tried playing wow on a private server, it;s not a solo game. You just don't realize how much the absence of other players, even if you dont interact with them, really matters.


Title: Re: SWTOR
Post by: Fordel on April 05, 2010, 05:08:09 PM
Don't you just love going to a football game and being the only person in the stands?


Title: Re: SWTOR
Post by: Lantyssa on April 05, 2010, 05:48:38 PM
Par for the course in Houston. ;D


Title: Re: SWTOR
Post by: Cadaverine on April 05, 2010, 09:35:50 PM
In defense of Stab's theory, you could replace people in WoW with bots that said hello, and thanks, at the start and end of instances, and called you a dumbass noob in the BGs, and people would be none the wiser.   

There might be other people involved in the bg/instance, but there's little to no interaction unless you go out of your way to be talkative.   And since there is no incentive to do so, people don't.  There is no reason to socialize with anyone outside of your guild, and no incentive to do otherwise.

People might have whined about having to sit around in EC Tunnel auctioning their stuff back in EQ, but it least it gave you a reason to talk to other people.  In EQ, I actually talked to people, and made friends and so on, because the game basically forced me to do so.  And while I may have bitched about it at the time, and I certainly like the AH, and mail, and the ability to do my own thing without having to wait on others, it really has made WoW into a single player game if you chose to play it as such, raiding notwithstanding.


Title: Re: SWTOR
Post by: Malakili on April 05, 2010, 09:51:59 PM
In defense of Stab's theory, you could replace people in WoW with bots that said hello, and thanks, at the start and end of instances, and called you a dumbass noob in the BGs, and people would be none the wiser.   

There might be other people involved in the bg/instance, but there's little to no interaction unless you go out of your way to be talkative.   And since there is no incentive to do so, people don't.  There is no reason to socialize with anyone outside of your guild, and no incentive to do otherwise.

People might have whined about having to sit around in EC Tunnel auctioning their stuff back in EQ, but it least it gave you a reason to talk to other people.  In EQ, I actually talked to people, and made friends and so on, because the game basically forced me to do so.  And while I may have bitched about it at the time, and I certainly like the AH, and mail, and the ability to do my own thing without having to wait on others, it really has made WoW into a single player game if you chose to play it as such, raiding notwithstanding.

This is pretty much my experience too.  Truth be told, I probably have more pure fun playing WoW, but I remember other MMOs more fondly than I remember WoW, which is totally backwards, but odd.  Probably because I am remembering WoW gameplay, and I am remembering other MMO friends.


Title: Re: SWTOR
Post by: Fordel on April 05, 2010, 11:08:31 PM
No, all that stuff is still alive and well in WoW, it's just all in retard speak now. The selling, the grouping, the waiting, the 'community' all there. All those guys spamming trade chat with ANAL [Backstab]? They all know each other, have their own cliques, ninja's, assholes etc. It's alive and well and HUGE, much bigger then any of the original communities, it's just alien to the most of us.


I'm sure the original 'old guys' in EQ or whatever thought we were fucking crazy too, bitching about how MUD's had a much tighter community to them or whatnot.  :why_so_serious:


Title: Re: SWTOR
Post by: UnSub on April 05, 2010, 11:23:47 PM
Don't you just love going to a football game and being the only person in the stands?

When I play team sports, everyone else may as well just be robots who are programmed to give me the ball.

And when we lose, it is completely their fault. Stupid AI.


Title: Re: SWTOR
Post by: Stabs on April 05, 2010, 11:58:06 PM
Well there will still be other people around in SWTOR, you will still call people retards and make Anal [jokes] while soloing your solo quests in your instanced solo mission.

I simply object to the statement SWTOR can't work because it's a sub-based single player game.

It's very like WoW's levelling game in terms of the player experience with relation to other players.


Title: Re: SWTOR
Post by: Spiff on April 06, 2010, 12:32:58 AM
People keep referring to WoW (as one must when discussing any MMO I s'pose  :pedobear:), but when I'm 'fantasising' what SWOR might be I tend to think of LoTRO tbh.
Fact it's the only MMO I play atm might have something to do with it, but almost everything I hear about it makes me think LoTRO 2.0 in space; a lot of emphasis on how casual it'll be, using story/IP and world-design as the main selling points ...

The focus on solo-play with the occasional option to /wave to other players seems to have worked out ok for Turbine anyway.
Looking at their ever-growing emphasis on skirmishes (however ill-implemented they might be imo) and smaller instances seems they believe there's an audience for casual/solo-play.

From what little I've seen; SWOR has a bigger IP and a bigger budget.
How could they fail?  :drill:


Title: Re: SWTOR
Post by: Ollie on April 06, 2010, 12:39:31 AM
I think Cadaverine, Malakili and Fordel are all aptly describing how change affects social venues, such as MMOGs. As with any social space, their conventions evolve with time. The games themselves change, people come and go, and communities find new ways to define their social identities. New players embrace the prevalent social conventions of their time, and use them as a basis of comparison for anything that comes after, often leading to the "Nostalgic Grumpy Old Geezer" syndrome that Fordel describes.

But I do think that in addition to the "normal" evolution of MMOG communities, there has been a curious change in the last couple of years, brought on by games such as WAR, AoC and the latest batch of Cryptic titles. These are MMOGs that for one reason or another, either due to a lacking social toolset or overtly solo-oriented mechanics, don't encourage social groups or communities in the traditional sense.

It will be interesting to see what SW:TOR's take on community turns out to be. Specifically, how will gameplay mechanics reward grouping so that people actually take the time to socialize. As Spiff said, the latest dev blog was a typical mission statement in all its vague glory, and launch is far enough that Bioware can still get away with murder if need be.


Title: Re: SWTOR
Post by: Koyasha on April 06, 2010, 07:16:52 AM
Here's an interesting thought.  WoW was a lot less soloable early on.  You could solo, sure, but you were more encouraged to group back then than you are now, and groups took longer and talked more.  Dungeons were long enough that you'd converse with your group a little, not just do the entire run in almost complete silence, then part ways and never see each other again.

Perhaps the community was built during that phase, and as the game changed into what it is today, it remained and its conventions passed on to people who never even experienced it, slowly evolving over time, but passing on from that initial stage.  It it possible that some rough, pioneer days are extremely valuable in building and creating a community that will then be passed down as time goes on?


Title: Re: SWTOR
Post by: Malakili on April 06, 2010, 07:44:01 AM
Here's an interesting thought.  WoW was a lot less soloable early on.  You could solo, sure, but you were more encouraged to group back then than you are now, and groups took longer and talked more.  Dungeons were long enough that you'd converse with your group a little, not just do the entire run in almost complete silence, then part ways and never see each other again.

Perhaps the community was built during that phase, and as the game changed into what it is today, it remained and its conventions passed on to people who never even experienced it, slowly evolving over time, but passing on from that initial stage.  It it possible that some rough, pioneer days are extremely valuable in building and creating a community that will then be passed down as time goes on?

What "community" are you referring to exactly?  Not being snarky, I mean seriously what community was "built during that phase"


Title: Re: SWTOR
Post by: Shrike on April 06, 2010, 09:11:39 AM
I think he's trying to say guilds were more tight knit in vanilla. They had to be. Trying to organize and hold 40 man raids together weren't easy. We ran a 3-6 guild alliance (depending on time period) and keeping this thing on the tracks wasn't easy. The very core founders were real life family and friends. That helped (though I recall a personal feud with our original raid leader's little brother).

I could bring up EQ and the 72man raid limits (which we hit in PoP). The guild was very close (feuds and all) and very motivated. I simply don't see this in our WoW guild(s) much anymore. Ours has the same core (most have moved on, but some remain) more or less and it still is a friends/familly atmosphere. It's also a lot more casual that it was. It has to be. All of us are older with more time restrictions. Mine hasn't changed as much as some, but I was older to begin with. Also, I have a peculariar schedule that changes seasonally.

Community tends to form around adversity. EQ was all about adversity. WoW not so much, and even less now than in '04.


Title: Re: SWTOR
Post by: Malakili on April 06, 2010, 09:41:45 AM
I think he's trying to say guilds were more tight knit in vanilla. They had to be. Trying to organize and hold 40 man raids together weren't easy. We ran a 3-6 guild alliance (depending on time period) and keeping this thing on the tracks wasn't easy. The very core founders were real life family and friends. That helped (though I recall a personal feud with our original raid leader's little brother).

I could bring up EQ and the 72man raid limits (which we hit in PoP). The guild was very close (feuds and all) and very motivated. I simply don't see this in our WoW guild(s) much anymore. Ours has the same core (most have moved on, but some remain) more or less and it still is a friends/familly atmosphere. It's also a lot more casual that it was. It has to be. All of us are older with more time restrictions. Mine hasn't changed as much as some, but I was older to begin with. Also, I have a peculariar schedule that changes seasonally.

Community tends to form around adversity. EQ was all about adversity. WoW not so much, and even less now than in '04.

Ah.  Well, the raiding guild that I was a part of (that was, and remains, a top guild on the server) actually started as a group of friends.  When they got to UBRS they didn't have enough people to run it consistently, so they would find people to run it with them, they became friends, and so forth.  Samething when with 40man raids, though then they had to open it up to recruitment more in earnest.  They've always had the position that you recruit people though, not players, and if you aren't a good enough person that you are going to be able to self police yourself on douche baggery, then you aren't let in even if you are the best player they've ever seen.   That kind of mentality actually led to a better raiding environment too because you had a group of players that legitimately liked to play the game together instead of just a bunch of loosely associated jag offs looking for loot.

I guess my experience might be exceptional in this case, so I can't really comment omain on how communities in guilds are for the most part.   It would almost be interesting to go back and join a guild with an alt just to see what it would be like, though I suspect it might have bad results.


Title: Re: SWTOR
Post by: Draegan on April 06, 2010, 10:35:48 AM
No, all that stuff is still alive and well in WoW, it's just all in retard speak now. The selling, the grouping, the waiting, the 'community' all there. All those guys spamming trade chat with ANAL [Backstab]? They all know each other, have their own cliques, ninja's, assholes etc. It's alive and well and HUGE, much bigger then any of the original communities, it's just alien to the most of us.


I'm sure the original 'old guys' in EQ or whatever thought we were fucking crazy too, bitching about how MUD's had a much tighter community to them or whatnot.  :why_so_serious:

MUDs did have a tighter community, thank you very much.


Title: Re: SWTOR
Post by: Ollie on April 06, 2010, 10:40:25 AM
Shrike makes a fine point about vanilla WoW and EQ. Adversity promotes social ties, and the game system design of a given MMOG has a huge role in dictating how punitive the experience is to the solo player, and how grouping and thus social interaction is encouraged. Most modern MMOGs require much less time-intensive participation, which gives rise to a wholly different mode of social interaction than before. Hence, among other things, evolving communities.

But before I get sidetracked, I want to briefly touch on a few things in Koyasha's post. When talking about social interaction, it's good to keep in mind that a community is something that is always in a state of flux; it is constantly evolving and reinventing itself. We all participate in the same social reality in a given cultural context, but we each have our individual interpretation of it. There is no "original community" in any of the MMOGs we've played, only our interpretation of a specific time in a social space.

Community is not a monolith. Usually when people refer to a halcyon and static community, they are indulging in a Jean-François Lyotard-inspired grand narrative in an attempt to legitimize their current values and norms. It's an origin myth that reinforces normative group identity.

But Koyasha also makes an interesting point: sometimes social conventions carry over even when the game itself no longer promotes or even requires certain behavior. Think of Cryptic's ChampO, for instance, a game so solo-oriented that grouping is almost detrimental. There is no gameplay reason to promote formal group identity (i.e. guilds), yet people join them because they always have.


Title: Re: SWTOR
Post by: Koyasha on April 06, 2010, 05:03:40 PM
What "community" are you referring to exactly?  Not being snarky, I mean seriously what community was "built during that phase"
Essentially, laying down the way we interacted with each other ongoing into the future, and so on.  The things that people do now, that seem entirely second-nature to them, are the evolution of what people originally did in the early days.  I suspect that anything people do now can be loosely traced back to then, which can probably be traced even further back to EQ and so on.  But imagine if WoW in the early days were like it is now, where all the instances are pathetically easy, where you rarely need to communicate with your fellow player in instances, and you get your instance groups by clicking a dungeon finder and bam, you're there.  I'm willing to go out on a limb and say a lot of the "stickiness" wouldn't have developed if the game had been like that.  Mostly because of how much WoW expanded the audience, to the point where players of old games like EQ were a drop in the bucket, and if the new players hadn't had to interact, they wouldn't have picked anything up from those that came before.

Due to the person who tried to hijack my account, I got to play recently, first time I've played since they added the dungeon finder.  That did not feel like a multiplayer experience to me.  I got on my level 80 death knight and tanked an instance - Halls of Stone, it turned out to be.  I think I spoke three times.  I made a general grumble during the Brann event because some of my hotkeys were screwed up, I made a comment about not having played in a while, and I congratulated someone on a drop for their alt.  On the Utgarde Keep run I did with my level 72 warlock, I do believe the only word I spoke was "Ready."  In both instances, the rest of the group was similarly quiet.

There's still enough interaction for people to feel sticky since they have friends and acquaintances on their server, but imagine if the game had launched with this system in place, and with instances as easy as they are now, so that any marginally competent group can clear any content they want?  What would ever have led anyone to get to know each other?  Without that initial phase of adversity, as Shrike says, we'd have very little social game in WoW today.

I'm kind of worried that SWTOR may be 'too soloable' in this case.  Hopefully their system will encourage people enough to form communities that it won't be a problem.


Title: Re: SWTOR
Post by: Malakili on April 06, 2010, 05:06:11 PM
What "community" are you referring to exactly?  Not being snarky, I mean seriously what community was "built during that phase"
Essentially, laying down the way we interacted with each other ongoing into the future, and so on.  The things that people do now, that seem entirely second-nature to them, are the evolution of what people originally did in the early days.  But imagine if WoW in the early days were like it is now, where all the instances are pathetically easy, where you rarely need to communicate with your fellow player in instances, and you get your instance groups by clicking a dungeon finder and bam, you're there.  I'm willing to go out on a limb and say a lot of the "stickiness" wouldn't have developed if the game had been like that.

Due to the person who tried to hijack my account, I got to play recently, first time I've played since they added the dungeon finder.  That did not feel like a multiplayer experience to me.  I got on my level 80 death knight and tanked an instance - Halls of Stone, it turned out to be.  I think I spoke three times.  I made a general grumble during the Brann event because some of my hotkeys were screwed up, I made a comment about not having played in a while, and I congratulated someone on a drop for their alt.  On the Utgarde Keep run I did with my level 72 warlock, I do believe the only word I spoke was "Ready."  In both instances, the rest of the group was similarly quiet.

There's still enough interaction for people to feel sticky since they have friends and acquaintances on their server, but imagine if the game had launched with this system in place, and with instances as easy as they are now, so that any marginally competent group can clear any content they want?  What would ever have led anyone to get to know each other?  Without that initial phase of adversity, as Shrike says, we'd have very little social game in WoW today.

Ok, that makes sense.  I just wonder what the new player experience is for people who never had the old experience.


Title: Re: SWTOR
Post by: Lantyssa on April 06, 2010, 05:52:29 PM
Maybe the hardcore raiders communicated.  Those of us who weren't hardcore didn't, because we weren't good enough to enter those places.  There's a reason the pool of players went from 800k to 13 million...

Also, if you want people to talk... start talking?


Title: Re: SWTOR
Post by: Mattemeo on April 06, 2010, 06:05:04 PM
Also, if you want people to talk... start talking?

Yup. I'm a chatty cat in randoms, it helps me feel at ease with the general weirdness of cross-server grouping. If people talk back, great. If I get the silent treatment, well, it's only twenty minutes of tedium and some loot. I even have a go at French if I end up in a group full of Quebecois talkers (has happened a few times now). Though the urge to talk about the monkey being in the bathroom never goes away...


Title: Re: SWTOR
Post by: Stabs on April 07, 2010, 05:36:23 AM
I'm kind of worried that SWTOR may be 'too soloable' in this case.  Hopefully their system will encourage people enough to form communities that it won't be a problem.

I'm half-expecting non-traditional methods of communication, Facebook ideas really. Many MMOs have gone towards more player information being accessible (EQ Players, WoW Armory etc). It seems a logical next step in that trend to make that information a little more intrusive.

So rather than playing together we will play separately but get little messages:
"Ding, your friend Stabs has reached level 12!"
"Bong, your friend Stabs has collected 50 wookini!"

Most MMOs already do that within guilds already of course.

Then you can look at my achievements page in game and chat to me about it while we play. So still a social game, just not using adversity to force social ties.

In many ways the adversity system kind of sucks. Once things start going wrong people are quick to blame the other, almost as if getting your blame in first, justified or not, exonerates you.


Title: Re: SWTOR
Post by: Ollie on April 07, 2010, 06:18:47 AM
I'm half-expecting non-traditional methods of communication, Facebook ideas really.

It's more than likely that SW:TOR will ship with heavy ties to Bioware's new social site. I'm sure they're already mining their busy b-hinds off, gathering metrics on how people network with Dragon Age and Mass Effect 2.

Smart move to do a soft launch with single-player titles and prep for the big show.


Title: Re: SWTOR
Post by: Draegan on April 07, 2010, 06:23:42 AM
Dungeons in WOW are a quick series of reward pellets.  They are there for players to get a quick rewards and a chance at loot.  After you spend the 20-30 minutes in them you move on and do it again.

As we all know, dungeons in WOW are all one straight hallway, or route that never change.  You just push your way through from trash pack to trash pack.  No need to CC or communicate with others.  There isn't adventure anymore, you can't get lost, there is no need to explore.

I miss UBRS/LBRS, BRD, Scholomance because they were pretty cool dungeons.  TBC dungeons were fucking terrible and WOTLK's dungeons are only slightly better.

If you want communication and "community" then make the content a little more difficult, or larger or whatever.


Title: Re: SWTOR
Post by: Sky on April 07, 2010, 06:42:49 AM
But imagine if WoW in the early days were like it is now, where all the instances are pathetically easy, where you rarely need to communicate with your fellow player in instances, and you get your instance groups by clicking a dungeon finder and bam, you're there.
I imagine I might have lasted longer than a couple months of being excluded from participating in dungeon content.

There isn't adventure anymore, you can't get lost, there is no need to explore.
There hasn't been since, well, internet.

I find this theme of forced grouping/communication rather humorous. Obviously few people want to group or talk to each other, or it wouldn't need to be forced upon them. Make larger and more difficult dungeons? How about stop playing achiever-driven drivel and go play sandbox games? In UO or Eve, community and communication is basically the entire game.

No, let's force people who just want to blow off some steam playing a casual game to play the way you want to play. When I shop at walmart, I often lash together six carts and make people shop with me, and I talk incessantly the entire time.


Title: Re: SWTOR
Post by: Sheepherder on April 07, 2010, 06:58:10 AM
 :awesome_for_real:


Title: Re: SWTOR
Post by: Ollie on April 07, 2010, 07:16:57 AM
I find this theme of forced grouping/communication rather humorous.

Not as much forced as incentivized - a carrot beats stick kind of a deal.

I bet that when SW:TOR turns out to be a totally linear Diku with a heavy focus on casual solo play, nobody on these boars will bat an eyelash. We're just gabbing about the different ways Bioware could throw the socializers a bone without penalizing other playstyles. You know, create a game environment that supports various viable playstyles and offers meaningful progression for achievers, socializers, killers and explorers alike.

I could almost type that with a straight face. The pie in the sky distracted me for a second. ;D

Quote
When I shop at walmart, I often lash together six carts and make people shop with me, and I talk incessantly the entire time.
You'd LOVE mommy dearest. You two could duo Walmart.


Title: Re: SWTOR
Post by: SnakeCharmer on April 07, 2010, 07:26:50 AM
lots of waaah waaah i miss being stabbed in the dick during EQ

But imagine if WoW in the early days were like it is now, where all the instances are pathetically easy

more qq'ing and whining about community (or lack thereof)

Curious...

How long have you played WoW and how many/what mods do you use?


Title: Re: SWTOR
Post by: Draegan on April 07, 2010, 07:35:19 AM
There isn't adventure anymore, you can't get lost, there is no need to explore.
There hasn't been since, well, internet.

I find this theme of forced grouping/communication rather humorous. Obviously few people want to group or talk to each other, or it wouldn't need to be forced upon them. Make larger and more difficult dungeons? How about stop playing achiever-driven drivel and go play sandbox games? In UO or Eve, community and communication is basically the entire game.

No, let's force people who just want to blow off some steam playing a casual game to play the way you want to play. When I shop at walmart, I often lash together six carts and make people shop with me, and I talk incessantly the entire time.

 :why_so_serious:
You're a funny guy.


Title: Re: SWTOR
Post by: Ratman_tf on April 07, 2010, 07:46:07 AM
I guess my experience might be exceptional in this case, so I can't really comment omain on how communities in guilds are for the most part.   It would almost be interesting to go back and join a guild with an alt just to see what it would be like, though I suspect it might have bad results.

In my own limited experience, I led a small UO guild, a medium sized DAOC guild, and participated in a smallish SWG guild. All were ok, but were just loose groups, with no really strong goals or cohesion. All were made from within the game.

After a lot of disillusioned soloing, I joined my WoW guild, which is based on a message board community. The external community helps tremendously in keeping the douchebag factor low, and spirits high. The raiding is what we do a few times a week. (And not all of the guild raids.)

It's a much more relaxed and productive environment than a guild that exists just for the sake of the game. IMO anyway.


Title: Re: SWTOR
Post by: Goreschach on April 07, 2010, 07:51:26 AM

I find this theme of forced grouping/communication rather humorous. Obviously few people want to group or talk to each other, or it wouldn't need to be forced upon them. Make larger and more difficult dungeons? How about stop playing achiever-driven drivel and go play sandbox games? In UO or Eve, community and communication is basically the entire game.

No, let's force people who just want to blow off some steam playing a casual game to play the way you want to play. When I shop at walmart, I often lash together six carts and make people shop with me, and I talk incessantly the entire time.

While what you say is valid, if some casual players just want to blow off some steam, they can do that just as effectively in a single player game. My main beef with this game isn't just that empirical MMO evidence suggests this thing will end in epic fail, but that they're wasting millions on what could have been a perfectly awesome KOTOR 3. KOTOR 2 was ruined because the game got cut short and shoved out the door. Now they've decided to throw absurd time and money on a non-sequel because of bandwagon.


Title: Re: SWTOR
Post by: Kovacs on April 07, 2010, 08:33:35 AM

I find this theme of forced grouping/communication rather humorous. Obviously few people want to group or talk to each other, or it wouldn't need to be forced upon them. Make larger and more difficult dungeons? How about stop playing achiever-driven drivel and go play sandbox games? In UO or Eve, community and communication is basically the entire game.

No, let's force people who just want to blow off some steam playing a casual game to play the way you want to play. When I shop at walmart, I often lash together six carts and make people shop with me, and I talk incessantly the entire time.

While what you say is valid..


No it isn't.  Straw man much?


Title: Re: SWTOR
Post by: Typhon on April 07, 2010, 09:15:09 AM
Actually, I think "Obviously few people want to group or talk to each other, or it wouldn't need to be forced upon them." is valid observation and pertinent to the current conversation.

Maybe you don't understand what the term "Straw man" means?


Title: Re: SWTOR
Post by: Sky on April 07, 2010, 10:01:32 AM
Straw man much?
Yeah, I've never discussed this exact topic with these folks before. My bad.

I think there is an interesting conversation in there to be had about mmo behaviour and the true nature of what mmo is and should be. These conversations are always colored by experience, which is one of f13's strengths: a lot of us know each other's experiences and biases.


Title: Re: SWTOR
Post by: Malakili on April 07, 2010, 10:27:17 AM
Actually, I think "Obviously few people want to group or talk to each other, or it wouldn't need to be forced upon them." is valid observation and pertinent to the current conversation.



The thing is people want to group sometimes.  When they feel like it, on their terms.  That means, if you have group content that comes up (whether it be through a quest chain, or just dungeons in general) when they aren't in the mood for it, its going to be "forced" grouping.  If it comes up when they do feel like it, its no big deal.  Obviously everyone has different "when they want to" frequencies, ranging from all the time to never and everywhere in between.

The risk is, if you have too much group content, people will feel like its "forced grouping" most of the time, and if you have to little group content, the game just feels empty to people that are in the mood for it often. 

The other interesting thing is that when given the choice between doing something as a group and doing something solo, which is rare but sometimes seen, people will almost always do it solo, even the people who are group junkies, simply because the overhead/logistical side of it is 0.  I guess reducing that logistical side of it to nothing with the group finder is a decent solution, but it also means communities won't form because you are rarely if ever doing content with the same people unless you already had a guild to begin with.

The issue of whether or not communities form and if it matters is another thing.  Frankly, I think it should be a main goal of the MMO developers as a business strategy.  I have 0 desire to actually play WoW again for the game, but I've such strong ties with my old guild and made what became real life friends playing the game, and now I'm actually considering going back again even though I don't like the game because its something I can do to spend time with my friends, now thats a powerful retention tactic.    However, maybe that experience is outweighed by millions of people who really do just log in to fuck around with a video game now and again


Title: Re: SWTOR
Post by: Kovacs on April 07, 2010, 10:44:08 AM
Maybe you don't understand what the term "Straw man" means?

Quote
No, let's force people who just want to blow off some steam playing a casual game to play the way you want to play. When I shop at walmart, I often lash together six carts and make people shop with me, and I talk incessantly the entire time.

No?


Title: Re: SWTOR
Post by: Goreschach on April 07, 2010, 11:05:05 AM


The risk is, if you have too much group content, people will feel like its "forced grouping" most of the time, and if you have to little group content, the game just feels empty to people that are in the mood for it often. 

The other interesting thing is that when given the choice between doing something as a group and doing something solo, which is rare but sometimes seen, people will almost always do it solo, even the people who are group junkies, simply because the overhead/logistical side of it is 0.  I guess reducing that logistical side of it to nothing with the group finder is a decent solution, but it also means communities won't form because you are rarely if ever doing content with the same people unless you already had a guild to begin with.


The problem with this is that it requires perfect balance and design. If grouping is even a bit more rewarding, people will feel forced to do it. If soloing is even a bit less complex, people will do it almost exclusively. About the only way you could accomplish both without this problem would be to have solo players and groups doing two totally different and exclusive things. At that point you've basically just made two games for two groups of people.


Title: Re: SWTOR
Post by: Sky on April 07, 2010, 11:22:04 AM
There's got to be some mechanism to allow grouping that doesn't interrupt solo questing, though?

My old idea about giving options for dungeons (popup box for solo, group, raid, or public) with decent drops for each category is something I still think would go a ways to at least mitigating some of the exclusion felt by solo-centric players. I don't mind grouping, as you say, when I feel like it, on my terms. When I have a quest book full of abandoned quest lines because it's all group/epic content and that just doesn't fit my playstyle, that kinda sucks as a customer, especially when I've done a quest chain to a cockblock.

Admittedly, I only played WoW for a few months after launch, but the vast majority of my grouping was for casual pvp. I think I may have done one dungeon, once, it's just rather boring gameplay where (even then) people are just following a recipe for least resistance, most loot. In WAR I probably grouped more than in any other mmo since EQ, thanks to the public quest system. Although that system is prone to ghost-towning from people out-levelling the content, and also from loot-centricity as people don't do things just because they're fun, it's still a good idea imo.


Title: Re: SWTOR
Post by: Malakili on April 07, 2010, 11:26:48 AM
At that point you've basically just made two games for two groups of people.


Back in the day we used to call these "single player" and "multiplayer" games.


Title: Re: SWTOR
Post by: Lantyssa on April 07, 2010, 11:34:17 AM
There's got to be some mechanism to allow grouping that doesn't interrupt solo questing, though?
Public quests.  Without the construction equipment to the crotch.

Something like the begining area WAR PQs, and making NPCs to fill unused slots, and not making it an ever-increasing grind would be a start.  (I didn't get to see CO's version working to know if they could add something to this.)  It wouldn't work for every quest chain, but in certain situations it could.  Stopping the horde descending on the town, invading the castle, diversionary force for a small strike team, the strike team while a diversionary force attacks, etc.


Title: Re: SWTOR
Post by: Goreschach on April 07, 2010, 11:41:32 AM

Back in the day we used to call these "single player" and "multiplayer" games.

That was before WoW the emergence of social networking and growing media acceptance of popular gaming, now every studio is trying to make moneyhats the next market expanding subscription based virtual community.


Title: Re: SWTOR
Post by: Typhon on April 07, 2010, 11:46:56 AM
Maybe you don't understand what the term "Straw man" means?

Quote
No, let's force people who just want to blow off some steam playing a casual game to play the way you want to play. When I shop at walmart, I often lash together six carts and make people shop with me, and I talk incessantly the entire time.

No?

Oh please.  The first part of his quote was on-target, the second part was for laughs... and it WAS/IS funny.  If the image of a hyper-friendly lunatic lashing together six carts and jabbering endlessly doesn't make you laugh, well you're just broken.

Edit: endless instead of endlessly


Title: Re: SWTOR
Post by: Ratman_tf on April 07, 2010, 11:52:56 AM
Back in the day we used to call these "single player" and "multiplayer" games.

I just play Torchlight if I feel like soloing nowadays.


Title: Re: SWTOR
Post by: Typhon on April 07, 2010, 11:56:20 AM
Public quests.  Without the construction equipment to the crotch.

Something like the begining area WAR PQs, and making NPCs to fill unused slots, and not making it an ever-increasing grind would be a start.  (I didn't get to see CO's version working to know if they could add something to this.)  It wouldn't work for every quest chain, but in certain situations it could.  Stopping the horde descending on the town, invading the castle, diversionary force for a small strike team, the strike team while a diversionary force attacks, etc.

I was thinking the same thing.  I think PQs are a good idea and we'll see different dev shops try different approaches that will build off each other until we get something decently fun.  I don't think the idea will get there until there's better information given to player not currently at the PQ whether or not anyone is running it (in the case where multiple people are required) OR the PQ scales itself to the number of people participating and the more that participate the tougher/better rewards involved.

The other thought I had was to allow for cross-realm friend lists (or something like a friend list).  So if you "friend" someone, and they are looking for a dungeon/encounter at the same time you are, you'll have a increased chance to group with them again.  Kind of encourages you to be a bit more social when running a dungeon and tagging someone that you enjoyed running with.


Title: Re: SWTOR
Post by: Ingmar on April 07, 2010, 12:01:22 PM
CO's PQs seemed to me to be exactly the same as WAR's, only nobody was ever doing them.  :-P

On the other hand, people *did* do the fleet actions in ST:O which are also the same thing.


Title: Re: SWTOR
Post by: Draegan on April 07, 2010, 12:06:54 PM
The original point that Sky quoted me was that if you are in the mood for grouping and dungeon going the current WOW dungeons are stupid.  There isn't much to them.  You blast your way through them, constantly pulling groups non-stop in a dungeon where you can only go one way.  There is no time to idly chat and discuss things; let alone the need to do it.

I'm not sure where this forced grouping discussion sprung up.  Having to be forced to group to advance in the game is silly.


Title: Re: SWTOR
Post by: Typhon on April 07, 2010, 12:22:13 PM
I think the comparison of PQs in WAR and CO emphasized the point that I was trying to make that these early implementations need a be of refinement to make them more compelling.

I had fun in CO, and in general thought that it wasn't given enough credit, but I thought COs PQ implementation sucked ass.  I only did a few of them, but the scripting that tried to tie the different phases together was poorly executed.  The fact that the rewards also sucked ass just made it worse.

WAR, for all it did wrong, had some decent PQs in the first two tiers.  I might be rose-coloring the memory, or my experience might have been more positive because the population was high enough and people cooperated enough to make doing them fun.  That said, after tier 2 it went into the crapper.

Neither game gave you any info about who/what were currently doing (or wanting to do) a particular PQ or it's current status, which made often made it a waste of time to run out to see if anyone was doing the quest.  Both systems only work if you are already in contact with people who are planning on doing the PQs (or there are always people available).  Given that this content gets stale pretty quickly, it seems to be more bang for the buck to help coordinate people who have an interest in doing that PQ.

I think that sort of thing can even be incorporated into the game experience (e.g. criers in different towns pointing out that a PQ is kicking off in X amount of time and additional support being needed).  Make it so that people doing the quest (or trying to do the quest) can port in reinforcements - as someone said just recently, reduce the logistics of grouping down as low as possible if you want people to group.


Title: Re: SWTOR
Post by: Lakov_Sanite on April 07, 2010, 12:35:03 PM
The original point that Sky quoted me was that if you are in the mood for grouping and dungeon going the current WOW dungeons are stupid.  There isn't much to them.  You blast your way through them, constantly pulling groups non-stop in a dungeon where you can only go one way.  There is no time to idly chat and discuss things; let alone the need to do it.

I'm not sure where this forced grouping discussion sprung up.  Having to be forced to group to advance in the game is silly.

You are saying two different things here.  If someone is in the mood for a wow dungeon, then they are perfectly happy with what they get.  There is no "this is what a dungeon is" standard. Some dungeons are short, some are long.  Some dungeons take up entire games or DnD modules and some are meant to be knocked out in an hour.  Wow raids are also, dungeons and none of them are terribly quick(togc perhaps)  and there's quite a lot of talking in them. 

Let's look at everquest for a moment.  In original eq you grouped up with six people for hours on end, sitting in one spot and waiting for things to kill to appear.  Of course it fosters a social dynamic, it was either that or go insane.  Also think about it, is a 6 person group in eq vastly different from a 10person "raid" in wow?  Maybe if raid wasn't a dirty word people would try forming ten man groups more often.  I have actually found 10mans to be a more sociable experience than any online game I've played.  They are just hard enough that you are talking, taking your time and small enough that you really get to know the people in your group.


Title: Re: SWTOR
Post by: Draegan on April 07, 2010, 12:46:13 PM
The original point that Sky quoted me was that if you are in the mood for grouping and dungeon going the current WOW dungeons are stupid.  There isn't much to them.  You blast your way through them, constantly pulling groups non-stop in a dungeon where you can only go one way.  There is no time to idly chat and discuss things; let alone the need to do it.

I'm not sure where this forced grouping discussion sprung up.  Having to be forced to group to advance in the game is silly.

You are saying two different things here.  If someone is in the mood for a wow dungeon, then they are perfectly happy with what they get.  There is no "this is what a dungeon is" standard. Some dungeons are short, some are long.  Some dungeons take up entire games or DnD modules and some are meant to be knocked out in an hour.  Wow raids are also, dungeons and none of them are terribly quick(togc perhaps)  and there's quite a lot of talking in them. 


You completely missed my point.  If someone is the mood for a WOW dungeon, of course they're happy with what's in WOW because they're playing the game.

Of course there isn't a "standard" dungeon, and I'm not advocating that there should be.  Koyasha was talking about an experience he had in WOW when he tried out the Dungeon Finder.  I rebutted with my statement that WOW dungeons are terrible (obviously my opinion) and described why I thought no one talked in them and why they were bad.


Title: Re: SWTOR
Post by: Rishathra on April 07, 2010, 01:01:09 PM

While what you say is valid, if some casual players just want to blow off some steam, they can do that just as effectively in a single player game.

http://www.youtube.com/watch?v=JAsp4rn9QnM


Title: Re: SWTOR
Post by: Lakov_Sanite on April 07, 2010, 01:05:54 PM
My point was also missed.  Classic dungeons in older games are now called "raids" in wow.  In fact a ten-man wow raid is infinitely more fun than a 6man mistmoore or lguk.  The terms are changing but similar content is still in there, you just need to look for it.  Wow dungeons are indeed pellet factories and for me, who blocks maybe an hour of wow at a time, that is perfectly fine. 


Title: Re: SWTOR
Post by: Sky on April 07, 2010, 01:09:13 PM
So far I've learned two things from this thread: I'll probably like SWTOR and I need to check out WoW again at some point  :grin: I wish Blizz would bundle expansions the way SOE does, though. That's the main barrier to (re-)entry for me, I only have the launch box.


Title: Re: SWTOR
Post by: Draegan on April 07, 2010, 01:32:33 PM
My point was also missed.  Classic dungeons in older games are now called "raids" in wow.  In fact a ten-man wow raid is infinitely more fun than a 6man mistmoore or lguk.  The terms are changing but similar content is still in there, you just need to look for it.  Wow dungeons are indeed pellet factories and for me, who blocks maybe an hour of wow at a time, that is perfectly fine. 

Raids are multi-group affairs and dungeons are single group affairs.  I think that has remained consistent for a while. 

In any event, I don't give a shit what you call it.  It's fine if you like pellet factories that are WOW dungeons.  That's why WOW is there.  It's also why my original point still stands as those dungeons do not foster social interaction and community.


Title: Re: SWTOR
Post by: Fordel on April 07, 2010, 01:47:34 PM
So far I've learned two things from this thread: I'll probably like SWTOR and I need to check out WoW again at some point  :grin: I wish Blizz would bundle expansions the way SOE does, though. That's the main barrier to (re-)entry for me, I only have the launch box.


They only have the two at least.


Title: Re: SWTOR
Post by: jakonovski on April 07, 2010, 01:53:49 PM

They only have the two at least.

It's rather depressing how little content Blizzard has bothered to create for WoW in five years.


Title: Re: SWTOR
Post by: Musashi on April 07, 2010, 02:05:53 PM
If I need an incentive to talk to you, the thought occurs to me that I might not have found it worth talking to you without it.  So if you're currently hell bent on incentivizing others to talk to you, what the fuck does that say about you?  What kind of hollow conversations are you asking for if people are just talking to you for a foozle drop.  I don't care about that.  And quite frankly, if you do, I have to wonder about your motivation.  I'd much rather find organic conversation partners on my own than be forced to sift through twats like you.  And I mean 'you twats' in the most formal plural.


Title: Re: SWTOR
Post by: LK on April 07, 2010, 02:31:23 PM

They only have the two at least.

It's rather depressing how little content Blizzard has bothered to create for WoW in five years.

Par the course, if you ask me.


Title: Re: SWTOR
Post by: Ingmar on April 07, 2010, 02:34:36 PM

They only have the two at least.

It's rather depressing how little content Blizzard has bothered to create for WoW in five years.

Was this supposed to be green?


Title: Re: SWTOR
Post by: Ratman_tf on April 07, 2010, 03:26:46 PM
If I need an incentive to talk to you, the thought occurs to me that I might not have found it worth talking to you without it.  So if you're currently hell bent on incentivizing others to talk to you, what the fuck does that say about you?  What kind of hollow conversations are you asking for if people are just talking to you for a foozle drop.  I don't care about that.  And quite frankly, if you do, I have to wonder about your motivation.  I'd much rather find organic conversation partners on my own than be forced to sift through twats like you.  And I mean 'you twats' in the most formal plural.

A: "Hi total stranger, let's socalize!"

D: "im fuking harry pttr rt now"

A: "What?"

D: "pull plz"

A: "Jesus man, are you high?"

drizzt has gone offline

A: "Man, what was up with that guy?"

C: "SHUT UP YOU STUPID AMERICAN FAGGOT!"


Title: Re: SWTOR
Post by: LK on April 07, 2010, 03:35:11 PM
Playing games with strangers is no way to play. You just want them to do their job and at least be competent enough to advance your own agenda.


Title: Re: SWTOR
Post by: Musashi on April 07, 2010, 03:42:23 PM
Well, I'm definitely not opposed to playing with strangers.  I'm just saying, there are times when I'd rather not be subjected to what Ratman said.  When I'm playing TF2, I like playing on public servers.  But occasionally, I'll turn off the in game vent because I can only handle so much.  I need to have that option to turn it off, or I'm not going to play.  If you want me to sit inside Crushbone, dodgning trains, and 'interact' with people in order to begin playing, I'm probably going to pass.  I've got enough friends. 

And for the guy who's about to say, well but what about the guy who doesn't have enough friends.  Nothing about what I'm saying prevents him from making them.


Title: Re: SWTOR
Post by: Stabs on April 07, 2010, 04:51:54 PM
I wonder how SWTOR will combine the Choose Your Own Adventure gameplay with the Greater Internet Fuckwad experience.

They muttered something in the last vid I watched about players in a group choosing in a way that implied skill.

In other words, say I'm in a group with 3 guys, first guy afks during dialogue, second guy always picks the top option, third guy picks whatever sounds the most evil.

Will I somehow, by choosing intelligent options, be able to open up a dominant dialogue line that the other players are denied?

In the April Fool Gamespot interview one of them mentioned that the Sarlacc Enforcer's dialogue options would get narrower and narrower the hungrier it got until the only option left was "Eat him." While it's speculative to the extreme to make assumptions about genuine gameplay based on a mechanic alluded to in a spoof it would be very interesting if picking good and non-obvious answers meant you could get to a position where an NPC would listen to you, not your dickhead companions because your answers fit the continuity and their answers don't.

At the very minimum they need something better than whoever clicks fastest or everyone wait around 3 minutes while the new guy watches the cut-scene.



Title: Re: SWTOR
Post by: UnSub on April 07, 2010, 08:24:25 PM
I think the comparison of PQs in WAR and CO emphasized the point that I was trying to make that these early implementations need a be of refinement to make them more compelling.

I had fun in CO, and in general thought that it wasn't given enough credit, but I thought COs PQ implementation sucked ass.  I only did a few of them, but the scripting that tried to tie the different phases together was poorly executed.  The fact that the rewards also sucked ass just made it worse.

Another thing that ChampO did was tone down the difficulty on the PQs, so that small groups could complete them. This meant that overpowered characters could roll them solo and ChampO also lacked some of the open teaming tools that made teaming up in WAR much easier. Plus there was little point to team in ChampO as well.

Take the Prison Breakout PQ, for instance - any moderately capable character can solo it. As such, I didn't mind the rewards not being fantastic since they were so easy to get.

The thing I've found with PQs in both WAR and ChampO is that you need to be the player who says, "I'm starting a PQ - come join me", then update the zone on every phase. As the PQ goes on, more people start to join up. It isn't really socialising, rather broadcasting, "Rewards coming up soon!" that is the basis of these kind of open quests.

... which has no link at all to SWOR. How will SWOR reduce the same kind of open team problems? Probably by making all such things scalable and for a limited number of players i.e. it won't be 25 players milling around and all having a chance to talk when the team leader gets a mission off Darth Fed'Ex.


Title: Re: SWTOR
Post by: Malakili on April 07, 2010, 10:09:29 PM
  Maybe if raid wasn't a dirty word people would try forming ten man groups more often. 

We shouldn't forget that people frequently got groups of 10-15 people together (NEED KEYHOLDER!!!!) for UBRS back in classic WoW, and that was "technically" a raid.  Sure it didn't drop epics, well aside from a few extremely small chance drops, though it did drop the dungeon set chests, which were a hot commodity for a while, and other good blue loot.

There was no lock out, which I think is part of it.  You didn't need to worry about getting saved to it or anything, you just got a group and went with it, worst case scenario you end up with a repair bill and in LFG again, but you weren't hosed until next week or something.

I kind of miss that small raid experience without having to worry about lock outs now that I think about it, though of course there were tons of absolutely god awful UBRS groups back then, because it was sort of difficult for bad groups.   Maybe its part of my expectation now and part how the game has changed, but now noone would dream of running a non-epic dropping instance they weren't sure they would be able to finish.


Title: Re: SWTOR
Post by: Ingmar on April 07, 2010, 10:19:20 PM
  Maybe if raid wasn't a dirty word people would try forming ten man groups more often. 

It isn't that, it's risking your lockout for the week on a bunch of randoms.


Title: Re: SWTOR
Post by: Kageru on April 07, 2010, 11:37:48 PM

I've tried PQ's in post-collapse Warhammer (we can solo / duo the trash, but there's no one to help with the boss) and Champions (broken mechanics and risk / reward) and I think the idea is by and large a waste of time. Because it is open field and open population it can't really be tuned to present a meaningful challenge as compared to a WoW (or EQ) dungeon. So they're okay as an alternative to XP grinding but not a particularly useful focus for group gameplay. And spending too much time on levelling content, where it is going to be quickly trivialized by levelling, just doesn't seem like a good idea.

I mean I hope SWTOR can come up with a meaningful alternative to the dungeon / raid model but I'm not sure that PQ's are a good foundation.


Title: Re: SWTOR
Post by: eldaec on April 07, 2010, 11:43:48 PM
On the other hand, if you stuck a PQ in Atlas Park, CoH players would have eaten that shit up. The difference is that CoH was able to maintain a population, both casual and hardcore, at all levels.

Even in WAR they were a fun novelty until population problems emerged, first at lower levels and then throughout the game.


Title: Re: SWTOR
Post by: taolurker on April 08, 2010, 01:15:23 AM
Is it ok if maybe we concentrate a slight bit on SWTOR?

Dark Horse comics announced at WonderCon (San Francisco) about new comics involving the Star Wars universe including a "prequel" called "Star Wars the Old Republic the Thread of Peace" which is supposed to link the MMO to the previous RPGs. There's also going to be an online comic "SWTOR Blood of the Empire" supposedly coming in the next month.

Still not updated on the SWTOR or Dark Horse pages, but I saw this on g4tv's Attack of the show.
Link to video clip (http://g4tv.com/attackoftheshow/freshink/70416/Dark-Horse-Star-Wars-Exclusives-from-WonderCon-2010.html)


Title: Re: SWTOR
Post by: Velorath on April 08, 2010, 01:38:24 AM
Is it ok if maybe we concentrate a slight bit on SWTOR?

Dark Horse comics announced at WonderCon (San Francisco) about new comics involving the Star Wars universe including a "prequel" called "Star Wars the Old Republic the Thread of Peace" which is supposed to link the MMO to the previous RPGs. There's also going to be an online comic "SWTOR Blood of the Empire" supposedly coming in the next month.

Still not updated on the SWTOR or Dark Horse pages, but I saw this on g4tv's Attack of the show.
Link to video clip (http://g4tv.com/attackoftheshow/freshink/70416/Dark-Horse-Star-Wars-Exclusives-from-WonderCon-2010.html)


Uh... The Threat of Peace is a webcomic that they've been putting up on the SWTOR site here (http://www.swtor.com/media/webcomic) for some time now.


Title: Re: SWTOR
Post by: Spiff on April 08, 2010, 03:21:34 AM
I wonder how SWTOR will combine the Choose Your Own Adventure gameplay with the Greater Internet Fuckwad experience.

They muttered something in the last vid I watched about players in a group choosing in a way that implied skill.

In other words, say I'm in a group with 3 guys, first guy afks during dialogue, second guy always picks the top option, third guy picks whatever sounds the most evil.

Will I somehow, by choosing intelligent options, be able to open up a dominant dialogue line that the other players are denied?

In the April Fool Gamespot interview one of them mentioned that the Sarlacc Enforcer's dialogue options would get narrower and narrower the hungrier it got until the only option left was "Eat him." While it's speculative to the extreme to make assumptions about genuine gameplay based on a mechanic alluded to in a spoof it would be very interesting if picking good and non-obvious answers meant you could get to a position where an NPC would listen to you, not your dickhead companions because your answers fit the continuity and their answers don't.

At the very minimum they need something better than whoever clicks fastest or everyone wait around 3 minutes while the new guy watches the cut-scene.

I have to say I'm very intrigued to see how the 'multiplayer Bioware convo wheel' works out.
It would need a vastly complex array of options to not feel extremely scripted and limiting for it to allow the meta-gaming you're describing, but then they've been making a huge deal about the ginormous amount of voice-acting they've been recording.
Part of why grouping doesn't always feel so dynamic is that people are just lazy, which in an online game translates into: 'too lazy to even type some convo if not forced to do so'.
Basically sounds like Bioware is trying to make socializing its own reward here (as they've been doing quite well for a while in their RPG's now), sort of a soft way of forcing it   :awesome_for_real:.

In DA and especially ME the whole voice-acted convo choice thing made me empathise with NPC's more than I often do with actual players, but I have to wonder if it could have the same effect with players, or if instead it wouldn't feel like them at all 'cause all they did was click a pre-set option.

Most of what I read here is about the reward and the framework there is for grouping, but that feels circumstantial to me tbh.
Having to converse with other players basically to make sure they fulfil their class-role hardly creates a real bond, it differs only minutely from scripting an NPC to do it and completely relies on the ingenuity of the encounter design (which I don't have much faith in as far as MMO's go tbh).
The only times slightly more in-depth conversations about game-play are in order is if you happen to be in a position to take part in freshly created content: i.e. a new raid for which the tactics haven't been plastered all over the net already; not a frequent occurrence.
Or of course like Sky mentioned in a completely different type of MMO.

How much of a difference the framework for grouping makes? Apparently lowering the difficulty for grouping in WoW hasn't had a beneficial effect (as far as socializing goes anyway), LoTRO on the other hand had (and to an extent still has) some of the most atrocious support for grouping I've ever seen, this doesn't make the group 'a band of brothers' either.
I don't think the PQ's from WAR or fleet actions from ST:O have a specific effect on the groups being created either (and by extension the people in them) because all they really do is set up a private chat-channel and share xp/loot.

In real life you socialize with people 'cause your entire being is created to do so; not just talking, simply being in someone's vicinity often leads to some form of socializing through non-verbal communication.
Sky (jokingly) made the comparison to a super-market, but in a super-market you do socialize. Have you never talked to a girl looking at the same vegetables as you? Of course there is an incentive there  :grin:, but that's not enough, there are factors that directly motivate you; a look she gave you, the way she smells, ...

These 'game-worlds' are constructs that almost completely sever you from that physicality/instinct, so if socializing has to be part of it it has to be programmed in I'd say. Not in a round-about 'maybe they'll talk to each other if this raid forces them too?' way that only takes incentive into account, but directly, by making social interaction an intricate part of the gameplay experience and by giving the player the tools to do so in a smooth/instinctive manner.

This is what Bioware has done quite brilliantly in some of their single-players (you could argue they've built an entire reputation on it), if they can actually port that to a multiplayer environment, I will group up; heck, I'll stand in a wasteland /shouting for hours to find a group (well maybe not  :why_so_serious:).

[Edit] sorry for the slightly in-cohesive wall of text by they way  :uhrr:


Title: Re: SWTOR
Post by: Lantyssa on April 08, 2010, 06:29:22 AM
Uh... The Threat of Peace is a webcomic that they've been putting up on the SWTOR site here (http://www.swtor.com/media/webcomic) for some time now.
It's also really bad and very disjointed.  It's barely worth being free.  Don't buy the hard copy.


Title: Re: SWTOR
Post by: Draegan on April 08, 2010, 07:52:57 AM
If I need an incentive to talk to you, the thought occurs to me that I might not have found it worth talking to you without it.  So if you're currently hell bent on incentivizing others to talk to you, what the fuck does that say about you?  What kind of hollow conversations are you asking for if people are just talking to you for a foozle drop.  I don't care about that.  And quite frankly, if you do, I have to wonder about your motivation.  I'd much rather find organic conversation partners on my own than be forced to sift through twats like you.  And I mean 'you twats' in the most formal plural.

 :oh_i_see:

My only point is that WOW dungeons don't allow any time to type anything.  There is no down time at all.  Now I'm not advocating putting in forced downtime or anything else either.  I'm just pointing it out.


Title: Re: SWTOR
Post by: Lakov_Sanite on April 08, 2010, 08:03:46 AM
The biggest problem with wows cross-realm dungeons is there is no cross-realm friends list.  It would be really awesome to be able to chat or re-group with people I've met.  Sure most are tards but every so often you meet some really good tank/healer and while you might wanna keep in touch, you'll probably never see them again.  That is what fosters silence in dungeons today, not the linear nature of them


Title: Re: SWTOR
Post by: Draegan on April 08, 2010, 08:49:14 AM
I wonder who will be the first game to have IM software with these games.  As in you download outside the client software and it links with your friends list in-game.

Maybe it's been done, but I haven't seen it.


Title: Re: SWTOR
Post by: Lakov_Sanite on April 08, 2010, 08:51:52 AM
Blizzard is already implementing this with their new battlenet revamp, much like an xbox live type thing.  How soon it goes live is anyones guess though.


Title: Re: SWTOR
Post by: SnakeCharmer on April 08, 2010, 08:52:28 AM
SOE's Station Launcher has an IM client built in that allows you to chat with your friends in game as well as those just signed into the launcher.


Title: Re: SWTOR
Post by: Draegan on April 08, 2010, 09:02:43 AM
I'm thinking of something more lightweight like AIM or whatever.


Title: Re: SWTOR
Post by: Lakov_Sanite on April 08, 2010, 09:05:45 AM
this is what we've seen so far. so it looks cross-game/realm but also in-game interface.



Title: Re: SWTOR
Post by: Koyasha on April 08, 2010, 09:16:38 AM
  Maybe if raid wasn't a dirty word people would try forming ten man groups more often. 

It isn't that, it's risking your lockout for the week on a bunch of randoms.
Yep, raid lockouts are what makes this not happen now.  As Malakii said, 15 man groups were common for UBRS.  However, 50% or more of the expeditions tended to result in failure.  With raid lockouts, people are no longer willing to risk that failure, so grouping randomly for such things went away for the most part, at least until the raids become so easy that you can expect to be able to complete them pug-style without failure.

This is one thing I really hope is avoided in SWTOR and such - lockouts suck.  A lot.  Unless it doesn't engage until you've completed the instance.  If they're going to have lockouts, I don't want to be saved until I complete the instance.  Have rewards tied to mission completion, not killing a particular enemy, so that you can't just leave before finishing and get a whole bunch of rewards again.  This makes optional bosses tough to manage too - if I want to do an optional boss, I might be back to square 1.  This might mean optional bosses might have to have their own secondary instance, that you can access even after you've cleared the main instance.  That way if random group A doesn't want to do the optional boss, you can finish the instance, then find a group just to do the optional.
If I need an incentive to talk to you, the thought occurs to me that I might not have found it worth talking to you without it.  So if you're currently hell bent on incentivizing others to talk to you, what the fuck does that say about you?  What kind of hollow conversations are you asking for if people are just talking to you for a foozle drop.  I don't care about that.  And quite frankly, if you do, I have to wonder about your motivation.  I'd much rather find organic conversation partners on my own than be forced to sift through twats like you.  And I mean 'you twats' in the most formal plural.

 :oh_i_see:

My only point is that WOW dungeons don't allow any time to type anything.  There is no down time at all.  Now I'm not advocating putting in forced downtime or anything else either.  I'm just pointing it out.
This is another thing I hope they do better somehow in SWTOR.  I don't know how it could work.  I haven't got a clue how to design something that people would still think is exciting but would also give ample time to communicate while fighting.  But there has to be something between constant combat and lots of downtime.  Something that allows me to converse without having to sacrifice effectiveness of my character in order to do so.  Without having to resort to voicechat, of course.  I don't want to have to listen constantly, ask people to repeat, or have to talk for the entire time I'm playing.

SOE's Station Launcher has an IM client built in that allows you to chat with your friends in game as well as those just signed into the launcher.
EQIM was probably one of those 'ahead of its time' things.  It wasn't part of the launcher, it was an entire separate program - this was before the Station launcher really existed, EQ had its own patcher back then.  They didn't maintain and improve it for long, though, or it might have caught on better.  Hooking it directly into AIM and other standard IM services would be better, since most people use one or more of those already - most people won't open up a separate program in order to chat with friends who might be playing, but if people playing could log on AIM from in-game without having to alt-tab, they could easily chat with friends not playing just that moment.  I seem to recall Lineage II did something like that with MSN Messenger, but its in-game interface sucked and nobody ever used it.


Title: Re: SWTOR
Post by: Lakov_Sanite on April 08, 2010, 10:49:09 AM
Quote
But there has to be something between constant combat and lots of downtime.  Something that allows me to converse without having to sacrifice effectiveness of my character in order to do so.  
Elevators inside the dungeons  :why_so_serious:


Title: Re: SWTOR
Post by: fuser on April 08, 2010, 06:07:25 PM
EQIM was probably one of those 'ahead of its time' things.  It wasn't part of the launcher, it was an entire separate program - this was before the Station launcher really existed, EQ had its own patcher back then.  They didn't maintain and improve it for long, though, or it might have caught on better.  Hooking it directly into AIM and other standard IM services would be better, since most people use one or more of those already - most people won't open up a separate program in order to chat with friends who might be playing, but if people playing could log on AIM from in-game without having to alt-tab, they could easily chat with friends not playing just that moment.  I seem to recall Lineage II did something like that with MSN Messenger, but its in-game interface sucked and nobody ever used it.

I wish there was a possibility of XMPP federation, heck even just setup an XMPP to internal chat service like facebooks (http://www.facebook.com/sitetour/chat.php).


Title: Re: SWTOR
Post by: PalmTrees on April 08, 2010, 07:23:29 PM
On the other hand, if you stuck a PQ in Atlas Park, CoH players would have eaten that shit up. The difference is that CoH was able to maintain a population, both casual and hardcore, at all levels.

Even in WAR they were a fun novelty until population problems emerged, first at lower levels and then throughout the game.

Also, CoH's nearest equivalent to PQ's, the Rikti and Zombie invasions, utilize the GM code where the mobs are relative to your level (+4 to your lvl) instead of a fixed level (lvl 10). So you could join up with whoever was in the zone and not worry about levels.


Title: Re: SWTOR
Post by: UnSub on April 09, 2010, 03:08:53 AM
On the other hand, if you stuck a PQ in Atlas Park, CoH players would have eaten that shit up. The difference is that CoH was able to maintain a population, both casual and hardcore, at all levels.

Even in WAR they were a fun novelty until population problems emerged, first at lower levels and then throughout the game.

Also, CoH's nearest equivalent to PQ's, the Rikti and Zombie invasions, utilize the GM code where the mobs are relative to your level (+4 to your lvl) instead of a fixed level (lvl 10). So you could join up with whoever was in the zone and not worry about levels.

I hold the view that CoH/V's zone events were proto- PQs, but the rewards were never worth doing it more than once.

The key problem with such repeatable content is that it is, well, repeatable. Players get bored with the repetition. If the rewards are too good it makes other parts of the game less worthwhile to do.


Title: Re: SWTOR
Post by: Ollie on April 09, 2010, 03:56:21 AM
Elevators inside the dungeons  :why_so_serious:

Well, Bioware did pioneer their brand of elevator boredom back in 2007 with Mass Effect.  :awesome_for_real:

Back on topic, the days of excessive downtime are over, and with them the types of socialisation they fostered. Sure, you were bored out of your tits camping Jboots in EQ, but that encouraged social ties – if for no other reason than to stay awake.

I'm sure most of us are relieved such punitive vision no longer rules MMORPGs, and the trend in the genre has been pretty clear for several years now: games are moving away from collaborative effort and toward individual experience in a shared space. We are no longer playing together as much as we are advancing alone but within the framework of shared persistence.

In this contemporary context, I think PQs could offer a nice way of inserting some of that collaborative feel back to the genre, and more specifically to Dikus. Like Lantyssa, Typhon and many others, I support the idea of a gameplay mechanic that facilitates easy grouping with little logistical overhead. Done right, PQs can provide a hassle-free collaborative experience and a viable gameplay alternative to people who usually like to solo or have time constraints.

Too bad neither WAR nor ChampO could implement the idea better.


Title: Re: SWTOR
Post by: Typhon on April 09, 2010, 07:14:17 AM
Crafting is your only hope for socialization Koyasha, people who want combat have too many options to choose a game with forced downtime in their combat.

That and cities with auction houses.

Course, whenever I think of cities with auction houses I head "barrens chat" and my fingers move unconsciously to type "/leave trade" so your selection of random strangers to socialize with is probably more narrow then you'd hope for... but I guess that's why most of us are going, "you miss what?!"


Title: Re: SWTOR
Post by: Sky on April 09, 2010, 07:22:12 AM
The key problem with such repeatable content is that it is, well, repeatable. Players get bored with the repetition. If the rewards are too good it makes other parts of the game less worthwhile to do.
Isn't that the key problem with PvE mmo in general? All the non-story content is just repeatable stuff for loot. Use your website of choice to find the best loot drops and take out any adventure whatsoever.


Title: Re: SWTOR
Post by: Goreschach on April 09, 2010, 07:27:53 AM
I don't think you really need to force downtime to encourage socialization. Rather, you should design the system so that downtime doesn't need to be forced in the first place. Truthfully, most players would probably enjoy periods of downtime between blitzing mobs, except for the fact that combat earnings are essentially linear and any downtime will just make you fall behind. If xp/income/whatever was scaled and buffered to reduce this, I think it would solve a lot of problems in MMO's.

I think a greatly expanded system of WoW's rested xp could work. For instance, the more xp you gain in a close period of time, the smaller your xp rate becomes, with the rate slowly returning back to normal over a period of a day or so. Pulling numbers out of the air, lets say that after roughly an hour's grinding worth of xp gain, your xp rate has dropped down to around 50%, with the rate returning to normal at approximately 5% per hour. This would make long stretches of mob/quest grind eventually impractical, and thus would make it easier for casuals to keep up with hardcore friends, would encourage players to slow down and talk or try different gameplay. Since they wouldn't feel like they're falling behind because they stop every couple minutes to rest/chat/bio/make a snack the game would be a lot more player friendly.


Title: Re: SWTOR
Post by: Lakov_Sanite on April 09, 2010, 07:54:58 AM
I don't think you really need to force downtime to encourage socialization. Rather, you should design the system so that downtime doesn't need to be forced in the first place. Truthfully, most players would probably enjoy periods of downtime between blitzing mobs, except for the fact that combat earnings are essentially linear and any downtime will just make you fall behind. If xp/income/whatever was scaled and buffered to reduce this, I think it would solve a lot of problems in MMO's.

I think a greatly expanded system of WoW's rested xp could work. For instance, the more xp you gain in a close period of time, the smaller your xp rate becomes, with the rate slowly returning back to normal over a period of a day or so. Pulling numbers out of the air, lets say that after roughly an hour's grinding worth of xp gain, your xp rate has dropped down to around 50%, with the rate returning to normal at approximately 5% per hour. This would make long stretches of mob/quest grind eventually impractical, and thus would make it easier for casuals to keep up with hardcore friends, would encourage players to slow down and talk or try different gameplay. Since they wouldn't feel like they're falling behind because they stop every couple minutes to rest/chat/bio/make a snack the game would be a lot more player friendly.

You're talking about EQ, just a different way around it.  People aren't looking to pay $15 a month to log on and sit down to talk anymore.  If people want to know where socialization went it's on facebook,twitter, and all the im programs now.  People are communicating less in game and more out of game.  They communicate in guild chat occasionally and trade chat less.  Yes some of us remember the good old days where you'd chat for hours waiting on spawns, those days are gone now.


Title: Re: SWTOR
Post by: Malakili on April 09, 2010, 08:08:27 AM

You're talking about EQ, just a different way around it.  People aren't looking to pay $15 a month to log on and sit down to talk anymore.  If people want to know where socialization went it's on facebook,twitter, and all the im programs now.  People are communicating less in game and more out of game.  They communicate in guild chat occasionally and trade chat less.  Yes some of us remember the good old days where you'd chat for hours waiting on spawns, those days are gone now.

Well, yes and no.  I think people are looking for socialization in MMOs, and I think WoW actually does it better than many. The key issue here is that people want to socialize with people they know in real life.  Most of us (quite a sample size, all being posters on a forum like this) have no problem randomly talking with people we don't actually know, but you have to remember there is still a pretty big stigma about talking to "strangers" on the internet, and that is MORE pronounced when you don't have only the computer "enthusiasts" playing MMOs like you did 10 years ago.    Instead, people want to play with their friends, and chat with their friends, and other people that they play with or run into are generally just sort of there.

One of the draws of the MMO genre, to me at least, was always that I could meet all these people in game who are taking part in a hobby that I also enjoy, sure some people are jerks and some people are nice, but thats just part for the course anywhere.    So, when I say MMOs were a social game, I mean that for many years much of my social life was with people I didn't "really" know.  When people say MMOs are social games now, they mean they like to socialize with their real life friends.


Title: Re: SWTOR
Post by: Typhon on April 09, 2010, 08:09:46 AM
Yes some of us remember the good old days where you'd chat for hours waiting on spawns, those days are gone now.

I remember being at spawn points for hours.  I remember using the in-game IM to chat during these torture sessions.  Where you lost me was the "good old days" part.


Title: Re: SWTOR
Post by: Draegan on April 09, 2010, 08:16:53 AM
I tend to find my socialization when I create a guild or join one with people I like and talk on vent.  More hands-free communication. 


Title: Re: SWTOR
Post by: UnSub on April 09, 2010, 09:16:31 AM
The key problem with such repeatable content is that it is, well, repeatable. Players get bored with the repetition. If the rewards are too good it makes other parts of the game less worthwhile to do.
Isn't that the key problem with PvE mmo in general? All the non-story content is just repeatable stuff for loot. Use your website of choice to find the best loot drops and take out any adventure whatsoever.

True, but PQs have been designed thus far to be incredibly repeatable - you know they reset every 5 minutes, so the next 'ride' is only a short distance away. So if they offer really good rewards, you don't have long to wait for them to start over again.

To some extent, PQs might work better if they start at random periods - this at least slows players down from blowing through them in the first 48 hours after launch.


Title: Re: SWTOR
Post by: Sky on April 09, 2010, 10:22:39 AM
Blowing through them in 48 hours? So running all the PQs up to the level cap in two days and farming all the rewards out of them? How about we just never talk about the retards who would play like that. If we don't then to be fair we should code for the dribbling retard who logs in and can't read or type, the other end of the spectrum.

Having to 'spawn camp' a PQ start sounds like a horrid idea. I think the only real problem is the level migration, finding enough people to run mid-low level PQs as the game matures. I think having a fun grouping alternative is worth that trade-off. PQs were some of the most fun I've had in MMOs in a few years, and I'm pretty rabidly a soloer. Even in AoC I grouped a lot more than I have in years, mostly for PQs (or whatever they call them there), and the was AoC set it up you could run the PQ while doing the majority of the group-only quest errands in the area. Worked pretty well, imo...if people were around for it.


Title: Re: SWTOR
Post by: Malakili on April 09, 2010, 10:50:47 AM
Blowing through them in 48 hours? So running all the PQs up to the level cap in two days and farming all the rewards out of them? How about we just never talk about the retards who would play like that. If we don't then to be fair we should code for the dribbling retard who logs in and can't read or type, the other end of the spectrum.

Having to 'spawn camp' a PQ start sounds like a horrid idea. I think the only real problem is the level migration, finding enough people to run mid-low level PQs as the game matures. I think having a fun grouping alternative is worth that trade-off. PQs were some of the most fun I've had in MMOs in a few years, and I'm pretty rabidly a soloer. Even in AoC I grouped a lot more than I have in years, mostly for PQs (or whatever they call them there), and the was AoC set it up you could run the PQ while doing the majority of the group-only quest errands in the area. Worked pretty well, imo...if people were around for it.

I know Cryptic is working on some more leveling scaling things.  You can already sidekick (change your level to anyone in the party), and they've added in some mechanics to get rewards from doing quests with people that way.  I think thats really the only way to get this sort of thing not to go ghost town after the first couple months.   

I think a way to make them more interesting would have them be more rare events.  Maybe once or twice a day per level range there is a server annoucement "So and so is attacking the town of X, calling for defenders!" and then players have a few minutes to get over there (maybe even give them the option to somehow teleport or fast travel there).  This would make it so when they happen they feel worth doing, and it would pull in people who weren't immediately in that area too.  It would also have the side benefit of making the world feel a little dynamic and unpredictable instead of the current PQ model which is just the eternal cycle of the same event happening over and over again.

 Of course the downside is that people like to be able to do what they want when they want, so having to stop doing something else or god forbid miss it all together becuase you weren't online at all would probably cause plenty of people to cry on the forums.   


Title: Re: SWTOR
Post by: LK on April 09, 2010, 10:55:42 AM
First and foremost, if there is an activity available, and players want to do it, they should be able to start that activity when they want. Imagine you want to play a D&D module, but the DM forces you to find the activity-starting item by meandering around town or some other pointless activity until the module "spawns."


Title: Re: SWTOR
Post by: Grimwell on April 09, 2010, 10:57:45 AM
Protip: Don't create "downtime" in your online game as a mechanic to encourage socialization. The intersection of people's lives into the game creates downtime on it's own - just give them good social tools to use while they are waiting for the main tank to get back from bio and wife aggro.


Title: Re: SWTOR
Post by: Malakili on April 09, 2010, 11:46:41 AM
, if there is an activity available,

This is the relevant bit for my post above.  Namely, limit the availability of the PQ, so that it doesn't just go -> end -> restart endlessly.  Of course while its running you should be able to do it though.


Title: Re: SWTOR
Post by: LK on April 09, 2010, 11:49:45 AM
I think it's a bad idea to make players play a game by your schedule rather than accommodating theirs.


Title: Re: SWTOR
Post by: Typhon on April 09, 2010, 11:56:59 AM
I think there should multiple types.

1) You, the player, are the initiator of a PQ by gathering enough troops to "go show those fucking gnomes a thing or three!!1!"
2) Every night at full moon the bitches, er, witches come to enslave the children of Poxmire!  Won't someone help the poor pockmarked tykes?!
3) Holy crap! SmugTheMagic Dragon has become overly self-satisfied again and is on a rampage, this is completely unexpected and RANDOM!!! All available goblins to area X ASAFP!!!

(clearly, I'd like the word "fuck" included in more of my MMOs)


Title: Re: SWTOR
Post by: Malakili on April 09, 2010, 12:08:35 PM
I think there should multiple types.

1) You, the player, are the initiator of a PQ by gathering enough troops to "go show those fucking gnomes a thing or three!!1!"
2) Every night at full moon the bitches, er, witches come to enslave the children of Poxmire!  Won't someone help the poor pockmarked tykes?!
3) Holy crap! SmugTheMagic Dragon has become overly self-satisfied again and is on a rampage, this is completely unexpected and RANDOM!!! All available goblins to area X ASAFP!!!

(clearly, I'd like the word "fuck" included in more of my MMOs)

This would be a neat solution to the problem, and i think be overall much more interesting than the current way PQs have been going.


Title: Re: SWTOR
Post by: Ollie on April 09, 2010, 02:12:56 PM
Agreed. Sadly, the kind of dynamic mob AI that would really spice things up and help create diverse encounters is still some ways away.

In addition to Typhon's suggestions, looking at past PQ blunders should help future adopters hone the formula. Things like:

1) Dynamic scaling in real time
The PQ needs to work regardless of how many people are participating, and dole out appropriate rewards according to effort. No excuses.

2) Meaningful reward structure
Classes (if you decide to have any, that is) need to be rewarded for doing class-appropriate things. Stop hanging on the DPS teat and figure out ways to reward support classes for their contribution.

3) Population control and zone design
This is a big one. Zone design needs to support the PQ and funnel a steady stream of participants to the area. Fragmenting your population and littering the landscape with PQs are big boo-boos (I'm looking at you, WAR).

4) Pedestrian PQ quest structure
Kill a hundred small rats, kill ten bigger rats, kill one really big rat. While I do enjoy the classics, could we aim a little higher next time?

No idea if Bioware has even hinted at PQs in SW:TOR, though, so chalk this one up to general design chatter.


Title: Re: SWTOR
Post by: Koyasha on April 09, 2010, 06:15:53 PM
First and foremost, if there is an activity available, and players want to do it, they should be able to start that activity when they want. Imagine you want to play a D&D module, but the DM forces you to find the activity-starting item by meandering around town or some other pointless activity until the module "spawns."
I don't know about you, but in my games it's pretty common for the characters to have to kill time until something happens.  Of course, at the tabletop that's summarized into a sentence or two, but that can't happen in an MMO.

Thing is, part of the whole point of MMO's is the idea that they're a world in which things happen beyond your control, and things happen whether you're there or not.  The idea that every single activity should be available on-demand to players is silly - at best - in my point of view.


Title: Re: SWTOR
Post by: LK on April 09, 2010, 08:46:12 PM
Downtime is good, but I would prefer that was a player's choice to undertake. I mean, if someone wants to play your game, why would you get in the way of that?


Title: Re: SWTOR
Post by: Ratman_tf on April 09, 2010, 10:37:50 PM
Part of the game, a huge part of these games, is pitting yourself against the world. The developers set up these situations and the players try to overcome them to accomplish their goals. But what is too hard and what is to easy? And (I think this is the crux of the issue) what challenges do you offer to the players? Spawn camping is trading time for a chance to experience content. Raid lockouts are a variation on rare spawns, making them more accessible to players by making the time of the respawn, and the mob's environment controllable by the players.

Take a foozle quest. In WoW, the only way to get 10 foozles is go go out and kill a specific set of monsters until the foozles drop. And they're usually nodrop quest items. Or maybe gather the foozles from the ground. That is the only way to accomplish that task. If you made the foozles drop from more types of monsters, made them rarer drops, and made them tradeable items, you get the Green Hills of Stranglethorn quest, and to my mind, that's a lot more interesting than the usual glut of 10 foozle quests that abound in WoW.

I never experienced the PQ's of WAR. The game itself chased me away before level 5. The few times I have seen PQ type systems in CO and STO were a bit underwhelming. Everyone jumps into a quest, usually already in progress, there isn't any communication or socalization, people just kind of move in a brownian motion until the quest event is over and then go on their ways again.


Title: Re: SWTOR
Post by: Ollie on April 09, 2010, 11:35:34 PM
The few times I have seen PQ type systems in CO and STO were a bit underwhelming. Everyone jumps into a quest, usually already in progress, there isn't any communication or socalization, people just kind of move in a brownian motion until the quest event is over and then go on their ways again.

I think that's an absolutely fair assessment of how most PQs turn out. Part of the problem, though, is the relatively modest degree of hand-crafted content in the PQs we've seen thus far. If the quest space is just a mindless killing field, players will drone around whacking everything that moves until the pellet dispenser doles out the reward. Injecting a bit more scripted content into the PQ would spice things up and encourage player interaction.

Of course there's the problem of parity to consider. Players will gravitate towards the easiest and quickest PQ, so balancing them all requires care. In addition, there's still the question of accessibility and inclusivity; make the encounter too complex, and the required degree of player coordination becomes a problem.

At the end of the day a cooperative quest space such as a PQ provides the players a reason to come together. How individual players choose to participate socially is up to them, which is as it should be.


Title: Re: SWTOR
Post by: UnSub on April 10, 2010, 01:15:32 AM
Blowing through them in 48 hours? So running all the PQs up to the level cap in two days and farming all the rewards out of them? How about we just never talk about the retards who would play like that. If we don't then to be fair we should code for the dribbling retard who logs in and can't read or type, the other end of the spectrum.

Sorry, my badly-explained point was that PQs need a certain number of players to make them viable, but if PQs run 24/7 it leads to players getting to them in dribs and drabs, with the end result of there not being enough players around to do the PQ successfully, especially as the bulk of players starts to move up the levelling tree.

WAR saw this - early zone PQs were empty, especially as the bulk of players moved their mains out of Tier 1 and Tier 2. So if you weren't playing launch week and / or in a peak time, it became a lot harder to find players to complete the early PQs.

Run a PQ once an hour or something like that. Make it a more meaningful event, not something that is meaningless because it is always there. However, CoH/V's experience is even doing that sees players stop taking part in such content over time. Few players bother to take out Troll raves, for instance, unless they need the badge.


Title: Re: SWTOR
Post by: Koyasha on April 10, 2010, 03:02:45 AM
Downtime is good, but I would prefer that was a player's choice to undertake. I mean, if someone wants to play your game, why would you get in the way of that?
I'm not talking about downtime in this case, I'm saying that some things shouldn't be available whenever the player wants.  That's not downtime.  The player can still do any of the things he does want to do, without downtime, if that's the prevailing mechanic of the game.  But if it's going to even slightly try to pretend to be a world, it can't have everything revolve around you.  That means at least some shit has to happen on its own schedule, and you have to react to what is happening.  The game forcing you to react to what is happening is what I mean.  It's not even forcing you in this idea, it's just saying you can do a bunch of stuff whenever you want, but these few things happen whenever they happen and you have to catch them when they're happening.

I feel that the CoX system of semi-randomly triggered events is the best way to go about this sort of PQish thing.  As far as the lack of people doing it, CoX also has a relative lack of reward for these things.  I did some Supernatural Activity thing with banners in Grandville just the other day, got a bunch of badges for it, but I think I got a whole 2 Merit Rewards.  Whee?  Ok, it didn't take me a hell of a long time, but honestly...I'm not gonna drop what I'm doing and go do the event for just 2 merit rewards.  So next time, I'll go only if I'm not doing anything else.  But from what I've seen since I started playing again, there's still enough people doing these things to get them done, even if they're not done every time they pop.  CoX's design also has the massive advantage that anyone of any level can participate and help.  If the Rikti are attacking a zone, everyone from level 1 to 50 is able to fight them.  And since the normal zone mobs go away during the attack, low levels can even help in zones that would be too high level for them.


Title: Re: SWTOR
Post by: eldaec on April 10, 2010, 03:49:52 AM
Part of what made that possible in CoH was an effective sidekicking system.

5 years later still noone else has an effective sidekicking system.


Title: Re: SWTOR
Post by: Merusk on April 10, 2010, 06:17:13 AM
Part of what made that possible in CoH was an effective sidekicking system.

5 years later still noone else has an effective sidekicking system.

I'm beginning to suspect WoW is finally looking at implementing one in Cataclysm.  They're removing "ranks" of spells and moving them all to a percentage system that scales with level.  You've also seen them tinkering with scaled gear with the Heirloom items they implemented.  (Which was a clever way to try something without wrecking the whole game if it didn't work if I'm right.)


Title: Re: SWTOR
Post by: Kageru on April 10, 2010, 08:55:35 AM

WoW doesn't really need it as much though. In part because the levelling is still quite rapid given they've reduced needed XP up to 70. However their cross server instances and huge population mean that whatever you are interested in you probably can find a group for it. Which I guess is another advantage for the flexible virtual space of instances over PQ's now that I think about it. Though sure, not a solution if you want to be doing an instance with a specific person and there's a level gap (though it does make levels feel more meaningful).


Title: Re: SWTOR
Post by: Ingmar on April 10, 2010, 07:08:40 PM
Part of what made that possible in CoH was an effective sidekicking system.

5 years later still noone else has an effective sidekicking system.

I'm beginning to suspect WoW is finally looking at implementing one in Cataclysm.  They're removing "ranks" of spells and moving them all to a percentage system that scales with level.  You've also seen them tinkering with scaled gear with the Heirloom items they implemented.  (Which was a clever way to try something without wrecking the whole game if it didn't work if I'm right.)

Yeah this is a good point, I didn't put those 2 things together but they definitely would have a much easier time with something like this because of it. The big advantage CoH had as far as this goes though, is no loot from the actual content to take up bag space til you can use it 40 levels later, or whatever.


Title: Re: SWTOR
Post by: UnSub on April 11, 2010, 12:08:52 AM
Part of what made that possible in CoH was an effective sidekicking system.

5 years later still noone else has an effective sidekicking system.

CoH/V took ChampO's super-sidekicking system, which sets the entire team to the level of the team leader. What ChampO doesn't have is as good a scaling system as CoH/V does.

Also, random zone events work very well in some zones and horrible in others. Plus that Halloween one Koyasha experience was criticised for taking away all the mobs that other players who didn't want to get involved in the event were looking for. And it is a 'new' event from Halloween 2009, so still draws a crowd. Older events like the fires in Steel Canyon and the Troll rave in Skyway City (or even the Scrapyarder Strike in Port Nerva (I think) don't really attract that much attention anymore. Rewards are certainly another aspect of it - you can help put a building fire out and then get nothing for it, but if you fail and the building explodes it is instant death.

Which isn't to say that CoH/V does these things wrong, but that they have other issues to deal with if they wanted to make their events more PQ-like.


Title: Re: SWTOR
Post by: eldaec on April 11, 2010, 02:12:29 AM
Only reason CoX random events (except the rikti invasion) don't get too much attention is that they are only designed as small scale background things to make the zones seem interesting, not full scale player objectives. There is nothing in the design stopping a more complex and involving zone event/PQ.


At least, nothing except how CoX devs are still so over-cautious in designing event rewards following the Winter Lord debacle.


Title: Re: SWTOR
Post by: Count Nerfedalot on April 11, 2010, 07:26:26 PM
Part of what made that possible in CoH was an effective sidekicking system.

5 years later still noone else has an effective sidekicking system.

But there is at least one excellent mentoring system (EQ2).  Given sufficient rewards for mentoring such that it advances your character as well (if differently) as regular adventuring, why wouldn't a mentoring system work just as well as a sidekicking system? 

I ask because it seems mentoring is much easier to implement and balance than sidekicking, and has the added benefit of playing nice with other issues such as not skipping content needed to complete a story arc or to provide a non-repetitive character evolution, and being made completely irrelevant at the first point where any kind of content gating was implemented (the wisdom of which can be left to another discussion).  In fact, for true AAA titles whose content continues to increase over time, mentoring has the advantage of becoming more and more valuable as the game matures since it allows you to enjoy lower level content that you missed or which didn't exist when you were levelling through that range.


Title: Re: SWTOR
Post by: eldaec on April 12, 2010, 12:35:13 PM
I haven't played EQ2 since mentoring, but I assume it is the same thing as CoX Exemplaring (sidekicking down to a group mate's lower level).

Sidekicking down is fine, and I agree it is idiotic not to have this alongside sidekicking up.

But sidekicking down is not a replacement for sidekicking up, because 90% of the time sidekicking up is more fun for the newbie. Making sure newbies have fun, feel special, and can be involved with whatever new shit their friends are doing is more important than vets moaning that they missed a low level dungeon (start an alt ffs).

And I don't see how sidekicking down is any easier to implement than sidekicking up.


Title: Re: SWTOR
Post by: Tuncal on April 12, 2010, 04:38:35 PM
I haven't played EQ2 since mentoring, but I assume it is the same thing as CoX Exemplaring (sidekicking down to a group mate's lower level).

Sidekicking down is fine, and I agree it is idiotic not to have this alongside sidekicking up.

But sidekicking down is not a replacement for sidekicking up, because 90% of the time sidekicking up is more fun for the newbie. Making sure newbies have fun, feel special, and can be involved with whatever new shit their friends are doing is more important than vets moaning that they missed a low level dungeon (start an alt ffs).

And I don't see how sidekicking down is any easier to implement than sidekicking up.
While they might be the same from a technical point of view, I think the design advantages lie squarely on the side of only mentoring down. If you allow newbies to sidekick up to the highest level content, anything else that leads to that will only feel like something you have to slog through. Taking away power from an elevated newbie sucks, be that high level abilities or just simple abilities that are 1000 as powerful.

However if you only allow mentoring down then a new character's progression can be determined and optimized. The higher player won't mind playing without all his special abilities and powers, because he knows that in the 'real world' he can get them back - he might even enjoy the forgotten level of simplicity. Then you can work on making the newbie zones as fun and special as possible, without worrying that you have to design all your game progression altered by lowbie characters having gone through your high level zones. You want to pace what little discovery there is in an MMO as much as possible, after all.


Title: Re: SWTOR
Post by: Lantyssa on April 12, 2010, 04:43:35 PM
I hated dropping my level because it meant I lost all my neat tricks.  Going up means I get to play with friends.  I'm still weak compared to them, but I'm not losing anything.  If games gave you a full action bar from the beginning it wouldn't matter so much, but my experience is the exact opposite.


Title: Re: SWTOR
Post by: Koyasha on April 12, 2010, 04:53:12 PM
I hated dropping my level because it meant I lost all my neat tricks.  Going up means I get to play with friends.  I'm still weak compared to them, but I'm not losing anything.  If games gave you a full action bar from the beginning it wouldn't matter so much, but my experience is the exact opposite.
Yep, this.  I avoid almost anything that requires me to lower my level in CoX unless there's no other option.  Only if I really want a badge or something from a lowbie arc will I bother to drop down to a lower level.

Now if I had access to all my abilities even at lower levels, only scaled to be appropriate in strength, that's fine.  But if I can't use abilities that I gained above X level (or X+5 as it is now in CoX) then I will avoid dropping down to any level where I lose an ability I use.

I think sidekicking both up and down, as long as all it does is scale the numbers, without adding or taking away any powers, is a great way to do it.  Since their relative power remains the same as compared to an equal level mob, newbies don't feel like they're being given power, or having it taken away, when they return to their normal level.  They merely remain just as effective as they always have been.  It just means they can play with their friends.  Same going down, if you don't lose powers.  Just means you can play with your friends.  This maintains character progression - gaining powers as you level up - without the frustration of losing what you've earned if you decide to level down for something.


Title: Re: SWTOR
Post by: Ingmar on April 12, 2010, 05:28:03 PM
I didn't mind sidekicking down in CoX at all, it never felt like a waste to me because I was still getting rewarded at my 'real' level for the play.

The issue I see with implementing a sidekick-down type system in a game like WoW, where it is relatively easy to hit the level cap and also relatively easy to find personally rewarding ways to spend your time, is finding an incentive to get people to actually do it, other than feeling guilt over their slow leveling friends being left behind. In CoX when I played it there was never really a question of giving up what I *could* be getting from doing content at my 'real' level, in a gear-heavy game like WoW the opportunity cost for spending time in lower content is quite a bit higher. The rewards need to be good to entice people to play a weaker version of themselves for someone else's benefit, but they can't be so good that finding a newbie and running lower level content becomes the optimal way to spend your time.

Maybe (again using WoW as the model):

sidekicking down - gold rewards
random max level instances - badge rewards
random BG - honor rewards
raiding - direct gear + badge rewards

There's not really a group-friendly way to make money in WoW right now so something like that could fill a niche without displacing the other rewards systems already in play, and it isn't hard to see how other games could implement something similar with multiple currency types.


Title: Re: SWTOR
Post by: Musashi on April 12, 2010, 06:21:07 PM
Yea the only problem I had with sidekicking in CoX was that I was playing CoX.  The fact that I was sidekicking in CoX meant that I wasn't creating my dude anymore, and therefore was bored.


Title: Re: SWTOR
Post by: Count Nerfedalot on April 13, 2010, 03:31:58 AM
Well, the reason I mentioned EQ2's mentoring rather than CoX's Exemplaring is because EQ2 actually does it right.  Unlike Exemplaring, when you mentor down, you lose no abilities, they just scale down in power.  And there are several worthwhile rewards for doing so including earning AA, earning status, gaining achievements, picking up missed content, sacrificing some of your adventuring experience to your mentee helping them level faster to "close the gap", etc. 

Gear rewards is indeed an issue, although it is mitigated somewhat by the sad fact that in EQ2 most of the gear earned from questing is underpowered even if earned at the level the content was designed for.   


Title: Re: SWTOR
Post by: Sky on April 13, 2010, 06:28:11 AM
Why do you hate raiders who earn things?  :why_so_serious:

Mentoring in EQ2 is a really good implementation, having a mentor in the group can make dungeons a lot of fun, even with the abilities scaled way back you've got so much more to use than you had when you were actually that level. Fun for mentor and mentored.


Title: Re: SWTOR
Post by: Rendakor on April 13, 2010, 09:49:45 AM
The fact that you can gain AAXP is what made the huge difference to me. Mentoring in CoX just lets you earn money and clear your debt. (Or did they eventually change that? Haven't played in a while...)


Title: Re: SWTOR
Post by: Goreschach on April 13, 2010, 10:01:44 AM
Has nobody pointed out that these systems are all just dancing around a level system that should probably be thrown out to begin with?


Title: Re: SWTOR
Post by: Koyasha on April 13, 2010, 10:51:36 AM
The fact that you can gain AAXP is what made the huge difference to me. Mentoring in CoX just lets you earn money and clear your debt. (Or did they eventually change that? Haven't played in a while...)
They did.  You now earn exp and inf as normal, if you're not 50 yet.  But the issue with losing powers is still the big one to me, and I agree with Count Nerfedalot, it sounds like EQ2 does it right as far as the mentoring thing is concerned, in that the powers are scaled down, but you're not forced to readjust and not use the fun stuff you worked hard to earn.

Has nobody pointed out that these systems are all just dancing around a level system that should probably be thrown out to begin with?
I don't agree, I like leveling.  Gives me something very solid to work toward, something to move forward to.  Yeah, having perfect sidekicking and mentoring would kind of make the entire world flat in a way, so I can go anywhere, do anything, without my level being too much of an issue - but it doesn't remove my incentive to level in order to get more abilities.  Sure, you can advance in skill systems or whatever, but I find I don't enjoy it as much.  So in a way, if we were to have a perfect sidekicking and mentoring system, it keeps leveling where it matters, and "eliminates" it where that would be good.

The one main weakness of level systems thus far is starting you out with too few abilities, and making the first handful of levels really annoying with that.  Start out with enough abilities that you don't feel ridiculously restricted, then ramp that up to even more abilities, and it'd be a lot better than starting off with those three abilities that every newbie in every game seems to get, and then having further skills slowly doled out.


Title: Re: SWTOR
Post by: Lantyssa on April 13, 2010, 11:49:52 AM
Has nobody pointed out that these systems are all just dancing around a level system that should probably be thrown out to begin with?
That's pretty much a given with me.  I don't bring it up much since I just sound like a broken record.


Title: Re: SWTOR
Post by: Ingmar on April 13, 2010, 11:52:38 AM
Scaling difficulty for a mentoring/sidekicking system without a level system would be an even bigger pain in the ass, I suspect.


Title: Re: SWTOR
Post by: DLRiley on April 13, 2010, 04:45:41 PM
Has nobody pointed out that these systems are all just dancing around a level system that should probably be thrown out to begin with?

I second this. Don't understand why leveling is something people still want. But than again I don't understand why someone would want it anal.


Title: Re: SWTOR
Post by: Tuncal on April 13, 2010, 05:51:06 PM
Has nobody pointed out that these systems are all just dancing around a level system that should probably be thrown out to begin with?
Well yes, but nobody is bright or brave enough to build a proper character advancement system that doesn't involve levels. Kinda looking forward to see how 'The Secret World' tries to pull that off.


Title: Re: SWTOR
Post by: Lantyssa on April 13, 2010, 06:14:16 PM
Scaling difficulty for a mentoring/sidekicking system without a level system would be an even bigger pain in the ass, I suspect.
If there isn't a huge power curve, you don't really have a need for such systems.


Title: Re: SWTOR
Post by: Stabs on April 14, 2010, 02:36:06 AM
Leveling is simply a numerical expression of a more fundamental mechanic: progression.

People like to progress. People really like to progress.

The games use a Pavlovian method ringing a little bell to make a "ding" noise as people pass certain arbitrary numerical values. And people love that.

There are two main alternatives.

Not progressing as a character. The Doom approach, your guy is just your guy, he'll progress with gear but not as a character. He won't become tougher or smarter he'll just pick up a flak jacket and a bigger gun.

Disguised leveling. Eve, Darkfall and UO have what is called a skills system where instead of being locked in to specific class and getting predefined powers as you progress you can pick and mix. You're still progressing your character in much the same way as a class/level game but you have more freedom to choose powers and more opportunity to gimp yourself by making bad choices.

In Elder Scrolls games both systems run side by side with standard classes like Warrior and Archer offered next to a custom option.

MMOs use class and levels to protect their newbies from being at a disadvantage while hardcore players rail against it because they can't fine tune their characters. F13 is a demographic which will tend toward the latter.


Title: Re: SWTOR
Post by: Goreschach on April 14, 2010, 05:32:46 AM
That's incredibly short-sighted and shows a distinct lack of imagination. Take WOW, for instance. Aside from the short level grind up to max, which keeps getting shorter and shorter, the game is now almost entirely based on equipment progression.


Title: Re: SWTOR
Post by: SnakeCharmer on April 14, 2010, 06:00:29 AM
Er.  What?

The equipment progression is based on the next number on the equipment being ever so slightly better than the one you have previously.  It's the same damn number grind.  And that's all MMOs are.


Title: Re: SWTOR
Post by: Stabs on April 14, 2010, 09:27:41 AM
That's incredibly short-sighted and shows a distinct lack of imagination. Take WOW, for instance. Aside from the short level grind up to max, which keeps getting shorter and shorter, the game is now almost entirely based on equipment progression.

Sure, if you want a game just based on equipment progression then there are plenty of them out there. I mentioned DOOM.

The chances of SWTOR being such a game are close to nil for the reasons I outlined.


Title: Re: SWTOR
Post by: Sky on April 15, 2010, 06:53:33 AM
the game is now almost entirely based on equipment progression.
Which is far more repressive than leveling. Then again, if you use phrases like "short level grind up to max", we won't really agree on mmo design.
It's the same damn number grind.  And that's all MMOs are.
Sure, if you strip them down to the core. Why play any game, really?


Title: Re: SWTOR
Post by: Draegan on April 15, 2010, 07:13:01 AM
Sky, no one agrees with you on MMOG design.


Title: Re: SWTOR
Post by: Sky on April 15, 2010, 08:12:24 AM
Except the developers that tend to keep moving in the directions I talk about.


Title: Re: SWTOR
Post by: Venkman on April 15, 2010, 06:32:33 PM
Has nobody pointed out that these systems are all just dancing around a level system that should probably be thrown out to begin with?
Well yes, but nobody is bright or brave enough to build a proper character advancement system that doesn't involve levels. Kinda looking forward to see how 'The Secret World' tries to pull that off.

When every single other genre of game, and everything from actual games to quasi games all get some sort of player-progression model, it's sorta hard to argue that it's a bad idea.

As has been said: Levels are progression of numbers, gear is a progression of numbers, UO's old skill system was a progression of numbers, any successful social networking game, including those which are just html refreshes of little numbers: progression of numbers.

Doom is an ok counterpoint. Until you get to all of the modern FPS games. Which are all progressions of numbers.

People like this shit.  Pretty much all games since Go have had some sort of mechanism for "getting better", and most have some sort of enumeration that aggregates performance into easily comparable stats.

So it's not about whether a game has a sequential dance of dings. It's how well those dings are paced and in what theme they are wrapped.


Title: Re: SWTOR
Post by: Lantyssa on April 15, 2010, 09:22:28 PM
When every single other genre of game, and everything from actual games to quasi games all get some sort of player-progression model, it's sorta hard to argue that it's a bad idea.
Chess. ;D


Title: Re: SWTOR
Post by: Margalis on April 15, 2010, 09:51:07 PM
Quote
When every single other genre of game, and everything from actual games to quasi games all get some sort of player-progression model, it's sorta hard to argue that it's a bad idea.
...
Pretty much all games since Go have had some sort of mechanism for "getting better", and most have some sort of enumeration that aggregates performance into easily comparable stats.

You are confusing player progression with character progression. Most games do have a form of player progression - "getting better." Relatively few games have a form of character progression and virtually no games outside of video games.


Title: Re: SWTOR
Post by: Sheepherder on April 15, 2010, 10:21:04 PM
Character progression is roleplaying.


Title: Re: SWTOR
Post by: eldaec on April 16, 2010, 01:19:39 AM
Quote
When every single other genre of game, and everything from actual games to quasi games all get some sort of player-progression model, it's sorta hard to argue that it's a bad idea.
...
Pretty much all games since Go have had some sort of mechanism for "getting better", and most have some sort of enumeration that aggregates performance into easily comparable stats.

You are confusing player progression with character progression. Most games do have a form of player progression - "getting better." Relatively few games have a form of character progression and virtually no games outside of video games.

Except, you know, role playing games.


Title: Re: SWTOR
Post by: Velorath on April 16, 2010, 01:42:19 AM
When every single other genre of game, and everything from actual games to quasi games all get some sort of player-progression model, it's sorta hard to argue that it's a bad idea.
Chess. ;D

Chess has character progression if a pawn makes it to the other side of the board.  :wink:


Title: Re: SWTOR
Post by: WindupAtheist on April 16, 2010, 05:03:22 AM
Where the fuck is this "Everything has character progression!" noise coming from? On one hand you have tabletop RPGs, computer RPGs, and a bunch of shit in the last few years that has levels tacked on. That's about it. On the other hand, you have... I dunno... a billion non-RPG video games.


Title: Re: SWTOR
Post by: eldaec on April 16, 2010, 05:29:15 AM
Bit of character progression going on here....

(http://upload.wikimedia.org/wikipedia/en/7/76/Rtypedoppelganger.png)

(one of the) differences being that a playthrough of r-type doesn't 100 hours or whatever.


Title: Re: SWTOR
Post by: Stabs on April 16, 2010, 11:07:02 AM
Where the fuck is this "Everything has character progression!" noise coming from?

It's coming from this being a SWTOR thread on the MMO boards. SWTOR is very unlikely to not have character progression and will also want to be newbie-friendly.

Character progression that is newbie-friendly is a class/level system.

It's already explicit that SWTOR has 8 classes but some people are still banging the wouldn't it be great if we did away with classes so I can play my mage-in-plate and pwn people drum.


Title: Re: SWTOR
Post by: Velorath on April 16, 2010, 12:14:59 PM
Where the fuck is this "Everything has character progression!" noise coming from? On one hand you have tabletop RPGs, computer RPGs, and a bunch of shit in the last few years that has levels tacked on. That's about it. On the other hand, you have... I dunno... a billion non-RPG video games.

Not every game does, although I can kinda see the point that a lot of games make use of it that you don't necessarily think about at first. 

- God of War/Devil May Cry action games where you can upgrade weapons, health bars, etc...

- Racing games where you can get better cars, or upgrade the cars you already have.

- In some sports games, player stats can increase over time.

- Even going back as far as something like Double Dragon, you had an arcade beat-em-up where you gained new attacks throughout the game.

It's not every game, but it's not just RPG's and stuff in the last couple years that's had it tacked on either.


Title: Re: SWTOR
Post by: Lantyssa on April 16, 2010, 12:42:55 PM
Chess has character progression if a pawn makes it to the other side of the board.  :wink:
I considered that.  Mentioning it would go against my point, also to get a pawn across the board, you've probably lost far more than you're gaining overall.


Title: Re: SWTOR
Post by: UnSub on April 18, 2010, 06:10:07 PM
Chess has character progression if a pawn makes it to the other side of the board.  :wink:
I considered that.  Mentioning it would go against my point, also to get a pawn across the board, you've probably lost far more than you're gaining overall.

The MMO analogy remains in tact then.

- Even going back as far as something like Double Dragon, you had an arcade beat-em-up where you gained new attacks throughout the game.

My memory might be a bit fuzzy, but I don't think this is true. In DD, you had all attacks from the first level. I think you had to buy / unlock attacks by DD3, but not the first one.


Title: Re: SWTOR
Post by: Margalis on April 18, 2010, 06:23:37 PM
It's not true.


Title: Re: SWTOR
Post by: Velorath on April 18, 2010, 06:44:50 PM
My memory might be a bit fuzzy, but I don't think this is true. In DD, you had all attacks from the first level. I think you had to buy / unlock attacks by DD3, but not the first one.

Could be that the NES port (which I played a lot more of) differed from the arcade in that respect then.  The NES version of Double Dragon 1 definitely had experience though.

In fact, you can see the details of it here (http://www.gamefaqs.com/console/nes/file/563405/23206).


Title: Re: SWTOR
Post by: Margalis on April 18, 2010, 08:01:16 PM
99% sure that the arcade game had nothing of the sort.

The NES game also had the goofy 1 on 1 fighting mode. I actually played a lot of that. Linda and her whip for the win.


Title: Re: SWTOR
Post by: Sky on April 19, 2010, 06:49:39 AM
The only rpgish thing in the arcade was loot, trying to keep a knife or bat for as long as possible. God I loved that game, part of our pre-show ritual was to hit up the better of the two machines in town and try for a single-quarter playthrough. 99% of the time the reason it was more than 1 quarter each was one of us hitting the other by mistake which turned into a throwdown. Griefing in multiplayer is a great tradition.


Title: Re: SWTOR
Post by: Threash on April 19, 2010, 02:33:29 PM
My memory might be a bit fuzzy, but I don't think this is true. In DD, you had all attacks from the first level. I think you had to buy / unlock attacks by DD3, but not the first one.

Could be that the NES port (which I played a lot more of) differed from the arcade in that respect then.  The NES version of Double Dragon 1 definitely had experience though.

In fact, you can see the details of it here (http://www.gamefaqs.com/console/nes/file/563405/23206).

I don't remember anything like that, i didn't have a NES though i had the international version.


Title: Re: SWTOR
Post by: Koyasha on April 19, 2010, 03:45:13 PM
A lot of old games had advancement mechanics.  Mega Man sticks out very easily, as with each boss defeat you gain a new power.  All those flying shooters, as mentioned above, have upgrades you gain, then lose if you get shot or whatever.  Even Mario's Mushroom > Fire Flower constitutes an advancement path.  There are probably plenty more examples that could be listed if one took the time to go through and look at a long list of early games.

Regardless, character advancement was not unique to RPG's even in the earliest days.  Plenty of games didn't have it, but plenty of them did.  Even boardgames likely have a decent number of examples, although I've never been much of a board gamer so I can't really list them.  But as noted above, Chess has a condition where your pieces grow more powerful, and so does Checkers, for the most obvious.  I'll wager that the wargames that came before Arneson and Gygax also had character advancement, in that units likely gained experience and rank in at least some cases.


Title: Re: SWTOR
Post by: Ingmar on April 19, 2010, 03:46:22 PM
I would hesitate to call a mechanic by which you temporarily gain access to a different button to push (e.g. the fire flower) the same thing as character advancement, where I'd only count things that were permanent changes.


Title: Re: SWTOR
Post by: eldaec on April 19, 2010, 03:57:46 PM
A pawn is not a character, and queening is resource development, not character development.

Similarly, Mario and mushrooms isn't character development, it is interaction with an environment.


Title: Re: SWTOR
Post by: Velorath on April 19, 2010, 04:17:59 PM
I would hesitate to call a mechanic by which you temporarily gain access to a different button to push (e.g. the fire flower) the same thing as character advancement, where I'd only count things that were permanent changes.

Yeah, I'd kind of disagree with the Mario example because the power-ups are so temporary.  That said, I could list a shit-ton of NES games that weren't RPG's (or at most could be possibly be considered action RPG's like Strider or Rygar) that had some form of character progression.


Title: Re: SWTOR
Post by: Malakili on April 19, 2010, 04:23:31 PM
Perhaps this conversation has just turned into a nintendo discussion, in which case, ok, but I think we are kinda missing the boat here with the character progression discussion, at least in regards to SWTOR.   In fact, I'd go as far as to say that its going to be extremely standard.


Title: Re: SWTOR
Post by: Velorath on April 19, 2010, 04:50:54 PM
Perhaps this conversation has just turned into a nintendo discussion, in which case, ok, but I think we are kinda missing the boat here with the character progression discussion, at least in regards to SWTOR.   In fact, I'd go as far as to say that its going to be extremely standard.

I think this thread has had only a marginal at best connection to SWTOR for several pages now which is probably for the best because I don't think anybody wants to go through another conversation about whether story can work in MMO's, or another debate on the virtues of voice acting.


Title: Re: SWTOR
Post by: Sheepherder on April 19, 2010, 10:57:33 PM
Or creative use of animation and semantics to create a believable combat system where people can't take several laser blasts to the face, yet combat lasts longer than said laser blast.


Title: Re: SWTOR
Post by: El Gallo on April 20, 2010, 04:11:51 AM
So, what did you guys think about SWG?  Will this game be better?


Title: Re: SWTOR
Post by: Malakili on April 20, 2010, 05:04:15 AM
So, what did you guys think about SWG?  Will this game be better?

Oh no he di'nt.

Truthfully, this game will probably be better than Galaxies, but I'll probably like it less than Galaxies, if that makes any sense at all.


Title: Re: SWTOR
Post by: Lantyssa on April 20, 2010, 09:22:21 AM
No Creature Handler.  It'll suck.


Title: Re: SWTOR
Post by: Riggswolfe on April 21, 2010, 12:02:17 PM
So, what did you guys think about SWG?  Will this game be better?

As long as it:

1) Doesn't have HAM
2) Has some spaceships and vehicles
3) Is not SIM-Beru but is instead action and adventure

It'll be better than SWG. Now...whether or not that makes it a good MMO I don't know. There's plenty of room between SWG and good.


Title: Re: SWTOR
Post by: Typhon on April 21, 2010, 12:20:11 PM
So, what did you guys think about SWG?  Will this game be better?

As long as it:

1) Doesn't have HAM
2) Has some spaceships and vehicles
3) Is not SIM-Beru but is instead action and adventure that let you play as a force-wielding bad ass
4) Has no dancing Wookies

It'll be better than SWG. Now...whether or not that makes it a good MMO I don't know. There's plenty of room between SWG and good.

added some of my own conditions in-line


Title: Re: SWTOR
Post by: AmericanMcGeesBambi on April 21, 2010, 12:43:48 PM
I guess this is the closest thing to a thread to ask on...  Have any emulated servers for the old-style SWG sprung up yet?  I'd give it a whirl.


Title: Re: SWTOR
Post by: taolurker on April 21, 2010, 12:48:24 PM
I guess this is the closest thing to a thread to ask on...  Have any emulated servers for the old-style SWG sprung up yet?  I'd give it a whirl.
Lets see, obviously you're new here (5 posts!) so I'll explain about the Graveyard (where dead MMO games go to die) , and link you to the Emulator thread (http://forums.f13.net/index.php?topic=11168.0), although if you did some lurking before posting you'd know this already.


Title: Re: SWTOR
Post by: Grimwell on April 21, 2010, 01:23:27 PM
I think comparing this game to SWG at all is a bad idea.


Title: Re: SWTOR
Post by: Muzadi on April 21, 2010, 01:29:37 PM
I have no inside info, of course, but everything I have seen or heard suggests that the two games could not have a more different philosophy of design if they tried.  Comparing them seems likely to be less like comparing apples and oranges than comparing apples and green-footed marmosets.


Title: Re: SWTOR
Post by: eldaec on April 22, 2010, 01:28:02 AM
I think comparing this game to SWG at all is a bad idea.

Lies. Comparing things with SWG is never a bad idea, comparing things with SWG and posting humorous pictures of Darth Vader is the entire point of this website.


Title: Re: SWTOR
Post by: WindupAtheist on April 22, 2010, 04:02:17 AM
let you play as a force-wielding bad ass

YES. Everytime we have one of these discussions, some wiseass has to come along and be like "Oh you know, I don't care about Jedi and their silly glowsticks, what I'd really like to see is some unmarketable pile of shit about mining asteroids or being a Stormtrooper or whatever!"

But you know what? Fuck those people! GIEV ME MY GLOSTICK!!!1!

No Creature Handler.  It'll suck.

I still can't believe Raph thought Star Wars needed UO-style animal tamers. Especially given that if you want pet combat to be viable, there are fucking ROBOTS. I seriously wonder if he ever even saw Star Wars.


Title: Re: SWTOR
Post by: Stabs on April 22, 2010, 05:00:49 AM
I still can't believe Raph thought Star Wars needed UO-style animal tamers. Especially given that if you want pet combat to be viable, there are fucking ROBOTS. I seriously wonder if he ever even saw Star Wars.

The rancor tamer in Jabba's Palace in part 6 who cries when Luke kills his rancor is the inspiration I would guess.


Regarding SWG and SWTOR there are a lot of SWG fans posting on the SWTOR boards about stuff like crafting and player housing which has probably rather bewildered the game makers. Even though they've clearly set out to make a storyline game in the footsteps of KOTOR a vocal minority are agitating on their boards for SWG style MMO features.

This may influence design.

Meanwhile Eve's new planetary interaction seems very like the old SWG harvester game mechanic. Set your drills pumping and come back in a few days to take stuff out of the hopper.

This may also influence design as it's a rather easy game mechanic to toss into the mix and players really like it.


Title: Re: SWTOR
Post by: WindupAtheist on April 22, 2010, 05:05:17 AM
This may influence design.

Man, developers don't actually care about forum bullshit.


Title: Re: SWTOR
Post by: Merusk on April 22, 2010, 05:12:03 AM
I still can't believe Raph thought Star Wars needed UO-style animal tamers. Especially given that if you want pet combat to be viable, there are fucking ROBOTS. I seriously wonder if he ever even saw Star Wars.

The rancor tamer in Jabba's Palace in part 6 who cries when Luke kills his rancor is the inspiration I would guess.

This reminds me of "The Apprentice" episode where the teams were supposed to come up with a marketing strategy for Episode 3.  One team did a whole strategy that focused on Vader, the other focused their entire campaign around This guy (http://images.wikia.com/starwars/images/1/1f/Tion.jpg)* because he was 'the most visually interesting and dynamic.'  

Guess which team failed and got actual "wtf" comments from the Lucasfilm team that judged them.

Nobody gives a fuck about background characters. Building a franchise game around them would be like building a Spider Man game where you run a newspaper as J.J. Jameson.  It screams, "I don't get it!"

*Whose name is apparently Tion Medon, which isn't mentioned once in the movie.


Title: Re: SWTOR
Post by: Stabs on April 22, 2010, 05:19:39 AM
This may influence design.

Man, developers don't actually care about forum bullshit.

You're probably right.

Nobody gives a fuck about background characters. Building a franchise game around them would be like building a Spider Man game where you run a newspaper as J.J. Jameson.  It screams, "I don't get it!"

A lot of the IP was built on even flimsier stuff such as throwaway lines. Bothans exist because Mon Mothma says "many bothan spies died to bring us this information" and krayt dragons exist because Obi Won imitates one to scare off Tusken Raiders in Episode 4.


Title: Re: SWTOR
Post by: Merusk on April 22, 2010, 05:26:58 AM
Again, nobody gives a shit.  Be it Bothans or Kryat dragons, only those with their heads firmly in the EU or way into SW geekery know what the hell you're talking about.  I.e. not the majority or mass-market which one assumes you're going for if making a game using a recognizable, expensive license.

Oh look, it's 2001 all over again.  I wonder who'll be proven right in the end. If only we had a time machine.


Title: Re: SWTOR
Post by: Sheepherder on April 22, 2010, 07:17:49 AM
let you play as a force-wielding bad ass

YES. Everytime we have one of these discussions, some wiseass has to come along and be like "Oh you know, I don't care about Jedi and their silly glowsticks, what I'd really like to see is some unmarketable pile of shit about mining asteroids or being a Stormtrooper or whatever!"

I never understood the apparent problem in balancing blaster / detonator users against Jedi lore-wise.  One is a soldier with an automatic PPC, the other is a fucking monk with a sword.


Title: Re: SWTOR
Post by: Typhon on April 22, 2010, 07:26:35 AM
[...]
A lot of the IP was built on even flimsier stuff such as throwaway lines. Bothans exist because Mon Mothma says "many bothan spies died to bring us this information" and krayt dragons exist because Obi Won imitates one to scare off Tusken Raiders in Episode 4.

I'm not sure if you are speaking English or not.  I just want my Glostick so that I can dispense some ass kicking.

Also, seeing as I can also mind-melt you, throw lightening from my fingers, and catch blaster bolts on my hand I fail to see how some tool with a blaster is, in any way, a threat to my ass kicking self.

Can a brother force-choke a bitch now?  Please?! ... OK! WHEN?!


Title: Re: SWTOR
Post by: Sky on April 22, 2010, 07:28:34 AM
Comparing things with SWG is never a bad idea, comparing things with SWG and posting humorous pictures of Darth Vader is the entire point of this website.
And it's 187 on a Jedi muthafucka.

(http://www.rap-up.com/blog/wp-content/uploads/2010/02/snoop-adidas-1.jpg)


Title: Re: SWTOR
Post by: Sheepherder on April 22, 2010, 08:07:27 AM
Lightning: About as lethal as a taser, going by episode 6.  Serious lack of capacitance.
Choke: Assumes they breath, meatbag.
Deflection: Explosives, incendiary weapons.


Title: Re: SWTOR
Post by: Grimwell on April 22, 2010, 08:33:02 AM
Man, developers don't actually care about forum bullshit.
I can't tell you how many times I've wished that was true.


Title: Re: SWTOR
Post by: Typhon on April 22, 2010, 11:52:08 AM
Lightning: About as lethal as a taser, going by episode 6.  Serious lack of capacitance.
Choke: Assumes they breath, meatbag.
Deflection: Explosives, incendiary weapons.

(lol, nerd SW slap fight!  This is SO on!)

Oh yeah!?  Well, since there's lightning, heat/cold seems equally probable so I'll just create a heat-gradient at your joints to cause them to freeze up (no, "I can survive the cold/heat of space!", doesn't save you here).  Then I'll leisurely break pieces off you.  Your head will be last.  My only regret is that you're just a robot and can't really feel anything.

If I'm in a hurry, I'll just make your weapon explode in your hands.

Edit: lightening?  WTF is lightening?  Maybe it's like whitening, for your teeth, but with electricity.  Typing (for me) has been particularly hard today.


Title: Re: SWTOR
Post by: Sky on April 22, 2010, 11:53:45 AM
The Sith Lord that trained me was Darth Lucas. I'll just edit your scene so I win.


Title: Re: SWTOR
Post by: Ratman_tf on April 22, 2010, 12:25:52 PM
YES. Everytime we have one of these discussions, some wiseass has to come along and be like "Oh you know, I don't care about Jedi and their silly glowsticks, what I'd really like to see is some unmarketable pile of shit about mining asteroids or being a Stormtrooper or whatever!"

But you know what? Fuck those people! GIEV ME MY GLOSTICK!!!1!

You gonna wind up farming womp rats with that glostick. Force choking mobs for 1d4 damage, and turning in droid parts for rep.

YOU KNOW IT!


Title: Re: SWTOR
Post by: Zzulo on April 22, 2010, 01:00:44 PM
[€dit] WELL, this response was supposed to go in another thread.

So I'll just uh, say here that I think Henriksen has a very neat voice and he fits really well for the timeline videos :grin:


Title: Re: SWTOR
Post by: Shatter on April 22, 2010, 01:03:52 PM
YES. Everytime we have one of these discussions, some wiseass has to come along and be like "Oh you know, I don't care about Jedi and their silly glowsticks, what I'd really like to see is some unmarketable pile of shit about mining asteroids or being a Stormtrooper or whatever!"

But you know what? Fuck those people! GIEV ME MY GLOSTICK!!!1!

You gonna wind up farming womp rats with that glostick. Force choking mobs for 1d4 damage, and turning in droid parts for rep.

YOU KNOW IT!

Sign me up!


Title: Re: SWTOR
Post by: WindupAtheist on April 22, 2010, 04:37:06 PM
I can't tell you how many times I've wished that was true.

If there's one thing SOE has a reputation for, it's being in touch with and receptive to what the community wants. Slaves to their fans, those guys.  :oh_i_see:

Lightning: About as lethal as a taser, going by episode 6.  Serious lack of capacitance.
Choke: Assumes they breath, meatbag.
Deflection: Explosives, incendiary weapons.

A regular guy can theoretically kill a Jedi one-on-one if he brings all the weapons in the world and is a total badass, but you'll have to rummage through the EU to find examples of it. The only guy to come close in the movies was Jango, and all he really did was inconvenience Obi-Wan long enough to run away, then get his head hacked off by Sam Jackson.

Still, he did well enough to make it seem less-than-silly when you balance your classes for PVP. As you must do, lore be fucked, or else you are a terrible game developer.


Title: Re: SWTOR
Post by: Dtrain on April 22, 2010, 04:44:59 PM
Show me on the doll where the SOE touched you.

(Protip: SWG is the butt.)


Title: Re: SWTOR
Post by: AutomaticZen on April 22, 2010, 04:58:57 PM
let you play as a force-wielding bad ass

YES. Everytime we have one of these discussions, some wiseass has to come along and be like "Oh you know, I don't care about Jedi and their silly glowsticks, what I'd really like to see is some unmarketable pile of shit about mining asteroids or being a Stormtrooper or whatever!"

I never understood the apparent problem in balancing blaster / detonator users against Jedi lore-wise.  One is a soldier with an automatic PPC, the other is a fucking monk with a sword.
The monk with the fucking sword can run faster, jump higher, deflect those blaster shots, and crush your throat with his mind.

That's the problem.


Title: Re: SWTOR
Post by: Ingmar on April 22, 2010, 05:11:32 PM
If the author lets him.

Which, let's not fool ourselves, is the real problem.


Title: Re: SWTOR
Post by: pxib on April 22, 2010, 05:21:48 PM
Indeed. Because, as Bioware never tires of telling us, this is THE FIRST MMO EVER TO HAVE AN AUTHOR! ACTUALLY, HUNDREDS OF AUTHORS! WRITING PERSONAL INTERACTIVE STORIES JUST FOR YOU WHERE YOU MAKE REAL CHOICES WITH REAL CONSEQUENCES!

The monk with the fucking sword can run faster, jump higher, deflect those blaster shots, and crush your throat with his mind.
Well sure, but all Jedis ever do is debate philosophy, plot subtle government manipulation, and negotiate trade disputes. You're all assuming that people will choose their character class based on which is the most powerful. That's so 2004! In a Bioware MMO people will choose their character based on which has the deepest potential for exciting and complex, fully-voiced storytelling...

...:why_so_serious:


Title: Re: SWTOR
Post by: Grimwell on April 22, 2010, 05:33:54 PM
I can't tell you how many times I've wished that was true.

If there's one thing SOE has a reputation for, it's being in touch with and receptive to what the community wants. Slaves to their fans, those guys.  :oh_i_see:
While I grant the validity of your point from your perspective, I don't think that changes the validity of my point in any way, shape, or form.


Title: Re: SWTOR
Post by: Lantyssa on April 22, 2010, 07:02:54 PM
I hope they have language skills you have to put a little effort/skill points/character development to.  Is that too much to ask?


Title: Re: SWTOR
Post by: UnSub on April 22, 2010, 07:38:21 PM
This guy (http://images.wikia.com/starwars/images/1/1f/Tion.jpg)*  

*Whose name is apparently Tion Medon, which isn't mentioned once in the movie.

Ahh, Bruce Spence, who managed to be in the Mad Max, The Matrix, Star Wars, LOTRO movies (plus loads besides).


Title: Re: SWTOR
Post by: UnSub on April 22, 2010, 08:36:51 PM
A combat video to help pass the time. (http://www.gametrailers.com/video/exclusive-combat-star-wars/64688)

I watched it and still thought ChampO. I may be broken, but that's what it reminded me of.


Title: Re: SWTOR
Post by: Musashi on April 22, 2010, 08:49:18 PM
Hmm.  It doesn't look great.  But it looks passable.  ChampO is probably a little harsh.  The animations looks like they were jerky.  Like dudes were spinning around in 2x speed.  I just can't put too much stock in this video until I see combat on live servers.


Title: Re: SWTOR
Post by: Fabricated on April 22, 2010, 09:24:48 PM
In what world do people think this game isn't going to be just as bad as everything else.


Title: Re: SWTOR
Post by: Lantyssa on April 22, 2010, 09:30:21 PM
If it has actual story then it wins even if the rest of it is crap.  The field is that bad.

I'm not hoping so much as allowing the possibility of it being as good as KoTOR 1 & 2.


Title: Re: SWTOR
Post by: Malakili on April 22, 2010, 09:31:30 PM
A combat video to help pass the time. (http://www.gametrailers.com/video/exclusive-combat-star-wars/64688)

I watched it and still thought ChampO. I may be broken, but that's what it reminded me of.

I guess its still early but that looked TERRIBLE.   Like, not remotely good.  Hell, Champions Online combat looked BETTER than that, (though not drastically).   Its like the words that were coming out of the devs mouths were the exact opposite of what was in the video:

"We want combat to be exciting"
*Cut to a video of 3 sets of guys kicking each other in the shins...BUT HOLDING LIGHTSABERS!*

It looks incredibly generic and I think they are hoping that the Star Wars skin is going to make it seem more exciting than it actually is.  All of the standard MMO talking points were there "Exciting combat" "You'll be doing things in the first few minutes you don't expect to be doing that soon in an MMO" "You'll be fighting multiple enemies at a time"

Ok, I wasn't looking forward to this game for reasons that could amount to the "its not an MMO argument" (regardless of if you agree, that isn't the point though lets not go down that path again), but I thought it might at least have decent mechanics.  This just looked plain bad to me.


Title: Re: SWTOR
Post by: Musashi on April 22, 2010, 10:27:46 PM
In what world do people think this game isn't going to be just as bad as everything else.

Oh, I have no illusion about it not being crap.  But you know.  Relative terms.

If I play this, and that's like a huge, gargantuan, monolithic if with a monkey at its base swinging a bone around, it will likely be for the minute it takes me to quash any lingering vestige of doubt.


Title: Re: SWTOR
Post by: Margalis on April 22, 2010, 10:54:33 PM
In what world do people think this game isn't going to be just as bad as everything else.

Probably the same world where everything Star Wars is still totally awesome.

Edit: Ok I'm watching the video - check out the shadows at 3:25. It's like someone is projecting an Atari game onto the ground.


Title: Re: SWTOR
Post by: pxib on April 22, 2010, 11:49:16 PM
They had me right from the beginning:
Quote from: Ray Muzyka
Combat is an integral part of the Star Wars experience... along with a whole bunch of other things like The Hero's Journey. [CUT TO MINDLESS GUNFIRE]
Quote from: Tim Temmerman
Within minutes of starting the game you're doing things you wouldn't expect to do in other MMOs. [CUT TO SCENES OF CHARACTERS USING A FEW BASIC STARTING ABILITIES TO DEFEAT LOW LEVEL MOBS.]

Then right at the end of the video: "We wanted to make the player feel like they had all the gadgets and tools at their disposal that they saw in the movies" ... followed by clips of a flamethrower and some sort of taser beam. Then Jake Neri says something about how a "ranged class" needs to have ways to escape a "melee class", followed by a clip of a guy dressed like Boba Fett using his instant-cast stun on some guy with a light sabre, jogging a few paces away from the helpless jedi, and then shooting about six completely harmless bolts from his blaster followed by an equally useless missile while some friendly Sith uses his own light sabre to massage the Jedi's back as he runs off.

It was like I was watching Empire Strikes Back again for the first time.


Title: Re: SWTOR
Post by: Ollie on April 23, 2010, 12:06:10 AM
A combat video to help pass the time. (http://www.gametrailers.com/video/exclusive-combat-star-wars/64688)


Muzyka's comments at the very end of the video made me giggle. Was it just me, or did he sound a bit desperate? "Please don't ever leave us, we'll be good to you, I promise!"

As far as the rest of the footage goes, lump me in with the people who were left wondering whether all their faculties are intact. Overall, the combat looked more or less like a carbon (or in this case, carbonite) copy of KotOR, yet the devs kept insisting this isn't the case.

Perhaps I'm just suffering from a cognitive disability of some sort, and the combat is in fact so awesome that it transcends my puny comprehension.  :headscratch:


Title: Re: SWTOR
Post by: Ratman_tf on April 23, 2010, 01:19:08 AM
I can't tell you how many times I've wished that was true.

If there's one thing SOE has a reputation for, it's being in touch with and receptive to what the community wants. Slaves to their fans, those guys.  :oh_i_see:

Lightning: About as lethal as a taser, going by episode 6.  Serious lack of capacitance.
Choke: Assumes they breath, meatbag.
Deflection: Explosives, incendiary weapons.

A regular guy can theoretically kill a Jedi one-on-one if he brings all the weapons in the world and is a total badass, but you'll have to rummage through the EU to find examples of it. The only guy to come close in the movies was Jango, and all he really did was inconvenience Obi-Wan long enough to run away, then get his head hacked off by Sam Jackson.

Still, he did well enough to make it seem less-than-silly when you balance your classes for PVP. As you must do, lore be fucked, or else you are a terrible game developer.

Two named Jedi Masters. Know what killed the no-name Jedi?

(http://swg.stratics.com/content/gameplay/guides/droids/images/battle.gif)

The comedy relief of bad guy robots.

Know what killed the survivors?

(http://www.freewebs.com/newimperialclan/CloneTrooper-212thorange-CmdrCody.jpg)

The worst goddamn shots in the galaxy.

Being a Jedi doesn't count for shit. Being a main character does.


Title: Re: SWTOR
Post by: Velorath on April 23, 2010, 02:38:15 AM
In what world do people think this game isn't going to be just as bad as everything else.

The world where there's a number of talented people working on this game who have done a lot of stuff in the past that I've really liked.

I'd rather be the guy that's optimistic about a game that ends up being complete shit than the cynical fuck that pops into a topic to say "hey guys, this game's gonna suck" just so he can say "I told you so" later on.


Title: Re: SWTOR
Post by: Fordel on April 23, 2010, 02:45:46 AM
How about the guy that wants it to not suck, but knows it probably will?


Title: Re: SWTOR
Post by: Stabs on April 23, 2010, 03:57:18 AM
Probably the same world where everything Star Wars is still totally awesome.

Well I thought the combat looked awesome. Lots of bangs and bright lights plus it's Star Wars.

Was interested to hear the jibe about WoW style raiding "lots of people against one monster - that's not heroic". Does that suggest an end game where it's pve against armies or mass pvp. Or does that suggest they haven't got as far as end game yet but when they do it'll probably be 25 people against a space dragon (but heroic).


Title: Re: SWTOR
Post by: ajax34i on April 23, 2010, 04:02:24 AM
To me, it looks like that video has camera work and cuts to give it a "cinematic" feel, but from a player's point of view the combat will be standing a couple feet from your opponent waving your stick around in the air as he does the same, each character going about their various animations independently.  

Look at their feet.  The animations seem to be:  you plant your feet in place and then only move your upper body some.  That's what looks and feels wrong; swordplay involves a lot of side-stepping around.  You can't just stand in place.

I wish someone would design "melee" to have the same range as "ranged" combat.  You target someone far away and press a melee attack, and your character runs/rolls/force-jumps his way to the target first.  Then if you target someone back where you previously were and press another attack, your character runs/rolls/jumps back.  Give range to the melee abilities, where if you're not next to your target, each ability will include some sort of movement to get to the target, fluidly animated.  I shouldn't have to use my movement keys during a sword fight; I should just be able to pick any of the targets in the combat area and press my attack keys, and the computer can move / jump / pirouette me around the battle zone, and animate me properly so it looks like I'm attacking with my sword like a martial arts pro.

Cause let me tell you, circle-strafing with a melee-weapon doesn't look kick-ass and isn't really all that much fun.  And that's what PVP will be.


Title: Re: SWTOR
Post by: Ironwood on April 23, 2010, 04:07:08 AM
Senior Games Developer.

He looked 12.

 :ye_gods:


Title: Re: SWTOR
Post by: ajax34i on April 23, 2010, 04:10:06 AM
Don't diss.  As a counter-point, how old does Serek Dmart look?


Title: Re: SWTOR
Post by: Stabs on April 23, 2010, 04:11:46 AM
He has grey hair now. The photo that keeps getting used is a few years old.


Title: Re: SWTOR
Post by: Ollie on April 23, 2010, 04:20:43 AM
Senior Games Developer.

He looked 12.

 :ye_gods:

Glad I wasn't the only one slightly taken aback by that. Not that my reaction in any way reflects the man's credentials or competence, of which I know absolutely nothing about. He might be a design god, and I'd be none the wiser. It's just that he made me feel so very... old.


Title: Re: SWTOR
Post by: Hawkbit on April 23, 2010, 04:29:43 AM
The movie they released yesterday made me realize how awesome Blizzard's character animation designers are compared to, well, just about any other company.  The SWTOR animations seem to be missing frames, all jerky like.  It bothered me so much that I'm not 100% sure I'd buy this. 


Title: Re: SWTOR
Post by: Pezzle on April 23, 2010, 04:53:07 AM
Enough with the fucking lightsabers!!  Force powers get used so much they have become boring.  Oh hey, Jim, this video sequence we made is not flashy enough.  Throw a few guys with lightsabers into each sequence.


Title: Re: SWTOR
Post by: Typhon on April 23, 2010, 06:34:59 AM
[...]  Force powers get used so much they have become boring. [...]

These words... I don't... what language is this?


Title: Re: SWTOR
Post by: Typhon on April 23, 2010, 06:38:07 AM
[...]
I'd rather be the guy that's optimistic about a game that ends up being complete shit than the cynical fuck that pops into a topic to say "hey guys, this game's gonna suck" just so he can say "I told you so" later on.


This!  Not that I'll put my cheerleader skirt on for just any game (I never bought SWG because SimBeru was just  :uhrr: to me), but an action game where I get to kick a lot of ass in a setting I like?  Where are my pom-poms?!  IT'S GONNA BE GREAT1!!1!!


Title: Re: SWTOR
Post by: Draegan on April 23, 2010, 06:47:52 AM
There were some scenes where the animation was just ass but there were some scenes where the combat seemed pretty cool.  Maybe it's old and new footage combined.  I did see a lightsaber actually go to deflect a blaster shot, I hope that was in real time because that's somewhat different.

I laughed pretty hard when they said "We're bringing combat to the next level".  Don't know what the fuck they're smoking.


Title: Re: SWTOR
Post by: Malakili on April 23, 2010, 06:49:36 AM
[...]
I'd rather be the guy that's optimistic about a game that ends up being complete shit than the cynical fuck that pops into a topic to say "hey guys, this game's gonna suck" just so he can say "I told you so" later on.


This!  Not that I'll put my cheerleader skirt on for just any game (I never bought SWG because SimBeru was just  :uhrr: to me), but an action game where I get to kick a lot of ass in a setting I like?  Where are my pom-poms?!  IT'S GONNA BE GREAT1!!1!!

 :awesome_for_real:

I get optimistic about games, don't get me wrong, just not really with MMOs anymore.


Title: Re: SWTOR
Post by: SnakeCharmer on April 23, 2010, 07:07:34 AM
There were some scenes where the animation was just ass but there were some scenes where the combat seemed pretty cool.  Maybe it's old and new footage combined.  I did see a lightsaber actually go to deflect a blaster shot, I hope that was in real time because that's somewhat different.

Not really.  SWG did it back in '03.  So did the KOTOR games and JK.

Quote
I laughed pretty hard when they said "We're bringing combat to the next level".  Don't know what the fuck they're smoking.

No doubt.  In other games you press tab this way...In our game you press tab thiiiiiiis way.  See?  Its different!  And instead of losing mana/force/action when you use an action, you have to build up action/force/mana by USING specials so you can use the NEXT special!  You grind for specials so you can grind for specials!!  We're different, man!!


Title: Re: SWTOR
Post by: Ollie on April 23, 2010, 07:27:21 AM
Not that I'll put my cheerleader skirt on for just any game (I never bought SWG because SimBeru was just  :uhrr: to me), but an action game where I get to kick a lot of ass in a setting I like?  Where are my pom-poms?!  IT'S GONNA BE GREAT1!!1!!

You liked Force Unleashed, didn't you, you scallywag? I bet you did. Shame on you. Now let me get back to my moisture farming.  :geezer:


Title: Re: SWTOR
Post by: Merusk on April 23, 2010, 07:39:58 AM
I'll bet he did.  Tri was one of the 'big names' on the SWG pre-release boards.. which I'm sure he looks back on with much regret at the wasted time.  :grin:


Title: Re: SWTOR
Post by: Sky on April 23, 2010, 07:42:31 AM
You guys are motherfucking jaded. That looked cool (for an mmo), combined with story elements of Bioware it should be a good game. Graphics looked nice, some cool little tricks going on.

My only concern with the game is the story decisions with group members, as we've already covered here. I don't expect RoboJesus, though, just a fun game for a couple months.


Title: Re: SWTOR
Post by: Ironwood on April 23, 2010, 07:42:54 AM
Senior Games Developer.

He looked 12.

 :ye_gods:

Glad I wasn't the only one slightly taken aback by that. Not that my reaction in any way reflects the man's credentials or competence, of which I know absolutely nothing about. He might be a design god, and I'd be none the wiser. It's just that he made me feel so very... old.

Yeah, this.

I clearly am not about to comment on anything else.  Fair play to him.


Title: Re: SWTOR
Post by: Koyasha on April 23, 2010, 08:00:56 AM
I wish someone would design "melee" to have the same range as "ranged" combat.  You target someone far away and press a melee attack, and your character runs/rolls/force-jumps his way to the target first.  Then if you target someone back where you previously were and press another attack, your character runs/rolls/jumps back.  Give range to the melee abilities, where if you're not next to your target, each ability will include some sort of movement to get to the target, fluidly animated.  I shouldn't have to use my movement keys during a sword fight; I should just be able to pick any of the targets in the combat area and press my attack keys, and the computer can move / jump / pirouette me around the battle zone, and animate me properly so it looks like I'm attacking with my sword like a martial arts pro.

Cause let me tell you, circle-strafing with a melee-weapon doesn't look kick-ass and isn't really all that much fun.  And that's what PVP will be.
This seems to be an excellent idea, to my mind.  Although it does take something away from the player in a manner of speaking.  Even better, have all attacks have animations somewhere around 5 seconds, during which the computer maneuvers your character around and does a complete attack sequence.  And at the same time, you get to make movement decisions.  The attack will go perfectly well whether you do or not, but essentially throw a QTE sort of sequence in there where at about 1.5 and 3.5 seconds into the animation you get to make a couple decisions as to which direction to go in, thus determining your final position after the attack sequence is over, or something like that.

Although on the technical side I'm betting the animation work would be staggering.  Every single attack sequence - which has at least four possible variations - would have to be paired up and choreographed with every other attack sequence in order to allow people to be fighting back and forth instead of taking turns.  And then there's the terrain issue, where these sequences would somehow have to avoid taking the characters through invalid terrain without breaking entirely, and...well, yeah.  I doubt it's feasible.  Even without the 5 second attack sequences and QTE movement direction choices, the terrain issue would still be a problem.  Still, it would be a nice direction to take steps in, so we can go all the way there when it does become feasible.


Title: Re: SWTOR
Post by: SnakeCharmer on April 23, 2010, 08:18:45 AM
I shouldn't have to use my movement keys during a sword fight; I should just be able to pick any of the targets in the combat area and press my attack keys, and the computer can move / jump / pirouette me around the battle zone, and animate me properly so it looks like I'm attacking with my sword like a martial arts pro.

So retarded it makes Rain Man look normal.



Title: Re: SWTOR
Post by: Lantyssa on April 23, 2010, 08:41:51 AM
I'll bet he did.  Tri was one of the 'big names' on the SWG pre-release boards.. which I'm sure he looks back on with much regret at the wasted time.  :grin:
Tryphon isn't Triforcer. :-P

I can't speak for Tri, but I don't regret my pre-release involvement.  Nor would I mind if the combat is as interesting Force Unleashed.  I just hope they have more to do than combat, combat, combat.  It gets old, and so far we have yet to hear about any alternative systems.  (Or really much of anything.)

Which makes it really hard to get excited about this game when KoTOR combat is so 2003 and that's all they've shown us.


Title: Re: SWTOR
Post by: Merusk on April 23, 2010, 09:19:33 AM
I blame having just woken up on completly reading Typhon as Triforcer in that quote.  Because that's exactly what I did.. holy crap I'm gettin old.


Title: Re: SWTOR
Post by: HaemishM on April 23, 2010, 09:32:36 AM
A combat video to help pass the time. (http://www.gametrailers.com/video/exclusive-combat-star-wars/64688)

I watched it and still thought ChampO. I may be broken, but that's what it reminded me of.

Sign of sure failure?

If you hit someone multiple times with a light saber and the battle isn't over after the first or second one, FAIL.

If two opponents stand in the open firing blasters at each other and hitting multiple times, FAIL.

Combat in the Star Wars universe has a very specific look and feel, none of which lends itself to MMO combat. Making it more dynamic with animation but keeping the fundamental aspect of MMO combat under the hood (i.e. opponents take many hits to take down, using old D&D style damage models where characters take goboodles of damage before death) doesn't mean the game will suck, it just means it won't be any better than anything else.


Title: Re: SWTOR
Post by: Typhon on April 23, 2010, 09:38:07 AM
Lol, I argued from this very same point in the Star Trek thread, and here I am now in the opposite camp.  But on me, hypocrisy looks good!

Yeah, oddly, seeing them having to smack something multiple times with the light saber didn't bother me in that video (I'm not sure why).  I was a bit let down that parts didn't come off the NPC robots, but whatever.  I was happy to see that force-jumping and lightning was in the game.  Clearly I'm not going to be difficult to please with this title.


Title: Re: SWTOR
Post by: UnSub on April 23, 2010, 09:41:37 AM
I shouldn't have to use my movement keys during a sword fight; I should just be able to pick any of the targets in the combat area and press my attack keys, and the computer can move / jump / pirouette me around the battle zone, and animate me properly so it looks like I'm attacking with my sword like a martial arts pro.

So retarded it makes Rain Man look normal.


Ajax pretty much described how Batman: Arkham Asylum did it's combat. It worked well there. How it would work in a multiplayer situation is a different story... it could, but I could also see the speed of combat being off-putting and any kind of dodge ability over-powered or nearly worthless.

Going back, I actually don't care about the animations in ChampO. It's just that when BioWare was talking about dynamic combat in a MMO, all of those special abilities were things I'd seen before (especially that leap towards the target and attack). As was the "heroically overcoming multiple opponents" bit. But to that end, SWOR has the advantage of classes whereas ChampO didn't - SWOR can streamline some attack pattern animations based on how they know each class will develop.

Also: I'm not expecting body pieces to fly off every time someone gets hit with a lightsaber, but those robots really should end up in parts when the Jedi execute some of those finishing moves. That they kind of just fall over was a weak moment.


Title: Re: SWTOR
Post by: HaemishM on April 23, 2010, 09:46:19 AM
Also: I'm not expecting body pieces to fly off every time someone gets hit with a lightsaber, but those robots really should end up in parts when the Jedi execute some of those finishing moves. That they kind of just fall over was a weak moment.

Yeah, THIS. It's cosmetic but could go a long way towards flavor and removing some of the "This feels like other MMOG combat" complaints I have.


Title: Re: SWTOR
Post by: Fabricated on April 23, 2010, 10:07:46 AM
In what world do people think this game isn't going to be just as bad as everything else.

The world where there's a number of talented people working on this game who have done a lot of stuff in the past that I've really liked.

I'd rather be the guy that's optimistic about a game that ends up being complete shit than the cynical fuck that pops into a topic to say "hey guys, this game's gonna suck" just so he can say "I told you so" later on.

I dunno, that's true for a lot of other genres of gaming but in MMO land that "it's gonna suck" bet is as close to even money as you can get.

edit: my ideal MMO combat type would be something like Demon's Souls, but there's probably no way to handle that with tons of people on modern hardware.


Title: Re: SWTOR
Post by: Draegan on April 23, 2010, 10:41:36 AM
There were some scenes where the animation was just ass but there were some scenes where the combat seemed pretty cool.  Maybe it's old and new footage combined.  I did see a lightsaber actually go to deflect a blaster shot, I hope that was in real time because that's somewhat different.

Not really.  SWG did it back in '03.  So did the KOTOR games and JK.



I didn't know SWG did it.  Never played the game.  But I know single player games have done it for quite a while.


Title: Re: SWTOR
Post by: SnakeCharmer on April 23, 2010, 10:48:04 AM
Yeah.  Regardless of what saber you used (1 handed, 2 handed, double bladed), it would actively block laser bolts.  Not 100 percent sure of the animation was there when you ran around, but I do know it would work if you were standing still.


Title: Re: SWTOR
Post by: Mrbloodworth on April 23, 2010, 11:28:19 AM
That blaster blocking and other things were procedural, so that is more of a modern step forward for mmos and its only been croping up in some more recent titles.

Anyway, yeah, light sabers not toasting things on first hit, also what the hell was with the "force field doping cover" dodads, FFS, you would think that with all the emphasis they put on the use of cover in earlier videos and whatnot, something like that would not exist, it only leads me to believe this network system is not breaking out of the asynchronous norm of MMO's, that shield is to block blaster fire, and obfuscate that you are, again, standing in one spot to combat something and movement and position (unless you hit a cover trigger in landscape; Cover + 5! *plays lean animation*) means jack. Same old same old.

I did get some want to play, but its star wars, I always want to play star wars, and I got some of that SWG nostalgia.


"We want combat to be like what you see in the movies, but please ignore the hundreds of saber hits and blaster bolts to the head you take"

 :facepalm:


Title: Re: SWTOR
Post by: SnakeCharmer on April 23, 2010, 11:30:38 AM
Cover only works for Smugglers and Imperial Agents/Assassins or whatever it's called.

Apparently cover only exists in the Star Wars universe for those two classes.


Title: Re: SWTOR
Post by: Velorath on April 23, 2010, 12:20:57 PM
In what world do people think this game isn't going to be just as bad as everything else.

The world where there's a number of talented people working on this game who have done a lot of stuff in the past that I've really liked.

I'd rather be the guy that's optimistic about a game that ends up being complete shit than the cynical fuck that pops into a topic to say "hey guys, this game's gonna suck" just so he can say "I told you so" later on.

I dunno, that's true for a lot of other genres of gaming but in MMO land that "it's gonna suck" bet is as close to even money as you can get.


True to an extent, but I think that if a lot of people here were to be honest, many of the MMO's that they think suck they still got their money's worth out of.  Most of us think WAR sucks, but a lot of us that played at launch did have a lot of fun in those first couple weeks.  A lot of us enjoyed he time we spent in AoC also.

Point being, even if SWTOR doesn't end up being very good, most of us will still end up getting more hours of enjoyment out of it than we get out of most single player games.


Title: Re: SWTOR
Post by: Mrbloodworth on April 23, 2010, 12:25:16 PM
And we will do it, together!  :heart: :heart: :heart: :heart: :heart: :heart: :heart:  :heartbreak:  :heart: :heart:


Title: Re: SWTOR
Post by: pxib on April 23, 2010, 12:45:52 PM
edit: my ideal MMO combat type would be something like Demon's Souls, but there's probably no way to handle that with tons of people on modern hardware.
I don't think the trouble is so much the hardware as the latency inherent to online play and the abuse inherent to client-server systems. Visceral combat with heavy positional dependence and one-hit kills depends on split-second decisions: I see my enemy winding up for an attack and I block then step to the left, attacking her side while she's recovering. In Demon's Souls that whole action takes perhaps a second. Online -- even assuming the enemy is an NPC -- I either wait the 250ms round trip for the server to register each aspect of my finesse (so there must be at least 250ms of wiggle room in every aspect of the timing), or the server has to trust me when I say I'm just that good: I was blocking, then I stopped blocking so I could move quickly enough to flank her, then I attacked before her post-attack recovery finished. Within a second.

Add the wiggle room and not only does it feel like I'm playing under water, but without some sort of "hit point" system, instant kills against me will occasionally slip through the packet fog by no fault of my own. Trust the client instead, and I can cheat enough to insist that I always hit and never get hit. In PvP rather than PvE, every problem increases exponentially as additional players join the fray. MMO combat can't feel like a single player game -- or even like multiplayer on a dedicated network. Basic cheating and the unbeatable speed of light will keep getting in the way. Designers (and public relations reps) need to stop pretending it can.

MMO combat can be improved, mind you. It absolutely sucks right now. I just think that improvement will come through abstractions like variable auto-attacks and defensive stances rather than by making each of a thousand twitchy keypresses count. Also, fewer flashy spell effects and generic explosions, and better dodge/block/evade/parry animations please.


Title: Re: SWTOR
Post by: Fordel on April 23, 2010, 02:10:29 PM
The movie they released yesterday made me realize how awesome Blizzard's character animation designers are compared to, well, just about any other company.  The SWTOR animations seem to be missing frames, all jerky like.  It bothered me so much that I'm not 100% sure I'd buy this. 


Blizzard doesn't use motion capture as far as I know, there's just a bunch of animation monkeys sitting at computers manually nudging all the limbs into place until it looks right.


Title: Re: SWTOR
Post by: Fabricated on April 23, 2010, 03:14:57 PM
edit: my ideal MMO combat type would be something like Demon's Souls, but there's probably no way to handle that with tons of people on modern hardware.
I don't think the trouble is so much the hardware as the latency inherent to online play and the abuse inherent to client-server systems. Visceral combat with heavy positional dependence and one-hit kills depends on split-second decisions: I see my enemy winding up for an attack and I block then step to the left, attacking her side while she's recovering. In Demon's Souls that whole action takes perhaps a second. Online -- even assuming the enemy is an NPC -- I either wait the 250ms round trip for the server to register each aspect of my finesse (so there must be at least 250ms of wiggle room in every aspect of the timing), or the server has to trust me when I say I'm just that good: I was blocking, then I stopped blocking so I could move quickly enough to flank her, then I attacked before her post-attack recovery finished. Within a second.

Add the wiggle room and not only does it feel like I'm playing under water, but without some sort of "hit point" system, instant kills against me will occasionally slip through the packet fog by no fault of my own. Trust the client instead, and I can cheat enough to insist that I always hit and never get hit. In PvP rather than PvE, every problem increases exponentially as additional players join the fray. MMO combat can't feel like a single player game -- or even like multiplayer on a dedicated network. Basic cheating and the unbeatable speed of light will keep getting in the way. Designers (and public relations reps) need to stop pretending it can.

MMO combat can be improved, mind you. It absolutely sucks right now. I just think that improvement will come through abstractions like variable auto-attacks and defensive stances rather than by making each of a thousand twitchy keypresses count. Also, fewer flashy spell effects and generic explosions, and better dodge/block/evade/parry animations please.
Well, Demon's Souls handles 5 people doing this with a number of NPCs controlled by the hosting PS3 (I think?). The problem comes when you extrapolate this up to like hundreds of people in any immediate area.

You could make small world sizes with population caps but then that leads to queues. You do some automated load balancing hub thing like a better version of PSO/Hellgate and then people can't play together sometimes even if they want to.


Title: Re: SWTOR
Post by: Ingmar on April 23, 2010, 03:16:00 PM
DS being on a console means it can probably afford to trust the client a lot more than a PC game can.


Title: Re: SWTOR
Post by: Zzulo on April 23, 2010, 03:36:20 PM
That video did not look too good. Without the Star Wars flavour I'd probably not even bother with this game at all if that video was any indication. :heartbreak:


Title: Re: SWTOR
Post by: Koyasha on April 23, 2010, 04:33:24 PM
Also: I'm not expecting body pieces to fly off every time someone gets hit with a lightsaber, but those robots really should end up in parts when the Jedi execute some of those finishing moves. That they kind of just fall over was a weak moment.

Yeah, THIS. It's cosmetic but could go a long way towards flavor and removing some of the "This feels like other MMOG combat" complaints I have.
Some visual improvements like that would certainly be very nice.

Of course, with the whole "cinematic" stuff they're pushing (they need to STOP pushing that, because it looks terrible and not anything at all like the movies) I would be far more in favor of the combat looking the way we've discussed previously, including the Star Trek thread, where you don't score tons of hits on a target and consume gobs of HP.  But even just seeing some really cool lightsaber finishing moves, slicing through people and droids, leaving cauterized wounds and glowing molten metal, would be a nice touch.

But overall the way the combat looks is probably going to be a minimal issue for me.  I liked KOTOR well enough, and it suffered from both these problems - whacking things with lightsabers many, many times, and no visible damage other than things slumping to the ground.  The visual appearance of combat is not going to be a major deciding factor - the rest of the game, and especially the story elements, will either hold up, or it won't.  It would just be a really nice touch, if these things were improved, that would make the game really stand out.


Title: Re: SWTOR
Post by: pxib on April 23, 2010, 05:50:29 PM
Well, Demon's Souls handles 5 people doing this with a number of NPCs controlled by the hosting PS3 (I think?). The problem comes when you extrapolate this up to like hundreds of people in any immediate area.

You could make small world sizes with population caps but then that leads to queues. You do some automated load balancing hub thing like a better version of PSO/Hellgate and then people can't play together sometimes even if they want to.
In addition to what Ingmar says about trustworthy console clients, matchmaking in not-so-massively multiplayer games often explicitly excludes individuals with high pings. Additionally, the matchmaker can decide which player will act as "server" based on how nicely that distributes relative pings... and on a console, that's the the only concern: hardware is functionally identical. If a MMOG rejects folks with high pings, it loses customers.


Title: Re: SWTOR
Post by: WindupAtheist on April 23, 2010, 07:34:38 PM


Two named Jedi Masters. Know what killed the no-name Jedi?

(image snipped)

The comedy relief of bad guy robots.

Know what killed the survivors?

(image snipped)

The worst goddamn shots in the galaxy.

Being a Jedi doesn't count for shit. Being a main character does.

Ahem.

A regular guy can theoretically kill a Jedi one-on-one if he brings all the weapons in the world and is a total badass, but you'll have to rummage through the EU to find examples of it.

I don't really think people who rolled Stormtrooper would enjoy having to form a ten man raid or something to kill one dude who rolled Jedi.


Title: Re: SWTOR
Post by: Ratman_tf on April 23, 2010, 08:05:47 PM
Ahem.

A regular guy can theoretically kill a Jedi one-on-one if he brings all the weapons in the world and is a total badass, but you'll have to rummage through the EU to find examples of it.

I don't really think people who rolled Stormtrooper would enjoy having to form a ten man raid or something to kill one dude who rolled Jedi.

And I'm saying they don't have to set it up like that, unless they're buy into some gonzo EU garbage where a single Jedi can fart and blow away planets with his force powered gas cloud.


Title: Re: SWTOR
Post by: Soln on April 23, 2010, 08:08:59 PM
Given the fact that when SWG finally patched in Jedi they did fucking KINETIC damage with their sabers I don't think it's a big deal we're expected to hit anything n+1 times.   


Title: Re: SWTOR
Post by: Comstar on April 23, 2010, 08:46:01 PM
I hope the Trooper sounds like the Heavy Weapon guy from Team Fortress 2.  The Bounty Hunter needs to sound like the Sniper.


Title: Re: SWTOR
Post by: WindupAtheist on April 23, 2010, 08:54:01 PM
And I'm saying they don't have to set it up like that, unless they're buy into some gonzo EU garbage where a single Jedi can fart and blow away planets with his force powered gas cloud.

You mean like the movies, where even a 12 or 13 year old apprentice Jedi could kill a handful of clones by himself before being gunned down in front of Jimmy Smits? Letting Boba Fett fight on equal terms with a Jedi is one thing, but I can't believe they made Cannon Fodder... er, Trooper... a class in this game.


Title: Re: SWTOR
Post by: Margalis on April 23, 2010, 09:03:43 PM
Look at their feet.  The animations seem to be:  you plant your feet in place and then only move your upper body some.  That's what looks and feels wrong; swordplay involves a lot of side-stepping around.  You can't just stand in place.

They are obviously animating the upper and lower body relatively independently and not hiding it very well. It's Earth Defense Force aiming while running level of bad. (EDF is awesome though)


Title: Re: SWTOR
Post by: Fabricated on April 23, 2010, 09:19:36 PM
And I'm saying they don't have to set it up like that, unless they're buy into some gonzo EU garbage where a single Jedi can fart and blow away planets with his force powered gas cloud.

You mean like the movies, where even a 12 or 13 year old apprentice Jedi could kill a handful of clones by himself before being gunned down in front of Jimmy Smits? Letting Boba Fett fight on equal terms with a Jedi is one thing, but I can't believe they made Cannon Fodder... er, Trooper... a class in this game.
Maybe....this IP isn't really as fit for an MMO as we thought?


Title: Re: SWTOR
Post by: Draegan on April 23, 2010, 09:22:16 PM
Its more suited for an "action" based MMOG like Global Agenda play style.


Title: Re: SWTOR
Post by: Typhon on April 23, 2010, 09:24:13 PM
did someone say action?!


Title: Re: SWTOR
Post by: Fordel on April 23, 2010, 10:14:03 PM
I don't really think people who rolled Stormtrooper would enjoy having to form a ten man raid or something to kill one dude who rolled Jedi.



What if the Trooper was his own squad of guys!


Title: Re: SWTOR
Post by: Musashi on April 23, 2010, 10:55:10 PM
did someone say action?!

You are so gonna die.


Title: Re: SWTOR
Post by: Kageru on April 24, 2010, 01:38:59 AM

That looked distinctly average. I mean that is their combat system as posed, pre-planned and cut-up to look good as possible and it was still dull. Even champion's dreadful combat could be dressed up to look decent (power armor (http://www.youtube.com/watch?v=TBJN8-e_kJ4)) with careful use of editing and camera angles. And yes, extremely champions like in appearance. Doing the same half hearted animations and half body animations so that moving around won't interrupt things, a plastic doll-like appearance so the choreography works and you can re-use customisation options and power effects that are pretty dull even when shown in ideal situations like this. Though there's something else wrong with those animations, always looks like the motion is chopped and artificial, maybe something more stylised works better in a game than motion captured (which I assume they're doing). And the lightsaber "blocking" is neat but how does that work in mass combat where the model is going to be playing attack animations all the time?

And what sort of fun is a game mechanic where you summon up your own personal chest high wall and hide behind it. How incredibly static. Meanwhile I noticed bounty hunter PvP stuns, yay. Also when they mentioned "decisions" in combat it wasn't some sort of attempt to do an interlock system (block high and riposte) but instead at the power choice level (throw grenade? use freeze power?). There's not really enough detail to confirm anything but what was said was generic enough it could have been said of champions... or WoW.

The main problem though is not whether it is better than champions. Champions was a game designed to fail gracefully. This is meant to be a "block-buster" MMO and has had immense amounts of money invested. It should be leaving a "wow!" impression.



Title: Re: SWTOR
Post by: Ollie on April 24, 2010, 02:09:54 AM
On a more positive note, at least the combat video confirmed that Bioware is still committed to designing a game that is playable on slightly older rigs. Stylized simplicity and low-frame animations should bode well for performance, especially since the launch is still almost a year away. Plenty of time to make sure things scale well on both ends of the spectrum, and give gamers on a budget as well as top-shelf owners an enjoyable experience.


Title: Re: SWTOR
Post by: eldaec on April 24, 2010, 02:48:56 AM
How incredibly static.

This was my thought as well. A lot of the combat seemed to be explictly designed to around avoiding environmental or positional considerations. The 'make your own cover wherever you happen to be' power being the most obvious.

I can just about handle this in a melee focussed environment (moving to closer to a move, countermove system seems to make more sense in melee - though I see no evidence of that here either), but in a majority ranged environment I'd expect mass effect style cover and positioning considerations at a minimum.


Title: Re: SWTOR
Post by: Merusk on April 24, 2010, 06:19:48 AM
Man, I hated this conversation when it happend in 2000.  Nice to see it's still the same shit, different decade.

Maybe....this IP isn't really as fit for an MMO as we thought?

No, it's not. Never has been. Too many power imbalances, inconsistencies and too much room for 'omg you have to have <minor point from fourth-tier spin-off product> or else this will fail!'.   It's a horrible IP for a MMO.


Title: Re: SWTOR
Post by: Musashi on April 24, 2010, 09:56:45 AM
To be fair, the only world in which any of this power imbalance shit matters is the one in which the seven nerds in this thread live.  They have like six or seven guys with fingers in every forum.  Or maybe it's the same guys with different handles.  I blame WUA.  He seems to be their king.

To everyone else it's just whacking foozles with shiny sword.


Title: Re: SWTOR
Post by: Pezzle on April 24, 2010, 11:50:15 AM
I would love for the game to succeed.  Unfortunately they have strikes against them.  You know would would go a long way?  NOT LETTING PLAYERS BE JEDI/SITH.  I know fanboys will wet their pants but it is easy enough to include them in the game without being played.  They could even be involved in some combat without being players.  Without force powers everything else in the star wars universe gains more viability.  You can knock off the flashy and focus on some substance.  Of course this will not happen, especially with the mindset represented by the video, but we can dream.


Title: Re: SWTOR
Post by: SnakeCharmer on April 24, 2010, 11:58:04 AM
I would love for the game to succeed.  Unfortunately they have strikes against them.  You know would would go a long way?  NOT LETTING PLAYERS BE JEDI/SITH.  I know fanboys will wet their pants but it is easy enough to include them in the game without being played.  They could even be involved in some combat without being players.  Without force powers everything else in the star wars universe gains more viability.  You can knock off the flashy and focus on some substance.  Of course this will not happen, especially with the mindset represented by the video, but we can dream.

Only person dreaming is you.  Party of one.  That idea is about as intelligent as making players grind Architect, Dancer, Tailor, and Fencer to be a Jedi.  Which is to say, pretty fucking stupid.  As in 'lower than room temperature IQ' stupid.

If a player can't immediately log in and melt face with a saber in a Star Wars game, then the developers failed entirely.


Title: Re: SWTOR
Post by: Pezzle on April 24, 2010, 12:03:24 PM
I am going to disagree.  There idea that everyone can be a Jedi really only works in a single player game.  In a MMO it becomes silly.  That is not Star Wars.  If you want that kind of game you certainly can make it without using the Star Wars franchise. 


Title: Re: SWTOR
Post by: WindupAtheist on April 24, 2010, 12:16:25 PM
I blame WUA.  He seems to be their king.

It's good to be the king.

(http://www.celluloidheroreviews.com/images/history-of-the-world-part-i.jpg)

I am going to disagree.  There idea that everyone can be a Jedi really only works in a single player game.  In a MMO it becomes silly.  That is not Star Wars.  If you want that kind of game you certainly can make it without using the Star Wars franchise.

"Oh please, are we supposed to believe there could be dozens of Paladins and Druids and Death Knights just standing around every tavern in Azeroth? Let's make Peasant the only class, anything else would be silly."

Yeah, that'd sell.  :uhrr:


Title: Re: SWTOR
Post by: Pezzle on April 24, 2010, 12:32:30 PM
Sorry, I thought we were talking about Star Wars, not WoW.  I must be in the wrong thread.


Title: Re: SWTOR
Post by: Velorath on April 24, 2010, 12:35:56 PM
I am going to disagree.  There idea that everyone can be a Jedi really only works in a single player game.  In a MMO it becomes silly.  That is not Star Wars.  If you want that kind of game you certainly can make it without using the Star Wars franchise. 

If you want a game where everybody can be Jedi, you can do it without the Star Wars franchise?

Is this guy a joke account?


Title: Re: SWTOR
Post by: Pezzle on April 24, 2010, 12:58:05 PM
Star Wars is not about face melting with a light saber.


Title: Re: SWTOR
Post by: Typhon on April 24, 2010, 01:04:42 PM
Lol, more non-English speakers in this thread!  They type words that I just don't understand!


Title: Re: SWTOR
Post by: WindupAtheist on April 24, 2010, 02:34:50 PM
Star Wars is not about face melting with a light saber.

(http://i157.photobucket.com/albums/t64/Coyoteesharptongue/lex-luthor-wrong1.jpg)


Title: Re: SWTOR
Post by: Margalis on April 24, 2010, 04:11:33 PM
This was my thought as well. A lot of the combat seemed to be explictly designed to around avoiding environmental or positional considerations.

I suspect part of the problem is that designing environments to have convenient cover points would be tough, look bad, and if they were everywhere everyone should logically be able to use them.

Honestly the idea that only some classes can use cover is pretty dumb. All cover is is an object that sits between you and incoming fire, it doesn't take any talent to use it other than the ability to stand behind something. Saying that only some classes can use cover means what exactly, that other classes are too stupid to stand behind walls, or walls only block bullets for some classes? Making some classes actually create their own cover does make more sense in some ways than only some classes being able to stand behind a boulder and not get hit.

What they should have said from the start is that some classes use personal force field generators, rather than "some classes use cover."


Title: Re: SWTOR
Post by: Nightblade on April 24, 2010, 04:19:22 PM
Enough with the fucking lightsabers!!  Force powers get used so much they have become boring.  Oh hey, Jim, this video sequence we made is not flashy enough.  Throw a few guys with lightsabers into each sequence.

Someone has been watching Red Letter Media.

http://www.youtube.com/watch?v=CfBhi6qqFLA


Title: Re: SWTOR
Post by: Ratman_tf on April 24, 2010, 04:25:00 PM
Cover is irrelevant anyway. The Jedi will just jump over it.  :grin:


Title: Re: SWTOR
Post by: pxib on April 24, 2010, 04:43:32 PM
I can just about handle this in a melee focussed environment (moving to closer to a move, countermove system seems to make more sense in melee - though I see no evidence of that here either), but in a majority ranged environment I'd expect mass effect style cover and positioning considerations at a minimum.
So far as I can tell, cover is the SW:TOR equivalent of stealth... it's the class-defining ability of Smugglers and Imperial Agents. As much as the video focuses on OMG CINEMATIC scenery to background its CINEMATIC COMBAT, I imagine that outside of missions tailored for specific classes there will be plenty of pillars and chest-high walls available.


Title: Re: SWTOR
Post by: Sky on April 24, 2010, 08:13:45 PM
And much liike SWG, I bet you can't jump over them.


Title: Re: SWTOR
Post by: Soln on April 24, 2010, 08:19:10 PM
Or invoking SWG NGE again, you can be sure any face melting RDPS will own over melee anything.  Right now I'm seeing 7 ranged classes vs Jedi Knight (if you don't include the Jedi CC/Heal Consular class).


Title: Re: SWTOR
Post by: Fabricated on April 25, 2010, 10:17:43 AM
I don't know why I remember this but there was a prestige class thing introduced in the pen-and-paper Star Wars RPG that was non force-users who use light sabers.

Which is really funny because they didn't write the class to fix the rules that basically made you accidentally cleave your own fingers and limbs off at alarming rates if you tried to use a light saber without being a force-user.


Title: Re: SWTOR
Post by: UnSub on April 25, 2010, 10:58:35 AM
IIRC, in that particular Star Wars PnP RPG, using a lightsaber could be a death sentence of its wielder. Never played it myself, but had some friends who played and they had a game where their novice Jedi managed to slice both his own legs off due to a failed roll.

It's funny, but it's not Star Wars.  :grin:


Title: Re: SWTOR
Post by: LK on April 25, 2010, 11:09:23 AM
I always found it weaksauce in KOTOR when they introduced vibro blades or whatever it was that would allow unskilled melée to compete with Jedi.


Title: Re: SWTOR
Post by: Fabricated on April 25, 2010, 11:14:20 AM
I always found it weaksauce in KOTOR when they introduced vibro blades or whatever it was that would allow unskilled melée to compete with Jedi.
The cortosis or whatever that lets stuff not be melted by lightsabers was in all the original lore I think, or maybe it's all the expanded universe stuff. It wasn't invented from whole cloth for the original KOTOR games though if I recall right.


Title: Re: SWTOR
Post by: eldaec on April 25, 2010, 11:37:45 AM
I always found it weaksauce in KOTOR when they introduced vibro blades or whatever it was that would allow unskilled melée to compete with Jedi.
The cortosis or whatever that lets stuff not be melted by lightsabers was in all the original lore I think, or maybe it's all the expanded universe stuff. It wasn't invented from whole cloth for the original KOTOR games though if I recall right.

EU bullshit I'm afraid. I'm fine with the part where its all "there's this metal which lightsabres can't cut through", it makes sense in context that such a thing exists. What I struggle with is widespread melee weapon combat, with melee weapons based precisely on your generic fantasy shlock - this makes absolutely no sense in context.

I guess kotor included it because you don't get enough jedi v jedi battles and melee vs ranged battles usually suck monkey balls.

Personally I think the least they could have done is made the non-lightsabre weapons shock batons or chainsaws and such. Just including a lightsabre that doesn't glow and saying 'uh, it's uh, a VIBROsword' was a bit rubbish.


Right now I'm seeing 7 ranged classes vs Jedi Knight (if you don't include the Jedi CC/Heal Consular class).

The "8" classes are 4 mirrored pairs, Tank-Jedi, Chanter/Cleric-Jedi, Long-range-DPS-guy, and Short-range-DPS-guy. So one quarter of the classes are melee specialists, which will likely turn into just under half the players once you allow for the jedi-bias.

Actually, one benefit of the star wars IP is that the devs have been able to make the classes most necessary for grouping also likely to be the most popular to play. Assuming grouping is encouraged in this game, I doubt it'll be difficult to find a tank or a healer.


Title: Re: SWTOR
Post by: Murgos on April 26, 2010, 04:22:00 AM
The background areas looked great.  The character models/animations and special effects looked like wet used toilet paper.


Title: Re: SWTOR
Post by: Crumbs on April 26, 2010, 07:15:36 PM
[...]
I'd rather be the guy that's optimistic about a game that ends up being complete shit than the cynical fuck that pops into a topic to say "hey guys, this game's gonna suck" just so he can say "I told you so" later on.


This!  Not that I'll put my cheerleader skirt on for just any game (I never bought SWG because SimBeru was just  :uhrr: to me), but an action game where I get to kick a lot of ass in a setting I like?  Where are my pom-poms?!  IT'S GONNA BE GREAT1!!1!!

SWG had its flaws, but raiding player cities and blowing up their bases in 200 v 200 player open world battles were pretty epic.  Stuff like that wasn't facilitated by the game though; the players were responsible for that content.


Title: Re: SWTOR
Post by: eldaec on April 27, 2010, 10:46:42 AM
Raph Koster circa 2004 would probably wish to point out that SWG kind of does facilitate that gameplay by giving you player cities, guilds, pvp, and destructable shit. None of which is universally available in mmorpgs.


Title: Re: SWTOR
Post by: Mrbloodworth on April 27, 2010, 10:49:59 AM
Put me on the list, because the game did facilitate that kind of stuff.


Title: Re: SWTOR
Post by: sam, an eggplant on April 27, 2010, 11:28:06 AM
I am going to disagree.  There idea that everyone can be a Jedi really only works in a single player game.  In a MMO it becomes silly.  That is not Star Wars.  If you want that kind of game you certainly can make it without using the Star Wars franchise. 
From all we've seen, SWTOR is not a traditional MMO. The developers keep saying it has a persistent shared gaming space, but they never show it or provide any specifics about how it all works. Clearly a great deal of the game must take place in instances to facilitate the kind of KOTOR-style deep (as opposed to wide) storytelling and meaningful choices with consequences they keep showing us in these movies.


Title: Re: SWTOR
Post by: Ingmar on April 27, 2010, 11:31:07 AM
but I can't believe they made Cannon Fodder... er, Trooper... a class in this game.

Think of it as them making Canderous Ordo a class.


Title: Re: SWTOR
Post by: ajax34i on April 27, 2010, 12:38:51 PM
Isn't pretty much every class Cannon Fodder (even the Jedi) in MMO's?  I'm thinking of the typical raid scenario where there are several raid wipes before the boss is down.


Title: Re: SWTOR
Post by: Malakili on April 27, 2010, 12:44:47 PM
Isn't pretty much every class Cannon Fodder (even the Jedi) in MMO's?  I'm thinking of the typical raid scenario where there are several raid wipes before the boss is down.

I think the point is more along the lines of  being surprised that a Class in the MMO is being made out characters that existed in the movies for the express purpose of being mowed down by the dozens.  It would be kind of like making a class out of "peon" in the warcraft universe.


Title: Re: SWTOR
Post by: Sheepherder on April 27, 2010, 12:49:21 PM
Hence the disconnect between IP and game that has to be bridged.  Maybe they're elite troopers. :shrug:


Title: Re: SWTOR
Post by: Murgos on April 27, 2010, 12:57:41 PM
When I heard that they had a Trooper class I was hoping you got a squad of troopers as your 'character'.  Sure some would die every fight but that what you bring a healer for.

Sure, 1 trooper != 1 Jedi but a dozen?  You could have fun with that...


Title: Re: SWTOR
Post by: Malakili on April 27, 2010, 12:58:58 PM
Hence the disconnect between IP and game that has to be bridged.  Maybe they're elite troopers. :shrug:

Or they'll just ignore the disconnect and balance the class to fit the game.  In fact, HOPEFULLY thats what they *will* do.  


Title: Re: SWTOR
Post by: Rasix on April 27, 2010, 01:17:58 PM
It's just unfortunate naming.  I'm sure your origin story/tutorial will enforce how much of a bad ass you are compared with regular cannon fodder.   A squad would have been an interesting gameplay mechanic,  but we can't have those, can we?


Title: Re: SWTOR
Post by: sam, an eggplant on April 27, 2010, 02:27:14 PM
A squad would have been an interesting gameplay mechanic,  but we can't have those, can we?
Bioware titles aren't really about gameplay. It just gets in the way of the story. That's why I'm excited about SWTOR; it promises to be the first MMO where there's something to do other than kill stuff. If it is, in fact, a MMO. I have my doubts.

As for the trooper, think about gameplay archetypes and background rather than getting bogged down in thinking about stormtroopers dying by the dozens. They needed a republic version of the bounty hunter, the durable ranged class that doesn't use cover.


Title: Re: SWTOR
Post by: eldaec on April 27, 2010, 02:29:44 PM
Quote from: People
....stuff.....troopers....stuff....

They're just bounty hunters on the side of the angels. Nobody seems to have a particular problem with bounty hunters being equal to jedi/sith - and since this is a transparent mirror class in lighter coloured armour I'm not sure what all the fuss is about.


Title: Re: SWTOR
Post by: Sheepherder on April 27, 2010, 05:01:57 PM
Because this is Space Pirates of The Space Caribbean: The Game.  You have to explain why the doofy cannon fodder for the main protagonist all a sudden aren't.  It really isn't a story based game if the developers just ignores glaring inconsistencies in the story and lore, is it?

Bounty hunters are different, they've got a long tradition of badassery: like staring down a guy who strangles generals for kicks.


Title: Re: SWTOR
Post by: LK on April 27, 2010, 05:14:55 PM
Bounty hunters are different, they've got a long tradition of badassery: like staring down a guy who strangles generals for kicks.

To be fair, Boba knew Anakin when he was in his whiny bitch phase. He grew up without fear of the Jedi, only hatred. Also, Boba may knows how Vader works by not fucking up and knowing he won't have to worry if he gets the job done and doesn't do anything stupid like ask "Where's my money?" after delivering the package.


Title: Re: SWTOR
Post by: Fordel on April 27, 2010, 05:27:50 PM
The Trooper is just supposed to be the KOTOR version of a Republic Commando or ARC:Trooper.

I'm totally down with the idea of your character being an actual squad of Troopers though, but I'm one of the few people who seemed to really like The Republic Commando game.

Even with just the one Trooper though, just make him feel like this guy:
(http://www.nexuszero.net/Img/clone_wars.gif)




-edit- I've totally made this same post already, but like 50 pages ago, Haven't I?


Title: Re: SWTOR
Post by: Velorath on April 27, 2010, 06:49:35 PM
Because this is Space Pirates of The Space Caribbean: The Game.  You have to explain why the doofy cannon fodder for the main protagonist all a sudden aren't.  It really isn't a story based game if the developers just ignores glaring inconsistencies in the story and lore, is it?

Bounty hunters are different, they've got a long tradition of badassery: like staring down a guy who strangles generals for kicks.

You could always try reading the class description on the website.


Title: Re: SWTOR
Post by: Malakili on April 27, 2010, 08:12:29 PM
The Trooper is just supposed to be the KOTOR version of a Republic Commando or ARC:Trooper.

I'm totally down with the idea of your character being an actual squad of Troopers though, but I'm one of the few people who seemed to really like The Republic Commando game.

Even with just the one Trooper though, just make him feel like this guy:
(http://www.nexuszero.net/Img/clone_wars.gif)




-edit- I've totally made this same post already, but like 50 pages ago, Haven't I?

Star Wars thread (lots of posts!)  + slow trickle of new information = lots of repetition.   Oh well, I think it says more about the state of the MMO industry that we've already got this baby up to 80+ pages before the game is beta.  I wish we had something else/better to talk about in this forum, but hell, even the Darkfall thread is back up near the top lately. 


Title: Re: SWTOR
Post by: Lantyssa on April 27, 2010, 08:55:08 PM
-edit- I've totally made this same post already, but like 50 pages ago, Haven't I?
Someone did, if it wasn't you.

I'm fine with it, personally.  You'll be killing the cannon-fodder.  Your trooper is the elite of the elite.  The N7 of Star Wars.


Title: Re: SWTOR
Post by: Margalis on April 27, 2010, 09:14:08 PM
You could always try reading the class description on the website.

You mean this?

Quote
In the years since the Treaty of Coruscant, the Jedi have withdrawn in significant numbers to their homeworld of Tython. Their presence in the Republic military, though still significant, is not what it was during the war. In many ways, the Republic’s newly-trained elite Troopers have stepped up to take charge of the Republic’s defenses.

So basically Troopers aren't as powerful as Jedi but there just aren't enough Jedi to go around and they're the best of the rest. Which would make a lot of sense in SWG but not so much in SWTOR. Their entire class description reads like someone trying to be polite. You guys are pretty skillful I guess and also great buds!

"Troopers aren't as powerful as Jedi" is a pretty no-duh statement by the way. I hope that isn't controversial. What the hell is the point of Jedi and their super high midichlorian counts if they aren't any better than a dude with a gun and some training?

Not that I really care how close this game follows the cringe-inducing Star Wars canon - in fact the less it has to do with Star Wars the better. But Jedi are obviously more powerful than random other dudes, that's basically the only compelling aspect of Star Wars at this point.

They wanted a Bounter Hunter equivalent so they made up something for utilitarian reasons. And really Bounty Hunters are also dumb as a concept. Boba Fett didn't do jack shit and the new movies are jokes so I'm not sure how anyone thinks that Bounty Hunters are somehow equivalent to Jedi, especially when a Jedi could always just pick up Bounty Hunting and be a billion times better at it than a normal person. (Jedi Bounty Hunter - is your mind blown?) I suppose this is where some EU nerd informs me that Lodu Blistarius, a Morongovian Bounty Hunter, took on 3 Jedi and won in Star Wars: Empire's Reach: The Hastening.

PS: I love Star Wars, can you tell?


Title: Re: SWTOR
Post by: Velorath on April 27, 2010, 10:28:47 PM
Well, I guess you get partial credit for copying about 25% of it at least, even though you seem to have intentionally ignorned the most relevant bits.


Title: Re: SWTOR
Post by: Sheepherder on April 27, 2010, 11:29:42 PM
Like the parts that neglect to mention why they're suddenly capable of a 1v1 versus a Sith?


Title: Re: SWTOR
Post by: Margalis on April 28, 2010, 12:06:33 AM
Wheaties - The Breakfast of Champions.

Quote
They are equipped to face any foe in any environment, but it’s not their gear that makes them tough—it’s their guts. The Troopers’ greatest weapons are their indomitable spirit, their unwavering sense of duty and their undying loyalty to each other and to the ideals that the Republic represent.

Quite unlike the slovenly, cowardly, treacherous Jedi.

I also like this bit:

Quote
For decades, the armed forces of the Galactic Republic defended their civilization against the seemingly unstoppable Sith Empire.

Defenders of good writing to arms!


Title: Re: SWTOR
Post by: Velorath on April 28, 2010, 12:08:09 AM
If you really want to be a lore nerd over it.  Otherwise it does an adequate job of explaining for the purposes of a game.


Title: Re: SWTOR
Post by: Margalis on April 28, 2010, 12:12:34 AM
If you really want to be a lore nerd over it.  Otherwise it does an adequate job of explaining for the purposes of a game.

I have to agree. Obviously a combat class other than Jedi is going to be a bit of a contrivance but now that the game is saddled with an awful license there's no need to double down by making sure that awfulness rigidly defines the game.

Although I will say that controlling a group of dudes is a great idea, and hence will never happen, as Star Wars and good ideas are like matter and anti-matter.


Title: Re: SWTOR
Post by: Velorath on April 28, 2010, 01:45:37 AM
Anyhow, I think the important part of the class description is this:

Quote
In the wake of the Treaty of Coruscant, the Republic military has begun recruiting from within its own ranks, creating cutting-edge Special Forces squads for the inevitable day when the war with the Sith Empire begins anew. These advanced strike teams are comprised of only the most talented and disciplined soldiers—a new breed of elite Republic Troopers.

Sounds like PC Troopers are essentially the best of the best.  That's about as good of an explanation as it's going to get.

Also, controlling a squad of Troopers would be cool (I think in the past in this thread, people have used the City of Villains Mastermind class as an example of this kind of gameplay), but in the case of SWTOR I think it would be a little tricky for Bioware from a class story standpoint.  A guy controlling a squad of disposable Troopers might be a little less exciting in conversations than a Jedi or Bounty Hunter.




Title: Re: SWTOR
Post by: Kageru on April 28, 2010, 02:50:45 AM

Controlling a squad, just to make Jedi feel better, at a cost to my ability to identify with my character is a bad idea.

If the best Jedi need to be more powerful than the best non-jedi then they should have been NPC's. Though of course trying to sell the general public, who they need for their 2 million subs, on classes other than Jedi is going to be a tough slog.


Title: Re: SWTOR
Post by: Koyasha on April 28, 2010, 04:13:45 AM
Wheaties - The Breakfast of Champions.

Quote
They are equipped to face any foe in any environment, but it’s not their gear that makes them tough—it’s their guts. The Troopers’ greatest weapons are their indomitable spirit, their unwavering sense of duty and their undying loyalty to each other and to the ideals that the Republic represent.

Quite unlike the slovenly, cowardly, treacherous Jedi.
Well frankly the Jedi are pretty damn treacherous.  Speaking from the parts I know (basically just movies and KOTOR) I don't know a single Jedi off-hand who isn't a blatant liar and manipulator, even to the people on their own side.  And loyalty to the republic?  Let's not forget the Mandalorian Wars, when the Jedi (the ones in charge, anyway) sat on their hands and did nothing.  Yaaah, lotsa loyalty and duty there.  So I think the troopers might just have a couple edges in those departments.


Title: Re: SWTOR
Post by: Ratman_tf on April 28, 2010, 04:15:07 AM
I think the point is more along the lines of  being surprised that a Class in the MMO is being made out characters that existed in the movies for the express purpose of being mowed down by the dozens.  It would be kind of like making a class out of "peon" in the warcraft universe.

If you take the Clone Wars cartoon as close to canon (Which I do, since Lucas seems to have a good deal of actual input into the series, not just "Sure, slap the SW name on that sucka and give me my check.") there are plenty of examples of named character Trooper type characters.


Title: Re: SWTOR
Post by: Ratman_tf on April 28, 2010, 04:21:33 AM
They wanted a Bounter Hunter equivalent so they made up something for utilitarian reasons. And really Bounty Hunters are also dumb as a concept. Boba Fett didn't do jack shit and the new movies are jokes so I'm not sure how anyone thinks that Bounty Hunters are somehow equivalent to Jedi, especially when a Jedi could always just pick up Bounty Hunting and be a billion times better at it than a normal person. (Jedi Bounty Hunter - is your mind blown?) I suppose this is where some EU nerd informs me that Lodu Blistarius, a Morongovian Bounty Hunter, took on 3 Jedi and won in Star Wars: Empire's Reach: The Hastening.

Thank god it's make clear in the movies that Jedi are immortal, infalliable and unstoppable. They're not a billion times better, they're a zillion, grillion, ka-ma-ba-illion times better at everything and anything.


Title: Re: SWTOR
Post by: Murgos on April 28, 2010, 04:37:34 AM

Controlling a squad, just to make Jedi feel better, at a cost to my ability to identify with my character is a bad idea.

X-Com showed me 15 years ago that I have no problem identifying with a whole squad or even a robot tank (or Ultima 3 20 years before that or heck any party based RPG even).

But yeah, fuck an original play mechanic, let's stick with the same old, same old. 


Title: Re: SWTOR
Post by: Velorath on April 28, 2010, 05:52:02 AM
Doing something just for the sake of being original, regardless of whether or not it fits in with the kind of game you're making is a bad idea.  Is it possible to identify with a squad if characters like you did in X-Com?  Sure, but in a completely different manner than Bioware uses in their games.  It doesn't fit to have seven classes that all have personal stories, and then have one class that made up of generic fodder.  Even if you take in a role as their commander, your options in conversations would largely be limited to "yes sir".

Edit:  Also, it's a slightly modified pet class.  It isn't all that original of a mechanic.  As I mentioned a few posts up, it's pretty much the CoV Mastermind class.


Title: Re: SWTOR
Post by: Murgos on April 28, 2010, 06:03:26 AM
Doing something just for the sake of being original, regardless of whether or not it fits in with the kind of game you're making is a bad idea.  Is it possible to identify with a squad if characters like you did in X-Com?  Sure, but in a completely different manner than Bioware uses in their games.  It doesn't fit to have seven classes that all have personal stories, and then have one class that made up of generic fodder.  Even if you take in a role as their commander, your options in conversations would largely be limited to "yes sir".

Edit:  Also, it's a slightly modified pet class.  It isn't all that original of a mechanic.  As I mentioned a few posts up, it's pretty much the CoV Mastermind class.

Whatever.


Title: Re: SWTOR
Post by: WindupAtheist on April 28, 2010, 07:30:46 AM
PS: I love Star Wars, can you tell?

Yeah, I know what it needs to be in order for you to like it.  :awesome_for_real:

(http://i38.photobucket.com/albums/e121/GrimDysart/JKOTOR-1.jpg)

I don't really give a shit about this game or this thread, but I've been waiting forever to use that again...


Title: Re: SWTOR
Post by: Mosesandstick on April 28, 2010, 07:43:48 AM
Isn't Bastilla a bit old for pedobear? Mission?


Title: Re: SWTOR
Post by: Rasix on April 28, 2010, 07:48:52 AM
PS: I love Star Wars, can you tell?

Yeah, I know what it needs to be in order for you to like it.  :awesome_for_real:

(http://i38.photobucket.com/albums/e121/GrimDysart/JKOTOR-1.jpg)

I don't really give a shit about this game or this thread, but I've been waiting forever to use that again...

Nah, you've got him pegged wrong.  He'll want Mario and waggle controls.  :awesome_for_real:


Title: Re: SWTOR
Post by: Lantyssa on April 28, 2010, 08:35:07 AM
Doing something just for the sake of being original, regardless of whether or not it fits in with the kind of game you're making is a bad idea.  Is it possible to identify with a squad if characters like you did in X-Com?  Sure, but in a completely different manner than Bioware uses in their games.  It doesn't fit to have seven classes that all have personal stories, and then have one class that made up of generic fodder.  Even if you take in a role as their commander, your options in conversations would largely be limited to "yes sir".
I guess I need to be a little more direct than not so subtle references:  Mass Effect.  Shepard is a soldier and a bad-ass, not fodder.

Not that I see anything wrong with a Mastermind equivalent.  I was quite capable of assigning my robots personalities since I could name them.  It wouldn't be a stretch to allow actual personalities being assigned, whether by the writers or a player choice at creation, since the stories are custom written for each class anyways.  We already know they're not going that route though, so I'm not sure it matters.


Title: Re: SWTOR
Post by: UnSub on April 28, 2010, 08:44:12 AM
On the road to page 100; still waiting for BioWare to release more meat on the game.

... which they shouldn't, because telling people the truth will only destroy their dreams.


Title: Re: SWTOR
Post by: SnakeCharmer on April 28, 2010, 09:00:32 AM
Shepard is a soldier and a bad-ass, not fodder.

Splitting hairs maybe, but he's a Spectre.  At the same time, he can be any number of other 'classes', but what makes him the supreme bad ass is the Spectre designation.

Not really sure if I am disagreeing with you or not, so...Yeah.


Title: Re: SWTOR
Post by: Lantyssa on April 28, 2010, 09:24:14 AM
Shepard got chosen to be a Spectre because of her abilities as a soldier.  All that designation did is give her a new series of pick up lines and made it so the military requested she take missions instead of ordering her.


Title: Re: SWTOR
Post by: WindupAtheist on April 28, 2010, 09:33:32 AM
Shepard existed in a universe where there were no Jedi to whoop his ass.  :oh_i_see:


Title: Re: SWTOR
Post by: SnakeCharmer on April 28, 2010, 09:38:20 AM
Shepard got chosen to be a Spectre because of her abilities as a soldier.  All that designation did is give her a new series of pick up lines and made it so the military requested she take missions instead of ordering her.

Maybe.

But Spectre's got better gear and training than non Spectres.  And if I remember right, they got new abilities in ME1.  I might be wrong though.  Or was it just bonuses to damage or existing abilities?

Would a Jedi or Sith still be a Jedi or Sith without someone handing them a saber and training them?


Title: Re: SWTOR
Post by: LK on April 28, 2010, 10:08:23 AM
Her abilities? Don't you mean his?

I keed. :P

Shepard has a plot shield much the same way a Jedi "bound by destiny" (needing to survive for sake of plot) has one. If we were to honestly put Shepard up against a Jedi, then Shepard would be fucked the hell up in most class specifications except if Shepard was a biotic which is about as equivalent to the Force as you can get. At that point the lightsaber would be the advantage for the Jedi as Shepard couldn't use guns and Mass Effect characters aren't good at close range (Krogan & Shotguns excluded, but a Jedi thinking tactically wouldn't let themselves get pegged by a shotgun).


Title: Re: SWTOR
Post by: Lantyssa on April 28, 2010, 11:57:05 AM
A 'mech would kick both their asses.


Title: Re: SWTOR
Post by: eldaec on April 28, 2010, 12:55:34 PM
Shepard got chosen to be a Spectre because of her abilities as a soldier.  All that designation did is give her a new series of pick up lines and made it so the military requested she take missions instead of ordering her.

Maybe.

But Spectre's got better gear and training than non Spectres.  And if I remember right, they got new abilities in ME1.  I might be wrong though.  Or was it just bonuses to damage or existing abilities?

Would a Jedi or Sith still be a Jedi or Sith without someone handing them a saber and training them?

Last I checked, Shepherd's special training consisted of a rousing tune played pianoforte while being told by some blue council wench that "hey, you're a spectre now, go do spectre shit.".


Title: Re: SWTOR
Post by: eldaec on April 28, 2010, 01:02:05 PM
This thread is past 100k views.

Even 'that' twitch thread only made 63k. Only a year to go before launch!

f13 sure does love to talk about star wars.


Title: Re: SWTOR
Post by: Velorath on April 28, 2010, 01:12:15 PM
If we were to honestly put Shepard up against a Jedi, then Shepard would be fucked the hell up in most class specifications except if Shepard was a biotic which is about as equivalent to the Force as you can get. At that point the lightsaber would be the advantage for the Jedi as Shepard couldn't use guns and Mass Effect characters aren't good at close range (Krogan & Shotguns excluded, but a Jedi thinking tactically wouldn't let themselves get pegged by a shotgun).

Kinda hard to say any of that considering the Star Wars franchise isn't consistent with how powerful the Jedi are.  I'd say in the original Trilogy, they way they're portrayed I think they'd be very beatable.  Even the prequel Jedi would be vulnerable to heavy weapons though (can't block explosions or fire with a lightsaber).


Title: Re: SWTOR
Post by: eldaec on April 28, 2010, 01:21:03 PM
Maybe some jedi are more powerful than other jedi.


Title: Re: SWTOR
Post by: Ingmar on April 28, 2010, 01:22:25 PM
Maybe some jedi are more powerful than other jedi.

Like they're higher level or something!


Title: Re: SWTOR
Post by: Velorath on April 28, 2010, 01:32:06 PM
Maybe some jedi are more powerful than other jedi.

All the Jedi in the original trilogy are characters that should be fairly powerful (and I'm sure if Lucas had the technology he'd edit that Vader Obi-Wan fight to have them doing flips and force power shit).


Title: Re: SWTOR
Post by: Fordel on April 28, 2010, 01:44:01 PM
Maybe they don't want to make the Trooper squad based, because it would be 4x the voice work and writing to really flesh out a 4 man squad.


Title: Re: SWTOR
Post by: eldaec on April 28, 2010, 03:09:20 PM
Maybe some jedi are more powerful than other jedi.

All the Jedi in the original trilogy are characters that should be fairly powerful (and I'm sure if Lucas had the technology he'd edit that Vader Obi-Wan fight to have them doing flips and force power shit).

Maybe the Jedi in the original trilogy are just so fucking powerful that they are beyond your ability to comprehend how awesome they are.


Title: Re: SWTOR
Post by: Sheepherder on April 28, 2010, 03:43:35 PM
Maybe they don't want to make the Trooper squad based, because it would be 4x the voice work and writing to really flesh out a 4 man squad.

Nothing says they have to be anything more than a squad of drones with the player being the commander.  Check WUA's Radicalthon if you need proof.

None of this would be a problem if Lucas hadn't gone totally super-saiyan with the Jedi.


Title: Re: SWTOR
Post by: Velorath on April 28, 2010, 03:57:50 PM
Maybe some jedi are more powerful than other jedi.

All the Jedi in the original trilogy are characters that should be fairly powerful (and I'm sure if Lucas had the technology he'd edit that Vader Obi-Wan fight to have them doing flips and force power shit).

Maybe the Jedi in the original trilogy are just so fucking powerful that they are beyond your ability to comprehend how awesome they are.

If only there was such an easy explanation as to why the main villain of all six movies is dispatched not through force powers or lightsaber combat, but from being picked up and tossed down a big fucking pit.  Something akin to the conversation between Yoda and Dooku about how they're too evenly matched with force powers so the fight has to be decided with lightsabers, except it would be more like:

Emperor:  It is obvious that this contest cannot be decided by our knowledge of the Force but by our skills with a ... WHAT THE FUCK, PUT ME DOWN!?!



Title: Re: SWTOR
Post by: eldaec on April 28, 2010, 04:01:37 PM
Maybe they don't want to make the Trooper squad based, because it would be 4x the voice work and writing to really flesh out a 4 man squad.

Nothing says they have to be anything more than a squad of drones with the player being the commander.  Check WUA's Radicalthon if you need proof.

None of this would be a problem if Lucas hadn't gone totally super-saiyan with the Jedi.

That would be super-saiyan with different Jedi in a different time period? If only there was some way lore could be devised in such that martial power balance might change over the course of several millennia...


Title: Re: SWTOR
Post by: Merusk on April 28, 2010, 04:04:41 PM
Maybe some jedi are more powerful than other jedi.

All the Jedi in the original trilogy are characters that should be fairly powerful (and I'm sure if Lucas had the technology he'd edit that Vader Obi-Wan fight to have them doing flips and force power shit).

Lucas' current mode of explaining away the differences between the series is as follows.   Luke was barely trained, Obi-Wan was an old man near death (you didn't see Tyrannus doing a lot of flip-flops, either) and Vader is a mechanical monstrosity with only one real limb.


Title: Re: SWTOR
Post by: eldaec on April 28, 2010, 04:25:54 PM
Maybe some jedi are more powerful than other jedi.

All the Jedi in the original trilogy are characters that should be fairly powerful (and I'm sure if Lucas had the technology he'd edit that Vader Obi-Wan fight to have them doing flips and force power shit).

Maybe the Jedi in the original trilogy are just so fucking powerful that they are beyond your ability to comprehend how awesome they are.

If only there was such an easy explanation as to why the main villain of all six movies is dispatched not through force powers or lightsaber combat, but from being picked up and tossed down a big fucking pit.  Something akin to the conversation between Yoda and Dooku about how they're too evenly matched with force powers so the fight has to be decided with lightsabers, except it would be more like:

Emperor:  It is obvious that this contest cannot be decided by our knowledge of the Force but by our skills with a ... WHAT THE FUCK, PUT ME DOWN!?!

It's like poetry they rhyme, every stanza ryhmes with....    oh man I crack myself up.


Title: Re: SWTOR
Post by: Sheepherder on April 28, 2010, 04:35:52 PM
That would be super-saiyan with different Jedi in a different time period? If only there was some way lore could be devised in such that martial power balance might change over the course of several millennia...

Just FYI: The Old Republic where they would have to place the improved technology for Jedi fighting is before the super-saiyan prequels, not after.

Which is before the original trilogy where it's old men fighting cyborgs, fighting young men, fighting an old man who gets thrown into a pit by a cyborg - apparently the Jedi's Achilles heel.  Which is why Luke is the most awesome Jedi ever: not just once, but twice he manages to escape from certain doom in a pit.


Title: Re: SWTOR
Post by: Fordel on April 28, 2010, 04:47:34 PM
I don't even know who is arguing what anymore at this point!  :why_so_serious:


Title: Re: SWTOR
Post by: pxib on April 28, 2010, 04:51:06 PM
Which is before the original trilogy where it's old men fighting cyborgs, fighting young men, fighting an old man who gets thrown into a pit by a cyborg - apparently the Jedi's Achilles heel.  Which is why Luke is the most awesome Jedi ever: not just once, but twice he manages to escape from certain doom in a pit.
So the lack of permadeath is canon.


Title: Re: SWTOR
Post by: tmp on April 28, 2010, 05:04:28 PM
Maybe some jedi are more powerful than other jedi.

Like they're higher level or something!
Or like they put more points in their midichlorian count stat.


Title: Re: SWTOR
Post by: Ollie on April 29, 2010, 02:25:30 AM
I don't even know who is arguing what anymore at this point!  :why_so_serious:

Precisely the reason I feel really good about sitting this one out. SW lore is far too serious a business. I'd just break down in tears, and no one needs to see that.


Title: Re: SWTOR
Post by: WindupAtheist on April 29, 2010, 03:56:36 AM
Lucas' current mode of explaining away the differences between the series is as follows.   Luke was barely trained, Obi-Wan was an old man near death (you didn't see Tyrannus doing a lot of flip-flops, either) and Vader is a mechanical monstrosity with only one real limb.

Not even that. The only limb he didn't lose against Obi-Wan was his cybernetic one. Dude was literally a head, torso, and some stumps inside that suit. Someone on another forum once kicked off a giant nerd-war by posing the question of whether Ep. 3 Anakin could take out Ep. 4-6 Vader if they somehow fought.


Title: Re: SWTOR
Post by: Riggswolfe on April 29, 2010, 04:32:52 AM
Lucas' current mode of explaining away the differences between the series is as follows.   Luke was barely trained, Obi-Wan was an old man near death (you didn't see Tyrannus doing a lot of flip-flops, either) and Vader is a mechanical monstrosity with only one real limb.

Not even that. The only limb he didn't lose against Obi-Wan was his cybernetic one. Dude was literally a head, torso, and some stumps inside that suit. Someone on another forum once kicked off a giant nerd-war by posing the question of whether Ep. 3 Anakin could take out Ep. 4-6 Vader if they somehow fought.

I'm not going to get involved but...Episode 3 Anakin would totally kick Vader's ass. As would Episode 3 Obi Wan or Yoda.


Title: Re: SWTOR
Post by: Ratman_tf on April 29, 2010, 05:37:20 AM
Lucas' current mode of explaining away the differences between the series is as follows.   Luke was barely trained, Obi-Wan was an old man near death (you didn't see Tyrannus doing a lot of flip-flops, either) and Vader is a mechanical monstrosity with only one real limb.

Not even that. The only limb he didn't lose against Obi-Wan was his cybernetic one. Dude was literally a head, torso, and some stumps inside that suit. Someone on another forum once kicked off a giant nerd-war by posing the question of whether Ep. 3 Anakin could take out Ep. 4-6 Vader if they somehow fought.

Both would break down crying over Padme, and how mean the Jedi were. Tie.


Title: Re: SWTOR
Post by: eldaec on April 29, 2010, 11:29:51 AM
Lucas' current mode of explaining away the differences between the series is as follows.   Luke was barely trained, Obi-Wan was an old man near death (you didn't see Tyrannus doing a lot of flip-flops, either) and Vader is a mechanical monstrosity with only one real limb.

Not even that. The only limb he didn't lose against Obi-Wan was his cybernetic one. Dude was literally a head, torso, and some stumps inside that suit. Someone on another forum once kicked off a giant nerd-war by posing the question of whether Ep. 3 Anakin could take out Ep. 4-6 Vader if they somehow fought.

I'm not going to get involved but...Episode 3 Anakin would totally kick Vader's ass. As would Episode 3 Obi Wan or Yoda.

I'm totally not getting involved in this debate but hey I'm giving you the only acceptable answer to the motion before the house.

Just admit you gave in to the power of the nerd side already. Dignity and self respect are overrated.


Title: Re: SWTOR
Post by: eldaec on April 29, 2010, 11:33:30 AM
Maybe some jedi are more powerful than other jedi.

All the Jedi in the original trilogy are characters that should be fairly powerful (and I'm sure if Lucas had the technology he'd edit that Vader Obi-Wan fight to have them doing flips and force power shit).

Lucas' current mode of explaining away the differences between the series is as follows.   Luke was barely trained, Obi-Wan was an old man near death (you didn't see Tyrannus doing a lot of flip-flops, either) and Vader is a mechanical monstrosity with only one real limb.

BTW, referring to dooku by his sith name means you are broken.

I mean that in the nicest possible way.


Title: Re: SWTOR
Post by: Merusk on April 29, 2010, 05:11:15 PM
TBH I forgot his name was Dooku.  Yes, I am in fact broken.  I refer to Sidious/ Palpy as The Emperor on most occasions it comes up as a topic as well.  (not that there's many of those.)


Title: Re: SWTOR
Post by: Fabricated on April 29, 2010, 07:54:50 PM
Hey guys, if the Hulk and Superman fought in the middle of the sun who would win if the Hulk was really, really, really, really, really, really angry? Discuss


Title: Re: SWTOR
Post by: Furiously on April 29, 2010, 08:52:42 PM
What color is the sun?


Title: Re: SWTOR
Post by: Margalis on April 29, 2010, 11:06:22 PM
And what color is the Hulk?  :awesome_for_real:


Title: Re: SWTOR
Post by: WindupAtheist on April 30, 2010, 01:02:11 AM
The Hulk has nothing to push off from in order to jump, thus he'll be reduced to swimming after Superman. Meanwhile Superman can fly, and do so while leaving his hands free to punch. Therefore Superman easily pummels the Hulk as he tries to doggy paddle through the stellar mass.

You're all a bunch of ubergeeks in denial. I toss a little bit of bait out there, a casual reference to a past nerd-war from a different forum, and watch the board fretfully dance around it, afraid to go for it but unable to resist. YOU KNOW IT TO BE TRUE! GIVE IN TO THE DORK SIDE!


Title: Re: SWTOR
Post by: UnSub on April 30, 2010, 02:41:20 AM
You're all a bunch of ubergeeks in denial.

I can stop being an ubergeek any time I want!

 :grin:


Title: Re: SWTOR
Post by: Ratman_tf on April 30, 2010, 07:50:34 AM
The Hulk has nothing to push off from in order to jump, thus he'll be reduced to swimming after Superman. Meanwhile Superman can fly, and do so while leaving his hands free to punch. Therefore Superman easily pummels the Hulk as he tries to doggy paddle through the stellar mass.

You're all a bunch of ubergeeks in denial. I toss a little bit of bait out there, a casual reference to a past nerd-war from a different forum, and watch the board fretfully dance around it, afraid to go for it but unable to resist. YOU KNOW IT TO BE TRUE! GIVE IN TO THE DORK SIDE!

But the Hulk is really, really, really, really, really, really angry, and all that gamma radiation from the sun will make him uber strong and tough. Superman can fly around and punch him all day long, and he won't even muss the Hulk's hair, much less hurt him.


Title: Re: SWTOR
Post by: ajax34i on April 30, 2010, 08:46:56 AM
The Hulk will win, because he's not really bound by the "Save Humanity" rules of conduct like Superman is, so all he has to do is mess with the Sun.


Title: Re: SWTOR
Post by: NowhereMan on April 30, 2010, 09:16:03 AM
Red Hulk punches Superman and takes his cape because Loeb gets to write it :why_so_serious:


Title: Re: SWTOR
Post by: UnSub on April 30, 2010, 09:21:53 AM
The Hulk and Superman punch each other for a bit, then realise they have a common bond and join up to fight Superboy Prime and and Kryptonite-infused Abomination on the event horizon of a black hole.


Title: Re: SWTOR
Post by: Goreschach on April 30, 2010, 09:24:36 AM
This thread sucks now.



A lot.


Title: Re: SWTOR
Post by: stu on April 30, 2010, 09:25:19 AM
Blinded by the sun's rays they twirl aimlessly, like dandelion seeds, until the two are pulled into the ball of fire. They burn to nothing.


Title: Re: SWTOR
Post by: Malakili on April 30, 2010, 09:26:53 AM
This thread sucks now.



A lot.

This thread has always sucked.  Its jut a different kind of suck now.


Title: Re: SWTOR
Post by: Rasix on April 30, 2010, 09:27:24 AM
Ok. That's enough.


Title: Re: SWTOR
Post by: WindupAtheist on April 30, 2010, 05:52:57 PM
But the Hulk is really, really, really, really, really, really angry, and all that gamma radiation from the sun will make him uber strong and tough. Superman can fly around and punch him all day long, and he won't even muss the Hulk's hair, much less hurt him.

As you can see from this Wikipedia link (http://en.wikipedia.org/wiki/Sunlight#Composition), the sun doesn't give off gamma radiation! Therefore it is obvious that Superman would defeat the Hulk if their battle were held within it! (http://www.oceansofosyrus.com/forums/style_emoticons/default/NerdSmiley.gif)

Ok. That's enough.

Aiiiie!


Title: Re: SWTOR
Post by: UnSub on May 01, 2010, 12:17:46 AM
SWOR to get a book out of the main bad guy's backstory - Darth Maglus (http://www.swtor.com/news/news-article/20100430_001)

December 28 2010 as a launch date? What, are they looking at pre-order numbers to see if it is even worth printing the book? Because between Xmas and New Year would seem to be a dead zone for a book.


Title: Re: SWTOR
Post by: Velorath on May 01, 2010, 01:04:45 AM
Senior Games Developer.

He looked 12.

 :ye_gods:

Glad I wasn't the only one slightly taken aback by that. Not that my reaction in any way reflects the man's credentials or competence, of which I know absolutely nothing about. He might be a design god, and I'd be none the wiser. It's just that he made me feel so very... old.

Yeah, this.

I clearly am not about to comment on anything else.  Fair play to him.


Don't know if I overlooked mention of it in this thread, but you can imagine my surprise when I saw a link in the SWTOR thread on NeoGaf to an F13 interview from 2 1/2 years back that Yoru did with that guy. (http://f13.net/index.php?itemid=609)


Title: Re: SWTOR
Post by: Margalis on May 01, 2010, 02:30:24 AM
Was he a zygote at that point?


Title: Re: SWTOR
Post by: Stabs on May 01, 2010, 05:42:56 AM
I found this on google which should help clarify matters:

Quote
Listed below are some things people have posted about William Wallace.

    * William Wallace - They can take away our lives, but they'll never take away our respawn nodes!
    * William Wallace was the first player to unlock Jedi in SWTOR!!!
    * William Wallace- He leads noobs to their death.
    * William Wallace- The only max level players alive are the ones he's let live.
    * William Wallace doesn't take showers, he takes blood baths.
    * Don't **** with William Wallace.
    * When Chuck Noriss needs help he calls William Wallace.
    * When Bruce Banner gets mad, he turns into the Hulk. When the Hulk gets mad, he turns into William Wallace

The main link was broken but google never forgets!
http://webcache.googleusercontent.com/search?q=cache:O-MfYeCY2aMJ:www.swtor.com/community/showthread.php%3Ft%3D132941+william+wallace+swtor&cd=3&hl=en&ct=clnk&gl=uk


Title: Re: SWTOR
Post by: UnSub on May 01, 2010, 06:03:43 AM
I thought of commenting on Master Wallace's appearance as an 11 year-old-boy, but figured the MMO equivalent of Pint-Sized Powerhouse (http://tvtropes.org/pmwiki/pmwiki.php/Main/PintSizedPowerhouse) applied.

... plus we are never getting into the SWOR beta now.


Title: Re: SWTOR
Post by: Cyrrex on May 01, 2010, 10:30:28 AM
You're all a bunch of ubergeeks in denial. I toss a little bit of bait out there, a casual reference to a past nerd-war from a different forum, and watch the board fretfully dance around it, afraid to go for it but unable to resist. YOU KNOW IT TO BE TRUE! GIVE IN TO THE DORK SIDE!

Honestly, if you look at what the average poster in this thread knows about SW, they are indeed all ubergeeks as you say.  They also don't hate this IP nearly as much as they'd like everyone to believe.

Also, I must be high, but I thought the combat video looked, by MMO comparisons, awesome.  I'm not sure what MMOs you're all playing that have better looking combat than that stuff.  It certainly isn't WoW.  I enjoy LOTRO a good deal, but even its combat is a bunch of cookie cutter crapola.  You are some seriously jaded motherfuckers.


Title: Re: SWTOR
Post by: Merusk on May 01, 2010, 11:13:57 AM
Who the hell said any of us hate Star Wars? I sure as hell don't.  I just don't believe it's a suitable IP for a good MMO.  I feel the same way about most, if not all, book or movie related IPs.


Title: Re: SWTOR
Post by: pxib on May 01, 2010, 02:44:13 PM
Also, I must be high, but I thought the combat video looked, by MMO comparisons, awesome.  I'm not sure what MMOs you're all playing that have better looking combat than that stuff.
I colored the operative parts maroon so they would fade into a dark background and you could imagine those sentences without them. We're not complaining that the combat looks bad compared to WoW or LotRO (though honestly both have superior animation quality), we're complaining that it still looks like ass rather than being the brave new world of seamless cinematic heaven that the interviewed designers seem to be claiming. "Better than WoW" was not a high bar in 2005. In 2010 it's not even a limbo bar.

If they want to claim they're changing the way that MMO combat looks and feels, they have to do better than that video.


Title: Re: SWTOR
Post by: Cyrrex on May 01, 2010, 03:17:39 PM
Also, I must be high, but I thought the combat video looked, by MMO comparisons, awesome.  I'm not sure what MMOs you're all playing that have better looking combat than that stuff.
I colored the operative parts maroon so they would fade into a dark background and you could imagine those sentences without them. We're not complaining that the combat looks bad compared to WoW or LotRO (though honestly both have superior animation quality), we're complaining that it still looks like ass rather than being the brave new world of seamless cinematic heaven that the interviewed designers seem to be claiming. "Better than WoW" was not a high bar in 2005. In 2010 it's not even a limbo bar.

If they want to claim they're changing the way that MMO combat looks and feels, they have to do better than that video.

I have to believe that they are comparing themselves to other MMOs as far as combat is concerned, because it would be utter madness to believe otherwise.  Beyond that, I take your point...MMOs don't exactly have engrossing combat.  I'll also give you that the animations are pretty poor, but it still looks like (relative) fun. 


Title: Re: SWTOR
Post by: pxib on May 01, 2010, 03:28:01 PM
I have to believe that they are comparing themselves to other MMOs as far as combat is concerned, because it would be utter madness to believe otherwise.
Even then they're aiming low. How about more visceral swordplay and sorcery than Age of Conan? More massively cinematic warfare than Planetside? More button-mashy fun than City of Heroes? More tactical complexity than Guild Wars? In order to believe what they're saying they can only be comparing themselves to the least innovative of the Everquest clones.

That's disappointing.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 01, 2010, 07:36:18 PM
This thread...classic.


Title: Re: SWTOR
Post by: Margalis on May 01, 2010, 07:51:34 PM
I for one will gladly admit that I hate Star Wars, and further don't understand how anyone can disagree.

I mean "oh cool, laser swords" can only take you so far.


Title: Re: SWTOR
Post by: Kageru on May 01, 2010, 08:20:06 PM

The recent films have made it possible to retain any fondness for the first two movies?


Title: Re: SWTOR
Post by: Pezzle on May 01, 2010, 08:40:03 PM
If anything they reinforce that fondness.  The stark contrast between  :drill: and   :pedobear: :ye_gods: :heartbreak: remind us of what might have been.


Title: Re: SWTOR
Post by: Typhon on May 01, 2010, 09:22:43 PM
I for one will gladly admit that I hate Star Wars, and further don't understand how anyone can disagree.

I mean "oh cool, laser swords" can only take you so far.

Lol, that being the case, I guess I'm really confused about why you would waste any time in this thread.


Title: Re: SWTOR
Post by: Margalis on May 01, 2010, 09:23:48 PM
To hate on Star Wars and SWTOR.

I mean isn't it obvious?  :awesome_for_real:


Title: Re: SWTOR
Post by: Falconeer on May 02, 2010, 07:45:36 AM
Also, I must be high, but I thought the combat video looked, by MMO comparisons, awesome.  I'm not sure what MMOs you're all playing that have better looking combat than that stuff. 

Easy, Age of Conan (http://www.youtube.com/watch?v=YUnayAspHEw).
Don't forget the HD, and check out 4:35 now that you are there. Remember this is a fanmade e-peen video, not an officially released pre-launch heavily edited teaser one.

SWTOR combat looks ok, but it reeks of scripted hotbar skill/actions. I hope I'm wrong.


Title: Re: SWTOR
Post by: Malakili on May 02, 2010, 07:53:55 AM
[
SWTOR combat looks ok, but it reeks of scripted hotbar skill/actions. I hope I'm wrong.

Yeah, it isn't so much that it is worse than other MMOs, just that MMO combat generally sucks, and this looks no different.


Title: Re: SWTOR
Post by: Typhon on May 02, 2010, 08:14:23 AM
To hate on Star Wars and SWTOR.

I mean isn't it obvious?  :awesome_for_real:

LOL, fair enough


Title: Re: SWTOR
Post by: Rasix on May 02, 2010, 08:17:21 AM
SWTOR combat looks ok, but it reeks of scripted hotbar skill/actions. I hope I'm wrong.

Well, since that's mainly what it was with KOTOR, I don't think you're going to see a big change here.

I thought the ranged combat looked interesting.  I thought the light saber stuff looked static and dull.  I could basically see the GCDs interrupting the action.



Title: Re: SWTOR
Post by: eldaec on May 02, 2010, 01:02:49 PM
SWTOR combat looks ok, but it reeks of scripted hotbar skill/actions. I hope I'm wrong.

Not sure what you were expecting, but this is exactly what SWTOR is.


Title: Re: SWTOR
Post by: UnSub on May 02, 2010, 06:33:16 PM
One thing not shown in the video (that I saw) was targeting reticles. I'm assuming they weren't in there to make things look more exciting.

I fully believe that all melee attacks in MMOs need to be an AOE that reflects the arc of the melee attack, ala AoC. Given that video, I suspect that the damage a lightsaber can do will be still be limited to specific points of contact, not as an AOE swing.


Title: Re: SWTOR
Post by: eldaec on May 03, 2010, 01:44:17 AM
I don't think there has been any suggestion that weapons are aimed? It's select target, select ability, repeat, afaik.

This is not the Planetside you are looking for.


Title: Re: SWTOR
Post by: Ollie on May 03, 2010, 02:38:32 AM
Sadly, it sure looks like tab-targeting and clicky skills all the way.

I fully believe that all melee attacks in MMOs need to be an AOE that reflects the arc of the melee attack, ala AoC.

One of the upcoming MMOGs that seems to go the conical melee AoE and spell-aiming route is TERA (http://www.tera-online.com/), but I'm not really sure what to make of it. Every time I dare look at their website, it tackles me with demonic boobage and swords the size of telephone poles.


Title: Re: SWTOR
Post by: Falconeer on May 03, 2010, 03:17:06 AM
Seriously, more AoC than Planetside.

I know the word out there is that Age of Conan sucks big time, but I'll be damned if melee combat isn't the best in any MMO out there. One could argue that the combo system is not the best solution, but what's keeping everyone from fucking copying (be inspired?) and enhancing AoC melee combat? Which, by the way, is inspired by Golden Axe (et al.), a glorious 1989 game.

What's so bad in trying to put "action" back in MMOs, especially in this one, and especially after the previous Massive Star Wars fail? Nothing more frustrating than having a lightsaber, look at it "autoattack" enemies, and being unable to sheathe, unsheathe and swing it in the air just to hear the swoosh.


Title: Re: SWTOR
Post by: Stabs on May 03, 2010, 04:55:44 AM
The problem with AoC's combat system is using it against moving targets.

Suppose your combo involves picking your move, then pressing Up, Right, Lower Left, Lower Left, Left. It hits 5 times but all the bonus damage is on the last hit.

So a newbie runs up to someone and starts pressing buttons. The opponent steps out of range, circle strafes, and so on. You have to control your character to maintain base to base contact while pressing the correct sequence of buttons. That's really hard to do with mouse and keyboard. You might for instance use your mouse for adjusting facing while using WASD to move and still have to hit those buttons without taking your eyes off your rather tricky opponent to look at your keys.

This is pretty hardcore.

It's part of the reason why AoC vets really love their game - they can do something cool that most other people can't.

But if you resurrected this system for another game, you'd have the same problem with people leaving because their 5th button press which should do the big hit keeps getting out of range errors because they can't press the sequence while keeping close to an evading player.


Title: Re: SWTOR
Post by: Zzulo on May 03, 2010, 05:21:43 AM
I hated AoC melee system in PvP. It was good in PvE, though. Great even. But yeah in PvP as a barbarian (post-multiple nerfs) it was just  a god damn travesty to walk up to someone, initiate your combo (which takes forever so they just move away) and then swing wildly in the air dealing pretty much no damage or missing entirely. The best part is that even if you DO hit them, they will still have moved away from you and can just choose to leave you behind as you'll be trying to fruitlessly get back to them over the distance they covered while you were rooted in place while the animations played.

It just was not fun. Playing as an invincible healer or a caster was actually fun though, since it used a much more consistent system with less horrible shit involved. Casters in AoC, when I played, were incredibly overpowered though. I could stand next to a ToS and hit him forever without a chance of killing him while he killed me with automatic pulsating AoE's.




 I don't know how it is today.


Title: Re: SWTOR
Post by: Ollie on May 03, 2010, 06:14:35 AM
To be fair to AoC, the system hasn't been as horrid as Stabs describes for ages. Funcom scrapped the longest (five-step) combos and made the damage distribution less end-weighted. It's still the same Simon says retardation as it was at launch, though, just a smidgen less so.

How any of this relates to SWTOR, I have no idea.


Title: Re: SWTOR
Post by: UnSub on May 03, 2010, 08:06:43 AM
It was just so we could hit page 100 talking about ...

... I'm still not sure either.

My point was that lightsabers are meant to be live blades at every point, but for that 'cinematic' feel it looks like SWOR combat is going to be closer to the traditional model of stand and attack and only hit what's in front of you. It probably will be more flexible by launch, but given that Jedi have to be viable versus the ranged classes, melee is going to dependent on hitting what they swing at, which relies on calculated hit rolls over positioning and the realities of distance.


Title: Re: SWTOR
Post by: Malakili on May 03, 2010, 08:19:23 AM
It was just so we could hit page 100 talking about ...

... I'm still not sure either.

My point was that lightsabers are meant to be live blades at every point, but for that 'cinematic' feel it looks like SWOR combat is going to be closer to the traditional model of stand and attack and only hit what's in front of you. It probably will be more flexible by launch, but given that Jedi have to be viable versus the ranged classes, melee is going to dependent on hitting what they swing at, which relies on calculated hit rolls over positioning and the realities of distance.

An example of good lightsaber play, in my opinion, was Jedi Outcast, and Jedi Academy.  Those were effectively first person shooter mechanics though.  If someone makes a starwars MMOFPS, maybe we'll see what you are talking about...but I doubt it.


Title: Re: SWTOR
Post by: tmp on May 03, 2010, 09:05:24 AM
To be fair to AoC, the system hasn't been as horrid as Stabs describes for ages. Funcom scrapped the longest (five-step) combos and made the damage distribution less end-weighted. It's still the same Simon says retardation as it was at launch, though, just a smidgen less so.

How any of this relates to SWTOR, I have no idea.

I wonder if it worked better if they borrowed the mechanics from the Witcher and had the bonus damage tied just to hitting "attack moar" button close to defined intervals. Would streamline the controls and put more focus on being within attack range during these key moments (or alternatively, on not being there)

relation to SWTOR: dunno, could apply to saber combat maybe.


Title: Re: SWTOR
Post by: Goreschach on May 03, 2010, 09:16:04 AM
To be fair to AoC, the system hasn't been as horrid as Stabs describes for ages. Funcom scrapped the longest (five-step) combos and made the damage distribution less end-weighted. It's still the same Simon says retardation as it was at launch, though, just a smidgen less so.

How any of this relates to SWTOR, I have no idea.

I wonder if it worked better if they borrowed the mechanics from the Witcher and had the bonus damage tied just to hitting "attack moar" button close to defined intervals. Would streamline the controls and put more focus on being within attack range during these key moments (or alternatively, on not being there)

relation to SWTOR: dunno, could apply to saber combat maybe.

Yeah, because Witcher's combat system was totally awesome and not, you know, universally recognized as one of the most boring and stupid combat systems in an rpg in years.


Title: Re: SWTOR
Post by: PalmTrees on May 03, 2010, 10:00:56 AM
Yeah Witcher combat was kinda boring. If styles had meant more and switching between them in combat was necessary to adapt to your opponents  it might've been more fun.


Title: Re: SWTOR
Post by: Bunk on May 03, 2010, 10:31:09 AM
Yeah Witcher combat was kinda boring. If styles had meant more and switching between them in combat was necessary to adapt to your opponents  it might've been more fun.

No, no it wouldn't have been. Sorry. The mechanic itself was bad - anything that makes you more worried about watching when the little cursor is going to flash distracts you from watching the fight itself - which is bad.

And again, anything like that relies on reliable ping times and lack of lag. Or puting the timing check in the client. I'm sure that wouldn't lead to any issues.


Title: Re: SWTOR
Post by: Falconeer on May 03, 2010, 11:30:22 AM
As someone pointed out, Age of Conan combos are now all about 2 steps long, with 3 being the longest and being seldom used in PvP exactly for the reasons mentioned.

Then, ok scrap AoC combos. I am talking about the "white hits" part. What's wrong with scrapping autoattack in MMORPGs and putting back the simple mechanic of having to press a button every time you want to swing your weapon?


Title: Re: SWTOR
Post by: Ingmar on May 03, 2010, 11:45:38 AM
As someone pointed out, Age of Conan combos are now all about 2 steps long, with 3 being the longest and being seldom used in PvP exactly for the reasons mentioned.

Then, ok scrap AoC combos. I am talking about the "white hits" part. What's wrong with scrapping autoattack in MMORPGs and putting back the simple mechanic of having to press a button every time you want to swing your weapon?

Because sometimes you have to get up to answer the door. Would suck if my guy couldn't autoattack an NPC in the meantime when that happens!

Seriously though, there are a lot of people who don't want to turn their rpg combat into action-game combat. A lot.


Title: Re: SWTOR
Post by: Cyrrex on May 03, 2010, 11:47:28 AM
As someone pointed out, Age of Conan combos are now all about 2 steps long, with 3 being the longest and being seldom used in PvP exactly for the reasons mentioned.

Then, ok scrap AoC combos. I am talking about the "white hits" part. What's wrong with scrapping autoattack in MMORPGs and putting back the simple mechanic of having to press a button every time you want to swing your weapon?

Because sometimes you have to get up to answer the door. Would suck if my guy couldn't autoattack an NPC in the meantime when that happens!

Seriously though, there are a lot of people who don't want to turn their rpg combat into action-game combat. A lot.

Not that I don't agree with you, but then why are we always complaining about the current combat paradigm?  We don't even know what we want, that's the problem.


Title: Re: SWTOR
Post by: tmp on May 03, 2010, 12:27:16 PM
Yeah, because Witcher's combat system was totally awesome and not, you know, universally recognized as one of the most boring and stupid combat systems in an rpg in years.
Yeah, because Witcher's combat system had the NPCs circle-strafe you and do all kind of shit to avoid getting hit, rather than the timed key presses being the only component that mattered.

Oh, wait.

Srsly, it's no so complicated it'd require pie chart, is it? Intricate movement + intricate combat (AoC) = too much to handle. No movement + simple combat (Witcher) = boring. But perhaps then in the middle (intricate movement + simple combat) is something that people might find neither too much nor too boring. Perish the thought.

edit:

No, no it wouldn't have been. Sorry. The mechanic itself was bad - anything that makes you more worried about watching when the little cursor is going to flash distracts you from watching the fight itself - which is bad.
Wouldn't that be UI issue, rather than the mechanics? After all the player getting obsessed with the little flashing cursor rather than the fight is pretty much result of the cue being put on the cursor in the first place.


Title: Re: SWTOR
Post by: LK on May 03, 2010, 12:47:10 PM
I think FFXIV is experimenting with positioning affecting combat, so maybe a little movement there.


Title: Re: SWTOR
Post by: Sheepherder on May 03, 2010, 12:55:29 PM
But perhaps then in the middle (intricate movement + simple combat) is something that people might find neither too much nor too boring. Perish the thought.

Agreed.  WoW pvp is pretty cool. :why_so_serious:


Title: Re: SWTOR
Post by: eldaec on May 03, 2010, 12:56:31 PM
(http://dl.dropbox.com/u/318368/100_darth_vader.gif)



Title: Re: SWTOR
Post by: eldaec on May 03, 2010, 01:09:22 PM
I can the understand the 'wishing we had something different'. Mass Effect combat at least would be pretty cool.

But

1) That is not what this product is.
2) There is plenty more than can be done with the select target, select action model that typical bioware rpgs use.

In particular much greater impact on and from positional, facing, and environmental conditions, conditional abilities, countermoves, etc etc.


Title: Re: SWTOR
Post by: Ratman_tf on May 03, 2010, 01:54:28 PM
I can the understand the 'wishing we had something different'. Mass Effect combat at least would be pretty cool.

But

1) That is not what this product is.
2) There is plenty more than can be done with the select target, select action model that typical bioware rpgs use.

In particular much greater impact on and from positional, facing, and environmental conditions, conditional abilities, countermoves, etc etc.

(http://1.bp.blogspot.com/_R-OiK1I9GyU/SX49n_vJrbI/AAAAAAAAAEI/CcsFVVaX9rg/S1600-R/SuperEffective-Clean.gif)

I'm not pulling your chain either. I agree. I'd rather see more RPGish combat elements than just making a MMORPG with twitch action and thinking that will accomplish anything besides piss off a huge chunk of the players.


Title: Re: SWTOR
Post by: UnSub on May 03, 2010, 06:53:36 PM
No, no it wouldn't have been. Sorry. The mechanic itself was bad - anything that makes you more worried about watching when the little cursor is going to flash distracts you from watching the fight itself - which is bad.

If you play it in hard, the cursor doesn't flash and you have to actually watch the screen to work out when to hit the next attack. Protip: Don't play easy mode, then complain it is boring.

However, all this just throws back things into two camps: the "I want turn-based RPG combat because my meat sausages only let me mash the keyboard if I hurry" and the "FIREFIREFIREIMONSPEEEEEEEEEEEDANDITSONLY5SLEEPSTOXMAS" group. You can't have a combat system that suits both unless you build two different systems that don't completely overlap.

Autoattack is a pox on MMOs, in my opinon, but a lot of people seem to like it because it means they don't have to watch the character as closely.


Title: Re: SWTOR
Post by: tmp on May 03, 2010, 07:06:27 PM
Agreed.  WoW pvp is pretty cool. :why_so_serious:
It'd be if it didn't make people watch just their skill cooldowns on the toolbar instead of the action :oh_i_see:


Title: Re: SWTOR
Post by: Nija on May 03, 2010, 09:02:03 PM
I think for the best melee experience you need a little sticky melee crossed with Arkham Asylum melee.


Title: Re: SWTOR
Post by: Ingmar on May 03, 2010, 09:59:31 PM
As someone pointed out, Age of Conan combos are now all about 2 steps long, with 3 being the longest and being seldom used in PvP exactly for the reasons mentioned.

Then, ok scrap AoC combos. I am talking about the "white hits" part. What's wrong with scrapping autoattack in MMORPGs and putting back the simple mechanic of having to press a button every time you want to swing your weapon?

Because sometimes you have to get up to answer the door. Would suck if my guy couldn't autoattack an NPC in the meantime when that happens!

Seriously though, there are a lot of people who don't want to turn their rpg combat into action-game combat. A lot.

Not that I don't agree with you, but then why are we always complaining about the current combat paradigm?  We don't even know what we want, that's the problem.

Well I'm not really complaining about it. So part of it is I think we need to stop mistaking 'us' for a group that all have any kind of unified opinion or even generally dislike MMO combat as it stands.


Title: Re: SWTOR
Post by: Cyrrex on May 04, 2010, 07:36:23 AM
As someone pointed out, Age of Conan combos are now all about 2 steps long, with 3 being the longest and being seldom used in PvP exactly for the reasons mentioned.

Then, ok scrap AoC combos. I am talking about the "white hits" part. What's wrong with scrapping autoattack in MMORPGs and putting back the simple mechanic of having to press a button every time you want to swing your weapon?

Because sometimes you have to get up to answer the door. Would suck if my guy couldn't autoattack an NPC in the meantime when that happens!

Seriously though, there are a lot of people who don't want to turn their rpg combat into action-game combat. A lot.

Not that I don't agree with you, but then why are we always complaining about the current combat paradigm?  We don't even know what we want, that's the problem.

Well I'm not really complaining about it. So part of it is I think we need to stop mistaking 'us' for a group that all have any kind of unified opinion or even generally dislike MMO combat as it stands.

I was talking about the general "we", but anway, yeah.  It's kind of impossible when we want some sort of exciting, cinematic, dymanic and action oriented combat...and yet, we need auto-attack available for whenever the microwave dings and our hot pockets are ready.  Or better yet, half the crowd complains about their lack of twitch abilities and require us to slow everything down.  "We" contradict our selves and can't define what we want.  You can't get people in this thread ot even remotely agree on what good combat is.  So, the big developers trying to cater to the masses, find the lowest common denominator and within those tight confines try to make something sort of interesting.  That's what big corporations do.

I know!  Make two SWTORs.  One with traditional MMO point and click with cooldowns, and another using Jedi Outcast style combat (you can still "level" quite easily with FPS combat).  Yes, I know it would take two completely different engines and rules.  It would still sell like fucking hotcakes.


Title: Re: SWTOR
Post by: Sky on May 04, 2010, 08:00:51 AM
another using Jedi Outcast style combat
So do you favor client-side calculations or latency? In a pvp setting, which client calculation would be authoritative?


Title: Re: SWTOR
Post by: Cyrrex on May 04, 2010, 08:06:49 AM
another using Jedi Outcast style combat
So do you favor client-side calculations or latency? In a pvp setting, which client calculation would be authoritative?

Whichever one better lets me melt face, obviously.

Or answer B, which is "use whatever JO already uses, because that works fine"

Or answer C, which is where I state that this doesn't really look like a PvP game anwway (and even so, the majority don't care about it), so who cares?


Title: Re: SWTOR
Post by: Ollie on May 04, 2010, 09:07:45 AM
Amidst all this fun fantasizing about MMOG combat, it might be sobering to watch how the combat in SWTOR will most likely turn out. It's been a few months already, but Bioware did show us a brief glimpse of PvP in all its skillbar goodness in one of their previous developer diaries, namely the Designing the Dark Side trailer (http://www.swtor.com/media/trailers/developer-dispatch-5). Same clip on YouTube here (http://www.youtube.com/watch?v=NvwgiOunlCc).

Totally non-NDA breaking. Watch from 3:50 on. It's... well, pretty much exactly what one would expect.  :oh_i_see:


Title: Re: SWTOR
Post by: Slayerik on May 04, 2010, 09:10:28 AM
Whoa boy, that looks exciting!  :ye_gods: And nothing like WoW!


Title: Re: SWTOR
Post by: SnakeCharmer on May 04, 2010, 09:15:02 AM
But...but...you use specials to build UP your action mana rage force pool to unlock other abilities!  So the more you spam the more buttons you get to press! 

New!
Unique!
Exciting!
Innovative!

 :awesome_for_real:


Title: Re: SWTOR
Post by: HaemishM on May 04, 2010, 09:38:11 AM
Amidst all this fun fantasizing about MMOG combat, it might be sobering to watch how the combat in SWTOR will most likely turn out. It's been a few months already, but Bioware did show us a brief glimpse of PvP in all its skillbar goodness in one of their previous developer diaries, namely the Designing the Dark Side trailer (http://www.swtor.com/media/trailers/developer-dispatch-5). Same clip on YouTube here (http://www.youtube.com/watch?v=NvwgiOunlCc).

Could that combat look any less interesting?

I also love how they totally take the 3 Sith characters shown and extrapolate clothing choices based on those 3 characters and yet still manage to interpret it WRONG. Vader didn't choose armor, he got cut to bits and was forced into it. I didn't see Darth Maul running around in fucking armor.


Title: Re: SWTOR
Post by: Rasix on May 04, 2010, 10:28:49 AM
Amidst all this fun fantasizing about MMOG combat, it might be sobering to watch how the combat in SWTOR will most likely turn out. It's been a few months already, but Bioware did show us a brief glimpse of PvP in all its skillbar goodness in one of their previous developer diaries, namely the Designing the Dark Side trailer (http://www.swtor.com/media/trailers/developer-dispatch-5). Same clip on YouTube here (http://www.youtube.com/watch?v=NvwgiOunlCc).

Could that combat look any less interesting?

I also love how they totally take the 3 Sith characters shown and extrapolate clothing choices based on those 3 characters and yet still manage to interpret it WRONG. 

Can't have iconic Sith giant shoulder armor otherwise.  Tier 8 will have miniature star destroyers jutting in all directions.


Title: Re: SWTOR
Post by: Malakili on May 04, 2010, 10:31:06 AM
Amidst all this fun fantasizing about MMOG combat, it might be sobering to watch how the combat in SWTOR will most likely turn out. It's been a few months already, but Bioware did show us a brief glimpse of PvP in all its skillbar goodness in one of their previous developer diaries, namely the Designing the Dark Side trailer (http://www.swtor.com/media/trailers/developer-dispatch-5). Same clip on YouTube here (http://www.youtube.com/watch?v=NvwgiOunlCc).

Could that combat look any less interesting?

I also love how they totally take the 3 Sith characters shown and extrapolate clothing choices based on those 3 characters and yet still manage to interpret it WRONG. 

Can't have iconic Sith giant shoulder armor otherwise.  Tier 8 will have miniature star destroyers jutting in all directions.

As long as tier 9 has death star shoulders with functioning super lasers, I'm in.


Title: Re: SWTOR
Post by: palmer_eldritch on May 04, 2010, 10:40:15 AM
The video gives the impression that Sith warrior and inquisitor could just as easily be called death knight and warlock, or just evil tank and evil wizard. I liked the crazy armour and robe designs though.


Title: Re: SWTOR
Post by: Cyrrex on May 04, 2010, 10:43:41 AM
Amidst all this fun fantasizing about MMOG combat, it might be sobering to watch how the combat in SWTOR will most likely turn out. It's been a few months already, but Bioware did show us a brief glimpse of PvP in all its skillbar goodness in one of their previous developer diaries, namely the Designing the Dark Side trailer (http://www.swtor.com/media/trailers/developer-dispatch-5). Same clip on YouTube here (http://www.youtube.com/watch?v=NvwgiOunlCc).

Could that combat look any less interesting?

I also love how they totally take the 3 Sith characters shown and extrapolate clothing choices based on those 3 characters and yet still manage to interpret it WRONG. Vader didn't choose armor, he got cut to bits and was forced into it. I didn't see Darth Maul running around in fucking armor.

To be fair, Bioware (or people who work for them) has essentially invented the lore for everything happening hundreds and thousands of years before Yavin...their Sith were very much armor doting persons.  They guy in the video just made a dumb Vader analogy that he shouldn't have.


Title: Re: SWTOR
Post by: Ollie on May 04, 2010, 11:11:59 AM
There is that. Not to mention that it wouldn't be the first time for SW lore to get mangled to allow for varied and distinctive classes.

As to the ho-hum combat, they're probably playing an early in-house alpha, so perhaps Bioware deserves a little slack. Clearly what's on display is a long way from release-worthy. Still, it's pretty easy to see the bones and the framework of the system, and kind of imagine the whole thing as it will stand at launch. "Conventional" might not be the right word, but it's the first one that comes to mind.

I hope Bioware doesn't gloss over the part in the Blizzard playbook where it says, "You don't have to innovate all the time, or even most of the time, but when you go for the conventional, remember to polish the heck out of it."


Title: Re: SWTOR
Post by: eldaec on May 04, 2010, 11:17:16 AM
The only things that will change in that combat system before launch are a few animation upgrades, the odd stat tweak, and a massive launch day xp nerf.

I'm not even trying to bitch about this - that's the bioware rpg combat system. All about dem Hotbars.


Title: Re: SWTOR
Post by: Velorath on May 04, 2010, 12:33:54 PM
To be fair, Bioware (or people who work for them) has essentially invented the lore for everything happening hundreds and thousands of years before Yavin...their Sith were very much armor doting persons.  They guy in the video just made a dumb Vader analogy that he shouldn't have.

Not entirely true.  It was actually Dark Horse comics who first started doing stories in that time period with the Tales of the Jedi comics almost a decade before KOTOR was released (the first storyline was actually called Knights of the Old Republic).


Title: Re: SWTOR
Post by: eldaec on May 04, 2010, 12:36:36 PM
Also, it's pretty easy to rationalise the jedi armour thing as 'jedi in the film era never had to fight a competent enemy'.



Title: Re: SWTOR
Post by: Cyrrex on May 04, 2010, 12:49:09 PM
To be fair, Bioware (or people who work for them) has essentially invented the lore for everything happening hundreds and thousands of years before Yavin...their Sith were very much armor doting persons.  They guy in the video just made a dumb Vader analogy that he shouldn't have.

Not entirely true.  It was actually Dark Horse comics who first started doing stories in that time period with the Tales of the Jedi comics almost a decade before KOTOR was released (the first storyline was actually called Knights of the Old Republic).

I posted in full knowledge of that fact, but I don't personally consider it relevant, and I'm pretty sure the Lucas people consider Bioware's stuff to be the relevant canon.  Note that I am also taking Drew Karpryshyn's (spelling) books into account here too....hell, that guy pretty much invented all the Old Republic stuff single handedly.   But that's just my view on it, your point is still a good one.


Title: Re: SWTOR
Post by: Tearofsoul on May 11, 2010, 06:21:57 PM
Star Wars: The Old Republic shipping after March 2011 (http://www.joystiq.com/2010/05/11/star-wars-the-old-republic-shipping-after-march-2011/)


Title: Re: SWTOR
Post by: Malakili on May 11, 2010, 08:13:31 PM
Star Wars: The Old Republic shipping after March 2011 (http://www.joystiq.com/2010/05/11/star-wars-the-old-republic-shipping-after-march-2011/)

k.


Title: Re: SWTOR
Post by: Stabs on May 12, 2010, 04:09:25 AM
As expected.

It's important to them to not launch against Cataclysm or anywhere close.

If Cataclysm is November then Q1 2011 is out.


Title: Re: SWTOR
Post by: Shatter on May 12, 2010, 05:49:26 AM
Star Wars: The Old Republic shipping after March 2011 (http://www.joystiq.com/2010/05/11/star-wars-the-old-republic-shipping-after-march-2011/)

Clear as mud


Title: Re: SWTOR
Post by: UnSub on May 12, 2010, 08:15:46 AM
No solid release date set at this point.


Title: Re: SWTOR
Post by: Draegan on May 12, 2010, 08:46:28 AM
Not only Is Cata coming out in November, you have FFXIV releasing somewhere around there.  Then you also have Telara in 2011 and a small chance of GW2.

It'll be a busy year for expensive MMOGs.


Title: Re: SWTOR
Post by: kaid on May 12, 2010, 09:27:00 AM
Of those really only cata needs to be avoided like the plague. The new FF mmo may get a lot of people but I don't think its audiance will directly compete vs STOR as much as releasing to close to cataclysm would.

As far as the rift plans of talaran it sounds interesting but I doubt it would be much of a threat to a bioware released MMO.


Title: Re: SWTOR
Post by: Musashi on May 12, 2010, 10:15:40 AM
Like extra time is a bad thing.


Title: Re: SWTOR
Post by: SnakeCharmer on May 12, 2010, 04:14:39 PM
I can work on my '69 Boss 302 restoration for the next year, but that doesn't mean it's going to be in any fewer pieces than it is now come Spring '11.

Edit:  Game relevant:  There's a fairly long list of games that spent a long time in development that still turned out like shit.


Title: Re: SWTOR
Post by: Musashi on May 12, 2010, 04:53:20 PM
Well, compare your list of MMOs that spent too long in development to the list of MMOs that shipped before they were ready and then get back to me.


Title: Re: SWTOR
Post by: UnSub on May 12, 2010, 06:19:46 PM
Well, compare your list of MMOs that spent too long in development to the list of MMOs that shipped before they were ready and then get back to me.

A MMO can end up falling into both categories, e.g. Fallen Earth.


Title: Re: SWTOR
Post by: UnSub on May 13, 2010, 01:50:40 AM
Some actual information: SWOR to have advanced classes for each base class. (http://www.eurogamer.net/articles/swtors-advanced-classes-revealed)

Sith Warriors choosing between Juggernaut class (tank) or Marauder class (DPS) is the example given. Both advanced classes will follow the same storyline though.


Title: Re: SWTOR
Post by: Malakili on May 13, 2010, 05:03:26 AM
Some actual information:

Stop derailing the thread.


Title: Re: SWTOR
Post by: schild on May 13, 2010, 06:26:40 AM
Some actual information: SWOR to have advanced classes for each base class. (http://www.eurogamer.net/articles/swtors-advanced-classes-revealed)

Sith Warriors choosing between Juggernaut class (tank) or Marauder class (DPS) is the example given. Both advanced classes will follow the same storyline though.
I see they've learned nothing.


Title: Re: SWTOR
Post by: AutomaticZen on May 13, 2010, 07:28:31 AM
Some actual information: SWOR to have advanced classes for each base class. (http://www.eurogamer.net/articles/swtors-advanced-classes-revealed)

Sith Warriors choosing between Juggernaut class (tank) or Marauder class (DPS) is the example given. Both advanced classes will follow the same storyline though.
Holy shit, look at that talent tree.  It is WoW in Space!


Title: Re: SWTOR
Post by: Draegan on May 13, 2010, 07:44:38 AM
Well actually the talent trees are more like AOC than WOW.

Anyway I'm not surprised.  It's a typical MMOG staple.  Not sure what they "didn't learn", it's typical D&D character progression; it works.


Title: Re: SWTOR
Post by: AutomaticZen on May 13, 2010, 08:09:24 AM
Well actually the talent trees are more like AOC than WOW.

Anyway I'm not surprised.  It's a typical MMOG staple.  Not sure what they "didn't learn", it's typical D&D character progression; it works.

Oh, I have no problems with it.  I expect nothing more than WoW + Star Wars + Mass Effect dialogue trees.  Middle of the road I say!


Title: Re: SWTOR
Post by: Slayerik on May 13, 2010, 08:24:13 AM
Zzzzzzzzzzzzzzzzzzzzz.


Title: Re: SWTOR
Post by: Draegan on May 13, 2010, 08:33:07 AM
Zzzzzzzzzzzzzzzzzzzzz.

I'm going to agree with this though.  The only thing you can say about this game is that by next year it will be releasing about 4 years too late.  A game that doesn't push the measuring stick any further other that "ooh story and voiceover!" and is basically a static DIKU needed to be released in the middle of WOW's 1st expansion.


Title: Re: SWTOR
Post by: UnSub on May 13, 2010, 08:59:01 AM
One quote from those articles (http://www.eurogamer.net/articles/star-wars-the-old-republic-pre-e3-hands-on?page=2) that may haunt BioWare was this:

Quote
here's enough content to fill those hours, I'm told. You won't have the time in a single lifetime to discover all the content. Between the two factions, there are no recycled NPCs. It's Knights of the Old Republic 3 to infinity. If you printed out the script and it rained, the Earth would be covered in papier mache. Is big game.

So, anyway, 8 epic class stories, obviously some sort of dark vs light side weighting to results, lots of systems still in flux / undecided yet. And still lacking the main thing that will screw it up: the players.


Title: Re: SWTOR
Post by: Draegan on May 13, 2010, 09:04:19 AM
Yeah, and it's all static.  If GW2 (or Rifts) is anything close to what they're preaching, all these games will look crappy in comparison.  Big if though.


Title: Re: SWTOR
Post by: Stabs on May 13, 2010, 03:08:01 PM
One quote from those articles (http://www.eurogamer.net/articles/star-wars-the-old-republic-pre-e3-hands-on?page=2) that may haunt BioWare was this:

Quote
here's enough content to fill those hours, I'm told. You won't have the time in a single lifetime to discover all the content. Between the two factions, there are no recycled NPCs. It's Knights of the Old Republic 3 to infinity. If you printed out the script and it rained, the Earth would be covered in papier mache. Is big game.

So, anyway, 8 epic class stories, obviously some sort of dark vs light side weighting to results, lots of systems still in flux / undecided yet. And still lacking the main thing that will screw it up: the players.

I think whoever wrote that has no idea how fast players consume content. To be fair we don't read quest texts and skip everything sub-optimal.  However the fact that we haven't explored every last corner won't stop us saying "we're bored, there's nothing to do".


Title: Re: SWTOR
Post by: Hawkbit on May 13, 2010, 04:14:48 PM
That's why this is all voiced over and you won't be able to skip it.  It will take a lifetime because you'll be made to sit through a story.


Title: Re: SWTOR
Post by: Stabs on May 13, 2010, 05:20:08 PM
Well in that case we will simply have to have 16 screens and multibox all advanced classes at once.

Then complain that we've run out of content.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 13, 2010, 07:59:49 PM
If there is no way to "re-spec" your sith warrior from tank to dps than this game has already failed.


Title: Re: SWTOR
Post by: Malakili on May 13, 2010, 08:19:28 PM
If there is no way to "re-spec" your sith warrior from tank to dps than this game has already failed.

Rollling alts is a viable form of end game, amirite :awesome_for_real:

Seriously though, they just keep veering further and further into no-mans land here.  I just can't bring myself to care remotely about anything they've announced for this game.  The fact that they even HAVE different specializations is enough to turn me way.


Title: Re: SWTOR
Post by: Sky on May 14, 2010, 06:49:22 AM
To be fair we don't read quest texts and skip everything sub-optimal. 
Right. That's really the point. It's a story-based mmo, and you guys skip the story. So why do you give a shit. GW2 or whatever is on the way.

SWTOR is looking like a pretty decent mmo for players like me, casuals who like to actually read the story. The gamble is that there are enough players like me in the mainstream to make it viable. Because there sure isn't in the mmo-space, it's been crafted into a heavy majority of achievementards. Hell, gaming in general is pushing achievementardation (100% achievements? That's just silly, achievement tracking is there to see how you played the game naturally, not as a punch list of what to do!).

Anyway, don't be offended by my usage of tard, it's a viable gameplay style (even if I don't get it), it's just not one that seems to be catered to with SWG (yay). It just saddens me to see so many people who have been trained by poor game design that it's the basic vocabulary now and trying to push the niche fringe into the mainstream.


Title: Re: SWTOR
Post by: Kageru on May 14, 2010, 07:08:15 AM

Actually the argument is more that story driven games best suit a single player experience. The ability to combine a personally driven experience in a shared context still remains to be proven in action. Both that it is possible and a good idea / valid use of resources.

... and part of the reason we don't read the story is because "In Guild Wars 2, our event system won't make you read a huge quest description to find out what's going on. You'll experience it by seeing and hearing things in the world. If a dragon is attacking, you won't read three paragraphs telling you about it, you'll see buildings exploding in giant balls of fire, and hear characters in the game world screaming about a dragon attack.". WoW believes the same. Though of course in SWTOR it's being forced to sit there and have the text read at you.


Title: Re: SWTOR
Post by: UnSub on May 14, 2010, 07:55:00 AM
If we all wish hard enough, Tinkerbell will come back to life too.


Title: Re: SWTOR
Post by: Lantyssa on May 14, 2010, 08:30:40 AM
Hell, gaming in general is pushing achievementardation (100% achievements? That's just silly, achievement tracking is there to see how you played the game naturally, not as a punch list of what to do!).
They get an achievement for convincing developers to make all games to their liking.

[Unique Snowflake] - You're special, just like everyone else.


Title: Re: SWTOR
Post by: Lucas on May 14, 2010, 08:31:43 AM
"Advanced Classes" system now got a page of its own on the official site:

http://www.swtor.com/info/systems/advanced-classes

There is also a new developer blog, written by Lead Writer Daniel Erickson, called "Creating Worlds", taking the recently announced world of Voss as an example:

http://www.swtor.com/news/blog/20100514_001


Title: Re: SWTOR
Post by: Lakov_Sanite on May 14, 2010, 09:58:42 AM
I miss when star wars had alien races with wildly different body types.  When did it become star trek where everyone has the same basic structure?


Title: Re: SWTOR
Post by: Lantyssa on May 14, 2010, 10:12:38 AM
It makes it easier for animators.  Though I agree.  There really needs to be more non-humanoid races.


Title: Re: SWTOR
Post by: Mrbloodworth on May 14, 2010, 10:17:06 AM
It makes it easier for animators.

Ehhh.... It makes it more simple to implement for all, art, programing, and also data storing, overhead, disk streaming as well as updating later.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 14, 2010, 10:38:22 AM
I know 'why' they do it.  It's the same reason star trek did it but weird alien races were 'always' what seperated the two for me.  Star trek was about the science and tech, star wars was the fantasy and wonder.  Looking at more and more screenshots of SWTOR and all these races they're adding all I could think was "wow, lots of humans"


Title: Re: SWTOR
Post by: Velorath on May 14, 2010, 12:44:34 PM

Actually the argument is more that story driven games best suit a single player experience. The ability to combine a personally driven experience in a shared context still remains to be proven in action. Both that it is possible and a good idea / valid use of resources.

... and part of the reason we don't read the story is because "In Guild Wars 2, our event system won't make you read a huge quest description to find out what's going on. You'll experience it by seeing and hearing things in the world. If a dragon is attacking, you won't read three paragraphs telling you about it, you'll see buildings exploding in giant balls of fire, and hear characters in the game world screaming about a dragon attack.". WoW believes the same. Though of course in SWTOR it's being forced to sit there and have the text read at you.



Wow, what a total breath of fresh air this argument is.


Title: Re: SWTOR
Post by: Sky on May 14, 2010, 12:52:32 PM
Can someone tell me the /loc of that argument, I skipped right over the post. Also, please give me the walkthrough on how to win it and some cheats. Thanks.


Title: Re: SWTOR
Post by: Fordel on May 14, 2010, 02:09:37 PM
So four classes per side, that then split into two classes each, which also have two distinct talent trees.


I'm sure this will all be balanced in the end.  :awesome_for_real:



-edit- I forgot about the third shared skill tree to boot!


Title: Re: SWTOR
Post by: eldaec on May 14, 2010, 04:16:27 PM
You say that as if 4 mirrored classes with 2 spec lines each is a large number of classes. I'm guessing/hoping the number is that small in order to keep the 8 storylines distinctive and interesting.

Plus thus is primarily a pve game so who cares about balance really.


Title: Re: SWTOR
Post by: Ingmar on May 14, 2010, 04:18:31 PM
We have yet to see just how mirrored the mirrored classes will be, though. There's a potential balance issue looming, Fordel has it right.


Title: Re: SWTOR
Post by: Lantyssa on May 14, 2010, 07:06:03 PM
Plus thus is primarily a pve game so who cares about balance really.
We don't actually know that.  We still know surprisingly little.


Title: Re: SWTOR
Post by: Pezzle on May 14, 2010, 08:42:57 PM
I would guess pvp being opt in/certain places only.


Title: Re: SWTOR
Post by: Sky on May 14, 2010, 08:54:52 PM
Though I may be the only one looking forward to TOR, EQ2 already did that experiment. People don't want to be generic sorcerer for twenty levels then suddenly be the class they want to be. Maybe with the iconic base classes and story-heavy game experience it might be different, though. I'm willing to give them a chance on that one.

But skill trees require respec-ability. Period. You don't punish players for bad choices and you don't make a respec punitively difficult to achieve, either.


Title: Re: SWTOR
Post by: Soln on May 14, 2010, 09:15:13 PM
that article up today about adding the Voss to the EU gameworld makes me want to play.  A Voss that is.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 15, 2010, 05:10:28 AM
Don't skim over the fact that even though there are two and a half talent trees per class if you pick [Tank jedi] you are more than likely going to be stuck as [tank jedi] unless you re-roll.  I cannot stress hard enough how badly this will go over with the vast majority of players that pick this game up.  Grind for X levels, pick your final class and then discover you don't like it? Whoops sorry, gotta go back to level one, delete your char or make a new one!

Granted, they 'could' add some kind of class respec but does anyone really see that as likely since they are setting everything up to be so story driven as they say?


Title: Re: SWTOR
Post by: Lantyssa on May 15, 2010, 08:04:56 AM
Since the advanced class choice isn't supposed to affect the story, I don't see why allowing respecs would either.  It's still baffles me that talent trees are the best they could do, however it doesn't mean they're that stupid.


Title: Re: SWTOR
Post by: Draegan on May 15, 2010, 09:08:36 AM
Talent trees are a staple of the genre, I don't think there are any other ways to do it.  How else do you assign skills and abilities other than just giving them to the person?


Title: Re: SWTOR
Post by: Malakili on May 15, 2010, 10:43:37 AM
Talent trees are a staple of the genre, I don't think there are any other ways to do it.  How else do you assign skills and abilities other than just giving them to the person?

Well, there are other options, but they aren't very good for games with classes (and some would argue they aren't good for games without classes either  :oh_i_see:)  For instance, Champions Online doesn't have talent trees, neither does EVE Online two extremely different types of MMOs.  It is possible, but it isn't necessarily always desirable.  You can only give a Dark Jedi so many "talent" options before hes no longer a dark jedi.


Title: Re: SWTOR
Post by: Lantyssa on May 15, 2010, 11:14:49 AM
<cough> Guild Wars <cough>


Title: Re: SWTOR
Post by: eldaec on May 15, 2010, 03:51:21 PM
Talent trees are a staple of the genre, I don't think there are any other ways to do it.  How else do you assign skills and abilities other than just giving them to the person?

Well, there are other options, but they aren't very good for games with classes (and some would argue they aren't good for games without classes either  :oh_i_see:)  For instance, Champions Online doesn't have talent trees, neither does EVE Online two extremely different types of MMOs.  It is possible, but it isn't necessarily always desirable.  You can only give a Dark Jedi so many "talent" options before hes no longer a dark jedi.

My eve online and CO have talent trees.

Skills in both are unlocked by pre requisites including other skills and/or levels. It's all functionally equivalent to talent trees you've seen on rpgs ever since d&d.


Title: Re: SWTOR
Post by: Ratman_tf on May 15, 2010, 03:53:28 PM
My eve online and CO have talent trees.

Skills in both are unlocked by pre requisites including other skills and/or levels. It's all functionally equivalent to talent trees you've seen on rpgs ever since d&d.

When did D&D get talent trees? When I played, it wasn't a tree. Just a progression of THACO and abilities.


Title: Re: SWTOR
Post by: DLRiley on May 15, 2010, 03:57:35 PM
Don't skim over the fact that even though there are two and a half talent trees per class if you pick [Tank jedi] you are more than likely going to be stuck as [tank jedi] unless you re-roll.  I cannot stress hard enough how badly this will go over with the vast majority of players that pick this game up.  Grind for X levels, pick your final class and then discover you don't like it? Whoops sorry, gotta go back to level one, delete your char or make a new one!

Granted, they 'could' add some kind of class respec but does anyone really see that as likely since they are setting everything up to be so story driven as they say?

I have developed a few "I won't play you rules" and one of those rules is not being able to respec. Once I discover that respeccing is either nonexistent or so out of the way and hard to do that there might as well be no respeccing I uninstall. Seriously this is not 2003, i am not playing any game with a web browser up.


Title: Re: SWTOR
Post by: Draegan on May 15, 2010, 04:28:41 PM
Guild Wars just gave you skills or you found/unlocked them.  Then you slotted them for play.  The slotting part is a different mechanism than talent trees; and that mechanism I really like.


Title: Re: SWTOR
Post by: Merusk on May 15, 2010, 04:48:38 PM
My eve online and CO have talent trees.

Skills in both are unlocked by pre requisites including other skills and/or levels. It's all functionally equivalent to talent trees you've seen on rpgs ever since d&d.

When did D&D get talent trees? When I played, it wasn't a tree. Just a progression of THACO and abilities.

Skills selection of 3rd ED mutated more into what may as well be considered talent trees in 4th I hear.  :why_so_serious:

Anywho, yeah, talent trees are a year 2000+ invention, not part of older RPGs.


Title: Re: SWTOR
Post by: Rendakor on May 15, 2010, 07:39:40 PM
In third edition D&D many feats operate like talent trees.


Title: Re: SWTOR
Post by: Malakili on May 15, 2010, 08:02:26 PM
Talent trees are a staple of the genre, I don't think there are any other ways to do it.  How else do you assign skills and abilities other than just giving them to the person?

Well, there are other options, but they aren't very good for games with classes (and some would argue they aren't good for games without classes either  :oh_i_see:)  For instance, Champions Online doesn't have talent trees, neither does EVE Online two extremely different types of MMOs.  It is possible, but it isn't necessarily always desirable.  You can only give a Dark Jedi so many "talent" options before hes no longer a dark jedi.

My eve online and CO have talent trees.

Skills in both are unlocked by pre requisites including other skills and/or levels. It's all functionally equivalent to talent trees you've seen on rpgs ever since d&d.

Ok, we are defining this way different then, if you simply mean skills that have other skills as prerequisites, then sure.  However, I assumed it to mean 2 or 3 predefined roles than your character can specialize in, which is something different I think.


Title: Re: SWTOR
Post by: Draegan on May 15, 2010, 08:09:43 PM
There are specialization classes in Neverwinter Nights.


Title: Re: SWTOR
Post by: Pezzle on May 15, 2010, 10:54:20 PM
A prerequisite is not the same as a talent tree.  I know the lines can be blurred but there are differences.  A prerequisite may be involved in a talent tree or not.  It represents a more basic determination.  You must be this smart to master making campfires(anyone) vs you must be a Pyromancer if you wish to learn the fantastic and difficult arts of fire belching (must be a pyromancer).  As systems go, I prefer prerequisites. 


Title: Re: SWTOR
Post by: eldaec on May 16, 2010, 12:27:51 AM
A prerequisite is not the same as a talent tree.  I know the lines can be blurred but there are differences.  A prerequisite may be involved in a talent tree or not.  It represents a more basic determination.  You must be this smart to master making campfires(anyone) vs you must be a Pyromancer if you wish to learn the fantastic and difficult arts of fire belching (must be a pyromancer).  As systems go, I prefer prerequisites. 

Isn't that just the difference between class based and not class based?

SWG and UO are more examples of talent trees without classes.


Title: Re: SWTOR
Post by: Count Nerfedalot on May 16, 2010, 03:03:35 AM
If we all wish hard enough, Tinkerbell will come back to life too.

Wait, what?  Tinkerbell is dead???   :cry2:


Title: Re: SWTOR
Post by: Pezzle on May 16, 2010, 09:57:44 AM

Isn't that just the difference between class based and not class based?

SWG and UO are more examples of talent trees without classes.

I suppose so.  Unfortunately it is the accepted norm to have what your characters can do strictly defined in several layers.  It starts with classes and then you get socked with talent trees.  Having classes is fine.  The ideas are so tightly wed when it comes to most MMO's it is actually bothersome.  I guess it is easier to balance for.


Title: Re: SWTOR
Post by: Sky on May 17, 2010, 07:11:19 AM
Some days I love the utter bitchiness of f13.


Title: Re: SWTOR
Post by: Draegan on May 17, 2010, 07:36:46 AM

Isn't that just the difference between class based and not class based?

SWG and UO are more examples of talent trees without classes.

I suppose so.  Unfortunately it is the accepted norm to have what your characters can do strictly defined in several layers.  It starts with classes and then you get socked with talent trees.  Having classes is fine.  The ideas are so tightly wed when it comes to most MMO's it is actually bothersome.  I guess it is easier to balance for.

I kind of like having my character defined and in different ways.  I don't know why it's unfortunate unless you enjoy playing games as weird configuration of hybrid stuff.


Title: Re: SWTOR
Post by: Malakili on May 17, 2010, 08:33:39 AM
unless you enjoy playing games as weird configuration of hybrid stuff.

That describes me really well.  When I was playing D&D 3rd edition, for instance, almost every character I played tried to incorporate non standard feats and skills for my character class, and i often multiclassed as well.  Even in Torchlight recently I've enjoyed the flexibility you gain by having shared abilities in the talent trees across the different classses, because it lets me do things like having a Vanquisher summoner, or caster destroyer, and so forth.    I love quirky builds and seeing how well I can do compared to the "cookie cutter" builds.


Title: Re: SWTOR
Post by: Sky on May 17, 2010, 09:39:39 AM
Quirky builds = tank mage. Throw in grouping and if you're not FotM, you're a lonely, lonely quirky builder. MMO, such a great genre. Distills everything to it's very essence, sucking the life and enjoyment out of gaming and pooping it into a sock.


Title: Re: SWTOR
Post by: Nonentity on May 17, 2010, 09:48:31 AM
http://www.swtor.com/info/systems/advanced-classes

Same shit we already knew, with no new info. But now it's on the official site! Hooray!


Title: Re: SWTOR
Post by: eldaec on May 17, 2010, 10:27:46 AM
Quirky builds = tank mage. Throw in grouping and if you're not FotM, you're a lonely, lonely quirky builder. MMO, such a great genre. Distills everything to it's very essence, sucking the life and enjoyment out of gaming and pooping it into a sock.

Eve avoided tank mages.

A FF style job system would also avoid the problem, albeit with less flexibility for the player.

Both of these have both talent trees and quirky builds.

MtG is an interesting case, in that it dodges the problem by allowing you to build in a limitless number of ways, but rotating the valid abilities available, so as to keep the meta game churning.


Title: Re: SWTOR
Post by: Ollie on May 17, 2010, 10:56:39 AM
Quirky builds = tank mage. Throw in grouping and if you're not FotM, you're a lonely, lonely quirky builder. MMO, such a great genre. Distills everything to it's very essence, sucking the life and enjoyment out of gaming and pooping it into a sock.

Nice to see you're in no way projecting your own anger and disappointment over the genre's achiever-driven state. No sir, not even a little bit.  ;D

Not that I don't agree with you, though. Take away the linear quest-grinders with rigidly confined character building, and all we're left with is EVE, a couple of ancient relics and the current crop of indie disasters. I'd like to do what Malakili does and just fool around for the sake of invention, but I can't think of any seriously viable newish MMOGs where that wouldn't doom me to a slow and agonizing playing experience.

EDIT: Eldaec to the rescue. Didn't think of MtG at all.


Title: Re: SWTOR
Post by: Ingmar on May 17, 2010, 11:47:23 AM
In third edition D&D many feats operate like talent trees.

3e feats are actually rather a lot more like talent trees than anything in 4e, yes. 3e feats often have multiple prerequisites, etc., whereas feats in 4e almost never have another feat as a prerequisite.

4e's system is closer to Guild Wars (or MtG in a sense, although GW and MtG are closer to each other than either are to 4e thanks to the whole collection aspect imo) than anything else; you're essentially slotting a fixed number of powers with various recharge rates.


Title: Re: SWTOR
Post by: Malakili on May 17, 2010, 12:41:43 PM
I'd like to do what Malakili does and just fool around for the sake of invention, but I can't think of any seriously viable newish MMOGs where that wouldn't doom me to a slow and agonizing playing experience.


Yeah, it isn't really viable in many new games.  The only games I've done it in recently are Torchlight, and Dawn of War 2 (where you get to level up your squads and give them different stats/gear, even though its an RTS).  Frankly, in most games it just just dooming yourself to frustration.  I do it far more in pencil and paper when I play it, because if they GM knows there are 4 quirky characters in the party, he can at least balance the encounters around it (which is a huge benefit of having a GM in the first place actually, but thats not my point here really).  There also tends to be a lot more viable alternatives, though 4th edition D&D has definitely cut down on this a lot, which is one of the main reasons I've found it less enjoyable than 3rd.


Title: Re: SWTOR
Post by: Lucas on May 21, 2010, 10:47:40 AM
Thirteenth explorable planet unveiled:

http://www.swtor.com/info/holonet/planets/hoth



Title: Re: SWTOR
Post by: Malakili on May 21, 2010, 11:14:58 AM
Oh boy! Hoth, a world with nothing on it.  A world so remote the rebel alliance chose to put a base there because no one would ever go there in their right mind.

Seriously though, I understand they are trying to balance pleasing fans with stuff like this, and making a good game, and I'm sure they'll come up with some "good" reason there are enough people and things to do on Hoth to warrant going there.   

The bigger news though is that there are 13 planets, I didn't realize there were so many already.  Thats actually kind of neat.


Title: Re: SWTOR
Post by: Lucas on May 21, 2010, 11:20:12 AM
Yes, lots of them, even though, given the approach of Bioware to "story" and such, I wouldn't be surprised if, on each planets, there are lots of small quest hubs that send you in private (solo or group) instances similar to Guild Wars (and well, that would be fine enough for me).


Title: Re: SWTOR
Post by: LK on May 21, 2010, 11:21:57 AM
Planets implies a sense of scale in playable areas that I don't think will be there.


Title: Re: SWTOR
Post by: Soln on May 21, 2010, 11:23:57 AM
looks like it will be a PvP BG zone, which is interesting since like forever SWG players were asking for *exactly* that.


Title: Re: SWTOR
Post by: stu on May 21, 2010, 12:57:46 PM
Holy mackerel. Thirteen planets!

I hope it's true that they are treating some of the planets like unique zones for differing gameplay styles. I wouldn't mind seeing a remote planet dedicated to exploration.


Title: Re: SWTOR
Post by: Sheepherder on May 21, 2010, 02:11:16 PM
looks like it will be a PvP BG zone, which is interesting ironic since like forever SWG players were asking for *exactly* that.

Because Hoth has no business being a PvP zone in an Old Republic game.


Title: Re: SWTOR
Post by: LK on May 21, 2010, 02:19:42 PM
Hoth seems a logical choice. Mostly barren, uninteresting, and plenty of open space. I bet their environment artists would appreciate creating one giant flat rock! Coming soon: the asteroid where the worm from Empire Strikes Back is.

Despite the fact Hoth is a hellish place to live (ironic choice of words), they are probably going to doll it up, modify it to be Not-Hoth, and put whatever they want there under the pretense that it all went away or was never explained in EU by the time the timeline syncs up with Star Wars.


Title: Re: SWTOR
Post by: Lantyssa on May 21, 2010, 02:55:09 PM
It's easy to do.  It is a trash planet of wreckage which will be covered by ice and snow by the time of Empire.


Title: Re: SWTOR
Post by: Furiously on May 21, 2010, 03:48:48 PM
Hoth should be green and thriving. A jungle world of paradise.

I just watched a few trailers for the game and I lost all interest.


Title: Re: SWTOR
Post by: Slayerik on May 24, 2010, 06:05:28 AM
Hey, 13 planets!



Still completely unmotivated to play this game. I hope I'm wrong and it's the next coming, though.


Title: Re: SWTOR
Post by: eldaec on May 24, 2010, 02:48:23 PM
Yes, lots of them, even though, given the approach of Bioware to "story" and such, I wouldn't be surprised if, on each planets, there are lots of small quest hubs that send you in private (solo or group) instances similar to Guild Wars (and well, that would be fine enough for me).

I broadly agree, except I'm expecting each planet to have exactly one mission hub/lobby area. Bioware's preference has always been more instead of bigger.

I can still just about see success with some kind of Diablo/GW-pve influenced effort with a metric butt tonne of story dialog tagged on. But every time they release more info or video it invariably makes me wince.


Title: Re: SWTOR
Post by: Triforcer on May 24, 2010, 05:30:01 PM
I wouldn't get excited about the number of planets.  Each is probably about the size of two WoW zones, at best.  Everything I've read about this game screams that they aren't big on exploration. 


Title: Re: SWTOR
Post by: Cadaverine on May 24, 2010, 05:46:46 PM
I'm guessing slightly bigger than KotOR zones, but with 10 times more pointless running around.


Title: Re: SWTOR
Post by: Lucas on May 24, 2010, 05:50:25 PM
I'm guessing slightly bigger than KotOR zones, but with 10 times more pointless running around.

Lol, nice description, and I tend to agree with that ;)


Title: Re: SWTOR
Post by: Malakili on May 24, 2010, 07:24:21 PM
I'm guessing slightly bigger than KotOR zones, but with 10 times more pointless running around.

Kill ten Sith.

Thanks for killing 10 Sith

Kill 10 Sith Adept.

I hate you.


Title: Re: SWTOR
Post by: Stabs on May 25, 2010, 12:30:34 AM
I don't get all the disappointment.

Anyone who at this stage is not expecting WoW in Star Wars Land should be slapped with a wet fish.

I'm actually looking forward to it but I refuse to allow myself to become bitter about any lack of innovation. They're not spending $200m to gamble on things like ffa pvp or permadeath.


Title: Re: SWTOR
Post by: Fordel on May 25, 2010, 12:49:19 AM
If it's actually as good as WoW, then most of us who want to play will be doing the dance of joy.



It won't be as good as WoW.


Title: Re: SWTOR
Post by: Ollie on May 25, 2010, 02:41:24 AM
You're probably right. If we forget the cinematic cut scenes for a moment, everything we've seen about the core game points to recycling of tried and true mechanics. It also looks weirdly dated somehow, mechanically that is.

I just hope Bioware throws in some non-combat activities. I know some of you hated SimBeru, but at least there you could do something else than inflict mass genocide on the local fauna. I'm not asking for Space Boredom – The Simulator since we already have EVE for that, but something.

You can all laugh when Bioware throws in the planet scanning minigame from Mass Effect 2.  :uhrr:


Title: Re: SWTOR
Post by: Nebu on May 25, 2010, 06:08:29 AM
Anyone who at this stage is not expecting WoW in Star Wars Land should be slapped with a wet fish.

I'm actually looking forward to it but I refuse to allow myself to become bitter about any lack of innovation. They're not spending $200m to gamble on things like ffa pvp or permadeath.

I understand the safe path of making yet another crappy WoW clone.  It's what the investors want.  I'm still going to be bitter about it.  I'm sick of WoW.  I'm sick of gear grinds.  I'm sick of YOU MUST BE THIS TALL TO RIDE THIS RIDE.  It's been 10 + years of the same crap.

Time to look for a Rogue clone.  Maybe I can name the ascii characters Darth and Luke and get essentially the same experience.   


Title: Re: SWTOR
Post by: Sky on May 25, 2010, 08:56:06 AM
I don't get all the disappointment.
It's f13. Mocking mmo is standard. Everyone bitching about this game will be buying it at launch.


Title: Re: SWTOR
Post by: eldaec on May 25, 2010, 09:21:31 AM
I don't get all the disappointment.
It's f13. Mocking mmo is standard. Everyone bitching about this game will be buying it at launch.

Not just buying, we'll all probably be posting about how great it is, there will be a guild called Cat Munchy or something, until about five and a half weeks in we all suddenly notice what a giant turd it is, move the sub forum to the graveyard and start doing the Bioware AUSTIN routine again whenever the game is mentioned.

Oh f13, never change. (seriously, don't)


Title: Re: SWTOR
Post by: eldaec on May 25, 2010, 09:23:50 AM
Actually we really should start calling f13 guilds Cat Munchy.


Title: Re: SWTOR
Post by: rattran on May 25, 2010, 02:36:58 PM
No you.


Title: Re: SWTOR
Post by: Ingmar on May 25, 2010, 04:09:04 PM
If it's actually as good as WoW, then most of us who want to play will be doing the dance of joy.



It won't be as good as WoW.

It will probably have to be better than WoW to get people to dismantle their guilds to move over long-term, too.


Title: Re: SWTOR
Post by: Malakili on May 25, 2010, 04:16:43 PM
If it's actually as good as WoW, then most of us who want to play will be doing the dance of joy.



It won't be as good as WoW.

It will probably have to be better than WoW to get people to dismantle their guilds to move over long-term, too.

This doesn't strike me as the type of game that is going to get people to do this.  I'm sure lots of WoW guilds will have guilds in SWTOR that they get together and play a few times a week, but given the nature of the game, which seems much more the story and much less about the meta game of loot collecting (which is what most people that have guilds in WoW have them for, at least the ones who would be hesistant to leave based on being so well established in WoW in the first place), I don't see this being a very "primary" game for people.  I keeping coming back to the point that I think this has the potential to be a pretty decent game, but I remain highly skeptical about whether or not it can be a good MMO.


Title: Re: SWTOR
Post by: Ingmar on May 25, 2010, 06:19:06 PM
(which is what most people that have guilds in WoW have them for, at least the ones who would be hesistant to leave based on being so well established in WoW in the first place)

I think this is exactly wrong, actually. What will make people hesitant to move is the social ties they've established, if a majority of your social group doesn't want to move that makes it very difficult to strike out on your own. Guilds that are founded purely around the meta loot collecting aspect are much, much more likely to dissolve, change games, etc., in my experience.


Title: Re: SWTOR
Post by: Malakili on May 25, 2010, 07:13:32 PM
(which is what most people that have guilds in WoW have them for, at least the ones who would be hesistant to leave based on being so well established in WoW in the first place)

I think this is exactly wrong, actually. What will make people hesitant to move is the social ties they've established, if a majority of your social group doesn't want to move that makes it very difficult to strike out on your own. Guilds that are founded purely around the meta loot collecting aspect are much, much more likely to dissolve, change games, etc., in my experience.

My thinking is that guilds that exist for purely social ties can easily move between games, because its the people that matter, not the game.   I feel like a pure raiding guild in WoW is less likely to say "hey, lets randomly do this in another game even though we've spent the last three years doing it in this game" whereas a social group can just say "hey, lets play X for a little while instead" since they aren't so invested in the game itself, but rather the people.  At least that was my reasoning.


Title: Re: SWTOR
Post by: Lantyssa on May 25, 2010, 08:58:15 PM
How often is a pure raiding guild composed of the same members after three years?  A social guild is far more likely to keep individual members around, and thus make the transition as a guild harder.  I'm also considering social guilds to be small 'family' affairs.  There are some which span across multiple games and number in the hundreds of members, but they operate on a different set of principles.


Title: Re: SWTOR
Post by: Kageru on May 26, 2010, 12:06:39 AM

The hard core raiding guilds will generally stay with the game because they've tied their ego's to it, don't want to rebuild and probably can't convince everyone to move. Unless it's a pretty obvious upgrade all round like EQ to WoW. The "random" guilds are the same because they have no cohesion anyway. But I'm convinced there's quite a large space between those two.

My guilds been together ~10 years now (EQ->WoW->Vanguard->WoW | EQ2) and after the stress of "do we move, do we stay" questions it's now set up to handle multiple MMO's. Though for that to really be tested there needs to be an MMO that actually provokes interest and looks like it will have some longevity.


Title: Re: SWTOR
Post by: Draegan on May 26, 2010, 06:17:48 AM
Well we're going to have another round of games to try to get people to move.  We had AOC, WAR and Aion and those didn't work.  Now over the next year and a half or so we're going to have SWTOR, Rift, GW2, TERA(lol), FFXIV and I'm probably forgetting one or two (maybe The Secret World).

I think there is a much better chance (I'm not going to even attempt to say if it's a good one or not, but it's a better chance) this time around that we'll get a decent game that will stick.  We're farther removed from WOW's release.  AOC, WAR and Aion all started development after or only just before the release and success of WOW.  We might see a better quality game.  However we might just get another WOW clone.

If I had to put my money on one of these up coming games to be a "success" it would have to be between Rift and GW2 and GW2 is in the "lead".  Of course this is all on developer hype so who the fuck knows because my hunch is based on absolutely nothing except what type of game ArenaNet has made before and some of the people working on Rift.


Title: Re: SWTOR
Post by: Slayerik on May 26, 2010, 07:17:23 AM
I don't get all the disappointment.
It's f13. Mocking mmo is standard. Everyone bitching about this game will be buying it at launch.

I won't.


Title: Re: SWTOR
Post by: Cyrrex on May 26, 2010, 07:28:41 AM
Only because you'll be pre-ordering and poopsocking your way through the pre-release weekend!


Title: Re: SWTOR
Post by: Slayerik on May 26, 2010, 08:41:21 AM
Yeah.......

Seriously, I'll have to hear from people one month after release that say it's still fun as hell or I'm not buying it. Been burned too many times in the past few years.


Title: Re: SWTOR
Post by: UnSub on May 26, 2010, 08:56:40 PM
It'll be different this time. This MMO won't hurt you. It'll treat you real good, real nice. Make you feel pretty. Take you out and show you a good time.  :grin:


Title: Re: SWTOR
Post by: Sky on May 27, 2010, 06:46:44 AM
If you compared hours played and enjoyment, most mmo's I've played have been worth the box purchase. In an industry that's pushing for 8 hour games, you've got to take value where you can find it. Most people will hate SWTOR because it isn't their nostalgic memory of what an mmo should be, but better.


Title: Re: SWTOR
Post by: Modern Angel on May 27, 2010, 07:40:45 AM
What if we hate it because we find Star Wars massively overrated?

Why yes I bought Star Trek Online, why do you ask?  :headscratch:


Title: Re: SWTOR
Post by: Lakov_Sanite on May 27, 2010, 08:19:02 AM
If you compared hours played and enjoyment, most mmo's I've played have been worth the box purchase. In an industry that's pushing for 8 hour games, you've got to take value where you can find it. Most people will hate SWTOR because it isn't their nostalgic memory of what an mmo should be, but better.

 :awesome_for_real:

It's like...I can taste your hope, I want more.


Title: Re: SWTOR
Post by: UnSub on May 27, 2010, 09:06:44 AM
If you compared hours played and enjoyment, most mmo's I've played have been worth the box purchase. In an industry that's pushing for 8 hour games, you've got to take value where you can find it. Most people will hate SWTOR because it isn't their nostalgic memory of what an mmo should be, but better.

I thought about that, but have come to the conclusion that we don't want to play MMOs that are just worth the box purchase; we want MMOs that we feel are worth subscribing to for longer than 30 days. We want to be able to invest ourselves to a degree in a MMO title, while a single player title is all about rolling out a set experience. (Royal we, but anyway.)

Otherwise, what's the point of a MMO? It becomes a glorified chat room that we don't hang around in long enough to get to know anyone or a title with somewhat less than cutting edge game mechanics.


Title: Re: SWTOR
Post by: Nebu on May 27, 2010, 09:15:45 AM
The point of an MMO is character development and the visualization of the time vs power curve.  Add in a splash of slot machine and you have a start toward a successful title.  The difficult part is making character development a compelling enough exercise to grab the player for longer than the free month. 

I agree with you on this one Unsub.  With the ability to play and communicate using consoles, we now demand more from online MMO's.  I'm hoping this will be an overall good thing for the people that enjoy this medium.


Title: Re: SWTOR
Post by: Musashi on May 27, 2010, 10:24:25 AM
I think at this point, we would all settle for a game that doesn't make people log out in disgust due to lack of polish.  You're right, part of what we're hoping this game will be - if we're in the business of hope - is a MMO worthy of subscription.  But more than that, it's a multi-player game that we intend to play with friends.  So if those friends don't play, then one of the M's in MMO is knocked right off of there as far as we're concerned.  And of course since none of us or our friends are under any illusions about MMO launches at this point, all we want is something that doesn't break, or monumentally suck.  If that happens, then we can dick around with our friends for thirty days, and we're satisfied with our box purchase even if we don't decide it's good enough to subscribe.


Title: Re: SWTOR
Post by: Sky on May 27, 2010, 11:08:17 AM
I think at this point, we would all
Trying to sum up what most people thing ends in fail. Even in the small survey size of f13 the opinions and motivations for playing mmo vary wildly.

Well, I like EQ2 as a multiplayer game. I don't like the forced grouping dungeon stuff, but there is enough for a solo player that it's not a game-breaker.

For me, it's about the occasional interactions with folks who aren't too busy "achieving", even the (rare) PUG or PUR (I've done more raiding than grouping in EQ2 at this point). Most of all it's nice to have a real working 'economic sim'. Maybe those aren't enough reasons to justify a game being mmo over single player rpg for most people, but I like that, and the amount of content that an mmo generates over its life (please to point me to the single player rpg with as much content as EQ2, and the depth of character development and lewtz, etc, thx).

But my reasons are rare and it's probably not a good idea to develop for someone like me if you want years of solid subscriptions. But EQ2 got five years worth of 6mo subs out of me, and I'm still not entirely over it. The nice thing about that is by the time I get back, even my higher levels guys have some headroom or new stuff to do. I've not played an mmo at the cap since UO, so...yeah. Anomalous. (cosmically so, har).


Title: Re: SWTOR
Post by: Lucas on May 27, 2010, 12:05:57 PM
New, somewhat detailed article over at IGN UK, about Companion Characters (including a Q&A on the subject with Creative Director James Ohlen)

http://uk.pc.ign.com/articles/109/1093317p1.html


Title: Re: SWTOR
Post by: eldaec on May 27, 2010, 04:28:56 PM
The thing that stands out in that interview is how much time is spent discussing the companion's impact on the capability of the player, as opposed to the story arc of the player.


Title: Re: SWTOR
Post by: Malakili on May 27, 2010, 04:59:04 PM
The thing that stands out in that interview is how much time is spent discussing the companion's impact on the capability of the player, as opposed to the story arc of the player.

Its not really surprising.  IIRC one of the purposes (without having read the article here) is that they would make it easier to do group content with not a lot of...group.


Title: Re: SWTOR
Post by: Lucas on May 28, 2010, 07:57:22 AM
So, Sith Warrior page has been overhauled:

http://www.swtor.com/info/holonet/classes/sith-warrior

- Two specializations confirmed, Marauder and Juggernaut ;
- (I think) a few new pictures in the "field recon" section;

- First Companion Character (they're considered "associates" of the player) unveiled for the Sith Warrior: a female Twi'lek  called Vette.

http://www.swtor.com/info/holonet/biographies/vette (you get directed here also from the Sith Warrior page)

And here's the new Companion Characters section:

http://www.swtor.com/info/systems/companions







Title: Re: SWTOR
Post by: Cadaverine on May 28, 2010, 10:38:20 AM
The more I hear about the game, the more I think they're just making KotOR III with a graphical chat lobby bolted on to it.


Title: Re: SWTOR
Post by: Ratman_tf on May 28, 2010, 10:57:38 AM
The more I hear about the game, the more I think they're just making KotOR III with a graphical chat lobby bolted on to it.

 :awesome_for_real:


Title: Re: SWTOR
Post by: Paelos on May 28, 2010, 11:08:59 AM
The more I hear about the game, the more I think they're just making KotOR III with a graphical chat lobby bolted on to it.

I'd still get three months out of that  :drill:


Title: Re: SWTOR
Post by: Sky on May 28, 2010, 12:02:31 PM
That's where I fail to see the problem, too. I mean, for me. For Bioware, well....that's why I intend to get in at launch and play through before they try to 'fix retention issues' and make it suck so mmogtards will enjoy it.

 :why_so_serious:


Title: Re: SWTOR
Post by: Lakov_Sanite on May 28, 2010, 12:57:04 PM
Shame kotorII was a buggy piece of shit.  Sadly Mass effect 1-2 took up kotor's mantle nd have been running with it, I'm really more interested in the ME world now than I am of this star wars universe. Honestly how much they are trying to make a centuries old world still resemble the world in the movies turns me off more than anything. 


Title: Re: SWTOR
Post by: Triforcer on May 28, 2010, 06:25:19 PM
The more I hear about the game, the more I think they're just making KotOR III with a graphical chat lobby bolted on to it.

Welcome to pages 1-103 of this thread.


Title: Re: SWTOR
Post by: Stabs on May 29, 2010, 07:22:46 AM
That's where I fail to see the problem, too. I mean, for me. For Bioware, well....that's why I intend to get in at launch and play through before they try to 'fix retention issues' and make it suck so mmogtards will enjoy it.

 :why_so_serious:

Protip: colostomy bags.


Title: Re: SWTOR
Post by: Stormwaltz on May 29, 2010, 01:15:43 PM
Shame kotorII was a buggy piece of shit.

My opinion and no one else's:

When Obsidian made KotOR2, they were contracted to release it by X date. It looks to me like it was too short a time, and LucasArts was unwilling to let it cook longer. My analogy was that KotOR1 was a pulp novel, but KotOR2 wanted to be literature. I admire that ambition, but it was doomed to failure given the business-side pressure.


Title: Re: SWTOR
Post by: eldaec on May 29, 2010, 02:27:52 PM
It was also a long winded buggy piece of shit.

Obsidian have a track record on the long winded thing.


It might be that if they'd had enough time, they'd have put in enough awesome to get you through all the Bao-dur. But I doubt it. What they needed was an editor with a pair of balls.


Title: Re: SWTOR
Post by: Ingmar on May 29, 2010, 07:03:40 PM
I don't remember any bugs particularly, just half the ending being missing.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 29, 2010, 07:55:38 PM
kotorII basically pissed away all the goodwill kotor had built in me.  As such I am not looking at this mmo as though it has any sort of pedigree and just at face value.

At face value, this game is bland and derivative.


Title: Re: SWTOR
Post by: Kageru on May 30, 2010, 01:12:11 AM

The idea of extending gameplay by levelling up, gearing and specialising your NPC's is somewhat cool. Gives you a reason to replay content and different NPC's may make the level play differently. It would have been cooler if you could have customised the companions rather than having to select the pre-mades. But that's the cost of them wanting to attach endless dialogue you can't skip to everything. I imagine they'll keep them out of the lobby areas so people aren't contronted with 100 yvettes following their masters and giving them canned instructions on what they should be doing next.

In terms of adding anything to the MMO genre it all seems regressive. Though I'm sure the people who just wanted Kotor 3 will be happy to play for the free month.



Title: Re: SWTOR
Post by: Shrike on May 30, 2010, 08:27:33 AM
The thing that stands out in that interview is how much time is spent discussing the companion's impact on the capability of the player, as opposed to the story arc of the player.

Heck, after reading that, I'd rather play the companion than the main classes. Sounds like they get more than half the fun.


Title: Re: SWTOR
Post by: Soln on May 30, 2010, 10:09:15 AM
me too I don't have bad memories of KOTOR2, just KOTOR1 is all I really remember.

On this note, I wonder what it would be like to dig out or read about Jedi Knight and the other early games.  Some of those worlds are included in SWTOR it seems.


Title: Re: SWTOR
Post by: Outlawedprod on June 01, 2010, 07:36:09 AM
Quote from: http://uk.pc.ign.com/articles/109/1093317p1.html
As your team grows and develops, new options, strategies, and tactics will become available. When you're headed to "The Tomb" on Belsavis, who will you bring to watch your back and help out the rest of your group? Do you bring the hard-as-nails soldier who will help keep your enemies' attention off of your group, the gifted battlefield medic who can help keep everyone alive, or do you bring your ever-faithful Astromech whose computer skills may be the only hope for completing the mission? These are just some of the choices you will make while you and your Companions roam the galaxy in Star Wars: The Old Republic.

Bioware has solved a problem recent mmo developers have struggled with: implementation of a LFG system.   No one else put it together but they got it.  Just make all interactions focused around NPCs.  This idea is so novel!  No longer will I need to say LF Tank or CC.  I'll just bust out 3 companions who have become my bitch and rock the dungeon/instance/quest solo.  If there is actual PVP in this game I can't wait to see what some of the nutcase multiboxers will come up with.


Title: Re: SWTOR
Post by: UnSub on June 01, 2010, 07:47:22 AM
BioWare talks smack to other MMO developers: "MMOs had no fun and no point... until we came along! Story story story!" (http://www.computerandvideogames.com/article.php?id=248858)

I'm sure there is some saying about something happening right after pride, but I can't quite remember it.


Title: Re: SWTOR
Post by: Malakili on June 01, 2010, 08:34:36 AM
I think bioware severely underestimates the appeal of the meta game in MMOs.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 01, 2010, 08:35:13 AM
BioWare talks smack to other MMO developers: "MMOs had no fun and no point... until we came along! Story story story!" (http://www.computerandvideogames.com/article.php?id=248858)

I'm sure there is some saying about something happening right after pride, but I can't quite remember it.

Just talk to the warhammer online people.


Title: Re: SWTOR
Post by: LK on June 01, 2010, 09:27:29 AM
Quote
"We've always had that thought in the back of our heads: That Old Republic should be all the things we thought an MMO would be in the first place - which is all the parts of an RPG. Which means - and this is the most radical idea - it should just be fun. Like, just fun to play. You shouldn't be trying to ignore all of the content to get to the end as fast as possible."

I think that subject is a bit more harsh and misleading than Daniel's actual quote. He was speaking about the first MMOs (UO, EQ), and he's right. If he wanted to lessen the knee-jerk, he should have mentioned that later MMOs, especially WoW, did provide story. Oh he did? OK, let's take a look.

Quote
A lot of the better ones more recently have interesting content for the first few levels, you know - and some of them for the first 20 levels, whatever.

Uh, ok, that covers... Age of Conan. Is there another one that has it the first twenty levels? Or only the first few that is successful and worth comparing to? Still ignoring WoW, looks like, and the major successes in the industry.

Quote
But it's still not the interesting content you'd expect in a single-player game.

:facepalm:

Something gobsmackingly stupid about that statement. Lots of thoughts on this. Not surprisingly that Daniel had little to say about PvP content or how MMOs can persist long term through them. Also, rerunning through a story will never have the same appeal or longevity as running through a game level (dungeon) again.

Also, 50 novels worth of voice-over and text must be absolute *hell* on their Localization & QA staff. I find it hard to believe that all that stuff they wrote is going to be as interconnected or polished as a novel's would be. Volume != Quality.


Title: Re: SWTOR
Post by: Musashi on June 01, 2010, 11:10:22 AM
That shit makes me sad for humanity.  So far off the mark.


Title: Re: SWTOR
Post by: DLRiley on June 01, 2010, 12:26:49 PM
BioWare talks smack to other MMO developers: "MMOs had no fun and no point... until we came along! Story story story!" (http://www.computerandvideogames.com/article.php?id=248858)

I'm sure there is some saying about something happening right after pride, but I can't quite remember it.

I can respect what SWOTR is trying to do. I play rpg's for 2 reasons story and strategy, and something labeling itself as mmorpg should deliver that not water it down or hide it under a bunch of backwater game design. At least from a pve perspective anyway Unfortunately SWOTR is tagging online "epic" story with copy and paste mmo game design just the same way recent mmo's tagged "next gen combat" to copy and paste mmo game design (age of conan, chronicles of spellborn) . This is a hard sale for me paste a free trial, you can't sell me star wars IP because that's nothing but guys with robes and laser swords to me. Can't sell me an mmo because your going full hellgate london. Maybe being on sale and a 3 week trial might due the trick lolz.


Title: Re: SWTOR
Post by: LK on June 01, 2010, 01:28:18 PM
I admire what they are trying to do to, but I wish they didn't come off as "Bioware is about to make you its bitch." with their marketing message and interviews.

They are setting people up for a fall worse than any Sith (or John Romero) could experience.


Title: Re: SWTOR
Post by: palmer_eldritch on June 01, 2010, 04:42:08 PM
Half the fun in an MMO is showing off your character and messing around with other players, which has little to do with a pre-written story. One "story" I remember in WoW was when a friend and I were playing Horde characters and when I went off to pick up a quest, he made friends with an alliance character (they did silly emotes to each other). I got back to my friend, saw the alliance character and killed him. My friend then explained what had happened while I was gone.

It may not seem like a great story but it I remember it fondly. I couldn't tell you any of the backstory to any of the quests I did or dungeons I went in.


Title: Re: SWTOR
Post by: DLRiley on June 01, 2010, 05:01:20 PM
Actually the half the fun in an mmo is looking back and going "did I just survive that" and talking shit about it.


Title: Re: SWTOR
Post by: Malakili on June 01, 2010, 05:12:29 PM
Actually the half the fun in an mmo is looking back and going "did I just survive that" and talking shit about it.

Actually, half the fun of an MMO is bashing it on f13.


Title: Re: SWTOR
Post by: LK on June 01, 2010, 05:23:27 PM
There are a lot of halves to fun.


Title: Re: SWTOR
Post by: Fordel on June 01, 2010, 05:34:11 PM
Knowing is half the battle?


Title: Re: SWTOR
Post by: Kageru on June 01, 2010, 06:18:21 PM

They're so cute and innocent... like little kittens frolicking on the train tracks. They really need to get some Jaded MMO gamers in there and see what they think of their story, how long it takes them to blast through the content (and write spoilers) and the holes they find in game balance.

Alternatively they've given up on the existing MMO people and are trying to convince the star wars fan's and single player RPG fan's that they are different from all those other nasty MMO's.




Title: Re: SWTOR
Post by: DLRiley on June 01, 2010, 06:29:36 PM
Actually the half the fun in an mmo is looking back and going "did I just survive that" and talking shit about it.

Actually, half the fun of an MMO is bashing it on f13.

Actually that's 99% of the fun in playing a shitty mmo...which most mmos are  :roflcopter:


Title: Re: SWTOR
Post by: Ratman_tf on June 01, 2010, 07:06:15 PM
Quote
Star Wars: The Old Republic will finally bring real story to the genre.

First time I've heard that promise!  :awesome_for_real:


Title: Re: SWTOR
Post by: Nebu on June 01, 2010, 08:28:31 PM
Yes, because MMO gamers care so deeply about the story.   :uhrr:


Title: Re: SWTOR
Post by: Ollie on June 02, 2010, 01:20:33 AM
I admire what they are trying to do to, but I wish they didn't come off as "Bioware is about to make you its bitch." with their marketing message and interviews.


I agree. Snarky and antagonistic seems to be the new preferred method of selling the Bioware Experiencetm, and it's not really working for me. Sure, CVG probably scoured the interview transcript for the most provocative bits they could find and planted them blissfully devoid of context as classy mags often do, but even so, that was weak. The only vaguely interesting bit in there was the one about challenging sacred cows, and even that is straight out of "Designing for Dummies 101".

I don't know about you guys, but I've had it with all this fourth pillar talk. It's as if Bioware has Alzheimer's and keeps forgetting we've heard the same spiel regurgitated over and over again. Please, for sanity's sake, talk about something else already. Or, better yet, show it.


Title: Re: SWTOR
Post by: Velorath on June 02, 2010, 02:21:16 AM
BioWare talks smack to other MMO developers: "MMOs had no fun and no point... until we came along! Story story story!" (http://www.computerandvideogames.com/article.php?id=248858)

I'm sure there is some saying about something happening right after pride, but I can't quite remember it.

Alternately, you could have titled that quote as "Bioware agrees with what a lot of what many on F13 have said about MMO's, but we have to tear them apart anyway because being jaded and cynical about MMO's still hasn't gotten the least bit old  and repetitive after over a decade of doing it".


Title: Re: SWTOR
Post by: Margalis on June 02, 2010, 02:45:58 AM
Quote
I don't think that [MMO creators] set out in the beginning to say: 'Hey, let's make this a grind. Let's not have any interesting content here.' A lot of the better ones more recently have interesting content for the first few levels, you know - and some of them for the first 20 levels, whatever.

Quote
The thing that has been a challenge for us on Old Republic is that people tried to convince us these limitations were canon - that they were to be respected, you know? That you could not, in fact, put interesting bits in an MMO because that was now sacrilege.

I'm sorry what?


Title: Re: SWTOR
Post by: Ollie on June 02, 2010, 03:20:41 AM
The idea in the latter quote is sound, even if Erickson does his best to smear it by douchy delivery. Of course challenging preconceived notions and questioning sacred cows is important, no matter what you're designing. What's funny is that this is coming from Bioware, the company that keeps making its one staple RPG over and over again, and built its reputation on delivering polish instead of innovation.

Unless you count actually delivering polish as innovative, of course.  :awesome_for_real:


Title: Re: SWTOR
Post by: Merusk on June 02, 2010, 03:32:08 AM
Unless you count actually delivering polish as innovative, of course.  :awesome_for_real:

You do in the MMO-space.


Title: Re: SWTOR
Post by: Velorath on June 02, 2010, 05:27:27 AM
Quote
I don't think that [MMO creators] set out in the beginning to say: 'Hey, let's make this a grind. Let's not have any interesting content here.' A lot of the better ones more recently have interesting content for the first few levels, you know - and some of them for the first 20 levels, whatever.

Quote
The thing that has been a challenge for us on Old Republic is that people tried to convince us these limitations were canon - that they were to be respected, you know? That you could not, in fact, put interesting bits in an MMO because that was now sacrilege.

I'm sorry what?

Try reading back through the last 100 pages of this thread and make a list of every time somebody says something along the lines of "MMO players don't care about story.  It's stupid to put so much emphasis on it".


Title: Re: SWTOR
Post by: Malakili on June 02, 2010, 05:49:45 AM
BioWare talks smack to other MMO developers: "MMOs had no fun and no point... until we came along! Story story story!" (http://www.computerandvideogames.com/article.php?id=248858)

I'm sure there is some saying about something happening right after pride, but I can't quite remember it.

Alternately, you could have titled that quote as "Bioware agrees with what a lot of what many on F13 have said about MMO's, but we have to tear them apart anyway because being jaded and cynical about MMO's still hasn't gotten the least bit old  and repetitive after over a decade of doing it".

Sort of.  There is a lot of criticism of MMOs being pointless and a lot of times not fun here, but there solution offered has rarely or never been "hey, lets make it more like a single player game."   I don't want a single player game, I want a GOOD MMO game.


Title: Re: SWTOR
Post by: UnSub on June 02, 2010, 07:23:19 AM
BioWare talks smack to other MMO developers: "MMOs had no fun and no point... until we came along! Story story story!" (http://www.computerandvideogames.com/article.php?id=248858)

I'm sure there is some saying about something happening right after pride, but I can't quite remember it.

Alternately, you could have titled that quote as "Bioware agrees with what a lot of what many on F13 have said about MMO's, but we have to tear them apart anyway because being jaded and cynical about MMO's still hasn't gotten the least bit old  and repetitive after over a decade of doing it".

I'm jaded and cynical about anyone who comes out and says they have fixed all the problems and hold all the answers. Besides, I've heard this tune (or variations of it) before.

It's easy to point out the problems with MMOs, but my issue is that for most MMOs the story is secondary to the player experience in the world. Sure, BioWare is trying to tie the two together, but I see them having to actually deliver on a lot of expectations and wonder how tightly the player experience are going to be tied to the story. I get that the writer sees story as "the point" MMOs have been missing, but that certainly isn't the whole picture. Especially when BioWare announces classes, skill trees and advanced classes just like pretty much every other MMO in existence.

Also: stories end. MMOs work best if they are open-ended. So either the SWOR story is going to have some sort of conclusion that won't be released for another 5 years or players are going to get to the 'max' level having reached the conclusion of their character story and the main content option is to start again.

Seriously, any company that makes these kind of statements really has to put up. BioWare doesn't get a free pass on stupidity and over-hype.


Title: Re: SWTOR
Post by: Sky on June 02, 2010, 07:49:43 AM
MMOs work best if they are open-ended.
Fuck yeah, BC will be raiding the Darth Wibble zone friday night! That's open-ended gameplay, you can pick from any of the fabulous raids in the game. Genetically different, baby.


Title: Re: SWTOR
Post by: Stabs on June 02, 2010, 08:40:04 AM
I don't think they mean to be snarky or superior. I think what we're seeing is the result of people being locked together in an ivory tower "making something amazing" and talking to each other about it all day long.

Remember Paul Barnett was just some bloke in the office that Marketing suddenly spotted as being more genuinely enthusiastic than they could get any actor to pretend to be.


Title: Re: SWTOR
Post by: Ollie on June 02, 2010, 08:57:38 AM
MMOs work best if they are open-ended.
Fuck yeah, BC will be raiding the Darth Wibble zone friday night! That's open-ended gameplay, you can pick from any of the fabulous raids in the game. Genetically different, baby.

You bastard. I made this super awkward high-pitched squeak while laughing, and the office door happened to be open. Happy now?


Title: Re: SWTOR
Post by: HaemishM on June 02, 2010, 09:01:32 AM
I think it's time someone comes along and says Bioware AUSTIN again.


Title: Re: SWTOR
Post by: Rasix on June 02, 2010, 09:06:43 AM
Bioware  :star: AUSTIN :star:.

Done.


Title: Re: SWTOR
Post by: Sheepherder on June 02, 2010, 11:45:25 AM
Bioware isn't infalliable.  I'm having a hard time coping with the start of Baldur's Gate II:

1. The ration of zones explored to elves in party is 2:2.
2. I have seen no less than three genies.
3. Shadow Thieves.  When I heard WUA mention this I thought he was making a funny about stupid RPG names.  Guess not.
4. Random unmarked traps.  Fuck you too Bioware.


Title: Re: SWTOR
Post by: Ingmar on June 02, 2010, 02:08:16 PM
You can lay the blame for "Shadow Thieves" at the feet of Ed Greenwood, not Bioware.

Also put more points in Find/Remove Traps.  :-P

EDIT: Sure, I'll go for the extra nerd points - technically the ratio is 2:1.5.  :why_so_serious:


Title: Re: SWTOR
Post by: Velorath on June 02, 2010, 02:15:30 PM
BioWare talks smack to other MMO developers: "MMOs had no fun and no point... until we came along! Story story story!" (http://www.computerandvideogames.com/article.php?id=248858)

I'm sure there is some saying about something happening right after pride, but I can't quite remember it.

Alternately, you could have titled that quote as "Bioware agrees with what a lot of what many on F13 have said about MMO's, but we have to tear them apart anyway because being jaded and cynical about MMO's still hasn't gotten the least bit old  and repetitive after over a decade of doing it".

I'm jaded and cynical about anyone who comes out and says they have fixed all the problems and hold all the answers. Besides, I've heard this tune (or variations of it) before.

It's easy to point out the problems with MMOs, but my issue is that for most MMOs the story is secondary to the player experience in the world. Sure, BioWare is trying to tie the two together, but I see them having to actually deliver on a lot of expectations and wonder how tightly the player experience are going to be tied to the story. I get that the writer sees story as "the point" MMOs have been missing, but that certainly isn't the whole picture. Especially when BioWare announces classes, skill trees and advanced classes just like pretty much every other MMO in existence.

Also: stories end. MMOs work best if they are open-ended. So either the SWOR story is going to have some sort of conclusion that won't be released for another 5 years or players are going to get to the 'max' level having reached the conclusion of their character story and the main content option is to start again.

Seriously, any company that makes these kind of statements really has to put up. BioWare doesn't get a free pass on stupidity and over-hype.

So essentially, linking to this article was just an excuse to make the same tired arguments that have already been made dozens of times in this thread.  Congrats.


Title: Re: SWTOR
Post by: Malakili on June 02, 2010, 02:17:16 PM
BioWare talks smack to other MMO developers: "MMOs had no fun and no point... until we came along! Story story story!" (http://www.computerandvideogames.com/article.php?id=248858)

I'm sure there is some saying about something happening right after pride, but I can't quite remember it.

Alternately, you could have titled that quote as "Bioware agrees with what a lot of what many on F13 have said about MMO's, but we have to tear them apart anyway because being jaded and cynical about MMO's still hasn't gotten the least bit old  and repetitive after over a decade of doing it".

I'm jaded and cynical about anyone who comes out and says they have fixed all the problems and hold all the answers. Besides, I've heard this tune (or variations of it) before.

It's easy to point out the problems with MMOs, but my issue is that for most MMOs the story is secondary to the player experience in the world. Sure, BioWare is trying to tie the two together, but I see them having to actually deliver on a lot of expectations and wonder how tightly the player experience are going to be tied to the story. I get that the writer sees story as "the point" MMOs have been missing, but that certainly isn't the whole picture. Especially when BioWare announces classes, skill trees and advanced classes just like pretty much every other MMO in existence.

Also: stories end. MMOs work best if they are open-ended. So either the SWOR story is going to have some sort of conclusion that won't be released for another 5 years or players are going to get to the 'max' level having reached the conclusion of their character story and the main content option is to start again.

Seriously, any company that makes these kind of statements really has to put up. BioWare doesn't get a free pass on stupidity and over-hype.

So essentially, linking to this article was just an excuse to make the same tired arguments that have already been made dozens of times in this thread.  Congrats.

Its Star Wars, its an MMO, and they haven't released significant new information about the game in ages.  Put that all together and you get a lot of posts, a really long thread, and not really much to say all the same.  This shouldn't be surprising enough to even feign outrage.


Title: Re: SWTOR
Post by: eldaec on June 02, 2010, 02:54:33 PM
People pissing and moaning about the quality of this thread may want to consider how there will be no meaningful information to talk about until November at the earliest.


Title: Re: SWTOR
Post by: Sheepherder on June 02, 2010, 03:02:48 PM
You can lay the blame for "Shadow Thieves" at the feet of Ed Greenwood, not Bioware.

Also put more points in Find/Remove Traps.  :-P

EDIT: Sure, I'll go for the extra nerd points - technically the ratio is 2:1.5.  :why_so_serious:

1. That actually explains a lot:


2. It's maxed.  It just has to stop fucking turning off every time a goblin appears.

3. 2:1 even, depending on how you consider interiors.  Apparently all three female love interests are some variant of elf too, and one looks like it would be a clear-cut case of statutory rape.


Title: Re: SWTOR
Post by: Ingmar on June 02, 2010, 03:19:23 PM
Eh, she's an elf, so she's probably like 80.  :oh_i_see:


Title: Re: SWTOR
Post by: LK on June 02, 2010, 03:27:20 PM
When you apply realistic cultural standards to a fantastical one, of course you're going to be all "WTF that's WRONG and BACKWARDS" when something that works for that particular universe and people is presented.


Title: Re: SWTOR
Post by: DLRiley on June 02, 2010, 03:37:27 PM
BioWare talks smack to other MMO developers: "MMOs had no fun and no point... until we came along! Story story story!" (http://www.computerandvideogames.com/article.php?id=248858)

I'm sure there is some saying about something happening right after pride, but I can't quite remember it.

Alternately, you could have titled that quote as "Bioware agrees with what a lot of what many on F13 have said about MMO's, but we have to tear them apart anyway because being jaded and cynical about MMO's still hasn't gotten the least bit old  and repetitive after over a decade of doing it".

Sort of.  There is a lot of criticism of MMOs being pointless and a lot of times not fun here, but there solution offered has rarely or never been "hey, lets make it more like a single player game."   I don't want a single player game, I want a GOOD MMO game.


I don't want a good mmo, I want a good game. WoW and EvE are good mmo's, I play neither because they are horrible games. Besides why pay to play a horrible game when there are more than enough horrible games on the market that are free and massive multiplayer? A good game would make a great mmo, while a good mmo makes a bad game. Being good at your genre means shit, for example Transformers 2 is a good action movie but a horrible movie. While Star Trek is a good movie, and because it was a good movie and had alll the things that make a movie good it was also a great action movie. Or District 9 for example which downright embarrassed 3 of the big budget action/scifi movies during the summer because it was a good movie first. I watched transformers 2 online, star trek and district 9 i watched in theater. I'm waiting for the day when people realize that they don't want to pay $15 a month for  a  good mmo...


Title: Re: SWTOR
Post by: Velorath on June 02, 2010, 03:53:19 PM
People pissing and moaning about the quality of this thread may want to consider how there will be no meaningful information to talk about until November at the earliest.

So we need to reiterate the same shit ad nauseam?  If there's nothing to talk about, one would think it would be fairly easy to just not say shit.


Title: Re: SWTOR
Post by: Malakili on June 02, 2010, 04:02:00 PM
People pissing and moaning about the quality of this thread may want to consider how there will be no meaningful information to talk about until November at the earliest.

So we need to reiterate the same shit ad nauseam?  If there's nothing to talk about, one would think it would be fairly easy to just not say shit.

Which is why in my post that says more or less the same thing I put the emphasis on the fact that this was Star Wars related, and therefore impossible to stay quiet about.


Title: Re: SWTOR
Post by: eldaec on June 02, 2010, 04:59:01 PM
People pissing and moaning about the quality of this thread may want to consider how there will be no meaningful information to talk about until November at the earliest.

So we need to reiterate the same shit ad nauseam?  If there's nothing to talk about, one would think it would be fairly easy to just not say shit.

Hi, this is f13 the internet.


Title: Re: SWTOR
Post by: Sheepherder on June 02, 2010, 05:25:36 PM
Eh, she's an elf, so she's probably like 80.  :oh_i_see:
When you apply realistic cultural standards to a fantastical one, of course you're going to be all "WTF that's WRONG and BACKWARDS" when something that works for that particular universe and people is presented.

If you can suspend your disbelief that far, I salute you while dialing the police.

EDIT:


Sorry, only really enough material there to work in the seal of approval.

EDIT2: Maybe I can get him occluding her in the foreground.


Title: Re: SWTOR
Post by: LK on June 02, 2010, 06:13:31 PM
When people age at different speeds, then age is just a number. (http://en.wikipedia.org/wiki/Ocampa)

I don't think anyone would argue that getting a boner over Kes would make you a pedophile. Maybe just poor in taste.


Title: Re: SWTOR
Post by: UnSub on June 02, 2010, 06:38:40 PM
So we need to reiterate the same shit ad nauseam?  If there's nothing to talk about, one would think it would be fairly easy to just not say shit.

Shit remains unanswered. When BioWare answers shit, we'll stop talking shit.

... for a while.


Title: Re: SWTOR
Post by: Sheepherder on June 02, 2010, 07:04:47 PM
When people age at different speeds, then age is just a number. (http://en.wikipedia.org/wiki/Ocampa)

I don't think anyone would argue that getting a boner over Kes would make you a pedophile. Maybe just poor in taste.

Slightly different than elf loli.  Yes, she may be 80, but she looks 14.  If you're aroused it's time to talk to Dr. Sigmund about your mother.

And Schild is going to give me crap about this, but I'm not going to fuck with GIMP any longer.



Title: Re: SWTOR
Post by: LK on June 02, 2010, 07:17:00 PM
Her eyes look really fucked up.


Title: Re: SWTOR
Post by: Fordel on June 02, 2010, 07:41:29 PM
Slightly different than elf loli.  Yes, she may be 80, but she looks 14.  If you're aroused it's time to talk to Dr. Sigmund about your mother.


Well one of your other romance options is the recently widowed mother figure of your life.  :oh_i_see:



I always go with the Drow lady, she's just regular old evil, I can handle that better then the other two!


Title: Re: SWTOR
Post by: Lakov_Sanite on June 02, 2010, 08:59:40 PM
You can always get the mod that lets you romance imoen..... :why_so_serious:


Title: Re: SWTOR
Post by: Sheepherder on June 02, 2010, 09:21:19 PM
Her eyes look really fucked up.

Pedobear Bioware likes em' that way.

Well one of your other romance options is the recently widowed mother figure of your life.  :oh_i_see:

I always go with the Drow lady, she's just regular old evil, I can handle that better then the other two!

Viconia at least is only evil.  And wants to have your evil elf mini-me or something.

Jahiera is more like the auntie that wants to jump your bone after the funeral so she can forget her dead husband.  But close.


You can always get the mod that lets you romance imoen..... :why_so_serious:

You know, that's slightly better.

Slightly.


Title: Re: SWTOR
Post by: Bzalthek on June 02, 2010, 10:35:39 PM
Some of you are repressed motherfuckers transposing you're fucked up fantasies onto mythological fantasy races.


Title: Re: SWTOR
Post by: Sheepherder on June 02, 2010, 11:21:31 PM
You really need to play this game to understand.  Nobody does fetishism like Bioware.


Title: Re: SWTOR
Post by: Modern Angel on June 03, 2010, 04:33:57 AM
I can think of a zillion real world venues that do fetishism better than a video game company. You people need to go touch a real live person.


Title: Re: SWTOR
Post by: Ratman_tf on June 03, 2010, 04:40:17 AM
I really need a sandwich.


Title: Re: SWTOR
Post by: Sheepherder on June 03, 2010, 05:21:59 AM
I can think of a zillion real world venues that do fetishism better than a video game company.

(http://images1.wikia.nocookie.net/__cb20070428024327/forgottenrealms/images/thumb/4/49/Minsc_-_Baldur%27s_Gate_2.jpg/200px-Minsc_-_Baldur%27s_Gate_2.jpg)


Title: Re: SWTOR
Post by: Modern Angel on June 03, 2010, 05:25:58 AM
http://zorak.best.vwh.net/gerbils.html


Title: Re: SWTOR
Post by: Sheepherder on June 03, 2010, 05:35:23 AM
"Don't ask questions better left to aged sages. Boo is quick and evasive and there is ever so much of Minsc to search; there is no hope of getting us apart."


Title: Re: SWTOR
Post by: LK on June 03, 2010, 07:33:33 AM
You really need to play this game to understand.  Nobody does fetishism like Bioware.

Asari.

'Nuff said.


Title: Re: SWTOR
Post by: Musashi on June 03, 2010, 08:28:43 AM
What the fuck is happening in here?

(http://dl.dropbox.com/u/963220/dubious.gif)


Title: Re: SWTOR
Post by: rattran on June 03, 2010, 08:42:12 AM
SWTOR discussion, or bad things will happen.


Title: Re: SWTOR
Post by: Stabs on June 03, 2010, 10:51:01 AM
bad things will happen...

... to gerbils?


Title: Re: SWTOR
Post by: Malakili on June 03, 2010, 10:54:23 AM
So, effect of love interest NPC companion characters on the overall level of cybering in SWTOR compared to other MMOs.  There, I've brought us back on topic, while still incorporating the recent discussion.


Title: Re: SWTOR
Post by: Sheepherder on June 03, 2010, 11:33:01 AM
I can't imagine that anyone at Bioware, even Bioware Austin, would be foolish enough to unleash that upon the world.


Title: Re: SWTOR
Post by: Ingmar on June 03, 2010, 12:14:48 PM
I can't imagine that anyone at Bioware, even Bioware Austin, would be foolish enough to unleash that upon the world.

They already said in that companion character interview that romances were one of the things companion characters would be involved in.


Title: Re: SWTOR
Post by: eldaec on June 03, 2010, 12:20:30 PM
I can't imagine that anyone at Bioware, even Bioware Austin, would be foolish enough to unleash that upon the world.

They already said in that companion character interview that romances were one of the things companion characters would be involved in.

I think Sheepherder might be talking about gerbils.

(http://dl.dropbox.com/u/318368/bothan-link3.jpg)


Title: Re: SWTOR
Post by: Sheepherder on June 03, 2010, 12:54:09 PM
No, just in general.  This will not end well.


Title: Re: SWTOR
Post by: Lantyssa on June 03, 2010, 01:33:51 PM
Giant space rodents makes a lot of sense in Star Wars...

(http://escapedredpanda.net/hotlink/f13/mappy.jpg)


Title: Re: SWTOR
Post by: UnSub on June 03, 2010, 06:24:43 PM
I can't imagine that anyone at Bioware, even Bioware Austin, would be foolish enough to unleash that upon the world.

They already said in that companion character interview that romances were one of the things companion characters would be involved in.

It will be a :heart: romance  :heart:, not a  :thumbs_up: romance :thumbs_up:.


Title: Re: SWTOR
Post by: Ratman_tf on June 03, 2010, 07:03:09 PM
I can't imagine that anyone at Bioware, even Bioware Austin, would be foolish enough to unleash that upon the world.

They already said in that companion character interview that romances were one of the things companion characters would be involved in.

(http://www.wpclipart.com/cartoon/turd.png)



Title: Re: SWTOR
Post by: UnSub on June 03, 2010, 08:43:09 PM
20 minute video of SWOR showing off dialogue system, Smuggler cover system, Bounty Hunter, Sith Warrior, group dialogue system and combat. (http://www.swtor.com/media/trailers/developer-walkthrough)

I appreciated that the comment was made about "great writing" just after someone named 'The Defenestrator' was named as a former great Bounty Hunter.

Also, group dialogue at this point appears to be 'wait for your team mate to say something'.


Title: Re: SWTOR
Post by: Draegan on June 04, 2010, 07:33:04 AM
Lol

"We're going to stop here and wave to somebody because that's what you do in Massive Multiplayer Online Games".

 :oh_i_see:

Also I'm halfway through, but I've seen all these videos before and they keep saying "high level class X" and they don't really look high level.  I also just noticed that there is no floating combat text.


Title: Re: SWTOR
Post by: UnSub on June 04, 2010, 07:59:13 AM
Some of it has been shown before - the stuff on the space ship where you kill the captain was used previously to promote SWOR.


Title: Re: SWTOR
Post by: Draegan on June 04, 2010, 08:13:38 AM
I didn't see any new environments at all.  What I did see that was new was the fact that sometimes you have to sit there and watch other people pick dialogue and you never see their options.

I also saw a loot window.

'Bout it.

I got a sense that the game universe will be completely open somehow and that individual missions and locations open up as you team up and accept quests.  What remains to be seen is how open/closed the shared game world is.


Title: Re: SWTOR
Post by: Morfiend on June 04, 2010, 10:50:57 AM
Giant space rodents makes a lot of sense in Star Wars...

(http://blogs.coventrytelegraph.net/thegeekfiles/ewok.jpg)


Title: Re: SWTOR
Post by: Musashi on June 04, 2010, 11:34:10 AM
When don't they make sense?  Yub, yub.


Title: Re: SWTOR
Post by: Sky on June 04, 2010, 12:34:55 PM
I bet if TOR announced it was going to be microtrans-based, Mr Bloodworth would be in here telling you how awesome it would be.

 :why_so_serious:


Title: Re: SWTOR
Post by: Lantyssa on June 04, 2010, 04:21:09 PM
<picture of an Ewok>
Hate.


Title: Re: SWTOR
Post by: Outlawedprod on June 05, 2010, 05:18:07 AM
Actually the half the fun in an mmo is looking back and going "did I just survive that" and talking shit about it.

I sort of like that statement because my personal situation has been similar but there is a slight twist to what usually made it fun for me.  Actually half the fun in a MMO is looking back and thinking "did I just survive that and kill everyone in my group in the process" and then talking shit about it.

There is something to be said for it. Many of my favorite early mmo memories involved things like this. If mmos are going to be mostly instanced then we need places like BRD in WoW.  You know where there is a bar with several interesting mechanics that most people are unaware of.  Like if someone steals plugger's key and opens the door eventually he notices the key is missing and will send everything aggro.  It's amazing how few people knew about that back when you had to take an entire raid through BRD to zone into Molten Core.  Pretty sure most people int he guild had more fun on Vent when I gave them that surprise as opposed to actually raiding. I'd say beyond just interesting mechanics actual exploits made most of the well known WoW memories for early players.


Title: Re: SWTOR
Post by: Sky on June 07, 2010, 06:51:45 AM
Yeah, we need more exploits and griefing. True.


Title: Re: SWTOR
Post by: UnSub on June 07, 2010, 08:47:40 AM
Griefing in SWOR will be not continuing the conversation tree and forcing your team mates to wait. A successful TK will see everyone else quit.


Title: Re: SWTOR
Post by: Malakili on June 07, 2010, 09:00:49 AM
Griefing in SWOR will be not continuing the conversation tree and forcing your team mates to wait. A successful TK will see everyone else quit.

I doubt Bioware will be so stupid to let this happen, they'd have to at least give it a timer then let the decision move to another person ors something.  Then again, I could be wrong.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 07, 2010, 09:14:41 AM
Griefing in SWOR will be not continuing the conversation tree and forcing your team mates to wait. A successful TK will see everyone else quit.

I doubt Bioware will be so stupid to let this happen, they'd have to at least give it a timer then let the decision move to another person ors something.  Then again, I could be wrong.

Even if the timer is 30 seconds it's going to piss me off waiting for slow fuckers to advance the dialogue. Also imagine 5 choices all with a 30sec timer and someone wanting to use every single second of that time to piss you off.


Title: Re: SWTOR
Post by: Bunk on June 07, 2010, 09:26:30 AM
Hold on, you guys are actually intending to play some portion of this game in a PUG that would allow for other people to actively participate in your game experience?

Silly people. This is KOTOR3 with public hubs to waive your epeen at each other in. And probably lots of Barrens chat.


Title: Re: SWTOR
Post by: HaemishM on June 07, 2010, 09:29:37 AM
Don't forget the sweet Twi'lek cyb0r.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 07, 2010, 10:51:31 AM
Don't forget the sweet Twi'lek cyb0r.

yub nub :heart:


Title: Re: SWTOR
Post by: WindupAtheist on June 07, 2010, 03:20:05 PM
I have no reason to post this here except that it's Star Wars related, and more people will see this than anything on the SWG forum.


http://www.youtube.com/watch?v=3Zd_khk6zXo


Title: Re: SWTOR
Post by: LK on June 07, 2010, 03:58:04 PM
Posted in Funny Pictures already.


Title: Re: SWTOR
Post by: Draegan on June 07, 2010, 04:20:15 PM
Snoop is the best part of that.


Title: Re: SWTOR
Post by: UnSub on June 11, 2010, 11:04:55 PM
SWOR fits KOTOR into its timeline. (http://www.swtor.com/info/holonet/timeline/jedi-civil-war) Voiced by Lance Henrikson.


Title: Re: SWTOR
Post by: Koyasha on June 14, 2010, 08:05:03 AM
Pretty big retcon there.  Revan and Malak started looking for the Star Forge before entering the Mandalorian Wars according to the memories in KOTOR - particularly, the memory of Revan and Malak entering the map room on Dantooine, when they were still in good standing with the Jedi Order and Malak is concerned about whether or not to do this.

Personally speaking, I'm a little disappointed that they went ahead and fixed a gender for Revan, and an ending for KOTOR1, especially since it was so far in the past it could have easily been ignored entirely, sticking to the 'and then Revan up and vanished for no apparent reason' explanation that KOTOR2 used, whether light or dark side.


Title: Re: SWTOR
Post by: Morat20 on June 14, 2010, 08:45:50 AM
Personally speaking, I'm a little disappointed that they went ahead and fixed a gender for Revan, and an ending for KOTOR1, especially since it was so far in the past it could have easily been ignored entirely, sticking to the 'and then Revan up and vanished for no apparent reason' explanation that KOTOR2 used, whether light or dark side.
I can't follow the link (damn filters), but...
<geek on>
Male Revan, Light Side ending was the official LucasArts/Canon ending since the game came out. Female Exile, Light Side ending was the canon ending for KOTOR 2, for that matter.

That's not something new. Now, yeah, the bit about timeline changes.....

I always viewed KOTOR2 as an attempt to fix the glaring plotholes in KOTOR, and my absolute favorite line was a Jedi Master sarcastically asking you how you felt slaughtering your way across 4 planets gave you a better connection to the Force.
<geek off>


Title: Re: SWTOR
Post by: Gets on June 14, 2010, 10:03:06 AM
E3 trailer: http://www.youtube.com/watch?v=HYz7BxXUuJU


Title: Re: SWTOR
Post by: Malakili on June 14, 2010, 10:18:58 AM
E3 trailer: http://www.youtube.com/watch?v=HYz7BxXUuJU

That got awesome when the Jedi showed up.  I'm still like I was when I was 10 years old for lightsaber/force duels.  Too bad the game won't be all that much like that video.


Title: Re: SWTOR
Post by: LK on June 14, 2010, 10:35:01 AM
For those that want to ignore my rule of cool ignorance ranting:

I don't know why I can look at Force Unleashed II and go "Woot." and yet look at SWTOR and go "Again with one Jedi being worth 1000 soldiers?"


Title: Re: SWTOR
Post by: Draegan on June 14, 2010, 10:59:23 AM
Forced Unleashed trailer was better.

I didn't know a Jedi could catch a lightsaber with their bare hands.  Also, never saw a Street Fighter style hyduken before.  Awesome.

Lorekeep:  You got a little to nitpicky. But yeah, it was an ok trailer. 


Title: Re: SWTOR
Post by: LK on June 14, 2010, 11:01:08 AM
I guess the whole blocking a lightsaber with your hand thing would explain why you don't go down in one strike from a lightsaber in an MMO.

Actually, the idea of a block skill using your hand instead of a shield seems a little interesting.

Shit, am I rationalizing? RAGE RAGE RAGE.


Title: Re: SWTOR
Post by: Morat20 on June 14, 2010, 11:04:26 AM
SHE BLOCKS A LIGHTSABER WITH HER HAND. Fuck's sake. NOW he comes to the rescue. And planetwide simultaneous flare, gg.
EU Canon, actually. Force Absorbtion FTW. Used rather nicely by Corran Horn's father -- the Horn family is absolutely pants at telekinesis. They can't move shit with the force. Now, projecting images, mind tricks, and absorbing energy? They're really good with. And they can pull TK tricks with what they absorbed.

Corran Horn's father deliberately took a Sith saber to the guts, sucked every bit of energy out of it, and used it to crush the guy that had just stabbed him.

Now, light-staves in particular are just ridiculous weapons. Anyone with a brain would spend their time trying to make you cut off your own legs with the other end of your weapon. Staff versus sword there's a good edge to the guy with the staff -- but not when his own staff will cut his fucking leg off if it brushes it.


Title: Re: SWTOR
Post by: Draegan on June 14, 2010, 11:06:19 AM
I always hated those staff sabers.  Man EU canon.  It's been ages since I read any of the books.  What stories is that info from?


Title: Re: SWTOR
Post by: Zane0 on June 14, 2010, 11:15:25 AM
Quote
I don't know why I can look at Force Unleashed II and go "Woot." and yet look at SWTOR and go "Again with one Jedi being worth 1000 soldiers?"
Because it's an aggressively mediocre trailer, I suppose.

"While the sacrifices are heavy, we fight knowing that the single spark of courage can ignite the fires blah blah blah" it's the same old tired Bioware hokum. This could be the trailer for Dragon Age 2 if you pared it down to its thematic content.


Title: Re: SWTOR
Post by: Riggswolfe on June 14, 2010, 11:20:11 AM
I guess the whole blocking a lightsaber with your hand thing would explain why you don't go down in one strike from a lightsaber in an MMO.

Actually, the idea of a block skill using your hand instead of a shield seems a little interesting.

Shit, am I rationalizing? RAGE RAGE RAGE.

Well, let's put it this way. How much harder is it to block a saber with your hand than it is to block blaster bolts with your hand? Yes, I'm thinking the Vader on Bespin scene in ESB.


Title: Re: SWTOR
Post by: Draegan on June 14, 2010, 11:37:36 AM
A LOT harder.


Title: Re: SWTOR
Post by: Morat20 on June 14, 2010, 11:49:35 AM
Well, let's put it this way. How much harder is it to block a saber with your hand than it is to block blaster bolts with your hand? Yes, I'm thinking the Vader on Bespin scene in ESB.
I'm going to echo "a lot harder". Especially with a bare hand.

Well, I suppose in one sense it's easier. A saber moves a lot slower and is bigger, so sticking your hand out and catching the blade is probably really easy. The whole "not having it stab through your hand and into your chest and dying" part would be harder, one would think. Sort of like the difference between a 9mm bullet through the stomach and, say, a broadsword. Which is on fire.


Title: Re: SWTOR
Post by: LK on June 14, 2010, 11:51:41 AM
To be fair, the Star Wars canon is malleable. Every time a new trailer comes out showing something like a random, non-descript Jedi using her hand to block a lightsaber, something that strikes me as Deus Ex Forceina to keep her alive (I guess it could be a very, very focused Force Push, but come on), you have to reevaluate the canon because the canon doesn't give a shit. So instead of it being a lot harder, it's just par the course for your average Jedi. "Deal," says the canon. "We think it's cool even if it feels absolutely terrible and wrong."

Hell, I bet it's a CC in-game. Blocking a lightsaber with your hand stuns the opponent so your non-Jedi can body-check him.


Title: Re: SWTOR
Post by: Riggswolfe on June 14, 2010, 11:52:24 AM
Well, let's put it this way. How much harder is it to block a saber with your hand than it is to block blaster bolts with your hand? Yes, I'm thinking the Vader on Bespin scene in ESB.
I'm going to echo "a lot harder". Especially with a bare hand.

Well, I suppose in one sense it's easier. A saber moves a lot slower and is bigger, so sticking your hand out and catching the blade is probably really easy. The whole "not having it stab through your hand and into your chest and dying" part would be harder, one would think. Sort of like the difference between a 9mm bullet through the stomach and, say, a broadsword. Which is on fire.

My point is I wouldn't be surprised if a blaster bolt and a saber are relatively close power level wise. Vader blocked what? 3 or 4 bolts with his hand? It's the same principle and the same force power really.


Title: Re: SWTOR
Post by: Riggswolfe on June 14, 2010, 11:53:57 AM
To be fair, the Star Wars canon is malleable. Every time a new trailer comes out showing something like a random, non-descript Jedi using her hand to block a lightsaber, something that strikes me as Deus Ex Forceina to keep her alive (I guess it could be a very, very focused Force Push, but come on),


<nerd>

It's a power called absorb energy. Vader used it to block Han's blaster bolts. Luke allegedly used it to absorb some of the Emporer's Force Lightning on the Death Star 2 so he didn't die.

</nerd>


Title: Re: SWTOR
Post by: Cyrrex on June 14, 2010, 11:57:27 AM
SHE BLOCKS A LIGHTSABER WITH HER HAND. Fuck's sake. NOW he comes to the rescue. And planetwide simultaneous flare, gg.
EU Canon, actually. Force Absorbtion FTW. Used rather nicely by Corran Horn's father -- the Horn family is absolutely pants at telekinesis. They can't move shit with the force. Now, projecting images, mind tricks, and absorbing energy? They're really good with. And they can pull TK tricks with what they absorbed.

Corran Horn's father deliberately took a Sith saber to the guts, sucked every bit of energy out of it, and used it to crush the guy that had just stabbed him.

Now, light-staves in particular are just ridiculous weapons. Anyone with a brain would spend their time trying to make you cut off your own legs with the other end of your weapon. Staff versus sword there's a good edge to the guy with the staff -- but not when his own staff will cut his fucking leg off if it brushes it.

All well and fine, but you're kinda glossing over the part where the persons in question actually get hurt and/or killed during such acts.  Nobody ever blocked a saber in any EU canon.


Title: Re: SWTOR
Post by: eldaec on June 14, 2010, 12:11:24 PM
Probably had one of those ysalami lizards down her knickers.

The EU is a cohesive, beautifully constructed, and logically consistent universe you see.


Title: Re: SWTOR
Post by: LK on June 14, 2010, 12:18:18 PM
Either they can absorb the Force or they can absorb energy. They shouldn't be able to do both. Otherwise why don't Jedi just carry around batteries every time they need that sweet, sweet juice?


Title: Re: SWTOR
Post by: Sky on June 14, 2010, 12:19:57 PM
I love this thread. It's like letting Yoda sit on Vader's lap.

(http://www.pollsb.com/photos/o/31126-darth_vader_ever_let_yoda_sit_lap.jpg)


Title: Re: SWTOR
Post by: Cyrrex on June 14, 2010, 12:32:14 PM
First, these are supposed to be some of the rarest powers.  Second, it is actually two different powers we're talking about...Absorb and Alter.  Alter is the rarer one, and the one that the Horns had.  It doesn't keep them from sustaining injury, it simply allows them to transfer the power/pain into raw force power (which in their case, allowed them to use TK that they couldn't otherwise touch).  What you see in the video would be some crazy powerful Absorb that we haven't seen before.



Title: Re: SWTOR
Post by: Lantyssa on June 14, 2010, 12:46:43 PM
Maybe she just force pushed the dude's arm.

You know what y'all remind me of?  Tanks versus 'mechs.


Title: Re: SWTOR
Post by: Malakili on June 14, 2010, 12:58:08 PM
To be fair (lulz), the troops DID do a lot better against the Dark Jedi than any troops I've ever seen against Jedi at least in what was basically a roughly even fight.   When have we ever seen a trooper charge a Force User and not just end up in pieces?   


Title: Re: SWTOR
Post by: HaemishM on June 14, 2010, 12:58:34 PM
Maybe she just force pushed the dude's arm.

You know what y'all remind me of?  Tanks versus 'mechs.

Mechs with KNIVES.


Title: Re: SWTOR
Post by: Sky on June 14, 2010, 01:21:49 PM
You know what y'all remind me of?  Tanks versus 'mechs.
Yoda on Vader's lap. It's the new wookie defense.


Title: Re: SWTOR
Post by: Morat20 on June 14, 2010, 01:31:18 PM
Maybe she just force pushed the dude's arm.

You know what y'all remind me of?  Tanks versus 'mechs.

Mechs with KNIVES.
What about tanks that transform into mechs and pull out lightsabers? We need Jedi Mech Transformers.

Although I'd bet money that, somewhere, there's a drawing of Jedi Master Optimus Prime.


Title: Re: SWTOR
Post by: Velorath on June 14, 2010, 01:35:16 PM
Maybe she just force pushed the dude's arm.

You know what y'all remind me of?  Tanks versus 'mechs.

Mechs with KNIVES.
What about tanks that transform into mechs and pull out lightsabers? We need Jedi Mech Transformers.

Although I'd bet money that, somewhere, there's a drawing of Jedi Master Optimus Prime.

Did you miss the Star Wars Transformers line they did sometime back?

Edit: Apparently they're still making them (http://craziestgadgets.com/2010/03/04/star-wars-transformers/).


Title: Re: SWTOR
Post by: LK on June 14, 2010, 01:35:40 PM
I wonder how many more fluff scene-setting CG "trailers" will appear between now and the game's launch.


Title: Re: SWTOR
Post by: Morat20 on June 14, 2010, 01:37:44 PM
Did you miss the Star Wars Transformers line they did sometime back?
Yes.

Lorekeep: That and Deceived were better than The Phantom Menace. Maybe they should just give those guys money to make movies.


Title: Re: SWTOR
Post by: Velorath on June 14, 2010, 01:41:24 PM
I wonder how many more fluff scene-setting CG "trailers" will appear between now and the game's launch.

Both the CG trailers they've released so far have coincided with E3.  Doesn't seem like something they're planning to churn out.


Title: Re: SWTOR
Post by: Fordel on June 14, 2010, 01:42:50 PM
I question leaving the high ground as a Trooper, but otherwise I thought it was awesome!

They should have spent the game development money on more CGI cut scenes!


-edit- Trooper Leader guy needs to wear his helmet, not only would his face not be messed up at the end, all that HUD Tactical information is kinda important usually!


Title: Re: SWTOR
Post by: Draegan on June 14, 2010, 01:42:53 PM
I wonder how many more fluff scene-setting CG "trailers" will appear between now and the game's launch.

You'll see more trailers at next years E3 and maybe another in 2012.


Title: Re: SWTOR
Post by: Sheepherder on June 14, 2010, 02:23:02 PM
I question leaving the high ground as a Trooper, but otherwise I thought it was awesome!

Non-ballistic weapons nullify the single greatest advantage height offers.


Title: Re: SWTOR
Post by: Goreschach on June 14, 2010, 02:35:19 PM

-edit- Trooper Leader guy needs to wear his helmet, not only would his face not be messed up at the end, all that HUD Tactical information is kinda important usually!

He was going to, but after getting his quest set he hated how he looked the same as every other trooper his rank.


Title: Re: SWTOR
Post by: Fordel on June 14, 2010, 02:36:16 PM
I question leaving the high ground as a Trooper, but otherwise I thought it was awesome!

Non-ballistic weapons nullify the single greatest advantage height offers.


Leader Trooper had a grenade launcher though!


-fake edit-

Goreschach, being a Trooper is all about anonymous uniformity!


Title: Re: SWTOR
Post by: LK on June 14, 2010, 02:45:30 PM

-edit- Trooper Leader guy needs to wear his helmet, not only would his face not be messed up at the end, all that HUD Tactical information is kinda important usually!

He was going to, but after getting his quest set he hated how he looked the same as every other trooper his rank.

Plus, the canon doesn't support retractable helmets for emotional scenes... yet.

Ooo I know what's going to be in the next trailer.


Title: Re: SWTOR
Post by: Draegan on June 14, 2010, 02:57:16 PM
Obviously he's were contact lenses that display all he needs.


Title: Re: SWTOR
Post by: tmp on June 14, 2010, 03:42:41 PM
I question leaving the high ground as a Trooper, but otherwise I thought it was awesome!

Non-ballistic weapons nullify the single greatest advantage height offers.
I'd imagine staying out of range of melee guys could be another advantage. Unless even the sith cannon fodder can jump this high...


Title: Re: SWTOR
Post by: Kageru on June 14, 2010, 04:37:26 PM

Jedi are such a terrible poison pill to game balance. The opening "trooper rush" looks like fun for multiple people then up comes the "look at me, I'm so badass!" sith who expect to be able to wander around a battlefield effectively unchallenged save by another Jedi. When the two of them are engaged the troops just ignore them in a clear sign of either not being in their league or not willing to break canon by shooting them in the back while they are engaged. And when one side has magic that can do anything as long as it looks cool and the other side has conventional arms what can be justified in terms of their actions is totally unbalanced. Star wars would be a much better game if Jedi were like elite special forces. Incredibly deadly when working in solo missions but they still don't expect to showboat against armies or even personally change the balance of power.

...oh well, it's not like any of the in-game video's looked remotely like that so I guess it doesn't really matter.


Title: Re: SWTOR
Post by: SnakeCharmer on June 14, 2010, 04:38:57 PM
When have we ever seen a trooper charge a Force User and not just end up in pieces? 

With a buck knife, of all things.

Hey!  Let me run at you with my 10 inch serated blade knife!

Or better..

The jedi has you distracted!  I'm standing at range with a gun in my hand!  Instead of putting a nice clean hole in your head from range, I'm going to throw down my gun, yell really loudly as I run at your with a grenade in my hand that I'm going to detonate as I pin you to a wall/tree!  

Dumb.


Title: Re: SWTOR
Post by: LK on June 14, 2010, 04:47:46 PM
If their storylines are as logical as the events in that trailer...

:why_so_serious:


Title: Re: SWTOR
Post by: Draegan on June 14, 2010, 04:56:01 PM
http://www.massively.com/2010/06/14/e3-reveal-player-spaceships-and-pvp-battlegrounds-in-swtor/

Quote
A new door has been opened today in Star Wars: The Old Republic: the door to your very own customizable spaceship! Mary Bihr and Dr. Greg Zeschuk, of LucasArts and Bioware respectively, stood on the stage at E3 to shock Star Wars fans everywhere. Since the first movie with the Millenium Falcon, the starship has been the center of every character's personal story. Friendships were built, and characters even fell in love, on starships. What story will your character build in his or her starship, and what personal touches would you like to see?

Battlegrounds will be the primary focus of PvP combat in SWTOR. Indeed, the new trailer called "Hope" alludes to the fact that one of the primary battlegrounds will be on the planet Alderaan. We know from the official site that Alderaan is a planet estranged from the Republic. This Core planet is the first announced area which will be hotly contested by both the Republic and Imperial forces. So gear up your Trooper and ready your lightsaber, the battle for the Old Republic is about to begin!

Player Housing and PVP?


Title: Re: SWTOR
Post by: Fordel on June 14, 2010, 04:59:50 PM
These trailers are never logical though, so I don't really hold it against them THAT much. Soldiers jumping and charging forward is more entertaining then soldiers holding a proper fire/cover/fire line, at least for the general masses.


Like, if you REALLY wanted to be nitpicky, those Troopers would have just mined the pass 10 minutes before the Sith Army came marching through.  :oh_i_see:

Like shit, one of the Troopers even had a mine strapped to his kit!



But I think one of the main aims of the videos was achieved, unlike the first E3 trailer, the Troopers here are arguably competent, useful and capable of holding their own against even overwhelming odds AND other force users. The "Rawr Rawr Victory or Death, Freedom for all" was thick and silly, but it always is.

I also want that laser gattling gun thing. The noise it made  :heart:


Title: Re: SWTOR
Post by: Morat20 on June 14, 2010, 06:33:39 PM
I finally worked out the main reason light-staffs annoy me. You can't use a natural block point -- the center of the staff. All it does is fuck up your weapon. Losing that block point makes the staff just pointless against a sword. You're only able to block on the ends, which still gives you fast counters but you're giving up a giant range of good options.

Maybe the Jedi should make those staffs out of that magic ore shit that blocks lightsabers.


Title: Re: SWTOR
Post by: Lantyssa on June 14, 2010, 08:06:32 PM
One staff saber was fine.  It worked as a unique weapon for a unique style.  Unfortunately Maul was too cool on that front so everyone had to emulate it, making it more common than dual wielding sabers.

I still want to do a saber pike, which I suppose there are some references for, but which makes infinitely more sense and has yet to appear in a game to my knowledge.


Title: Re: SWTOR
Post by: Sheepherder on June 14, 2010, 09:35:00 PM
I don't see how a pike makes sense, it's a shitty weapon for combat outside of formation.


Title: Re: SWTOR
Post by: Draegan on June 14, 2010, 09:37:33 PM
Morning Star saber, saber flail.


Title: Re: SWTOR
Post by: WindupAtheist on June 14, 2010, 09:44:17 PM
As the resident prequel defender, I just want to make note of my scoffery toward the somewhat common refrain of "loll that was better than the prequels lool" whenever some "ninety seconds of lightsaber porn" game trailer comes out.

Yeah, that's exactly what the prequels needed. Some focus-grouped "crawwwwwling in my skinnnnnn" antihero like the Force Unleashed guy. Or some aggressively dumb battle scenes of Sith lords getting tackled by regular troopers and Jedi stopping lightsaber blades with their hands and shit like that thing we just saw.

That would have totally been better, and satisfied everyone. There's absolutley NO WAY it would have led to the exact same people ranting about "wtf superpowers turn on and off inconsistency DAMN U LUCAS!1!" and "omg their planetary communication system is flares lol i am so butthert" and writing fifteen-paragraph posts about how a Dark Side antihero contradicts what Yoda taught Luke about the Force and also rapes their childhood. Yeah, that's what everyone said the movies needed at the time. DBZ powers and a protagonist who looks like he listens to Korn.

Bite me, this is what you guys get for talking about tanks versus mechs with knives and Jedi and shit. You pretty much summoned me.  :why_so_serious:


Title: Re: SWTOR
Post by: Margalis on June 14, 2010, 10:06:14 PM
"Better than the prequels" is a pretty low bar to hurdle. Kind of like saying that eating dirt is better than eating a turd.


Title: Re: SWTOR
Post by: Stormwaltz on June 14, 2010, 10:23:40 PM
Who charges a Sith with a knife?

Someone who knows that lightsabers can bounce blaster bolts back at you?


Title: Re: SWTOR
Post by: Surlyboi on June 15, 2010, 12:34:41 AM
As the resident prequel defender, I just want to make note of my scoffery toward the somewhat common refrain of "loll that was better than the prequels lool" whenever some "ninety seconds of lightsaber porn" game trailer comes out.

Yeah, that's exactly what the prequels needed. Some focus-grouped "crawwwwwling in my skinnnnnn" antihero like the Force Unleashed guy. Or some aggressively dumb battle scenes of Sith lords getting tackled by regular troopers and Jedi stopping lightsaber blades with their hands and shit like that thing we just saw.

That would have totally been better, and satisfied everyone. There's absolutley NO WAY it would have led to the exact same people ranting about "wtf superpowers turn on and off inconsistency DAMN U LUCAS!1!" and "omg their planetary communication system is flares lol i am so butthert" and writing fifteen-paragraph posts about how a Dark Side antihero contradicts what Yoda taught Luke about the Force and also rapes their childhood. Yeah, that's what everyone said the movies needed at the time. DBZ powers and a protagonist who looks like he listens to Korn.

Bite me, this is what you guys get for talking about tanks versus mechs with knives and Jedi and shit. You pretty much summoned me.  :why_so_serious:

I find the sand in your vagina disturbing...


Title: Re: SWTOR
Post by: WindupAtheist on June 15, 2010, 02:18:10 AM
I don't like sand. It's coarse and rough and irritating and it gets everywhere.  :why_so_serious:

Including my metaphorical vagina!

Because yeah, this is what you fruitloops wanted out of Star Wars? Darth Bizkit, who studies the hardcore side of the Force, and sexy Jedi bitches shooting hadokens everywhere? You WHORES!


Title: Re: SWTOR
Post by: Fordel on June 15, 2010, 03:01:38 AM
Question: Does said 'Sexy Jedi Bitch' sound like Bastila?


Title: Re: SWTOR
Post by: Brogarn on June 15, 2010, 04:34:23 AM
Someone who knows that lightsabers can bounce blaster bolts back at you?

This is was also going to be my reply.


Title: Re: SWTOR
Post by: Ollie on June 15, 2010, 05:03:32 AM
Question: Does said 'Sexy Jedi Bitch' sound like Bastila?

Partial to Jennifer Hale's repressed but naughty delivery, are we? I have to admit, there were only so many times I could listen to dark side Bastila's panting "Yesh, Mastah!" without grinning.


Title: Re: SWTOR
Post by: UnSub on June 15, 2010, 05:39:15 AM
E3 trailer: http://www.youtube.com/watch?v=HYz7BxXUuJU

1st thought: people are bitching about Clone Troopers crash tackling Sith Lords, but the first thing the ambushing Troopers do is drop from their superior raised positioning and onto flatter ground at the same level as those hand-to-hand slaughterhouses. Standard Star Wars battle tactics: do the opposite of the smart thing.

2nd thought: it's official: BioWare is making Star Wars fan fic. "And then it'd be awesome if the Jedi CAUGHT the lightsaber and SUPER AWESOME if they could throw FIREBALLS!".

If you look at the animatic trailers, you can see that BioWare seems intent of doing some sort of Star Wars mash-up, with almost-duplicates of known SW characters from all eras at one location. Makes sense - maximise the popularity and leverage the IP - but when I see Yoda-lite popping up and Kit Fisto-lite almost side-by-side, my eyes start rolling in my head.


Title: Re: SWTOR
Post by: Lantyssa on June 15, 2010, 05:39:44 AM
The clip of HK-47 mocking Bastilla is still my favorite outtake.

Bite me, this is what you guys get for talking about tanks versus mechs with knives and Jedi and shit. You pretty much summoned me.  :why_so_serious:
My work here is done...  Your delivery was a little flat though.  Not enough oomph.  I didn't believe for a minute your heart was into your rant.


Title: Re: SWTOR
Post by: Cyrrex on June 15, 2010, 05:56:08 AM
One staff saber was fine.  It worked as a unique weapon for a unique style.  Unfortunately Maul was too cool on that front so everyone had to emulate it, making it more common than dual wielding sabers.

I still want to do a saber pike, which I suppose there are some references for, but which makes infinitely more sense and has yet to appear in a game to my knowledge.

Doesn't the little guy on the trash planet in Force Unleashed have a saber pike?  It was a polearm in any case, though I'm not sure if there is a distinction to be made.


Title: Re: SWTOR
Post by: Typhon on June 15, 2010, 06:20:26 AM
Unless you invent some material that is impervious to the light saber a polearm would seem to make little sense.  Sure, you'd have greater reach... until the sword-wielder cut the head off your polearm, at which point you'd just have a stick.


Title: Re: SWTOR
Post by: Cyrrex on June 15, 2010, 06:27:24 AM
Unless you invent some material that is impervious to the light saber a polearm would seem to make little sense.  Sure, you'd have greater reach... until the sword-wielder cut the head off your polearm, at which point you'd just have a stick.

My thinking exactly, though I must admit that the little guy on the trash planet kicked my ass the first couple go arounds.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 15, 2010, 07:09:55 AM
When did all jedi's become kratos anyways? It's become ridiculous.


Title: Re: SWTOR
Post by: Surlyboi on June 15, 2010, 07:42:56 AM
Since before Kratos existed.


Title: Re: SWTOR
Post by: UnSub on June 15, 2010, 07:59:28 AM
When did all jedi's become kratos anyways? It's become ridiculous.

You are asking the wrong question: when is Kratos going to be good enough to become a Jedi?  :why_so_serious:


Title: Re: SWTOR
Post by: Lantyssa on June 15, 2010, 08:02:16 AM
Unless you invent some material that is impervious to the light saber a polearm would seem to make little sense.  Sure, you'd have greater reach... until the sword-wielder cut the head off your polearm, at which point you'd just have a stick.
And why are they more likely to cut the shaft of the pike than you are to cut the hilt or arm off them?

For one, it's a stylistic choice which allows for a different fighting style.  For another, saber users are a dime a dozen.  The pike user would have plenty of practice against them while a saber user would have little in return unless they trained together.  Lastly, other saber wielders aren't the only thing a Jedi fights.  Except in games where it's more exciting, the majority of opposition wouldn't.


Title: Re: SWTOR
Post by: Sheepherder on June 15, 2010, 08:49:46 AM
Cutting the hilt is irrelevant: the EU canon includes an absolute shitton of materials that magically don't get destroyed by lightsabres.

The fact that a pike is a shitty melee weapon outside of strictly regimented infantry formations is relevant.  You can't use a 22 foot long polearm in a melee.


Title: Re: SWTOR
Post by: Pezzle on June 15, 2010, 08:53:16 AM
I cannot agree.  The very nature of what a lightsaber IS changes the rules on weapon usage.  All parts of the weapon outside where you hold it are equally dangerous.  Many weapons are impractical using the lightsaber model because they rely on the mass and weight, two key properties a lightsaber all but ignores.  Using a lightsaber axe is pointless.  Lightsabers already do a better job.  Let's say you had some pikesaber.  Is the whole thing energy?  8-18 feet long?  If it is you would not use it like the weapons we know of today because the properties are entirely different.  It would probably get you killed in under 15 seconds.  You could just have a saber bit at the end but why?  Since Star Wars has blasters and the lightsaber is so awesome (you can throw it I guess, meh) taking out enemy cavalry types is not the issue it was when these weapons were created.  The pikesabers might even be used on some planet somewhere, but why would something so unwieldy be used on a ship in space or in a bar?  The certainly would not be adopted as any sort of Jedi/Sith standard or used anywhere but big open areas.

Sure it might look or sound interesting to have other weapons but it does not work.


Title: Re: SWTOR
Post by: Sheepherder on June 15, 2010, 09:26:35 AM
Is the whole thing energy?

Is the whole of a pike sharpened steel?

I cannot agree.  The very nature of what a lightsaber IS changes the rules on weapon usage.  All parts of the weapon outside where you hold it are equally dangerous.  Many weapons are impractical using the lightsaber model because they rely on the mass and weight, two key properties a lightsaber all but ignores.

If you Google lightsabre you will find a Star Wars wiki that will tell you that according to cannon Lightsabres are indeed effected by weight - when cutting dense materials the electromagnetic field that contains the beam resists being forced through the medium.  Obviously a retcon to explain why Jedi aren't cutting through blast doors as if they were butter, but it does handily explain why you would want the weapon to have heft and reach.


Title: Re: SWTOR
Post by: Draegan on June 15, 2010, 09:57:59 AM
Lance sabers for jousting on force ghost horses


Title: Re: SWTOR
Post by: Lantyssa on June 15, 2010, 09:58:49 AM
Angle of attack.  A foe against a pike has three feet of blade they always have to get past to do anything.  A saber wielder will have openings since they need to swing the blade.  They'll each have advantages and disadvantages.

If you want to get all EU nerdy, then a cortosis shaft with a 3' blade.  You gain reach, the advantages of a staff, counter-weight, and it won't be cut off by a saber.

The fact that a pike is a shitty melee weapon outside of strictly regimented infantry formations is relevant.  You can't use a 22 foot long polearm in a melee.
Are you purposefully being obtuse?  I'm talking a 5-10' shaft.  Maybe if I said 'spear' you'd be happier?  Light Glaive?

Geezus.  I just thought it'd be a nice option and something I'd like to see in a fictional setting.  Y'all have out-nerded me.  Congrats.


Title: Re: SWTOR
Post by: Cyrrex on June 15, 2010, 10:26:40 AM
Lightsaber pikes:

http://starwars.wikia.com/wiki/Lightsaber_pike (http://starwars.wikia.com/wiki/Lightsaber_pike)

So, yeah.  Used by Shadow Guards and Krazdan Paratus (the junk boss I was referring to earlier).  Hilt portion made of something called "phrik", which I presume will end up being some kind of cortosis or mandalorian beskar.


Title: Re: SWTOR
Post by: Sky on June 15, 2010, 11:16:14 AM
I want some saber clippers for a really neat mani/pedi.


Title: Re: SWTOR
Post by: Paelos on June 15, 2010, 11:33:24 AM
I want a light saber cheese knife.

Also a champagne bottle full of jelly beans, some Cracker Barrel Cheddar, 10% off of Netlfix, some assorted lotions, and a little bear.


Title: Re: SWTOR
Post by: Morat20 on June 15, 2010, 11:37:31 AM
I'm still wondering why, if we're going to bring in cortosis, why the middle of the damn light-staff isn't made of the stuff? I can understand why you don't make a regular saber hilt out of it -- if a lightsaber is hitting the hilt of another lightsaber, it's already cut through your hand and you are fucked.

But fuckit, if you're going to wield a light-staff, why not? You can block with the center -- which turns "lightsaber v lightstaff" into basically "Sword versus staff" which boils down to "Sword user at disadvantage unless he's trained extensively versus staff, which he probably hasn't, but if he has then staff user at disadvantage since he's likely to get own legs cut off".

As it is, weilding a lightstaff is basically begging for your opponent to reduce your weapon to a few chunks of broken metal. (Or, I suppose, if you happen to have Narrative Luck, back to a basic saber. But I think "Turn Staff to Saber is an Obi-Wan only power).

As for charging the dude with a knife -- Stormwaltz has a pretty good point there. At least with the knife, he'll have to make a small exertation of effort to kill you. Poor dude should have listend to HK-47 and That-Fucking-Smuggler-Dude-From-Pergasus' lectures on how to kill force-wielders.

Or just ask Jayne: "Sure would be nice if we had some GRENADES right about now". Shooting the padawan probably does not distract Sith.


Title: Re: SWTOR
Post by: Pezzle on June 15, 2010, 12:09:21 PM
Is the whole of a pike sharpened steel?

If you Google lightsabre you will find a Star Wars wiki that will tell you that according to cannon Lightsabres are indeed effected by weight - when cutting dense materials the electromagnetic field that contains the beam resists being forced through the medium.  Obviously a retcon to explain why Jedi aren't cutting through blast doors as if they were butter, but it does handily explain why you would want the weapon to have heft and reach.

Pikes are piercing weapons, sure you can slap a guy with a pike and hurt him but the lightsaber goes around all of that.  Slapping him and stabbing him have the same general effect (dead or cut up).  Lightsabers are ALL edge/point/whatever.  

Lightsabers do not even really follow the rules.  Holding a lightsaber up to a door that resists and turning it on does not push the user back.  The user really only has to be strong enough to hold it up and eventually it will cut through.

For that matter being physically strong only seems to matter when you encounter objects that can resist the lightsaber to a significant degree.  Hitting robots and clones with a lightsaber does not send them flying yards away, the lightsaber does not have the mass to pass on your physical strength UNLESS of course you are up against another lightsaber or resistant force, and even this is limited.  The Juggernaut using a lightsaber to open a door is not going to be much more effective at it than an average person.  It might be easier to disarm someone (ho ho) but not much else.  On that note, if one saber user can hit another guys saber so hard it breaks the guys bones, turns him to jelly etc from the sheer impact of their weapons he has eclipsed the need for a lightsaber in the first place and would likely use a weapon more suited to his or her characteristics.  That must be a point somewhere in here.  


Title: Re: SWTOR
Post by: Mosesandstick on June 15, 2010, 12:39:03 PM
I think you should've just said that lightsabers only follow the laws of physics when it looks good  :lol:


Title: Re: SWTOR
Post by: Pezzle on June 15, 2010, 12:53:57 PM
You are probably right!  It is a slow day at work.

Actually I can say this is another reason there should be no Jedi/Sith as PCs in the game! :awesome_for_real:


Title: Re: SWTOR
Post by: Sky on June 15, 2010, 12:56:53 PM
Let's keep SWG out of this.  :drillf:


Title: Re: SWTOR
Post by: Fordel on June 15, 2010, 01:53:36 PM
2nd thought: it's official: BioWare is making Star Wars fan fic. "And then it'd be awesome if the Jedi CAUGHT the lightsaber and SUPER AWESOME if they could throw FIREBALLS!".


That's just the air getting sucked along in the force push!


Title: Re: SWTOR
Post by: Typhon on June 15, 2010, 02:05:55 PM
Oh, so they invented material(s) which resist the lightsaber?  Clearly I'm not keeping up.

That being the case, it seems much more sensible to make a blaster staff out of that material.  Crossing block the light saber with staff with the business end left pointing at the enemies chest and pull trigger. BLAM!  

If we're just trying for awesome (and practicality doesn't matter), then a lightsaber Nunchaku or Sanjiegun (three-section staff) would seem to be full of win.  Big ole pike just seems too damn slow.


Title: Re: SWTOR
Post by: Lantyssa on June 15, 2010, 02:21:03 PM
There have lightsaber resistant materials since at least KotOR 1.  Likely before that.

Also, have you ever seen a trained martial artist use a staff or naginata?  They don't have to be slow at all.


Title: Re: SWTOR
Post by: Surlyboi on June 15, 2010, 02:38:49 PM
Lightsaber resistant materials go back even further.. There was cortosis in Dark Forces 2 and some of the Zahn books.


Title: Re: SWTOR
Post by: Stormwaltz on June 15, 2010, 03:15:32 PM
I think this thread has reached the point where it's earned its own insult comic dog.

I love you guys.


Title: Re: SWTOR
Post by: HaemishM on June 15, 2010, 03:21:07 PM
That trailer, while pretty, lost all sanity when moron charges a fucking Sith Lord with a bowie knife. As retarded as that was, him shoulder tossing Jedi that were between him and Sith Lord put it into super mongoloid retard territory.


Title: Re: SWTOR
Post by: Lucas on June 15, 2010, 03:45:21 PM
Short trailer about Player Ships: (only two unveiled for now)

http://www.youtube.com/watch?v=FUhROwBsHWY

...And article on Massively

http://www.massively.com/2010/06/15/bioware-discuss-swtor-player-ships-group-gameplay-and-pvp-at-e3/


Title: Re: SWTOR
Post by: Morat20 on June 15, 2010, 03:47:11 PM
That being the case, it seems much more sensible to make a blaster staff out of that material.  Crossing block the light saber with staff with the business end left pointing at the enemies chest and pull trigger. BLAM!  
You just reinvented one of the more amusing weapons in the EU -- the blaster-sword, from Aallston's Starfighter of Adumar. Since it was Aallston, it was fucking hilarious and the weapon (a sword that shot blaster-bolt-like-thingies from the end) was a dueling weapon which was mocked roundly, that made it okay.

Specifically, I think Wedge or his 2nd in Command used it to draw insulting pictures, before ditching it in favor of physically beating the crap out of some guy who fancied himself a duelist. And then later set a carpet on fire.

It wasn't a very good weapon.


Title: Re: SWTOR
Post by: Fordel on June 15, 2010, 03:51:31 PM
The Ships look much larger then I initially thought they would be.


Title: Re: SWTOR
Post by: WindupAtheist on June 15, 2010, 05:06:24 PM
When did all jedi's become kratos anyways? It's become ridiculous.

Seriously. I may as well post my Force Unleashed snark here as well.

(http://i38.photobucket.com/albums/e121/GrimDysart/fu2formula.png)


Title: Re: SWTOR
Post by: Fordel on June 15, 2010, 05:15:19 PM
Is there any place to watch E3 gameplay of this yet? I've heard some people say the animations are better.


Title: Re: SWTOR
Post by: Pezzle on June 15, 2010, 05:40:25 PM
(http://images1.wikia.nocookie.net/__cb20070105161129/farscape/images/thumb/4/4c/Dargo.jpg/220px-Dargo.jpg)

Blaster Sword!


Title: Re: SWTOR
Post by: Fordel on June 15, 2010, 05:56:25 PM
Found a few videos of actual gameplay here: http://www.youtube.com/user/21rusZoom#p/u/0/dByXaLN2SiQ

I think that's all new at least, I don't recognize it.


-edit-
Is there anyway to make that link not automagically turn into a forum popup window? It's actually a link to five videos or so.


Title: Re: SWTOR
Post by: Abagadro on June 15, 2010, 05:57:43 PM
When did all jedi's become kratos anyways? It's become ridiculous.

Seriously. I may as well post my Force Unleashed snark here as well.

(http://i38.photobucket.com/albums/e121/GrimDysart/fu2formula.png)

But when are they getting to the fireworks planet!?!


Title: Re: SWTOR
Post by: tmp on June 15, 2010, 05:59:34 PM
That trailer, while pretty, lost all sanity when moron charges a fucking Sith Lord with a bowie knife. As retarded as that was, him shoulder tossing Jedi that were between him and Sith Lord put it into super mongoloid retard territory.
He had the high ground.


Title: Re: SWTOR
Post by: Abagadro on June 15, 2010, 06:00:32 PM
Found a few videos of actual gameplay here: http://www.youtube.com/user/21rusZoom#p/u/0/dByXaLN2SiQ

I think that's all new at least, I don't recognize it.




Pew! Pew! Pew!


Title: Re: SWTOR
Post by: Koyasha on June 15, 2010, 06:16:41 PM
Looks like a twi'lek player character in that video too.  I'm not sure if that's news or not, but I hadn't heard about it until now.


Title: Re: SWTOR
Post by: Sheepherder on June 15, 2010, 06:29:09 PM
The fact that a pike is a shitty melee weapon outside of strictly regimented infantry formations is relevant.  You can't use a 22 foot long polearm in a melee.
Are you purposefully being obtuse?  I'm talking a 5-10' shaft.  Maybe if I said 'spear' you'd be happier?  Light Glaive?

Geezus.  I just thought it'd be a nice option and something I'd like to see in a fictional setting.  Y'all have out-nerded me.  Congrats.

It's not a pike unless I'm left with the impression you are unable to perform sexually.

Pikes are piercing weapons, sure you can slap a guy with a pike and hurt him but the lightsaber goes around all of that.  Slapping him and stabbing him have the same general effect (dead or cut up).  Lightsabers are ALL edge/point/whatever. 

Lightsabers do not even really follow the rules.  Holding a lightsaber up to a door that resists and turning it on does not push the user back.  The user really only has to be strong enough to hold it up and eventually it will cut through.

For that matter being physically strong only seems to matter when you encounter objects that can resist the lightsaber to a significant degree.  Hitting robots and clones with a lightsaber does not send them flying yards away, the lightsaber does not have the mass to pass on your physical strength UNLESS of course you are up against another lightsaber or resistant force, and even this is limited.  The Juggernaut using a lightsaber to open a door is not going to be much more effective at it than an average person.  It might be easier to disarm someone (ho ho) but not much else.  On that note, if one saber user can hit another guys saber so hard it breaks the guys bones, turns him to jelly etc from the sheer impact of their weapons he has eclipsed the need for a lightsaber in the first place and would likely use a weapon more suited to his or her characteristics.  That must be a point somewhere in here.

1. Your first point is irrelevant.  Sticking a lightsabre on the end of anything makes it capable of cutting as well as piercing.
2. The "rules" are what the wiki says they are, because said rule is derived from a retcon, which is what happens when the person who holds the IP says "this is the way it is."
3. This third paragraph contradicts your second point.  If a lightsabre seems to encounter resistance in any solid material then the suggestion that they don't is obviously wrong.
4. Lastly, half of the last paragraph is dedicated to transmitted kinetic energy, the reading of which made me a little more retarded.  Breaking bones, what the fuck?


Title: Re: SWTOR
Post by: SnakeCharmer on June 15, 2010, 06:37:45 PM
Found a few videos of actual gameplay here: http://www.youtube.com/user/21rusZoom#p/u/0/dByXaLN2SiQ

I think that's all new at least, I don't recognize it.


-edit-
Is there anyway to make that link not automagically turn into a forum popup window? It's actually a link to five videos or so.


Wow.

That's just...bland.


Title: Re: SWTOR
Post by: Lantyssa on June 15, 2010, 06:43:09 PM
It's not a pike unless I'm left with the impression you are unable to perform sexually.
I was using the SW terminology, not earthly weapon design.  Force pikes have been around since the Imperial Guard showed up in the original trilogy.  Their haft isn't that long.


Title: Re: SWTOR
Post by: Fordel on June 15, 2010, 06:46:24 PM
Wow.

That's just...bland.


Yea, it pretty much looks like an updated KOTOR combat wise. Which, well, no one here played either of the KOTOR's for their combat systems.


Hope all those voice overs pay off!


Title: Re: SWTOR
Post by: UnSub on June 15, 2010, 06:51:16 PM
From that Massively article:

Quote
Crafting will be "unique but WoW-like"

 :why_so_serious: :why_so_serious: :why_so_serious:

Although well-played on the player ships - it suddenly makes instanced housing a lot more palatable to a number of those who would bitch about it.

EDIT: Because you can't close a quote with a /url tag.


Title: Re: SWTOR
Post by: SnakeCharmer on June 15, 2010, 07:20:15 PM
Yea, it pretty much looks like an updated KOTOR combat wise. Which, well, no one here played either of the KOTOR's for their combat systems.

Been a long time since I played KOTOR, so I'll take your word for it.  But Holy Yoda's Hairy Green Buttcrack it looked so very dull.   The only classes that looked like that might be fun are the Sith Agent and Smuggler classes, since they're apparently the only ones that can use cover  :oh_i_see:.  Otherwise everyone just ran out in the open and spammed an attack or two and took damage  :awesome_for_real:.

Quote
Hope all those voice overs pay off!

"I want to kill you more than I've ever wanted to kill aaannnnyone..." - low sultry, angry voice  :drillf:
"I'm releasing you from my service....eventually" - Emperor sound alike  :drill:

Yeah.  Awesome.
 :uhrr:


Title: Re: SWTOR
Post by: Fordel on June 15, 2010, 07:24:15 PM
Yea, the cover thing being a 'class feature' instead of, you know, a thing EVERY Non-Jedi does bothers me a lot.


Title: Re: SWTOR
Post by: Malakili on June 15, 2010, 07:39:11 PM
That looked just about as boring as it could have. 


Title: Re: SWTOR
Post by: tmp on June 15, 2010, 07:44:21 PM
Been a long time since I played KOTOR, so I'll take your word for it.  But Holy Yoda's Hairy Green Buttcrack it looked so very dull.
The scary part -- that was with the gameplay condensed to single minute or so from the original ~15-30 mins (pure guess, might be more), and with external camera angles to shake thing up rather than have it all the time attached to your butt.


Title: Re: SWTOR
Post by: AutomaticZen on June 15, 2010, 07:47:13 PM
Gametrailers has five videos up

Lightsaber Gameplay
http://www.gametrailers.com/video/e3-2010-star-wars/101644 (http://www.gametrailers.com/video/e3-2010-star-wars/101644)
Trooper Gameplay
http://www.gametrailers.com/video/e3-2010-star-wars/101641 (http://www.gametrailers.com/video/e3-2010-star-wars/101641)
Player Ships
http://www.gametrailers.com/video/e3-2010-star-wars/101641 (http://www.gametrailers.com/video/e3-2010-star-wars/101641)
Field Action
http://www.gametrailers.com/video/e3-2010-star-wars/101633 (http://www.gametrailers.com/video/e3-2010-star-wars/101633)
Bounty Hunter Armor
http://www.gametrailers.com/video/e3-2010-star-wars/101633 (http://www.gametrailers.com/video/e3-2010-star-wars/101633)


Title: Re: SWTOR
Post by: raydeen on June 15, 2010, 08:08:33 PM
Those trailers did nothing to excite me. Phantasy Star Universe plays more fun than that. If all you can show are glorified cut-scenes, there's something very very wrong.


Title: Re: SWTOR
Post by: Stabs on June 15, 2010, 10:04:19 PM
If you don't like glorified cut scenes this really won't be the game for you.


Title: Re: SWTOR
Post by: Cadaverine on June 15, 2010, 10:16:48 PM
Those were physically painful to watch.

I don't mind cut scenes, glorified or otherwise, but those were just bad.


Title: Re: SWTOR
Post by: UnSub on June 15, 2010, 10:52:31 PM
My take-out from those videos is that SWOR will be great since we'll be able to one-shot everything. BioWare wants us to experience the story so badly they've given all mobs only 1 HP.


Title: Re: SWTOR
Post by: Pezzle on June 15, 2010, 11:00:43 PM
So, if your character can take multiple blaster shots to the chest what is the point of diving for or creating your own cover?


Title: Re: SWTOR
Post by: Fordel on June 15, 2010, 11:02:54 PM
http://e3.g4tv.com/videos/46527/E3-2010-Live-Star-Wars-The-Old-Republic-MMO-Combat-Demo/ has some actual combat videos, with the full UI and stuff going on.

Or it does if you can ever get it to load.



-fake edit-

Pezzle, cover is fun! No seriously, being able to see my character crouch behind something and pop up and under again adds to my immersion factor or whatever you want to call it.

It's one of my favorite things from games like Mass Effect, the ability to cling to a wall and fire around it like that.


Title: Re: SWTOR
Post by: Rasix on June 15, 2010, 11:03:03 PM
So, if your character can take multiple blaster shots to the chest what is the point of diving for or creating your own cover?

Because your hit points are low and you're not a healer.  That 6th center mass shot might kill you.

Seriously, guys. MMO. Seriously.  Keep the bar low. Seriously.


Title: Re: SWTOR
Post by: Stabs on June 15, 2010, 11:20:46 PM
Massively interview here  (http://www.massively.com/2010/06/15/massivelys-exclusive-swtor-interview-starships-pvp-and-craft/)covering ships (which are stationary player houses in space) pvp (lightsabre warsong gulch) and crafting (wow type casual-oriented).

Some of Rich Vogel's replies will be made clearer by use of this handy translation guide:

This feature is very similar to WoW - This is a feature none of us give a shit about.

This is a feature we haven't talked about much yet - This is a feature we haven't worked on much yet.


Title: Re: SWTOR
Post by: Kageru on June 16, 2010, 01:47:14 AM

The idea of using the ships as guild housing is sort of neat. It's about the only mechanism where the idea of multiple instances having the same entry point (a shuttle-dock) makes a degree of sense. Much more so than a building that is constantly phasing..

Of course more likely they'll just end up as single player trophy rooms given the way the game seems to be heading.


Title: Re: SWTOR
Post by: Merusk on June 16, 2010, 03:24:04 AM
Good lord.. the Twilek in that Trooper vid must have a plasteel support garment on.  She's ridiculously proportioned even by "teenage fan service" standards.


Title: Re: SWTOR
Post by: Tannhauser on June 16, 2010, 03:39:43 AM
It's not a pike unless I'm left with the impression you are unable to perform sexually.
I was using the SW terminology, not earthly weapon design.  Force pikes have been around since the Imperial Guard showed up in the original trilogy.  Their haft isn't that long.

It's not the size of the haft, it's the Force behind it.  :drill:


Title: Re: SWTOR
Post by: ajax34i on June 16, 2010, 04:03:07 AM
http://e3.g4tv.com/videos/46527/E3-2010-Live-Star-Wars-The-Old-Republic-MMO-Combat-Demo/ has some actual combat videos, with the full UI and stuff going on.

That healer jedi didn't seem to have time to do anything but spam the heal button (and move pointlessly).  She took a couple sword swings towards the end of the fight, and their tank got down to 15% health.  Great.


Title: Re: SWTOR
Post by: Lantyssa on June 16, 2010, 05:44:25 AM
This is a feature we haven't talked about much yet - This is a feature we haven't worked on much yet.[/i]
It would be nice if they would talk about features they have worked on.  So far I'm wondering if that is any of them.

Good lord.. the Twilek in that Trooper vid must have a plasteel support garment on.  She's ridiculously proportioned even by "teenage fan service" standards.
At least she was fully clothed. :|

They have successfully made me not care about this game.  I'll still follow it to see how things shape up, but I no longer think it will be something that will hold my interest.


Title: Re: SWTOR
Post by: Pezzle on June 16, 2010, 05:54:28 AM


1. Your first point is irrelevant.  Sticking a lightsabre on the end of anything makes it capable of cutting as well as piercing.
2. The "rules" are what the wiki says they are, because said rule is derived from a retcon, which is what happens when the person who holds the IP says "this is the way it is."
3. This third paragraph contradicts your second point.  If a lightsabre seems to encounter resistance in any solid material then the suggestion that they don't is obviously wrong.
4. Lastly, half of the last paragraph is dedicated to transmitted kinetic energy, the reading of which made me a little more retarded.  Breaking bones, what the fuck?

Hahah, you are funny.  

1.  Comparing Lightsaber to anything non-lightsaber.
2 and 3 and 4  The rules are whatever they say but the universe ignores them rather casually.  Lightsaber mass only matters sometimes so the kinetic energy it transmits only matters when they bother to remember.  Usually the energy wielders can transmit is pointless but it seems to matter in a very dramatic way when they are lightsaber fighting.  But go ahead and suggest that the lightsaber has a highly variable mass depending on what the person is doing.  


Edit

Back on the fun topic.  Wow, that video.  YOU are the best smuggler in the universe.  Not the other 5000 best smugglers in the universe, YOU.  And this is how they justify balance between force users and non users.  HEHEHE


Title: Re: SWTOR
Post by: Cadaverine on June 16, 2010, 06:55:13 AM
So we have forced grouping, gear > skill, and the holy trinity in full effect.  Sounds just dandy.  If this were 2004. 

I know the resident Star Wars fans at work that have been following this would be impressed with the combat video, but they've never played an MMO before.  We'll see if that works out for Bioware any better than it did for Cryptic.


Title: Re: SWTOR
Post by: AutomaticZen on June 16, 2010, 06:55:50 AM
http://e3.g4tv.com/videos/46527/E3-2010-Live-Star-Wars-The-Old-Republic-MMO-Combat-Demo/ has some actual combat videos, with the full UI and stuff going on.

Hey, I can make myself black!  Good on them!


Title: Re: SWTOR
Post by: SnakeCharmer on June 16, 2010, 07:10:21 AM
You can even have corn rolls/rows/whatever!

So we have forced grouping, gear > skill, and the holy trinity in full effect.  Sounds just dandy.  If this were 2004.

Shit.  Try partying like it's 1999.


Title: Re: SWTOR
Post by: Modern Angel on June 16, 2010, 07:11:38 AM
WoW with lightsabers. Tres surprise


Title: Re: SWTOR
Post by: Murgos on June 16, 2010, 07:49:01 AM
Those vids were not good.  I didn't make it to the end of any of them except the ship/housing one.  When people were talking I wanted them to shut up.  When people were in combat I wanted them to do something else.

So boring.


Title: Re: SWTOR
Post by: VainEldritch on June 16, 2010, 08:01:57 AM
Gametrailers has five videos up

Lightsaber Gameplay
http://www.gametrailers.com/video/e3-2010-star-wars/101644 (http://www.gametrailers.com/video/e3-2010-star-wars/101644)
Trooper Gameplay
http://www.gametrailers.com/video/e3-2010-star-wars/101641 (http://www.gametrailers.com/video/e3-2010-star-wars/101641)
Player Ships
http://www.gametrailers.com/video/e3-2010-star-wars/101641 (http://www.gametrailers.com/video/e3-2010-star-wars/101641)
Field Action
http://www.gametrailers.com/video/e3-2010-star-wars/101633 (http://www.gametrailers.com/video/e3-2010-star-wars/101633)
Bounty Hunter Armor
http://www.gametrailers.com/video/e3-2010-star-wars/101633 (http://www.gametrailers.com/video/e3-2010-star-wars/101633)

 :ye_gods:

More people standing on the spot going through animations and shooting one another until one falls down...

  We'll see if that works out for Bioware any better than it did for Cryptic.

This could all get very depressing very quickly... I always hoped SWTOR > STO by quite some margin. I still hope, but after seeing the E3 videos I have more doubts to contend with.


Title: Re: SWTOR
Post by: Paelos on June 16, 2010, 08:09:16 AM
Well shit. Now I'm depressed about my chances of liking this game.

If they put in some of the old Galaxies crafting aspects with minerals, I'll still play.


Title: Re: SWTOR
Post by: Rasix on June 16, 2010, 08:13:44 AM

If they put in some of the old Galaxies crafting aspects with minerals, I'll still play.

Ohh god. Stop.  You're making my sides hurt.

Has it just not been said on this page yet? KOTOR3.


Title: Re: SWTOR
Post by: Mrbloodworth on June 16, 2010, 08:17:08 AM
Seems like a MMG on rails. It seems like more of a distribution package for a single player game than a MMG. Smart I guess, if you want to go into the Asian market.


Title: Re: SWTOR
Post by: Pezzle on June 16, 2010, 08:24:17 AM
If you can fly a ship around in space it will be far better than SWG.  At least you have a ship!


Title: Re: SWTOR
Post by: Lakov_Sanite on June 16, 2010, 08:26:07 AM
WoW DAOC with lightsabers. Tres surprise

FIFY


Title: Re: SWTOR
Post by: Paelos on June 16, 2010, 08:26:33 AM

If they put in some of the old Galaxies crafting aspects with minerals, I'll still play.

Ohh god. Stop.  You're making my sides hurt.

Has it just not been said on this page yet? KOTOR3.

Hey, about the only fun I had in that game was mining stuff. Well, and setting up elaborate camps.


Title: Re: SWTOR
Post by: Rasix on June 16, 2010, 08:32:17 AM
If you can fly a ship around in space it will be far better than SWG.  At least you have a ship!

 :oh_i_see: :facepalm:


Title: Re: SWTOR
Post by: Pezzle on June 16, 2010, 08:46:35 AM
I had no spaceship in SWG, if they got around to adding them later it was well after I quit and stopped caring about the game (2 days).  Star Wars without space is just Wars.


Title: Re: SWTOR
Post by: Sky on June 16, 2010, 08:58:09 AM
Quote from: massively
Keeping the game accessible to the current MMO fanbase, the game will also include raids and a gear progression system
:oh_i_see:

First bad thing I've heard about the game. I'm lying low and not bloodworthing TOR until I get a chance to play it, but the story heavy focus and solo-friendliness is what I'm all about. Following the bullet points thus far, it's been an ideal game for me...until the above quote. Fucking mmogtards and wow-aping. The success of WoW has really put a hurt on the genre's quality as a whole. The Jedi was an off-tank  :oh_i_see:

If you know what an off-tank is, and like it, get off mah damned lawn.


Title: Re: SWTOR
Post by: Sheepherder on June 16, 2010, 10:27:17 AM
2 and 3 and 4  The rules are whatever they say but the universe ignores them rather casually.  Lightsaber mass only matters sometimes so the kinetic energy it transmits only matters when they bother to remember.  Usually the energy wielders can transmit is pointless but it seems to matter in a very dramatic way when they are lightsaber fighting.  But go ahead and suggest that the lightsaber has a highly variable mass depending on what the person is doing.

I would consider your point valid if it wasn't analogous to watching the end of V for Vendetta and assuming that the greatest concern of the British Army was catching a stray paintball in the eye.  It's really irrelevant whether you think it should take more effort for them to cut through a CG droid, particularly since for the most part the actors don't walk around tapping the limbs off of things and instead swing their weapons as if a clean cut requires some force, which is the way they clarify it.

And yeah, the E3 videos are terrible.


Title: Re: SWTOR
Post by: DLRiley on June 16, 2010, 10:32:07 AM
Quote from: massively
Keeping the game accessible to the current MMO fanbase, the game will also include raids and a gear progression system
:oh_i_see:

First bad thing I've heard about the game.

oh you can't be serious.


Title: Re: SWTOR
Post by: Sky on June 16, 2010, 11:04:13 AM
Hi! I'm not you.


Title: Re: SWTOR
Post by: Lantyssa on June 16, 2010, 11:48:00 AM
I had no spaceship in SWG, if they got around to adding them later it was well after I quit and stopped caring about the game (2 days).  Star Wars without space is just Wars.
Jump to Lightspeed.  The first expansion.  It was really well done.

I think you also missed how the ship you get in SWTOR is nothing more than instanced housing.  You aren't flying it around the galaxy.


Title: Re: SWTOR
Post by: Pezzle on June 16, 2010, 12:16:02 PM
Yeah, I missed the space house thing.  Sure, it might be good for parties but what about FLYING.  Sadness.  Maybe you will get unlimited gear storage?   

So the first MMO was WARS since you had no ship to start.  This one will also be WARS for the same reason.  I must be crazy expecting a STAR WARS game to launch with at least the ability to get on a ship and fly it from place to place on your own.  I am not even asking for the ability to shoot other players =(  Who knows, maybe there will be questlines where you are attacked and boarded. 

 


Title: Re: SWTOR
Post by: eldaec on June 16, 2010, 12:16:32 PM
I'm guessing they mean its like kotor - you fly your spaceship from planet to planet by pressing a button marked 'fly to planet' then watching a cutscene. Plus you can dump all your spare trousers in a locker somewhere on board.


Title: Re: SWTOR
Post by: eldaec on June 16, 2010, 12:18:48 PM
I had no spaceship in SWG, if they got around to adding them later it was well after I quit and stopped caring about the game (2 days).  Star Wars without space is just Wars.

Yeah, well, SWG at launch didn't have Wars either, but what are you going to do.


Title: Re: SWTOR
Post by: Zetor on June 16, 2010, 12:21:53 PM
It totally had Wars over the 998 conductivity platinite copper spawns.  :awesome_for_real:

(I was actually pretty impressed by JTL... it wasn't a bad space sim at least for a keyboard-and-mouse scrub like me, plus I got X-wing vs Tie fighter vibes from it!)


Title: Re: SWTOR
Post by: Pezzle on June 16, 2010, 12:45:53 PM
Yeah, well, SWG at launch didn't have Wars either, but what are you going to do.


Not play?


Title: Re: SWTOR
Post by: Fordel on June 16, 2010, 01:18:24 PM
WoW DAOC with lightsabers. Tres surprise

FIFY


No Joke.

I could live with it actually being WoW with lightsabres, but it hasn't even hit that mark.


Title: Re: SWTOR
Post by: HaemishM on June 16, 2010, 01:20:02 PM
Found a few videos of actual gameplay here: http://www.youtube.com/user/21rusZoom#p/u/0/dByXaLN2SiQ

I think that's all new at least, I don't recognize it.

That looks INCREDIBLY assy.


Title: Re: SWTOR
Post by: Koyasha on June 16, 2010, 01:54:58 PM
Pretty much everything in those videos is exactly as I expected.  Looks like Knights of the Old Republic with multiple players.  As far as I'm concerned, I agree with Sky in that I have heard little to nothing that I would personally consider bad about this game, and the raid thing is kinda the only thing that really concerns me much at all, since it's so easy to do badly, it seems - especially as far as story is concerned.  Now, I have potential issues with all the voicework they're doing (good idea but might slow down content production going forward) but the game itself looks fine to me, other than minor 'gameplay trumps logic' annoyances that consist of things like jedi vs. anyone else, lightsabers, and cover.

SWTOR, what little I've seen of it so far, is basically what I want out of it.  It seems trendy to put it down for some reason, but personally I only grow more enthusiastic each time I see something new on it, pretty much.


Title: Re: SWTOR
Post by: Draegan on June 16, 2010, 01:58:12 PM
The people who can't wait for this game are treating it as KOTOR3 with co-op, which is my expectation.  I think I will be happy with that.  If you are trying to picture a more awesome WOW then you will probably hate it.


Title: Re: SWTOR
Post by: Ingmar on June 16, 2010, 01:59:13 PM
Yeah I'm kind of in the same place as Koyasha. I don't actually get MORE excited about it with more previews, and I wouldn't say I'm super jazzed about it in general, but it looks like it will be an entertaining enough second MMO for a few months which is all I really want it to be anyway.


Title: Re: SWTOR
Post by: AutomaticZen on June 16, 2010, 02:01:43 PM
SWTOR, what little I've seen of it so far, is basically what I want out of it.  It seems trendy to put it down for some reason, but personally I only grow more enthusiastic each time I see something new on it, pretty much.
Pretty much my feeling.  I expect nothing but WoW is space with less content and maybe less polish.

But I will have my black Jedi.  With his space cornrows.


Title: Re: SWTOR
Post by: Mrbloodworth on June 16, 2010, 02:02:18 PM
Quote from: massively
Keeping the game accessible to the current MMO fanbase, the game will also include raids and a gear progression system
:oh_i_see:

First bad thing I've heard about the game.

Yeah, I am trying to wrap my head around that sentience too, it means what we think it means, and doesn't make sense, or they mean something else that I can't fathom. Perhaps they mean "Because its common and familiar from other games".


Title: Re: SWTOR
Post by: LK on June 16, 2010, 02:04:15 PM
Found a few videos of actual gameplay here: http://www.youtube.com/user/21rusZoom#p/u/0/dByXaLN2SiQ

I think that's all new at least, I don't recognize it.

That looks INCREDIBLY assy.

Yeah. Pretty bad. I hated the look of the entire world. Hearing "Sepratist" in a non-Clone Wars setting was grating. Hell I prefer how FFXI combat plays out over this.

What really got me was the Twi'lek's hand when she was pointing at the guy remaining stationary, and how they waited until he was out of the cage and stepped that far away from it to kill him.


Title: Re: SWTOR
Post by: Lantyssa on June 16, 2010, 02:45:21 PM
Even with it just being KotOR3, I expect more.  It feels like a step back from ME1 and ME2, both having been released since the first and second KotOR.  I know it's a different studio and all, but that's why my excitement has dwindled.


Title: Re: SWTOR
Post by: LK on June 16, 2010, 02:51:05 PM
Did anyone else see any issues with the physique of the quest NPC? I got Bruce Timm vibes.


Title: Re: SWTOR
Post by: Typhon on June 16, 2010, 03:05:47 PM
Quote from: massively
Keeping the game accessible to the current MMO fanbase, the game will also include raids and a gear progression system
:oh_i_see:

First bad thing I've heard about the game.

Yeah, I am trying to wrap my head around that sentience too, it means what we think it means, and doesn't make sense, or they mean something else that I can't fathom. Perhaps they mean "Because its common and familiar from other games".

It means, "we want stupid people money, and stupid people fear change and the unknown, so we're including raids and gear progression because y'all are too stupid to like something new."

Also, awesome Freudian fingerslip


Title: Re: SWTOR
Post by: HaemishM on June 16, 2010, 03:11:21 PM
The people who can't wait for this game are treating it as KOTOR3 with co-op, which is my expectation.  I think I will be happy with that.  If you are trying to picture a more awesome WOW then you will probably hate it.

I'd be fine with KotOR3 with co-op, unless I have to pay a subscription fee. If that's what it will be, it can go fuck right off.

My biggest problem is that everything I see, especially the gameplay videos, are so terribly underwhelming even with the idea that it's KotOR3 with co-op. The animations look like typical DIKU shit only with pew pew - and pew pew makes DIKU combat animation look supremely stupid.Their choice of the WoW/TF2 low-poly models for the characters really really bugs me on this title. That first video linked above with the Twi'Lek and human talking to Greedo's great great grandpa was horrible. The shadows look poured on with paint bucket. All the things about the TF2 style that TF2 does right, this does absolutely wrong.


Title: Re: SWTOR
Post by: Fordel on June 16, 2010, 03:33:09 PM
Even with it just being KotOR3, I expect more.  It feels like a step back from ME1 and ME2, both having been released since the first and second KotOR.  I know it's a different studio and all, but that's why my excitement has dwindled.



That would've been rad, having the ME style combat for the shooting classes.


Title: Re: SWTOR
Post by: LK on June 16, 2010, 03:51:15 PM
Even with it just being KotOR3, I expect more.  It feels like a step back from ME1 and ME2, both having been released since the first and second KotOR.  I know it's a different studio and all, but that's why my excitement has dwindled.



That would've been rad, having the ME style combat for the shooting classes.

There's no Jedi / melee equivalent. It was terrible in Mass Effect aside from get close and spam. A high enough difficulty made the notion of melee suicide.


Title: Re: SWTOR
Post by: eldaec on June 16, 2010, 03:54:02 PM
Found a few videos of actual gameplay here: http://www.youtube.com/user/21rusZoom#p/u/0/dByXaLN2SiQ

I think that's all new at least, I don't recognize it.

This entire video looks like an early episode of red vs blue only without the jokes.


Title: Re: SWTOR
Post by: Lantyssa on June 16, 2010, 04:43:22 PM
There's no Jedi / melee equivalent. It was terrible in Mass Effect aside from get close and spam. A high enough difficulty made the notion of melee suicide.
That's not what I mean, although that could be cribbed then altered to work.  I mean it looks like complete ass in all forms of design and story.  Other than a slight graphics upgrade, it's not even an improvement on KotOR.


Title: Re: SWTOR
Post by: LK on June 16, 2010, 04:47:10 PM
Sorry was responding to Fordel more than your comments. Mass Effect is not known for its melee combat; it's awkward as all shit get out. A system that requires both good melee and shooting has neither be as good as a system that focuses on one or the other.

The best example I can think of is Dark Forces: Jedi Knight or Force Unleashed, but ... yeah.


Title: Re: SWTOR
Post by: Lucas on June 16, 2010, 04:49:44 PM
Darth Hater - 17 minutes long video interview with Daniel Erickson, lead writer:

http://darthhater.com/2010/06/16/e3-daniel-erickson-interview/

Ask A Jedi - Interview with James Ohlen, Creative Director and Lead Designer

http://www.askajedi.com/2010/06/16/exclusive-james-ohlen-qa/





Title: Re: SWTOR
Post by: Fordel on June 16, 2010, 05:37:43 PM
Sorry was responding to Fordel more than your comments. Mass Effect is not known for its melee combat; it's awkward as all shit get out. A system that requires both good melee and shooting has neither be as good as a system that focuses on one or the other.

The best example I can think of is Dark Forces: Jedi Knight or Force Unleashed, but ... yeah.


That's true, there haven't been many (if any really) games that have been able to juggle Melee AND Shooting together really nicely.


Title: Re: SWTOR
Post by: Draegan on June 16, 2010, 07:50:59 PM
http://darthhater.com/2010/06/15/general-information-learned-at-e3/

Quote
Multiplayer dialog system allowes each player to choose their own response, and an automatic dice roll decides the winning choice.

Quote
If you are in a group and initiate a quest dialog, the other members in your group have two minutes to reach the conversation point. If they don't make it, you have the option to start the conversation without your groupmates.

Interesting.


Title: Re: SWTOR
Post by: WindupAtheist on June 16, 2010, 07:53:54 PM
Those both sound like utter shit. Dice rolls? Standing there for 120 seconds?


Title: Re: SWTOR
Post by: Triforcer on June 16, 2010, 08:16:12 PM
What the flying monkeyfuck was that video supposed to be?  How many new Jedi powers did they invent?  Jesus. 


Title: Re: SWTOR
Post by: Cadaverine on June 16, 2010, 08:35:01 PM
Random dialog decisions?  Combined with enforced grouping, that may well be one of the most fantabulously stupid ideas to come out of the MMO genre ever.


Title: Re: SWTOR
Post by: Draegan on June 16, 2010, 08:41:20 PM
Where do you see forced grouping?


Title: Re: SWTOR
Post by: Margalis on June 16, 2010, 08:51:06 PM
Quote
Multiplayer dialog system allowes each player to choose their own response, and an automatic dice roll decides the winning choice.

Oh my.

Edit: Among other things this absolutely kills PUGs.


Title: Re: SWTOR
Post by: LK on June 16, 2010, 08:54:16 PM
"It's YOUR story." is something I imagine telling to every player in a story-based MMO will not be without consequences.

This is going to be awesome.  :popcorn:


Title: Re: SWTOR
Post by: Soln on June 16, 2010, 09:11:55 PM
especially with PvP


Title: Re: SWTOR
Post by: SnakeCharmer on June 16, 2010, 09:16:42 PM
Darth Hater - 17 minutes long video interview with Daniel Erickson, lead writer:

http://darthhater.com/2010/06/16/e3-daniel-erickson-interview/

Ask A Jedi - Interview with James Ohlen, Creative Director and Lead Designer

http://www.askajedi.com/2010/06/16/exclusive-james-ohlen-qa/

So if you're in a group, and you have two Sith Warriors, chances are they're both going to have the Vette companion - since you can apparently use them at any time.  

That's a bit...odd.

What I'm getting out of all this is:  
Approach it like a single player game, with co-op options and KOTOR combat, and you'll probably be happy or disappointed (depending on whether or not you liked KOTOR combat).
Approach it like a true MMO, and you'll probably be disappointed.

Edit:  The TOR forums are going to go nuclear when the two sides collide.

Oh BioWare Austin, you guys never learned, did you?



Title: Re: SWTOR
Post by: Fordel on June 16, 2010, 11:33:24 PM
I'm constantly amazed at how all these interviews are managing to say absolutely nothing.


Title: Re: SWTOR
Post by: Stabs on June 17, 2010, 01:31:23 AM
I'm quite looking forward to guessing which the most unpopular dialogue choice is then rolling to see if I "win". Do I get to see what the sensible players have picked before I get to make my choice?

It's a social minigame in its own right.

To be fair it's kinda true to the IP. I can just imagine Leia in the original film saying "which one of you IDIOTS thought it'd be funny to pick we jump down the garbage chute?


Title: Re: SWTOR
Post by: Cadaverine on June 17, 2010, 01:57:58 AM
Where do you see forced grouping?

http://e3.g4tv.com/videos/46527/E3-2010-Live-Star-Wars-The-Old-Republic-MMO-Combat-Demo/ (http://e3.g4tv.com/videos/46527/E3-2010-Live-Star-Wars-The-Old-Republic-MMO-Combat-Demo/) 

I guess it could be taken either way.  He states you can solo the content, but then he follows it up by saying that there will be content that you need a group to beat.  It all depends on what that group content happens to be, and whether it involves the storyline, or whatever.  Past experience is not on their side in this regard, however.


Title: Re: SWTOR
Post by: Koyasha on June 17, 2010, 02:42:04 AM
One of the things that does concern me on the voicing front is, how many voice options are we going to have for our characters?  It'd be a little disturbing to have few enough options that it is highly probable that other members of your group have the same voice as you.  On the other hand, it would be expensive to have a dozen+ voices for each gender, race, and class combination.  So it certainly feels likely that if I'm a human female Sith Warrior, other human female Sith Warriors have a good chance of having the same voice as me.


Title: Re: SWTOR
Post by: ajax34i on June 17, 2010, 03:59:30 AM
Lots of people will have the same face (and probably outfit) as you, so why not the same voice?


Title: Re: SWTOR
Post by: Lucas on June 17, 2010, 04:26:27 AM
As of today, I'm very happy with the direction TOR is going: I loved KOTOR (and Bioware EDMONTON rpgs), pretty much enjoyed the PVE co-op campaigns of Guild Wars, I'm a socializer, roleplayer and quest-reading, cut-scene watching whore. I couldn't care less about gear collecting and so on; I may dabble a bit in PvP, but I'm not really interested in that. Hence, yes, unfortunately (or fortunately?) I  represent the minority in MMOG nowadays.

Regarding the use of companions (and related problems when it comes to immersion), Olhen pretty much said that currently you can use them anywhere, but it's one of those things that IMO will stay on the edge 'til the very last stages of beta. Same with that odd "group talking mini-game" system, I bet it's currently undergoing several iterations/modifications.

Yes, it sounds a bit contradictory: in a interview, they say this game is REALLY geared toward small, casual groups, especially PUGs, but the two systems mentioned above are really risky when two different kind of players collide. So, for everyone's sanity, it surely sounds better if you have a group of close friends playing with you.



Title: Re: SWTOR
Post by: Simond on June 17, 2010, 05:26:43 AM
Well shit. Now I'm depressed about my chances of liking this game.

If they put in some of the old Galaxies crafting aspects with minerals, I'll still play.
Crafting is WoW-like, apparently.


Title: Re: SWTOR
Post by: tkinnun0 on June 17, 2010, 05:35:14 AM
So this is like AoC's Tortage, but from level 1-last? OK, I'm interested.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 17, 2010, 07:29:21 AM
Where do you see forced grouping?

http://e3.g4tv.com/videos/46527/E3-2010-Live-Star-Wars-The-Old-Republic-MMO-Combat-Demo/ (http://e3.g4tv.com/videos/46527/E3-2010-Live-Star-Wars-The-Old-Republic-MMO-Combat-Demo/) 

I guess it could be taken either way.  He states you can solo the content, but then he follows it up by saying that there will be content that you need a group to beat.  It all depends on what that group content happens to be, and whether it involves the storyline, or whatever.  Past experience is not on their side in this regard, however.



They say this about every. single. MMO. ever.


Saying you can solo some things while group for others means absolutely nothing. Hello they even said that about the original EQ and we all know how solo friendly that game was(unless you were a druid)  Usually this comment just means that you'll be able to do 'something' when you log on but usually, not something really fun.


Title: Re: SWTOR
Post by: Stabs on June 17, 2010, 08:37:01 AM
I think the concern is they may over-compensate with the grouping incentives. Everything we know about the game so far suggests it will be more fun solo than group for the core part of the game (doing the 50 novels worth of cutscenes). The options to do your cutscenes with 2 minute waits and griefers picking the dumb choice for lolz are so utterly unappealing that they may do something like offer double exp or higher. This will then lead to 3 ways to progress.

- blitz the content with your uber mates (or second recruit-a-friend account) getting double exp while clicking all the Shortest Path To The Cheese options within seconds.
- solo
- join pugs and put up with the inevitable tortoise paced players and Go Go Go adhd bunny hoppers.

That means to be optimal, if you don't have a team of uber players waiting for you, you will need to dual box.


Title: Re: SWTOR
Post by: Draegan on June 17, 2010, 08:59:45 AM
Where do you see forced grouping?

http://e3.g4tv.com/videos/46527/E3-2010-Live-Star-Wars-The-Old-Republic-MMO-Combat-Demo/ (http://e3.g4tv.com/videos/46527/E3-2010-Live-Star-Wars-The-Old-Republic-MMO-Combat-Demo/) 

I guess it could be taken either way.  He states you can solo the content, but then he follows it up by saying that there will be content that you need a group to beat.  It all depends on what that group content happens to be, and whether it involves the storyline, or whatever.  Past experience is not on their side in this regard, however.

Well most online games have solo content, group content and big group content.  At least most of them do anyway.  They're not forcing you to do the group content, or bigger group content.  Not like EQ forced you to group anyway.  There is no "forcing" you to do anything.  (Was that a pun?)


Title: Re: SWTOR
Post by: Sky on June 17, 2010, 09:05:10 AM
Not like EQ forced you to group anyway.  There is no "forcing" you to do anything. 
Oh, here we go again.

Fuck, they don't "force" you to wear armor, either, amirite?


Title: Re: SWTOR
Post by: HaemishM on June 17, 2010, 09:16:02 AM
http://darthhater.com/2010/06/15/general-information-learned-at-e3/

Quote
Multiplayer dialog system allowes each player to choose their own response, and an automatic dice roll decides the winning choice.

... the fuck? So quest options that can determine your individual character's story arc are reduced to loot rolls?

... THE FUCK?


Title: Re: SWTOR
Post by: Abagadro on June 17, 2010, 09:26:19 AM
But will it have Lightsaber Bears? (http://www.youtube.com/watch?v=aF3ICW3bhtk&feature=player_embedded)


Title: Re: SWTOR
Post by: kildorn on June 17, 2010, 09:27:09 AM
That feature will destroy my online friendships. <3


Title: Re: SWTOR
Post by: Nonentity on June 17, 2010, 09:29:04 AM
http://darthhater.com/2010/06/15/general-information-learned-at-e3/

Quote
Multiplayer dialog system allowes each player to choose their own response, and an automatic dice roll decides the winning choice.

... the fuck? So quest options that can determine your individual character's story arc are reduced to loot rolls?

... THE FUCK?

To be fair, there was another interview where they said there is a clear-cut difference between your individual class questlines (which other players cannot affect), and the world questlines (which are the dice roll ones).

I still think the whole system is idiotic, though.


Title: Re: SWTOR
Post by: Rasix on June 17, 2010, 09:38:32 AM
Just ensures that I won't be playing any sort of quest content with someone that isn't a mental clone of myself.  I guess if it's something in what will likely be a repetition based endgame, sure.  Otherwise, hell no.  Sorry friends.

And like some here, I'm mostly just worried about the cross contamination aspects of this being a MMO.  I'd be perfectly happy with my solo KOTOR3 with optional hey-my-friend-is-on, although groups with only 2 members sucked in NWN and will likely suck a bit here (ohh, none of you is a tank? *instagib*), but they're likely going to get a lot of MMO in it. Having a solo progression turn into the inevitable bait-and-switch "you must group with 9 morons to enjoy the rest of the story" typical end game shtick will be an all too unwelcome sight.


Title: Re: SWTOR
Post by: Sky on June 17, 2010, 09:43:46 AM
I was wrong when I said the raid and gear progression stuff was the first thing I heard about the game that I didn't like. I forgot about that whole group dialog decision thing. That's awful, not sure how to get around it. Even at f13 there was a regular user we had to kick out of EQ2 BC that I'd not want to deal with in that capacity, and several more who have unabashedly admitted their love of griefing.

Also, a minor snit: hate the release date. I like to play mmo in the winter, a spring release is awful! Bioware should really cater to my personal whims or their game totally sucks.


Title: Re: SWTOR
Post by: Bunk on June 17, 2010, 10:01:06 AM
The F13 MMO Mantra:



I still think the whole system is idiotic, though.


Title: Re: SWTOR
Post by: Zane0 on June 17, 2010, 10:02:36 AM
The story isn't going to matter.


Title: Re: SWTOR
Post by: LK on June 17, 2010, 10:04:37 AM
The story isn't going to matter.

...after you finish it. Once the story exhausts itself, you're no longer the center of the universe, which was the crux of previous Bioware stories and game worlds.


Title: Re: SWTOR
Post by: Draegan on June 17, 2010, 10:39:02 AM
Not like EQ forced you to group anyway.  There is no "forcing" you to do anything. 
Oh, here we go again.

Fuck, they don't "force" you to wear armor, either, amirite?

Yeah just like those assholes at Nintendo force you to jump as Mario. 


Title: Re: SWTOR
Post by: Draegan on June 17, 2010, 10:42:39 AM
Just ensures that I won't be playing any sort of quest content with someone that isn't a mental clone of myself.  I guess if it's something in what will likely be a repetition based endgame, sure.  Otherwise, hell no.  Sorry friends.

And like some here, I'm mostly just worried about the cross contamination aspects of this being a MMO.  I'd be perfectly happy with my solo KOTOR3 with optional hey-my-friend-is-on, although groups with only 2 members sucked in NWN and will likely suck a bit here (ohh, none of you is a tank? *instagib*), but they're likely going to get a lot of MMO in it. Having a solo progression turn into the inevitable bait-and-switch "you must group with 9 morons to enjoy the rest of the story" typical end game shtick will be an all too unwelcome sight.

I think I've heard them say that the full character story is soloable.  Nonentity already said that there are two types of quests; your personal story quests and general quest you group up to do.  You can group for your personal quests but you fully control them.

I kinda like how you don't know how it's going to end up with a group of people you're playing with randomly.  It makes the game a bit more exciting I think.

I'm slowing ... very slowly ... getting an idea of what they're making here.  I tend to get a bit more excited about it.  I'm now at the point where I'm mildly interested in this coming out whereas I was not really looking forward to it.


Title: Re: SWTOR
Post by: DLRiley on June 17, 2010, 10:50:02 AM
I'm looking forward to the nerd tears.


Title: Re: SWTOR
Post by: Murgos on June 17, 2010, 11:05:09 AM
I'm looking forward to the nerd tears.

After SWG can there really be many of those left for this IP?


Title: Re: SWTOR
Post by: Shrike on June 17, 2010, 11:06:31 AM
I think I've heard them say that the full character story is soloable.  Nonentity already said that there are two types of quests; your personal story quests and general quest you group up to do.  You can group for your personal quests but you fully control them.

I kinda like how you don't know how it's going to end up with a group of people you're playing with randomly.  It makes the game a bit more exciting I think.

I'm slowing ... very slowly ... getting an idea of what they're making here.  I tend to get a bit more excited about it.  I'm now at the point where I'm mildly interested in this coming out whereas I was not really looking forward to it.

Interesting view. It reminds me of PSU. The single player game where you were stuck as whathisface...Ethan, and played through the backstory. Then you could roll-yer-own and do the neverending loot grind with friends and whatnot.


What distrubs me about the game is how awful it looks. EQ2 blew this away 6 years ago...and it wasn't great looking, with its overly plastic character models.


Title: Re: SWTOR
Post by: HaemishM on June 17, 2010, 11:23:55 AM
I'm looking forward to the nerd tears.

After SWG can there really be many of those left for this IP?

Are you kidding? There's over 30 years worth of rose-tinted nostalgia, goo-goo eyed hero worship and Leia in steel bikini masturbatory fantasies waiting to be splooged out onto the Internet over this IP.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 17, 2010, 11:39:29 AM
How much would you like to bet that

Full character story = Tortage


Title: Re: SWTOR
Post by: Lucas on June 17, 2010, 12:10:04 PM
How much would you like to bet that

Full character story = Tortage

Yeah, for now:

"Origin"/Starting planets - Similar to Origin stories from Dragon Age. Exploration/gameplay is heavily on "rails".

Tython - Jedi Knight/Consular
Ord Mantell - Smuggler/Trooper
Hutta - Imperial Agent/Bounty Hunter
Korriban - Sith Warrior/Inquisitor

Then you probably move to other worlds where you can explore more freely, more "social" options and suchlike. James Olhen also mentioned that the "normal" worlds are much much bigger than the "origin" ones. At the same time, there are the PVP Worlds/Warzones.


Title: Re: SWTOR
Post by: Stabs on June 17, 2010, 12:28:49 PM
I'm looking forward to the nerd tears.

After SWG can there really be many of those left for this IP?

Are you kidding? There's over 30 years worth of rose-tinted nostalgia, goo-goo eyed hero worship and Leia in steel bikini masturbatory fantasies waiting to be splooged out onto the Internet over this IP.

An amusing aspect is that some of those tears will come from old school SWG fans who will make up a small vocal minority demanding incessantly that the game be made over into pre-NGE Galaxies because completely changing the gameplay and style of a MMO halfway through really w.... oh wait!


Title: Re: SWTOR
Post by: Rasix on June 17, 2010, 12:36:39 PM

I think I've heard them say that the full character story is soloable.  Nonentity already said that there are two types of quests; your personal story quests and general quest you group up to do.  You can group for your personal quests but you fully control them.

I kinda like how you don't know how it's going to end up with a group of people you're playing with randomly.  It makes the game a bit more exciting I think.

Personally, I don't find it exciting, just possibly annoying.  If general quests have some aspect of player dialogue choice affecting the outcome, I'll likely be doing them alone.  If I can.. I assume I'll be able to.  Heh, there's no telling how many awesome mistakes Bioware Austin can make here.  :awesome_for_real:

Failed Shadowbane designer: "Didn't people hate this group quest shit in WoW?"  
Failed UO designer: "Yah, but this is Star Wars, they'll love it here."
 
edit: Watching some of these interviews... how in the monkey fucking universe is this releasing in 2Q11?


Title: Re: SWTOR
Post by: Draegan on June 17, 2010, 12:40:49 PM
How much would you like to bet that

Full character story = Tortage

Watch the Darth Hater interview with one of the story guys.  He said that there is story from level 1 to max and it's different for each class.  Assuming he's not lying an all..

Edit to add:
What will really kill the dream of everyone is the global chat for each planet because you know it'll devolve into Barrens Chat.  All the fanboys are jizzing in their pants about living and playing in the SW universe until a 14 year old broadcasts "Siths suck 8========}" 100x a minute.


Title: Re: SWTOR
Post by: Nonentity on June 17, 2010, 01:10:05 PM
All the fanboys are jizzing in their pants about living and playing in the SW universe until a 14 year old broadcasts "omg sith are awesome 8========} dood i have two lightsabers" 100x a minute.

FIFY


Title: Re: SWTOR
Post by: Arthur_Parker on June 17, 2010, 01:17:13 PM
Star Wars: The Old Republic E3 hands on (http://www.pcgamer.com/?p=2991)

This new?  Sorry not really paid attention to this thread.


Title: Re: SWTOR
Post by: Fordel on June 17, 2010, 01:36:27 PM
It's only mildly regurgitated.


Title: Re: SWTOR
Post by: UnSub on June 17, 2010, 07:42:48 PM
There are 16 different main story arcs - one for each class. I'm assuming some variation within each story based on player actions, but the end point for every class story has to be similar - dark side or light side, you still end up in front of the Emperor / Jedi Council because that is where your class ends up.

The dice roll thing for group dialogue is fantastic. Especially since, to date, the max team size appears to be 4. That's gameplay with a minimum 25% chance of griefing in PUGs.

One thing I noticed: have there been any SWOR multiplayer videos that show PCs and companions? Watching them, it seems like in multiplayer your companions may disappear. Not a huge thing, necessarily, but it certainly limits the importance of companions just to the single player game (and probably saves a heap of VO work).

As I've said, I think BioWare do story fine but their gameplay systems often have huge gaping holes / exploits. In a singleplayer that doesn't matter so much, but multiplayer is going to blow those holes wide open.


Title: Re: SWTOR
Post by: Fordel on June 17, 2010, 10:11:15 PM
A bunch of the interviews have the devs saying the companions will be present at all times. So a group of four will end up with 8 people due to everyone having 1 sidekick or whatever.


Title: Re: SWTOR
Post by: Velorath on June 18, 2010, 02:41:54 AM
The dice roll thing for group dialogue is fantastic. Especially since, to date, the max team size appears to be 4. That's gameplay with a minimum 25% chance of griefing in PUGs.

It's only griefing if you're operating under the assumption that one choice is better than the other.  On the other hand, if I still get light side points for choosing the good option, even if the guy that choose the evil option won the dice roll, and if rewards for completing the quest are the same either way, then the only difference is how the story plays out.


Title: Re: SWTOR
Post by: LK on June 18, 2010, 03:42:14 AM
I can't wait to see the work and effort required to add new classes to the game.


Title: Re: SWTOR
Post by: Sheepherder on June 18, 2010, 06:31:29 AM
This is a game that, to be really appreciated, you need to group with WUA.


Title: Re: SWTOR
Post by: Draegan on June 18, 2010, 07:02:42 AM
This is a game that, to be really appreciated, you need to group with WUA.

!!!! :grin:


Title: Re: SWTOR
Post by: Ashamanchill on June 18, 2010, 07:43:37 AM
Man is this game looking feeble. I'm glad I'm not a Star Wars fan. To see the franchise put through the wringer like it has been would be embarassing. It wouldn't shock me, if to balance things, Bioware ends up giving Storm Troopers the Force, and Lucas Arts ends up declaring it canon.


Title: Re: SWTOR
Post by: Draegan on June 18, 2010, 08:39:52 AM
(http://images1.wikia.nocookie.net/__cb20080206165443/starwars/images/thumb/7/77/V_sparring_C_clone.jpg/250px-V_sparring_C_clone.jpg)

Heh. (http://starwars.wikia.com/wiki/Force-sensitive_stormtrooper)


Title: Re: SWTOR
Post by: Pezzle on June 18, 2010, 10:25:09 AM
"George Lucas notes that in his early conceptions of the saga, lightsabers were commonplace weapons throughout the galaxy, but that he later decided that they should be limited to the Jedi. "

So now we will simply have Jedi be commonplace!  Brilliant!


Title: Re: SWTOR
Post by: LK on June 18, 2010, 10:46:02 AM
Vader was one busy motherfucker, training all them Jedi, being involved in every major and minor character's personal story arc, co-running a galactic empire.

It feels like he's got hundreds of years of activities crammed into that small period between Ep. 3 and 4.


Title: Re: SWTOR
Post by: Soln on June 18, 2010, 11:45:01 AM
we should gear up Bat Country the WUA Edition

or WUA Country the Bat'ning


Title: Re: SWTOR
Post by: Morat20 on June 18, 2010, 02:11:58 PM
Vader was one busy motherfucker, training all them Jedi, being involved in every major and minor character's personal story arc, co-running a galactic empire.
In SWG, he lived on Corellia. There was a queue to visit him. Luckily, he pawned us all off on Admiral Thrawn, who I believe was ALSO on Corellia. Which was strange, since he was also off in the Outer Rims.

But thank God Jabba never ran out of rats to have us kill. :)


Title: Re: SWTOR
Post by: Lantyssa on June 18, 2010, 03:01:09 PM
They were on Naboo, with the Emperor.


Title: Re: SWTOR
Post by: Morat20 on June 18, 2010, 08:21:31 PM
They were on Naboo, with the Emperor.
Corellia, Naboo, they're practically the same planet.


Title: Re: SWTOR
Post by: Lantyssa on June 18, 2010, 09:35:58 PM
Nah.  Naboo was green plains and swamp with Gungans everywhere.  Corella was golden plains, the triple plateaus, and sandy beaches.  The wildlife on Corellia was more 'normal' and varied, consisting of krahbu, razor cats, splice hounds, spats and a wide variety of interesting NPC factions.  The architecture was more of a Modern design.

Naboo's closest counterpart was whatever it's moon was, with Yavin IV or Endor being the next closest in similarity.  Most similar to Corellia was Talus.


Title: Re: SWTOR
Post by: UnSub on June 18, 2010, 11:30:51 PM
The dice roll thing for group dialogue is fantastic. Especially since, to date, the max team size appears to be 4. That's gameplay with a minimum 25% chance of griefing in PUGs.

It's only griefing if you're operating under the assumption that one choice is better than the other.  On the other hand, if I still get light side points for choosing the good option, even if the guy that choose the evil option won the dice roll, and if rewards for completing the quest are the same either way, then the only difference is how the story plays out.

You're right - it does depend on the outcome. Characters may get force points for good / bad intentions regardless of actual outcome. But if BioWare wants to harp on about having a great player story, there will be players who will get annoyed that they don't have total control on a team (especially if it sees their character doing actions they don't want).


Title: Re: SWTOR
Post by: caladein on June 18, 2010, 11:32:37 PM
That's really the point for me.

If story is important enough to let other characters decide it for me, you may as well let my party decide other, "equally important", things like what kind of gear I'm using.


Title: Re: SWTOR
Post by: UnSub on June 18, 2010, 11:37:16 PM
I'll make the point that there is no good solution here, as storytelling doesn't work in a group setting unless everyone completely trusts everyone else and know when to follow as well as lead.

MMO PUGs on the other hand are more like:

(http://jumpedthesnark.files.wordpress.com/2009/11/mexican-standoff.jpg)


Title: Re: SWTOR
Post by: Velorath on June 19, 2010, 01:48:51 AM
You're right - it does depend on the outcome. Characters may get force points for good / bad intentions regardless of actual outcome. But if BioWare wants to harp on about having a great player story, there will be players who will get annoyed that they don't have total control on a team (especially if it sees their character doing actions they don't want).

First off, to make a distinction here, there are plenty of stories in games (and pretty much any story in any other form of media) where you don't get to choose how the story unfolds, so when you say that Bioware is harping on great player story, where you're really thinking there's a conflict is in regards to players' choice.

Personally if I team up with some Bounty Hunter I don't know, and while I'm trying to reprimand the ship's captain for disobeying orders and he pulls out pistol and shoots the guy, I don't really think the detracts from the story at all and I certainly wouldn't call it greifing.  It's two or more people playing their characters, and sometimes those people might have conflicting goals or viewpoints.  In a lot of ways, that's more of a story than everybody just blindly following my lead.



Title: Re: SWTOR
Post by: WindupAtheist on June 19, 2010, 02:08:36 AM
we should gear up Bat Country the WUA Edition

or WUA Country the Bat'ning

Hey, hey, hold up. Last time there was a Star Wars MMO, I decided well before release that it was going to be lame and never played it. Also, if I did play this one, hardcore Sith RP guild or GTFO.


Title: Re: SWTOR
Post by: Lucas on June 19, 2010, 02:48:45 AM

Personally if I team up with some Bounty Hunter I don't know, and while I'm trying to reprimand the ship's captain for disobeying orders and he pulls out pistol and shoots the guy, I don't really think the detracts from the story at all and I certainly wouldn't call it greifing.  It's two or more people playing their characters, and sometimes those people might have conflicting goals or viewpoints.  In a lot of ways, that's more of a story than everybody just blindly following my lead.

Yes, problem is that afterwards, the BH who pulled out the pistol, when asked why he did so by you or someone else, will probably say something like: "But duuudeeee, haven't you read Torhead.com? The item you receive for killing the captain is waay better!!!"  :awesome_for_real: :heartbreak:


Title: Re: SWTOR
Post by: Velorath on June 19, 2010, 02:54:48 AM

Personally if I team up with some Bounty Hunter I don't know, and while I'm trying to reprimand the ship's captain for disobeying orders and he pulls out pistol and shoots the guy, I don't really think the detracts from the story at all and I certainly wouldn't call it greifing.  It's two or more people playing their characters, and sometimes those people might have conflicting goals or viewpoints.  In a lot of ways, that's more of a story than everybody just blindly following my lead.

Yes, problem is that afterwards, the BH who pulled out the pistol, when asked why he did so by you or someone else, will probably say something like: "But duuudeeee, haven't you read Torhead.com? The item you receive for killing the captain is waay better!!!"  :awesome_for_real: :heartbreak:

Which again operates under the assumption that rewards vary depending on which option occurs.  I'm not sure if they've said one way or the other if that's the case.


Title: Re: SWTOR
Post by: Lucas on June 19, 2010, 03:05:29 AM

Personally if I team up with some Bounty Hunter I don't know, and while I'm trying to reprimand the ship's captain for disobeying orders and he pulls out pistol and shoots the guy, I don't really think the detracts from the story at all and I certainly wouldn't call it greifing.  It's two or more people playing their characters, and sometimes those people might have conflicting goals or viewpoints.  In a lot of ways, that's more of a story than everybody just blindly following my lead.

Yes, problem is that afterwards, the BH who pulled out the pistol, when asked why he did so by you or someone else, will probably say something like: "But duuudeeee, haven't you read Torhead.com? The item you receive for killing the captain is waay better!!!"  :awesome_for_real: :heartbreak:

Which again operates under the assumption that rewards vary depending on which option occurs.  I'm not sure if they've said one way or the other if that's the case.


Hehe, yes of course, but I was just pointing out that sometimes, sure, you can suspend your disbelief the way you described above, but then the wonderful, variegated MMOG crowd will wake us up :P

Well, regarding the reward itself, I think that, when it comes  to items, they will be class specific, so at the end of a key battle, you and the members of your group won't receive the same thing (not talking about generic sidequests, but about storyline ones you decide to undertake with other people).


Title: Re: SWTOR
Post by: Stabs on June 19, 2010, 04:17:30 AM
The reward system will work like the story system. At the end of the mission you get a list like this:

a) Glowy Lightsabre of awesome.
b) A slightly rusted garden trowel
c) A pitchfork

Each party member then picks which reward you will receive and a dice is rolled to see which of those choices comes to pass. Happy rolling!


Title: Re: SWTOR
Post by: Lantyssa on June 19, 2010, 05:55:23 AM
In a pen-and-paper game, the first to speak up often determines the responses of the NPCs.  This isn't all that different in concept.  If all it affects is story progression, I'm fine with that.

Where it will get annoying is if you are trying to see the alternate path due to branching story lines, or it gates you for rewards, or any other instance where it affects more than the story.  They haven't spoken up about that.  And in an MMO setting I'm sure there are ways this can be horribly abused that I'm not considering.


Title: Re: SWTOR
Post by: Murgos on June 19, 2010, 06:42:59 AM
A decision without consequences isn't a decision. 

A decision where you have no influence over the outcome also isn't a decision.

So having all 'group' choices be the same outcome is pretty much a deal breaker for immersion or emotional investment.


Title: Re: SWTOR
Post by: Ratman_tf on June 19, 2010, 11:28:10 AM
A decision without consequences isn't a decision. 

A decision where you have no influence over the outcome also isn't a decision.

So having all 'group' choices be the same outcome is pretty much a deal breaker for immersion or emotional investment.

I think my apprehension is that despite all this hype, the big storyline stuff in TOR is going to boil down to a very elaborate "Complete Quest! OK!" popup.


Title: Re: SWTOR
Post by: WindupAtheist on June 19, 2010, 11:39:04 AM
I wonder how single-playery the plot will be. In KOTOR you were pretty much the fulcrum of the universe, but in the average MMO you're a cog in the machine.


Title: Re: SWTOR
Post by: Stabs on June 19, 2010, 11:53:20 AM
Well they gave us an example early on in the hype cycle. In a mission you can either execute the ship captain and assume command of the ship or be forgiving and let him live. If you let him live his knowledge can help you with one of the subsequent encounters. But all roads lead to Rome and whichever decision you make the plot is still "I go to the ship, talk to some people, kill a load of people, get loot".

While I enjoy being snarky about TOR as I think they rather set themselves up for pisstaking I actually admire what they're doing. They're innovating. They're gambling that passive players who just amble along to see what happens and don't mind others taking the decisions are the majority of the market not active adhd control freaks who can't bear to be sub-optimal.

Don't think of TOR as a game. Think of it as a film. The best film ever because not only can you interact with it and make choices about how it will unfold but also you "own" one of the characters and can take your character off to Lightsabre Warsong Gulch or go decorating your space dollhouse when you want a break from the story.

I doubt anyone on these boards is the player they're really after. The act of posting indicates you're not passive about gaming. At F13 we're raid leaders not "raid filler". But having organised raids in MMOs I can tell you for sure that there's a ton of really passive people out there who will enjoy just going with the flow to see what happens.


Title: Re: SWTOR
Post by: Velorath on June 19, 2010, 01:25:59 PM
A decision without consequences isn't a decision. 

A decision where you have no influence over the outcome also isn't a decision.

So having all 'group' choices be the same outcome is pretty much a deal breaker for immersion or emotional investment.

I expect most of the emotional investment to be in the class quests.


Title: Re: SWTOR
Post by: Ratman_tf on June 19, 2010, 03:10:26 PM
Don't think of TOR as a game. Think of it as a film.

Video games are not films. If TOR manages to do storytelling within the context of it being a video game, then it will be, at least a step forward. If it's interactive cutscenes, I think that's a dead end in game development.


Title: Re: SWTOR
Post by: Stabs on June 19, 2010, 03:46:48 PM
Can you give me a good reason, other than cultural expectation, that a film, a series of non-interactive scenes works as a piece of entertainment but another piece of entertainment consisting of similar scenes connected by interactive moments can't work.

I'm not talking TOR now, I'm talking generically. Is there any reason why Warlock of Firetop Mountain would make a better film if you picked out a set of story choices rather than filming footage for every choice and letting the player choose their own adventure?

It wouldn't work for YOU, sure, wouldn't expect it too but I think Bioware is gambling there are a lot of people who would like it.

Video games are only clearly not film until someone explores the borders between the two genres.


Title: Re: SWTOR
Post by: Ratman_tf on June 19, 2010, 04:32:35 PM
Can you give me a good reason, other than cultural expectation, that a film, a series of non-interactive scenes works as a piece of entertainment but another piece of entertainment consisting of similar scenes connected by interactive moments can't work.

A man falling down a set of stairs can be entertaining.

The one thing video games do have over films or books is it's interactivity.* When a game goes passive, with a cutscene or a block of text, it's giving up it's interactivity. This doesn't mean it can't work. Obviously it can. I don't think it's the best way to impart story in a video game.

*


Title: Re: SWTOR
Post by: Lucas on June 19, 2010, 04:47:11 PM
Can you give me a good reason, other than cultural expectation, that a film, a series of non-interactive scenes works as a piece of entertainment but another piece of entertainment consisting of similar scenes connected by interactive moments can't work.

A man falling down a set of stairs can be entertaining.

The one thing video games do have over films or books is it's interactivity.* When a game goes passive, with a cutscene or a block of text, it's giving up it's interactivity. This doesn't mean it can't work. Obviously it can. I don't think it's the best way to impart story in a video game.

*

Heh, the last two or three posts made me think of the (at least for me) beloved Wing Commander series, especially chapters III-IV-V; and we're talking about 1993-1997. Just sayin' :) (and yes, of course in that case we're talking about single player experiences).


Title: Re: SWTOR
Post by: UnSub on June 19, 2010, 11:20:13 PM
In a pen-and-paper game, the first to speak up often determines the responses of the NPCs.  

I can think of numerous times among friends the first response to a PC action was, "What the fuck are you doing?".  :grin: I can also think of some games that finished early due to someone having a sad and leaving.

Agreed, BioWare is innovating. They are also making a BioWare game writ large, where you will start in the same place and end in the same place for each class, while there will be some differences along the way based on your decisions. I'm fully behind story not having to equal player choice, just the illusion of choice. But the addition of multiplayer options to a story like this opens up some very big cans of worms that (to date) they appear to have tried to solve by offering a random number roll. How those changes impact on individual player events is yet to be determined (e.g. because Darth Dou'Che sliced the captain, the Bounty Hunter is locked out of a later Captain-related quest) as is the potential ability to replay quests to access alternate paths.

As for who BioWare is developing this title for: everyone. They want every single one of us to be playing SWOR because SWOR needs to be at least the #2 title on the Western market to even look to break even, let alone make a profit.


Title: Re: SWTOR
Post by: ajax34i on June 20, 2010, 07:03:14 AM
Can you give me a good reason, other than cultural expectation, that a film, a series of non-interactive scenes works as a piece of entertainment but another piece of entertainment consisting of similar scenes connected by interactive moments can't work.

1.  Quite a bit of humor in movies relies on the situation being unexpected, and in an interactive game YOU are setting up the joke, and telling or setting up a joke is a lot less entertaining than hearing or stumbling into one.

2.  Good plot twists are unexpected, and two things happen with a game regarding plot:

a.  Gamers will just go read up the plot on swtorhead, pretty much ruining it.
b.  If you're interacting with the storyline you either see the plot twist coming a mile away (cause you're setting it up), or it gets very frustrating when the plot twists out of your control over and over again, negating all you've grinded for.

3.  Most motion pictures, and action flicks in particular, have stunt-work and special effects that make the heroes and villains superhuman in their ability to jump, fall, fight, survive, and take damage.  In a game, all of that goes away because "classes must be balanced for PVP" or whatever.  Your hero isn't special anymore.

4.  A movie that I've seen and have on DVD or blue-ray, I can fast-forward or skip to the good scenes whenever I feel like.  Try that with levelling up an alt.


Title: Re: SWTOR
Post by: Sheepherder on June 20, 2010, 10:03:26 AM
Also, if I did play this one, hardcore Sith RP guild or GTFO.

That would be the point.  You with a captive audience.  It's unfortunate there's not much for light side or morally neutral options on the Sith faction.  It's just not the same without a wookiee to strangle the twilek which Carth runs like a bitch.


Title: Re: SWTOR
Post by: Cadaverine on June 20, 2010, 11:50:11 AM
Also, if I did play this one, hardcore Sith RP guild or GTFO.

That would be the point.  You with a captive audience.  It's unfortunate there's not much for light side or morally neutral options on the Sith faction.  It's just not the same without a wookiee to strangle the twilek which Carth runs like a bitch.

I never cared much for that aspect of Sith in the game.  All the little thuggish things, like taking someones last 10 credits when they're starving.   It just seems petty, and evil to me. 


Title: Re: SWTOR
Post by: Lakov_Sanite on June 20, 2010, 01:45:23 PM
That's the problem with most rpg that have a moral scale. it's either walking old ladies across the street....or raping them.


Title: Re: SWTOR
Post by: Surlyboi on June 20, 2010, 01:49:03 PM
Also, if I did play this one, hardcore Sith RP guild or GTFO.

That would be the point.  You with a captive audience.  It's unfortunate there's not much for light side or morally neutral options on the Sith faction.  It's just not the same without a wookiee to strangle the twilek which Carth runs like a bitch.

I never cared much for that aspect of Sith in the game.  All the little thuggish things, like taking someones last 10 credits when they're starving.   It just seems petty, and evil to me. 

That's not evil though. It's what petty thugs think is evil in their delusions of grandeur. True evil is building that starving person up to be someone of great importance and wealth and then using that wealth to destroy them and the ones they love.

The problem with most of these games is the writers and the players don't know shit about real evil so they come up with the helping the old ladies across the street or raping them scenarios.


Title: Re: SWTOR
Post by: LK on June 20, 2010, 01:50:06 PM
That's the problem with most rpg that have a moral scale. it's either walking old ladies across the street....or raping them.

And never undermining their subscription drug program in order to benefit your buddies in Big Pharma and put more money into your pocket.

The evil is always "WHAT DID YOU DO?" rather than "Shit sure sucks, I wonder why?" and you being the reason.


Title: Re: SWTOR
Post by: pxib on June 20, 2010, 02:02:03 PM
Good is more complicated than just doing nice things, too. In fact, Good/Evil is a lousy moral scale because the meaning of each is so fuzzy. Better to oppose more concrete concepts... Freedom/Order, Peace/Justice, Reason/Emotion. Fun as it is to be a hero and a dick, it's not often particularly interesting.


Title: Re: SWTOR
Post by: Ratman_tf on June 20, 2010, 02:15:32 PM
Good is more complicated than just doing nice things, too. In fact, Good/Evil is a lousy moral scale because the meaning of each is so fuzzy. Better to oppose more concrete concepts... Freedom/Order, Peace/Justice, Reason/Emotion. Fun as it is to be a hero and a dick, it's not often particularly interesting.

It's telling that most depicions of "evil" in video games aren't even as sophisticated as the Grinch from Dr. Seuss.


Title: Re: SWTOR
Post by: Ingmar on June 20, 2010, 02:30:37 PM
The cartoony good vs. evil stuff is a core part of Star Wars, though. It is high fantasy dressed up as science fiction. There are other games and settings that deal in moral ambiguity, Star Wars doesn't need to.


Title: Re: SWTOR
Post by: WindupAtheist on June 20, 2010, 03:15:14 PM
Brucing ahoy! Hey screw you guys, when someone posts an ordered list it's just easier to respond to each point in turn.

1.  Quite a bit of humor in movies relies on the situation being unexpected, and in an interactive game YOU are setting up the joke, and telling or setting up a joke is a lot less entertaining than hearing or stumbling into one.

Dude, this doesn't even make sense. Nothing funny can happen in a game, because the game forces you to set up your own jokes? What the crap are you even talking about? What game does this describe?

Quote
2.  Good plot twists are unexpected, and two things happen with a game regarding plot:

a.  Gamers will just go read up the plot on swtorhead, pretty much ruining it.
b.  If you're interacting with the storyline you either see the plot twist coming a mile away (cause you're setting it up), or it gets very frustrating when the plot twists out of your control over and over again, negating all you've grinded for.

A) Every big movie is spolierized all over the web long before it hits theaters.
B) Plot twists can't happen in a game, unless they do, in which case they're frustrating because they happen over and over again? What?

Quote
3.  Most motion pictures, and action flicks in particular, have stunt-work and special effects that make the heroes and villains superhuman in their ability to jump, fall, fight, survive, and take damage.  In a game, all of that goes away because "classes must be balanced for PVP" or whatever.  Your hero isn't special anymore.

There are plenty of regular dumbass mooks in games. They're called NPCs.

Quote
4.  A movie that I've seen and have on DVD or blue-ray, I can fast-forward or skip to the good scenes whenever I feel like.  Try that with levelling up an alt.

Or with a movie in the theater or on television.


Title: Re: SWTOR
Post by: Maledict on June 20, 2010, 03:25:27 PM

That's not evil though. It's what petty thugs think is evil in their delusions of grandeur. True evil is building that starving person up to be someone of great importance and wealth and then using that wealth to destroy them and the ones they love.

The problem with most of these games is the writers and the players don't know shit about real evil so they come up with the helping the old ladies across the street or raping them scenarios.

That's not evil either though. That's just a psychopath.

Look at the most evil men in history. None of them would do what you describe there, because it's just *weird*, and so outside of normal human interactions it's not related to anything ever. Someone like Pol Pot or Stalin wouldn't *care* - he might sacrifice the person "for the greater good" of their country, or use them as a human shield, or exterminate them straight away. Someone like Hannibal Lector would butcher them in a unique and horrible way, maybe eat their brains.

But at no point would anyone build a person up to grand heights, then destroy them purely for the sake of destroying them. Maybe some form of primal evil like a demon would - but we're playing people, not demons. Most evil people think they are doing the right and justified thing, after all, and characters in games should reflect that. Not just be brutally unpleasant either in the short or long term for no reason.


Title: Re: SWTOR
Post by: Sheepherder on June 20, 2010, 03:40:51 PM
I never cared much for that aspect of Sith in the game.  All the little thuggish things, like taking someones last 10 credits when they're starving.   It just seems petty, and evil to me.
That's not evil though. It's what petty thugs think is evil in their delusions of grandeur. True evil is building that starving person up to be someone of great importance and wealth and then using that wealth to destroy them and the ones they love.

Damn you, Mission. The Republic and the Jedi might pride themselves on being just and righteous, but under their rule you grew up living in a sewer and eating garbage. Who pulled you out of that shithole? Who whisked you off the planet just before it got bombed into the stone age? Who took time out from his very important quest to dick around in the middle of the fucking desert rescuing your worthless piece of shit brother from sand people? Without me, you never would have learned about your brother's death at their hands, because the garbage dump you lived in would have come down around your ears in a fucking holocaust of orbital bombardment.

And how do you pay me back? You spit in my fucking face with that silly "But the Sith are EVIL!" bullshit. I expected that sort of crap from Jolee and Juhani, and that simpering dipshit Carth, but not from you. You might not be "evil" but I had come to think of you as at least being halfway smart. (You were so damned pragmatic when we slit the throat of that silly blind leader of your old gang on Taris!) I mean I was prepared to tolerate a little bit of lip, but when it became clear that even your emo throw-rug of a wookie wasn't going to back you, it was time to quit sticking up for a regime that never gave a shit about you and throw your chips in with the only people who ever did you any favors.

But no, instead you call me out. Right there in front of my brand new apprentice and the rest of my followers. You force me to kill you, no pun intended. You ignorant little bitch, what made you think I even had the option of backing out at that point? The die had been cast, blood had already been shed. What the hell did you think was going to happen?

But it's all right. I don't really blame you.

I blame Carth.

Maybe you didn't know better, but he should have. In fact he certainly did, given the way ran for the hills once he realized what was happening. I blame him for not buying your life with his own. All that wannabe-hero horseshit he talked, and in the end he ran like a coward and left a teenage girl to face two Sith alone, with little more than a cry of "Run away!" over his shoulder as he fled. It ought to have been HE who stayed behind to die extolling the virtues of the Republic while YOU ran off into the woods.

The new Emperor of the Galaxy will not be kind to Carth, when he finally catches up to him.

/rant

This started out as me half-jokingly bitching at a fictional character and then turned into some sort of full-blown RP fag thing. Oh well, fuck it.

Youtube link. (http://www.youtube.com/watch?v=vMrcYBfNezE&feature=PlayList&p=49E37F50008FEEAC&index=142)


Title: Re: SWTOR
Post by: Surlyboi on June 20, 2010, 04:35:46 PM

That's not evil though. It's what petty thugs think is evil in their delusions of grandeur. True evil is building that starving person up to be someone of great importance and wealth and then using that wealth to destroy them and the ones they love.

The problem with most of these games is the writers and the players don't know shit about real evil so they come up with the helping the old ladies across the street or raping them scenarios.

That's not evil either though. That's just a psychopath.

Look at the most evil men in history. None of them would do what you describe there, because it's just *weird*, and so outside of normal human interactions it's not related to anything ever. Someone like Pol Pot or Stalin wouldn't *care* - he might sacrifice the person "for the greater good" of their country, or use them as a human shield, or exterminate them straight away. Someone like Hannibal Lector would butcher them in a unique and horrible way, maybe eat their brains.

But at no point would anyone build a person up to grand heights, then destroy them purely for the sake of destroying them. Maybe some form of primal evil like a demon would - but we're playing people, not demons. Most evil people think they are doing the right and justified thing, after all, and characters in games should reflect that. Not just be brutally unpleasant either in the short or long term for no reason.

Psychopathy connotes no emotions at all, not so much evil as just not feeling for ones victims. And being brutally unpleasant in the short or long term isn't particularly what I was getting at either.


Title: Re: SWTOR
Post by: pxib on June 20, 2010, 05:06:48 PM
Someone like Pol Pot or Stalin wouldn't *care* - he might sacrifice the person "for the greater good" of their country, or use them as a human shield, or exterminate them straight away.
I think this is the critical part, and it requires a bit of psychopathy to pull it off. To be evil (as opposed to merely doing evil), one must be largely uninterested in what the other thinks. It isn't a desire to destroy somebody... many good people desire human destruction for fundamentally good reasons. Evil requires the ability to destroy people (or their bodies, their futures, their dreams) because they are in the way. They are less important than whatever needs to be done. Evil is the process of reducing life to a resource.

Video games and movies avoid this sort of evil for two reasons. First, it's boring. Second, it hits a little too close to home in media which convert death and destruction into light entertainment. Emily Short (talking specifically about Fable II) says is better than I would: (http://www.gamesetwatch.com/2009/10/column_homer_in_silicon_commun.php)
Quote
The interesting moral arc here, for me, was first the realization that my character could not treat "ordinary" people as her equals and her acceptance of emotional distance from them; and, later, the decision that she was more important than they were, and therefore it was all right to use them or even if necessary kill a few.

There was no way for me to communicate that to the game, though. It kept treating me as an almost-pure-good character when in my own opinion I had entered a serious grey zone.


Title: Re: SWTOR
Post by: PalmTrees on June 20, 2010, 05:48:41 PM


Youtube link. (http://www.youtube.com/watch?v=vMrcYBfNezE&feature=PlayList&p=49E37F50008FEEAC&index=142)

Thanks for the link. I recently finished a dark side run but after force persuading Z the game would crash so I had to pick the other option.


Title: Re: SWTOR
Post by: Ratman_tf on June 20, 2010, 06:09:59 PM
The cartoony good vs. evil stuff is a core part of Star Wars, though. It is high fantasy dressed up as science fiction. There are other games and settings that deal in moral ambiguity, Star Wars doesn't need to.

Not so much moral abiguity as much as- even the villian thinks he's the hero. Nobody goes out and says to themself, "I'm going to be Evil today, so that the hero can have an enemy! That's my job!" Ever since Empire one of the main themes of Star Wars is that Vader was a real person underneath his armor. (Whether the prequels managed to convey that well is another topic.  :grin:)

Video games tend to treat their villains very simply since they tend to be problems to be beaten, and so often it seems that when designers put "evil" in as a player choice, it means letting the player do the stuff that the villians do. But this isn't a problem to be solved, or a story to be told, it's kicking the puppy for evil's sake. It's putting a skull on your belt buckle and saying "There! Now I'm evil!" It's superficial mimicry.

And some video games do put a little more thought into it than that, but some don't and a lot get caught up in the superficial "It's cool to be bad, man." mimicry.


Title: Re: SWTOR
Post by: UnSub on June 20, 2010, 06:42:08 PM
Things are more interesting in games when good and evil aren't that well defined. The Witcher did this better than most - help the witch who has been wronged but looks like she's going to kill a lot of people in revenge, or help a murderer, a child slaver and coward (iirc) stop her?

However, as stated, the best most video games do in this area are: you can either save this little girl, or crack open her spine for its sweet goodness.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 20, 2010, 06:42:41 PM


Youtube link. (http://www.youtube.com/watch?v=vMrcYBfNezE&feature=PlayList&p=49E37F50008FEEAC&index=142)


Wow that didnt age well.


Title: Re: SWTOR
Post by: Ingmar on June 20, 2010, 07:54:47 PM
Things are more interesting in games when good and evil aren't that well defined.

No, things are more interesting when some games treat things that way and some games offer you black and white choices and some games do other things entirely. Above all what makes for a good gaming environment is variety. If every game took the same approach to choices and morality as Planescape: Torment then the gaming landscape would be just as boring as a world where every game was save the princess. There's room for both approaches and there is value to both approaches, just like fantasy literature is better off for having both Tolkien and Howard rather than just one or the other.


Title: Re: SWTOR
Post by: Paelos on June 20, 2010, 07:59:41 PM
The problem with moral choices in games is that we as players can game the system. We can decide where we want to go as players long before we're given the choices in the game. In fact, the choices are so blantantly obvious in certain games that we know how to game them just by reading the instruction manual. SEE: Mass Effect's choice system of good on top, bad on bottom.


Title: Re: SWTOR
Post by: Lantyssa on June 20, 2010, 08:54:00 PM
My ideal is to have black, white, and a couple of shades of grey.  Then produce consequences with repercussions which aren't necessarily clear until later, but that don't necessarily penalize or reward you so much as take the story down new paths.  Branching stories are tough though, so we get +/- Moral Points.


Title: Re: SWTOR
Post by: Megrim on June 20, 2010, 09:38:20 PM
The problem with moral choices in games is that we as players can game the system. We can decide where we want to go as players long before we're given the choices in the game. In fact, the choices are so blantantly obvious in certain games that we know how to game them just by reading the instruction manual. SEE: Mass Effect's choice system of good on top, bad on bottom.

This really depends on how the game is written. For example, the difference between Any Bioware Game and the Witcher.

 * Edit: just read what Unsub wrote ^^.

I suppose it mostly becomes an argument on the suspension of disbelief and immersion in the story. If the choice put before a player isn't obvious, i suspect it more likely they will just load an earlier save once the result becomes apparent - and replay the scenario until they get what they want. Precious few players (at least among the Bioware audience) are going to be willing to say "welp that didn't turn out as well as i thought, guess i'll have to take the status/etc... hit and keep going".


Title: Re: SWTOR
Post by: Koyasha on June 20, 2010, 10:50:10 PM
That can be easily resolved by not having the consequences become apparent until ten hours later.


Title: Re: SWTOR
Post by: Spiff on June 20, 2010, 11:55:24 PM
Isn't part of the problem really that what in many cases is seen as evil is simply the action that gives the biggest reward in the short term/serves your own purposes best?
In reality you refrain from doing so because a: you care and b: there is (hopefully) a significant chance of getting caught.

Now a single player game can make me care to an extent (there are just certain 'dark' choices I can't bring myself to make in ME2), but in an MMO competition becomes a lot more important and I can't imagine they could ever approach the kind of immersion they offered in their single-players.

And adding a serious and direct downside to one choice to show it's evil (such as imprisonment) would enrage the 'Dark Siders' to the point of quitting.

It all becomes completely detached from reality because the repercussions aren't comparable, but isn't that a large part of the fun?
The games are set up to turn us into (read: allow us to be) online psychopaths.

If in real life I help an old lady to the other side of the street, she thanks me and that gives me some sort of contentment in being a constructive part of society (also it's not hard to empathise with something that has a pulse for me).
If I help an NPC cross the road and all she does is pop a textbox to thank me, I'll f'in beat her 'till she gives me mah damn foozle!


Title: Re: SWTOR
Post by: Sheepherder on June 21, 2010, 06:49:36 AM
the difference between Any Bioware Game and the Witcher.

Remind me.  Is the Witcher the one where you play the last act of the life of an evil man who, having reformed himself approaches a hag who's gifts always contain a barb :awesome_for_real: seeking immortality, for fear of a justly deserved eternity of torment in hell, and a desire to work off his karmic debt to the universe.  Yet having attained immortality he's lost what made him good, and as soulless undead monstrosity rampages across the planes seeking an end to his twisted and hunted existence?

Because if that one is the Witcher, then yeah, it's a pretty good game.


Title: Re: SWTOR
Post by: Megrim on June 21, 2010, 07:56:19 AM
the difference between Any Bioware Game and the Witcher.

Remind me.  Is the Witcher the one where you play the last act of the life of an evil man who, having reformed himself approaches a hag who's gifts always contain a barb :awesome_for_real: seeking immortality, for fear of a justly deserved eternity of torment in hell, and a desire to work off his karmic debt to the universe.  Yet having attained immortality he's lost what made him good, and as soulless undead monstrosity rampages across the planes seeking an end to his twisted and hunted existence?

Because if that one is the Witcher, then yeah, it's a pretty good game.

This is the point --------------------------------------------> . It's going over that way ->








This is your head. (-.-)


Title: Re: SWTOR
Post by: Stormwaltz on June 21, 2010, 08:06:39 AM
The problem with moral choices in games is that we as players can game the system. We can decide where we want to go as players long before we're given the choices in the game. In fact, the choices are so blantantly obvious in certain games that we know how to game them just by reading the instruction manual. SEE: Mass Effect's choice system of good on top, bad on bottom.

Based on the decisions you made in Mass 2, do you expect the quarians or the geth to rally to your side in Mass 3? It seems unlikely that they'll work together. How did you resolve Tali and Legion's loyalty missions?

How about the krogans? How did you handle Grunt and Mordin's loyalty missions?

And reaching way back, how did you resolve the rachni situation? It sounds like they were manipulated by the Reapers before (the "sour yellow note" dialogue). Whose side do you expect they'll be on?


Title: Re: SWTOR
Post by: Riggswolfe on June 21, 2010, 10:35:05 AM
In fact, Good/Evil is a lousy moral scale because the meaning of each is so fuzzy.

This has to be the oddest statement I've ever seen. It is very, very easy to see true good and true evil. Now, most people fall in the middle in that gray area but to say good and evil are fuzzy concepts just blows my mind.


Title: Re: SWTOR
Post by: Koyasha on June 21, 2010, 10:41:39 AM
In fact, Good/Evil is a lousy moral scale because the meaning of each is so fuzzy.

This has to be the oddest statement I've ever seen. It is very, very easy to see true good and true evil. Now, most people fall in the middle in that gray area but to say good and evil are fuzzy concepts just blows my mind.
From an objective viewpoint they're not just 'fuzzy,' but meaningless because those words mean different things to different people, so unless you carefully define the meaning of the words as they apply to this particular instance, there certainly is no such thing as absolute alignment.  Good and evil are probably some of the most subjective concepts known to man.


Title: Re: SWTOR
Post by: Riggswolfe on June 21, 2010, 10:51:51 AM
In fact, Good/Evil is a lousy moral scale because the meaning of each is so fuzzy.

This has to be the oddest statement I've ever seen. It is very, very easy to see true good and true evil. Now, most people fall in the middle in that gray area but to say good and evil are fuzzy concepts just blows my mind.
From an objective viewpoint they're not just 'fuzzy,' but meaningless because those words mean different things to different people, so unless you carefully define the meaning of the words as they apply to this particular instance, there certainly is no such thing as absolute alignment.  Good and evil are probably some of the most subjective concepts known to man.

Sorry. That's bullshit relativist junk but I don't want to derail the thread to much so I won't carry on this discussion.


Title: Re: SWTOR
Post by: Sheepherder on June 21, 2010, 11:22:00 AM
This is the point --------------------------------------------> . It's going over that way ->

This is your head. (-.-)

Subtext.  Try it out some time.


Title: Re: SWTOR
Post by: pxib on June 21, 2010, 11:33:49 AM
Sorry. That's bullshit relativist junk but I don't want to derail the thread to much so I won't carry on this discussion.
We can derail a little. I think our difference is semantic. You are using "good" and "evil" in the absolute sense, and I am using them as they are used in the everyday (for example, in video games with morality systems). It is easy to think of acts which are inarguably evil -- self-serving deception, for example -- but it's considerably harder to think of acts which are inarguably good. When we can look from the vantage of history and make conclusions, almost any act has invisible effects that might push it either way. Worse yet, when evil is referred to it almost universally means whatever the particular individual speaking thinks is "bad" or "wrong". Good becomes "nice" and fares no better.

By fuzzy I just mean it's hard to make an act that's universally going to look nice or bad. Plus, as I keep saying, most genuine good and evil just doesn't make for interesting storytelling.


Title: Re: SWTOR
Post by: Maledict on June 21, 2010, 12:11:50 PM
That can be easily resolved by not having the consequences become apparent until ten hours later.

The problem with that is it leaves the player feeling fundamentally cheated.

Case in point - Dragons Age and Alistair. In order for Alistair to be a good king, you need to chose a very specific dialogue path at a certain point in the game that, at the time, you won't think has much meaning at all. The *entire* ending he has depends on that dialogue. Only by being an ass to him can you toughen him up into a good King.

Personally, as a gamer, that left me feeling hollow. I don't get a second chance to talk to him, I don't get to hang around and help him be King. It's just the choice I made at a seemingly inconsequential side-quest that chooses his fate. It doesn't make me feel more in charge of my destiny, it makes me feel less in charge and less related to the game as a whole.

In real life, you often have second chances. In games, you usually don't. Pushing players down a path they wouldn't want to go because of a hidden choice is a bad idea for a game in general in my opinion.


Title: Re: SWTOR
Post by: pxib on June 21, 2010, 01:31:09 PM
In real life, you often have second chances. In games, you usually don't. Pushing players down a path they wouldn't want to go because of a hidden choice is a bad idea for a game in general in my opinion.
That particular example is poor storytelling. The event which changes the ending seems inconsequential at the time rather than being effective foreshadowing. It's also a one-off, rather than an arc. Three dimensional characters make important decisions based on a sequence of events or a very important single event. So it's not about whether you as a player feel in control of your destiny as much as it's about whether you believe that the particular character has made a realistic assessment of his own actions. If ten hours later you discovered that small choices you've been making for the entire game had pushed him in a particular direction, or that during an obviously critical moment for him you'd made a single callous choice... then everything still makes sense on a character to character basis even if you as a player wished you had another chance. If the "right" choice isn't completely obvious in retrospect ("Oh of course... I was talking to a king.") then it's unfair to the player.

It's like what Short describes in the article I quoted (http://www.gamesetwatch.com/2009/10/column_homer_in_silicon_commun.php): She felt not only a personal detachment from the morality of her character, but a detachment between the morality her character was displaying and the way everyone in the game (and, indeed, the game designers) seemed to be interpreting that character's moral decisions. For epic, enjoyable storytelling it's not always necessary that the player be immersed in the game world, but they must be immersed in the story.


Title: Re: SWTOR
Post by: eldaec on June 21, 2010, 05:31:08 PM
The problem with moral choices in games is that we as players can game the system. We can decide where we want to go as players long before we're given the choices in the game. In fact, the choices are so blantantly obvious in certain games that we know how to game them just by reading the instruction manual. SEE: Mass Effect's choice system of good on top, bad on bottom.

Based on the decisions you made in Mass 2, do you expect the quarians or the geth to rally to your side in Mass 3? It seems unlikely that they'll work together. How did you resolve Tali and Legion's loyalty missions?

This would be nice, but if this does have this level of impact in ME3, I doubt it will be any more than a few lines of dialog and 'oh look some quarian/geth models in my army'.


Title: Re: SWTOR
Post by: tmp on June 21, 2010, 06:54:36 PM
Based on the decisions you made in Mass 2, do you expect the quarians or the geth to rally to your side in Mass 3? It seems unlikely that they'll work together. How did you resolve Tali and Legion's loyalty missions?

How about the krogans? How did you handle Grunt and Mordin's loyalty missions?

And reaching way back, how did you resolve the rachni situation? It sounds like they were manipulated by the Reapers before (the "sour yellow note" dialogue). Whose side do you expect they'll be on?
Geth: i expect them to get in their Dyson sphere and gtfo. If i get lucky. If i'm not, the Reapers will simply rewrite (some or all) into their pawns again. If just one was able to do that a million+ shouldn't have a problem there.

Quarians: lol, quarians. After the second game painstakingly worked to establish them as completely worthless military-wise, who cares?

Krogans: yeah, after they were rewarded with a genophage for their last service to the rest of sentient species, i totally see them wanting to do that again. not.

Rachni: well they're dead in my game. But in the games where they aren't, seeing how the Reapers already manipulated them before i'd really love to see that happen again. Just to hear the screams of all these people expecting the Rachni cavalry to save the day for them as reward for their stupidity.


Title: Re: SWTOR
Post by: UnSub on June 21, 2010, 07:20:08 PM
That can be easily resolved by not having the consequences become apparent until ten hours later.

The problem with that is it leaves the player feeling fundamentally cheated.

There's a balance, of course. I remember Vandal Hearts II where you could only get the best ending if you picked the right dialogue response in the first 15 minutes of the game (or so). I enjoyed the story, but getting locked into the ending due to a response I barely considered was a bit dumb.

Again, I think The Witcher balanced it well. Consequences to actions weren't always explicitly labelled - if you let the Resistance take weapons you are guarding, they'll use them to kill a drug-dealing contact who gives you missions and gold in the next chapter. If the Resistance don't get the weapons, innocent people are killed by a purge. Both the Order of the Flaming Rose and the Resistance have members who are giant dicks, but neither side is totally wrong.

Of course, expecting this kind of subtlety in SWOR is misguided. The Jedi are good, the Sith are evil and any storyline is going to reflect that. I do wonder though if players can retcon their story, or if they are locked in to the choices they make first off.


Title: Re: SWTOR
Post by: Megrim on June 21, 2010, 09:50:26 PM
That can be easily resolved by not having the consequences become apparent until ten hours later.

The problem with that is it leaves the player feeling fundamentally cheated.

Case in point - Dragons Age and Alistair. In order for Alistair to be a good king, you need to chose a very specific dialogue path at a certain point in the game that, at the time, you won't think has much meaning at all. The *entire* ending he has depends on that dialogue. Only by being an ass to him can you toughen him up into a good King.

Personally, as a gamer, that left me feeling hollow. I don't get a second chance to talk to him, I don't get to hang around and help him be King. It's just the choice I made at a seemingly inconsequential side-quest that chooses his fate. It doesn't make me feel more in charge of my destiny, it makes me feel less in charge and less related to the game as a whole.

In real life, you often have second chances. In games, you usually don't. Pushing players down a path they wouldn't want to go because of a hidden choice is a bad idea for a game in general in my opinion.

'Fundamentally' is a bit a of a strong word, i think. It's already been said, but i think it bears repeating - there is a difference between making the choice completely in the dark, and making it based on non-linear options. If the game only gives you only one shot at something, it's not so great. Poor storytelling and all that. But offering a player multiple paths onto a choice, or giving them back-up options that arise later (let's say you didn't rescue the princess but ran away like a coward instead [against admittedly overwhelming odds] - it later turns out that the princess was in fact rescued by someone else, and she doesn't know that you bailed on her, so she still likes you and gives you quests. But if you stuff up a second time, that's it, you get exiled/banished/imprisoned/etc...).

What i think is going to be a bigger problem is the attitude expressed when you say something like fundamentally. For the most part, players play to be rewarded (and to justify a monthly sub, they have to be), so they expect to be able to do everything they like and still get all the rewards they want. But this doesn't really gel well together with good storytelling. It's probably quite hard for the developers to say "well, you dumbarses stuffed up that quest chain because you were too stupid to solve a simple puzzle and didn't catch on to the well hinted fact that killing npc x will result in you getting shafted" when the playerbase if screaming "i pay money ergo i demand satisfaction".


Title: Re: SWTOR
Post by: Shrike on June 22, 2010, 10:24:16 AM
A lot of stuff that makes me wonder if you paid any attention to the dialog in the game.

What I expect is to broker a peace between the quarians and the geth. All my decisions made with these two races were made with that in mind. 55k+ hulls with Geth shock troops. Yes, please.

What I expect is to bring the krogan back into the Council in a (relatively) civilized fashion via the decisions I made with Grunt and Mordin. Krogan marines on Council warships. Yes, please.

What I expect is to see a righteous asswhuppin' on the Reapers delivered in part by the rachni due to decisions I make 3+ years ago in ME1. Oh, and reinforced by the fact the rachni queen has stated explicitly to Shepard that she has very speical plans for the Reapers.

Stuff like this is why I played the game(s). Why you played it, I have no idea.


Title: Re: SWTOR
Post by: Reg on June 22, 2010, 10:37:24 AM
I'm with Shrike. As far as I can see my paragon Sheppard is on track for having all of those races onside for the upcoming war.


Title: Re: SWTOR
Post by: tmp on June 22, 2010, 11:34:52 AM
A lot of stuff that makes me wonder if you paid any attention to the dialog in the game.

Stuff like this is why I played the game(s). Why you played it, I have no idea.
I suspect given the context there might be something to Stormwaltz' question which seemed to be "do you really expect to get nothing but positive results for picking the "obviously good" dialogue options". And personally, i don't. Or rather, i hope that's not what we're going to get. Because in answer to your question i play the games of this type for the story. And if the story never breaks out of the "you've rubbed my back, now here's a reacharound as thanks" then it gets rather predictable and boring.

And btw, if you really expect to be able to bring the krogans back to the Council based on what you did with one of them and/or by removing the only factor which keeps Wrex' clan in power (relative monopoly on krogan females only effective due to presence of the genophage) it makes me wonder which of us didn't pay attention to the game.


Title: Re: SWTOR
Post by: Ingmar on June 22, 2010, 11:49:03 AM
removing the only factor which keeps Wrex' clan in power (relative monopoly on krogan females only effective due to presence of the genophage)

I was wondering how many people noticed that.  :heart:


Title: Re: SWTOR
Post by: LK on June 22, 2010, 12:42:14 PM
by removing the only factor which keeps Wrex' clan in power (relative monopoly on krogan females only effective due to presence of the genophage)

Remind me. I only recall preserving the information on the Paragon path rather than utilizing it to find a cure.

I want to see reintegration of the Krogan as well, but I'll put them down if they fuck up that opportunity.


Title: Re: SWTOR
Post by: AutomaticZen on June 22, 2010, 02:18:53 PM
More stuff, distilled down to mostly stuff I think we didn't know before.
http://www.tor-aid.com/20100620235/SWTOR-In-Game/e3-round-up-of-swtor.html

Quote
Advanced Classes Limited on Weapon selection – An easy example would be that a Sith Marauder is limited to only two single lightsabers (No double bladed lightsaber), and the Sith Juggernaut may only use a single Lightsaber.

Most Popular Buildings Can be Bound to – Meaning: Similar to the Hearth Stone in World of Warcraft, you can bind yourself to a location in a town to “teleport” yourself using your “Call Shuttle” ability, provided to every class.

The Current Maximum (Regular) Group Size is Limited to Four Players – However, each player is allowed to bring a companion character each (and it’s preferred that you do, as content is build around that factor).

Dialogue “Roll” System Explained – Stats will end up effecting the outcome of your roll, according to James Ohlen. In a group of more than two people, if two players in the party choose the same dialogue option, that option will end up being preformed rather than the minority’s choice. However, you will gain light/dark side points based on your choice, and not the outcome.

Advanced Classes unlock at Level 10 – I know a LOT of people question this statement, so I’ll provide the quote here:  “The Advanced Class system actually allows you -- once you reach level 10 -- to choose between two different roles.” – James Ohlen

Group Dialogue Provides a 2 Minute Window for the Remainder of Your Group to Gather Around You Before it Goes Ahead with the Cut Scene – There is also a “Skip Wait” button available for each member in the party, if you know they aren’t going to show or don’t wish to wait.

Companion Character Roles Better Explained – “Companion characters can sort of give a secondary class on top of what you’re doing. So, if you don’t have the healer that night, everybody could go get their healer companions and bring them with them. It’s not quite the same as having a fully-fledged person there that’s going to do what only a human can do, but you guys are probably going to be able to get through that scenario, now.” – Daniel Erickson

http://www.tor-aid.com/20100616226/TOROcast/brandons-hands-on-impressions-of-swtor.html

Quote
-Mobs stood still, a few patrolled around but they were pretty much all in groups and standing still waiting to be slaughtered. However when you DO engage them, they spring to life. The AI is very impressive for an MMO, with characters keeping their distance from you, and switching on the fly to their melee weapons when the time is right.

Right click was to attack with a basic attack, and it almost felt like an action game. It took a bit to get used to it though, because your "normal" right click attack almost counts as an ability, in that it activates a cooldown on your special abilities. So if you keep spamming what would be the Auto-Attack in other MMO's you wouldnt be able to use any special abilities. You have to make the effort to stop attacking that way and attack with a special ability instead. Long story short you cant be attacking with a basic attack and spamming special attacks at the same time, you have to choose between one or the other.. every half second!
 
-I looted a chest peice and equipped it (changing the way my upper body appeared). It seems like the armor slots are pretty typical (pants, boots, gloves, helmet, etc..) the main difference is that it APPEARS that the chest and shoulder pad armor have been combined into one slot together. I assume this is to ensure your character looks cool. There were plenty of slots for other things such as trinkets and ring type items.

-NO loading screens. Its something a lot of people overlooked, but I never had a single hint of a loading screen. I went from one area to the next completely fine. Its like if you took WoW and allowed all the instances to be walked right into without loading. Sure you still have that "energy beam barrier thing" but no longer does it mean "crap I have to sit through a loading screen to go there" it simply means "cool now I get to go on a mission without people there to mess it up.. unless I want to bring them along" I saw the developers even teleporting characters from one end of the map, or from one "instance" to the next without loading, and it was nearly instant. If you were worried this would be like Guild Wars, where everything feels like its connected through loading screens rather than actual ground.. don't be.

http://www.tor-aid.com/20100616227/TOROcast/hands-on-game-play-impressions-of-the-trooper-sith-inquisitor-and-smuggler.html

Quote
The Trooper’s play style is lots of little attacks with low damage dealt but can take a beating like you would not believe.  I tested BioWare’s statement of “our players should feel heroic and be able to take on multiple targets at once, not just one” and boy did the Trooper take the hits.  My Trooper stood up to six (Smuggler-esque) mobs as well as a combat droid with a ton of hit points, which took quite the beating from my Trooper.  The key to the Trooper, as it is to any tank, is to watch your hit points, after my seven mob battle I jumped straight into another with a second droid, needless to say I didn’t last long.  After dying as the Trooper and respawning I took notice to a health pack which returned probably about half of my health after one use, obviously including a lengthy cool down time.

 Immediately you notice the Inquisitor doing a boat load more damage than the Trooper did, which worries me for balancing issues, I did not die as an Inquisitor I was killing way too fast for anyone to get near me.

The cover system made the Smuggler that much more enjoyable to play.  It added a completely different aspect to the game, however reminded me distinctly as if I were going to a stealth mode on my Rogue in World of Warcraft.  Now before I get SWTOR rage spammed, let me explain a second what I mean.  Going into the cover mode brings up a different ability bar (which all of us already know, I am aware) however what you do not know is the attacks while in cover mode seem to do a higher rate of damage.

http://www.tor-aid.com/20100620234/TOROcast/brandons-hands-on-impressions-round-2-speeders.html

Quote
I also had the ability which lets me “vent” the heat I build up from using my abilities. (If you don’t already know, the Bounty hunter has a heat gauge, the more you use your gadgets the closer to overheating you get, think of it like a reverse mana bar)

-Inside the same building as we were exiting, we noticed a terminal that let you bind yourself to it. We assume that using an ability, probably the “Call Shuttle” ability that is common to all classes, would teleport you back to that location with a really long cool down timer.

-I also saw a bounty terminal, which when I clicked on it gave me some text about a bounty I could do, and I could either take the bounty or pass on it. I passed.

-I looted his corpse and acquired a new blaster pistol that did more damage. I think I went from a gun that did 14-26 damage to one that did 16-30 damage. It was a bind on equip item. Also somewhere in between all of that I looted some new bracers which fancied my character up a little more and gave me some more armor. Later on in my play session I managed to score a much better chest piece. Taking my armor from like 8 armor all the way up to 26. While we are talking armor.. I noticed at one point in my character sheet there was a green bar that displayed my armor was 90%.. not sure what that means though, Samm thinks it could be durability. Also one of the armor slots looked like it could be for an eye piece or goggles. It was an image of a head with a robotic looking eye piece on, it wasn’t for a helmet because there was already a different slot for that.

-Early on in our adventures I had found a NPC by a bunch of speeders, he had a purple icon above his head. I right clicked him and it said something along the lines of “Location stored..” I tried again and it said “No connecting routes..” I think you can see where this is going. Since we were grouped up and working together, we were able to cover a lot of ground, and Samm found a second Speeder Vendor with the same logo above his head. He tried to use it thinking he could ride.. but no dice. However he had not talked to the first NPC like I did... so I ran over there and BANG! A map of the area popped up with a line connecting from where I was with that NPC back to the original one, and clicking on it would cost me 20 credits. We all know what this is. I clicked on the location and I was off on my speeder.. it was on rails and moved pretty fast. I was able to look around and everything, and before you knew it I was back at the first NPC... so I rode it back again. I think that makes me the first and maybe only person outside of Bioware to ride a speeder!

-Samm played around with Armor and Weapon vendors, and also played around with something called a “Bazaar” which was what the Auction House terminals were called in SWG. I will let him go into those details on his article. He also found a blueprint vendor, well that's what I assume when he said “oh a blueprint vendor”...

-Several times I looted a “dud grenade” which had a tooltip that hinted at the possibility of a way to make the grenade usable.

-As a bounty hunter, I was able to use Heavy, Medium, or Light armor after I leveled up once. I think initially I was only able to use light armor, but I could be wrong.


Title: Re: SWTOR
Post by: fuser on June 22, 2010, 02:45:17 PM
More stuff, distilled down to mostly stuff I think we didn't know before.
http://www.tor-aid.com/20100620235/SWTOR-In-Game/e3-round-up-of-swtor.html

Quote
The Current Maximum (Regular) Group Size is Limited to Four Players – However, each player is allowed to bring a companion character each (and it’s preferred that you do, as content is build around that factor).

Say what? So its capped at 4 players but they design the content for 8 total?


Title: Re: SWTOR
Post by: Ingmar on June 22, 2010, 03:15:33 PM
More stuff, distilled down to mostly stuff I think we didn't know before.
http://www.tor-aid.com/20100620235/SWTOR-In-Game/e3-round-up-of-swtor.html

Quote
The Current Maximum (Regular) Group Size is Limited to Four Players – However, each player is allowed to bring a companion character each (and it’s preferred that you do, as content is build around that factor).

Say what? So its capped at 4 players but they design the content for 8 total?

It is balanced with the assumption you will have your companion characters along. That shouldn't be very surprising, they pretty much have to do it that way unless they want the companion characters to be an afterthought.


Title: Re: SWTOR
Post by: LK on June 22, 2010, 03:33:18 PM
I may not like the graphics but I am seeing enough Bioware content to justify a purchase. How the end game plays out and group play, I don't even want to fucking think about. 2 players + 2 companions or 4 players seems alright but does beg the question "When your story's over... what's next?"

Still, I think this game will have a very strong initial launch.


Title: Re: SWTOR
Post by: Malakili on June 22, 2010, 03:40:10 PM
Quote

 Immediately you notice the Inquisitor doing a boat load more damage than the Trooper did, which worries me for balancing issues, I did not die as an Inquisitor I was killing way too fast for anyone to get near me.


Danger Danger Danger!

Seriously what this reminds me of is actually Champions Online, my first tank character was nigh unkillable, but took forever to kill anything.   On the other hand, my DPS electricity character was squishy as hell, but it didn't matter because he killed everything in under 5 seconds.  I know the utility in groups can be a reason to play the tank anyway, but weve been through this before, and if playing non-DPS characters is slow and boring, you have a problem on your hands.


Title: Re: SWTOR
Post by: Stabs on June 22, 2010, 04:07:51 PM
Balance while levelling in a Diku is close to an unsolvable problem. If tanks and healers have equal survivability they're pretty pants at their main role (mitigating damage, healing damage). So usually a trade off is made of less damage for more survivability. However if you pick your areas carefully you can find easy areas as a dps. In an easy area survivability is moot and all that matters is dps and your dps guys have more of it.

WoW's optimal approach is level as dps then respec or dual spec at max level. I expect TOR to follow this.


Title: Re: SWTOR
Post by: Velorath on June 22, 2010, 04:16:13 PM
Quote

 Immediately you notice the Inquisitor doing a boat load more damage than the Trooper did, which worries me for balancing issues, I did not die as an Inquisitor I was killing way too fast for anyone to get near me.


Danger Danger Danger!

Seriously, that sets off a warning signal for you?  Despite the fact that there's no context of spec, gear, or what companion character, if any, he had with him for each class?


Title: Re: SWTOR
Post by: Fordel on June 22, 2010, 04:36:34 PM
Balance while levelling in a Diku is close to an unsolvable problem. If tanks and healers have equal survivability they're pretty pants at their main role (mitigating damage, healing damage). So usually a trade off is made of less damage for more survivability. However if you pick your areas carefully you can find easy areas as a dps. In an easy area survivability is moot and all that matters is dps and your dps guys have more of it.

WoW's optimal approach is level as dps then respec or dual spec at max level. I expect TOR to follow this.


Actually the current Prot Warrior is arguably the best way to level one up, it's damage/killspeed is very competitive and any slowdown on a per mob basis is made up for by the fact you can kill half a dozen at a time.

Prot Paladins would be the same way if they actually got any of their abilities before level 50 or whatever and Feral druids are obviously unique in this case with being able to turn into a pure DPS'er more or less at will.


The Heal specs are the ones in WoW where you question your choices in life as you wand down the kobold for 5 minutes, though there appears to be some attempts at even making that experience better in Cata.



Specifically for the tank specs, they've made a lot of their killing power and DPS come from 'tanking', or being hit, which works wonderfully in the solo level quest environment AND limits how much power they would have in other environments like PvP.


Title: Re: SWTOR
Post by: Koyasha on June 22, 2010, 06:44:34 PM
Quote
Right click was to attack with a basic attack, and it almost felt like an action game. It took a bit to get used to it though, because your "normal" right click attack almost counts as an ability, in that it activates a cooldown on your special abilities. So if you keep spamming what would be the Auto-Attack in other MMO's you wouldnt be able to use any special abilities. You have to make the effort to stop attacking that way and attack with a special ability instead. Long story short you cant be attacking with a basic attack and spamming special attacks at the same time, you have to choose between one or the other.. every half second!
Combat wise, this concerns me more than anything else I have heard about the game so far at all.  I am definitely not a fan of spamclicky nonsense.  I won't be able to say anything for certain until I can actually play and see how it feels, but I suspect I will be very unhappy if I am forced to constantly click or right-click.


Title: Re: SWTOR
Post by: UnSub on June 22, 2010, 06:53:54 PM
Quote

 Immediately you notice the Inquisitor doing a boat load more damage than the Trooper did, which worries me for balancing issues, I did not die as an Inquisitor I was killing way too fast for anyone to get near me.


Danger Danger Danger!

Seriously, that sets off a warning signal for you?  Despite the fact that there's no context of spec, gear, or what companion character, if any, he had with him for each class?


I'm going to take any discussion of class power with a cupful of salt given it is taken from E3 (or related) demos. Such things are usually tweaked / worked to ensure the player doesn't die horribly and get a bad impression of the game.

Interesting answer to the cutscene dialogue 'roll' - you get the reward for whatever you choose, not necessarily what the group picks.

The 2 minute response window will be shortened due to player complaints, I'm sure.


Title: Re: SWTOR
Post by: AutomaticZen on June 22, 2010, 06:56:14 PM
I assume they'll also have to remove the Cutscene Skip option, or you'll have players who want to be a part of the cutscene excluded automatically.  Alternatively, you could only allow Cutscene Skip is the missing players agree to it.


Title: Re: SWTOR
Post by: UnSub on June 22, 2010, 07:07:27 PM
The other fun griefing tool I thought of with SWOR is VOIP. Want to listen to a character explain the deep history of the Mandalorians? Only if you can hear it over my rendition of "Single Ladies"!

CoH/V had cut scenes - short, sharp, froze players in place and took away their chat tools. I don't use VOIP, but given that CoH/V was subtitles only, that probably didn't have much of an impact.


Title: Re: SWTOR
Post by: Koyasha on June 22, 2010, 07:15:30 PM
Why would anyone bother to use voip in this kind of game except in a pvp area?  Especially someone interested in listening to the dialogue?


Title: Re: SWTOR
Post by: Ingmar on June 22, 2010, 07:41:04 PM
I assume they'll also have to remove the Cutscene Skip option, or you'll have players who want to be a part of the cutscene excluded automatically.  Alternatively, you could only allow Cutscene Skip is the missing players agree to it.

GW has cut scenes with a skip button, people whine when you don't skip occasionally, but it has never been a huge deal that I've seen.


Title: Re: SWTOR
Post by: Stabs on June 22, 2010, 08:40:49 PM
Why would anyone bother to use voip in this kind of game except in a pvp area?  Especially someone interested in listening to the dialogue?

Thespians. Reciting Star Wars cliches with resonance and gravitas. Coming to a pug near you soon!


Title: Re: SWTOR
Post by: Malakili on June 23, 2010, 04:56:32 AM


Thespians. Reciting Star Wars cliches with resonance and gravitas. Coming to a pug near you soon!

I've got a bad feeling about this.


Title: Re: SWTOR
Post by: eldaec on June 23, 2010, 05:17:31 AM
Quote

 Immediately you notice the Inquisitor doing a boat load more damage than the Trooper did, which worries me for balancing issues, I did not die as an Inquisitor I was killing way too fast for anyone to get near me.


Danger Danger Danger!

Seriously what this reminds me of is actually Champions Online, my first tank character was nigh unkillable, but took forever to kill anything.   On the other hand, my DPS electricity character was squishy as hell, but it didn't matter because he killed everything in under 5 seconds.  I know the utility in groups can be a reason to play the tank anyway, but weve been through this before, and if playing non-DPS characters is slow and boring, you have a problem on your hands.

Yes you are right nobody will play Jedi.
 :oh_i_see:


Title: Re: SWTOR
Post by: Sheepherder on June 23, 2010, 08:21:33 AM
The Heal specs are the ones in WoW where you question your choices in life as you wand down the kobold for 5 minutes, though there appears to be some attempts at even making that experience better in Cata.

Holy priest is pretty good right now.  At early levels it actually exceeds shadow in damage.


Title: Re: SWTOR
Post by: Shrike on June 23, 2010, 10:31:41 AM
Why would anyone bother to use voip in this kind of game except in a pvp area?  Especially someone interested in listening to the dialogue?

Some of us have friends that can't type and grew up with consoles so their main experience gaming is with the 360. Then they buy a real PC and...well...they want to talk, since they're used to it and can't type. And, yeah, it can be annoying.


Title: Re: SWTOR
Post by: Draegan on June 23, 2010, 10:53:56 AM
Quote
Right click was to attack with a basic attack, and it almost felt like an action game. It took a bit to get used to it though, because your "normal" right click attack almost counts as an ability, in that it activates a cooldown on your special abilities. So if you keep spamming what would be the Auto-Attack in other MMO's you wouldnt be able to use any special abilities. You have to make the effort to stop attacking that way and attack with a special ability instead. Long story short you cant be attacking with a basic attack and spamming special attacks at the same time, you have to choose between one or the other.. every half second!
Combat wise, this concerns me more than anything else I have heard about the game so far at all.  I am definitely not a fan of spamclicky nonsense.  I won't be able to say anything for certain until I can actually play and see how it feels, but I suspect I will be very unhappy if I am forced to constantly click or right-click.

It's probably a default setting.  I would imagine you can make "1" be basic attack.


Title: Re: SWTOR
Post by: Lucas on June 23, 2010, 03:02:04 PM
It looks like Bioware started sending out a VERY limited amount of closed beta invites (a hundred or so, maybe), for a 48-hours period of testing or something. Official forums are burning with enthusiasm and rage, of course :P

http://www.swtor.com/community/showthread.php?t=155341

If you also check the developer tracker, you'll see that  Ashen Temper Sean Dahlberg was quite vague about the whole thing (while confirming that you can actually say that you are in beta, but ONLY that).


Title: Re: SWTOR
Post by: Tearofsoul on June 23, 2010, 06:47:11 PM
You can find this pic at : http://www.massively.com/2010/06/23/rumor-swtor-closed-beta-happening-this-weekend/



Title: Re: SWTOR
Post by: Sky on June 24, 2010, 06:57:56 AM
There must be some mistake, because I don't see a beta invite in my mailbox.


Title: Re: SWTOR
Post by: sam, an eggplant on June 24, 2010, 07:00:25 PM
Great, another annoying beta where you can only play between the hours of 11:12AM and noon every third tuesday like warhammer. I hated that crap.

OK, sour grapes. I spent a full hour signing up under a dozen different email addresses the day registration opened. If I got in I'd be all jumping around in my undies making lightsaber noises knocking over furniture right now. Zschoooo! Zchhhhummm! Vrooooooodeee!


Title: Re: SWTOR
Post by: Ginaz on June 25, 2010, 12:02:53 AM
I've heard from someone who got one the "beta invite" emails that its a fake.  Don't know if its true or not yet.


Title: Re: SWTOR
Post by: Nebu on June 25, 2010, 05:48:53 AM
I've heard from someone who got one the "beta invite" emails that its a fake.  Don't know if its true or not yet.

Beta invites as a means to install a key logger?  That's brilliant! 


Title: Re: SWTOR
Post by: Rasix on June 25, 2010, 08:35:42 AM
I've heard from someone who got one the "beta invite" emails that its a fake.  Don't know if its true or not yet.

Might be a good idea to check the links in the mail.  Every once in a while the gold farmers aren't lazy and make stuff look legit.


Title: Re: SWTOR
Post by: Paelos on June 25, 2010, 12:51:20 PM
Looks like I'll be playing a trooper in this game, which I kind of expected. I love the grunts.


Title: Re: SWTOR
Post by: koro on June 25, 2010, 09:08:42 PM
I dunno about Ginaz's friend, but the beta is definitely going on right now, from 5 PM central earlier yesterday (the 25th) through midnight on the 28th according to the launcher.

They definitely only got a hundred or so people, though, so I don't feel too bad about missing a beta invite this round.


Title: Re: SWTOR
Post by: sam, an eggplant on June 28, 2010, 11:37:04 AM
I dunno about Ginaz's friend, but the beta is definitely going on right now, from 5 PM central earlier yesterday (the 25th) through midnight on the 28th according to the launcher.

They definitely only got a hundred or so people, though, so I don't feel too bad about missing a beta invite this round.
I'm VERY happy indeed to say that invites are still going out.  I just got in. Check your spam boxes, folks.

Edit: Upon close reading of the NDA, I'm allowed to post that I'm in but posting a screenshot of the invite itself may be a violation, so I removed it. Don't be sad, you're not missing much.


Title: Re: SWTOR
Post by: Tearofsoul on July 02, 2010, 06:11:35 PM
Bioware unveils a SWTOR multiplayer combat video (http://www.massively.com/2010/07/02/finally-bioware-unveils-a-swtor-multiplayer-combat-video/#continued)


Title: Re: SWTOR
Post by: Malakili on July 02, 2010, 06:55:58 PM
Bioware unveils a SWTOR multiplayer combat video (http://www.massively.com/2010/07/02/finally-bioware-unveils-a-swtor-multiplayer-combat-video/#continued)

WoWWars the old republic!


Title: Re: SWTOR
Post by: Zane0 on July 02, 2010, 07:37:16 PM
What an incredible piece of shit.


Title: Re: SWTOR
Post by: Sky on July 02, 2010, 08:50:24 PM
What exactly were you guys expecting? They're not trying to reinvent the wheel, just make a polished SW IP dikummo.

Also, they've shown that footage before, but it didn't have DD's voice-over.


Title: Re: SWTOR
Post by: Margalis on July 02, 2010, 09:02:30 PM
Calling footage where characters don't cast any shadows "polished" is a bit of a stretch.


Title: Re: SWTOR
Post by: LK on July 02, 2010, 10:19:09 PM
Imps.

...

Imps.

Edit: I dunno, I thought I liked it. Just hate how they use Imps for Imperials.


Title: Re: SWTOR
Post by: Bill on July 03, 2010, 04:05:58 AM
We're all going to play it for a month I'm sure (maybe the endless torrent of generic immersive dialogue will add an other week or so) but shit, that video made it look utterly dull.

"The trooper is going to tank" - Awesome, that's money well spent there Bioware!


Title: Re: SWTOR
Post by: Kageru on July 03, 2010, 04:40:18 AM

4 classes, relatively constrained looking skill bars, plastic people and cheesy dialogue and the addition of the "jedi healer" to the canon. I'm glad my expectations for this title were already fairly low. If I'd dreamed they were going to add something to the genre I'd probably be weeping about now.


Title: Re: SWTOR
Post by: Velorath on July 03, 2010, 05:42:24 AM
Bioware unveils a SWTOR multiplayer combat video (http://www.massively.com/2010/07/02/finally-bioware-unveils-a-swtor-multiplayer-combat-video/#continued)

WoWWars the old republic!

What an incredible piece of shit.

Calling footage where characters don't cast any shadows "polished" is a bit of a stretch.


This just in:  People who disliked every previous SWTOR video dislike most recent SWTOR video!


Title: Re: SWTOR
Post by: Malakili on July 03, 2010, 06:23:35 AM

This just in:  People who disliked every previous SWTOR video dislike most recent SWTOR video!

Hey, to be fair, I liked the cinematics   :drill:


Title: Re: SWTOR
Post by: raydeen on July 03, 2010, 07:14:36 AM
I was a bit on the fence but now I'm leaning a tiny bit more toward liking it. It's got a somewhat slow pacing but I'm not seeing that as a bad thing. As much as I like WoW, sometimes things get a bit too frenetic. This at least gives me the impression I'll be able to relax a little and think things out. This was better than the previous vids in giving a feel for how the game is going to play.


Title: Re: SWTOR
Post by: sam, an eggplant on July 03, 2010, 10:10:41 AM
Yeah, it's diku combat. Why are you people surprised by this? With the kind of money they're investing in the title, they need to aim straight for the mass-market. Besides, diku combat works pretty damn well. The healing side not so much, but hopefully Bioware has some ideas to fix diku healing and make it less about playing pop a mole.

I look at SWTOR as eight KOTORs in one box, since each class has entirely individual questlines and there's supposed to be zero duplication. Eight KOTORs for $60 seems like a pretty good deal. As I play through those eight KOTORs, I'll check out the multiplayer options as I go. If they suck, I'll quit when I hit maxlevel. Either way, I'll certainly get my sixty bucks worth.

And not to belabor the point, but SWTOR is a looooooooooong way from release. Current release date is spring 2011, but they have the budget to take their time to iterate and polish.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 03, 2010, 10:15:16 AM
The fact that you people seem to think there is going to eight separate single player games worth of story to this game is beyond quaint.  This is an MMO, you will get an MMO worth of story, which means questing.  You may get some deviation depending on your class but don't expect much, if you played AOC you will know exactly what you're getting.


Title: Re: SWTOR
Post by: Malakili on July 03, 2010, 10:17:57 AM
I'm not surprised by it, but that doesn't make it less stupid either. Ok, so our trooper is gonna tank this guy, and our Jedi Knight is going to DPS and off tank and our other jedi is going to heal and our smuggler is going to pew pew pew from cover.  

Nothing could possibly make me less interested.   We've all played this game already.


Title: Re: SWTOR
Post by: Goreschach on July 03, 2010, 10:18:41 AM
Yeah, it's diku combat. Why are you people surprised by this? With the kind of money they're investing in the title, they need to aim straight for the mass-market. Besides, diku combat works pretty damn well. The healing side not so much, but hopefully Bioware has some ideas to fix diku healing and make it less about playing pop a mole.

I look at SWTOR as eight KOTORs in one box, since each class has entirely individual questlines and there's supposed to be zero duplication. Eight KOTORs for $60 seems like a pretty good deal. As I play through those eight KOTORs, I'll check out the multiplayer options as I go. If they suck, I'll quit when I hit maxlevel. Either way, I'll certainly get my sixty bucks worth.

And not to belabor the point, but SWTOR is a looooooooooong way from release. Current release date is spring 2011, but they have the budget to take their time to iterate and polish.

(http://i48.tinypic.com/2z82hhl.jpg)


Title: Re: SWTOR
Post by: Aez on July 03, 2010, 10:20:23 AM
HAHAHAHA (http://www.massively.com/2010/07/02/finally-bioware-unveils-a-swtor-multiplayer-combat-video/)

Yep, they went full retard with the four class being 100% tank, mage, rogue and healer.  Fucking sad.


Title: Re: SWTOR
Post by: Tannhauser on July 03, 2010, 10:24:55 AM
(http://atouchofmelancholy.com/blog/wp-content/uploads/2008/10/tropic1.jpg)


Title: Re: SWTOR
Post by: Draegan on July 03, 2010, 10:25:11 AM
That's exactly what I pictured it to be.  People are surprised?  


4 classes, relatively constrained looking skill bars, plastic people and cheesy dialogue and the addition of the "jedi healer" to the canon. I'm glad my expectations for this title were already fairly low. If I'd dreamed they were going to add something to the genre I'd probably be weeping about now.


Those are low level characters so of course their skill bars are going to be small.  Though the graphics need some help, I'm assuming their graphics engine is not fully running because they won't release that way.  If they do though thats pretty  :awesome_for_real:

I'm not sure what people were expecting.  We have seen some of these videos for a while now.

You're also not seeing the companions yet either.  Remember that.  That would allow the healers to fight a little bit if they have a healer bot with them.

I guess people are angry because they can't be a moisture farmer.  And sam is right.  It's a bunch of KOTORs in a single MMOverse.  Seems like a good deal to me.


Title: Re: SWTOR
Post by: Reg on July 03, 2010, 10:28:01 AM
This thread is starting to look as negative as the one about the last James Cameron movie before it was released. I'll be amused if it turns out the same way.


Title: Re: SWTOR
Post by: sam, an eggplant on July 03, 2010, 10:33:13 AM
The fact that you people seem to think there is going to eight separate single player games worth of story to this game is beyond quaint.  This is an MMO, you will get an MMO worth of story, which means questing.  You may get some deviation depending on your class but don't expect much, if you played AOC you will know exactly what you're getting.
All I can say is that I have high hopes for SWTOR's single-player experience.

:nda:


Title: Re: SWTOR
Post by: eldaec on July 03, 2010, 10:41:26 AM
That's exactly what I pictured it to be.  People are surprised?  


4 classes, relatively constrained looking skill bars, plastic people and cheesy dialogue and the addition of the "jedi healer" to the canon. I'm glad my expectations for this title were already fairly low. If I'd dreamed they were going to add something to the genre I'd probably be weeping about now.


Those are low level characters so of course their skill bars are going to be small.

There are actually people who like only having two or three skills. Many of these people post here.

Personally I think they are crazy.


Title: Re: SWTOR
Post by: DLRiley on July 03, 2010, 10:42:00 AM
Everyone has high hopes for the single player experience.


Title: Re: SWTOR
Post by: WindupAtheist on July 03, 2010, 10:46:05 AM
I guess people are angry because they can't be a moisture farmer.

I'm angry they're going with the same old "three jobs required, two of which nobody likes" routine we're all sick of.


Title: Re: SWTOR
Post by: DLRiley on July 03, 2010, 10:55:25 AM
Its worked since EQ  :oh_i_see:


Title: Re: SWTOR
Post by: Draegan on July 03, 2010, 11:21:16 AM
I guess people are angry because they can't be a moisture farmer.

I'm angry they're going with the same old "three jobs required, two of which nobody likes" routine we're all sick of.

Companions?


Title: Re: SWTOR
Post by: sam, an eggplant on July 03, 2010, 11:33:14 AM
Yes, the plan is that companions will fill necessary roles in the party. For example, 4 damage dealing classes could overcome group content by taking along 3 healing companions and one tank companion.

Now how effective that will be, and how well you'll do with companions taking on essential roles, remains to be seen. The AI requirements would be pretty steep, otherwise you end up micromanaging your pet rather filling your character's role.


Title: Re: SWTOR
Post by: WindupAtheist on July 03, 2010, 11:34:25 AM
Is there just some kinda meme out there among developers that if you make every class a balls-out fun one-man army ala Diablo, nobody will stick with the game? If so, where the fuck does it come from?


Title: Re: SWTOR
Post by: sam, an eggplant on July 03, 2010, 11:40:25 AM
The prevailing wind is blowing in the exact opposite direction, actually. Back in the EQ days most classes couldn't even solo at all; if you wanted to progress your character you had to join a group, full stop. I remember sitting at the zone-in to lower guk trying for a group for almost two hours. Every 5 minutes or so, "/ooc lvl whatever ranger LFG", and nothing. The developers were convinced that player dependence was on the critical path to success. Obviously they were wrong, because DaOC allowed players to level through PvP and grinding (although its success is debatable), and of course subsequently WoW concluded that particular argument when it allowed players to solo to maxlevel through directed quest-based leveling.

Now obviously some content needs to be restricted to groups of players, otherwise there's literally no reason to have your game multiplayer in the first place. You need to hold something back.


Title: Re: SWTOR
Post by: Malakili on July 03, 2010, 11:51:24 AM
The prevailing wind is blowing in the exact opposite direction, actually. Back in the EQ days most classes couldn't even solo at all; if you wanted to progress your character you had to join a group, full stop. I remember sitting at the zone-in to lower guk trying for a group for almost two hours. Every 5 minutes or so, "/ooc lvl whatever ranger LFG", and nothing. The developers were convinced that player dependence was on the critical path to success. Obviously they were wrong, because DaOC allowed players to level through PvP and grinding (although its success is debatable), and of course subsequently WoW concluded that particular argument when it allowed players to solo to maxlevel through directed quest-based leveling.

Now obviously some content needs to be restricted to groups of players, otherwise there's literally no reason to have your game multiplayer in the first place. You need to hold something back.

To me its less solo v. group as it is 1v1 fights and 1vmany fights.  One of the best parts of Diablo is leaving entire demon amries in your wake.  In WoW i get to level 80 and fight REALLY POWERFUL kobolds 1 on 1.  I mean sure, a lot of classes can take 2 or 3 at a time pretty efficiently, but that isn't my point.

You could do that, and STILL have group content, hypothetically.  This is why I've been saying, Diablo III is more likely to "kill WoW' than anything else.  WoW is just a loot collection game ala Diablo II at this point, but with some more social stuff and raiding.  Diablo III is going to be better at everything that I play WoW for in the first place.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 03, 2010, 12:06:24 PM
The fact that you people seem to think there is going to eight separate single player games worth of story to this game is beyond quaint.  This is an MMO, you will get an MMO worth of story, which means questing.  You may get some deviation depending on your class but don't expect much, if you played AOC you will know exactly what you're getting.
All I can say is that I have high hopes for SWTOR's single-player experience.

:nda:

Same exact thing people said about AoC, then they realized tortage wasn't the entire game. Beta testing or not, I'm willing to bet you aren't seeing people playing to max level.


Title: Re: SWTOR
Post by: DLRiley on July 03, 2010, 12:32:53 PM
Its not a matter of group vs solo anymore. that debate has been settled. its whether or not the group gameplay that has to exist is compelling. If its not than playing with your friends is only a glorified chat lobby.


Title: Re: SWTOR
Post by: Rendakor on July 03, 2010, 12:46:11 PM
Why the fuck are people surprised that they're going tank/healer/meleedps/rangeddps? This game is going to be WoW Star Wars. Stop shitting up the thread complaining that this isn't fucking SWG 2.0.


Title: Re: SWTOR
Post by: Malakili on July 03, 2010, 12:49:46 PM

Same exact thing people said about AoC, then they realized tortage wasn't the entire game. Beta testing or not, I'm willing to bet you aren't seeing people playing to max level.

This was one of the major problems with the Champions Online (and Star Trek Online) limited beta test schedule.  I didn't care much for STO rigtht from the get go, but I thought Champions Online was/(is!) pretty fun sort of in isolation, but the big picture kind of sucks when you talk about levelling up, advancing through the game and so forth.  The great balance patch fiasco that ended up costing them big time (I think) was directly due to that fact that their beta testing schedule allowed them to test the individual elements of their game, but never really let them see how their meta game would work.  The result was/is a game that is actually kind of fun to play, but has just doesn't really "work" as an MMO.  

I guess we will have to see.


Title: Re: SWTOR
Post by: Draegan on July 03, 2010, 01:17:03 PM
I thought both games, STO and Champs, were shit from the moment I tried them.


Title: Re: SWTOR
Post by: WindupAtheist on July 03, 2010, 01:21:52 PM
Now obviously some content needs to be restricted to groups of players, otherwise there's literally no reason to have your game multiplayer in the first place. You need to hold something back.

If only Diablo 2 had healing/tanking classes and group-only content, then people might have played it online with one another.


Title: Re: SWTOR
Post by: Velorath on July 03, 2010, 02:03:20 PM
The fact that you people seem to think there is going to eight separate single player games worth of story to this game is beyond quaint.  This is an MMO, you will get an MMO worth of story, which means questing.  You may get some deviation depending on your class but don't expect much, if you played AOC you will know exactly what you're getting.
All I can say is that I have high hopes for SWTOR's single-player experience.

:nda:

Same exact thing people said about AoC, then they realized tortage wasn't the entire game. Beta testing or not, I'm willing to bet you aren't seeing people playing to max level.

Funcom didn't have anywhere near the money EA is throwing at SWTOR, which is what prevented them from making the rest of the game like Tortage.


Title: Re: SWTOR
Post by: sam, an eggplant on July 03, 2010, 02:05:26 PM
If only Diablo 2 had healing/tanking classes and group-only content, then people might have played it online with one another.
You're trying to make the opposite point, but you somehow managed to forget that most people didn't play with others in diablo2, they just used battle.net to trade items. Any reasonably built character could solo the entire game through hell baal, so there was no particular incentive to group up. Obviously if you had friends playing it could be fun, but there was no carrot on the end of the stick.


Title: Re: SWTOR
Post by: DLRiley on July 03, 2010, 02:10:47 PM
I think you guys are mistaking the incentive to group with the incentive to pug.


Title: Re: SWTOR
Post by: Ingmar on July 03, 2010, 02:12:28 PM
It is also somewhat an open question whether people would have ponied up a sub fee for D2 levels of multiplayer.


Title: Re: SWTOR
Post by: DLRiley on July 03, 2010, 02:18:28 PM
Given the alternatives? Yes.


Title: Re: SWTOR
Post by: Lantyssa on July 03, 2010, 02:25:50 PM
Why the fuck are people surprised that they're going tank/healer/meleedps/rangeddps? This game is going to be WoW Star Wars. Stop shitting up the thread complaining that this isn't fucking SWG 2.0.
I don't recall healers in the previous KotOR games.  So I was just kinda sorta hoping we'd stick with that instead of going for the Holy Trinity incarnate.


Title: Re: SWTOR
Post by: Ingmar on July 03, 2010, 02:29:39 PM
Why the fuck are people surprised that they're going tank/healer/meleedps/rangeddps? This game is going to be WoW Star Wars. Stop shitting up the thread complaining that this isn't fucking SWG 2.0.
I don't recall healers in the previous KotOR games.  So I was just kinda sorta hoping we'd stick with that instead of going for the Holy Trinity incarnate.

(http://www.gamebanshee.com/starwarskotor/forcepowers/images/cure.jpg)

(http://www.gamebanshee.com/starwarskotor/forcepowers/images/heal.jpg)

Jedi healers isn't really anything new.


Title: Re: SWTOR
Post by: Draegan on July 03, 2010, 02:30:12 PM
Ingmar beat me to it.


Title: Re: SWTOR
Post by: Malakili on July 03, 2010, 02:52:46 PM
You know, at this point the problem is I just can't bring myself to give a shit about RPGs anymore in the long run whether there are jedi healers, or trooper tanks or farming for new light saber crystals, or whatever the hell, I just can't get excited about it.   As much as my criticism has been for this game, really any point I've made is against the genre in general.   The thought of leveling up a character/doing PvE content in any RPG and/or MMO just makes me want to take a nap.   Thats probably  a burn out issue, and not the fault of any developer, but I've just lost the ability to see the appeal anymore.


Title: Re: SWTOR
Post by: DLRiley on July 03, 2010, 03:25:19 PM
I don't mind leveling up in an rpg, its literally bothers me to the point of uninstall to level up in an mmo. I know friends to this day that don't understand the difference between the two.


Title: Re: SWTOR
Post by: Margalis on July 03, 2010, 03:38:20 PM
This just in:  People who disliked every previous SWTOR video dislike most recent SWTOR video!

Anyone who thinks that footage looked "polished" is delusional.


Title: Re: SWTOR
Post by: Velorath on July 03, 2010, 04:26:00 PM
This just in:  People who disliked every previous SWTOR video dislike most recent SWTOR video!

Anyone who thinks that footage looked "polished" is delusional.

I'd say that for a game that will probably hit Q2 2011 at the earliest, it's at least somewhat polished if your biggest complaint is a lack of shadows.

Meanwhile, FFXIV comes out in a few months and from the what they've been saying in interviews they've made some fairly significant changes to core gameplay stuff.  Don't see you over in that thread nitpicking everything though.


Title: Re: SWTOR
Post by: Rendakor on July 03, 2010, 05:19:25 PM
Thanks Ingmar; I knew I had Bastilla specced as a healbot in KOTOR. My main character I had decked out in the best armor I could find (tank) and my third party member was HK-47 (ranged dps). The only notable change we'll see in SWTOR is that your tank will also have to dps, since most of us will be duoing (PC + Companion).

I really don't get why people expect MMOs to be anything different than what's come before. The best we can hope for from SWTOR is KOTOR + WoW. If they give me KOTOR III, I'll be happy with the purchase; if there are somehow 8 unique stories, I'll be impressed.


Title: Re: SWTOR
Post by: sam, an eggplant on July 03, 2010, 05:29:42 PM
I think non-diku MMOs are great. But people are foolish to think anything with the budget of SWTOR would be anything but diku-based. They're spending too much money to take chances.


Title: Re: SWTOR
Post by: Rendakor on July 03, 2010, 05:40:26 PM
Fair point; I figured it would be obvious since the series (KOTOR, not SW in general) has its roots in DIKU; the original KOTOR even uses the d20 system.


Title: Re: SWTOR
Post by: Goreschach on July 03, 2010, 05:46:01 PM
Fair point; I figured it would be obvious since the series (KOTOR, not SW in general) has its roots in DIKU; the original KOTOR even uses the d20 system.

d20 is a tabletop system. It has nothing to do with DIKU.


Title: Re: SWTOR
Post by: Malakili on July 03, 2010, 05:53:16 PM
Fair point; I figured it would be obvious since the series (KOTOR, not SW in general) has its roots in DIKU; the original KOTOR even uses the d20 system.

d20 is a tabletop system. It has nothing to do with DIKU.

Oh no you di'nt.


Title: Re: SWTOR
Post by: Rendakor on July 03, 2010, 06:00:04 PM
d20 is a tabletop system. It has nothing to do with DIKU.
:uhrr: The d20 system, being the core of 3.0 and 3.5 D&D, is an exact example of DIKU. First we've got the classes, who fit neatly into even the classic holy trinity: Tank (Fighter, Paladin, Barbarian), Healer (Cleric, Druid), CC (Wizard, Druid, Sorcerer maybe), DPS (Rogue, Sorcerer, Wizard), with a few left over (Monk, Bard). You've got character advancement by level and gear, you've got fantasy monsters, etc. What, exactly, is non DIKU about any of that?


Title: Re: SWTOR
Post by: Malakili on July 03, 2010, 06:20:22 PM
d20 is a tabletop system. It has nothing to do with DIKU.
:uhrr: The d20 system, being the core of 3.0 and 3.5 D&D, is an exact example of DIKU. First we've got the classes, who fit neatly into even the classic holy trinity: Tank (Fighter, Paladin, Barbarian), Healer (Cleric, Druid), CC (Wizard, Druid, Sorcerer maybe), DPS (Rogue, Sorcerer, Wizard), with a few left over (Monk, Bard). You've got character advancement by level and gear, you've got fantasy monsters, etc. What, exactly, is non DIKU about any of that?

Clearly the lineage is there.  The huge gap between computer RPGs or muds and table top though, is the DM.  I once played a campaign in which one of the PCs was a fighter with a really high charisma and the only character any NPC every knew about.  He build a reputation for being the most deadly fighter in the land because he was followed around by the other PCs (all rogues with crazy hide checks) that would kill everything without ever being seen, leaving just the fighter as this somewhat mythical combatant.  This is possible MAINLY because the DM thought it was a neat idea for a campaign and intentionally didn't put lots of encounters in there that required, say, spam heals.  (not to say anything of things like use magic device and wands of cure light or whatever)

I think thats the sort of thing that separates the two, regardless of similarities in mechanics, you'll never something like that possible in an MMO simply because its impossible balance for every quirky idea people could come up with.  Instead, you balance things around 1 part tank, 1 part healer and party size - 2 DPS, and force people to go in with more or less that balance of classes.


Title: Re: SWTOR
Post by: Goreschach on July 03, 2010, 06:25:08 PM
Advancement by level and gear could broadly define half the games ever made. And setting has fuckall to do with game systems, so I don't even know why you'd bother to mention it. Try actually playing DnD and EQ back to back, then come here and tell us the gameplay is similar.


Title: Re: SWTOR
Post by: WindupAtheist on July 03, 2010, 06:27:08 PM
snip images

And those were the only two healing 'spells' in the game, with the latter replacing the former. Really it was just one healing spell you could put an extra point into for an upgrade. One healing spell does not "a healer" make. Bastila had it and it was handy, but her main function was still asswhooping.


Title: Re: SWTOR
Post by: Rendakor on July 03, 2010, 06:31:40 PM
It's certainly possible to play a D&D game without the holy trinity, but that's largely because there are systems in place for that purpose. Going without a healer is doable (potions, UMD'd wands of CLW, etc), as is not having a CC or dedicated DPS; but playing D&D (and actually having combat, not just RPing) pretty much requires some sort of tank.

Don't get me wrong, PnP games are always going to have way more flexibility than video games. I just don't see how you can say it has "nothing to do with DIKU".


Fake edit: Originally DIKU MUDs were based on AD&D. EQ1 was based on DIKU. How is there not a connection?


Title: Re: SWTOR
Post by: Malakili on July 03, 2010, 06:45:51 PM
It's certainly possible to play a D&D game without the holy trinity, but that's largely because there are systems in place for that purpose. Going without a healer is doable (potions, UMD'd wands of CLW, etc), as is not having a CC or dedicated DPS; but playing D&D (and actually having combat, not just RPing) pretty much requires some sort of tank.

Don't get me wrong, PnP games are always going to have way more flexibility than video games. I just don't see how you can say it has "nothing to do with DIKU".


Fake edit: Originally DIKU MUDs were based on AD&D. EQ1 was based on DIKU. How is there not a connection?

Oh, I agree there is a lineage there for sure.  I just don't think you can say "well it was in table top, now its computer games" and leave it at that.  As you said so clearly:
Quote
It's certainly possible to play a D&D game without the holy trinity, but that's largely because there are systems in place for that purpose.

I guess this companions with healing spells is sort of a similar solution, but I have to say it just isn't my cup of tea anyway.  Its just too formulaic.  I don't think I ever played a 3rd edition game with a "normal" party in all my years of playing that system.  Building quirky characters and parties was/is easily my favorite part of the table top experience, including actually playing the game.   Thats the sort of thing that won't be translated well to CRPGs, and its the reason we see the reliance on the holy trinity so much.  Also, of course, because if you get a PUG of Tank/Healer/DPS DPS DPS, you can be sure you, if nothing else, have the right group makeup. Most D&D parties at least consult with each other so that they have a viable party, even if that viability is based on quirky characters and mechanics (like the rogues + warrior party I mentioned above).  Any of those characters would've had their usefulness diminished in a major way outside of that party.


Title: Re: SWTOR
Post by: Rendakor on July 03, 2010, 06:50:12 PM
Fair point; most of my D&D parties were duos, so while we didn't frequently have the holy trinity, we had a clear tank and some way of healing him. When we did have a 4 man group, we almost always had someone focus on durability, and someone else at least able to heal in some capacity. (Hell, sometimes our cleric would be the tank and the healer. Persistent DMM FTW!).

Anyway Malakili, Goreschach is the one who said that there was no connection whatsoever.


Title: Re: SWTOR
Post by: Ingmar on July 03, 2010, 07:28:20 PM
snip images

And those were the only two healing 'spells' in the game, with the latter replacing the former. Really it was just one healing spell you could put an extra point into for an upgrade. One healing spell does not "a healer" make. Bastila had it and it was handy, but her main function was still asswhooping.

Well sure, because the game dropped you a million healing potions (those are totally sci-fi man) and was so easy you didn't need to heal much.  Bastila wasn't a Consular anyway.  :-P


Title: Re: SWTOR
Post by: caladein on July 03, 2010, 07:33:21 PM
Also: buffs, crowd controls, and UNLIMITED POWER.


Title: Re: SWTOR
Post by: Malakili on July 03, 2010, 07:38:13 PM
snip images

And those were the only two healing 'spells' in the game, with the latter replacing the former. Really it was just one healing spell you could put an extra point into for an upgrade. One healing spell does not "a healer" make. Bastila had it and it was handy, but her main function was still asswhooping.

Well sure, because the game dropped you a million healing potions (those are totally sci-fi man) and was so easy you didn't need to heal much.  Bastila wasn't a Consular anyway.  :-P

Well you've hit on something here.  We get potions and such with artifically huge cooldowns (or like WoW now, artifically limited to 1 per combat), and this is basically to make healers necessary (though part of the 1 potion per combat thing was also because of the cash requirement to potion chug, but thats a separate issues).

In Diablo 2, for instance, you sure as hell needed to heal a lot, you just didn't need another character to do it for you.  You jsut filled that belt up and chugged away.  They were relatively cheap, and the limit was more how many you wanted to/could carry than how many you could afford (at least past the very early game).  This is a clear "we want a healer for the sake of having a healer"  They could just as easily make those heal kits sufficient and make consulars more do more iconic force abiltiies and less light saber combat than the Jedi Knight.  That was alwasy the distinction really not "off tank and healer" but rather "light saber focus" or "force powers focus" and it still is to an extent, don't get me wrong, but mark my words you'll be seeing "Need Consular for Ord Mantell bounty hunter run, must be heal specced."

In the long run it doesn't matter, I've never been interested in this game right from the start, and the only reason I even post in this thread is because I'm a star wars fan.


Title: Re: SWTOR
Post by: Lantyssa on July 03, 2010, 08:50:48 PM
Well sure, because the game dropped you a million healing potions (those are totally sci-fi man) and was so easy you didn't need to heal much.  Bastila wasn't a Consular anyway.  :-P
I hardly ever used stims/bacta.  The game wasn't designed with you needing a healer.  It's a significant change from the two previous games, which is my point.

Thanks WUA.  You get what I mean.


Title: Re: SWTOR
Post by: UnSub on July 04, 2010, 02:31:24 AM
I look at SWTOR as eight KOTORs in one box, since each class has entirely individual questlines and there's supposed to be zero duplication. Eight KOTORs for $60 seems like a pretty good deal.

Ahh, but are you going to get eight character slots for the box price?  :grin:


Title: Re: SWTOR
Post by: Stabs on July 05, 2010, 04:39:46 AM
If you simply want to play through the story you can just delete characters.


Title: Re: SWTOR
Post by: fuser on July 05, 2010, 08:57:36 AM
Why can the healer run directly between the droid tank and the trooper and take zero damage? Laser shots are a direct damage hit :uhrr:

Rewind it and you will see there's zero damage and she jumps willy nilly across the line of fire at 3min in.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 05, 2010, 09:00:56 AM
Why can the healer run directly between the droid tank and the trooper and take zero damage? Laser shots are a direct damage hit :uhrr:

Rewind it and you will see there's zero damage and she jumps willy nilly across the line of fire at 3min in.

because this is an mmo and those lasers are just ranged auto-attack(think wow hunters)  the entire party will be able to stand in between leser blasts if they arent the ones being targetted. 

Welcome to diku, enjoy your stay.


Title: Re: SWTOR
Post by: fuser on July 05, 2010, 09:04:57 AM
Welcome to diku, enjoy your stay.

Thinking tho most diku's can do an aoe cone.. why not the same for a laser attack?


Title: Re: SWTOR
Post by: Merusk on July 05, 2010, 09:13:32 AM
I believe the answer the last time this came up was, "Hit detection is expensive on both bandwidth and cycle time."


Title: Re: SWTOR
Post by: HaemishM on July 05, 2010, 09:56:49 AM
The correct answer is "Most MMO players have gotten so used to this stupidity they don't even notice, and the Star Wars fans among them will buy this is we put anthrax in the box instead of DVD's."


Title: Re: SWTOR
Post by: eldaec on July 05, 2010, 11:02:21 AM
I believe the answer the last time this came up was, "Hit detection is expensive on both bandwidth and cycle time."

If Planetside can do it, a pve clone of guild wars certainly can.


Title: Re: SWTOR
Post by: DLRiley on July 05, 2010, 11:04:53 AM
no no its hellgate london rehash. don't drag guild wars good name into this  :ye_gods:


Title: Re: SWTOR
Post by: tmp on July 05, 2010, 05:50:39 PM
Why can the healer run directly between the droid tank and the trooper and take zero damage? Laser shots are a direct damage hit :uhrr:

Rewind it and you will see there's zero damage and she jumps willy nilly across the line of fire at 3min in.
It's Star Wars. The healer could be size of a barn and these shots still wouldn't hit unless it's in the script they would.


Title: Re: SWTOR
Post by: UnSub on July 05, 2010, 06:27:17 PM
If you simply want to play through the story you can just delete characters.

Assuming that's not green, this will become an issue when BioWare starts releasing story updates. I'm sure that extra character slots will be purchasable though.


Title: Re: SWTOR
Post by: Merusk on July 05, 2010, 06:43:28 PM
I believe the answer the last time this came up was, "Hit detection is expensive on both bandwidth and cycle time."

If Planetside can do it, a pve clone of guild wars certainly can.

IIRC Planetside does a lot of it client-side and is thus vulnerable to all the hacks that come with such silliness.


Title: Re: SWTOR
Post by: Reg on July 05, 2010, 09:19:13 PM
Every MMO I've ever played - other than EVE has let me have 5 or 6 characters per server. Is there any reason to believe SWTOR would be different?


Title: Re: SWTOR
Post by: Stormwaltz on July 05, 2010, 10:03:09 PM
I believe the answer the last time this came up was, "Hit detection is expensive on both bandwidth and cycle time."

If Planetside can do it, a pve clone of guild wars certainly can.

IIRC Planetside does a lot of it client-side and is thus vulnerable to all the hacks that come with such silliness.

AC1 has been doing it server-side for arrows and bolt spells since 1999.


Title: Re: SWTOR
Post by: Stabs on July 06, 2010, 01:49:42 AM
Every MMO I've ever played - other than EVE has let me have 5 or 6 characters per server. Is there any reason to believe SWTOR would be different?

The reason to not give people 5 or 6 characters is because there's a meaningful crafter progression. SWG and Eve are designed so that you can opt to be less good at combat in return for being better at crafting.

SWTOR, like WoW, will be a game where crafting is an adventurer's hobby and most people max it out. It won't be a game where you put your Armoursmith on your Friends list and it's a dark day if he ever packs the game in.


Title: Re: SWTOR
Post by: Reg on July 06, 2010, 01:56:37 AM
Right, I'm not complaining about only getting 3 character slots per EVE account - only pointing out that that kind of limit is the exception rather than the rule and that there's no reason to believe that SWTOR will be like that. People are so anxious to bitch about this unreleased game that nobody has played that they're just making shit up to complain about at this point.


Title: Re: SWTOR
Post by: Stabs on July 06, 2010, 02:03:50 AM
Well functionally you only get one in Eve as character power is determined more by the amount of skill queues you have rather than the amount of alt slots.

And yeah they've come out and said crafting will be "WoW-like" and they want you to roll alts to see other storylines.

To be fair I don't think Unsub was implying he expected only one character slot, just that he expects less than 8.


Title: Re: SWTOR
Post by: sam, an eggplant on July 06, 2010, 05:27:43 AM
They haven't commented on the number of character slots one way or the other. My guess (and this is a complete guess) is that SWTOR will be heavily microtransaction-driven at release, though. Remember this is EA we're talking about here-- count ourselves lucky if they don't put intrusive fully voiced rotating advertisements for Axe body spray and Burger King in the cantina on Ord Mantell.


Title: Re: SWTOR
Post by: Reg on July 06, 2010, 07:52:20 AM
That's true. God only knows what kind of nonsense EA will try to push on us. They haven't got much of a record on MMOs aside from UO.


Title: Re: SWTOR
Post by: sam, an eggplant on July 06, 2010, 07:56:50 AM
EA is unmistakably evil, but Activision is definitively worse, and they haven't fucked up WoW. So you never know, they may leave SWTOR alone, assuming it hits its milestones and performs to expectations. "Expectations" of course being better sell-through and retention than any MMO ever has before.

And of course Lucasarts likely has final approval on all that stuff. Lucasarts likes its money, no doubt, but I don't know that they would allow Mountain Dew ads in the jedi temple on Dantooine. They want to protect their IP. I guess we'll see.


Title: Re: SWTOR
Post by: DLRiley on July 06, 2010, 10:06:36 AM
EA is unmistakably evil, but Activision is definitively worse, and they haven't fucked up WoW. So you never know, they may leave SWTOR alone, assuming it hits its milestones and performs to expectations. "Expectations" of course being better sell-through and retention than any MMO ever has before.

And of course Lucasarts likely has final approval on all that stuff. Lucasarts likes its money, no doubt, but I don't know that they would allow Mountain Dew ads in the jedi temple on Dantooine. They want to protect their IP. I guess we'll see.

Than why does EU exist?


Title: Re: SWTOR
Post by: LK on July 06, 2010, 10:43:00 AM
As long as it's within the context of the IP, it can be ridiculous and unbelievable as they want it to be. See: Force Unleashed and its "Force Troopers."


Title: Re: SWTOR
Post by: AutomaticZen on July 06, 2010, 12:43:54 PM
Change Mountain Dew to Mantell Dew.

Done.   :grin:


Title: Re: SWTOR
Post by: sam, an eggplant on July 06, 2010, 12:53:24 PM
I can't imagine Pepsico paying for non-branded advertisements. Ad content changes to fit the medium, but "mountain dew" and its logo are gonna be in there.


Title: Re: SWTOR
Post by: Lantyssa on July 06, 2010, 01:16:19 PM
Change Mountain Dew to Mantell Dew.
Mountain Dewback -- Quenches even a Tatoonian desert thirst!


Title: Re: SWTOR
Post by: Typhon on July 06, 2010, 01:26:38 PM
Change Mountain Dew to Mantell Dew.
Mountain Dewback -- Quenches even a Tatoonian desert thirst!

That sounds delicious.  I'd buy that.


Title: Re: SWTOR
Post by: Malakili on July 06, 2010, 02:41:43 PM
Anyone remember when the prequels were coming out and they were having the promotion with pepsi product cans having the characters on them?  I totally would've bought Mountain Dewback during that promotion.  I had collected the entire set of characters including the gold yoda can during that promotion.  Man what a loser. :awesome_for_real:


Title: Re: SWTOR
Post by: eldaec on July 06, 2010, 03:08:20 PM
EVE has a specific reason for character limitations.

SWTOR has a specific reason to allow multiple characters.


Seriously, you'll be allowed at least 4, probably 8.


Title: Re: SWTOR
Post by: Goreschach on July 06, 2010, 03:58:16 PM
Is everyone forgetting that this is an MMO and that a few weeks before release they'll freak and crank up the level time, causing you to grind for days /played to progress a single character to max level?


Title: Re: SWTOR
Post by: UnSub on July 06, 2010, 06:50:03 PM
Every MMO I've ever played - other than EVE has let me have 5 or 6 characters per server. Is there any reason to believe SWTOR would be different?

It's EA's most expensive game ever. If they want to make money on it, they are going to be looking at every option available. Maybe two character slots at launch, two more unlockable when you get to certain points in-game and maybe able to buy up to 16 (or more).

EA will be looking to long-tail their revenue as much as possible, and giving players access to 8 character slots at launch isn't going to help that.


Title: Re: SWTOR
Post by: UnSub on July 11, 2010, 08:06:45 AM
Were I in BioWare, I'd ask Daniel Erickson to dial back the rhetoric a bit. But I'm not, so he keeps up his batting average with quotes like this (http://www.computerandvideogames.com/article.php?id=255288):

Quote
"If you're someone that loves everything an MMO brings to the table, loves the community aspect, loves being able to see other people and say: 'I have better shoulder pads than you do,' everything you loved about MMOs is there for you.

"But if the idea of story and context really turns you off, if what you want is the just complete Disneyland experience, where you run on the rides and repeat the stuff, this probably isn't your favourite MMO.

"If you are a hardcore, traditional Bioware fan - a Mass Effect or especially Dragon Quest fan - this is the dream game. It is an RPG forever. It is an RPG that at the speed and pace that I play RPGs as a gamer, five or ten hours a week. I could never finish this game."

EDIT: closing the wrong tag.


Title: Re: SWTOR
Post by: Malakili on July 11, 2010, 08:09:21 AM


Quote
"If you're someone that loves everything an MMO brings to the table, loves the community aspect, loves being able to see other people and say: 'I have better shoulder pads than you do,'

I always knew you could judge a jedi by his shoulder pads.  :uhrr:

Quote
"If you are a hardcore, traditional Bioware fan - a Mass Effect or especially Dragon Quest fan.."

lolwut?



Title: Re: SWTOR
Post by: Tannhauser on July 11, 2010, 09:11:05 AM
Heh.  Never finish the game.  Dude, catasses will have this game finished in two weeks. 

I would have to think even the most casual MMO player would laugh at the bullshit this guy is spouting.


Title: Re: SWTOR
Post by: sam, an eggplant on July 11, 2010, 09:14:37 AM
How odd, I always thought Bioware made Dragon Age, not Dragon Quest. Well he works there, so I must be wrong.


Title: Re: SWTOR
Post by: Rendakor on July 11, 2010, 09:55:20 AM
Quote
"If you are a hardcore, traditional Bioware fan - a Mass Effect or especially Dragon Quest fan - this is the dream game. It is an RPG forever. It is an RPG that at the speed and pace that I play RPGs as a gamer, five or ten hours a week. I could never finish this game."
Because long grinds to max level are AWESOME.  :oh_i_see:

Edit: quote tags are hard.


Title: Re: SWTOR
Post by: Musashi on July 11, 2010, 09:55:35 AM
They have hardcore fans?


Title: Re: SWTOR
Post by: Malakili on July 11, 2010, 10:00:40 AM
Because long grinds to max level are AWESOME.  :oh_i_see:

Don't worry, while you're playing 5-10 hours a week, the people playing 16 hours a day will be complaining after the first week or 2 that there "nothing to do."


Title: Re: SWTOR
Post by: Rendakor on July 11, 2010, 10:04:35 AM
I'm more in the 2nd camp than the 1st, but that still makes his statement retarded.

Edit: fix'd.


Title: Re: SWTOR
Post by: Merusk on July 11, 2010, 10:37:10 AM
I'm just loling at the whole "five hours a WEEK" thing.   5-10 a week? Even a casual MMOer puts in more time than that when a game first releases.  :awesome_for_real:  This is going to be such a trainwreck.


Title: Re: SWTOR
Post by: eldaec on July 11, 2010, 11:55:08 AM
Is that really true for the second and third million western WoW players?

Not that I honestly think the second and third million are planning to play a star wars game, but they are the bulk of the wallets EA plan to milk.


Title: Re: SWTOR
Post by: Merusk on July 11, 2010, 12:54:52 PM
I think it's even more true of that 2nd and 3rd million.  Hardcore looks to put in lots of hours up front, grind to cap and then wait it out/ raid, spend time offline between raids.  I know in the really raid-focused guilds I've been in nobody logs on other than an hour or two before raids, then logs right off afterward.  In the casual guilds I found folks on at all hours of the day... and often the same folks. Casuals seem to use it as the focus of their social and entertainment outlet.

Yeah there's a mix of both play style among the groups, but it's a trend I've seen and seen others echo.  If your entertainment is raiding, shiny and killing bosses it doesn't make sense to be online when you're not doing that.  You'll find something else to do in the down time.   If you're playing to spend time with friends you can't see elsewhere, you're going to spend more time there.


Title: Re: SWTOR
Post by: Velorath on July 11, 2010, 03:07:08 PM
I love how everyone just skipped over the part where he was talking about the speed and pace at which he personally plays and turned it into him making a blanket statement about how long it will take the average player to get through the content.  Hell, Tannhauser says he's spouting bullshit because catasses will totally finish the game quicker (no shit, he never said they wouldn't).


Title: Re: SWTOR
Post by: caladein on July 11, 2010, 03:14:05 PM
Even if you take that statement at face value, he's implying 20-40 hours of "new content" per month.  It's PR bullshit and/or meaningless PR bullshit all the way around.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 11, 2010, 04:50:39 PM
Fucking lawl.


Title: Re: SWTOR
Post by: UnSub on July 11, 2010, 08:02:48 PM
Even if you take that statement at face value, he's implying 20-40 hours of "new content" per month.  It's PR bullshit and/or meaningless PR bullshit all the way around.

He also has to be assuming that players are going to play through every single story arc both times (light and dark side) to make those kind of claims. It raises the issue that BioWare is really underestimating how MMO players use and consume content.

Let's say every class has a 30 hour story line. If you want to play every class through twice, that's (8*30*3=) 720 hours of content, which is going to last a long time at 10 hours a week. If all you care about is being a dark side Jedi Consular, that's just 3 weeks of play time. 'Roll an alt' is a valid suggestion for getting more out of a MMO title, but it certainly isn't something everyone aspires to.

I post these because statements like, "this is the perfect BioWare game" or "MMOs were no fun before we came along" deserve skewering.


Title: Re: SWTOR
Post by: LK on July 11, 2010, 08:16:53 PM
This was a game that seemed to be made for alts given what is, from my impression, mostly unique storylines between each class.

If someone buys the product and doesn't want to take up 7 / 8 of the content, oh well.


Title: Re: SWTOR
Post by: Rendakor on July 11, 2010, 10:15:19 PM
In all honesty, do most people play both factions in an MMO? Speaking personally, I've leveled a ton of Horde characters in WoW, but only one Alliance toon. In most MMOs (with hard coded factions) I've played, this has been my experience. Hell, I rarely play both sides of Bioware single-player games either. Am I in the minority?


Title: Re: SWTOR
Post by: Lakov_Sanite on July 11, 2010, 11:02:55 PM
In all honesty, do most people play both factions in an MMO? Speaking personally, I've leveled a ton of Horde characters in WoW, but only one Alliance toon. In most MMOs (with hard coded factions) I've played, this has been my experience. Hell, I rarely play both sides of Bioware single-player games either. Am I in the minority?

It's because in Mmo's you play with people. You either have friends or you make friends as you level. So now you're max level, do you A)roll another side in which you cant talk to your friends B) level another toon in which all you can do with your friends is chat or C) play with your friends?

Granted if everyone re-rolled it would be a different story and sure not everyone here will make friends or avoid alt-itis but lets not fucking kid ourselves here, most people pick a side and pick a toon and stick with it.


Title: Re: SWTOR
Post by: eldaec on July 11, 2010, 11:03:58 PM
"Both sides" of a Bioware rpg usually means playing through exactly the same game, and clicking on a different dialog option about 80% of the way through.

If they really mean both sides have an entirely different path, then more people will play both.


The guild/community effect tying you to one realm will also be weaker than usual if the multiplayer aspects are as insubstantial as trailed so far.


Title: Re: SWTOR
Post by: Sjofn on July 12, 2010, 03:01:00 AM
In all honesty, do most people play both factions in an MMO? Speaking personally, I've leveled a ton of Horde characters in WoW, but only one Alliance toon. In most MMOs (with hard coded factions) I've played, this has been my experience. Hell, I rarely play both sides of Bioware single-player games either. Am I in the minority?

It's because in Mmo's you play with people. You either have friends or you make friends as you level. So now you're max level, do you A)roll another side in which you cant talk to your friends B) level another toon in which all you can do with your friends is chat or C) play with your friends?

Granted if everyone re-rolled it would be a different story and sure not everyone here will make friends or avoid alt-itis but lets not fucking kid ourselves here, most people pick a side and pick a toon and stick with it.

I think WoW has made people a LOT more alt-friendly, because it's relatively painless to level up multiple characters. On the other hand, if it takes forever to level up, people will definitely revert to "pick one character and stick with it."


Title: Re: SWTOR
Post by: Velorath on July 12, 2010, 04:01:24 AM
I post these because statements like, "this is the perfect BioWare game" or "MMOs were no fun before we came along" deserve skewering.

They certainly would deserve skewering if anybody had actually said them.


Title: Re: SWTOR
Post by: Sjofn on July 12, 2010, 04:19:18 AM
"If you are a hardcore, traditional Bioware fan - a Mass Effect or especially Dragon Quest fan - this is the dream game," is pretty damn close to saying it's the perfect BioWare game.


Title: Re: SWTOR
Post by: Reg on July 12, 2010, 04:24:20 AM
Right. So for some reason Bioware guys aren't allowed to say that they're making a game that Bioware fans will like. 


Title: Re: SWTOR
Post by: Velorath on July 12, 2010, 04:49:59 AM
"If you are a hardcore, traditional Bioware fan - a Mass Effect or especially Dragon Quest fan - this is the dream game," is pretty damn close to saying it's the perfect BioWare game.

 :facepalm:

You know what, fuck it I'm done with this thread.


Title: Re: SWTOR
Post by: Tarami on July 12, 2010, 04:53:34 AM
The fuck is Dragon Quest?  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on July 12, 2010, 05:37:04 AM
Right. So for some reason Bioware guys aren't allowed to say that they're making a game that Bioware fans will like. 

I'm not making a fucking judgement on if they should say that or not, I just find Velorath's white knighting to the point where "no man they didn't say it was the perfect game, just a DREAM game!" absurd. There's trying to temper doomsaying (which for the most part I find adorable and silly and over the top) and then there's willing things to be different than they are.


Title: Re: SWTOR
Post by: sam, an eggplant on July 12, 2010, 05:52:18 AM
What the hell do you expect him to say? He's making a public statement about a product costing hundreds of millions of dollars due to be released in well over a year. I assure you his every word is scrutinized by both LA and EA PR. They probably had lengthy debates on AIM about the precise wording, passing notes along and making revisions. If the quotes came from a live E3 interview, he memorized exact phrases on keycards and practiced them in a full-length mirror for weeks before the convention. You think that dude was speaking off the cuff? That he's a renegade, going off on his own, speaking freely energized by his own enthusiasm for the product? Please. He'd be skewered. You make one little "wookies are treated like black people" joke and it's all over.

Obviously we need to treat prerelease fluff with healthy skepticism. Once they drop NDA (or we see more beta leaks, yes they are out there now, but not from me) you can make up your own mind. Until then, don't take anything anyone says too seriously.


Title: Re: SWTOR
Post by: Reg on July 12, 2010, 05:55:36 AM
This thread has been nothing but doomsaying for pages now. And as far as I can see it's based on pretty much nothing at all. It's not like you're trying to offset the fanboys. They're noticeably absent.

It's funny watching people all trying to top each other with irrationally negative comments about a game none of you have played yet though.


Title: Re: SWTOR
Post by: Shatter on July 12, 2010, 06:49:32 AM
This thread has been nothing but doomsaying for pages now. And as far as I can see it's based on pretty much nothing at all. It's not like you're trying to offset the fanboys. They're noticeably absent.

It's funny watching people all trying to top each other with irrationally negative comments about a game none of you have played yet though.

No its everyone trying to predict the downfall of the game and why so they can come back later and say "look I was right". 


Title: Re: SWTOR
Post by: Malakili on July 12, 2010, 07:05:47 AM
This thread has been nothing but doomsaying for pages now. And as far as I can see it's based on pretty much nothing at all. It's not like you're trying to offset the fanboys. They're noticeably absent.

It's funny watching people all trying to top each other with irrationally negative comments about a game none of you have played yet though.

I actually think its a bunch of hardcore closet Star Wars fans who are upset their favorite series is being made into an MMORPG that doesn't really feel in the spirit of Star Wars.


Title: Re: SWTOR
Post by: Lantyssa on July 12, 2010, 07:32:29 AM
No, it's KotOR fans upset their game with already poor mechanics is being turned into one with generic MMO mechanics.


Title: Re: SWTOR
Post by: Pezzle on July 12, 2010, 07:56:54 AM
It could be both.


Title: Re: SWTOR
Post by: Reg on July 12, 2010, 07:58:09 AM
Really? I'm one of those KOTOR fans and I'll be perfectly happy to solo my way through the game using the MMO strictly for chatting with friends while I enjoy a Bioware style storyline. When I run out of content I'll suspend the subscription and renew when the inevitable expansion comes out.

That's the plan anyway. If the game turns out to be a pile of crap I probably won't buy it at all. I don't buy MMOs when they first come out so I don't get burned.


Title: Re: SWTOR
Post by: sam, an eggplant on July 12, 2010, 08:02:47 AM
That's my plan as well right now, to play through all the storylines and avoid the MMO stuff.

Widespread negative previews and tester accounts would stop me from buying it at release. But I don't really see that happening; even "B" games like star trek, champs online, and conan received overwhelmingly positive pre-release press and buzz. Hell, conan's buzz was incredibly positive here, as I recall.


Title: Re: SWTOR
Post by: Sjofn on July 12, 2010, 08:14:28 AM
What the hell do you expect him to say? He's making a public statement about a product costing hundreds of millions of dollars due to be released in well over a year. I assure you his every word is scrutinized by both LA and EA PR. They probably had lengthy debates on AIM about the precise wording, passing notes along and making revisions. If the quotes came from a live E3 interview, he memorized exact phrases on keycards and practiced them in a full-length mirror for weeks before the convention. You think that dude was speaking off the cuff? That he's a renegade, going off on his own, speaking freely energized by his own enthusiasm for the product? Please. He'd be skewered. You make one little "wookies are treated like black people" joke and it's all over.

Obviously we need to treat prerelease fluff with healthy skepticism. Once they drop NDA (or we see more beta leaks, yes they are out there now, but not from me) you can make up your own mind. Until then, don't take anything anyone says too seriously.

I don't expect him to say anything but "this game ruuuuuuuuuulez" but I also don't expect people to insist he's said something less than "this game ruuuuuuuuuuuulez." That was my only point, that gibbering he wasn't saying this game was Robot Jesus, merely Robot MOSES, is completely asinine.

I am, personally, cheerfully giving the game the benefit of the doubt, since no one asked. But that doesn't mean I need to squawk that the overinflated pre-game hype isn't exactly that.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 12, 2010, 08:15:17 AM
I was right about WAR and AoC, just sayin.


Title: Re: SWTOR
Post by: Mosesandstick on July 12, 2010, 08:19:03 AM
If this game really is Robot Moses, that'd be awesome.


Title: Re: SWTOR
Post by: Draegan on July 12, 2010, 08:26:18 AM
This thread has been nothing but doomsaying for pages now. And as far as I can see it's based on pretty much nothing at all. It's not like you're trying to offset the fanboys. They're noticeably absent.

It's funny watching people all trying to top each other with irrationally negative comments about a game none of you have played yet though.

No its everyone trying to predict the downfall of the game and why so they can come back later and say "look I was right". 

It's awesome going back and reading the old WOW threads for the direct opposite of that.


Title: Re: SWTOR
Post by: Lantyssa on July 12, 2010, 08:32:58 AM
"Get your hand off me, you damn, dirty, meatbag!"


Title: Re: SWTOR
Post by: Shrike on July 12, 2010, 10:01:26 AM
This thread has been nothing but doomsaying for pages now. And as far as I can see it's based on pretty much nothing at all. It's not like you're trying to offset the fanboys. They're noticeably absent.

It's funny watching people all trying to top each other with irrationally negative comments about a game none of you have played yet though.

Lot of that going around. My main issue with this game is--from what we've seen so far-- that it looks like shit. Dunno about gameplay. The (little) bit of dialog I've seen looks/sounds pretty damned good, but the visuals would gag a virtual maggot. I suppose (hah!) the visuals might grow on you similar to DA:O, but what I"m seeing so far isn't exactly filling me with enthusiasm.


Title: Re: SWTOR
Post by: sam, an eggplant on July 12, 2010, 10:10:54 AM
I was right about WAR and AoC, just sayin.
You and HRose should start a blog together.


Title: Re: SWTOR
Post by: Sky on July 12, 2010, 10:40:34 AM
It's not like you're trying to offset the fanboys. They're noticeably absent.
We're here. Just not much to say until we see how it plays out, and the thread is more humorous as a circle jerk of negativity and doom.

I game about ten hours a week. I have never 'finished' an mmo, at least since UO. Even in my 'main' mmo, EQ2, my main character is lvl 70 and there's a ton of content I haven't touched. I'm definitely cautious about my optimism, but they're saying good PR things for my playstyle, for the most part.

Fuck the people who burn through content, you'll never please them. You'll never please most of those naysaying in this thread, either. F13's regular MO: most will buy the box, bitch about how it sucks, and go back to WoW a month or two later.


Title: Re: SWTOR
Post by: Malakili on July 12, 2010, 11:07:31 AM
. F13's regular MO: most will buy the box, bitch about how it sucks, and go back to WoW a month or two later.

Thats pretty much the MO of all MMOG players.


Title: Re: SWTOR
Post by: Ingmar on July 12, 2010, 11:09:17 AM
At this point I think we're really in self-parody territory here.


Title: Re: SWTOR
Post by: HaemishM on July 12, 2010, 11:11:22 AM
Then we are a great reflection of the MMOG medium as a whole.


Title: Re: SWTOR
Post by: Paelos on July 12, 2010, 11:30:09 AM
I don't care about all the doom and gloom because I will buy the game most likely, barring a complete boycott by my 10 year MMO guild (unlikely). However, I feel they are really missing the boat with the release date. The time to stab at WoW and get plenty of subs would be in August/September when all the shiny has worn off of the Lich King, and the next expansion is 3/4 months away (I'm assuming a November/December Cataclysm release given previous expansions).

Instead, you're going to release the game after all the WoW players are full swing into the expansion content, possible during the second tier of raiding content being released in Cataclysm if the model of content release timing holds true.


Title: Re: SWTOR
Post by: Sky on July 12, 2010, 11:45:32 AM
Yeah, I know my schedule will be locked up tight with tier 2 raiding.


Title: Re: SWTOR
Post by: Shatter on July 12, 2010, 11:58:06 AM
Im pretty sure that with WOW having been out for over 6 years by the time this comes out that there are plenty of people ready to try something else. 


Title: Re: SWTOR
Post by: Malakili on July 12, 2010, 12:01:26 PM
Im pretty sure that with WOW having been out for over 6 years by the time this comes out that there are plenty of people ready to try something else. 

Of course there are, just like there were plenty of people to try AoC and WAR.  Boxes  sold != long term customers.  I fully expect this game to sell loads and loads of boxes.  How many people stick around, well, thats a different story.


Title: Re: SWTOR
Post by: Paelos on July 12, 2010, 12:21:27 PM
Im pretty sure that with WOW having been out for over 6 years by the time this comes out that there are plenty of people ready to try something else.  

Maybe, but we've been saying that since WAR was on the horizon. WAR also tried to release 2 months before the Lich King expansion was supposed to hit, giving people adequate time to try the game out. At that point in time, having played WoW fully to the nines, I was ready for something else. I was fully prepared to give WAR a try at release because I was bored as fuck, and if I had loved it I would have never touched WoW again. The problem was that it sucked and I hated the RvR they had no chance at actually working out.

The main point was that I was willing to give it a go at that time. I didn't wait for reviews, see what the testers said, or sit back and get friends opinions. I jumped in feet first, bought a box, and went for it. Would I have done that in April 2009? Fuck no, I was knee deep in the Ulduar release. I would have waited or not even bothered at all because the current game I was in hadn't stalled for content. April release just seems like enough time to get some bad reviews out there and have people not even try due to having current functional content to appease them.


Title: Re: SWTOR
Post by: eldaec on July 12, 2010, 12:52:51 PM
Im pretty sure that with WOW having been out for over 6 years by the time this comes out that there are plenty of people ready to try something else. 

You guys crack me up.


Title: Re: SWTOR
Post by: kildorn on July 12, 2010, 12:57:07 PM
Trying to rush a pre Cata launch date will wind up with less time for testing, and all Blizzard needs to do to completely fuck you is open a lot more of the Cata beta 2 weeks before your launch.

At this point you're going to be stuck launching against Blizzard in some way. I'd more suggest taking your time to make sure your game is polished and not try to rush a release date.


Title: Re: SWTOR
Post by: Ingmar on July 12, 2010, 12:59:02 PM
Trying to rush a pre Cata launch date will wind up with less time for testing, and all Blizzard needs to do to completely fuck you is open a lot more of the Cata beta 2 weeks before your launch.

At this point you're going to be stuck launching against Blizzard in some way. I'd more suggest taking your time to make sure your game is polished and not try to rush a release date.

Yeah the beta thing gives Blizzard a lot of leeway to fuck with people, and they've shown no shyness about doing that to pretty much every other game that's launched anywhere near one of their expansions.


Title: Re: SWTOR
Post by: sam, an eggplant on July 12, 2010, 03:12:50 PM
Trying to rush a pre Cata launch date will wind up with less time for testing
SWTOR isn't trying to beat cataclysm. It's a spring 2011 game at best, and I wouldn't be surprised if it ended up november 2011.


Title: Re: SWTOR
Post by: Sjofn on July 12, 2010, 03:46:48 PM
I don't care about all the doom and gloom because I will buy the game most likely, barring a complete boycott by my 10 year MMO guild (unlikely). However, I feel they are really missing the boat with the release date. The time to stab at WoW and get plenty of subs would be in August/September when all the shiny has worn off of the Lich King, and the next expansion is 3/4 months away (I'm assuming a November/December Cataclysm release given previous expansions).

Instead, you're going to release the game after all the WoW players are full swing into the expansion content, possible during the second tier of raiding content being released in Cataclysm if the model of content release timing holds true.

If they're not done, releasing it during the pre-expansion blah will not help their cause much, because people will go "ugh, this is terrible" and flee back to WoW once the 4.0 patch hits. Yes, timing is important, but so is having a product that isn't half finished assery.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 12, 2010, 04:49:09 PM

SWTOR isn't trying to beat cataclysm.

If you think for even a second that the executives aren't being promised a wow killer you are delusional.


Title: Re: SWTOR
Post by: Sjofn on July 12, 2010, 04:52:14 PM
I think he means time-frame wise.


Title: Re: SWTOR
Post by: caladein on July 12, 2010, 04:53:08 PM
He means beat to release, but I'm sure they're saying that it'll be a WoW killer too.


Title: Re: SWTOR
Post by: Margalis on July 12, 2010, 05:35:32 PM
I don't think the timing for an MMO release really matters at all. MMOs are all about word of mouth and building and retaining a player base through positive intentions. I can't think of a single example of a game that was helped by rushing to meet a release date.


Title: Re: SWTOR
Post by: Ingmar on July 12, 2010, 05:37:49 PM
Rushing, no, that will always be bad because of the quality consequences - it might be possible to help yourself out a bit by *waiting* for a good window though.


Title: Re: SWTOR
Post by: UnSub on July 12, 2010, 06:36:11 PM
It's funny watching people all trying to top each other with irrationally negative comments about a game none of you have played yet though.

Historically this has proven to be a winning strategy.


Title: Re: SWTOR
Post by: Paelos on July 13, 2010, 07:38:37 AM
Rushing, no, that will always be bad because of the quality consequences - it might be possible to help yourself out a bit by *waiting* for a good window though.

That's pretty much what I meant. The opportunity to steal people away from WoW with little or no thought is right now when people are at the end of a cycle. Will such another window open up? Sure it will, but I think that releasing it in April would give Blizzard too much flexibility to prepare their super content patch just to fuck with you. Right now, they have nothing left to do.

I'm moreso lamenting the missed opportunity than saying they should bump it up. If anthing they should release it later in like September. Most people I know start taking breaks from their gameplaying on WoW in May and don't really start up again until the Fall. Real life tends to get in the way a lot during the summer months.


Title: Re: SWTOR
Post by: LK on July 13, 2010, 07:46:01 AM
Well FFXIV got it right then.


Title: Re: SWTOR
Post by: Outlawedprod on July 13, 2010, 08:12:31 AM
I don't think the timing for an MMO release really matters at all. MMOs are all about word of mouth and building and retaining a player base through positive intentions. I can't think of a single example of a game that was helped by rushing to meet a release date.

I think timing matters. Mind you rushing is never good for obvious reasons.  But if WoW is going to release an Xpac right after you launch it's probably a bad idea for you to launch a fantasy game so close before they do.   It certainly didn't help Warhammer that a lot of guilds were only around until Wotlk was on sale.  I recall several joke guilds with names like Two Months Tops and such.  And a lot of people bailed immediately once Wotlk launched.  That definitely poisons a server's community.

I think Blizz has less leeway this time.  Activision wants that dolla bill yo and we have to examine the issue that the early leveling process is definitely gimp compared to new titles so they need to get that rectified ASAP.  I don't see any way WoW can launch Cataclysm after SWTOR or close to it.  They need this revamp (oh excuse me expansion) now.  FF14 getting launched in September will probably benefit from the transients that are bored with WoW and those who are ready to bail on Aion.


Title: Re: SWTOR
Post by: Rendakor on July 13, 2010, 08:26:17 AM
I don't think the timing for an MMO release really matters at all. MMOs are all about word of mouth and building and retaining a player base through positive intentions. I can't think of a single example of a game that was helped by rushing to meet a release date.

I think timing matters. Mind you rushing is never good for obvious reasons.  But if WoW is going to release an Xpac right after you launch it's probably a bad idea for you to launch a fantasy game so close before they do.   It certainly didn't help Warhammer that a lot of guilds were only around until Wotlk was on sale.  I recall several joke guilds with names like Two Months Tops and such.  And a lot of people bailed immediately once Wotlk launched.  That definitely poisons a server's community.

I think Blizz has less leeway this time.  Activision wants that dolla bill yo and we have to examine the issue that the early leveling process is definitely gimp compared to new titles so they need to get that rectified ASAP.  I don't see any way WoW can launch Cataclysm after SWTOR or close to it.  They need this revamp (oh excuse me expansion) now.  FF14 getting launched in September will probably benefit from the transients that are bored with WoW and those who are ready to bail on Aion.
That's the biggest reason why I'm willing to give FFXIV a shot; I'll have at least a free month to dick around while I wait for Cata to launch. On the other hand, what's to stop Blizzard from releasing the first major content patch of Cataclysm (4.1) the same day as SWTOR? That's the sort of launch they can easily move a week or two to compete with Bioware.


Title: Re: SWTOR
Post by: AutomaticZen on July 13, 2010, 08:33:56 AM
Supposedly from the closed beta. Take with grain of salt.

EDIT: Images removed.  Totally forgot about the rules there. 



Title: Re: SWTOR
Post by: Paelos on July 13, 2010, 08:56:23 AM
Trooper Eric Cartman, reporting for duty. BEEEEEEFCAAAAAKE!!!


Title: Re: SWTOR
Post by: Rendakor on July 13, 2010, 09:00:39 AM
Um, isn't there an NDA?


Title: Re: SWTOR
Post by: Sky on July 13, 2010, 09:03:51 AM
Bounty hunter selected for class, something's fishy. But non-standard body types = cool.


Title: Re: SWTOR
Post by: sam, an eggplant on July 13, 2010, 09:14:05 AM
Um, isn't there an NDA?
Yes, I expect the image will be removed shortly. The ord mantell beta testers are breaking NDA left and right.


Title: Re: SWTOR
Post by: Shatter on July 13, 2010, 09:18:05 AM
Body type tough my ass, thats a fatty!


Title: Re: SWTOR
Post by: AutomaticZen on July 13, 2010, 09:19:14 AM
Bounty hunter selected for class, something's fishy. But non-standard body types = cool.
The selected icon Is for the Bounty Hunter, as is the armor the character is wearing.   I assume the rest is a glitch or mouseover something.

Um, isn't there an NDA?
Of course.  Doesn't mean leaks don't happen.  MMO-Champion was built on that shit.

Also note the Mass Effect-style backgrounds.


Title: Re: SWTOR
Post by: LK on July 13, 2010, 09:20:32 AM
Backgrounds.  :oh_i_see:


Title: Re: SWTOR
Post by: AutomaticZen on July 13, 2010, 09:22:16 AM
And more!

EDIT: Images removed.  Totally forgot about the rules there. 


Title: Re: SWTOR
Post by: fuser on July 13, 2010, 09:23:09 AM
edit: slow on the reply


Title: Re: SWTOR
Post by: Paelos on July 13, 2010, 10:46:09 AM
Heh, Skeletor Knights.  :why_so_serious:

Of course if this stuff is under the NDA we probably shouldn't be blazening it across our own forums. Just sayin'.


Title: Re: SWTOR
Post by: Reg on July 13, 2010, 12:34:50 PM
His mom says he's just big-boned!

Edit: Now I'm just waiting for someone to post a prediction of how the game is doomed because all the characters are going to be big fat dudes.


Title: Re: SWTOR
Post by: Malakili on July 13, 2010, 01:20:14 PM


Edit: Now I'm just waiting for someone to post a prediction of how the game is doomed because all the characters are going to be big fat dudes.

LOL FAT JEDI LOL :roflcopter:


Title: Re: SWTOR
Post by: Tearofsoul on July 13, 2010, 01:38:05 PM
They also have a leaked beta footage btw


Title: Re: SWTOR
Post by: LK on July 13, 2010, 01:41:56 PM
I want that NDA down and them showing shit. That bespeaks confidence on the part of the developer.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 13, 2010, 02:03:20 PM
I want that NDA down and them showing shit. That bespeaks confidence on the part of the developer.

What gives you the impression they are in any way confident?


Title: Re: SWTOR
Post by: Fordel on July 13, 2010, 02:12:20 PM
Aww, I missed the leaks  :cry:


Title: Re: SWTOR
Post by: LK on July 13, 2010, 03:05:11 PM
I want that NDA down and them showing shit. That bespeaks confidence on the part of the developer.

What gives you the impression they are in any way confident?

I'm saying IF they did that, then that shows confidence in the product, especially if the game is tight and smooth running and is mostly polished.

I don't really get the impression that they're confident. I think they're arrogant. I know there's smart business reasons for not bringing down the NDA too early, and if they don't bring it down I don't think it means they aren't confident in it. Just that if they do bring it down, they are confident, and if it holds up, they are justified, and that's a win / win. Arrogance is talking up your game like they have been and they're the only ones that have really seen it and get to talk about it.

If it hits the player base and turns out to be shit... that's some arrogant MFers.


Title: Re: SWTOR
Post by: sam, an eggplant on July 13, 2010, 03:21:51 PM
WoW's beta period began 3/18/04 and ended 10/29/04, lasting just over 7 months. I'm pretty sure it was the longest NDA-free closed-beta ever.

"Spring 2011" is realistically may 2011, 10 months away. And it's anyone's guess is they make that date-- I wouldn't be surprised if SWTOR is a november 2011 release.


Title: Re: SWTOR
Post by: Reg on July 13, 2010, 04:06:17 PM
It doesn't matter whether the release date is May or November. Their failure to remove the NDA right now is clear evidence that the game is DOOMED!!!11!


Title: Re: SWTOR
Post by: Draegan on July 13, 2010, 06:36:19 PM
It doesn't matter whether the release date is May or November. Their failure to remove the NDA right now is clear evidence that the game is DOOMED!!!11!

Needs more bolding.


Title: Re: SWTOR
Post by: Count Nerfedalot on July 13, 2010, 07:40:24 PM
Confidence is Mark Jacobs spouting off about how you can measure the success of a game by when the NDA drops plus the buzz during the first couple of weeks after launch, shortly before WAR ran their NDA almost up to release and then flopped.  :ye_gods:  And he was absolutely correct.


Title: Re: SWTOR
Post by: Paelos on July 13, 2010, 08:29:54 PM
I wouldn't judge a game by an NDA on a beta that's 3 quarters away from actual release. I would, however, judge a game that's still under an NDA two months from release. There is a certain desirable effect of not letting beta testers rant and rave about shit openly that will fundamentally never make it to release, or things that will be in the game further into the cycle.

Two months from release, though? If you're not openly ready to discuss the fundamentals of the product and eliminated the absolutely game-crushing bugs by then, your product simply sucks and you're hiding.


Title: Re: SWTOR
Post by: Triforcer on July 13, 2010, 08:34:10 PM
Indeed, the Mark Jacobs Beta Quality Scale is never wrong, even by a week.


Title: Re: SWTOR
Post by: Sky on July 14, 2010, 07:10:20 AM
I hear they pitchfork babies into a furnace to run the servers.


Title: Re: SWTOR
Post by: LK on July 14, 2010, 08:13:55 AM
No no, younglings. Big difference. Between babies and younglings, one of them has it coming.


Title: Re: SWTOR
Post by: Lucas on July 16, 2010, 01:20:23 PM
Today's update: "Sounds of the Old Republic" (written by space cereal commander Orion Kelllog, Audio Producer):

http://www.swtor.com/news/blog/20100716_002

"Music of the Old Republic" (video, also available for download, 1280x720 version):

http://www.swtor.com/media/trailers/music-old-republic

Nice music; also some VERY nice vistas here and there: I was particularly impressed by the glimpses we got of Dromund Kaas (1:20-1:27 circa) and Coruscant.






Title: Re: SWTOR
Post by: Ingmar on July 16, 2010, 01:29:14 PM
OK the music stuff is legitimately impressive.


Title: Re: SWTOR
Post by: Lucas on July 23, 2010, 01:13:15 PM
Straight from Comic-Con:

James Ohlen: You can customize your ship and engage in space combat. October PC Gamer will reveal more details.

http://darthhater.com/2010/07/23/darth-hater-at-sdcc/


Title: Re: SWTOR
Post by: Malakili on July 23, 2010, 01:23:16 PM
Straight from Comic-Con:

James Ohlen: You can customize your ship and engage in space combat. October PC Gamer will reveal more details.

http://darthhater.com/2010/07/23/darth-hater-at-sdcc/

If true thats the best bit of news I've heard about this game.


Title: Re: SWTOR
Post by: Draegan on July 23, 2010, 01:34:01 PM
Well shit.  That's awesome.


Title: Re: SWTOR
Post by: Lucas on July 23, 2010, 01:35:56 PM
Official announcement:

http://www.swtor.com/community/showthread.php?t=173964

First, thank you to all of you who participated in our Comic-Con Reveal mission! While we didn't quite make the numbers, we definitely saw how excited the community is about this and how everyone came together. After all of that, there's no way we could hold back with our special reveal at Comic-Con!

If you’ve been following the news coming out of the Star Wars™: The Old Republic™ panel at Comic-Con International, you’ve heard the announcement that we will indeed have Space Combat as part of the TOR experience! But what does that mean? Space combat is an alternative gameplay experience to the primary game of storytelling, questing, and ground-based combat. In space combat, you fly your personal ship to various “hot spots” on your galaxy map. From there, you will blast your way through asteroid fields, enemy fighters, frigates, destroyers, and a variety of other obstacles that will evoke memories of some of the great Star Wars™ space battles.

To learn more, pick up the October 2010 edition of PC Gamer which hits newsstands starting August 17th for screenshots and an exclusive interview or check back with us in the weeks to come.




Title: Re: SWTOR
Post by: Lucas on July 23, 2010, 01:51:27 PM
Well, we'll see: sounds like a "detached" experience, a big mini-game if you like. Not that we should expect a lot more at least at the beginning, but surely it's something that can be expanded.


Title: Re: SWTOR
Post by: Sky on July 23, 2010, 01:58:00 PM
Well, we'll see: sounds like a "detached" experience, a big mini-game if you like. Not that we should expect a lot more at least at the beginning, but surely it's something that can be expanded.
Well, it's not like Smerek Dart is on the dev team, ffs.


Title: Re: SWTOR
Post by: Stabs on July 23, 2010, 04:23:58 PM
Well, we'll see: sounds like a "detached" experience, a big mini-game if you like. Not that we should expect a lot more at least at the beginning, but surely it's something that can be expanded.

I think most elements of MMOs can be categorised as minigames. WoW has its open world element but also leans heavily on instances. It also has auction house day trading, achievement point collecting and minipet/mount collecting which are minigames. In Eve inventing and running POSes doesn't have much to do with the day to day combat (unless you get ganked while refueling).

I'm sure it will be detached in that you won't be able to strafe players who are on the ground doing their pve quests but no one was expecting that anyway.


Title: Re: SWTOR
Post by: SnakeCharmer on July 23, 2010, 04:40:34 PM
Well, we'll see: sounds like a "detached" experience, a big mini-game if you like. Not that we should expect a lot more at least at the beginning, but surely it's something that can be expanded.

Pretty much anything outside the PvE level grind is a minigame.

This announcement pretty much made me a helluvalot more interested in the game than I was.  If it's anything remotely like a XvT experience?  I'm sold.


Title: Re: SWTOR
Post by: AutomaticZen on July 23, 2010, 05:30:45 PM
http://darthhater.com/2010/07/23/darth-hater-at-sdcc/
Quote
1:03PM PST - James Ohlen: You can customize your ship and engage in space combat. October PC Gamer will reveal more details. DevTracker post here.
1:14PM PST - James Ohlen: World quests, flashpoints, and story arcs included.
1:18PM PST - James Ohlen: House Thulu (sp?) on Alderaan is Sith aligned. House Organa is Republic aligned.
1:20PM PST - James Ohlen: Dromonkas world story arc.
1:18PM PST - James Ohlen: You get light side points even if your group chooses dark side.
1:27PM PST - James Ohlen: No faction swaps - ever.
1:30PM PST - Alex Freed: Can customize companion via equipment similar to Mass Effect; one companion out at a time, and your player name is in your companion's nameplate.
1:35PM PST - James Ohlen: Visual reason for lightsaber restriction; Jedi Consulars with double bladed lightsabers are DPS.
1:42PM PST - Drew Karpyshyn: If you are interested in Mandalorians, they play a large part in the Bounty Hunter story.
1:43PM PST - James Ohlen: Progression is equally important to all other pillars, and many ways to progress. Tons of gear, crafting, etc. You need to earn these rewards.
1:49PM PST - James Ohlen: Cannot reveal additional races at this time.
1:50PM PST - James Ohlen: Not every class can play every race. Each class has a selection of races to choose from.
1:52PM PST - Panel ends.

"Tank LF Light Side Group For Hutt Palace!"


Title: Re: SWTOR
Post by: Stabs on July 23, 2010, 08:21:07 PM
You need to earn these rewards.

I wonder if "earn" in this context means simply "be logged in a lot" or whether there is some implied difficulty.


Title: Re: SWTOR
Post by: Malakili on July 23, 2010, 08:26:15 PM
You need to earn these rewards.

I wonder if "earn" in this context means simply "be logged in a lot" or whether there is some implied difficulty.

Probably in the same way you "earn" badges in WoW.


Title: Re: SWTOR
Post by: Stabs on July 24, 2010, 04:03:35 AM
WoW was really quite hard at launch and instances generally needed everyone to play reasonably well and/or think outside the box. I can remember 4 hour Wailing Caverns run where this didn't happen.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 24, 2010, 08:57:12 AM
WoW was really quite hard at launch and instances generally needed everyone to play reasonably well and/or think outside the box. I can remember 4 hour Wailing Caverns run where this didn't happen.

Yeah, no game needs that, ever.  It's nice to be nostalgic and all but if there's any dungeon where I'm there through 4 hours of repeated wipes for a mere chance at a halfway decent reward, count me out.


Title: Re: SWTOR
Post by: Draegan on July 24, 2010, 10:35:14 AM
I don't mind difficult dungeons that take coordination and planning, or good playing/out of the box thinking.  However a 4 hour dungeon is a bit much.  My favorite WOW dungeon is still BRD.


Title: Re: SWTOR
Post by: Malakili on July 24, 2010, 10:42:30 AM
However a 4 hour dungeon is a bit much.  My favorite WOW dungeon is still BRD.

 :awesome_for_real:

Seriously BRD was awesome, but these two sentences in a row are hilarious.


Title: Re: SWTOR
Post by: Musashi on July 24, 2010, 11:06:09 AM
There's a big difference between difficulty and mind-numbing tedium because of excessive trash.  People wiped in vanilla WoW instances not because they were really difficult, but because they were trying to cut corners to get through the trash faster.  It's a balancing act to please the people who enjoy 'a good dungeon crawl' and people who'd rather just get to the good parts.  That balancing act is sometimes referred to as 'getting the pacing right.'  What it means is:  How much trash should there be?

For some people it's about the journey.  When they get there, they want to feel like they've earned it.  It's cool.  I get it.  But I just don't think you're serving anyone when you're trying to make a game for both types of people.  You end up boning them both.  That's why every time some EQ-esque aspect of WoW gets gutted in favor of streamlined gameplay, there's a collective "Wah" from the people(?) who enjoy that kind of stuff.


Title: Re: SWTOR
Post by: Malakili on July 24, 2010, 11:43:25 AM
There's a big difference between difficulty and mind-numbing tedium because of excessive trash.  People wiped in vanilla WoW instances not because they were really difficult, but because they were trying to cut corners to get through the trash faster.  It's a balancing act to please the people who enjoy 'a good dungeon crawl' and people who'd rather just get to the good parts.  That balancing act is sometimes referred to as 'getting the pacing right.'  What it means is:  How much trash should there be?

For some people it's about the journey.  When they get there, they want to feel like they've earned it.  It's cool.  I get it.  But I just don't think you're serving anyone when you're trying to make a game for both types of people.  You end up boning them both.  That's why every time some EQ-esque aspect of WoW gets gutted in favor of streamlined gameplay, there's a collective "Wah" from the people(?) who enjoy that kind of stuff.

To me (in WoW at least, setting aside previous games), the thing that makes BRD awesome is you can sort of see is as the evil counterpart to Ironforge.  It just FELT neat to be in that dungeon.  It was less dungeon and more "place."   When you do a dungeon in WoW now its blatantly obvious that it was designed as a dungeon first, and place second.  Thats great for the kind of game wow has become, but it does mean most of the 5man dungeons at least are never going to feel as epic as a few of the old ones.


Title: Re: SWTOR
Post by: Draegan on July 24, 2010, 12:49:03 PM
However a 4 hour dungeon is a bit much.  My favorite WOW dungeon is still BRD.

 :awesome_for_real:

Seriously BRD was awesome, but these two sentences in a row are hilarious.

You would pug full clears of brd?

I always would group up for specific parts.


Title: Re: SWTOR
Post by: Ratman_tf on July 24, 2010, 12:51:03 PM
There's a big difference between difficulty and mind-numbing tedium because of excessive trash.  People wiped in vanilla WoW instances not because they were really difficult, but because they were trying to cut corners to get through the trash faster.  It's a balancing act to please the people who enjoy 'a good dungeon crawl' and people who'd rather just get to the good parts.  That balancing act is sometimes referred to as 'getting the pacing right.'  What it means is:  How much trash should there be?

For some people it's about the journey.  When they get there, they want to feel like they've earned it.  It's cool.  I get it.  But I just don't think you're serving anyone when you're trying to make a game for both types of people.  You end up boning them both.  That's why every time some EQ-esque aspect of WoW gets gutted in favor of streamlined gameplay, there's a collective "Wah" from the people(?) who enjoy that kind of stuff.

To me (in WoW at least, setting aside previous games), the thing that makes BRD awesome is you can sort of see is as the evil counterpart to Ironforge.  It just FELT neat to be in that dungeon.  It was less dungeon and more "place."   When you do a dungeon in WoW now its blatantly obvious that it was designed as a dungeon first, and place second.  Thats great for the kind of game wow has become, but it does mean most of the 5man dungeons at least are never going to feel as epic as a few of the old ones.

We're spoon fed our fun now. There's got to be some middle ground between cockpunch and moron mode.


Title: Re: SWTOR
Post by: DLRiley on July 24, 2010, 01:55:04 PM
We're spoon fed our fun now.

We've been spooned fed fun since super mario, don't know why this is necessarily a problem.


Title: Re: SWTOR
Post by: Malakili on July 24, 2010, 01:57:40 PM
However a 4 hour dungeon is a bit much.  My favorite WOW dungeon is still BRD.

 :awesome_for_real:

Seriously BRD was awesome, but these two sentences in a row are hilarious.

You would pug full clears of brd?

I always would group up for specific parts.

Of course I wouldn't but thats kind of the point.


Title: Re: SWTOR
Post by: Surlyboi on July 24, 2010, 04:06:56 PM
We're spoon fed our fun now.

We've been spooned fed fun since super mario, don't know why this is necessarily a problem.

Because, for a brief, shining moment there, we weren't.


Title: Re: SWTOR
Post by: Kageru on July 24, 2010, 06:24:39 PM

The heroic instances in WoW which can be quite challenging, with quite high gear requirements and raid-boss style interaction. It's actually eminently possible to wipe on them. Though they tend to be trivialized by guild groups with 25man raid gear but not much can be done about that.


Title: Re: SWTOR
Post by: Rendakor on July 24, 2010, 07:10:34 PM
The other big change with the WoW heroics is that instead of making them incredibly long, they split most of them into a few wings. The ICC ones for example follow a linear progression that COULD have been one zone. It's just more convenient to break the zone up into smaller chunks. This design started with SM, got really popular in BC and persisted through WotLK.


Title: Re: SWTOR
Post by: Shatter on July 24, 2010, 08:04:43 PM
My favorite boss in WOW was onyxia because you only had 4 trash mobs :P


Title: Re: SWTOR
Post by: Lakov_Sanite on July 25, 2010, 02:04:45 PM
Think about it, close your eyes and think(after you read this)

You log into swtor at 7pm after dinner, say hello to your friends/guildies whatever maybe 10min. Check your things, repair what have you and decide to look for a group. Now depending on your class this could take some time but as in most games lets go with a conservative 20min. Alright so you're in a group, now lets assume you can just warp to the dungeon and it doesnt take the group 30min to all get there(it very well could)  Things go well, a wipe once maybe twice and by the time you're done it's between 11:30pm and 12:30pm and you realize you've done one thing all night, that dungeon.

Congratulations, you just did a 5player raid...welcome to catassing.


Title: Re: SWTOR
Post by: eldaec on July 25, 2010, 02:12:23 PM
I'd be shocked if they aren't aiming for something like 30 minutes for a typical instance.

See also: Guild Wars. City of Heroes. Bioware Edmonton games, etc


Title: Re: SWTOR
Post by: UnSub on July 25, 2010, 06:18:16 PM
CoH/V's dedicated group content (TFs / SFs) started out at 4 hours long, but more recent additions are in the 1 - 2 hour basket with the shortest typically lasting 30 minutes (the speed Katie, which can be run in under 17 minutes with the right group of players).

Looking at BioWare's other titles, non-story events typically last 15 - 20 minutes from when you start them, while story events / missions last an hour or two (although usually padded with some kind of travel).


Title: Re: SWTOR
Post by: Sky on July 26, 2010, 06:55:11 AM
We've been spooned fed fun since super mario, don't know why this is necessarily a problem.

Because, for a brief, shining moment there, we weren't.
I'm pretty sure it was the rampant ass rape.


Title: Re: SWTOR
Post by: Bunk on July 26, 2010, 07:01:16 AM


Looking at BioWare's other titles, non-story events typically last 15 - 20 minutes from when you start them, while story events / missions last an hour or two (although usually padded with some kind of travel).

*cough* Circle Tower/the Fade *cough*

It's scary when it feels neccessary for modders to create mods designed to skip entire sections of a single player rpg.


Title: Re: SWTOR
Post by: Surlyboi on July 26, 2010, 11:33:30 AM
Meh, I did both in about half an hour.


Title: Re: SWTOR
Post by: Sjofn on July 26, 2010, 04:10:02 PM


Looking at BioWare's other titles, non-story events typically last 15 - 20 minutes from when you start them, while story events / missions last an hour or two (although usually padded with some kind of travel).

*cough* Circle Tower/the Fade *cough*

It's scary when it feels neccessary for modders to create mods designed to skip entire sections of a single player rpg.

I'm pretty impatient with that sort of thing and I still did it three times before I installed that mod, so how bad could it have really been REALLY.  :oh_i_see:

I quit playing KotOR 1 during the water planet though.


Title: Re: SWTOR
Post by: eldaec on July 26, 2010, 04:40:47 PM
The fade might well have felt like about five hours, but it actually took less than one.


Title: Re: SWTOR
Post by: Sjofn on July 26, 2010, 05:25:59 PM
A better example would probably be the Orzammar section of Dragon Age. That shit takes foreeeeeeeeeveeeeeeeeeeeeeeeer. The Deep Roads alone feel like a million years, and that's ignoring all the hoops you have to jump through to even get to that point.


Title: Re: SWTOR
Post by: Paelos on July 27, 2010, 07:17:20 AM
The Deep Roads is without a doubt my least favorite part of the game. The whole Dwarf section just keeps going on and on and on until you want to stab them all in the head for not being able to just GIVE ME MY TROOPS!

First, you have to pick a dude's quest, then you fight five fights in the arenas, then you have to go back, then you have to go into Dust Town, then you have to go into the long Cartel dungeon to fight Jarvia, then you have to go back, then you have to go into the Deep Roads with a drunk, then you have to fight your way across to a doorway, then you have to fight your way through Ortan Thaig, then you have to fight your way across the Dead Trenches, then you have to kill the Broodmother boss, then you have to go to the Anvil section, then you have to fight 4 waves of spawns, then you have to get past the three seperate trap rooms, then you have decide which boss you are going to kill, then you get a crown, then you have to go back and crown somebody, then you have to kill Bhelin.

Exhausting.


Title: Re: SWTOR
Post by: Malakili on July 27, 2010, 08:04:32 AM
The Deep Roads is without a doubt my least favorite part of the game. The whole Dwarf section just keeps going on and on and on until you want to stab them all in the head for not being able to just GIVE ME MY TROOPS!


This was actually the part of the game that finally did me in.  After about the third person who was like "Sure, I'll help the person so that they'll help the other person, so that the other person will help you" I said, fuck this, quit, and uninstalled.  Its a shame too because it wasn't bad up until that point really.



Title: Re: SWTOR
Post by: Sjofn on July 27, 2010, 11:44:41 AM
The Deep Roads is without a doubt my least favorite part of the game. The whole Dwarf section just keeps going on and on and on until you want to stab them all in the head for not being able to just GIVE ME MY TROOPS!

First, you have to pick a dude's quest, then you fight five fights in the arenas, then you have to go back, then you have to go into Dust Town, then you have to go into the long Cartel dungeon to fight Jarvia, then you have to go back, then you have to go into the Deep Roads with a drunk, then you have to fight your way across to a doorway, then you have to fight your way through Ortan Thaig, then you have to fight your way across the Dead Trenches, then you have to kill the Broodmother boss, then you have to go to the Anvil section, then you have to fight 4 waves of spawns, then you have to get past the three seperate trap rooms, then you have decide which boss you are going to kill, then you get a crown, then you have to go back and crown somebody, then you have to kill Bhelin.

Exhausting.

Your second and last things only apply to picking Harrowmont! If you pick Bhelen (I am sure I spelled that wrong, every variation I tried looked wrong  :uhrr: ) you have to go into the Deep Roads (whee!) instead of doing the Proving to go tell some guy Harrowmont is a cockmonger, and if you crown Bhelen, Harrowmont just submits like the giant pussy he is.

O M G SPOILERS


Title: Re: SWTOR
Post by: Paelos on July 27, 2010, 12:34:27 PM
If you pick Bhelen you are a bad person, and I hope your character gets herpes.


Title: Re: SWTOR
Post by: Reg on July 27, 2010, 12:39:52 PM
Picking Bhelen for king is much better for the casteless if you care about that.


Title: Re: SWTOR
Post by: Lantyssa on July 27, 2010, 01:17:04 PM
Your choice sucks either way.  And you have to do a lot of leg work for two people you never get much information on and who aren't very enticing with what you do know.  If you're a dwarf, making the choice is even more painful.


Title: Re: SWTOR
Post by: Draegan on July 27, 2010, 01:26:56 PM
The dwarf part was terrible.  I lost interest at that point and somehow never went back to playing.


Title: Re: SWTOR
Post by: Sjofn on July 27, 2010, 01:38:28 PM
If you pick Bhelen you are a bad person, and I hope your character gets herpes.

Harrowmont is a weak-ass weakling. Even one of my dwarf nobles, who had EVERY REASON IN THE WORLD to tell Bhelen to go fuck himself, picked Bhelen, because Harrowmont is useless. Reg is right, though, casteless dwarves have a really, really good reason to pick Bhelen.

I'm not sure why you thought that section was worse as a dwarf, Lantyssa, going through as a dwarf was like the only time I completely enjoyed that part. Is it because you can't elect yourself? I think your noble, at least, knows just grabbing the throne like that would end in you getting your ass assassinated in record time.

EDIT: I am glad to see my "Orzammar is a better example of drawn out poop" statement being reinforced though!  :grin:


Title: Re: SWTOR
Post by: Paelos on July 27, 2010, 02:07:45 PM
The key for me was to go into the Dwarf part early, like right after the Mage Tower. That way the mobs didn't pull as much annoying BS due to scaling. I think I went from level 6 to level 13 in that span alone.


Title: Re: SWTOR
Post by: AutomaticZen on July 27, 2010, 02:11:41 PM
Orzammar was longer and more drawn out, but the Mage Tower had MAGIC USERS BEHIND DOORS!

Shittiest thing ever.  Open door, die, repeat.


Title: Re: SWTOR
Post by: Malakili on July 27, 2010, 02:14:26 PM
Orzammar was longer and more drawn out, but the Mage Tower had MAGIC USERS BEHIND DOORS!

Shittiest thing ever.  Open door, die, repeat.

Its not so bad when you have 2 mages in your own party  :drill:


Title: Re: SWTOR
Post by: Sjofn on July 27, 2010, 02:18:16 PM
The key for me was to go into the Dwarf part early, like right after the Mage Tower. That way the mobs didn't pull as much annoying BS due to scaling. I think I went from level 6 to level 13 in that span alone.

Yeah I usually do it first or second. Second is probably better, just because of bagspace, although you get a million levels in there if you do it first. Plus Oghren's fade dream is totally sad!


Title: Re: SWTOR
Post by: Lantyssa on July 27, 2010, 04:22:55 PM
I'm not sure why you thought that section was worse as a dwarf, Lantyssa, going through as a dwarf was like the only time I completely enjoyed that part. Is it because you can't elect yourself? I think your noble, at least, knows just grabbing the throne like that would end in you getting your ass assassinated in record time.
Because Harrowmont was a weakling undeserving of being king (and agreed with exiling me without a trial), and Bhelen I couldn't run through with my sword when he had that altercation right in front of me.  Then I HAD to run errands for one or both.  And I was just way too upset at Bhelen to forgive him.

I did notice with a quick-save that Bhelen reinstates you to the house if you select him, which is kind of an extra kick in the guts.  But nowhere through any of it can you prove your innocence, even if stupid dwarven rules say you can't come back.  It just annoyed me no matter what I chose.


Title: Re: SWTOR
Post by: Merusk on July 27, 2010, 04:33:30 PM
Agreed there.  I picked Harrow just to fuck the dwarves.  "Fuck you all, boot my ass out, don't let me prove my innocence AND have the gall to want me to make my accuser king?  Burn in hell and die in an early grave like me and my darkspawn curse."


Title: Re: SWTOR
Post by: Sjofn on July 27, 2010, 06:10:32 PM
The time I sided with Bhelen as a dwarf noble I looked at it more like "Oh, you magnificent bastard, well DONE." Plus Zevran was all "Harrowmont is a pussy, don't pick that asshole." The time I did NOT side with Bhelen as a dwarf noble, I looked at it sort of like how Merusk did. "You bitches are going to get EXACTLY WHAT YOU DESERVE. PS: Fuck you, Bhelen!"


Title: Re: SWTOR
Post by: Lakov_Sanite on July 28, 2010, 01:48:54 PM
There really should have been a pick no side, kill deep roads guards, aggro all of ozrammar option.  I'd have done it every single time.


Title: Re: SWTOR
Post by: Paelos on July 28, 2010, 02:27:13 PM
1 - I choose Lord Harrowmont
2 - I choose Prince Behelen
3 - <Piss on the crown, and let the head chopping begin>


Title: Re: SWTOR
Post by: Ingmar on July 28, 2010, 02:45:52 PM
Given that it isn't a sandbox game, offering a choice like that doesn't really make any sense in the story logic. Your goal is 'get dwarves to help you fight', murdering them all would probably logically lead to *all* your allies abandoning you and would be something of an automatic lose condition.

Now, I can see the argument for games to put in more "wrong" choices that lead to actual Game Over screens, certainly older RPGs did that, but I have a feeling that the majority of the audience just gets mad when they can fail the game via conversation tree.


Title: Re: SWTOR
Post by: eldaec on July 28, 2010, 04:20:12 PM
Playing as a dwarf, kill everyone, and either take throne or install communist junta could be written in easily enough.


Title: Re: SWTOR
Post by: Typhon on July 28, 2010, 06:06:49 PM
What game are y'all talking about? (I walked back through the thread and seems like Dragon Age, but I'm not sure)


Title: Re: SWTOR
Post by: Draegan on July 28, 2010, 07:03:37 PM
Yes, it's DA.


Title: Re: SWTOR
Post by: Paelos on July 28, 2010, 08:01:52 PM
What game are y'all talking about? (I walked back through the thread and seems like Dragon Age, but I'm not sure)

SWTOR gives us nothing so we got bored and started to ramble.


Title: Re: SWTOR
Post by: Reg on July 28, 2010, 11:24:41 PM
Our plan is to provide spoilers for games having nothing to do with SWTOR just for fun.


Title: Re: SWTOR
Post by: Lucas on July 30, 2010, 09:24:10 AM
With today's update, another planet (fourteen and counting, now) is unveiled, Nar Shaddaa:

http://www.swtor.com/info/holonet/planets/nar-shaddaa



Title: Re: SWTOR
Post by: Sky on July 30, 2010, 10:35:00 AM
Looks cool. I was pretty sure they'd include it once they announced Bounty Hunters, but I guess it could've been a Mandalorian planet instead.

WAIT! I mean - holy fuck does that look like shit. I can't believe they're pooping out that kind of garbage that's not WoW and why don't they have open pvp with full looting, fukc.


Title: Re: SWTOR
Post by: LK on July 30, 2010, 10:40:07 AM
Looks like someone copied the Citadel into Star Wars.


Title: Re: SWTOR
Post by: Ingmar on July 30, 2010, 11:51:15 AM
More like the other way around. Nar Shaddaa was in KOTOR2 and had basically the same 'style' although they weren't really able to go as nuts with all the billboards and such back then.


Title: Re: SWTOR
Post by: eldaec on July 30, 2010, 03:15:40 PM
Yes, cities covering an entire celestial object, be it a planet, moon, or enormous space station provided by mysterious aliens, are an entirely new sci-fi concept and it makes a great deal of sense to debate whether Star Wars EU or Mass Effect thought of it first.


Title: Re: SWTOR
Post by: Goreschach on July 30, 2010, 03:44:26 PM
I don't know what you're talking about. The citadel actually looked like a nice place to visit. This just looks like a typical neon-and-dirt cyberpunk shithole.


Title: Re: SWTOR
Post by: Reg on July 30, 2010, 04:06:51 PM
Isaac Asimov is offended. And I'm not even sure if Trantor really was the first city-planet.


Title: Re: SWTOR
Post by: Ingmar on July 30, 2010, 04:07:09 PM
That's not really the point I was making but whatever.


Title: Re: SWTOR
Post by: LK on July 30, 2010, 04:08:55 PM
I didn't realize I was commenting on planet-wide cityscapes and not visual components of a futuristic, space sci-fi city.


Title: Re: SWTOR
Post by: Merusk on July 30, 2010, 05:36:40 PM
I don't know what you're talking about. The citadel actually looked like a nice place to visit. This just looks like a typical neon-and-dirt cyberpunk shithole.

It's supposed to. Nar Shadda IS a shithole.

The aesthetic reminds me a lot of the Nar Shadda from the Jedi Knight games, but on modern hardware.  I like it.


Title: Re: SWTOR
Post by: Lucas on August 06, 2010, 10:52:14 AM
Timeline update ("Mandalorian Wars"):

http://www.swtor.com/info/holonet/timeline

New playable species unveiled!:

http://www.swtor.com/news/news-article/20100806

We already knew about:

- Rattataki (Bounty Hunter)
- Chiss (Imperial Agent)
- Twi'lek (Smuggler)

In addition:

- Sith Pureblood (Sith Warriors)
- Miraluka (Jedi Knights)
- Mirialan (Jedi Consulars)
- Zabrak (Sith Inquisitors)

With more to come, it seems.




Title: Re: SWTOR
Post by: Kageru on August 06, 2010, 06:45:29 PM

Red human warrior, Human warrior with a hoodie, Green human healer, Red human mage with spikes.

I'm glad they're really expressing the originality contained in the Star Wars mythology. Not to mention why would a race that evolved on a planet with no light waves *have* vestigial eyes?


Title: Re: SWTOR
Post by: Sjofn on August 06, 2010, 06:57:44 PM
That creepy chick in KotOR 2 was one of those, wasn't she?


Title: Re: SWTOR
Post by: Malakili on August 06, 2010, 07:13:25 PM

Red human warrior, Human warrior with a hoodie, Green human healer, Red human mage with spikes.

I'm glad they're really expressing the originality contained in the Star Wars mythology.

They burned all their budget on that last cinematic with the girl blocking the lightsaber with her hand.  They had to hire the south park guys to do this one.


Title: Re: SWTOR
Post by: Lantyssa on August 06, 2010, 10:35:48 PM
That creepy chick in KotOR 2 was one of those, wasn't she?
Yes.  The chick who was the last of her species because Darth Nihlus ate her planet.

I'm pretty sure the pureblood Sith are supposed to be long extinct, too.


Title: Re: SWTOR
Post by: LK on August 07, 2010, 01:34:32 AM
So Sith is genetic now?  :oh_i_see:

My genetic profile has me predisposed to choke a bitch.


Title: Re: SWTOR
Post by: Ratman_tf on August 07, 2010, 02:12:51 AM
So Sith is genetic now?  :oh_i_see:

My genetic profile has me predisposed to choke a bitch.

According to the EU, the Sith were first a race. That race died out (I think) but their philosophy lived on.

It came from belaboring the title "Lord of the Sith" in one of the original scripts. Because there's nothing cool or interesting about Star Wars that the EU can't beat with a stupid stick.


Title: Re: SWTOR
Post by: Koyasha on August 07, 2010, 05:39:02 AM
It sounds as though the races are going to be restricted by class.  I suppose that makes sense to minimize the number of different voice tracks they need to record, but since I hadn't really considered that before it's kind of disappointing to learn about now.


Title: Re: SWTOR
Post by: Lantyssa on August 07, 2010, 07:33:33 AM
They'll all be near humans anyway.  Human + 1 different race for every class isn't that exciting.  Of course I'm of the opinion there should be dozens of race options in a Star Wars game, so they're obviously never going to cater to me.


Title: Re: SWTOR
Post by: ghost on August 07, 2010, 07:36:42 AM
They should have a character creation process that is good enough to allow you to essentially create any race.  They should talk to Cryptic, something they actually did well. 


Title: Re: SWTOR
Post by: UnSub on August 07, 2010, 09:19:10 PM
Full VO causes problems with character customisation - they can easily record dialogue that makes no sense for a player-created character, as well as allowing voice options for truly 'alien' characters.


Title: Re: SWTOR
Post by: Pagz on August 07, 2010, 11:50:07 PM
Wow... that's incredibly disappointing.

They do say that they're releasing more races, however the fact that they're tied to a class really bothers me for some reason, probably because it didn't even occur to me that they'd do this. This is something where if it is a VO decision to restrict races, then I'd rather the main character not have a voice at all, like in dragon age, then have a whole bunch of people who look awfully similar and are restricted to like four voices anyway.

I can't wait for the scene where I'm talking to someone with the same voice and race as me but with a different hair colour.


Title: Re: SWTOR
Post by: Triforcer on August 08, 2010, 04:50:23 AM
Wow... that's incredibly disappointing.

They do say that they're releasing more races, however the fact that they're tied to a class really bothers me for some reason, probably because it didn't even occur to me that they'd do this.
[/quote

Er- really?  From the moment they announced full VO, it was incredibly obvious they'd do this.


Title: Re: SWTOR
Post by: Malakili on August 08, 2010, 06:20:01 AM
Wow... that's incredibly disappointing.

They do say that they're releasing more races, however the fact that they're tied to a class really bothers me for some reason, probably because it didn't even occur to me that they'd do this.

Er- really?  From the moment they announced full VO, it was incredibly obvious they'd do this.

Yeah, one of my main criticisms has in fact been that I think pretty much every character of a given class is going to be the same more or less.  This is just one example of that.  I mean, that doesn't mean the game is going to PLAY badly, but add enough features that just "feel" bad and it doesn't matter how well it plays to me.


Title: Re: SWTOR
Post by: Merusk on August 08, 2010, 06:24:29 AM
So all classes are Human/ One race?  I understand why, but figured it was going to be at least 3 races for one class.

SWTOR - the only game where you have to be human to be different. 


Title: Re: SWTOR
Post by: SnakeCharmer on August 08, 2010, 08:39:31 AM
Where did you see that?


Title: Re: SWTOR
Post by: Malakili on August 08, 2010, 08:47:36 AM
So all classes are Human/ One race?  I understand why, but figured it was going to be at least 3 races for one class.

SWTOR - the only game where you have to be human to be different. 

I'm not sure if it works exactly like that, but it does seem like certain races can only choose certain classes.  This actually isn't different from WoW in principle (don't see any gnome priests, for example).  However, I think people expect it to be more limited in SWTOR than in WoW, but I personally haven't been keeping up closely enough to know exactly how its going to work.  It does of course stand to reason that VO would effect this.  Of course, everyone will probably just have the same voice anyway, and if you just let everyone speak common or standard, or whatever they call it in starwars, it shouldn't really matter now that I think about it.


Title: Re: SWTOR
Post by: Merusk on August 08, 2010, 09:11:44 AM
From the way people are grousing about it, it certainly seems that way.  If it's simply "Twi'leks can't be Infiltrators and Sith can't be Jedi Counselors" I fail to see the nerdrage.

The reason it would matter for VOs is they apparently they want each race to have a unique voice, rather than going with "pick one of 4 voices" like other Bioware games.  Getting 6-8 VAs to do voices for all 8 class story lines would be prohibitively expensive in terms of money and storage space for the audio files. 


Title: Re: SWTOR
Post by: caladein on August 08, 2010, 09:17:52 AM
The annoyance for me comes from: as a Sith Inquisitor my character creation options will be centered on "Hair or Horns?".


Title: Re: SWTOR
Post by: Koyasha on August 08, 2010, 10:35:29 AM
From the way people are grousing about it, it certainly seems that way.  If it's simply "Twi'leks can't be Infiltrators and Sith can't be Jedi Counselors" I fail to see the nerdrage.
I think the setting would be part of this.  Consider that in Star Wars it's pretty well established that the setting is more...logical, you might say, as to who can be what - anyone can be anything if that's what they do.  It's well known that Jedi and Sith can be of any species in the galaxy, for instance.  Our AD&D instincts where classes are limited by your race don't kick in automatically because it's a different setting, so if we hadn't taken the time to think about the limitations, we kind of expected there to be none.


Title: Re: SWTOR
Post by: Evil Elvis on August 08, 2010, 11:17:20 AM
I haven't been paying attention.  Are there class trees, à la WoW?  Can I spec high-ground?


Title: Re: SWTOR
Post by: Stabs on August 08, 2010, 11:43:30 AM
There's a sci fi trope/convenient short-cut that goes right back to the pulp writers of the '20s that aliens are basically humans with minor cosmetic adjustments. Edgar Rice Burroughs and the others were basically writing hero goes to jungle, rescues princess from spear-chucking savages, fiction using Mars as a more exotic locale than the standard Africa.

This has persisted in sci fi and to some extent become more prevalent as the genre has migrated to more visual media than books. Occasional attempts to buck this trope are usually simply Lovecraftian. There's very little science fiction that presents a biodiversity like that of the Amazon Basin.

In Star Wars aliens are all people with face paint or muppets. (At least until Jar Jar Binks although he's arguably a cgi muppet).

Bioware presumably felt their story would lack gravitas if they allowed player character muppets. "Hi I'm Darth Proboscis, dark lord of the Sith and furry blue elephant-person". You can see why.

So everyone is playing characters which follow the humans with face paint trope. That's why people are perhaps a bit annoyed, feel a bit constrained. It's the price of playing in the theme park.


Title: Re: SWTOR
Post by: Ratman_tf on August 08, 2010, 12:10:50 PM
In Star Wars aliens are all people with face paint or muppets. (At least until Jar Jar Binks although he's arguably a cgi muppet).

What's the alternative? Every Single Alien in fiction is, whether we like it or not, constrained by human imagination and the restrictions of the medium.

Not to mention we're talking about Star Wars here. Hard Sci-Fi it ain't.


Title: Re: SWTOR
Post by: Stabs on August 08, 2010, 12:18:47 PM
There are a number of alternatives, for example Cherryh's catechism approach:

Quote
"She has described the process she uses to create alien societies for her fiction as being akin to asking a series of questions, and letting the answers to these questions dictate various parameters of the alien culture. In her view, "culture is how biology responds to its environment  and makes its living conditions better." Some of the issues she considers critical to consider in detailing an intelligent alien race include:[6]

    * The physical environment in which the species lives
    * The location and nature of the race's dwellings, including the spatial relationships between those dwellings
    * The species' diet, method(s) of obtaining and consuming food, and cultural practices regarding the preparation of meals and eating (if any)
    * Processes which the aliens use to share knowledge
    * Customs and ideas regarding death, dying, the treatment of the race's dead, and the afterlife (if any)
    * Metaphysical issues related to self-definition and the aliens' concept of the universe they inhabit"

http://en.wikipedia.org/wiki/C._J._Cherryh#World_building

I'm not advocating that for Star Wars which deliberately used simplistic aliens because it was largely aimed at children. I'm simply pointing out that attempting to pin a mature and sophisticated virtual world on an IP that started out as a children's film has limitations.


Title: Re: SWTOR
Post by: Rendakor on August 08, 2010, 12:19:54 PM
Stabs, the big complaint about SWTOR isn't that races in SW are generic; it's that it looks like each class can only be Human/One Specific Alien.


Title: Re: SWTOR
Post by: Lantyssa on August 08, 2010, 02:01:08 PM
The reason it would matter for VOs is they apparently they want each race to have a unique voice, rather than going with "pick one of 4 voices" like other Bioware games.  Getting 6-8 VAs to do voices for all 8 class story lines would be prohibitively expensive in terms of money and storage space for the audio files. 
It's silly though.  If that's how they want it, give each class that voice actor and let us pick the species.  If they speak Basic, there is no reason they can't use the same voice.  The old KotOR games did it, with Twi'leks that spoke Basic instead of Ryl.  It'd also be nice if we had the option to be an alien that prefers to not speak Basic.  It's Star Wars.  Give the players the option in a friggin' Role-Playing Game.


Title: Re: SWTOR
Post by: SnakeCharmer on August 08, 2010, 02:13:13 PM
Give the players the option in a friggin' Role-Playing Game.

Bioware knows how you want to roleplay better than you do.


Title: Re: SWTOR
Post by: Velorath on August 08, 2010, 02:34:41 PM
The reason it would matter for VOs is they apparently they want each race to have a unique voice, rather than going with "pick one of 4 voices" like other Bioware games.  Getting 6-8 VAs to do voices for all 8 class story lines would be prohibitively expensive in terms of money and storage space for the audio files. 
It's silly though.  If that's how they want it, give each class that voice actor and let us pick the species.  If they speak Basic, there is no reason they can't use the same voice.  The old KotOR games did it, with Twi'leks that spoke Basic instead of Ryl.  It'd also be nice if we had the option to be an alien that prefers to not speak Basic.  It's Star Wars.  Give the players the option in a friggin' Role-Playing Game.

It works with some aliens better than others.  A Rodian that speaks basic probably isn't going to sound like a human.  I imagine that Wookies can't speak basic at all (although I imagine it wouldn't be too cost prohibitive to record some Wookie dialog).  I'd love to have some playable droids, but even they don't have human sounding voices when speaking basic.  They could get around that using R2-D2 style dialog, although I'm not sure I'd want to listen to that in every conversation.

I do find it kind of funny though that this is a big issue (although I completely understand why) considering the overwhelming majority of main characters in the Original Trilogy (and even the Prequels) were humans.  Chewie, the Droids, and Yoda were the only major non-humans I can think of.  The Prequels main addition in that respect was Jar Jar.  Hell, I can't even think of too many video games aside from SWG and I assume the Lego games, where your main character is anything other than human.


Title: Re: SWTOR
Post by: Merusk on August 08, 2010, 02:46:41 PM
The reason it would matter for VOs is they apparently they want each race to have a unique voice, rather than going with "pick one of 4 voices" like other Bioware games.  Getting 6-8 VAs to do voices for all 8 class story lines would be prohibitively expensive in terms of money and storage space for the audio files. 
It's silly though.  If that's how they want it, give each class that voice actor and let us pick the species.  If they speak Basic, there is no reason they can't use the same voice.  The old KotOR games did it, with Twi'leks that spoke Basic instead of Ryl.  It'd also be nice if we had the option to be an alien that prefers to not speak Basic.  It's Star Wars.  Give the players the option in a friggin' Role-Playing Game.

The problem there is still the same, though.  You have to have 3-4 choices between each race or else some simply won't get played because the only choice is nasally, piss poor or just plain doesn't appeal to the demographic. 

Really, the option for voices keeps running up against the "this was a bad decision" wall.  It wasn't a good decision to start with and they're going to put a lot of effort into something that isn't making those who are supposed to be advocates very happy.

As for limited options.. it's a CRPG game, not a world.  The Star Wars "World" was tried and failed.  Miserably. Sorry.


Title: Re: SWTOR
Post by: Lucas on August 08, 2010, 03:03:11 PM
Hey meatbags,

so, official forums are a bit on fire right now because german website Online Welten released some new info on Space combat in TOR, taken from another german magazine, PC Action (while we are waiting for the big article coming out August 17th on PC Gamer).

Here is a recap from Massively (with a link to the original article in german and a google translated version. Also a couple of VERY small screenshots):

http://www.massively.com/2010/08/08/rumor-the-old-republic-space-combat-on-rails/

Here is a better translation:

http://www.swtor.com/community/showthread.php?t=182490

Official thread on the forums with a small clarification from Sean Dahlberg:
http://www.swtor.com/community/showthread.php?t=182698


Hmm, "railroad" experience; well, I really didn't expect much at least at the beginning. Like I said in another post, they can always add more complex systems later. Also, ground and space being two very distinctive styles, we may not get any nerd rage such as "why should I get punished if I don't get involved in the space aspect of the game" and so on...





Title: Re: SWTOR
Post by: SnakeCharmer on August 08, 2010, 03:14:32 PM
Eh, about what I expected (KOTOR turretish), but not what I hoped for (JTLish), especially considering how little the movies and books (that I read, anyway) actually focused entirely on space combat.  It's a seasoning, but not the meat itself.  But a good bit of the nerdsperg could have been avoided several weeks ago by being a bit more forthright about it rather than grandly announcing it and then saying 'we can't talk about it yet teehee!'.  I guess what they're describing in that article is space combat...


Title: Re: SWTOR
Post by: Koyasha on August 08, 2010, 03:15:21 PM
Really, the option for voices keeps running up against the "this was a bad decision" wall.  It wasn't a good decision to start with and they're going to put a lot of effort into something that isn't making those who are supposed to be advocates very happy.
That's exactly what I meant when I initially said I thought the fully voiced thing was a bad idea, way back.  Interestingly, while I am excited and interested in this game, the main things that I have a problem with all seem to stem from the whole voicing the main character.  Pretty much everything I have heard that I do not like about SWTOR is in some way related, or at least appears to be related, from my perspective, to the decision to voice the player character.


Title: Re: SWTOR
Post by: Lucas on August 08, 2010, 03:40:15 PM
Eh, about what I expected (KOTOR turretish), but not what I hoped for (JTLish), especially considering how little the movies and books (that I read, anyway) actually focused entirely on space combat.  It's a seasoning, but not the meat itself.  But a good bit of the nerdsperg could have been avoided several weeks ago by being a bit more forthright about it rather than grandly announcing it and then saying 'we can't talk about it yet teehee!'.  I guess what they're describing in that article is space combat...

Yes, being as straightforward as possible would be ideal in this case (well, probably it's always the best scenario, but hey...:P). If they make clear that "space" for now is:

- arcade style with very small scenarios that last from 20 minutes to one hour (and it seems the upcoming PC Action article will state just that) ;
- varied but still limited kind of scenarios (see above) ;
- At release, space mission rewards will be only badges/achievements you will show on your ship and/or on your TOR Armory (or whatever) and won't influence the progression of the "ground experience" (including possible combat bonus when in groups etc.) in any way ;
- In the following months (meaning, from release and onward), they keep us updated on possibly more in-depth systems they would like to add to the space experience;

That would be good enough. At least to avoid the feeling you often have with other MMOGs, when some systems seem to be endlessy abandoned (and not only because there are more pressing matters at hand) by the developers because they were added in a rush and then they didn't know what to do with them.


Title: Re: SWTOR
Post by: SnakeCharmer on August 08, 2010, 03:41:19 PM
I thought they described it as being an 'action snack' last less than 15 minutes?


Title: Re: SWTOR
Post by: Lucas on August 08, 2010, 03:53:33 PM
I thought they described it as being an 'action snack' last less than 15 minutes?

Yeah, something like that judging from the translation; different environments too, lasting 15-30 minutes.


Title: Re: SWTOR
Post by: UnSub on August 08, 2010, 06:50:08 PM
Give the players the option in a friggin' Role-Playing Game.

Bioware knows how you want to roleplay better than you do.

How much RP can you really do in other BioWare titles? Your options are usually "Jerk", "Neutral", "Boy Scout" and occasionally "Super Boy Scout" or "Ultra-Jerk".

BioWare railroads all their games - it's how their RP-style works. There is some degree of choice, but often the illusion of choice is actually much greater than in-game impact.


Title: Re: SWTOR
Post by: SnakeCharmer on August 08, 2010, 07:03:27 PM
How much RP can you really do in other BioWare titles? Your options are usually "Jerk", "Neutral", "Boy Scout" and occasionally "Super Boy Scout" or "Ultra-Jerk".

BioWare railroads all their games - it's how their RP-style works. There is some degree of choice, but often the illusion of choice is actually much greater than in-game impact.

Bioware Austin

All kidding aside though, that's kinda the point (RP) of an MMO (for some people).  Even if you don't engage in RP in it's most strict sense, I would hazard a guess that most people that play MMOs want to do so with their own personality being the driving force.  Maybe it's the fact that the voice over seems to put up a wall between me and my character; that it's not "me" but some idealized Bioware version of it.  That's got to sound really freaking stupid, because in a few other MMOs you're basically given two strict choices of how to respond/complete a mission or quest (kill the puppies and save the kittens or save the puppies and kill the kittens) and it didn't bother me.  Without the VO for my character, I'm left to my own internal dialogue as to the reasoning of my decision.  With the VO, I'm hearing Bioware's reasoning for it.  There's a disconnect that I can't work my head around.


Title: Re: SWTOR
Post by: Rendakor on August 08, 2010, 07:13:37 PM
I'm sure this point has been made already, but if the VOs are a huge turnoff, play the game with the sound off. Or even just the voices off, as I presume that will be an option. I know I generally game with other music playing in the background, and don't plan to change that habit just because they gave my character a voice.


Title: Re: SWTOR
Post by: Cadaverine on August 08, 2010, 09:36:23 PM
I'm sure this point has been made already, but if the VOs are a huge turnoff, play the game with the sound off. Or even just the voices off, as I presume that will be an option. I know I generally game with other music playing in the background, and don't plan to change that habit just because they gave my character a voice.

Which is probably what most people will be doing after the first week or so, anyway.  Which makes wasting all the money on the VO that much stupider.


Title: Re: SWTOR
Post by: rk47 on August 09, 2010, 05:31:53 AM
Narration for quest is not a bad thing. But agreed on character voice over, it really shows Bioware being new at this MMO stuff. I can't wait for their romance NPC quest for all the bio forum fanfic writers to jizz on. It will be epic.


Title: Re: SWTOR
Post by: Bunk on August 09, 2010, 06:48:47 AM
Everyone is going to have their own opinion on the voice over thing. Personally, my interest in the game went up significantly when I heard about it.

For me, I look at it like this: Unless a game is going to let me run my character anyway I see fit, saying anything I want - which is not going to happen - then I don't approach it like "this character is me". Instead, I see the PC as the main character in a story, and I am acting as their guide or compass.

With say Dragon Age, I found myself more heavily invested in what was happening with my party members than I was with my main character, because in conversations my character just stood there looking mildy retarded. In Mass Effect however, Sheppard was clearly the main character, and the one that I focused on. It was much easier to become invested in the character in ME.

I can see how it might be easier to pretend that your avatar "is you" when you are having to do your own internal dialog, but I honestly got more enjoyment out of the cinematic feel to having a fully voiced (and acted) main character.

All that being said, I will be mildy annoyed if I can't make a Twi'lek Sith.


Title: Re: SWTOR
Post by: Lucas on August 09, 2010, 07:51:10 AM
The PC Gamer article on Space has already been scanned (start from page 52 but they're not scanned in order):

http://s1018.photobucket.com/albums/af305/Imperialagent0110/SWTOR/

It's a mix of info (not really much) dropped by Lucasarts and speculation on PC Gamer's part; former is still VERY vague, while the latter being boxes guessing what feature will be at launch and implemented later, ships assigned to the classes beside the confirmed ones and the various kinds of scenarios we can expect.

- A little more details on the "railroad experience", trying to capture the feelings of the movies, feeling "heroic" etc. etc. ;

-  The Space area of the game is being developed over at Bioware Edmonton ;

- We also get the two "Advanced Specializations" for the Jedi Knight: Guardian and Sentinel (pretty much expected).


There you have it.




Title: Re: SWTOR
Post by: Koyasha on August 09, 2010, 11:11:57 AM
All that being said, I will be mildy annoyed if I can't make a Twi'lek Sith.
I think this is pretty much my feelings on the matter, overall.


Title: Re: SWTOR
Post by: Rendakor on August 09, 2010, 02:09:54 PM
Everyone is going to have their own opinion on the voice over thing. Personally, my interest in the game went up significantly when I heard about it.

For me, I look at it like this: Unless a game is going to let me run my character anyway I see fit, saying anything I want - which is not going to happen - then I don't approach it like "this character is me". Instead, I see the PC as the main character in a story, and I am acting as their guide or compass.

With say Dragon Age, I found myself more heavily invested in what was happening with my party members than I was with my main character, because in conversations my character just stood there looking mildy retarded. In Mass Effect however, Sheppard was clearly the main character, and the one that I focused on. It was much easier to become invested in the character in ME.

I can see how it might be easier to pretend that your avatar "is you" when you are having to do your own internal dialog, but I honestly got more enjoyment out of the cinematic feel to having a fully voiced (and acted) main character.

All that being said, I will be mildy annoyed if I can't make a Twi'lek Sith.
I take it the opposite way; I couldn't get into ME because I didn't feel like I was playing myself. DA (and Kotor) was much more compelling to me because I could get behind what my character was doing. But again, sound off with music playing in the background.


Title: Re: SWTOR
Post by: Malakili on August 09, 2010, 03:48:07 PM


For me, I look at it like this: Unless a game is going to let me run my character anyway I see fit, saying anything I want - which is not going to happen - then I don't approach it like "this character is me". Instead, I see the PC as the main character in a story, and I am acting as their guide or compass.


I think there is a 3rd option, which is basically that you are acting out a character that has had its general moviations, attributes, etc, set by a third party source.  Its not me, and I'm not a compass or guide, but rather I'm an actor playing a role in the vein of something like Best in Show (in which a sort of basic plot was written, but once whatever is supposed to happen in a scene is decided, the actors improv the actual scene). (Role Playing! OMG!) 

All of this is to say that voice over makes very little difference to me most of the time, and in some cases makes things feel like I being led by the nose, even when I have options.


Title: Re: SWTOR
Post by: Rendakor on August 09, 2010, 04:04:33 PM
Malakili, you quoted me but not what I said; that was Bunk.

However, I don't mind your 3rd option in non-RPGs; even in JRPGs where you're playing as Cloud or whatever it doesn't really bother me. But in most western RPGs (games by Bioware and Bethesda in particular) you're not playing as Cloud. You're playing as a hero of your own creation, typically with a large level of free choice.


Title: Re: SWTOR
Post by: Sjofn on August 09, 2010, 04:14:07 PM
I dunno about that being true for Bioware games. It's not universal for their games, anyway.


EDIT: Of course, I say this because I agree with you on the subject of Mass Effect (it's also why I never even tried Planescape: Torment  :grin:). It's also why I'm a little nose wrinkly over full voice in Dragon Age 2.


Title: Re: SWTOR
Post by: Ingmar on August 09, 2010, 04:33:28 PM
Malakili, you quoted me but not what I said; that was Bunk.

However, I don't mind your 3rd option in non-RPGs; even in JRPGs where you're playing as Cloud or whatever it doesn't really bother me. But in most western RPGs (games by Bioware and Bethesda in particular) you're not playing as Cloud. You're playing as a hero of your own creation, typically with a large level of free choice.

Hmm. While Bioware games do typically give you a lot of latitude in terms of *designing* your character - race, class, powers you pick, appearance, etc., they typically don't give you a lot of choice in terms of your background or your basic role in the story. You do get choices that affect the story, sometimes drastically, sometimes not, which obviously doesn't happen in JRPGs, but Bioware games and their ilk are typically far from the sandboxy experience it seems like you're describing to me - Bethesda is a better call probably, if only because the actual plot of their games is so much less emphasized.

Plus Planescape: Torment (yes I know not Bioware) is basically the best game ever and it totally used the Shepherd model.


Title: Re: SWTOR
Post by: Count Nerfedalot on August 09, 2010, 04:41:30 PM
Really, the option for voices keeps running up against the "this was a bad decision" wall.  It wasn't a good decision to start with and they're going to put a lot of effort into something that isn't making those who are supposed to be advocates very happy.
That's exactly what I meant when I initially said I thought the fully voiced thing was a bad idea, way back.  Interestingly, while I am excited and interested in this game, the main things that I have a problem with all seem to stem from the whole voicing the main character.  Pretty much everything I have heard that I do not like about SWTOR is in some way related, or at least appears to be related, from my perspective, to the decision to voice the player character.

Voice-overs are a waste of time, money and effort and are at best a break-even on cost vs value added.  So why are they running with it?  Marketing.

Strangely enough, this is pretty much mandatory for any new Star Wars production, ever since the first sequel (EP V).  Marketing/licensing comes up with a new angle to hype and it ends up driving the entire production.  In Episode V, it was action figures.  In Episode VI it was targeting the kiddie market with cute cuddly Ewoks (PLUS action figures).  In Episode I it was creating "thrilling movie experiences" like the submarine ride that could be re-created in theme-park rides (PLUS target kids with the child character centerpiece and silly Jar-jar PLUS action figures).  I stopped paying attention to the movies after that, although I think selling light sabre toys played heavily in defining the production of Ep II (PLUS theme-park rides and kids and action figures). 

In SWG Raph snookered them by adopting their own marketing buzzwords and selling whoever came up with the "You're in our world now!" theme on the idea of implementing a worldy SW MMO. 

I haven't seen enough of the cartoon series to have a clue what marketing angle it was built on, but I bet it tied in very closely to something associated with cartoon merchandising.

In SWTOR, the buzzword of the day was voiceovers.  If they'd been finalizing the primary design bullet points last winter it would have been 3D.


Title: Re: SWTOR
Post by: DraconianOne on August 10, 2010, 02:17:39 AM
Strangely enough, this is pretty much mandatory for any new Star Wars production, ever since the first sequel (EP V) film. 

Nothing strange about it - it's a business.


Title: Re: SWTOR
Post by: Velorath on August 10, 2010, 03:56:44 AM
Voice-overs are a waste of time, money and effort and are at best a break-even on cost vs value added.  So why are they running with it?  Marketing.

Or because Bioware has always made use of a lot of voice-overs in their games, and that's only increased as the tech has advanced to allow them to do fully voiced games like Mass Effect.  They're playing to what they perceive as one of their strengths.  It has nothing to do with the Star Wars license.  If they had done a Mass Effect MMO instead, they would have done the same thing.

Edit:  Also, why do you mention theme park rides a couple times?  Did they make some other than Star Tours at Disneyland?  I can't imagine any licensing income from Star Wars branded rides would be substantial enough to even be a consideration when writing the movies.


Title: Re: SWTOR
Post by: Simond on August 10, 2010, 05:35:40 AM
Mass Effect MMO
Can we kill TOR and get this instead?  :grin:


Title: Re: SWTOR
Post by: Ratman_tf on August 10, 2010, 07:18:06 AM
Strangely enough, this is pretty much mandatory for any new Star Wars production, ever since the first sequel (EP V) film.  

Nothing strange about it - it's a business.

Exactly. Every action movie since SW has had merchandising tie ins.

(http://blog.newsok.com/nerdage/files/2009/07/img_0233-532x399.jpg)

(http://www.comparestoreprices.co.uk/images/unbranded/b/unbranded-black-gate-of-mordor-lord-of-the-rings-gift-pack-toybiz.jpg)

It's not even a really new idea.

(http://www.nicholscapguns.com/graphics/scrapbook/davy/davycrockettflinktlock.jpg)

Though Lucasfilm and Kenner gave us the modern fine tuning of the idea.


Title: Re: SWTOR
Post by: DraconianOne on August 10, 2010, 09:00:49 AM
Exactly. Every action movie since SW has had merchandising tie ins.

Even if SW did refine the technique for "summer event" movies, it's not like it was the the first film to have related toys (http://www.enterthecollector.com/Original_Corgi_261_James_Bond_Aston_Martin_Inner_Plinth/p248611_808913.aspx). Star Trek was pretty big on the whole spin-off merchandising thing too: novels, games, toys (http://www.plaidstallions.com/startrek/index.html).


Title: Re: SWTOR
Post by: eldaec on August 10, 2010, 04:24:34 PM
I can see lots of reasons SWTOR probably won't work - but I really don't understand what is so terrible about voice overs.

Absolute worst case is that they do what EQ2 did and give up on it shortly after launch. In which case, meh, they tried something, it didn't work out, everybody lived.

And it doesn't seem likely to impact mechanical design in any way whatsoever.


Title: Re: SWTOR
Post by: Kageru on August 10, 2010, 06:12:12 PM

Voice acting costs more money up front, increases the cost to make changes and places a number of constraints on the design regardless of whether you turn it on in game or not. The degree to which you can customise class / race, the number of races and the degree of customisation in your companions being the most obvious examples where flexibility is limited by the cost of having to do original, and expensive, voice over work for all of them.

Meanwhile the gain is.... pretty minimal since people will turn it off. Blizzard has already learnt people won't even really take the time to read quest text. Having an extended chat session, where you can only pick from the pre-scripted responses anyway, is unlikely to be much more popular. And unlike a single player RPG they'll quickly work out that a lot of the jabber is just a thin cover over the top of "Kill 20 Gungans" and won't lead to persistent changes in the world making it largely irrelevant.




Title: Re: SWTOR
Post by: Rendakor on August 10, 2010, 07:41:39 PM
I dunno about that being true for Bioware games. It's not universal for their games, anyway.


EDIT: Of course, I say this because I agree with you on the subject of Mass Effect (it's also why I never even tried Planescape: Torment  :grin:). It's also why I'm a little nose wrinkly over full voice in Dragon Age 2.
Kotor and NWN both had that "sandboxy" feel to them, imo. Multiple alignment possibilities, multiple outcomes to each questline, relative freedom of what order you experience the content, etc.


Title: Re: SWTOR
Post by: Koyasha on August 10, 2010, 08:53:56 PM
And it doesn't seem likely to impact mechanical design in any way whatsoever.
Did you miss the part where it's likely that the reason that it seems as though we will only be allowed Human +1 race for each class is because of voice tracks?  That's the most recent example of it (probably) affecting mechanical design.


Title: Re: SWTOR
Post by: Count Nerfedalot on August 10, 2010, 09:00:23 PM
There is a huge difference between exploiting incidental merchandising tie-ins to a well-crafted movie (see Avatar for an example) and the having the entire production turned into an illogical and poorly-paced farce due to it being designed for the merchandising and licensing rather than the other way around (eg the Star Wars Episodes 1-3 and everything Star Wars since).


Title: Re: SWTOR
Post by: Velorath on August 11, 2010, 12:56:49 AM
And it doesn't seem likely to impact mechanical design in any way whatsoever.
Did you miss the part where it's likely that the reason that it seems as though we will only be allowed Human +1 race for each class is because of voice tracks?  That's the most recent example of it (probably) affecting mechanical design.

That last article stated that they still have more options (plural) to announce, while only one class (Trooper) doesn't have an optional race mentioned yet.  Stands to reason that it might not be just Human + 1 race per class.

Also that's more a cosmetic thing than a mechanical one.  Race doesn't usually affect much mechanics-wise.  Racial bonuses can be done by selecting a character's background from a list of options.  Starting area in this case is determined by character class.  I'm sure if they really wanted to, they could find or create enough human sounding races that work with the voices they have.  The main issue is that some of the iconic Star Wars races (Wookie, Rodian, Jawa, Tuskan Raider, and... whatever the hell Yoda is) don't have human voices or in Yoda's case speech patterns.  Sucks, because I'd love to play a Jawa smuggler, but it's not really mechanical design issue.


Title: Re: SWTOR
Post by: Lantyssa on August 11, 2010, 05:58:44 AM
As I said, I'm fine running around saying nothing but "Ootini!".  They could always put in filters for some races to give an accent.  That would actually be kind of innovative, so I know we won't see it.


Title: Re: SWTOR
Post by: DraconianOne on August 11, 2010, 06:13:43 AM
There is a huge difference between exploiting incidental merchandising tie-ins to a well-crafted movie (see Avatar for an example) and the having the entire production turned into an illogical and poorly-paced farce due to it being designed for the merchandising and licensing rather than the other way around (eg the Star Wars Episodes 1-3 and everything Star Wars since).

I could write a lengthy post on exactly why using Avatar - a film made and sold purely on the grounds of showing off 3D and CGFX technology - is entirely the wrong example to use in support of your argument because I think it's fairly self-evident and also because it would probably bore more people than it would interest.


Title: Re: SWTOR
Post by: Ratman_tf on August 11, 2010, 06:48:28 AM
There is a huge difference between exploiting incidental merchandising tie-ins to a well-crafted movie (see Avatar for an example) and the having the entire production turned into an illogical and poorly-paced farce due to it being designed for the merchandising and licensing rather than the other way around (eg the Star Wars Episodes 1-3 and everything Star Wars since).

Dude. Star Wars didnt' suck because Lucas wanted to sell toys. It sucked because he was and is a shitty moviemaker. The only thing that saved the first trilogy is that he managed to get some decent advice from his buddy FF Coppola, and some talented people on his team when starting out.


Title: Re: SWTOR
Post by: Shatter on August 11, 2010, 06:59:45 AM
Jawa Jedi, all im saying


Title: Re: SWTOR
Post by: Lantyssa on August 11, 2010, 07:15:59 AM
Hell yeah!


Title: Re: SWTOR
Post by: Paelos on August 11, 2010, 08:25:03 AM
That sure would have made those stormtroopers think twice about taking their droids.


Title: Re: SWTOR
Post by: Typhon on August 11, 2010, 04:46:10 PM
Can a Sith force-choke a bitch yet?  That's what I want to know!


Title: Re: SWTOR
Post by: Fordel on August 11, 2010, 05:36:13 PM
Can a Sith force-choke a bitch yet?  That's what I want to know!


You can!


Title: Re: SWTOR
Post by: UnSub on August 11, 2010, 08:23:25 PM
Also that's more a cosmetic thing than a mechanical one.  Race doesn't usually affect much mechanics-wise. 

The likely greatest impact race will have on SWOR will be in the dialogue you get back from characters. You'll still be a humanoid, albeit with a funny haircut and / or face markings.


Title: Re: SWTOR
Post by: Sky on August 12, 2010, 06:48:45 AM
Blizzard has already learnt people won't even really take the time to read quest text.
Blizzard has made a fortune tailoring their game to the LCD. Maybe some companies want to shoot a bit higher than the knuckle dragging clicktards.


Title: Re: SWTOR
Post by: Lakov_Sanite on August 12, 2010, 07:49:20 AM
Blizzard has already learnt people won't even really take the time to read quest text.
Blizzard has made a fortune tailoring their game to the LCD. Maybe some companies want to shoot a bit higher than the knuckle dragging clicktards.

It's exactly this attitude that is going to keep any games from ever coming close to wow's success.  Not because they are willing to pander but because the continually compare blizzard to mcdonalds or walmart.  Saying their games are so popular because they cater to "the great unwashed masses" is missing so many lessons. 

I'm waiting for game companies to instead of trying to copy wow or go in a completely different direction, use wow as a base and see what works and then doing their own game.  So far all I've seen are games trying their hardest to not be wow and repeating mistakes of eqdays(conan) or to be wow and just not getting it(WAR)


Title: Re: SWTOR
Post by: Sky on August 12, 2010, 08:49:08 AM
What is keeping companies from getting WoW success is the same thing keeping companies from Farmville success, or indeed Facebook success. You can't divine the next big thing, people just latch onto something and that's the thing. If you try to be that, you probably won't be.

If you adjust your budget and try for a traditional mmo marketshare, you have better chances at success. Nobody will succeed thinking they will get more than 100k subs or whatever the current bar is. Plan for the niche, budget for the niche, embrace the niche. Because the LCD will go back to WoW, for all their bitching that they're tired of it. It's got a critical mass that won't go away for a long time (EQ and UO are still around, ffs). Rule #1 of mmo design: you will not win WoW's audience, and there's not another 11 million players out there for you.

Then surprise, some game might catch the right buzz at the right time and catch everyone by surprise and be a massive success. In fact, that will most likely happen at some point. But nobody will know where or when or who, and it will catch them by complete surprise and only if they can keep up with the demands of success will we see another WoW.

But really, just focus on making a fun game that's not WoW. If AoC had launched with more Tortuga-style content, it would've been considered a success. But nobody here would be playing it, you'd all still be playing WoW. Because that's what people do, and it colors what you say and think. It's kind of humorous being one of the vast minority of non-WoW players seeing the bias from the outside.


Title: Re: SWTOR
Post by: LK on August 12, 2010, 08:52:25 AM
I wanna be The Guy!


Title: Re: SWTOR
Post by: Stabs on August 15, 2010, 05:42:37 AM
Seems to me that the unique selling point of SWTOR is essentially cut-scenes and they're gambling that players will enjoy watching really well crafted interactive cut-scenes.

There's a world of difference between the kind of scene we've already been shown, such as where you discuss why the Captain disobeyed orders and have the option to shoot him and the WoW quest text model. Blah blah, rats eating my grain, blah blah, kill ten and I give you exp and 20 silver, blah blah.

The differences are the scene is interesting to look at where the quest text box is not and you need to analyse and understand the scene to make a decision where the decision on a quest text box is almost always Accept.

It's actually a pretty brave and innovative gamble. They're gambling that, while there is a tradition of clicking through story in MMOs, that behaviour can be reversed by putting enough effort into making the delivery of story more watchable. It is likely it will not appear to many of the current MMOs gear-whores but may appeal to people who don't like MMOs because they're all basically number crunching. Frankly I'd be astonished if they win this bet but I'm certainly going along for the ride.


Title: Re: SWTOR
Post by: Goreschach on August 15, 2010, 10:00:00 AM
There's a reason mmo quests are typically just clickbox. It's because even then an mmo requires an ungodly amount of content to keep the players busy. I don't see any way they could make that amount of content with the kind of detail they've shown. This game will be a prime example of the typical 'big launch, dead in 6 months' pattern.


Title: Re: SWTOR
Post by: Lucas on August 15, 2010, 10:17:35 AM
Just in case you didn't visit the official website, here's a little summary of the latest news (not much to report, anyway):

Jedi Knight section updated:
http://www.swtor.com/info/holonet/classes/jedi-knight

Advanced specializations are Guardian (a tank, basically) and Sentinel (dual wielding, jack of all trades jedi knight, it seems). There are also a couple new screenshots, I think.

New "associate" (companion) unveiled, Droid T7-O1, for the Jedi Knight class:
http://www.swtor.com/info/holonet/biographies/t7-o1

From the description, it might be the same droid we can see in the "Deceived" trailer.
-----

Over the weekend, there was an event called "Star Wars Celebration V", with a couple panels dedicated to TOR, with developers attending and talking a bit about the game.

Day 1 Panel: http://darthhater.com/2010/08/13/swcv-live-blogging-from-the-art-and-writing-of-swtor/

...With a new piece of nice concept art (realized by Clint Young) unveiled. People speculate the (explorable?) planet represented might be Malachor V (KOTOR II).

Day 2 Panel: http://darthhater.com/2010/08/14/swcv-day-2-panel-live-blogging/

Apparently, judging from what those in the audience reported, during the panel Clint Young (senior concept artist for the environments) "accidentally" mentioned the name of  two more explorable planets, Endor  and Felucia (Clone Wars).  But no real confirmation about this.

In-depth interview with Drew Karpyshyn about the Jedi Knight class (he's the main writer for the entire story arc of that particular class. He also talks about the game in general):

http://darthhater.com/2010/08/15/interview-drew-karpyshyn-jedi-knight/

That's it.


Title: Re: SWTOR
Post by: Soln on August 15, 2010, 12:20:44 PM
Most annoying zone in Force Unleashed is Felucia.  I'm sure Felucia will be the Dathomir of SWTOR for PvE levelling.


Title: Re: SWTOR
Post by: LK on August 15, 2010, 12:49:40 PM
Drew's last name sounds like a Star Wars planet.


Title: Re: SWTOR
Post by: Ratman_tf on August 15, 2010, 01:33:56 PM
Seems to me that the unique selling point of SWTOR is essentially cut-scenes and they're gambling that players will enjoy watching really well crafted interactive cut-scenes.

There's a world of difference between the kind of scene we've already been shown, such as where you discuss why the Captain disobeyed orders and have the option to shoot him and the WoW quest text model. Blah blah, rats eating my grain, blah blah, kill ten and I give you exp and 20 silver, blah blah.

The differences are the scene is interesting to look at where the quest text box is not and you need to analyse and understand the scene to make a decision where the decision on a quest text box is almost always Accept.

It's actually a pretty brave and innovative gamble. They're gambling that, while there is a tradition of clicking through story in MMOs, that behaviour can be reversed by putting enough effort into making the delivery of story more watchable. It is likely it will not appear to many of the current MMOs gear-whores but may appeal to people who don't like MMOs because they're all basically number crunching. Frankly I'd be astonished if they win this bet but I'm certainly going along for the ride.

I GOTTA WADE THROUGH THIS SHIT TO KILL MY 10 WOMP RATS?!?!?!


Title: Re: SWTOR
Post by: Soln on August 15, 2010, 01:42:00 PM
no shit.  They will have to add some toggle to skip voice overs.  Remember when WoW launched we had to sit and wait for the quest log to write itself in?  I think one of the earliest mods was a quick quest writer.  Then Blizzard later just added insta quests to their mainline.  Making players wait without an option to skip is not "fun".


Title: Re: SWTOR
Post by: Paelos on August 15, 2010, 01:53:21 PM
These people have already failed at understanding their playerbase, and the game isn't even out yet.


Title: Re: SWTOR
Post by: Surlyboi on August 15, 2010, 02:26:52 PM
Or maybe they've decided to say, "fuck the min-maxers, we're going for atmosphere here."

If they did that, I applaud them, even if it is shooting yourself in the foot. Only time will tell.


Title: Re: SWTOR
Post by: Paelos on August 15, 2010, 02:54:50 PM
You can only succeed at creating atmosphere if the quests are actual wartime objectives rather than just collecting rat tails. If people know they are doing a glorified fedex quest, no amount of bullshit conversation is going to help that.


Title: Re: SWTOR
Post by: Stabs on August 15, 2010, 03:40:03 PM
Or maybe they've decided to say, "fuck the min-maxers, we're going for atmosphere here."

If they did that, I applaud them, even if it is shooting yourself in the foot. Only time will tell.

Either this or, more likely, they will get halfway towards doing this, get whined at by beta testers, make cut-scenes skippable and then wonder why the game failed when they made the only thing that the devs seemed to have crafted with care skippable for faster levelling.

I really hope they stick to their guns. Screw the guys who just want to kill 10 womp rats. Play the other 99% of MMOs.


Title: Re: SWTOR
Post by: Ratman_tf on August 15, 2010, 04:07:58 PM
You can only succeed at creating atmosphere if the quests are actual wartime objectives rather than just collecting rat tails. If people know they are doing a glorified fedex quest, no amount of bullshit conversation is going to help that.

Exactly. Fucking exactly. The reason people skip quest text is because the lore behind it is irrelevant to the gameplay. I did not read a single word of quest text in Wrath, and it didn't matter one whittle.
 I have far more hope that GW2's content is going to be immersive and atomospheric. Beta will tell, but that's my feeling.


Title: Re: SWTOR
Post by: Malakili on August 15, 2010, 04:38:40 PM
If people know they are doing a glorified fedex quest, no amount of bullshit conversation is going to help that.

No man, if you don't bring this item to that other NPC WORLDS WITH END.


Title: Re: SWTOR
Post by: UnSub on August 15, 2010, 06:43:29 PM
Regardless of the actual quality of SWOR, the biggest risk the game faces is actually its budget. They need 2m+ players, PC only (mentioned because BioWare has done quite well out of console sales) to maintain a subscription just to break even. I've no doubt SWOR will be a unit shifter when it launches, but it's the 'maintain the sub numbers' issue I'm leery about.

Regarding quests: there really are only 10 quest types (20 if you are pedantic enough to invert them i.e. a fedex delivery quest could become a fedex receiving quest). Other BioWare games certainly rely on these quest types, although they do dress them up with dialogue.


Title: Re: SWTOR
Post by: Vinadil on August 15, 2010, 06:48:49 PM
They have a budget requirement of $30million per month? That seems rather extreme...

Where is this 2million subs number coming from?


Title: Re: SWTOR
Post by: UnSub on August 15, 2010, 06:57:33 PM
Oops - they expect 2m+ players, but break-even is over 1m players (http://www.eurogamer.net/articles/ea-expects-2-million-subs-for-swtor).


Title: Re: SWTOR
Post by: Rendakor on August 15, 2010, 07:50:47 PM
Is there an official list of the 10 quest types, or is that a number you just made up?


Title: Re: SWTOR
Post by: UnSub on August 15, 2010, 08:14:37 PM
I made it up (http://www.mmorpg.com/blogs/UnSub/022009/3303_Kill-10-Fedex-Princesses-The-10-Basic-Types-of-MMO-Quests) and am happy to be challenged on it, but I see the 10 basic quest types as:

   1.  Kill X of Y: You have to defeat a certain number of the same opponent. This starts out as Kill Ten Rats and ends up at Kill 250 Elder Rat Gods.
   2. Kill [Named] Y: Some mob has gotten tough enough to earn itself a name. You are to assassinate it for rising above its station.
   3. Delivery (aka Fedex): The quest giver wants something delivered to someone else. In a time of magic or ultra-tech science, the best way of getting it there is to give it to some wandering adventurer and have them deliver it in person.
   4. Collect X of Y: A character is tasked with finding a certain number of objects of a certain type to continue the quest. This starts out as Collect 10 Rat Droppings and ends up at Collect 100 Elder Rat God Droppings. Sometimes it involves collecting the organs of creatures you kill e.g. collect 10 Rat Noses - please note that not every Rat will have a nose to collect.
   5. Escort: Lead another NPC from point A to point B. There will always be complications, especially if the NPC decides that they'd rather run straight through the most dangerous part of the zone, insulting its inhabitants and frequently get stuck on rocks / logs / their own shoes.
   6. Locate: A particular individual, item or location needs to be found. Sometimes they will be marked on the map, which defies logic since they are already located, but is a lot more fun than wandering aimlessly looking for them / it, only to find out they were / it was around the corner from the quest giver the whole time.
   7. Defend: Defend an NPC, item or place for a fixed period of time against waves of attackers. These kinds of quests often guarantee that players are forced into one location for the entire time until the quest is complete; it also sees them get very aggravated when they fail the mission on the last wave.
   8. Interact: Slightly different to Locate in that the specified NPC / item needs to be activated by the player as part of the mission requirement. This means it involves at least one extra click. Most puzzle-solving quests (i.e. put the pillars in the right spots, align the coloured pegs, etc) are Interact quests.
   9. Craftskills: In order to complete the mission something needs to be crafted by the player (or developed by some kind of craftskill). Every now and again the mission designers remember there are other systems in their MMO outside of combat and movement and drop one of these in.
  10. Reach Achievement X: The quest is to reach a certain achievement, such as a particular level or craftskill rank or even earn a particular achievement before you can continue. Usually this is used as a gating mechanism - the contact won't even talk to you before you reach this particular achievement - but sometimes the quest itself states what achievement you have to get to before continuing.

My later thinking is that you can invert those quest types to an extent - Defend for 3 minutes can become Attack for 3 minutes, Craft can become Destroy - and I'm sure there are exceptions.


Title: Re: SWTOR
Post by: Rendakor on August 15, 2010, 08:44:51 PM
Ahh, ok. Good list, pretty comprehensive. The only other type I can think of that I've seen would be like...Roleplay Quests, where the quest simply involves picking the right dialog or doing the appropriate emote. EQ2 had several of these, where if you said the wrong thing the NPC would attack you; they also had a few riddle quests. FFXIV has the emote quest; you had to do the proper emote back to the NPC to advance the quest.


Title: Re: SWTOR
Post by: Koyasha on August 15, 2010, 08:55:59 PM
Collect X of Y is functionally identical to Kill X of Y, so separating that into two categories is technically unnecessary.

However, depending on whether they also have quests the sort of which we've seen in other Bioware games that aren't directly combat related.  Talk to various people and determine X, or make a decision for them, and so on.  This might be covered under your 'interact' category, but my reading of that category was more along the lines of 'talk to X' rather than 'talk to a variety of people and make a decision/determination based on the information you gain from them'.  One example of such a quest off the top of my head is on Dantooine in KOTOR where you're presented with the two suspects and the dead guy and have to determine what happened by observing the inconsistencies in their stories.

This is the kind of interaction they need to maintain their focus on throughout the entire game and never let us drift to thinking about killing womp rats.  We may be killing womp rats in between these various things, but they have to keep us constantly involved.  Kill x of y is a really bad quest type all things considered, and hopefully they're smart enough to realize that if they want us to kill X of Y, they need to put X of Y in between us and an actual objective, not actually tell us to kill X of Y, because that instantly drags people out of 'story' mode and into 'mmo grind' mode.  Furthermore, the 'kill [named]' type quest can drag you back to 'mmo grind' mode of thinking - but it can also be very effective if you have the named character to be killed interact with the player first, so that the player actually dislikes this individual and wants to kill him.  Even simply witnessing something that the named is doing that therefore prompts someone to ask you to kill him involves the player in the story in a way that being told 'he did bad stuff' doesn't, at all.


Title: Re: SWTOR
Post by: Rendakor on August 15, 2010, 09:11:20 PM
Sometimes Collect X of Y involves clicking items, sometimes it involves constant mob drops (in which case you're right), sometimes it involves uncommon or rare drops. Some quests are even a combination: items are both clickable and drops from mobs. It's different enough to warrant a distinction; particularly if you don't say that Kill Named isn't just Kill 1 of Y.


Title: Re: SWTOR
Post by: Malakili on August 15, 2010, 09:20:40 PM
Sometimes Collect X of Y involves clicking items, sometimes it involves constant mob drops (in which case you're right), sometimes it involves uncommon or rare drops. Some quests are even a combination: items are both clickable and drops from mobs. It's different enough to warrant a distinction; particularly if you don't say that Kill Named isn't just Kill 1 of Y.

Well, if its collect stuff by clicking on it, its a glorified interaction quest as listed, and if its collect stuff from monsters its just a kill number to collect x drop rate quest.


Title: Re: SWTOR
Post by: Stabs on August 15, 2010, 11:52:05 PM
A New Hope is essentially a fedex quest involving Death Star plans followed by a pull off a trick shot quest (interact quest per Unsub) but the story was interesting enough.


Title: Re: SWTOR
Post by: eldaec on August 16, 2010, 12:45:34 AM
A New Hope is essentially a fedex quest involving Death Star plans followed by a pull off a trick shot quest (interact quest per Unsub) but the story was interesting enough.

And if Star Wars had trivial travel like all current MMOs that are not EVE, the film would have been exactly as dull.

(in fact Leia's ship would never have been caught in the first place, so the film could skip straight the battle of yavin which the rebels would have lost because they wouldn't have any ~protagonist~ characters in the attack)


Title: Re: SWTOR
Post by: Tarami on August 16, 2010, 01:09:38 AM
Oops - they expect 2m+ players, but break-even is over 1m players (http://www.eurogamer.net/articles/ea-expects-2-million-subs-for-swtor).
They were the right people to make the game, because clearly they're from another fucking planet.


Title: Re: SWTOR
Post by: UnSub on August 16, 2010, 01:54:10 AM
I admit I hadn't considered a 'Deduce' type quest - read the dialogue and make a decision - which is something that BioWare can do very well with SWOR (and Cryptic is trying with some of their diplomatic missions in STO). At some point I'll go back and finesse that list again.

There's also a very thin line between the Locate and Interact quest types and perhaps I should combine them. 


Title: Re: SWTOR
Post by: ajax34i on August 16, 2010, 03:56:25 AM
While we're talking about quests, I'm curious about two things:  What happens if you fail a quest in SWTOR, can you re-take it? and do you have to sit through the dialogue all over again?


Title: Re: SWTOR
Post by: Malakili on August 16, 2010, 05:08:09 AM
A New Hope is essentially a fedex quest involving Death Star plans followed by a pull off a trick shot quest (interact quest per Unsub) but the story was interesting enough.

Yes, it was good to watch, however in an MMO the entire beginning of the movie like this in terms of GAMEPLAY which is what matters in a game:

1) Quest Objective: Buy 2 droids from Jawa Dealers (open up vendor window, click click done)


2) Using your mechanic skill, clean the droids (open up tradeskill window, click click fail, click click success)

3) Venture into the desert looking for the R2 unit, into a zone with mobs that can one shot you at this level.

4) You're now at Ben's hut.  Drive speeder home.  Driver speeder back to Bens.  Driver speeder t Mos Eisley.



Anyway, my point is, just because something makes a good story doesn't make it a good game.  Then again I've been on my  "story is overrated kick" since around the time I gave Dragon Age an honest go


Title: Re: SWTOR
Post by: Lucas on August 16, 2010, 05:22:28 AM
Yes, but DUDE, you forgot the unexpected cut-scene during your usage of the mechanic skill, when the hologram of a beautiful woman comes out of the R2 unit.

That's very bioware-ish :D


Title: Re: SWTOR
Post by: Cyrrex on August 16, 2010, 07:52:16 AM
Oops - they expect 2m+ players, but break-even is over 1m players (http://www.eurogamer.net/articles/ea-expects-2-million-subs-for-swtor).

The guy who threw out those numbers is either talking out of his ass, or he is deliberately dumbing the information down.  You cannot determine a break even point for a product like this based on raw sub numbers - you have to include box sales/digital downloads (a significant part of the equation, I would imagine) and then you have to factor in how long those subs stay on for (not to mention ongoing development costs).  In other words, there are infinite break even scenarios for an MMO.

And by the way, though I'm sure I've said it before in this thread:  they are going to have box sales like gangbusters for this thing.  That's my opinion, anyway...and if it plays out, it may mean that they'll recoup a lot of their costs on that alone.  The game might still suck, but there you go.


Title: Re: SWTOR
Post by: Stabs on August 16, 2010, 11:00:10 AM
I think the point is you can't reduce SWTOR to what you, the player, do.

SWTOR is a film-game hybrid where they do stuff and you have to watch most of the time, interspersed with moments where you do stuff while they watch.

At least that's the SWTOR they started talking about before everyone started whining about having to sit through cut-scenes. If you don't like cut-scenes and they're skippable why play this? The bits that aren't story are going to be bad WoW-clone.


Title: Re: SWTOR
Post by: Malakili on August 16, 2010, 11:18:28 AM
I think the point is you can't reduce SWTOR to what you, the player, do.

SWTOR is a film-game hybrid where they do stuff and you have to watch most of the time, interspersed with moments where you do stuff while they watch.

At least that's the SWTOR they started talking about before everyone started whining about having to sit through cut-scenes. If you don't like cut-scenes and they're skippable why play this? The bits that aren't story are going to be bad WoW-clone.

I've typed up 3 separate responses to this, none of which I liked.  Instead I'll just suffice to say: This makes no sense. 


Title: Re: SWTOR
Post by: Goreschach on August 16, 2010, 11:56:17 AM
Fuck all of you. Night Trap was awesome.


Title: Re: SWTOR
Post by: SnakeCharmer on August 16, 2010, 12:31:23 PM
I've typed up 3 separate responses to this, none of which I liked.  Instead I'll just suffice to say: This makes no sense. 

It kinda makes sense.  He's saying you'll spend more time watching (cutscenes) than you will spend playing (between cutscenes), and if you don't like that then you won't like SWTOR.  And SWTOR will be a WoW clone. 

Or something.


Title: Re: SWTOR
Post by: Riggswolfe on August 16, 2010, 12:55:02 PM
A New Hope is essentially a fedex quest involving Death Star plans followed by a pull off a trick shot quest (interact quest per Unsub) but the story was interesting enough.

And if Star Wars had trivial travel like all current MMOs that are not EVE, the film would have been exactly as dull.

(in fact Leia's ship would never have been caught in the first place, so the film could skip straight the battle of yavin which the rebels would have lost because they wouldn't have any ~protagonist~ characters in the attack)

LFM Battle of Yavin 25 man. Must have Exalted with Rebel Faction. Need 2 Y-wing Tanks and 3 X-wing/Freighter DPS. PST. We're farming for the rare Vader's Cloak drop!


Title: Re: SWTOR
Post by: Pyran on August 16, 2010, 01:04:16 PM
I've typed up 3 separate responses to this, none of which I liked.  Instead I'll just suffice to say: This makes no sense. 

It kinda makes sense.  He's saying you'll spend more time watching (cutscenes) than you will spend playing (between cutscenes), and if you don't like that then you won't like SWTOR.  And SWTOR will be a WoW clone. 

Or something.

He's saying if you dont like chocolate chip then dont buy a chocolate chip cookie?  :why_so_serious:


Title: Re: SWTOR
Post by: Reg on August 16, 2010, 01:46:03 PM
No, no. This game is going to be absolutely perfect for people that despise Bioware's style of game. I encourage them all to preorder right now.


Title: Re: SWTOR
Post by: Lucas on August 16, 2010, 02:25:35 PM
Such a mess, this thread is (http://www.jonrb.com/emoticons/yoda.gif)  :why_so_serious:

But anyways, stealthy update on the official site about the Miraluka (playable) species, in the "inhabitants" section (before, they were only mentioned in the playable species generic article):

http://www.swtor.com/info/holonet/inhabitants/miraluka

Some references to KOTOR II in the description.


Title: Re: SWTOR
Post by: Merusk on August 16, 2010, 04:29:48 PM
Ah.. retconning so that Nihilus only wiped out a colony and not the home world.  I wondered how they were including the race.

The guy who threw out those numbers is either talking out of his ass, or he is deliberately dumbing the information down.  You cannot determine a break even point for a product like this based on raw sub numbers - you have to include box sales/digital downloads (a significant part of the equation, I would imagine) and then you have to factor in how long those subs stay on for (not to mention ongoing development costs).  In other words, there are infinite break even scenarios for an MMO.

You're also assuming that there isn't some required monthly revenue on the LA side for the license to remain in EA's hands.  It's always been hinted at that being the case for SWG, and cited as the reason they tried so many revamps, but we've never heard it confirmed.


Title: Re: SWTOR
Post by: Ingmar on August 16, 2010, 04:44:25 PM
FWIW that big Star Wars wiki describes Katarr as a colony world too, so it might not even be a retcon - the history has it described as such for several years. I definitely had the impression that they were all dead from playing KOTOR2, though. Maybe we were just making assumptions based on Visas saying her home planet was destroyed as meaning that was the home planet for everyone or something?


Title: Re: SWTOR
Post by: Merusk on August 16, 2010, 07:12:01 PM
Yeah, that's what I based it on I guess.  Still feels like a retcon, but it's the EU so.. who cares!  :awesome_for_real:


Title: Re: SWTOR
Post by: Kageru on August 16, 2010, 08:34:22 PM
Exactly. Fucking exactly. The reason people skip quest text is because the lore behind it is irrelevant to the gameplay. I did not read a single word of quest text in Wrath, and it didn't matter one whittle.
 I have far more hope that GW2's content is going to be immersive and atomospheric. Beta will tell, but that's my feeling.

And that's mostly because Blizzard has actually been learning lessons. Tigole discussed in some depth (*1) that they intentionally hard limit quest text and have worked to move any content it might have contained into the actual gameplay. That's why a lot of the Wrath quests have relevant NPC's actually getting involved in the quests and raids, why they used cut-scenes and phasing for things like wrath-gate and why long before you reach ICC you've seen the fall of Arthas and actually played as and opposed the Lich King in multiple quests. That's also why before you see wrath gate you spend a lot of time gathering and testing poisons so that even while the quests are individually basic (though they're far more advanced than any other MMO has come close to) doing them ties you into the story of the game.

That said forcing players to continually watch long cut-scenes has all the negative gameplay of spurious quest text in a more tedious and expensive to produce form.

In addition what exactly is the alternative to quests for levelling? Back to the EQ path of chain-pulling mobs to the zone line? hell no. Every quest a masterpiece of unique gameplay and story-telling? Yeah, good luck with scaling that to enough content to keep people busy for the amount of time they expect.

(*1) The same interview where he apologised for writing the stranglethorn book quests.


Title: Re: SWTOR
Post by: Merusk on August 16, 2010, 08:40:46 PM
In addition what exactly is the alternative to quests for levelling? Back to the EQ path of chain-pulling mobs to the zone line? hell no.

Frighteningly, I've seen newer to the genre players in some of my guilds say they wished the game played like this.  When asked if they'd played EQ, they said No.   I proceed to explain, in detail, how much it actually sucked but I don't think they listened.


Title: Re: SWTOR
Post by: Malakili on August 16, 2010, 08:56:53 PM
In addition what exactly is the alternative to quests for levelling? Back to the EQ path of chain-pulling mobs to the zone line? hell no.

Frighteningly, I've seen newer to the genre players in some of my guilds say they wished the game played like this.  When asked if they'd played EQ, they said No.   I proceed to explain, in detail, how much it actually sucked but I don't think they listened.

I think its a general impulse of being sick of just being ordered around in a game that is ostensible supposed to give a player freedom to do whatever they want in a gameworld.   Quests are just grind with purpose 90% of the time anyway.  Quests don't really disguise the grind for me anymore. When they were new and different, it felt different, now that both styles are old hat, they don't really feel all that different, and at least when I'm "grinding" I'm choosing what to kill instead of the game telling me what to kill.  Grinding in Darkfall never bothered me, as a recent example.  I picked some other goal besides gaining experience points (gather material compenents for spells or something), and then I'd go kill what dropped it for a while.  No quest, no turn in, just do what I wanted when I wanted.

Now, the good thing quests have going for them is you end up killing a variety of things and they move you from area to area.  However you can do these things on your own if you want, and if you are such a slave to the dinggrats that you camp one spot for 40 hours in a row, well..you have no right to complain it isn't fun to do that when there are plenty of other things to do.


Title: Re: SWTOR
Post by: Velorath on August 16, 2010, 09:03:01 PM
I did not read a single word of quest text in Wrath, and it didn't matter one whittle.

I wonder if that has anything to do with the fact that the fact that you generally don't see any credits for writers in any of Blizzard's games (unless you want to be real generous and say Chris Metzen qualifies).  Until Starcraft II, where they hired former Bioware employee Brian Kindregan as lead writer, it doesn't look like Blizzard has ever really gone out of their way to actually hire writers for their games.


Title: Re: SWTOR
Post by: Malakili on August 16, 2010, 09:14:08 PM

I wonder if that has anything to do with the fact that the fact that you generally don't see any credits for writers in any of Blizzard's games (unless you want to be real generous and say Chris Metzen qualifies).  Until Starcraft II, where they hired former Bioware employee Brian Kindregan as lead writer, it doesn't look like Blizzard has ever really gone out of their way to actually hire writers for their games.

It has to do with the fact that it doesn't matter why this guy at the guard tower wants you to kill 12 gnolls. It has no effect on anything. Want to know why? Because if you do or don't don't kill 12 gnolls, hes still fucking standing their 9 months later asking people to kill gnolls.  This utter lack of responsiveness from the game world has trained people just not to care, because it just really doesn't matter. Phasing tried to address this, but I think it does so in a half assed way.  Guild Wars 2 has been talking a good game with regards to this, but its hard to know if they'll deliver.

Short Version:

The MMO playerbase has been trained to pull a level and get a treat, not to care whos making the level work, or why they are being asked to pull it in the first place.  They could probably replace all the quest dialog in the game with gibberish and most people wouldn't notice, it has nothing to do with the quality of the writing.


Title: Re: SWTOR
Post by: Kageru on August 16, 2010, 09:33:04 PM
(I had a nice reply but the internet ate it.)

Having a "writer" sitting away from the game design and churning out prose doesn't seem too useful. So having a large team of content creators who can "own" quests and do what they can to make them interesting is more productive. Even Metzen is I believe much more about invention, consistency and direction than actually writing in game content.

That said XP grinding is a terrible gameplay mechanic because players will find the point of optimal XP / time (at minimal risk) and then grind themselves silly while complaining the game is repetitive. And the game designers have very little they can do to vary or deepen the gameplay experience. It's also somewhat of a false argument since the existence of quests does not stop you grinding mobs for XP unless the designers have explicitly degraded mob XP. In WoW grinding XP mobs is still certainly competitive and may even be superior, it's just sufficiently boring that most people prefer quests.


Title: Re: SWTOR
Post by: Velorath on August 16, 2010, 10:15:29 PM
It has to do with the fact that it doesn't matter why this guy at the guard tower wants you to kill 12 gnolls. It has no effect on anything. Want to know why? Because if you do or don't don't kill 12 gnolls, hes still fucking standing their 9 months later asking people to kill gnolls.  This utter lack of responsiveness from the game world has trained people just not to care, because it just really doesn't matter. Phasing tried to address this, but I think it does so in a half assed way.  Guild Wars 2 has been talking a good game with regards to this, but its hard to know if they'll deliver.

Short Version:

The MMO playerbase has been trained to pull a level and get a treat, not to care whos making the level work, or why they are being asked to pull it in the first place.  They could probably replace all the quest dialog in the game with gibberish and most people wouldn't notice, it has nothing to do with the quality of the writing.


If you think that every game should be designed around what the playerbase has been trained to do, go fuck off cause you're part of the problem.

Or just write another few hundred posts about a game you seem to have no intention of buying I guess.


Title: Re: SWTOR
Post by: Velorath on August 17, 2010, 01:25:14 AM
Having a "writer" sitting away from the game design and churning out prose doesn't seem too useful. So having a large team of content creators who can "own" quests and do what they can to make them interesting is more productive. Even Metzen is I believe much more about invention, consistency and direction than actually writing in game content.


They aren't mutually exclusive.  It's just that in the case of SWTOR it's more expensive to make content because you have the writer, voice actors, and cut-scene animators in addition to they guys actually coding the quests.  It could be argued that the cost of all those extra people could have been used to hire on more quest designers instead, but there's no guarantee that EA would have approved as high a budget for the game as they did without Bioware presenting story and voice-overs as a somewhat unique selling point.


Title: Re: SWTOR
Post by: DraconianOne on August 17, 2010, 02:25:06 AM
Until Starcraft II, where they hired former Bioware employee Brian Kindregan as lead writer, it doesn't look like Blizzard has ever really gone out of their way to actually hire writers for their games.

Most of the criticism of Starcraft II I've read was levelled at the story and how it was so tedious/clichéd/trite that it just got in the way of the game. Having not played it, I don't know how much truth there is in this.

It is possible to play Wrath all the way though without any pause for thought as to why you're reading quests. It's not necessarily the fault of the writers though - while the writing in and of itself isn't going to win any great literature prizes, there are (imo) some great little quests with intriguing little stories that will be totally overlooked by the players who just click "Accept" and go off to do the quest. It's far easier to do this now because the UI has been modified to show the quest list, the quest objectives, the location of the quest objectives (on the map screen) and a note in the mobs tooltip to say if they are part of the quest objective. So why do I need to read the quest know why I'm killing "Big Roy" the sealion or travelling around the game world for Crusader Bridenbrad?

It's easy to blame Blizzard for implementing these changes to make the game more simplistic but in truth, it's the players who made it this way by originally developing the addons that Blizzard incorporated into the default UI. Player developed quest tracking, map and tooltip mods all existed for a long time. Even now you've got addons like Tourguide which can give you a (player written) list of quests to do and in what order so that you can speed level. When coupled with TomTom, you even get a fucking great big arrow on the HUD pointing you in the direction you need to go! Why read the quest text?

Remember that scene in Aliens on the Sulaco where Ripley is briefing the marines? She's trying to explain the background to them but all she gets is Hudson saying "Is this going to be a stand-up fight or another bug hunt?" and Vasquez saying "Look man, I only need to know one thing: where they are..."  That's what MMOs are like; Ripley is the quest-giver and the marines are the players who don't give a shit about the background.

Bioware are taking a gamble with the story but I guess they're falling back on the old argument "Story is what we've always done."

As an aside, I read yesterday that there was an SE version of Planescape: Torment that was fully voiced. Is this right? Never mind. Irrelevant.


Title: Re: SWTOR
Post by: Merusk on August 17, 2010, 03:36:08 AM
Now, the good thing quests have going for them is you end up killing a variety of things and they move you from area to area.  However you can do these things on your own if you want, and if you are such a slave to the dinggrats that you camp one spot for 40 hours in a row, well..you have no right to complain it isn't fun to do that when there are plenty of other things to do.

This is the part where someone explains to you it doesn't matter what you want to do, because if XP grinding is what the other 90% of the players are doing and you're forced to group.. guess what you're doing too.   In any game where grinding is the only leveling mechanic, you're going to be forced to group or you're going to be fighting to kill a single mob for anything - mats, xp, whatever - regardless of if your avatar can solo the mob or not.

I'll note that EvE is an exception, but that's because it's world design is 99% empty space and so it was easy enough to generate enough worlds/ spawns to accommodate 0.0.   Highsec space still follows the above example, as anyone who's tried to rat hisec can attest.


Title: Re: SWTOR
Post by: Velorath on August 17, 2010, 04:04:08 AM
Until Starcraft II, where they hired former Bioware employee Brian Kindregan as lead writer, it doesn't look like Blizzard has ever really gone out of their way to actually hire writers for their games.

Most of the criticism of Starcraft II I've read was levelled at the story and how it was so tedious/clichéd/trite that it just got in the way of the game. Having not played it, I don't know how much truth there is in this.

It is possible to play Wrath all the way though without any pause for thought as to why you're reading quests. It's not necessarily the fault of the writers though - while the writing in and of itself isn't going to win any great literature prizes, there are (imo) some great little quests with intriguing little stories that will be totally overlooked by the players who just click "Accept" and go off to do the quest. It's far easier to do this now because the UI has been modified to show the quest list, the quest objectives, the location of the quest objectives (on the map screen) and a note in the mobs tooltip to say if they are part of the quest objective. So why do I need to read the quest know why I'm killing "Big Roy" the sealion or travelling around the game world for Crusader Bridenbrad?

It's easy to blame Blizzard for implementing these changes to make the game more simplistic but in truth, it's the players who made it this way by originally developing the addons that Blizzard incorporated into the default UI. Player developed quest tracking, map and tooltip mods all existed for a long time. Even now you've got addons like Tourguide which can give you a (player written) list of quests to do and in what order so that you can speed level. When coupled with TomTom, you even get a fucking great big arrow on the HUD pointing you in the direction you need to go! Why read the quest text?

While most people click through quest text in WoW, I'd bet a lot of those same people paid attention to the Wrathgate cutscene in Lich King.   Anyway, we can have this chicken or the egg debate about whether developers don't put a lot of effort into MMO stories because the players don't care, or whether the players don't care because developers don't put a lot of effort into story, but I can only speak to my personal tastes.  I liked Tortage in AoC, and what little of the story stuff I saw in FFXI and LOTRO (games I didn't stick with, but for reasons other than story, and I'll actually probably give LOTRO another try when it goes F2P).

Really, for me the problem I've had with story in past MMO's breaks down to two aspects, one being the story quality, and the other being how the story is presented (personally I don't really care about the "you aren't really changing the world in an MMO" stuff, but YMMV).  Right now, MMO's generally have lackluster story, presented as boxes of text that are easy to click through.  Improve the quality of the writing but not the presentation, and a lot of people will still likely click through the text out of laziness.  I like Mass Effect's story, but replace all the dialog in the game with text boxes, and even I'd have trouble making it all the way through.  Improve the presentation but not the quality of the writing and you end up with something like FFXIII that people might sit through at first until they realize the story isn't going to get better.

Writing quality is obviously somewhat subjective.  I typically like the writing in most of Bioware's game, but there are also people out there who love Warcraft's lore for whatever reason.  Presumably, people who aren't fans of Bioware's writing wouldn't be interested in SWTOR anyway, but whatever.  I understand not being interested in the game on those grounds.  As far as presentation goes, a lot of video games have moved away from text and towards voice-overs as technology has allowed it.  It would stand to reason then that most gamers prefer a cinematic style of presenting story (the dialog choices also make the storytelling interactive which is a plus in an interactive medium) rather than a static scene with text boxes.  For all the complaints about voice-overs in this thread, walls of text feel pretty archaic in games today.

So what are the options then when it comes to story in an MMO?  You can either do it like the vast majority of other MMO developers do, and half-ass some story in text because you figure nobody is going to pay attention anyway.  You can go the sandbox route and do something where most of the "content" is player generated.  Or you can actually put a lot of resources into trying to tell a story.  We've seen a lot of implementations of the first option, a handful of the second, but only incomplete attempts at the third (AoC).  If SWTOR fails, I'll accept that MMO players will never care about story, but at least at that point it wouldn't have been for lack of anyone trying.


Title: Re: SWTOR
Post by: Malakili on August 17, 2010, 05:31:44 AM


This is the part where someone explains to you it doesn't matter what you want to do, because if XP grinding is what the other 90% of the players are doing and you're forced to group.. guess what you're doing too.

Just because a game doesn't let you quest to max doesn't mean you must spawn camp with a group for 40 hours.   I still think that if you just took WoW, and instead of having quests, gave the player a XP bonus = to a quest reward after every 25 kills (or simply upped the experience of monsters to make the leveling time the same as it is now), the experience honestly wouldn't change all that much.


Title: Re: SWTOR
Post by: Kageru on August 17, 2010, 06:29:22 AM

Well you're pretty much fine then since most of the korean cash-shop MMO's have pretty much that as a levelling experience. However I suspect more people see that as a tedious and repetitive grind rather than a lucky opportunity to escape the dreaded "quest grind". Certainly most big budget MMO titles see a reasonable amount of directed content as being required for market acceptance and retention

I will happily champion the argument that if you are not a big-budget MMO the worst thing you can do is try and generate the WoW quest experience. Fallen Earth effectively spent all their money on PvE content and would have done much better focusing their limited resources on re-usable and player driven game mechanics. But even then having a "go farm mobs" approach to levelling would just be to husband their limited resources rather than actually a desirable outcome.


Title: Re: SWTOR
Post by: Malakili on August 17, 2010, 06:37:45 AM
But even then having a "go farm mobs" approach to levelling would just be to husband their limited resources rather than actually a desirable outcome.

I've been leveling a WoW character again because I got back in touch a friiend I hadn't seen in like 7 years and he suggested we play WoW together, and the leveling really is "go farm mobs, but go farm these particular mobs."  Granted, now you can dungeon finder to victory too.  Maybe be like being just given a list of tasks and crossing them off more than I realize.


Title: Re: SWTOR
Post by: Kageru on August 17, 2010, 06:47:56 AM

That would probably be why the next expansion is doing a refresh of 1-60 environments and gameplay so they can update now ancient content with some of the lessons they've learnt.

But hey, tell your friend "let's just sit in the middle of this field and farm mobs as they re-pop" and see how thrilling he thinks that suggestion is.


Title: Re: SWTOR
Post by: Malakili on August 17, 2010, 07:06:15 AM

But hey, tell your friend "let's just sit in the middle of this field and farm mobs as they re-pop" and see how thrilling he thinks that suggestion is.

How many fucking times do I have to say that you don't need to do it this way.  You can just as easily say "hey, lets go explore those mountains over here"  and then a hour later you've "farmed" a lot of mobs and seen some neat things.  Like I said, I didn't really "farm" what I played Darkfall, I did things that were useful to me and ended up killing alot of shit along the way.

All of this is to miss the point anyway, SWTORs focus on story isn't what "the people" want anymore than than EQ style mob spawn camping.


Title: Re: SWTOR
Post by: Kageru on August 17, 2010, 07:13:52 AM

"Moving around too much drops your XP/hour noob. I looked up on GrindHead and this field has the fastest re-pop of mobs with less HP than the level average. That hill has crap for mob-density."

Agree though, this conversation has little to do with SWTOR which is more likely to have players wishing the talking would stop so they could finally go kill something.


Title: Re: SWTOR
Post by: Sky on August 17, 2010, 07:20:58 AM
If you think that every game should be designed around what the playerbase has been trained to do, go fuck off cause you're part of the problem.

Or just write another few hundred posts about a game you seem to have no intention of buying I guess.

:Love_Letters:


Title: Re: SWTOR
Post by: Malakili on August 17, 2010, 07:29:39 AM

"Moving around too much drops your XP/hour noob. I looked up on GrindHead and this field has the fastest re-pop of mobs with less HP than the level average. That hill has crap for mob-density."

Agree though, this conversation has little to do with SWTOR which is more likely to have players wishing the talking would stop so they could finally go kill something.


That sounds like a players losing their minds over efficiency problem, not a game problem.  Then again, maybe where WoW really succeeds is managing and directing that attitude.


Title: Re: SWTOR
Post by: Lakov_Sanite on August 17, 2010, 08:07:59 AM
I liked the wrathgate cenematic the first time I saw it, after that it got tedious.  If you can't skip the cutscenes in SWTOR people are going to get tired of them very, very quickly.  Also it's not a matter of if people will accept nothing but voiced quests and cutscenes it's that there is no way bioware will be able to keep up with it and still have enough content.


Title: Re: SWTOR
Post by: Reg on August 17, 2010, 08:19:25 AM
Has anyone actually working on SWTOR actually said "NO YOU CAN NEVER SKIP CUT-SCENES!!!1" Why the hell are people obsessing over this? If by some miracle you can't skip cut-scenes and if it turns out some huge number of players have wandered in by accident having no idea that Bioware writes story driven games then I'm sure that they'll fix it.

What is wrong with you people?


Title: Re: SWTOR
Post by: Cyrrex on August 17, 2010, 08:26:41 AM
To be honest, if you don't like KOTOR style cutscenes, which are basically what fucking made that game a success, then why would you even play this game?  It's KOTOR online, for crying out loud.


Title: Re: SWTOR
Post by: Malakili on August 17, 2010, 08:37:36 AM
To be honest, if you don't like KOTOR style cutscenes, which are basically what fucking made that game a success, then why would you even play this game?  It's KOTOR online, for crying out loud.

Well thats really the crux of it isn't it?   Are people willing to pay an MMO pricing model for a KOTOR game with content additions. 


Title: Re: SWTOR
Post by: Zetor on August 17, 2010, 08:39:02 AM
Guild Wars had plenty of cutscenes (at least one in every mission), and they were all skippable (everyone had to press 'skip' in the group for it to work, though). I don't think SWTOR will do any different.

Regarding the earlier wow questing / grinding tangent (and generalizing it to other DIKUs such as lotro): it's not as simple as "here's a quest to kill 10 of mob x and 6 of mob y, then you return here to get 5000 extra xp and some bracers" in a vacuum. Well-designed quest zones get multiple quests in an area and don't keep you going back to the same place 50 times, so when you're doing an 'involved' quest (such as "interact", "retrieve", "escort"), you're taking care of the objectives of other quests that are incidentally along the way and doing a 'guided tour' of the zone as well. Maybe you spend an extra 5 minutes to knock off the rest of the objectives after you're done with the main quest.

An actual example from the first WOTLK zone in wow isn't really far from your 'go hiking in the mountains' idea: you go into a cave to retrieve mcguffin_01. On the way you find a key on a mob that you use to unlock a cage, and talk to another prisoner to trigger a jailbreak escort quest. By the time you're done with all that and leave the cave, you're almost done with your kill quest as well. That's like a ding-gratz-athon!  :awesome_for_real:


Title: Re: SWTOR
Post by: Lucas on August 17, 2010, 08:48:31 AM
Space Combat video (1m 21s), straight from the EA Gamescom conference in Cologne, Germany (click on the arrow thingy for downloadable versions):

http://www.swtor.com/media/trailers/space-combat

Pretty colours!! And...shoulderpads!!! :D

Edit: Dissection of the video over at Darth Hater:

http://darthhater.com/2010/08/17/dissection-of-space-combat-video/


Title: Re: SWTOR
Post by: Cyrrex on August 17, 2010, 09:07:46 AM
To be honest, if you don't like KOTOR style cutscenes, which are basically what fucking made that game a success, then why would you even play this game?  It's KOTOR online, for crying out loud.

Well thats really the crux of it isn't it?   Are people willing to pay an MMO pricing model for a KOTOR game with content additions. 

As long as it is more like KOTOR 3, 4 and 5 as I've heard mention, I think so.  If it has some Co-op and MMO conventions to help it live longer, all the better.


Title: Re: SWTOR
Post by: Sky on August 17, 2010, 09:20:37 AM
Space Combat video
Nice. Looks mouse-driven, though. I hope there is a gamepad option and a wing commander feel to flight.


Title: Re: SWTOR
Post by: Cyrrex on August 17, 2010, 09:27:26 AM
Space Combat video
Nice. Looks mouse-driven, though. I hope there is a gamepad option and a wing commander feel to flight.

Yeah, it certainly looks the goods.  Control will be huge, though, as you say...better also have a flight stick option.


Title: Re: SWTOR
Post by: Lucas on August 17, 2010, 09:33:25 AM
"Chalk up another one for the Maniac!!!"  :awesome_for_real:


Title: Re: SWTOR
Post by: koro on August 17, 2010, 09:38:37 AM
I'd rather have X-Wing/TIE Fighter free-range combat, but I'll take a StarFox/Rogue Squadron rail shooter too.


Title: Re: SWTOR
Post by: DraconianOne on August 17, 2010, 10:07:52 AM
Same gameplay as Clone Wars Adventures?

Not necessarily complaining - at least it's not Rebel Assault.


Title: Re: SWTOR
Post by: Lantyssa on August 17, 2010, 10:56:16 AM
I was really hoping it wasn't a rail shooter. :sad: I wonder if maybe one day we can get Jump to Lightspeed again.


Title: Re: SWTOR
Post by: Tannhauser on August 17, 2010, 11:19:30 AM
I'm surprised the Sith put up with sass like that!


Title: Re: SWTOR
Post by: Velorath on August 17, 2010, 01:02:23 PM

But hey, tell your friend "let's just sit in the middle of this field and farm mobs as they re-pop" and see how thrilling he thinks that suggestion is.

How many fucking times do I have to say that you don't need to do it this way.  You can just as easily say "hey, lets go explore those mountains over here"  and then a hour later you've "farmed" a lot of mobs and seen some neat things.  Like I said, I didn't really "farm" what I played Darkfall, I did things that were useful to me and ended up killing alot of shit along the way.

All of this is to miss the point anyway, SWTORs focus on story isn't what "the people" want anymore than than EQ style mob spawn camping.


Sorry, MMO players aren't trained to play that way.  Your ideas will never work, and it's not what "the people" want.


Title: Re: SWTOR
Post by: Malakili on August 17, 2010, 01:44:25 PM

But hey, tell your friend "let's just sit in the middle of this field and farm mobs as they re-pop" and see how thrilling he thinks that suggestion is.

How many fucking times do I have to say that you don't need to do it this way.  You can just as easily say "hey, lets go explore those mountains over here"  and then a hour later you've "farmed" a lot of mobs and seen some neat things.  Like I said, I didn't really "farm" what I played Darkfall, I did things that were useful to me and ended up killing alot of shit along the way.

All of this is to miss the point anyway, SWTORs focus on story isn't what "the people" want anymore than than EQ style mob spawn camping.


Sorry, MMO players aren't trained to play that way.  Your ideas will never work, and it's not what "the people" want.

OK, this thread is fucking stupid now, I'm done.


Title: Re: SWTOR
Post by: Goreschach on August 17, 2010, 01:45:30 PM
Now?

 :why_so_serious:


Title: Re: SWTOR
Post by: Fordel on August 17, 2010, 02:17:33 PM
The space combat looks WAAAAAAAAAAY better then their actual supposed primary people game combat.


Title: Re: SWTOR
Post by: Dark_MadMax on August 17, 2010, 02:45:38 PM

 Fallen Earth effectively spent all their money on PvE content and would have done much better focusing their limited resources on re-usable and player driven game mechanics. But even then having a "go farm mobs" approach to levelling would just be to husband their limited resources rather than actually a desirable outcome.

I am not sure that it was the case "player driven mechanics" vs PvE game. I think it was more the case the had very competent art and environment designers, who at the same time had no slightest clue how to make multiplayer let alone competitive multiplayer games. PvP in this game is an abortion, but not for the lack of resources imho - because the systems they already designed  shows that they are flawed from the ground up, if same people spent more time designing it they would not make it better. I

Fallen Earth is an example of a quality pve game with great atmosphere. Unfortunately it has no end game content  but it advertised its aborted pvp as such.


Title: Re: SWTOR
Post by: Ratman_tf on August 17, 2010, 05:04:59 PM
In addition what exactly is the alternative to quests for levelling? Back to the EQ path of chain-pulling mobs to the zone line? hell no.

Frighteningly, I've seen newer to the genre players in some of my guilds say they wished the game played like this.  When asked if they'd played EQ, they said No.   I proceed to explain, in detail, how much it actually sucked but I don't think they listened.

I don't think they want EQ. I think they want the freedom to go off the rails. Sometimes in WoW I'd do some shit that had little do do with leveling, loot or questing. I had a Hunter who I'd take to hunt down all the rare mobs in vanilla WoW. I'd post screenshots of the kills on a webpage I hacked together. It was fun. It was self-directed content.


Title: Re: SWTOR
Post by: Ratman_tf on August 17, 2010, 05:09:37 PM
It has to do with the fact that it doesn't matter why this guy at the guard tower wants you to kill 12 gnolls. It has no effect on anything. Want to know why? Because if you do or don't don't kill 12 gnolls, hes still fucking standing their 9 months later asking people to kill gnolls.  This utter lack of responsiveness from the game world has trained people just not to care, because it just really doesn't matter. Phasing tried to address this, but I think it does so in a half assed way.  Guild Wars 2 has been talking a good game with regards to this, but its hard to know if they'll deliver.

Short Version:

The MMO playerbase has been trained to pull a level and get a treat, not to care whos making the level work, or why they are being asked to pull it in the first place.  They could probably replace all the quest dialog in the game with gibberish and most people wouldn't notice, it has nothing to do with the quality of the writing.


If you think that every game should be designed around what the playerbase has been trained to do, go fuck off cause you're part of the problem.

Or just write another few hundred posts about a game you seem to have no intention of buying I guess.


This is what we're given by the devs. Like in EQ when they'd nerf the fuck out of every approach to the game that wasn't within their narrow band of accepted play.

If you give a person checkers, don't expect them to play chess.


Title: Re: SWTOR
Post by: Ingmar on August 17, 2010, 05:21:27 PM
Buh? That's not what is being described at all. Try "they already know how to play checkers, so if you give them a chess set they'll just try to play checkers with it anyway, so you may as well just give them bigger checkers."

There, now we have the right ridiculous analogy to go with our ridiculous argument.


Title: Re: SWTOR
Post by: WindupAtheist on August 17, 2010, 06:17:50 PM
(http://i15.photobucket.com/albums/a388/xxboxx65/GIFS/1181911796832.gif)


Title: Re: SWTOR
Post by: Lucas on August 18, 2010, 04:41:08 AM
More advanced class names revealed:

http://darthhater.com/2010/08/18/darth-hater-gamescom-2010/

The list should now be complete, because in the previous months, although still unconfirmed, we got the names for the Smuggler too (Gunslinger and Scoundrel).

So:

Jedi Knight ---> Guardian, Sentinel
Sith Warrior ---> Juggernaut, Marauder

Jedi Consular ---> Shadow, Wizard
Sith Inquisitor ---> Sorcerer, Assassin

Smuggler ---> Gunslinger, Scoundrel
Bounty Hunter ---> Powertech, Mercenary

Trooper ---> Commando, Vanguard
Imperial Agent ---> Operative, Sniper

I actually cringed when I read "sorcerer" and "wizard", but at least for the former, there is canon material to support it ("wizard", instead, is actually referred to the perception of the jedi by the common citizens):

http://starwars.wikia.com/wiki/Sith_sorcerer





Title: Re: SWTOR
Post by: DraconianOne on August 18, 2010, 06:50:48 AM
Prediction: there will be a high percentage of Zabrak Sith Assassins in the game.

Also; tomorrow the sun will come up.


Title: Re: SWTOR
Post by: Tannhauser on August 18, 2010, 07:13:20 AM
That neck-choked admiral on the DS called Vader's Force "sorcerer's ways".  Yeah bit of a stretch there but hey there's no mention of a juggernaught.  Also Uncle Owen called Obi-Wan an old wizard.

Space combat looks great.  I do hope they eventually let us fly around free style though.  If it's a fight on rails everytime I need to go to the AH at Bespin from Tatooine then that woudl suck.


Title: Re: SWTOR
Post by: Lantyssa on August 18, 2010, 10:23:57 AM
The graphics are looking a lot better in those Darth Hater screenshots.

Combat at 20 paces is still making me go :uhrr: though.


Title: Re: SWTOR
Post by: VainEldritch on August 19, 2010, 02:05:49 AM
I was really hoping it wasn't a rail shooter. :sad: I wonder if maybe one day we can get Jump to Lightspeed again.

I really hope its not a rail shooter - people are assuming this from the appearance of the video, right? No official word that roaming is off the table? I love JTL space combat and X-wing is legend...


Title: Re: SWTOR
Post by: Lucas on August 19, 2010, 02:54:45 AM
A few interviews published during Celebration V and Gamescom for anyone who cares (some interesting stuff here and there regarding their specific role and day by day involvement but of course nothing tremendously exciting) :

DARTH HATER

Hall Hood (writing team, smuggler...umm...meaning, he's a writer for the smuggler class, not that he's a smuggler himself...I think):
http://darthhater.com/2010/08/16/interview-hall-hood-on-the-smuggler/

Clint Young (senior concept artist for environments):
http://darthhater.com/2010/08/16/interview-clint-young-concept-art/page/1

Arnie Jorgensen (Lead Concept Artist):
http://darthhater.com/2010/08/16/interview-bioware-lead-concept-artist-arnie-jorgensen/page/1

Mark Olebe and Rob Cowles (marketing demons fellas):
http://darthhater.com/2010/08/18/interview-market-men-leo-olebe-and-rob-cowles/

James Ohlen (creative director and Lead Designer):
http://darthhater.com/2010/08/18/gamescom-interview-with-james-ohlen/


ASK A JEDI (might find some redundancies with already published interviews 'cause they talk about the same subjects, of course)

Hall Hood (brief video too):
http://www.askajedi.com/2010/08/17/hall-hood-interview-star-wars-celebration/

Drew Karpyshyn (longer video):
http://www.askajedi.com/2010/08/18/drew-karpyshyn-interview-star-wars-celebration/

----

By the way, a couple noteworthy items:

- In the Ask a Jedi interview with Karpyshin, there is basically a confirmation that planets have a level range. Nothing surprising, of course. We might return on a planet later on, maybe as an instanced version for higher level characters.

- About the infamous "cross faction communication" topic, here's the full excerpt from the Hall Hood interview on Ask a Jedi:

----

Kind of a nebulous statement, maybe it's still discussed internally; we also don't know how many times we'll actually get to meet people from the other faction (neutral hubs, in other words) outside battleground planets. Personally, as a roleplayer, I hope we can speak to the other faction freely (but I understand the usual "griefing/harassment" argument).



Title: Re: SWTOR
Post by: Sky on August 19, 2010, 07:46:11 AM
Quote from: smuggler guy
Obviously, I'm a fan of Firefly. I once heard Firefly described as a television series starring Han Solo where he shot first in every episode.
That makes me happy, anyway. And comparing the VO for the smuggler to Malcolm Reynolds? I suddenly got interested in the smuggler.


Title: Re: SWTOR
Post by: Sjofn on August 19, 2010, 04:44:33 PM
I hope the lady smuggler voice is good, that's the class I've been interested in since forever!


Title: Re: SWTOR
Post by: Crumbs on August 19, 2010, 07:07:32 PM
we also don't know how many times we'll actually get to meet people from the other faction

lmfao?


Title: Re: SWTOR
Post by: Rendakor on August 19, 2010, 07:14:58 PM
Why is that so funny? In a game that looks to be heavily instanced and faction-oriented, I wouldn't be surprised if Lighties and Darkies had separate capital cities (planets?) and only ran into each other occasionally.


Title: Re: SWTOR
Post by: Crumbs on August 19, 2010, 07:26:18 PM
Stay tuned for the quote "we also don't know how many times we'll actually get to meet other players."  Maybe then it'll be more clear as to why it's funny.


Title: Re: SWTOR
Post by: DraconianOne on August 19, 2010, 11:47:14 PM
Videos in this post (http://www.swtor.com/community/showthread.php?t=188714) suggest that there's quite a lot of encountering other players from the outset.

Also suggest that tthere's a lot of talking to NPCs before getting a quest...  :oh_i_see:


Title: Re: SWTOR
Post by: SnakeCharmer on August 20, 2010, 06:53:15 AM
Yeesh...That combat, especially the ranged, is snooze inducing.


Title: Re: SWTOR
Post by: Soln on August 20, 2010, 08:55:10 AM
well, to be fair the game is mostly Quick Time Events, no?


Title: Re: SWTOR
Post by: Sky on August 20, 2010, 11:49:45 AM
I hope the lady smuggler voice is good, that's the class I've been interested in since forever!
Lady smuggler makes me giggle.

"Fred Garvin, lady smuggler."


Title: Re: SWTOR
Post by: Lucas on August 20, 2010, 12:23:05 PM
Looks like Sean Dahlberg confirmed that you can talk with the other faction freely; more importantly, you might exceptionally and occasionally work with the other faction for very specific goals (interview in french, use a translator):

http://www.jeuxonline.info/actualite/28133/gamescom-2010-interview-sean-dahlberg

No cross-faction guilds, tho. I would have loved that, but yeah, simply not feasible, I guess (mostly for the jedi-sith relationship...But on the other hand, Senator Palpatine was undercover most of the time :P).



Title: Re: SWTOR
Post by: Fordel on August 20, 2010, 03:09:05 PM
Lady smuggling is a profitable endeavor in Starwars!


Title: Re: SWTOR
Post by: Sjofn on August 20, 2010, 05:13:16 PM
I hope the lady smuggler voice is good, that's the class I've been interested in since forever!
Lady smuggler makes me giggle.

"Fred Garvin, lady smuggler."

If it's that sort of lady smuggler, his voice better be very, very good.  :why_so_serious:


Title: Re: SWTOR
Post by: Sky on August 20, 2010, 08:56:02 PM
Yeeah, it's a lady!

(http://www.rockpileproductions.com/sitebuilder/images/ladies_man-131x166.png)


Title: Re: SWTOR
Post by: Lucas on August 21, 2010, 12:14:21 PM
New section on the Holonet dedicated to Starships. For now, only the Fury (both Sith classes) and Defender (both jedi classes) are highlighted, but you can see the outline of all of them. Videos of the two mentioned starships are the same ones published a few weeks ago, but there are new screenshots.

http://www.swtor.com/info/holonet/starships


Title: Re: SWTOR
Post by: Tannhauser on August 22, 2010, 03:48:39 AM
That Fury makes me want to play a Sith, sweet!


Title: Re: SWTOR
Post by: Lucas on August 22, 2010, 04:51:53 AM
I really like what could be the Imperial Agent Ship (first one on the left, second row. You can also catch a glimpse of it in motion in the recent Space Combat video); it's also the first class I'm going to try out (followed by the Jedi Consular).


Title: Re: SWTOR
Post by: Merusk on August 22, 2010, 05:49:36 AM
My favorite part of the Sith ship was this line in the description.
Quote
On the interior, adjustments have been made to match to the luxury and aesthetics demanded by the Sith.

It made me think of Sith recruiting posters with lines like, "Love triangles? Hate right angles and curves? You just might have the aesthetic sense to be a Sith, see your recruiter now!"


Title: Re: SWTOR
Post by: Ashamanchill on August 23, 2010, 05:00:54 AM
Is that why they are so angry all the time?


Title: Re: SWTOR
Post by: SnakeCharmer on August 23, 2010, 08:03:53 AM
Is that why they are so angry all the time?

Enlarged medula oblongatas.


Title: Re: SWTOR
Post by: Surlyboi on August 23, 2010, 10:12:33 AM
and small peepees.


Title: Re: SWTOR
Post by: Simond on September 05, 2010, 03:55:34 AM
http://www.swtor.com/media/trailers/mysteries-knights-old-republic

 :awesome_for_real:


Title: Re: SWTOR
Post by: TripleDES on September 05, 2010, 04:08:48 AM
So yeah, if I want to finish the KOTOR series, I have to force group? That's just swell.


Title: Re: SWTOR
Post by: Margalis on September 05, 2010, 04:45:46 AM
At one minute in a guy gets hit by a laser and turns into a puff of smoke. Weird.


Title: Re: SWTOR
Post by: Outlawedprod on September 05, 2010, 07:33:19 AM
So yeah, if I want to finish the KOTOR series, I have to force group? That's just swell.

That will cost you an additional 14.99 per month.  After 6 months you will have unlocked the Revan questline =p


Title: Re: SWTOR
Post by: Fordel on September 05, 2010, 09:43:57 AM
You're all just a bunch of meatbags.


Title: Re: SWTOR
Post by: Lucas on September 07, 2010, 02:29:31 PM
In other news, Sean "AshenTemper" Dahlberg is no more the Community Manager of TOR (and he's "left the building" altogether):

http://www.swtor.com/community/devtracker.php (at the time of this post, confirmation comes from the first message of the DevTracker, by Senior Community Coordinator Joanne LaRoche)


Title: Re: SWTOR
Post by: Outlawedprod on September 07, 2010, 03:52:54 PM
In other news, Sean "AshenTemper" Dahlberg is no more the Community Manager of TOR (and he's "left the building" altogether):
http://www.swtor.com/community/devtracker.php (at the time of this post, confirmation comes from the first message of the DevTracker, by Senior Community Coordinator Joanne LaRoche)

The quality of the game's community has probably peaked already so he decided now was a good time to get out =p


Title: Re: SWTOR
Post by: waylander on September 08, 2010, 07:40:30 AM
In other news, Sean "AshenTemper" Dahlberg is no more the Community Manager of TOR (and he's "left the building" altogether):

http://www.swtor.com/community/devtracker.php (at the time of this post, confirmation comes from the first message of the DevTracker, by Senior Community Coordinator Joanne LaRoche)

Interesting.  SWTOR is a big name project, so assuming he left of his own free will then I wonder what game/company could have lured him away.  Whoever replaces him will tell us a lot about Bioware's commitment to community relations.


Title: Re: SWTOR
Post by: UnSub on September 08, 2010, 08:53:38 AM
Gazillion's been luring people in recently, but I'm not sure Rockjaw and Daeke need another experienced CM at this stage for any of the titles they are looking after.


Title: Re: SWTOR
Post by: Lucas on September 10, 2010, 03:53:26 PM
New planet unveiled, and heyyy, an old acquaintance! :

http://www.swtor.com/info/holonet/planets/corellia

It's now 15 planets, 11 + 4 origin ones.


Title: Re: SWTOR
Post by: LK on September 10, 2010, 04:28:08 PM
So do we have a solid idea on how big a "planet" is compared to, say, a KOTOR Map or a WoW Zone?


Title: Re: SWTOR
Post by: Lucas on September 10, 2010, 04:53:43 PM
No, we really don't know, yet: they say the "origin" planets are much, much smaller than some of the other planets you will visit later in the story.

I actually expect, as a whole, small-average sized areas, but quite dense and detailed when it comes to the surrounding environment, general furniture and of course story. And also, very little freedom of going off rails like in any other bioware games. But if the story is good enough, that's ok for me, since I'll just focus on story and roleplaying.


Title: Re: SWTOR
Post by: Malakili on September 10, 2010, 07:01:38 PM
No, we really don't know, yet: they say the "origin" planets are much, much smaller than some of the other planets you will visit later in the story.

I actually expect, as a whole, small-average sized areas, but quite dense and detailed when it comes to the surrounding environment, general furniture and of course story. And also, very little freedom of going off rails like in any other bioware games. But if the story is good enough, that's ok for me, since I'll just focus on story and roleplaying.

At the risk of starting a heated discussion, what do you intend to do RP wise?  I've found it nearly impossible to do any meaningful RP in story heavy MMOs.  Do you just ignore the actual game when you want?  The reason I quit RPing in MMOs was that it seemed to me to be effectively a glorified chat room RP when it came down to it, and while thats not the worst thing ever, I was so continually frustrated by the limitations on what could've been really awesome, that I ended up just saying to hell with it.


Title: Re: SWTOR
Post by: LK on September 10, 2010, 07:51:49 PM
So, justifying subscriptions for a game like this by adding multiplayer and a fuck ton of content to a KOTOR mindset, but not with any meaningful activities to keep players going once they reach the end?


Title: Re: SWTOR
Post by: Vinadil on September 11, 2010, 06:39:38 AM
Sounds about right.  Aiming for the crowd that enjoys playing through the storyline(s) as different characters, but being able to do it with friends.  I am sure they will have some "high-end" dungeons that give different gear for people that want to keep playing at the high levels too.

How much time does it take to play through a standard KOTOR type game?  Wonder if the level curve here will follow the same.  It would definitely be different if you could reach max level in an MMO in 40-60 hours played. 


Title: Re: SWTOR
Post by: Lantyssa on September 11, 2010, 06:49:45 AM
So, justifying subscriptions for a game like this by adding multiplayer and a fuck ton of content to a KOTOR mindset, but not with any meaningful activities to keep players going once they reach the end?
We don't know it is subscription-based yet.


Title: Re: SWTOR
Post by: DraconianOne on September 11, 2010, 09:14:52 AM
How much time does it take to play through a standard KOTOR type game?  Wonder if the level curve here will follow the same.  It would definitely be different if you could reach max level in an MMO in 40-60 hours played. 

I believe they've implied that there is more story in SWTOR than all(?) of their other games combined. Haven't got the source to hand at the moment though.


Title: Re: SWTOR
Post by: Vinadil on September 11, 2010, 02:38:57 PM
I have heard the same, and also the implication that said story might be accessed by playing the game again with a different class/character.  Seeing how many people have multiple level 80s in WoW, if they make the process of building a character and discovering the story interesting they might tap into some of that market.


Title: Re: SWTOR
Post by: LK on September 11, 2010, 07:02:10 PM
A shit ton of content won't be their problem. A finite amount of it to go through that isn't repeatable will be.

How well the multiplayer portions of their game actually works together will also be important.


Title: Re: SWTOR
Post by: Koyasha on September 13, 2010, 03:44:30 AM
I think if they get a few million people to subscribe long enough to run through half the classes and experience the story, and not necessarily all at the same time, they'll probably be able to call it a definite win.  Beyond that, new players and churn will probably limit their total concurrent subscribers, but as they make new content and release expansions or whatever, most players will drift back, play some of the new stuff, then drift away...but they seem likely to, overall, have a steadily profitable amount of players.


Title: Re: SWTOR
Post by: Malakili on September 13, 2010, 04:43:27 AM
I think if they get a few million people to subscribe long enough

Thats a pretty big assumption to make.  Even 1 million would have to be considered successful by industry standards if they retain them.  A 'few million' would be almost without precedent.


Title: Re: SWTOR
Post by: Maledict on September 13, 2010, 09:10:34 AM
I think if they get a few million people to subscribe long enough

Thats a pretty big assumption to make.  Even 1 million would have to be considered successful by industry standards if they retain them.  A 'few million' would be almost without precedent.

1 million would be a feat only one other MMO has managed - World of Warcraft. No other Western MMO has ever retained more than 500K subscribers, nevermind 1 million, and nevermind the 4 million or so WoW has. That's why when companies say "We only need 1 million" it seems a bit odd - everyone forgets that WoW isn't just a huge success, it's bigger than the entire rest of the Western MMO market combined. Aiming for 1 million subscribing people is a really difficult goal, and won't just be a success - it'll be the biggest thing to hit MMO space since WoW launched. Anyone breaking that lock Blizzard has on 1 million + subscribers would be huge.


Title: Re: SWTOR
Post by: Lantyssa on September 13, 2010, 09:58:54 AM
Obviously this was missed being four posts up...
I think if they get a few million people to subscribe long enough

Thats a pretty big assumption to make.  Even 1 million would have to be considered successful by industry standards if they retain them.  A 'few million' would be almost without precedent.
It is a big assumption to make that this is a subscription-based game.

It might be, it might not.  The only thing we have heard was a loud-mouthed upper management a few years ago saying it wouldn't be.  They may very well go for a more Guild Wars-esque model, with micro-trans or expansions being the primary income.


Title: Re: SWTOR
Post by: Riggswolfe on September 13, 2010, 11:28:02 AM
Obviously this was missed being four posts up...
I think if they get a few million people to subscribe long enough

Thats a pretty big assumption to make.  Even 1 million would have to be considered successful by industry standards if they retain them.  A 'few million' would be almost without precedent.
It is a big assumption to make that this is a subscription-based game.

It might be, it might not.  The only thing we have heard was a loud-mouthed upper management a few years ago saying it wouldn't be.  They may very well go for a more Guild Wars-esque model, with micro-trans or expansions being the primary income.

I honestly can't imagine it using the guild wars model. I'm guessing it'll be $14.99/month.


Title: Re: SWTOR
Post by: Malakili on September 13, 2010, 11:30:37 AM

It is a big assumption to make that this is a subscription-based game.


Ok, then its a big assumption to even assume they'll sell several million copies, regardless of their pricing model after the box sale.


Title: Re: SWTOR
Post by: Lantyssa on September 13, 2010, 12:12:16 PM
KotOR sold well more than a million units.  WAR and AoC were in the million-in-a-month range.  I don't see why this would do any worse, no matter how much we might mock it.


Title: Re: SWTOR
Post by: LK on September 13, 2010, 01:23:40 PM
For all the time and money they've put into it and the hope that this will be a WoW-killer, they *need* to be taking more than $50-$60 per box from the customer for this to be a smashing success.

Subscription money is where the real income is at.


Title: Re: SWTOR
Post by: waylander on September 13, 2010, 01:40:45 PM
Warhammer sold over 800k copies initially and AOC sold 1.2 million copies initially, but 3 months later neither one retained over 500k paying customers.  Gamers don't wait a year anymore for someone to fix the game, patch in the fun later, etc.  If the game isn't launched right or patched up within 30 days, the previous trends suggest massive customer losses.

SWTOR sounds fun with the story driven combat. If there are stupid lockout timers or the middle to late level game is very repetitive or lacking content then they will be in serious trouble.


Title: Re: SWTOR
Post by: UnSub on September 13, 2010, 07:01:11 PM
I found a nonsense post from BioWare saying they'll charge for SWOR what the market says is acceptable at the time. Not going to link it.

To date, SWOR is PC-only. BioWare games do sell millions of boxes (over 2million copies in the first week (http://www.1up.com/news/mass-effect-2-week-sales)) but they also perform strongly on the Xbox 360 (ME2 has sold almost 2 million units on that console (http://www.vgchartz.com/worldtotals.php?name=mass%20effect%202)). SWOR (to date) doesn't have that support, so it needs to do all its heavy lifting on the PC.

That BioWare is getting comfortable selling DLC and having its BioWare account system (http://www.gamasutra.com/view/news/26919/Mass_Effect_2_Combats_Used_Sales_Piracy_With_Cerberus_DLC_Network.php). Plus this game it just too expensive to rely on pure box sales. I'm expecting to see a hybrid model - box fee, some sort of sub fee (or montly fee that provides bonuses for paying, like extra inventory space or access to certain in-game systems) and then DLC charged on top of that.


Title: Re: SWTOR
Post by: Hawkbit on September 13, 2010, 07:43:26 PM
The double dipping raises a pretty big red flag for me, personally.  I'm down with paying a sub for content and another $40/yr for an xpac, or I'm down for a GW style no-sub/frequent xpac.  But both, I might have to draw the line there if you're charging me a cover charge *and* making me buy drinks to stay in the club. 


Title: Re: SWTOR
Post by: Rendakor on September 13, 2010, 10:54:58 PM
I'm with Hawkbit. Either sub, or DLC. Not both.


Title: Re: SWTOR
Post by: Velorath on September 13, 2010, 11:37:30 PM
I can't really see them releasing a lot of DLC (as in mission packs).  If there's as much story content in the game as they say there is, it doesn't seem like there'd be much incentive to buy more unless you've already catassed through every class you're interested in.  I could picture them selling shit like silver lightsaber crystals, or "here's a really cool looking skin for your landspeeder/companion/starfighter" or something though.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 14, 2010, 12:02:40 AM
I can't really see them releasing a lot of DLC (as in mission packs).  If there's as much story content in the game as they say there is, it doesn't seem like there'd be much incentive to buy more unless you've already catassed through every class you're interested in.  I could picture them selling shit like silver lightsaber crystals, or "here's a really cool looking skin for your landspeeder/companion/starfighter" or something though.

This entire post made me laugh.


Title: Re: SWTOR
Post by: Velorath on September 14, 2010, 12:17:43 AM
I can't really see them releasing a lot of DLC (as in mission packs).  If there's as much story content in the game as they say there is, it doesn't seem like there'd be much incentive to buy more unless you've already catassed through every class you're interested in.  I could picture them selling shit like silver lightsaber crystals, or "here's a really cool looking skin for your landspeeder/companion/starfighter" or something though.

This entire post made me laugh.

I'm not sure what about it is funny.  It's easier to make money off cosmetic stuff it takes some guy a few hours to code than it is to take the time to do DLC content, and it creates less of an uproar.  I imagine that's part of the reason Blizzard sells $25 mounts rather than DLC packs (which would likely sell pretty well if they did produce them).


Title: Re: SWTOR
Post by: Simond on September 14, 2010, 05:23:08 AM
Have you played Dragon Age or ME2?


Title: Re: SWTOR
Post by: Riggswolfe on September 14, 2010, 07:28:14 AM
Have you played Dragon Age or ME2?

Yes and those are different beasts from an MMO. Lots of single player games, especially RPGs, are coming out with DLC these days. Seeing it happen there is no gurantee you'll have a $7 download with 2 hours of gameplay in an MMO.


Title: Re: SWTOR
Post by: SnakeCharmer on September 14, 2010, 08:07:17 AM
Have you played Dragon Age or ME2?

You know better than to bring those two games up when talking about this Bioware...


Title: Re: SWTOR
Post by: Vinadil on September 14, 2010, 09:43:37 AM
I would not care so much if they release DLC, I just agree with some of the above that if I actually needed to use it within the first 300 hours of game play or so I would feel like their promise of "more content than all of our other games" fell a bit short.  Sure much of the content between factions and classes may repeat, but the experiences should be different enough to get me through those sections and onto the unique part they talk about.

Honestly I think much of AoC's issues came when I stopped playing through the story and had to play the actual game.  The 1-20 experience was just SO much better than the 20+ experience that I felt ripped off.  THat is one of the reasons I would not be upset at ALL if they let players reach the level cap with one character in 40-50 hours.  That is quite a bit of game time for a single player game... and if you even add another 4-5 hours worth of unique experiences for a separate class/faction you can bet people will put another 40 hours in to see that extra 4; especially if the game itself is just fun to play or fun to play with friends.


Title: Re: SWTOR
Post by: Velorath on September 14, 2010, 02:01:31 PM
Have you played Dragon Age or ME2?

Yeah.  4 out of 7 of ME2's paid DLC packs are for gear or alternate character appearances.  The 3 content packs are around 1-2 hours each, which are fairly negligible amounts of time if you put that in the context of an MMO.  I'm not saying that EA and Bioware won't find extra stuff to sell players, I'm saying story content seems less likely than having people pay $5 to unlock Mandalorians as a playable race.


Title: Re: SWTOR
Post by: Nonentity on September 14, 2010, 02:27:32 PM
Didn't EQ2 do those mini "adventure packs" and they tanked horribly?

I remember the first EQ2 expansion had them bundled in, in a sort of "oh, right, sorry about these" kind of way.

Not that I'd take it as a shining example of how it would fail miserably in an MMO, but it seems like doing lots of content splintering is more of a headache than just having major expansions.


Title: Re: SWTOR
Post by: SnakeCharmer on September 14, 2010, 02:37:15 PM
The success or failure of DLC and adventure xpacs like the EQ2 thing can mostly be attributed to timing. 

The initial reaction of most MMO gamers is HELL NO JUST CHARGE ME A SUB FEE AND REGULAR XPAC PRICE!11!!, but that mentality is slowing coming around to acceptance for a number of reasons.  Chief among them are a lot of us old school gamers are dying off, and DLC has thrived under the PS3 / 360 (and Steam on the PC).  Personally, I don't care if the game is free, sub based, or even some form of micro trans.  As long as it's good, I'll play it (hello LOTRO) and even buy some stuff from the online stores that may total more than what it would have been under a regular sub.  I would be very surprised if at the end of a year that my total for the LOTRO extras ends up being much different (10 percent) than what it would have cost me for a years worth of subs and an xpac or two.


Title: Re: SWTOR
Post by: Cadaverine on September 14, 2010, 03:44:22 PM
Didn't EQ2 do those mini "adventure packs" and they tanked horribly?

I remember the first EQ2 expansion had them bundled in, in a sort of "oh, right, sorry about these" kind of way.

Not that I'd take it as a shining example of how it would fail miserably in an MMO, but it seems like doing lots of content splintering is more of a headache than just having major expansions.

Yep, there were three of them.  One for Splitpaw, one for Nektuos Castle, and a third one that I never saw.  They charged $7.95 for them.  I don't recall the Nektulos one, really, but the Splitpaw one was pretty meh.  Decent enough xp around level 20, and it was instanced so you didn't have to deal with anyone, but that's about it.  I got about 10 or so quests before I ran into the group only content.

That said, I don't see DLC in MMOs taking off just yet.  Not when you have so many of the current games giving away that content for free, particularly Blizzard.


Title: Re: SWTOR
Post by: Rendakor on September 14, 2010, 07:54:59 PM
The EQ2 DLC zones were a nightmare because they included raid content, but forming a raid while coordinating who had which pack was a major hassle.


Title: Re: SWTOR
Post by: Sky on September 15, 2010, 07:32:14 AM
I got them free with Station Pass (hey, at the time it was a decent deal for PS/EQ2/SWG). Still ran into the group-only content cockblock, which may be part of the reason I dislike group-only content cockblocks. I think my lvl 74 or whatever wizard still had a splitpaw cockblock quest in his quest log in the vain hopes some day I'd be able to convince someone to bother with it so long after nobody gives a shit.


Title: Re: SWTOR
Post by: HaemishM on September 16, 2010, 11:32:12 AM
If you didn't have a regular group who also had the content, about the only think Splitpaw was good for was a free port to Thundering Steppes.


Title: Re: SWTOR
Post by: Sky on September 16, 2010, 12:05:44 PM
I never got that.  :oh_i_see: My wizard could never solo that one heroic area even with the megabuff. Hell, I don't think I ever did it with my SK, either. Man do I hate heroic/elite/cockblock game design that is now here to stay.


Title: Re: SWTOR
Post by: Rendakor on September 16, 2010, 03:41:00 PM
I never got that.  :oh_i_see: My wizard could never solo that one heroic area even with the megabuff. Hell, I don't think I ever did it with my SK, either. Man do I hate heroic/elite/cockblock game design that is now here to stay.
"Now"? As if there was a time when all content was soloable?  :uhrr:


Title: Re: SWTOR
Post by: Surlyboi on September 16, 2010, 05:32:38 PM
Well, in EQ, it was soloable. You'd be about 30 levels too high for the content, but you could indeed do it solo.  :oh_i_see:


Title: Re: SWTOR
Post by: Sky on September 17, 2010, 07:50:09 AM
"Now"? As if there was a time when all content was soloable?  :uhrr:
You may have been blocked out of some of the boss and raid content in EQ, but a necro could solo a good portion of the game. A lot more than after they put in group-only buffed mobs (elites/heroics/etc). I could solo everything in UO :)


Title: Re: SWTOR
Post by: Rendakor on September 17, 2010, 09:57:23 AM
Just because one class was very good at soloing does not mean the game was soloable.


Title: Re: SWTOR
Post by: Sky on September 17, 2010, 11:27:23 AM
Was for me  :why_so_serious:


Title: Re: SWTOR
Post by: Rendakor on September 17, 2010, 11:32:00 AM
If you had played a necro in EQ2 you wouldn't have complained about the Splitpaw thing either.  :oh_i_see:


Title: Re: SWTOR
Post by: Sky on September 17, 2010, 12:06:55 PM
My whole existence in EQ2 was about twinking the shit out of my necro....but I never got that far. Got my SK to 45 or so, decided to twink /him/, so got the wizard to 75...and that was all she wrote.


Title: Re: SWTOR
Post by: Surlyboi on September 17, 2010, 04:01:50 PM
Twinked all my other toons in EQ2, they still didn't get that far. Twinking isn't nearly as easy as it was in the old days.


Title: Re: SWTOR
Post by: Sky on September 25, 2010, 08:37:09 AM
I hesitate to post this video into this wretched hive of swtor hate...

http://www.swtor.com/media/trailers/mysteries-knights-old-republic

Not sure if it's been posted before.


Title: Re: SWTOR
Post by: Surlyboi on September 27, 2010, 10:30:46 PM
Yeah, posted about five or six pages back.


Title: Re: SWTOR
Post by: Fordel on September 28, 2010, 12:06:35 AM
I think I called everyone a Meatbag to boot.


Title: Re: SWTOR
Post by: Sky on September 28, 2010, 08:00:51 AM
Yeah, posted about five or six pages back.
Ok. I'm trying to keep up with info releases, but this thread is filled with so much biley stupid, it's difficult.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 28, 2010, 09:21:15 AM
Yeah, posted about five or six pages back.
Ok. I'm trying to keep up with info releases, but this thread is filled with so much biley stupid, it's difficult.

It's a star wars MMO thread, the stupid is in the title.


Title: Re: SWTOR
Post by: NiX on September 28, 2010, 09:42:20 AM
It's a star wars MMO thread, the stupid is in the title.

Why we still allow them is beyond me.


Title: Re: SWTOR
Post by: Sky on September 28, 2010, 11:48:54 AM
Because this game looks awesome?


Title: Re: SWTOR
Post by: Paelos on September 28, 2010, 11:49:05 AM
It's a star wars MMO thread, the stupid is in the title.

Why we still allow them is beyond me.

Because we got tired of talking about WoW while waiting for Cataclysm to release anything.


Title: Re: SWTOR
Post by: Rasix on September 28, 2010, 11:53:05 AM
Because this game looks awesome?

Yes, but how do you balance that against the looming threat of the Star Wars MMO super thread.

What if they add twitch to this?!??!?!

Anyhow, I'm with you as to looking forward to this game.  What they've described so far seems tailor made for my play style and current gaming habits.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 28, 2010, 12:02:03 PM
I loved KOTOR when it came out, KOTOR2 was...ok but unfinished and then Mass Effect came out and blew those out of the water. To be honest, this game does not look as good as Mass Effect and that's where the bar has been set now.


Title: Re: SWTOR
Post by: Sky on September 28, 2010, 12:13:41 PM
You know, you can honestly use the wookie defense in this case.


Title: Re: SWTOR
Post by: Lantyssa on September 28, 2010, 12:51:07 PM
TWO BLOODY EE'S.


WookiEE.


Title: Re: SWTOR
Post by: Paelos on September 28, 2010, 12:54:10 PM
EEasy now.


Title: Re: SWTOR
Post by: Rendakor on September 28, 2010, 01:37:53 PM
I loved KOTOR when it came out, KOTOR2 was...ok but unfinished and then Mass Effect came out and blew those out of the water. To be honest, this game does not look as good as Mass Effect and that's where the bar has been set now.
Maybe I'm alone here, but I loved KOTOR but hated Mass Effect. The Star Wars setting and the more traditional RPG feel made KOTOR awesome, while ME felt like generic_sci_fi_game with shooter elements.


Title: Re: SWTOR
Post by: Fordel on September 28, 2010, 02:27:53 PM
I love the KoToR setting and story, but God help me if I have to use it's combat system again. I am a much bigger fan of the Shootery-enough, RPG-enough Mass Effect style.


Title: Re: SWTOR
Post by: Ingmar on September 28, 2010, 02:34:15 PM
This probably borders on heresy for someone from my generation who grew up playing with Star Wars toys constantly, but... I really, really prefer the ME setting. At least until they Ewok it up in episode 3 somehow.  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on September 28, 2010, 04:43:17 PM
Star Wars has young Harrison Ford in tight pants, thus Star Wars wins for me. I can forgive a LOT of sins for young Harrison Ford in tight pants. :why_so_serious:


Title: Re: SWTOR
Post by: UnSub on September 28, 2010, 06:25:00 PM
A good ME vs KOTOR (or even ME vs SWOR) argument could push this thread to the 200 page mark.

I'm currently playing through ME on Insanity with my first FemShep and I've got to say that the BioWare emperor's clothes are threadbare in many places. But I want to finish it before I head over to ME2.


Title: Re: SWTOR
Post by: NiX on September 28, 2010, 07:19:32 PM
Because this game looks awesome?

Looks like your typical MMO. I still don't get why Star Wars gives MMO nerds such a hardon.


Title: Re: SWTOR
Post by: Fabricated on September 28, 2010, 07:56:06 PM
Star Wars fans are basically in the "abused spouses" club that includes illustrious members such as Sonic fans and people who still like SquareEnix.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 28, 2010, 09:14:52 PM
Star Wars fans are basically in the "abused spouses" club that includes illustrious members such as Sonic fans and people who still like SquareEnix.

This needs to be put on a plaque somewhere.


Title: Re: SWTOR
Post by: Lantyssa on September 28, 2010, 09:47:38 PM
I'm currently playing through ME on Insanity with my first FemShep and I've got to say that the BioWare emperor's clothes are threadbare in many places. But I want to finish it before I head over to ME2.
Insanity was crazy.  Made worse by the overheat bug.

<pew pew> <permanent overheat> <switch> <pew overheat> <again>  <last weapon too> <melee five enemies to death ON INSANITY>


Title: Re: SWTOR
Post by: Sjofn on September 28, 2010, 11:41:30 PM
Because this game looks awesome?

Looks like your typical MMO. I still don't get why Star Wars gives MMO nerds such a hardon.

Tight pants, man! Tight pants!


Title: Re: SWTOR
Post by: UnSub on September 29, 2010, 01:07:53 AM
I'm currently playing through ME on Insanity with my first FemShep and I've got to say that the BioWare emperor's clothes are threadbare in many places. But I want to finish it before I head over to ME2.
Insanity was crazy.  Made worse by the overheat bug.

<pew pew> <permanent overheat> <switch> <pew overheat> <again>  <last weapon too> <melee five enemies to death ON INSANITY>

I haven't had that... but now I know about it, it's probably guaranteed I'll run into it!

My favourite bits have been knocking targets into walls and having them teleport through and get locked there where I can't hit them.

And krogans are just nuts to kill at Insanity. I really don't like it where I have to exploit AI stupidity just to pass an area because there is no way of legitimately taking them out.


Title: Re: SWTOR
Post by: Samprimary on September 29, 2010, 06:10:18 AM
After watching through all the videos of this game, I kind of want them to massively restructure the animation teams and start from scratch on trying to make the character animations not look terrible.


Title: Re: SWTOR
Post by: Sky on September 29, 2010, 07:29:26 AM
Looks like your typical MMO. I still don't get why Star Wars gives MMO nerds such a hardon.
It's a story-oriented mmo with high production values. Sure, I don't expect much out of the gameplay, as long as it's pretty standard mmo fare, I'm ok with that. I'm looking forward to digging into the lore.

I read quest text, too. We've been through this, probably on page 85 or so  :grin: I like the original SW canon, but it's certainly not a nerdon for me. I haven't bought a SW title since Kotor 2, and that I bought years later in the bin. It's not really about SW for me, though that doesn't hurt it for me, either.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 29, 2010, 07:50:02 AM
I'm really not seeing 'high production values' with this game. Fun and story driven it may be but it doesn't really blow me away visually.


Title: Re: SWTOR
Post by: Reg on September 29, 2010, 08:03:38 AM
High production values is about more than fancy graphics requiring powerful computers that most people don't have. WoW has high production values but I don't think anyone is blown away by its graphics are they?


Title: Re: SWTOR
Post by: NiX on September 29, 2010, 08:36:02 AM
High production values is about more than fancy graphics requiring powerful computers that most people don't have. WoW has high production values but I don't think anyone is blown away by its graphics are they?

I was with Lakov up until the visuals comment. The combat is lacking, animations are hard to watch and the content is.. Star Wars. For me, it's a dried up well and I think most of the hype is Bioware & Star Wars with hopes that it'll be as fun as KotOR.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 29, 2010, 09:22:17 AM
Well, by visuals I don't just mean pixel count. I would say wow has a high production value because its visually stunning, has a very good look overall and things like animations and spells all look great.  SWTOR looks like, well...kotor and that's not good enough anymore, as I said before I believe Mass Effect is setting the bar for something like this and SWTOR is far below even that.


Title: Re: SWTOR
Post by: Paelos on September 29, 2010, 09:47:07 AM
Well, by visuals I don't just mean pixel count. I would say wow has a high production value because its visually stunning, has a very good look overall and things like animations and spells all look great.  SWTOR looks like, well...kotor and that's not good enough anymore, as I said before I believe Mass Effect is setting the bar for something like this and SWTOR is far below even that.

It's funny how the gameplay you remember sometimes gets visually updated in your mind over the years. I think I applied current graphics to my memories of my Kotor playing experience, because when I reloaded the original at the beginning of this year, it was a jarring experience.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 29, 2010, 10:10:23 AM
Well kotor graphics are very bad by today's standards and yes swtor is better but not by as much as ME is. I would put swtor smack dab in the middle of kotor and ME for pure graphics power but stylistically swtor is still a buffed up kotor which is...well it just falls flat stylistically. They could have literally re-skinned ME and given lightsabers as a melee weapon and it would be 10x better than what is being shown thus far.


Title: Re: SWTOR
Post by: Sky on September 29, 2010, 10:15:29 AM
I disagree with what you said. I think it looks cool.


Title: Re: SWTOR
Post by: Surlyboi on September 29, 2010, 10:29:11 AM
Then again, you think WoW looks like ass.

Not that I don't agree with you on that score, but... yeah.


Title: Re: SWTOR
Post by: Draegan on September 29, 2010, 10:54:58 AM
When KOTOR was cheap on Steam a few weeks ago I loaded it up and... oh boy.  Times do change.  I also upgrade graphics in my head.


Title: Re: SWTOR
Post by: Paelos on September 29, 2010, 11:03:25 AM
When KOTOR was cheap on Steam a few weeks ago I loaded it up and... oh boy.  Times do change.  I also upgrade graphics in my head.

Morrowind was also a shock for me graphically. However, the music/sound was still hauntingly good. That was a classic theme.


Title: Re: SWTOR
Post by: Shrike on September 29, 2010, 11:11:44 AM
When KOTOR was cheap on Steam a few weeks ago I loaded it up and... oh boy.  Times do change.  I also upgrade graphics in my head.

Yeah, it was a bit of a shock. I can deal with the graphics (hell, I still play X-com), but it's the lack of WS resolutions that really get to me. KoTOR on a window about half the size of my actual monitor real estate is just a bit distracting. I'm seriously tempted to put my old 22" CRT back on this box just for playing it.


Title: Re: SWTOR
Post by: Ingmar on September 29, 2010, 11:48:35 AM
When KOTOR was cheap on Steam a few weeks ago I loaded it up and... oh boy.  Times do change.  I also upgrade graphics in my head.

Morrowind was also a shock for me graphically. However, the music/sound was still hauntingly good. That was a classic theme.

Morrowind looked like shit piled on top of ass when it released.


Title: Re: SWTOR
Post by: Lantyssa on September 29, 2010, 11:51:00 AM
Yeah, it was a bit of a shock. I can deal with the graphics (hell, I still play X-com), but it's the lack of WS resolutions that really get to me. KoTOR on a window about half the size of my actual monitor real estate is just a bit distracting. I'm seriously tempted to put my old 22" CRT back on this box just for playing it.
You can mod the resolution.  Still didn't help that I couldn't get past being captured by Malak due to bugs.


Title: Re: SWTOR
Post by: NiX on September 29, 2010, 01:12:27 PM
[Morrowind looked like shit piled on top of ass when it released.

Yeah, playing Morrowind now shouldn't shock anyone. That game looked like muddled ass from Day 1.

I disagree with what you said. I think it looks cool.

Fair enough. I just don't think the hype is justified.


Title: Re: SWTOR
Post by: Draegan on September 29, 2010, 01:36:41 PM
Hacking the .ini file for resolution for windowed mode is pretty easy.  Just make sure you set the file to read only if you use it via Steam.


Title: Re: SWTOR
Post by: Sheepherder on September 30, 2010, 01:38:25 PM
[Morrowind looked like shit piled on top of ass when it released.

Yeah, playing Morrowind now shouldn't shock anyone. That game looked like muddled ass from Day 1.

Occasionally it would look cool.  Then you would go inside, or it would get dark, or something would animate.


Title: Re: SWTOR
Post by: Sky on September 30, 2010, 01:43:41 PM
Fair enough. I just don't think the hype is justified.
And fair enough in return. I'm actually trying actively not to get too excited by a developer saying the right things for my niche of mmo enjoyment. I don't see how they can deliver what I'd enjoy in an mmo and also be successful at the level they need to pay off development and maintenance. My honest feeling is that as launch nears, more and more time is spent putting in features ripped directly from WoW until it's the WoW clone with lightsabers people joke about. Simply because for all the creative folks involved, there are a lot of suits breathing down their necks and the game has to leave the ivory tower at some point.

I'm not even sure it's possible to make a quality AAA mmo that's fun anymore. WoW has skewed everything so badly that I'm not sure even the developers themselves can see it sometimes.


Title: Re: SWTOR
Post by: NiX on September 30, 2010, 01:59:47 PM
I'm not even sure it's possible to make a quality AAA mmo that's fun anymore. WoW has skewed everything so badly that I'm not sure even the developers themselves can see it sometimes.

What were we disagreeing about before? This is my issue and not just with SWTOR. I've managed to get to a point where I only get up to mild interest and hold off any excitement until the game launches and people have feedback.

I hope they pull off something new, but if it boils down to WoW with voice overs, I only have Heroes of Telara and GW2 to restore any hope for the industry.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 30, 2010, 02:10:14 PM
The thing is, so far no one HAS copied wow. Oh they've copied certain aspects of it here and there but none of the other recent MMO's have caught on that the game needs to be fun.  Too many developers take an almost adversarial role when it comes to the players, that the games end up suffering.  Even if gameplay was 100% different from wow it very well could succeed so long as its core gameplay is *gasp* fun and exciting.


Title: Re: SWTOR
Post by: Merusk on September 30, 2010, 03:16:43 PM
Yeah, it's been said time and again that Devs learn the wrong lessons from WoW and always come back with the excuse "It's successful only because of the installed fanbase for Blizzard games!"  You'd think 5 years and ~12 failed MMOs later someone would clue-in to that not being the case.


Title: Re: SWTOR
Post by: Margalis on September 30, 2010, 10:10:17 PM
Even if gameplay was 100% different from wow it very well could succeed so long as its core gameplay is *gasp* fun and exciting.

"Hey 4 star chef, what's your secret?"
"My food tastes good!"

Helpful!

Quote from: Sky
Simply because for all the creative folks involved, there are a lot of suits breathing down their necks and the game has to leave the ivory tower at some point.

This sound nice but the truth is it's equally likely that a lot of the dev team are huge WoW fans and actively want to copy it as much as possible. I'd note that even on amateur game sites where the devs have complete freedom to do anything most of the games are clones. (Hell check out XBL community games)

You absolutely cannot blame the number of derivative video games on suits. It's an appealing and romantic notion but simply not true. Many of the people who are supposed to be "creative" very much want to create derivative products.


Title: Re: SWTOR
Post by: Rendakor on September 30, 2010, 10:15:25 PM
"Hey 4 star chef, what's your secret?"
"My food tastes good!"
I lol'd.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 30, 2010, 10:46:13 PM
And yet they still get that part wrong.  :why_so_serious:


Title: Re: SWTOR
Post by: NiX on October 01, 2010, 06:54:31 AM
The thing is, so far no one HAS copied wow. Oh they've copied certain aspects of it here and there but none of the other recent MMO's have caught on that the game needs to be fun.  Too many developers take an almost adversarial role when it comes to the players, that the games end up suffering.  Even if gameplay was 100% different from wow it very well could succeed so long as its core gameplay is *gasp* fun and exciting.

Sorry, wasn't implying people have copied WoW. It's the attempts that are ruining MMOs. We have a WoW, we don't need another one. Fun and Excitement aren't staples of WoW, they're staples of successful games. I don't get why it's such a mystery to MMO designers.


Title: Re: SWTOR
Post by: Sky on October 01, 2010, 07:54:31 AM
This sound nice but the truth is it's equally likely that a lot of the dev team are huge WoW fans and actively want to copy it as much as possible.
Oh yeah, don't mistake my comment for dismissing that part. That's actually what I was alluding to with the following quote. Even though there are definitely people straight-up ripping off WoW, there are some who think they're doing something new...but can't see the heavy hand of WoW writ large. As someone who played enough WoW to have a feel for it, but not a WoW player (I played 3 months at release to level 58), it's (probably not) surprising to see how much it's permeated the genre. If people want to play WoW, they'll play WoW. I don't understand why that's seemingly difficult to understand.
WoW has skewed everything so badly that I'm not sure even the developers themselves can see it sometimes.
Anyway. What Nix said.


Title: Re: SWTOR
Post by: Draegan on October 01, 2010, 03:20:50 PM


Sorry, wasn't implying people have copied WoW. It's the attempts that are ruining MMOs. We have a WoW, we don't need another one.

Just like we had DOOM and didn't need another one?  Or like how we had Half Life and didn't need another one?  Or like we had Street Fighter and didn't need another one?  (Or any other genre of game)

It's fine to keep the genre going taking tried and true methods and just refining them to be better.  It's just laughable that so many people suck at the refining part.


Title: Re: SWTOR
Post by: Lakov_Sanite on October 01, 2010, 04:15:44 PM
Let's say WOW is analog to street fighterII  now, there may have been fighting games before that but SFII put them on the map.  You remember how many bad, really bad fighting games came after? Think of how long it took to get to a Tekken or Guilty Gear, both games that differed from SFII in many ways but kept the 'fun' of fighting games intact. Now look at MMO land, we're about due for our Tekken but I'm not so sure SWTOR is it.


Title: Re: SWTOR
Post by: NiX on October 02, 2010, 09:03:30 AM
Let's say WOW is analog to street fighterII  now, there may have been fighting games before that but SFII put them on the map.  You remember how many bad, really bad fighting games came after? Think of how long it took to get to a Tekken or Guilty Gear, both games that differed from SFII in many ways but kept the 'fun' of fighting games intact. Now look at MMO land, we're about due for our Tekken but I'm not so sure SWTOR is it.

This. I'm not going to argue over WoW being the genre because my real point was what Lankov said. We don't need another WoW, we need something that varies enough from it that's fun.


Title: Re: SWTOR
Post by: Malakili on October 02, 2010, 09:15:54 AM
Let's say WOW is analog to street fighterII  now, there may have been fighting games before that but SFII put them on the map.  You remember how many bad, really bad fighting games came after? Think of how long it took to get to a Tekken or Guilty Gear, both games that differed from SFII in many ways but kept the 'fun' of fighting games intact. Now look at MMO land, we're about due for our Tekken but I'm not so sure SWTOR is it.

This. I'm not going to argue over WoW being the genre because my real point was what Lankov said. We don't need another WoW, we need something that varies enough from it that's fun.

We've had some of those (Planetside, World War 2 Online, Fallen Earth), but the still don't end up being big (though they can survive to various degree).  I think the issue is that people are probably not going to play more than one, and almost definitely not more than 2 MMOs at a time, and the model is designed around keeping players long term, so its important not just to be good, but to be better enough from the other options that it compels people to switch over completely.


Title: Re: SWTOR
Post by: eldaec on October 02, 2010, 01:41:40 PM
You just listed a bunch of games that launched before WoW, and an indie title.

People were trying to move beyond the EQ model before WoW.

Since WoW there has been a ridiculous assumption that EQ/WoW is the only model that can exist. A significant number has even gone to the trouble of copying UI elements wholesale in order to prove 'we're just like WoW'.


Title: Re: SWTOR
Post by: Malakili on October 02, 2010, 02:26:18 PM

Since WoW there has been a ridiculous assumption that EQ/WoW is the only model that can exist. A significant number has even gone to the trouble of copying UI elements wholesale in order to prove 'we're just like WoW'.


Well, nothing else has stuck and there have been a few tries I can think of.  Global Agenda had to go free to play(well, box sale only, to be clear), Hellgate London crashed, APB lasted what, 2 months?  There have been some successful free to play games though not generally well liked in "the west."

I guess my point is, its not just that no one is trying anything, its that the few attempts have generally not been successful.  Whether or not the reason they failed had anything to do with be not enough like WoW, the market isn't going to be jumping on the bandwagon to make lots of new games of a type that haven't caught on yet.



Title: Re: SWTOR
Post by: Margalis on October 02, 2010, 04:40:49 PM
A significant number has even gone to the trouble of copying UI elements wholesale in order to prove 'we're just like WoW'.

On these boards I've seen the argument multiple times that new games should copy the UI because it's so awesome and if it's not broke don't fix it etc.


Title: Re: SWTOR
Post by: Sjofn on October 02, 2010, 11:10:03 PM
Copying UI elements from another game is way, way low on my list of "sins" a game can commit, yeah.


Title: Re: SWTOR
Post by: Spiff on October 03, 2010, 06:21:03 AM
Wouldn't Lotro perhaps qualify as sort of a Tekken to WoW's SFII?
And I'm not taking recent (post Moria-expansion) developments like Designer switches/f2p and whatnot into account for a minute, just the original design and reasonable launch/first year success.
Derivative, but with enough new flavours to be successful in its' own right.

Success-wise it's not comparable of course, but it's hardly the abject failure most other 'AAA' titles have been.

Whenever I look at SW:ToR that's what it reminds me most of as well (I'm a bit biased probably having played Lotro for quite a while), with the focus on the IP, story-telling and a casual audience.

Also why I don't think they're adding anything new to the mix, but at least this mix worked reasonably well before.
If it feels like a slightly smoother, more expensive Lotro (with jetpacks and lightsabres! :heart:) I'm sure a lot of people will be happy having bought the box (me included).


Title: Re: SWTOR
Post by: Draegan on October 03, 2010, 08:26:48 AM
Copying UI elements from another game is way, way low on my list of "sins" a game can commit, yeah.

The only sin of copying a UI is if you steal the artwork.  You should be copying everything else if the UI is extremely well done.


Title: Re: SWTOR
Post by: Surlyboi on October 03, 2010, 09:31:03 AM
Smuggler advanced classes get fleshed out. (http://www.swtor.com/info/holonet/classes/smuggler) And you get a look at their ships and sidekicks too.

I like the idea of sidekicks, but I'm not sure I dig the fact that every one in a certain class has the same one. There should be some variety or option there.


Title: Re: SWTOR
Post by: UnSub on October 03, 2010, 07:20:01 PM
There should be some variety or option there.

I'm going to dye my Wookiee azure blue.


Title: Re: SWTOR
Post by: Sjofn on October 03, 2010, 07:38:59 PM
Copying UI elements from another game is way, way low on my list of "sins" a game can commit, yeah.

The only sin of copying a UI is if you steal the artwork.  You should be copying everything else if the UI is extremely well done.

Yeah see, I can't even get that riled about that. "Oh no, the portrait is in a circle JUST LIKE IN WOW. BURN THEM!"


Title: Re: SWTOR
Post by: Draegan on October 03, 2010, 07:44:02 PM
Copying UI elements from another game is way, way low on my list of "sins" a game can commit, yeah.

The only sin of copying a UI is if you steal the artwork.  You should be copying everything else if the UI is extremely well done.

Yeah see, I can't even get that riled about that. "Oh no, the portrait is in a circle JUST LIKE IN WOW. BURN THEM!"

I ridiculed Alganon for stealing everyone from wow, including the window art work.


Title: Re: SWTOR
Post by: Sjofn on October 03, 2010, 08:01:20 PM
Haha, well, that is something of a special case.


Title: Re: SWTOR
Post by: tmp on October 03, 2010, 08:20:49 PM

I'm going to dye my Wookiee azure blue.
Purple may be nice. Or pink, but purple has that special ring to it.

edit: btw their article on companions says "and each class has a completely unique set of Companions" and "you will be introduced to your first Companion Character early in your adventure. But as you become more seasoned, more will rally to your cause" so perhaps there's going to be some variety here actually? Unless that got changed.


Title: Re: SWTOR
Post by: Sky on October 04, 2010, 07:03:56 AM
You should be copying everything else if the UI is extremely well done.
This falls down where many games adopt WoW's UI in places where EQ2's UI is far superior.


Title: Re: SWTOR
Post by: Ingmar on October 04, 2010, 11:24:53 AM
You should be copying everything else if the UI is extremely well done.
This falls down where many games adopt WoW's UI in places where EQ2's UI is far superior.

Has it changed since release? Because I found EQ2's interface pretty bad personally. Tiny buttons + indistinct button art = annoyed Ingmar. (I have this problem with LotRO too.)


Title: Re: SWTOR
Post by: Sjofn on October 04, 2010, 12:01:19 PM
The main thing EQ2's UI has going for it is I can move anything anywhere whenever the fuck I feel like. But yeah, the icon art is way too samey same (I don't find their icons too small in their default state though, not like LotRO's) (LotRO's UI blows).

It's funny, as much as I make fun of Blizzard for all of the paladin icons being glowing hands or glowing hammers, I still find their icon artwork much better at looking distinct than anything else I've played.


Title: Re: SWTOR
Post by: Sky on October 04, 2010, 12:54:08 PM
Resizability, customizability is pretty awesome in the default EQ2 UI. Tiny buttons? Make them bigger (agreed on icon art, but it never bugged me). Resizing bags on the fly, both in cell size/padding and internal layout, is awesome. Also from the gameplay angle, it just felt the most (sorry to use this word) organic. The buttons and the refresh/recast vs wow's GCD, the queueing, etc.

I just felt there were a lot of options for control and they worked together to let me make a HUD that worked for different classes. Some tiny hotbars some big ones, some padded some not, some mouse-over only, etc.

I do like WoW's portraits with the health/mana bar area, though.


Title: Re: SWTOR
Post by: eldaec on October 04, 2010, 01:08:07 PM
You should be copying everything else if the UI is extremely well done.
This falls down where many games adopt WoW's UI in places where EQ2's UI is far superior.

Has it changed since release? Because I found EQ2's interface pretty bad personally. Tiny buttons + indistinct button art = annoyed Ingmar. (I have this problem with LotRO too.)

EQ2 had to have smaller buttons and it would always be harder for EQ 2 to have distinct buttons, because in EQ2 you had a reasonable number of spells/abilities on each character.


Title: Re: SWTOR
Post by: Ingmar on October 04, 2010, 01:12:30 PM
I didn't stick with it long enough to experience it for myself but wasn't everyone's complaint that the number of abilities was unreasonable, as in way too many?


Title: Re: SWTOR
Post by: Lakov_Sanite on October 04, 2010, 01:57:20 PM
I didn't stick with it long enough to experience it for myself but wasn't everyone's complaint that the number of abilities was unreasonable, as in way too many?

imagine kick, punch. spin kick, falcon punch, hurricane kick, uppercut punch, roundhouse kick, sucker punch and chop.

Now, imagine each one was so similar you couldn't tell which one to use.

Now, think of five different for each but 'levels' so you arent even sure to use punch2 or kick4

That was my eq2 experience


Title: Re: SWTOR
Post by: Lantyssa on October 04, 2010, 01:59:42 PM
Depends who you asked.  It was far too many abilities for my taste, but then I think WoW has too many.  GW is my comfort level, which ironically, has more total abilities than either.


Title: Re: SWTOR
Post by: Lakov_Sanite on October 04, 2010, 02:22:37 PM
wow has a lot and I think it borders on too many at max level but they all do wildly different things. (mages might has a lot of sameness with different versions of nuke) but I always found EQ2 to be 100 flavors of vanilla.


Title: Re: SWTOR
Post by: Sjofn on October 04, 2010, 02:27:46 PM
WoW depends on the class, some of them are pushing into "too many" and some of them are hovering around "just right" with only holy paladins getting up my nose with "too few." EQ2, and bear in mind I think my highest person was like level 18, was already dancing in the "too many" for me. I think the samey-same problem contributed to that though, I had like 5 different "use sword on man" type abilities that felt exactly the same. I'd rather spam 2 2 2 2 2 3 than have to do 1 2 3 4 5 6 to get the same basic effect, I guess.


Title: Re: SWTOR
Post by: Lantyssa on October 04, 2010, 02:43:39 PM
In that sense I like Vindictus, as you do combos to determine your attacks.  Still waiting to see how the mage plays though.


Title: Re: SWTOR
Post by: eldaec on October 04, 2010, 03:23:26 PM
I didn't stick with it long enough to experience it for myself but wasn't everyone's complaint that the number of abilities was unreasonable, as in way too many?

"everyone" is a pussy.

I only had around 60 spell lines on a defiler. Which I guess is about adequate.


Title: Re: SWTOR
Post by: DayDream on October 04, 2010, 03:45:15 PM
You know, I don't care a whole lot about the number of abilities I have.  But I'm absolutely sick of the number of abilities I get that are unbound to a usable key.  I need to be able to push buttons and have spells come out.  Swimming around trying to click on my 3rd hotbar from the left is absurd.  If your game is moving fast enough that I'm interested, then clicking is too slow.  As long as I have my movement fingers mostly free, I'm good, I don't care how complex you make it.


Title: Re: SWTOR
Post by: Sjofn on October 04, 2010, 09:03:00 PM
In that sense I like Vindictus, as you do combos to determine your attacks.  Still waiting to see how the mage plays though.

The warden (Warden? Shit, I think that's what they're called. The spear/shield class.) in LotRO is pretty nifty that way. You have your set up attacks and then your finisher, where your finisher changes depending on what set ups you hit, but it's always the same "finish" button instead of taking up three quickbars with specific buttons. So you have to remember stuff like, "The finisher I want is set up with red red yellow" or whatever (they get up to five), but the actual number of buttons staring at you is a lot more tolerable.


Title: Re: SWTOR
Post by: Lantyssa on October 04, 2010, 09:47:51 PM
I need to get higher than level 8, however I was enjoying the Warden before the f2p change.  Now if only I didn't have to shout so much...


Title: Re: SWTOR
Post by: tmp on October 04, 2010, 10:13:24 PM

The warden (Warden? Shit, I think that's what they're called. The spear/shield class.) in LotRO is pretty nifty that way.
So are the LotRO monsterplay classes which is one of reasons i really enjoy that aspect of the game. Think they get something like 10-15 abilities total? Can very much play with all useful stuff mapped to 1-5 keys, with shift/alt/ctrl modifiers for less used stuff.


Title: Re: SWTOR
Post by: Surlyboi on October 04, 2010, 11:07:19 PM
I didn't stick with it long enough to experience it for myself but wasn't everyone's complaint that the number of abilities was unreasonable, as in way too many?

imagine kick, punch. spin kick, falcon punch, hurricane kick, uppercut punch, roundhouse kick, sucker punch and chop.

Now, imagine each one was so similar you couldn't tell which one to use.

Now, think of five different for each but 'levels' so you arent even sure to use punch2 or kick4

That was my eq2 experience

Except spin kick usually replaced regular kick and hurricane kick usually replaced that. Granted, I generally only played melee classes, but it was all about just using your top abilities and not worrying about the rest. The only reason I could ever think of using the lower-level stuff was because a)You couldn't afford the plat to upgrade to the latest greatest, which renders that pretty much moot anyway. or b) You're laying waste to grey stuff that doesn't give XP anyway.

That said, I generally found WoWs dane animations to be better thought out than the combat animations, so maybe I'm not the best judge,


Title: Re: SWTOR
Post by: Lakov_Sanite on October 05, 2010, 05:57:45 AM
Granted it's been a while since I played eq2 but you're right. The problem lies when you have rank4 punch being better than your rank 1 uber punch, that's when things got silly and confusing. Also the whole idea of ability upgrades being drops can fuck right off.


Title: Re: SWTOR
Post by: tmp on October 05, 2010, 12:12:07 PM
Hmm, i've been skipping most of the info on this game to be honest, since from the glimpses i'd get to see it looked mediocre and pretty silly, coupled with set of most generic MMO mechanics plus i'm not exactly keen on the whole Star Wars thing to boot.

But i've browsed their info pages couple days back and i still think the same of it, yet have jedi consular and imperial agent all lined up in my mind and waiting for their playthroughs; and i can't wait.

there's something wrong with me :uhrr:


Title: Re: SWTOR
Post by: Samprimary on October 05, 2010, 10:35:37 PM
Like 80% of my apprehension over this game is over how bad the character animations look. That's it. The mechanics might be spot-on, but hell if we would know from the herpy derpy running and fighting animations.


Title: Re: SWTOR
Post by: Surlyboi on October 06, 2010, 07:28:28 AM
Sadly, I kind of agree. Maybe I've become shallow in my old age, but the character animations are by far, the biggest strikes against the game to me.


Title: Re: SWTOR
Post by: Shrike on October 06, 2010, 09:43:07 AM
+1 on the animations. It's the thing that stands out most to me when I watch videos.

Interestingly, the lightsaber melee actually looks fairly good, but the ranged combat animations are just painful to watch.


Title: Re: SWTOR
Post by: Lantyssa on October 06, 2010, 12:03:38 PM
Whatever else I might rip on, smooth animations matter a lot.  Moreso than textures and polygons.  It's the one specific "system" I wish games would steal from WoW.  (I think Free Realms does pretty good here as well.)


Title: Re: SWTOR
Post by: Sheepherder on October 06, 2010, 10:40:02 PM
Sadly, I kind of agree. Maybe I've become shallow in my old age, but the character animations are by far, the biggest strikes against the game to me.

The way shit animates and moves around is a pretty big deal.


Title: Re: SWTOR
Post by: birdsguts on October 07, 2010, 01:35:52 AM
I would agree that movement does add quite a bit to immersion and is important on a slightly higher level than textures and effects. I think humans might be a bit more sensitive to it for whatever reason (survival once upon a time?). When things move around awkward you either laugh or roll your eyes but what you don't do is empathize with characters or care about what is happening. We are keyed into body language in some pretty severe ways.

/1.5cents


Title: Re: SWTOR
Post by: Surlyboi on October 07, 2010, 02:07:37 AM
That's it. I really liked the animations in SWG, for all it's maligned (and in many cases, deservedly so) The mocap in the character animations was superb.

Before the dark times, before... NGE...


Title: Re: SWTOR
Post by: Cyrrex on October 07, 2010, 06:08:52 AM
I think humans might be a bit more sensitive to it for whatever reason (survival once upon a time?).

So any Rodians and Wookiees playing the game won't be bothered?

Kidding.  I know what you're saying.  You can fuck up the way Giant Vampire Rat King animates, because nobody will likely notice...but we are finely attuned to how other people are supposed to move and it sticks out like a sore thumb when it's off in any way.  This is why facial animations in video games is so fricking hard to pull off.


Title: Re: SWTOR
Post by: Samprimary on October 07, 2010, 06:09:17 AM
They should just even get the animations to be sufficient. As it is, they look remarkably amateurish, as though what we're seeing now is just a basic stand-in. Very little else done to improve the game's aura matters until they get the animations up to par.

I'm holding out hope that the current animations are largely stand-in. If it's purposeful design or 'thematic,' or they've convinced themselves that what their current animation teams have produced are good enough to go into the final product, I really hope that focus group testing and beta disabuse them of the notion early enough that they can overhaul the animations professionally. It really should be a priority.


Title: Re: SWTOR
Post by: Malakili on October 07, 2010, 06:14:53 AM
While I agree that the animations look pretty mediocre, its far from the most important issue to me.  The gameplay just doesn't look all that great from what we've seen.  Give me great gameplay and I'll overlook animations, textures, graphics in general.  I only get hung up on the graphics when its one of the only potential points of interest in the first place...at which point we have problems.


Title: Re: SWTOR
Post by: Sjofn on October 07, 2010, 09:05:25 PM
They should just even get the animations to be sufficient. As it is, they look remarkably amateurish, as though what we're seeing now is just a basic stand-in. Very little else done to improve the game's aura matters until they get the animations up to par.

I'm holding out hope that the current animations are largely stand-in. If it's purposeful design or 'thematic,' or they've convinced themselves that what their current animation teams have produced are good enough to go into the final product, I really hope that focus group testing and beta disabuse them of the notion early enough that they can overhaul the animations professionally. It really should be a priority.

Yeah, I don't need the animations to be great, but if they're not at least adequate, I wind up having a hard time getting into it.


Title: Re: SWTOR
Post by: birdsguts on October 08, 2010, 02:47:16 AM
Hey look at that! The circle is complete...  ;D


Title: Re: SWTOR
Post by: Margalis on October 08, 2010, 03:39:48 AM
I think this game looks pretty bad and totally uninspired but to be fair pretty much all MMO combat looks boring in videos. Even the gold standard (lol) WoW combat boils down to stand there while you autoattack for the win and maybe press '1' sometimes if you feel like it.


Title: Re: SWTOR
Post by: Shrike on October 08, 2010, 09:09:04 AM
I think this game looks pretty bad and totally uninspired but to be fair pretty much all MMO combat looks boring in videos. Even the gold standard (lol) WoW combat boils down to stand there while you autoattack for the win and maybe press '1' sometimes if you feel like it.

Not really. WoW isn't PSO/U when it comes to fighting, but most dps classes are GCD choked as it is. Both my blood DK and--especially--my enhance shaman are button mashing fests of epic proportions. Supposedly, this crap is being slowed down some for Cataclysm, but it sure ain't auto-attacking with occasional inputs (in other words, it isn't EQ). One of my friends always comments that my enhance shaman sounds like a speed typing excerise in the background when listensing on Skype.


Title: Re: SWTOR
Post by: Vinadil on October 08, 2010, 02:41:56 PM
What do "PSO/U" and "GCD" mean?  It seems from the context that they refer to UI elements needed in game play? Are these new game defining terms that I missed somewhere?


Title: Re: SWTOR
Post by: sam, an eggplant on October 08, 2010, 02:47:26 PM
What do "PSO/U" and "GCD" mean?  It seems from the context that they refer to UI elements needed in game play? Are these new game defining terms that I missed somewhere?
I would guess that PSO/U probably means Phantasy Star Online Universe.

GCD is an acronym for global cooldown. After you swing your sword you can't immediately cast a fireball, there's a short cooldown period where you can't do anything else. Without it you would be able to consume all of your resources as quickly as you could hit the buttons (or a macro) and gameplay would be adversely affected. Imagine a wizard casting 100 fireballs in under one second.


Title: Re: SWTOR
Post by: sam, an eggplant on October 08, 2010, 02:49:38 PM
So I somehow managed to doublepost when editing my own post. I blame a crazy turk.


Title: Re: SWTOR
Post by: Fordel on October 08, 2010, 02:50:39 PM
GCD = Global Cool Down


The little pause between actions that prevents you from just holding down 'instant attack A' and blowing through that 50 times a second.


Title: Re: SWTOR
Post by: Ratman_tf on October 08, 2010, 05:28:42 PM
Hey look at that! The circle is complete...  ;D

(http://www.laughingplace.com/files/columns/toon20021224/pic1.jpg)


Title: Re: SWTOR
Post by: Vinadil on October 08, 2010, 07:25:46 PM
Ahh thanks, GCD I should have gotten... never would have come up with the phantasy star reference.


Title: Re: SWTOR
Post by: Trippy on October 13, 2010, 05:40:51 AM
Anonymous Mythic employee blog post discussion moved here:

http://forums.f13.net/index.php?topic=19940.0


Title: Re: SWTOR
Post by: tmp on October 18, 2010, 02:42:50 AM
lead system designer interview (http://darthhater.com/2010/10/11/gdco-interview-damion-schubert/)

Quote
We're really proud of the crafting system. We can't wait to talk to you about it, and it is going to be really soon.
oh shi-


Title: Re: SWTOR
Post by: Koyasha on October 18, 2010, 04:21:45 AM
Ugh, my sentiments exactly.  I hate crafting, if it's more complex than the KOTOR2 system it'll probably be an annoyance to me.

But the worst part is WoW style crafting where different crafts have benefits that only the crafter can take advantage of, thus requiring everyone to either take up crafting or be sub-par.  Worse yet is combining it with a limitation on how many crafts you can learn or max out.  If everything that can be crafted can be sold, it won't be too bad, but if it's like WoW where some things are restricted to those with X skill, it'll be a major annoyance at best.


Title: Re: SWTOR
Post by: Reg on October 18, 2010, 04:35:17 AM
So if the crafting is like it is in WoW then SWTOR is doomed.  But if it's not like it is in WoW then it won't be quite as bad but SWTOR is still doomed.  Is that about it?

I can hardly wait for the predictions of doom once they've given out actual information.


Title: Re: SWTOR
Post by: Koyasha on October 18, 2010, 05:36:08 AM
Heh.  I tend to stay away from predictions of doom.  I just predict general annoyance in anything to do with crafting.  ...so far I have yet to be wrong on this.  I prefer to avoid anything to do with crafting if I possibly can in order to minimize the annoyance.  In WoW, that's not really possible anymore unless you want to be at a clear disadvantage.  At best, I am hoping that in SWTOR everything is tradeable and there's nothing that only the crafter can use.

Crafting where you've got stuff only the crafter can use means everyone must craft, which forces everyone to deal with the annoyance of crafting or be sub par.  Combine that with not being able to master all crafts, and you also wind up with optimal crafts for your class/spec.  It's almost inevitable, unless the benefits are identical from all crafts.


Title: Re: SWTOR
Post by: tmp on October 18, 2010, 06:42:42 AM
if it's more complex than the KOTOR2 system it'll probably be an annoyance to me.
The KOTOR2 thing was pretty ok for me. Mostly due to being able to customize the lightsaber look, and the scavenger hunt for the components was fairly light on tedium. I wonder though what sort of system they're going to invent that's going to fit all their classes in this one; given the recent trends, expecting some variation of the "bring your shit to npc to have it turned into useless crap X times" theme :uhrr:


Title: Re: SWTOR
Post by: Paelos on October 18, 2010, 07:05:08 AM
Bring back the Galaxies crafting system! I want to run my mining empire again, dammit!  :grin:


Title: Re: SWTOR
Post by: Malakili on October 18, 2010, 07:09:25 AM
Bring back the Galaxies crafting system! I want to run my mining empire again, dammit!  :grin:

I wondered how long it would take to get back to Galaxies after crafting was mentioned.


Title: Re: SWTOR
Post by: Shatter on October 18, 2010, 07:33:28 AM
Bring back the Galaxies crafting system! I want to run my mining empire again, dammit!  :grin:

I loved crafting in SWG.  You could make the most overpowered shit with the best resources and charge out the butt for it.  I had 2 accounts just for farming of the materials since there were so many and you could only put down so many factories, etc per character.  Waiting for every few days when the resources changed and you go find that close to 100% spot...good times.  As time consuming as this was I loved it but if SWTOR does anything close to this I am going to tear someones head off and rape their esophagus


Title: Re: SWTOR
Post by: Draegan on October 18, 2010, 08:14:18 AM
I hate crafting only because farming materials is never a fun thing to do.


Title: Re: SWTOR
Post by: Cyrrex on October 18, 2010, 08:15:51 AM
I hate crafting, but want to play in a world where crafting is important and complex.


Title: Re: SWTOR
Post by: Shrike on October 18, 2010, 09:29:08 AM
I hate crafting, but want to play in a world where crafting is important and complex.

I hear Square/Enix has a little something for you...

Personally, I hate it. De-frelling-test it. With a bullet. Admittedly, I indulge in WoW, but it's mostly because I'm a cheap bastard and hate farming gold even more. Having your own 'smiths, LW, and a JC do make life easier--once they're all capped. The trip up is hell. Pure, screaming hell. Other than making arrows in EQ, I avoided it like the plague it was. I don't see that being any better in ToR, and potentially a lot worse. Another strike against this game.


Title: Re: SWTOR
Post by: Reg on October 18, 2010, 09:38:14 AM
Wait. Any kind of crafting is "strike against the game?"

Do you know irrational you sound?


Title: Re: SWTOR
Post by: Shrike on October 18, 2010, 09:48:38 AM
Wait. Any kind of crafting is "strike against the game?"

Do you know irrational you sound?

Not really. I don't like crafting. What more needs to be said?

If it's something you can ignore without any real consequence, then fine. When you have to do it or suffer some sort of degradation in gameplay, then I get stabby. WoW teeters on that brink as it is. We've got a guy in our guild that switches professions constantly for the slightest advantage they might give. This in itself isn't a big deal, but when he gives me (my shaman) shit about it because she's not an engineer...well, you see the issue.

And, yeah, I"m keeping score on this game (ToR). I want to like it. The VA works is actually quite impressive. The gameplay videos, however, are anything but. Funky looking characters--strike one. I realize there's a reason for this, but I don't like it. Shitty animations--strike two. Now we have crafting--which may or may not be a cockstab. It's not looking good.


Title: Re: SWTOR
Post by: tmp on October 18, 2010, 10:01:14 AM
On the other hand, imagine crafting has components like "Ewok tears". And you get to squeeze them out personally...


Title: Re: SWTOR
Post by: Malakili on October 18, 2010, 10:10:50 AM
Bring back the Galaxies crafting system! I want to run my mining empire again, dammit!  :grin:

I loved crafting in SWG.  You could make the most overpowered shit with the best resources and charge out the butt for it.  I had 2 accounts just for farming of the materials since there were so many and you could only put down so many factories, etc per character.  Waiting for every few days when the resources changed and you go find that close to 100% spot...good times.  As time consuming as this was I loved it but if SWTOR does anything close to this I am going to tear someones head off and rape their esophagus

They won't, so don't worry.  Its really obvious they are trying to do everything as deliberately different from Galaxies as possible.


Title: Re: SWTOR
Post by: Shrike on October 18, 2010, 10:31:55 AM
On the other hand, imagine crafting has components like "Ewok tears". And you get to squeeze them out personally...

Ahh, you had to go and do that. The sheer potential...staggering.


Title: Re: SWTOR
Post by: Samprimary on October 18, 2010, 01:59:35 PM
I also want achievements.

Christmas Special
Murder every single Wookie on Life Day.


Title: Re: SWTOR
Post by: Lantyssa on October 18, 2010, 02:16:36 PM
Wookiee, godsdamnit. :x


Title: Re: SWTOR
Post by: eldaec on October 18, 2010, 02:41:11 PM
I hate crafting, but want to play in a world where crafting is important and complex.

Eve online says hi, as she often does when people are describing how they want their mmogs to be.


Title: Re: SWTOR
Post by: Rasix on October 18, 2010, 02:44:36 PM
I'm trying to come up with some witty wordplay to be as dismissive as I possibly can, but I'm coming up empty.

Eve is fucking boring.  Stop saying "hi".

edit: Seriously, shoooo.  Back to your forum.


Title: Re: SWTOR
Post by: Lantyssa on October 18, 2010, 02:50:43 PM
You could try "She did?  Sorry, I fell asleep when she started describing how gameplay should be."

Alternatively:  Get back in the station and cook me a capacitor.


Title: Re: SWTOR
Post by: Sjofn on October 18, 2010, 04:52:48 PM
Eve is the kind of girl who doesn't understand you're just not into her.


Title: Re: SWTOR
Post by: Kageru on October 18, 2010, 06:11:54 PM
Eve is terrible. But it is also true that the only game in which crafting is fundamental is one in which there is massive destruction of crafted assets. Eve probably hits that target an order of magnitude harder than any other MMO. I mean that's largely why WoW introduced raid consumables and personal bonuses because most of the crafting products are useless as soon as people are in the first raid dungeon.

Given SWTOR has to go for a mainstream audience (to make the sub numbers they need) the chance of there being a deep crafting system and mass consumption of crafted materials is pretty unlikely.


Title: Re: SWTOR
Post by: Samprimary on October 18, 2010, 06:15:59 PM
*ba-ding!*

Nerdcage Rattling
Successfully inspire a trivial correction over license canon, such as over the origins of the five tribes of Rodia


Title: Re: SWTOR
Post by: Lantyssa on October 18, 2010, 06:29:16 PM
I don't even like Wookiees, but it's misspelled every bloody time someone uses it.  I'd do it if people kept typing "Hawai", too.


Title: Re: SWTOR
Post by: UnSub on October 18, 2010, 10:17:35 PM
There needs to be an F13 Achievements System. Forums, gamify!  :why_so_serious:


Title: Re: SWTOR
Post by: Sheepherder on October 19, 2010, 01:16:03 AM
This in itself isn't a big deal, but when he gives me (my shaman) shit about it because she's not an engineer...well, you see the issue.

Is he enhancement? :why_so_serious:


Title: Re: SWTOR
Post by: Stabs on October 19, 2010, 01:36:29 AM
This in itself isn't a big deal, but when he gives me (my shaman) shit about it because she's not an engineer...well, you see the issue.

Is he enhancement? :why_so_serious:

Enchantment shammies best shammies.


Title: Re: SWTOR
Post by: Paelos on October 19, 2010, 07:40:40 AM
There needs to be an F13 Achievements System. Forums, gamify!  :why_so_serious:

I'd suggest a reverse achievements system. We could call them Ashamedments. Collect five and you get banned.

1 - You SirBruced a thread
2 - You posted a Furry pic
3 - You CAPPED EVERY WORD IN YOUR POST
4 - You used two of more l337 spellings in your post
5 - You referenced a Geldon post on another forum
6 - You suggest that Steam may in fact be trying to steal your hard drive contents.
7 - You agree with Ubisoft's DRM practices
8 - You go raging fanboi about the awesome status of FFXIV
9 - You assert that ToA wasn't that bad
10 - You post in the Politics forum


Title: Re: SWTOR
Post by: Typhon on October 19, 2010, 07:56:53 AM
Trammel?
Got Twitch(TM)?


Title: Re: SWTOR
Post by: Lakov_Sanite on October 19, 2010, 07:59:48 AM
There needs to be an F13 Achievements System. Forums, gamify!  :why_so_serious:

I'd suggest a reverse achievements system. We could call them Ashamedments. Collect five and you get banned.

1 - You SirBruced a thread
2 - You posted a Furry pic
3 - You CAPPED EVERY WORD IN YOUR POST
4 - You used two of more l337 spellings in your post
5 - You referenced a Geldon post on another forum
6 - You suggest that Steam may in fact be trying to steal your hard drive contents.
7 - You agree with Ubisoft's DRM practices
8 - You go raging fanboi about the awesome status of FFXIV
9 - You assert that ToA wasn't that bad
10 - You post in the Politics forum

I am tempted to do all these things in a single post now just because.


Title: Re: SWTOR
Post by: Paelos on October 19, 2010, 08:00:44 AM
That's the power of Ashamedments!  :why_so_serious:


Title: Re: SWTOR
Post by: Shrike on October 19, 2010, 08:36:44 AM
This in itself isn't a big deal, but when he gives me (my shaman) shit about it because she's not an engineer...well, you see the issue.

Is he enhancement? :why_so_serious:

Yeah, he is. Guess that wasn't clear. Before 4.0 it was haste, haste, and more haste. So a lot of enhance went engineering for the haste enchant thingy. My shaman is a miner/JC. I have other miners now, but she's my lead character and her mining will support the 'smiths and the engineer character as they level up in Cata.

Also, since we arguably had the lowest hit points in the game, the extra STA was nice before ICC got to 20% buffs. Also, I sure as hell wasn't going to give up JC after all that work in TBC in particular for engineering and an enchant that is now useless. Even before 4.0 I didn't totally buy into the haste>>AP argument, since AP was better than haste on movement fights, which were in the majority in ICC. I was in the minority that felt a balanced approach to gemming had more overall utility.


Title: Re: SWTOR
Post by: Sheepherder on October 19, 2010, 03:56:30 PM
I figured he was enhancement, which is awesome, because he now has to change professions again.


Title: Re: SWTOR
Post by: Daeven on October 19, 2010, 04:22:05 PM
I'm trying to come up with some witty wordplay to be as dismissive as I possibly can, but I'm coming up empty.

Eve is fucking boring.  Stop saying "hi".

edit: Seriously, shoooo.  Back to your forum.

*Eve says hi, and responds to a/s/l with a 3000 page spreadsheet*


Title: Re: SWTOR
Post by: Ashamanchill on October 19, 2010, 09:25:22 PM
That's the power of Ashamedments!  :why_so_serious:

I approve of this system!


Title: Re: SWTOR
Post by: Stabs on October 22, 2010, 12:58:24 AM
Count me in the Ashamedments Fan Club too. Now, since it isn't listed, about the NGE. This is what they should have done................


Title: Re: SWTOR
Post by: tmp on October 29, 2010, 03:17:59 PM
video of the imperial agent class (http://www.swtor.com/media/trailers/imperial-agent) Few more details added like the specializations, ship, first companion etc.

Still looks bad :uhrr:


Title: Re: SWTOR
Post by: Reg on October 29, 2010, 03:29:08 PM
Looks fine to me. Not as pretty as FFXIV but not awful. It's the same style as used in KOTOR which shouldn't come as much of a surprise. And I imagine it will run on less powerful PCs.


Title: Re: SWTOR
Post by: Typhon on October 29, 2010, 03:33:04 PM
Looks fine to me. Not as pretty as FFXIV but not awful. It's the same style as used in KOTOR which shouldn't come as much of a surprise. And I imagine it will run on less powerful PCs.

x2.  Is there an ETA for when I can get my Sith on?


Title: Re: SWTOR
Post by: Merusk on October 29, 2010, 03:34:07 PM
All these ranged combat games with "Rifles" whose range is less than a bow and arrow are beginning to get on my nerves.


Title: Re: SWTOR
Post by: Sjofn on October 29, 2010, 04:08:57 PM
The animations still look weird to me but I'd have to actually PLAY it to know if it would actually bother me or not.


Title: Re: SWTOR
Post by: tmp on October 29, 2010, 07:14:09 PM
Looks fine to me.
Really? I think the part that truly broke it for me was the sequence with the jump down to take out a lone guy standing like a moron in middle of empty warehouse for no ther reason but to provide the player with a quest target. It had all issues rolled into one -- the ridiculously oversized yet nearly lifeless environments, awkward animations (the guard stands still until player's character jumps down and then starts twitching weirdly while attack animation is executed, long before the swing actually connects) and the usual idiocy of MMO conventions.

Yeah, they are emulating the appearance of 7 year old game done for the original xbox but in some of these aspects the original KotOR is actually better, which is pretty embarassing.


Title: Re: SWTOR
Post by: Sky on October 29, 2010, 07:36:36 PM
Page 134 of

"it looks awful!"

"it looks great"


Title: Re: SWTOR
Post by: calapine on October 29, 2010, 08:34:44 PM
Page 134 of

"it looks awful!"

"it looks great"

Well, it doesn't look great, but that's not the reason it will fail. There, solved that for you.


I still don't understand what a 'story focused mmorpg' is. How will find the balance between an

a) everyone and their dog is Revan situation and

b) a story that amounts to: 'Collect 10 wookie pelts, questgiver voiced by Claudia Black'.

cala



Title: Re: SWTOR
Post by: Reg on October 30, 2010, 01:37:34 AM
Like I said, it looks fine to me. I honestly don't notice all the awful things tmp describes or if I do they don't bother me.


Title: Re: SWTOR
Post by: Malakili on October 30, 2010, 07:02:37 AM



I still don't understand what a 'story focused mmorpg' is.

This is still the real issue.  The animations or whatever are just something to rag on.


Title: Re: SWTOR
Post by: Simond on October 30, 2010, 09:36:08 AM
'Collect 10 wookie pelts
You're doing it on purpose now.  :grin:


Title: Re: SWTOR
Post by: Lantyssa on October 30, 2010, 01:20:59 PM
Raaarrraaaawwwrrrrrgggghhhhh!


Title: Re: SWTOR
Post by: Riggswolfe on October 30, 2010, 11:11:03 PM
Looks fine to me.
Really? I think the part that truly broke it for me was the sequence with the jump down to take out a lone guy standing like a moron in middle of empty warehouse for no ther reason but to provide the player with a quest target. It had all issues rolled into one -- the ridiculously oversized yet nearly lifeless environments, awkward animations (the guard stands still until player's character jumps down and then starts twitching weirdly while attack animation is executed, long before the swing actually connects) and the usual idiocy of MMO conventions.

Yeah, they are emulating the appearance of 7 year old game done for the original xbox but in some of these aspects the original KotOR is actually better, which is pretty embarassing.

I just watched the trailer and I didn't see these issues you did. About my only gripe animation-wise was how he fired the rifle. It looked like a sniper rifle but he held it more like you'd hold a shotgun or carbine to my eye. Even the warehouse/guard bit didn't look bad to me. *shrugs* It looked fine. My main thought was "there stealth class looks cooler than the smuggler!"


Title: Re: SWTOR
Post by: Soukyan on October 31, 2010, 04:41:19 AM
Raaarrraaaawwwrrrrrgggghhhhh!

I see what you did there.  :oh_i_see:


Title: Re: SWTOR
Post by: Shrike on October 31, 2010, 11:43:27 AM
Well, trailer looked pretty good. Well choreographed if nothing else. The typically wooden animations for gunplay weren't quite as much in evidence as in the past. The conjure cover thing is still cheap as hell, in my opinion, but whatever.

Ohe carbine vs. rifle thing, yeah, that's some real fancy hip-shooting. We'll assume some cybernetic support there, heh. In the present day, the primary difference between rifle and carbine shooting is that in rifle, precision is the name of the game and stance demands bone on bone for stability. With carbine, speed is paramount, so one squares up to the target (because of armor) and drives the gun with pure muscle. Accuracy only has to be good enough. Point shooting is pure stunt, but muscle memory is important (think golf--it's all in the stance).


Title: Re: SWTOR
Post by: Samprimary on October 31, 2010, 02:56:34 PM
I also want to play a Mass Effect MMO, where all the toons are spectres and each and every reporter is lying on the ground in a pool of blood, twitching from repeated and constant face-punchings.


Title: Re: SWTOR
Post by: tmp on October 31, 2010, 04:35:55 PM
Imagine the queue for reporter spawn on the launch day, with every spectre waiting to get their punching quest done.


Title: Re: SWTOR
Post by: Riggswolfe on November 01, 2010, 12:27:53 PM
I also want to play a Mass Effect MMO, where all the toons are spectres and each and every reporter is lying on the ground in a pool of blood, twitching from repeated and constant face-punchings.

In all seriousness a Mass Effect MMO could rock. Basically just port the classes over, noone is a spectre. Keep the shooter combat and the RPG backbone and you're good to go. Everyone would have to have a ship. Oh, and make it possible to play Turians, Aasari (sp?), Krogan, errr.....the scientist guys (I forget their name...) and the species that Thane is.


Title: Re: SWTOR
Post by: Stormwaltz on November 01, 2010, 12:47:59 PM
In all seriousness a Mass Effect MMO could rock.

It could, but it has the same odds of sucking or rocking that every other MMG design does. Sturgeon's Law also covers MMORPGs.

Quote
and the species that Thane is.

There are only a few million of them left. That's like making an MMORPG of the modern world and making the playable factions the US, Europe, China, and Lichtenstein.


Title: Re: SWTOR
Post by: Ingmar on November 01, 2010, 12:51:54 PM
In all seriousness a Mass Effect MMO could rock.

It could, but it has the same odds of sucking or rocking that every other MMG design does. Sturgeon's Law also covers MMORPGs.

Quote
and the species that Thane is.

There are only a few million of them left. That's like making an MMORPG of the modern world and making the playable factions the US, Europe, China, and Lichtenstein.

I'm guessing that's probably not terribly far off from the relative population balance of elves and humans in LotR, though. Besides, the player characters are special.  :why_so_serious:

It has to be something on their radar at least, I doubt there's a gaming IP anywhere that someone hasn't at least played around with the idea of turning into an MMO.


Title: Re: SWTOR
Post by: Rendakor on November 01, 2010, 01:51:23 PM
In all seriousness a Mass Effect MMO could rock.

It could, but it has the same odds of sucking or rocking that every other MMG design does. Sturgeon's Law also covers MMORPGs.

Quote
and the species that Thane is.

There are only a few million of them left. That's like making an MMORPG of the modern world and making the playable factions the US, Europe, China, and Lichtenstein.
Jedi.


Title: Re: SWTOR
Post by: Sky on November 01, 2010, 01:54:34 PM
Wokiees are from Lichtenstein.

Part of an Imperial relocation program from Endor.


Title: Re: SWTOR
Post by: Lantyssa on November 01, 2010, 02:55:23 PM
There are only a few million of them left. That's like making an MMORPG of the modern world and making the playable factions the US, Europe, China, and Lichtenstein.
I would totally play a Lichtensteinerin in the game of Earth!


Title: Re: SWTOR
Post by: Stabs on November 01, 2010, 03:46:59 PM
How dare you summarily divide Europe? We stand solid with our Liechtensteiner comrades in all foreign policy matters!


Title: Re: SWTOR
Post by: Ashamanchill on November 01, 2010, 03:57:29 PM
Quote
There are only a few million of them left. That's like making an MMORPG of the modern world and making the playable factions the US, Europe, China, and Lichtenstein.

Is it bad that when I read this, I was trying to think of what their different racial abilities would be?  :ye_gods:

I bet Lichtenstein's would be over powered.


Title: Re: SWTOR
Post by: Reg on November 01, 2010, 03:57:54 PM
Everybody is going to want to play a Lichtensteiner obviously. And equally obviously We Just Can't Have That!

We must diligently search for a way to prevent this, preferably one which involves weeks or months worth of tedious grinding.


Title: Re: SWTOR
Post by: Daeven on November 01, 2010, 04:20:12 PM
Everybody is going to want to play a Lichtensteiner obviously. And equally obviously We Just Can't Have That!

We must diligently search for a way to prevent this, preferably one which involves weeks or months worth of tedious grinding.

Require Lederhosen and funny hats all all times.  Anyone that  points out that Lederhosen and funny hats are not unique to Lichenstein will be banned.


Title: Re: SWTOR
Post by: Lantyssa on November 01, 2010, 04:28:33 PM
I have to wear a drindl all the time?  Heck yeah!  Now I'm psyched.  When does it come out?


Title: Re: SWTOR
Post by: UnSub on November 01, 2010, 06:34:04 PM
In all seriousness a Mass Effect MMO could rock. Basically just port the classes over, noone is a spectre.

Keep the shooter combat and the RPG backbone and you're good to go. Everyone would have to have a ship. Oh, and make it possible to play Turians, Aasari (sp?), Krogan, errr.....the scientist guys (I forget their name...) and the species that Thane is.

Mass Effect only works because it is a single player title. Undiscovered planets / resources would be non-existent about 1.5 weeks after launch unless either things were heavily instanced (STO) or slowly renewable with long travel (EvE).

And besides, being a Spectre was the point - where you could do what you wanted, go where you wanted and see minimal consequences. It'd be like launching a Star Wars title and not letting players be Jedi.


Title: Re: SWTOR
Post by: tmp on November 01, 2010, 06:45:04 PM

It'd be like launching a Star Wars title and not letting players be Jedi.
:oh_i_see:


Title: Re: SWTOR
Post by: Velorath on November 01, 2010, 06:55:46 PM
In all seriousness a Mass Effect MMO could rock. Basically just port the classes over, noone is a spectre.

Keep the shooter combat and the RPG backbone and you're good to go. Everyone would have to have a ship. Oh, and make it possible to play Turians, Aasari (sp?), Krogan, errr.....the scientist guys (I forget their name...) and the species that Thane is.

Mass Effect only works because it is a single player title. Undiscovered planets / resources would be non-existent about 1.5 weeks after launch unless either things were heavily instanced (STO) or slowly renewable with long travel (EvE).

And besides, being a Spectre was the point - where you could do what you wanted, go where you wanted and see minimal consequences. It'd be like launching a Star Wars title and not letting players be Jedi.

Because planet exploration and resources are often cited as the high points of the Mass Effect franchise.

Also, being a Spectre was only a major point of the first game, and seems to mean a lot less outside of Council space.


Title: Re: SWTOR
Post by: Paelos on November 01, 2010, 07:11:03 PM

It'd be like launching a Star Wars title and not letting players be Jedi.
:oh_i_see:

I think we should punch him for good measure.


Title: Re: SWTOR
Post by: Kageru on November 01, 2010, 10:54:32 PM

Mass Effect would be better as a MMO foundation because its magic is much more restrained and widespread (though still a balance nightmare) and there's no suggestion the universe is split into a couple of thousand "uber jedi dudes!" and cannon-fodder. And the star wars grognards are free to believe that's not how the mainstream is going to approach the title, it is just they will be wrong. 

A spectre would be the equivalent but that's just a highly trained agent with good gear.

Even better a Mass Effect MMO wouldn't have George Lucas involved and such insane expectations as this title labors under.


Title: Re: SWTOR
Post by: DraconianOne on November 02, 2010, 12:49:31 AM
There are only a few million of them left. That's like making an MMORPG of the modern world and making the playable factions the US, Europe, China, and Lichtenstein.
I would totally play a Lichtensteinerin in the game of Earth!

I've seen this game. The graphics are rubbish.

(http://i1102.photobucket.com/albums/g458/Draconian1/royl_blam350x300.jpg)


Title: Re: SWTOR
Post by: Sheepherder on November 02, 2010, 01:25:49 AM
Well, I can't argue with that. :oh_i_see:


Title: Re: SWTOR
Post by: UnSub on November 02, 2010, 06:06:50 AM
Because planet exploration and resources are often cited as the high points of the Mass Effect franchise.

I agree that they weren't. However, they served as substantial time filler and were required for the 'good' ending in ME2. Apart from that there was shooting stuff and simple mini-games. If there was a Mass Effect MMO, there would be something similar that players would be required to do for resource collection.

My broader point was that Mass Effect benefits from being in a fixed universe that only one player influences. A Mass Effect MMO loses that benefit.


Title: Re: SWTOR
Post by: Reg on November 02, 2010, 06:10:54 AM
Well you could say that about any single player game versus an MMO.  It's not specific to Mass Effect.


Title: Re: SWTOR
Post by: Lantyssa on November 02, 2010, 07:00:56 AM
SimCitadelShopkeep would be awesome.  Unfortunately I doubt we're going to see a sandbox for most major IPs, and a more traditional MMO isn't suitable for a decent product either.


Title: Re: SWTOR
Post by: Sky on November 02, 2010, 08:32:58 AM
Most major IPs will be functionally identical to WoW.


Title: Re: SWTOR
Post by: Lantyssa on November 02, 2010, 08:54:12 AM
They'll try, and fail.  WoW has the great advantage of being able to make silly quests and ignore half of its own lore.  Most other IPs are taken far more seriously by both fans and creators.  Theoretically that means it could make for an awesome world, but in practice means it's going to hamstring the dev team.


Title: Re: SWTOR
Post by: Reg on November 02, 2010, 09:06:16 AM
Mass Effect had its share of funny/silly quests. More so than any Star Wars game I can think of anyway.  And in the case of Mass Effect they were actually humorous rather than just yawnworthy pop-culture references.


Title: Re: SWTOR
Post by: Sky on November 02, 2010, 09:53:36 AM
What I find funny is that Mass Effect as a 'major IP' is just a way Bioware came up with to make another KotOR without the shackles of Lucas the Hutt. That it would shackle an mmo would be ironic.


Title: Re: SWTOR
Post by: Rendakor on November 02, 2010, 10:00:46 AM
They did the same thing with Dragon Age, to get away from WotC.


Title: Re: SWTOR
Post by: Stormwaltz on November 02, 2010, 11:03:22 AM
SimCitadelShopkeep would be awesome.

You might have to settle for a Refund Guy minigame.


Title: Re: SWTOR
Post by: Lantyssa on November 02, 2010, 01:59:24 PM
Give me SimBeruCitadelShopkeep, or give me death!


Title: Re: SWTOR
Post by: Ingmar on November 02, 2010, 02:00:21 PM
I'm Commander Shepherd, and this is my favorite ERP brothel on the Citadel.


Title: Re: SWTOR
Post by: Paelos on November 02, 2010, 02:02:39 PM
I want to roleplay a Keeper.


Title: Re: SWTOR
Post by: Lucas on November 02, 2010, 02:53:15 PM
 
I want to roleplay a Keeper.

Imagine the possibilities!

Oh wait.


Title: Re: SWTOR
Post by: Shrike on November 02, 2010, 07:50:42 PM
I want to roleplay a Keeper.

Imagine the possibilities!

Oh wait.

Oh, I don't know....

Keeper #20 seems to be up to something nefarious. Still, you'd best like RPing poker faces and looking like furniture.


Title: Re: SWTOR
Post by: tmp on November 02, 2010, 08:10:20 PM
Playing Keeper could be glorious if player housing was in.

Imagine being able to enter anyone's place at anytime and re-arrange their stuff in whatever way you please. Or just standing there while they're trying to unmask a quarian.


Title: Re: SWTOR
Post by: Stormwaltz on November 02, 2010, 10:56:17 PM
Imagine being able to enter anyone's place at anytime and re-arrange their stuff in whatever way you please.

That might be a deadly skill in DCU. (http://dc.wikia.com/wiki/Interior_League)

(I have no idea how I remember these things.)


Title: Re: SWTOR
Post by: Lucas on November 05, 2010, 06:06:07 AM
Today, Bioware Austin will officially reveal two more game systems: PVP Warzones and Crafting. Website Darth Hater already put up a detailed article based on the Electronic Arts Winter Showcase in London which took place yesterday.

http://darthhater.com/2010/11/05/swtor-pvp-warzones-crafting-revealed/page/1

Sounds promising.



Title: Re: SWTOR
Post by: eldaec on November 05, 2010, 06:51:39 AM
The pvp is the predictable sport-pvp battleground concept.

Crafting appears to be a surprisingly sensible design based on managing your crew who do the actual watching of progress bars offline.


Title: Re: SWTOR
Post by: ghost on November 05, 2010, 07:09:42 AM
The pvp is the predictable sport-pvp battleground concept.

This is much better than trying to do some elaborate world based PvP and royally fucking it up. 


Title: Re: SWTOR
Post by: Lucas on November 05, 2010, 11:04:36 AM
- Warzone video on the official site:

http://www.swtor.com/news/news-article/20101105

- Another summary (http://uk.gamespot.com/pc/rpg/starwarstheoldrepublic/news.html?sid=6283531&mode=previews&amp;tag=topslot;title;1) about Warzones and Crafting on Gamespot UK (video interview inside).

- As you might know, one of the advanced class names for the Jedi Consular will be "Jedi Wizard": looks like Bioware Austin decided to change that name, so they are  asking the community to vote (options are: Jedi Sage, Jedi Adept, Jedi Seer or keep the current denomination).

http://www.swtor.com/news/news-article/20101105-0


Title: Re: SWTOR
Post by: Paelos on November 05, 2010, 11:07:40 AM
Jedi Seer is the least offensive but most appropriate.


Title: Re: SWTOR
Post by: HaemishM on November 05, 2010, 11:20:14 AM
Warzones sounds cool. The video looked great right up until the two sides started fighting and then I remembered why this title keeps turning me off. Combat looks terribad.


Title: Re: SWTOR
Post by: Cyrrex on November 05, 2010, 11:28:20 AM
I'm just going to have to go ahead and admit that I must be a broken sumbitch.  Because I thought that looked sweet.  I'm okay with updated KOTOR animations.  I may be finally getting my fan-boner for this game.


Title: Re: SWTOR
Post by: Paelos on November 05, 2010, 11:43:05 AM
Warzones sounds cool. The video looked great right up until the two sides started fighting and then I remembered why this title keeps turning me off. Combat looks terribad.

I'll forgive looking stupid for playing well. There's nothing in Puzzle Quest except sprites and a 2D board, and I played those games for probably a combined 150 hours.


Title: Re: SWTOR
Post by: Malakili on November 05, 2010, 11:58:28 AM
Warzones sounds cool. The video looked great right up until the two sides started fighting and then I remembered why this title keeps turning me off. Combat looks terribad.

I'll forgive looking stupid for playing well. There's nothing in Puzzle Quest except sprites and a 2D board, and I played those games for probably a combined 150 hours.

The animations just sort of emphasize the point as far as I'm concerned.  In the end I just really can't get too excited about this kind of standard action bar MMO combat in any form.  I suspect that a lot of people here are in the same boat, the only problem is that while normally you can just suck it up and deal with it if you want to play an MMO for other reasons, we all have so many memories from the movies of amazing moments in Star Wars (combat and otherwise), that the perceived deficiencies seem even worse in TOR.


Title: Re: SWTOR
Post by: Shatter on November 05, 2010, 12:23:54 PM
I like the warzones but that video is convincing me more that this might be another game where ranged classes will rule.  I mean the distance some of those BH's, troopers, etc are shooting from is pretty far and unless melee/jedi classes have some means to close that gap or block the fuck out of that continual fire I can see melee getting kited/facerolled. 


Title: Re: SWTOR
Post by: Lakov_Sanite on November 05, 2010, 01:33:37 PM
Possible classes

Jedi-Enchanter
Sith-Warlock
Jedi-Mage
Jedi-Werewolf
Sith-Vampire


Title: Re: SWTOR
Post by: Paelos on November 05, 2010, 02:34:03 PM
Jedi Plumber
Sith Electrician
Wookiee Daylaborer


Title: Re: SWTOR
Post by: Lantyssa on November 05, 2010, 02:45:57 PM
Wookiee slave labor
Fixed that for you.


Title: Re: SWTOR
Post by: Paelos on November 05, 2010, 02:48:22 PM
Mine's more PC.


Title: Re: SWTOR
Post by: Fordel on November 05, 2010, 03:09:15 PM
I have yet to see a Jedi/Sith attack and move at the same time. It's always run run run stop swing swing swing, run run run etc.


Title: Re: SWTOR
Post by: kildorn on November 05, 2010, 03:44:44 PM
"stop and melee" didn't bother that much in the video, what bugged me was "all blaster shots are pinpoint accurate and the shooter never misses"

Seriously, put some scatter into the visuals at least. One does not fire off ten rounds at a moving target and have all ten land. That just breaks all suspension of disbelief for me apparently.


Title: Re: SWTOR
Post by: snowwy on November 05, 2010, 05:15:26 PM
I think i will pick the class Sith Down. That vid was just sad. Battlefield: Heroes looked better that that piece of sith. ...I need a better joke-writer, don't I?  :facepalm:


Title: Re: SWTOR
Post by: tmp on November 05, 2010, 08:15:51 PM
Sith-Vampire
The important question is, do they sparkle.


Title: Re: SWTOR
Post by: caladein on November 05, 2010, 09:34:17 PM
None of these are worse than Sith Sorceress, which I am incapable of saying without faking a lisp.


Title: Re: SWTOR
Post by: Spiff on November 06, 2010, 02:35:36 AM
That is some very static looking combat I must say.
Didn't bother me half as much for PvE, but for PvP it looks incredibly 'unreactive'.

Also; was someone off-screen saying: "Ok, everyone choose a dance partner. No switching now!" or something?
They need to learn to showcase it better, 'cause even with a slow-paced static combat system you can have battles slightly more interesting than that.


Title: Re: SWTOR
Post by: LC on November 06, 2010, 06:03:56 AM
"stop and melee" didn't bother that much in the video, what bugged me was "all blaster shots are pinpoint accurate and the shooter never misses"

It's a well known part of mmo sorcery called Tab Magic. I'm sure there are some dice rolls there to decide if the victim dodged some of the shots. It's going to feel just like star wars when you run up to that storm trooper and queue [1] Whirling Slash, [2] Stunning Back Flip, and [3] Jedi Stab.


Title: Re: SWTOR
Post by: Murgos on November 06, 2010, 08:32:54 AM
I'd rather have had Jedi Wizard.  It's at least somewhat canonical, in the movies Obi-Wan is referred to as a wizard on at least one occasion.


Title: Re: SWTOR
Post by: Margalis on November 06, 2010, 11:47:29 AM
This is much better than trying to do some elaborate world based PvP and royally fucking it up. 

It's the whole sum is less than the parts effects. SWTOR seems to be made out of entirely generic parts. It's safe in some ways but it sure as hell isn't exciting or interesting.

Quick name an interesting mechanic in SWTOR. Got ya.


Title: Re: SWTOR
Post by: HaemishM on November 06, 2010, 11:52:31 AM
I'd rather have had Jedi Wizard.  It's at least somewhat canonical, in the movies Obi-Wan is referred to as a wizard on at least one occasion.

Yeah, I agree. Why NOT use Wizard? Afraid it's too close the derivative DIKU shit the game appears to be based on?


Title: Re: SWTOR
Post by: Reg on November 06, 2010, 12:17:09 PM
Quote
It's the whole sum is less than the parts effects. SWTOR seems to be made out of entirely generic parts. It's safe in some ways but it sure as hell isn't exciting or interesting.

Quick name an interesting mechanic in SWTOR. Got ya.

Wow. I can hardly wait until the NDA is finished and you can share all the rest of your secret insider knowledge.


Title: Re: SWTOR
Post by: Samprimary on November 06, 2010, 05:11:41 PM
This is much better than trying to do some elaborate world based PvP and royally fucking it up. 

It's the whole sum is less than the parts effects. SWTOR seems to be made out of entirely generic parts. It's safe in some ways but it sure as hell isn't exciting or interesting.

Quick name an interesting mechanic in SWTOR. Got ya.

Even though the game is probably shit, this is kind of unfair. There are a lot of POTENTIALLY very interesting or at least passable mechanics in swtor; its just that mmo history dictates that all potentially interesting features of mmos are shit until proven tolerable in the court of lawl.


Title: Re: SWTOR
Post by: UnSub on November 06, 2010, 10:43:08 PM
The crafting system sounds like what you'd develop when you didn't really want to have crafting in game. I'm not sure how players can 'deeply' get into such crafting unless they are micromanaging which companion they log-off with.

Prediction: players will put the character with the highest whatever stat on the Treasure Hunter 24/7 for the chance of getting that uber item roll.


Title: Re: SWTOR
Post by: Margalis on November 06, 2010, 10:57:07 PM
Even though the game is probably shit, this is kind of unfair. There are a lot of POTENTIALLY very interesting or at least passable mechanics in swtor; its just that mmo history dictates that all potentially interesting features of mmos are shit until proven tolerable in the court of lawl.

Yet neither you nor anyone else can name a single one. Curious.

I'm not talking about features that are even well-executed, I'm merely talking about a single feature that isn't a tired retread. Is SWTOR bringing anything new to the table at all? You can pick pretty much any MMO on the market, from the best to the worst, and find *some* mechanic that at least sounds interesting on paper. The entire ambition of SWTOR is to be as generic as possible.

Yeah, maybe the game is chock full of amazing new mechanics that they just aren't talking about at all for some mysterious reason. If so I'll eat my words, but that's right up there with miracle patch talk in likelihood.



Title: Re: SWTOR
Post by: Riggswolfe on November 06, 2010, 11:16:43 PM
I'm not talking about features that are even well-executed, I'm merely talking about a single feature that isn't a tired retread. Is SWTOR bringing anything new to the table at all? You can pick pretty much any MMO on the market, from the best to the worst, and find *some* mechanic that at least sounds interesting on paper. The entire ambition of SWTOR is to be as generic as possible.



I'll list three that for most MMO players will be new(ish).

1) Companions. Yes, Guild Wars had it first and LOTRO has a limited form in the skirmishes but some of what they are going to do with it seems new. Particularly as they sound integral to the game rather than being part of a subsystem (Lotro) or only in some "campaigns" (Guild Wars)
2) Companion crafting instead of player crafting. To my knowledge this is a legitimately new idea. Now, mechanically it could turn out to be the same thing as doing it yourself depending on how much you have to micromanage but if I can just go "ok, gather metal and build armor until I tell you to stop" and it's smart enough to keep moving up the recipe "tree" then it'll be a nice twist IMO. It is a nice compromise with having crafting without, as they said, having Darth Vader gathering flowers on the side of the road.
3) The quest/voice system. As much scorn as it's gotten here it's not something that's been tried before. The closest I can think of is Tortuga in Conan but that was basically just the old quest text spoken aloud. This appears to have decision trees and Light/Dark responses in a Mass Effect style conversation system.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 06, 2010, 11:48:14 PM
I think companions is just a fancy word for "every class in swtor has a pet"


Title: Re: SWTOR
Post by: Velorath on November 07, 2010, 12:06:03 AM
Even though the game is probably shit, this is kind of unfair. There are a lot of POTENTIALLY very interesting or at least passable mechanics in swtor; its just that mmo history dictates that all potentially interesting features of mmos are shit until proven tolerable in the court of lawl.

Yet neither you nor anyone else can name a single one. Curious.

I'm not talking about features that are even well-executed, I'm merely talking about a single feature that isn't a tired retread. Is SWTOR bringing anything new to the table at all? You can pick pretty much any MMO on the market, from the best to the worst, and find *some* mechanic that at least sounds interesting on paper. The entire ambition of SWTOR is to be as generic as possible.

Yeah, maybe the game is chock full of amazing new mechanics that they just aren't talking about at all for some mysterious reason. If so I'll eat my words, but that's right up there with miracle patch talk in likelihood.



I guess they should have gone the FFXIV route and found shitty new ways to reinvent the wheel, even with stuff previous MMO's got right (or that they even got right in FFXI), just for the sake of trying something different.


Title: Re: SWTOR
Post by: Ashamanchill on November 07, 2010, 12:30:44 AM
Oh this game is treading new territory alright. I don't believe any title previously has managed to piss off both MMO and Star Wars fans before.



Oh wait........


Title: Re: SWTOR
Post by: Samprimary on November 07, 2010, 12:38:25 AM
Even though the game is probably shit, this is kind of unfair. There are a lot of POTENTIALLY very interesting or at least passable mechanics in swtor; its just that mmo history dictates that all potentially interesting features of mmos are shit until proven tolerable in the court of lawl.

Yet neither you nor anyone else can name a single one. Curious.

No, you can. You can name plenty of mechanics which sound very interesting and fresh in concept. It's just a pointless exercise, because these claims have no merit until they are vetted. The MMO developers love to spit out Molyneauxian levels of hype about all these cool new things you can find in their games. By now, you know you have to wait to see whether these interesting sounding mechanics pan out in execution. But for the question about whether SWTOR is bringing new stuff to the table, I would say that they are certainly making the claim. The quality of the game doesn't necessarily hinge on that, though, since I'm perfectly fine when mostly old stuff is used in new arrangements to create an entertaining experience within the same genre.


Title: Re: SWTOR
Post by: Shatter on November 07, 2010, 06:31:00 AM
Jedi Sage is winning their poll.   :argh:


Title: Re: SWTOR
Post by: WindupAtheist on November 07, 2010, 08:22:26 AM
Isn't the whole "NPCs craft for you!" thing as old as Shadowbane at least?


Title: Re: SWTOR
Post by: Simond on November 07, 2010, 09:21:43 AM
Frankly, "Not being an unfun piece of grindy shit" would be ample innovation in the mmo market for a game not created by Blizzard.


Title: Re: SWTOR
Post by: tmp on November 07, 2010, 10:12:40 AM
I think companions is just a fancy word for "every class in swtor has a pet"
Sort of, but it seems to extend into offline activity and given it's BioWare game there's likely going to be some dialogue/quests based on them/their backstory and potentially a romance.

... if you romanced your pet in another MMO, i don't want to know about it.


Title: Re: SWTOR
Post by: Fordel on November 07, 2010, 10:27:44 AM
Frankly, "Not being an unfun piece of grindy shit" would be ample innovation in the mmo market for a game not created by Blizzard.


Seriously, if this game ends up being nothing more then a honest to goodness "WoW in Spaaaaace", then I'm sold.


It'll probably be something like WAR in Space though, or something worse.


Title: Re: SWTOR
Post by: Nebu on November 07, 2010, 10:32:17 AM
The whole idea of "story-driven content" has me wanting to avoid this title.  Sounds like a ride on rails.  I guess that will make it worth the box cost as an entertainment value, but I'm doubtful about playing it as a subscription. 


Title: Re: SWTOR
Post by: DLRiley on November 07, 2010, 10:32:40 AM
I like the warzones but that video is convincing me more that this might be another game where ranged classes will rule.  I mean the distance some of those BH's, troopers, etc are shooting from is pretty far and unless melee/jedi classes have some means to close that gap or block the fuck out of that continual fire I can see melee getting kited/facerolled. 

Wait so the guy with the gun that puts heated holes through body armor is not suppose to shoot down "swords in a tank fight man" every time?

 
Frankly, "Not being an unfun piece of grindy shit" would be ample innovation in the mmo market for a game not created by Blizzard.


Title: Re: SWTOR
Post by: Samprimary on November 07, 2010, 01:28:29 PM
See, I think it would be pretty easy to use star wars' combat themes to balance the ranged classes and the melee classes in a fun new way. It doesn't even seem that hard. All the melee classes are force users. The better a force user you are, the more ably that translates into defense against ranged weapons, since it gives you the precognizance that allows you to use a lightsaber to deflect incoming attacks. The force has been used in video games for years as the whole 'range neutralizer' thing that translates perfectly to MMO's. Force rushes and force pull are essentially Charge and Death Grip. Jedi are also notorious disarmers. There's just so much to work with!

Personally, what I would do is make it so that force users have an inherent defensive mechanic separate from shields and HP. A quick-recharging, quick to deplete bar analogous to rogues' energy, the size of which is dependent upon your force attributes. It negates all damage before it is exhausted, so it has to be overwhelmed before you can start damaging the force user at range. It would match pretty perfectly with how force users generally work, and could be expanded upon to create workable balance mechanics between the Badass Normals and the force users as well as ranged v. melee in general.

of course this is all just wishful thinking. As usual. The game's probably a kitefest.


Title: Re: SWTOR
Post by: Surlyboi on November 07, 2010, 02:03:32 PM
Frankly, "Not being an unfun piece of grindy shit" would be ample innovation in the mmo market for a game not created by Blizzard.

Fixed that for ya.


Title: Re: SWTOR
Post by: Simond on November 08, 2010, 04:33:46 AM
No you didn't.


Title: Re: SWTOR
Post by: Surlyboi on November 08, 2010, 05:23:36 AM
Pretty much, yeah I did.

WoW is an unfun grindy piece of shit too. They just did a better job of covering it in shiny.


Title: Re: SWTOR
Post by: ashrik on November 08, 2010, 07:23:13 AM
As trendy and cool  as it is to hate on WoW and underestimate its strengths these days, it just seems silly to see it in the WoW-in-space thread.


Title: Re: SWTOR
Post by: Shrike on November 08, 2010, 09:10:20 AM
As trendy and cool  as it is to hate on WoW and underestimate its strengths these days, it just seems silly to see it in the WoW-in-space thread.

It's certainly trendy, but it's fucking stupid and I'm getting tired of seeing this crap on at least a half a dozen different websites every single day.

If you don't like the game, don't play it. Simple enough. We all have reasons for likes and dislikes, but when it gets to the level of neurosis, it begins to lose its charm. We're well past that level now. There're things about the game I don't like, but I still play it because I still have fun in it. Kinda bored at the moment, but I like my characters and enjoy seeing them do their thing even now.

Just as bad is the knee jerk bitching about ToR when we still don't know much about the game. I certainly have my doubts about it, but I won't know if I'll like it, hate it, or be willing to tolerate some annoying bits for really (or even moderately) cool stuff that might be in there.


Title: Re: SWTOR
Post by: Surlyboi on November 08, 2010, 09:24:37 AM
Then I must not be trendy because I've been hating it for almost six years now.

And I don't play it, haven't since the first year.

As for Old Republic, I'll give it the same chance I've given every other MMO I've played. If it sucks, I'll stop. Just like I did with WoW.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 08, 2010, 09:35:26 AM
I don't like RTS games, I have tried believe me but for the life of me I just can't get into them. Some people don't like mmo's but it doesn't make them bad.  I feel like every forum needs a big sticky that reads "Just because you do not like something doesn't mean it sucks, get over yourself"


Title: Re: SWTOR
Post by: Surlyboi on November 08, 2010, 10:00:27 AM
Don't get me wrong. I loved EQ when it came out. Stuck with it for years. Would've stuck with SWG if they hadn't fucked it with the NGE. I don't dislike MMOs, I love them in theory. It's the execution I have a problem with. WoW is just a derivative yet polished version of what came before it. Worse yet, every MMO since WoW has been a derivative, less-polished attempt to do what Blizzard had already done.


Title: Re: SWTOR
Post by: Rendakor on November 08, 2010, 10:04:32 AM
You could try Darkfall.


Title: Re: SWTOR
Post by: Sky on November 08, 2010, 11:06:17 AM
Then I must not be trendy because I've been hating it for almost six years now.

And I don't play it, haven't since the first year.
Hey, me too! The bonus is that now every dev is ripping off WoW, so that game we don't like? Yeah, it's called the modern mmo.

Thanks, Blizztard.


Title: Re: SWTOR
Post by: Velorath on November 08, 2010, 11:17:24 AM
Worse yet, every MMO since WoW has been a derivative, less-polished attempt to do what Blizzard had already done.

I've heard people say this kinda thing before, and I don't really agree with it unless all it takes for you to consider something WoW derivative is for quest givers to have something like an ! over their head.  WAR was a less polished attempt at what Mythic had done with their last game.  AOC was likewise supposed to have a heavy PVP focus, as well as more story and more action-oriented combat.  FFXIV isn't derivative of anything from the last decade.  Champions and Star Trek felt more derivative of CoH than WoW.  In fact, the common thread all these games have is that they were all made by developers who were releasing MMO's before WoW ever came out.


Title: Re: SWTOR
Post by: Nebu on November 08, 2010, 11:19:10 AM
You may as well explain the popularity of McDonalds and Taco Bell.  Hell, impress me and explain White Castle's success or the sales of Hot Pockets.  Sorry, bad food analogies are all I've got today.

Things don't have to be great for mass popularity.  They just have to satisfy a want/need.  WoW seems to have found the carrot that fits the bill for mainstream gamers.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 08, 2010, 11:40:42 AM
I like that people are already setting up wow to explain why swtor is going to suck. Personally I think it'll suck on it's own merits, kinda like FF14


Title: Re: SWTOR
Post by: Paelos on November 08, 2010, 02:01:08 PM
I like that people are already setting up wow to explain why swtor is going to suck. Personally I think it'll suck on it's own merits, kinda like FF14

Yeah, I'm approaching it from this angle. I think SWTOR will make it's own silly mistakes. #1 on my list is going to be ridiculously bland and generic combat, coupled with the transparent diku system fucking everyone over when nobody wants to heal.

Also, griefing. Lots of story griefing.


Title: Re: SWTOR
Post by: Sjofn on November 08, 2010, 02:35:55 PM
Worse yet, every MMO since WoW has been a derivative, less-polished attempt to do what Blizzard had already done.

I've heard people say this kinda thing before, and I don't really agree with it unless all it takes for you to consider something WoW derivative is for quest givers to have something like an ! over their head.  WAR was a less polished attempt at what Mythic had done with their last game.  AOC was likewise supposed to have a heavy PVP focus, as well as more story and more action-oriented combat.  FFXIV isn't derivative of anything from the last decade.  Champions and Star Trek felt more derivative of CoH than WoW.  In fact, the common thread all these games have is that they were all made by developers who were releasing MMO's before WoW ever came out.

I find people have taken to complaining about MMOs copying WoW when what they really mean is "it's another diku." I assume it's because WoW is the biggest one.


Title: Re: SWTOR
Post by: sam, an eggplant on November 08, 2010, 03:47:55 PM
diku system fucking everyone over when nobody wants to heal. (...) Also, griefing. Lots of story griefing.
Companions can heal and story areas are all instanced.

Now the first question is if companion healing is actually effective and viable for difficult content.

The second question is if group-required story quests can be griefed by someone in your group, forcing your jedi to go dark side or bang a wookie, or whatever.

We don't know the answers to either one, but they'e pretty dang obvious questions, so I wouldn't be surprised if the developers have at least considered their answers.


Title: Re: SWTOR
Post by: Ingmar on November 08, 2010, 03:52:50 PM
I believe personal rewards/consequences are determined by what you picked regardless of what the group as a whole picks as the outcome you see? I think I read something along those lines.


Title: Re: SWTOR
Post by: Surlyboi on November 08, 2010, 04:12:24 PM
You could try Darkfall.

I see what you did there.


Title: Re: SWTOR
Post by: Simond on November 08, 2010, 04:33:29 PM
Don't get me wrong. I loved EQ when it came out. Stuck with it for years. Would've stuck with SWG if they hadn't fucked it with the NGE. I don't dislike MMOs, I love them in theory. It's the execution I have a problem with. WoW is just a derivative yet polished version of what came before it. Worse yet, every MMO since WoW has been a derivative, less-polished attempt to do what Blizzard had already done.
So you liked EQ, acknowledge that WoW is a better take on EQ, and hate that WAR (etc) are worse that WoW...and that somehow adds up to "WoW sucks" in your world?

Yeah, the problem isn't WoW here. :grin:


Title: Re: SWTOR
Post by: UnSub on November 08, 2010, 04:55:21 PM
I believe personal rewards/consequences are determined by what you picked regardless of what the group as a whole picks as the outcome you see? I think I read something along those lines.

I think that's the most up-to-date info I've seen on it too. So you can remain light side while teaming with a full squad of dark siders because your character is still thinking good thoughts while the team impales their way through a kitten orphanage.


Title: Re: SWTOR
Post by: Simond on November 08, 2010, 05:20:13 PM
Those kittens were totally asking for it, though.


Title: Re: SWTOR
Post by: Ingmar on November 08, 2010, 05:45:07 PM
Given the faction split, I am working from the assumption that the possible outcomes of a given adventure or quest or whatever they're calling them will not be quite as far apart as 'save kittens/kill kittens'.


Title: Re: SWTOR
Post by: Paelos on November 08, 2010, 07:29:39 PM
Given the faction split, I am working from the assumption that the possible outcomes of a given adventure or quest or whatever they're calling them will not be quite as far apart as 'save kittens/kill kittens'.

Possibly, although I don't remember the light/dark choices in KOTOR being much more complicated.

Oh look, here's a stranded merchant. Do you want to:

A) Escort the merchant to the nearest star port.
B) Skullfuck him with your red lightsaber.


Title: Re: SWTOR
Post by: DLRiley on November 08, 2010, 07:46:29 PM
Worse yet, every MMO since WoW has been a derivative, less-polished attempt to do what Blizzard had already done.

I've heard people say this kinda thing before, and I don't really agree with it unless all it takes for you to consider something WoW derivative is for quest givers to have something like an ! over their head.  WAR was a less polished attempt at what Mythic had done with their last game.  AOC was likewise supposed to have a heavy PVP focus, as well as more story and more action-oriented combat.  FFXIV isn't derivative of anything from the last decade.  Champions and Star Trek felt more derivative of CoH than WoW.  In fact, the common thread all these games have is that they were all made by developers who were releasing MMO's before WoW ever came out.

I find people have taken to complaining about MMOs copying WoW when what they really mean is "it's another diku." I assume it's because WoW is the biggest one.

You have a place that sells bad burgers but they have a few ingredients that a small number of people love. It takes 50 minutes to make these bad burgers. McDonalds opens up next door, sells the same crappy burgers but minus the special ingredients find in the local burger place and cleans house. The local store now out of business, the people who shopped at the local burger place who loved the special ingredients yell at McDonalds for being corporate America. One year later various burger places open, selling equally bad burgers that all take 50 minutes to make and they all fail miserable in six months time. What do the people do? They cry "oh for fuck sakes stop being McDonalds!"Thus every new burger place that opens and closed shortly after is McDonalds fault for monopolizing the market and every burger place that wants to open says "we not competing with McDonalds" and continues to make bad burgers that take 50 minutes to make.


Title: Re: SWTOR
Post by: Rasix on November 08, 2010, 07:51:30 PM
What you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul.


Title: Re: SWTOR
Post by: DLRiley on November 08, 2010, 07:57:36 PM
What you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul.

Despite this response I'm the troll here  :oh_i_see:


Title: Re: SWTOR
Post by: Nebu on November 08, 2010, 08:04:28 PM
What you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul.

Billy Madison FTW!


Title: Re: SWTOR
Post by: Azuredream on November 08, 2010, 08:28:40 PM
I don't really get the analogy made there, but I also don't really agree with the WoW/McDonald's analogy either.


Title: Re: SWTOR
Post by: Sjofn on November 08, 2010, 11:01:37 PM
What you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul.

So I'm not the only one whose eyes crossed trying to make sense of that. Hooray!


Title: Re: SWTOR
Post by: Samprimary on November 09, 2010, 12:38:01 AM
You have a place that sells bad burgers but they have a few ingredients that a small number of people love. It takes 50 minutes to make these bad burgers. McDonalds opens up next door, sells the same crappy burgers but minus the special ingredients find in the local burger place and cleans house. The local store now out of business, the people who shopped at the local burger place who loved the special ingredients yell at McDonalds for being corporate America. One year later various burger places open, selling equally bad burgers that all take 50 minutes to make and they all fail miserable in six months time. What do the people do? They cry "oh for fuck sakes stop being McDonalds!"Thus every new burger place that opens and closed shortly after is McDonalds fault for monopolizing the market and every burger place that wants to open says "we not competing with McDonalds" and continues to make bad burgers that take 50 minutes to make.

As an analytical analogy of competitive homogenization through attrition, this one manages to miss strategic relevance, strategic coherence, a reasonably observable and demonstrable observation of social response and interaction with the fast food industry both on its own and as a matter of comparison to MMO homogenization, or, for that matter, much tangibility that can survive the stretch in the comparison between two remarkably different industries in its attempt to make a point through comparison. Blah blah blah. More big words.

From an academic perspective — or a business one! — it's managing to strike out on all fronts. Iunno what else I can say about it.


Title: Re: SWTOR
Post by: Surlyboi on November 09, 2010, 12:46:16 AM
Don't get me wrong. I loved EQ when it came out. Stuck with it for years. Would've stuck with SWG if they hadn't fucked it with the NGE. I don't dislike MMOs, I love them in theory. It's the execution I have a problem with. WoW is just a derivative yet polished version of what came before it. Worse yet, every MMO since WoW has been a derivative, less-polished attempt to do what Blizzard had already done.
So you liked EQ, acknowledge that WoW is a better take on EQ, and hate that WAR (etc) are worse that WoW...and that somehow adds up to "WoW sucks" in your world?

Yeah, the problem isn't WoW here. :grin:

Then you misread what I wrote. Or at least misinterpreted it. i never acknowledged that WoW is a better take on EQ. More polished? Certainly. But in that job of polishing, they thoroughly removed the soul and replaced it with lame pop-culture references. Ashamanchill's WUA quote in his sig sums that up fairly nicely.

I hate that WAR (etc) decided to follow in those same soulless footsteps in an attempt to grab a piece of WoW's popularity. Hence my comment on SWG. It was a grindy, buggy piece of shit, but it had soul for fucking miles. That was all ripped out in an attempt to make it, "more accessible". I played WoW just long enough enough to realize it was sterile and seriously lacking in character. That may make it ok for lots of people, just not for me.


Title: Re: SWTOR
Post by: Kageru on November 09, 2010, 01:33:54 AM

All the cool kids hate WoW, it's being edgy and having forum-cred.

Most of their arguments are bunkum though. WoW has continued to evolve and is still doing some very interesting things from a mechanics stand point. Blaming them for being popular, or the rest of the market being in-capable of making a game actually worth playing is just odd. Sure, I loved EQ in its time. When the MMO market was smaller, people (and myself) were less Jaded and everything wasn't distilled to a list of instructions on a wiki by the time the game released. But for that too change was inevitable.

How this relates to SWTOR, which appears to have game mechanics so vanilla it puts you to sleep reading about them, is likewise a mystery.


Title: Re: SWTOR
Post by: DraconianOne on November 09, 2010, 01:42:04 AM
Blah, blah blah

Authorative sounding blah

I missed breakfast - can we go back the bit where we were talking about burgers?  :why_so_serious:

Given the faction split, I am working from the assumption that the possible outcomes of a given adventure or quest or whatever they're calling them will not be quite as far apart as 'save kittens/kill kittens'.

From some hints, I get the impression that it's not a straightforward faction choice and that Republic jedi can still make dark side choices (and, conversely, Imperials can make light-side choices). I do recall seeing a video briefly discussing this where a Jedi appeared to flush a load of people out of an airlock. Also, they have hinted that these decisions will play a factor later on in the storyline. (The cynical side in me says "Yeah, save the captain and he gives a quest later. Kill him and another npc gives the same quest anyway." The hopeful side of me says "If it affects available quests and options later on then yes, that will be cool.")


Title: Re: SWTOR
Post by: Surlyboi on November 09, 2010, 01:51:06 AM

All the cool kids hate WoW, it's being edgy and having forum-cred.


Conversely, white-knighting wow on forums gets you laid. Oh wait, it doesn't.

As for the potential boringness of SWOTR, I don't know. There are some potentially great concepts there, it's just that I fear they'll be buried under tons of crap.


Title: Re: SWTOR
Post by: Velorath on November 09, 2010, 02:25:10 AM
Worse yet, every MMO since WoW has been a derivative, less-polished attempt to do what Blizzard had already done.

I've heard people say this kinda thing before, and I don't really agree with it unless all it takes for you to consider something WoW derivative is for quest givers to have something like an ! over their head.  WAR was a less polished attempt at what Mythic had done with their last game.  AOC was likewise supposed to have a heavy PVP focus, as well as more story and more action-oriented combat.  FFXIV isn't derivative of anything from the last decade.  Champions and Star Trek felt more derivative of CoH than WoW.  In fact, the common thread all these games have is that they were all made by developers who were releasing MMO's before WoW ever came out.

I find people have taken to complaining about MMOs copying WoW when what they really mean is "it's another diku." I assume it's because WoW is the biggest one.

Really I find the "it's another diku" complaint about many MMORPG's to be just as bad.  It's just a dull way some posters have of reminding us how jaded they are without actually having to come up with specifics about what they don't like.  There's nothing inherently wrong with diku's and to me, hanging out in an MMO forum complaining about yet another diku coming out is like hanging out in an FPS forum complaining about how tired they are of picking up guns, firing with the left mouse button, aiming for headshots, etc...  It's more a reflection of the poster than it is of the game.  Maybe some people here wouldn't be so sick of the same old thing if they hadn't been obsessing over every bit of pre-release information, every beta, and every launch of every fucking MMO release for the past decade, even the ones they decided they were going to hate from the earliest bits of information.


Title: Re: SWTOR
Post by: Simond on November 09, 2010, 03:22:39 AM
You know, if you take Surlyboi's post and replace "soul" with "tedium" it's actually correct.


Title: Re: SWTOR
Post by: Surlyboi on November 09, 2010, 05:54:35 AM
Please. WoW's as tedious as it gets.


Title: Re: SWTOR
Post by: Azuredream on November 09, 2010, 06:21:08 AM
Are you suggesting WoW isn't any less tedious than EQ was?


Title: Re: SWTOR
Post by: Malakili on November 09, 2010, 06:21:50 AM
Worse yet, every MMO since WoW has been a derivative, less-polished attempt to do what Blizzard had already done.

I've heard people say this kinda thing before, and I don't really agree with it unless all it takes for you to consider something WoW derivative is for quest givers to have something like an ! over their head.  WAR was a less polished attempt at what Mythic had done with their last game.  AOC was likewise supposed to have a heavy PVP focus, as well as more story and more action-oriented combat.  FFXIV isn't derivative of anything from the last decade.  Champions and Star Trek felt more derivative of CoH than WoW.  In fact, the common thread all these games have is that they were all made by developers who were releasing MMO's before WoW ever came out.

I find people have taken to complaining about MMOs copying WoW when what they really mean is "it's another diku." I assume it's because WoW is the biggest one.

Really I find the "it's another diku" complaint about many MMORPG's to be just as bad.  It's just a dull way some posters have of reminding us how jaded they are without actually having to come up with specifics about what they don't like.  There's nothing inherently wrong with diku's and to me, hanging out in an MMO forum complaining about yet another diku coming out is like hanging out in an FPS forum complaining about how tired they are of picking up guns, firing with the left mouse button, aiming for headshots, etc...  It's more a reflection of the poster than it is of the game.  Maybe some people here wouldn't be so sick of the same old thing if they hadn't been obsessing over every bit of pre-release information, every beta, and every launch of every fucking MMO release for the past decade, even the ones they decided they were going to hate from the earliest bits of information.

I think the real problem is that the slightly older generation of gamers (which I think are more represented on this board), are just trying to recapture the feeling they got when playing their first MMOs a decade ago, and it just isn't happening.  Its sort of a search for something novel and new the way it used to feel, but the problem it isn't just the game that matters in that regard, but also the player.  Even when a game is brand new at this point, the shiny wears off quick because before you know if you've boiled down all the game mechanics to be basically similar to what you've been doing for years, maybe with a slightly twist or two.

I think thats the main source of my TOR hate.  What I really want its a Star Wars game that is going to make me love the genre again.  Insofar as its really apparent this isn't going to be that game, it leaves me with a bad taste in my mouth.   In the end though, I think MMORPGs are just really a thing of the past for me in general, and my interest in them is sort of a relic.  Occasionally a project tickles me in just the right way, but a heavy dose of reality sets in pretty fast most of the time.  


Title: Re: SWTOR
Post by: Arthur_Parker on November 09, 2010, 06:23:39 AM
Please. WoW's as tedious as it gets.
Something more tedious would be constantly banging on the same subject, we get it, you liked soulful EQ, you feel betrayed because WoW is not EQ.  The reason WoW is not EQ is because Blizzard make wildly popular games.  WoW is a brilliant game, I have zero desire to play it but millions of people do.  When running a race and you get lapped twenty times, maybe it's time to admit the other guy is pretty successful at choosing not to wear clogs.


Title: Re: SWTOR
Post by: SnakeCharmer on November 09, 2010, 06:32:20 AM
Missing the point, much?

Besides, I'll be very surprised if Surlyboi actually liked EQ.


Title: Re: SWTOR
Post by: Rendakor on November 09, 2010, 06:35:38 AM
So did you miss it a page ago where he was professing his love for EQ and pre-NGE SWG? Or are you just trolling?


Title: Re: SWTOR
Post by: Arthur_Parker on November 09, 2010, 06:42:38 AM
Nobody at Blizzard could have made EQ anyway.  They would have got to the stage of adding the first boring bit, day one I imagine, and then despite all their best efforts, just plain fuck it up and add some fun by accident.


Title: Re: SWTOR
Post by: Khaldun on November 09, 2010, 06:59:01 AM
I think the "it's just another diku" idea reflects a sense on the part of older MMO players that they expected the form to evolve towards something more like a "world" over time, to be less controlled, on-the-rails, to have more spontaneity and randomness. Look back and I think you'll see that many people's "that's so cool" moments were about that feeling that you'd stumbled into a living, breathing world where you weren't certain what would happen next. Bartle-type explorers and killers I think were especially drawn to that. Socializers, on the other hand, probably have stayed pretty satisfied with improved dikus on the whole, and WoW especially has retrained a lot of us to be more socializers than we once were. It's certainly my main satisfaction with the game still: the people I know and play with. Achievers? Well, they like the improved hamster wheel, but bleeding-edge achievers probably don't like the current design paradigm much either (now that it's tuned to provisioning most players that sense of achievement.)

I'm still trying to decide what killed "world-like" MMO design the most: the fearfulness and timidity of developers and money hats, the intrinsic technical challenges involved in making them, or some of the improbable or unreal expectations of players interested in that style of MMO.


Title: Re: SWTOR
Post by: Kageru on November 09, 2010, 06:59:48 AM
SOE only made EQ accidentally because they weren't being sufficiently managed at the time. The first couple of expansions made a fantasy world and that was enough because the genre was so new (and online gaming in general), plus it was clear the developers loved crafting this world. Long before WoW came out SOE realised there was money to be had and EQ was transforming into a linear raiding / progression / expansion / treadmill game.

I mean I'll happily admit the ring war was one of the coolest things I've ever seen and the world was so stupidly large some zones had a community. But by the time they were coming up with shit like LDoN, PoP and Ykesha I was happy to flee the wreckage. Though I'm still in the same guild and the number of people eternally trying to recover that feeling is a bit sad.


Title: Re: SWTOR
Post by: Lantyssa on November 09, 2010, 07:45:57 AM
I'm still trying to decide what killed "world-like" MMO design the most: the fearfulness and timidity of developers and money hats, the intrinsic technical challenges involved in making them, or some of the improbable or unreal expectations of players interested in that style of MMO.
All of them play a roll, but mainly money hats.  EQ was King.  WoW dethroned it.  More worldly designs either over-stepped their capabilities or decided to chase the money hats.

UO is still around but looked dated even when it came out.  SWG caved.  Guild Wars doesn't seem to hold people and has design points which put it outside typical MMOs.  WISH folded in beta.  Fallen Earth was a good attempt, but has small studio problems and their targeting tried to reinvent FPS controls to their detriment.  What else has their been?  Anything I can think of with a good to passing world design had a massive level-based system blocking character development.  The people drawn to a World mostly aren't interested in character development through Ding Gratz.


Title: Re: SWTOR
Post by: Surlyboi on November 09, 2010, 08:14:11 AM
Missing the point, much?

Besides, I'll be very surprised if Surlyboi actually liked EQ.

I actually did like EQ. Partially for the newness of it, partially because of the, as kageru rightly put it, "accidental" nature of the whole project and partiallt because of the community of people that came out of it for me. Velious probably being the high point. That said, it was fun because it was accidental. They had no idea what the fuck they were doing half the time and it it showed. It was fun despite itself. (That died right after Luclin, but hey it was a fun ride for a while there.) WoW's fun feels manufactured. From the cartoony, eye-catching graphics to the, "Hey look! I'm a celebrity and I play WoW" endorsements. Very simply, WoW to me is like those bad beer commercials where the schmoes who would never get laid in a million years without a sufficient outlay of cash are suddenly surrounded by babes in hot tubs because they opened a can of Bud. It all feels like it was designed largely with the help of focus groups.

And yeah, AP, you don't get it. I don't begrudge WoW for being successful, more power to Blizzard for making a popular game. I just don't like it, and I tried really, really hard to like it because the girl I was dating at the time was really into it, it just doesn't do it for me.

And lastly, Lant has a great point about world-y games. The only one that's even close to thriving is EVE. And if you play that the way it's "meant" to be played, it's like banging your dangly bits in the door.


Title: Re: SWTOR
Post by: DraconianOne on November 09, 2010, 08:37:27 AM
I just don't like it, and I tried really, really hard to like it because the girl I was dating at the time was really into it, it just doesn't do it for me.

There's a lesson here. If only I could work out what it was...


Title: Re: SWTOR
Post by: Dtrain on November 09, 2010, 08:38:39 AM
SWG caved.

Caved after performing far far under expectations. I'd say the problem was the initial design, which started down a road of being different (or at least UO2 in spaaaaaace,) but did not satisfy a lot of the other expectations of the gaming public. Further, the overall cohesion of the design and the iterative tuning necessary to achieve that cohesion got away from them in the mad rush to release.

So - yeah, "all of those things" is pretty much right on the money. =)


Title: Re: SWTOR
Post by: Paelos on November 09, 2010, 08:42:58 AM
Get back on topic, nutjobs.

So far, looking at the votes, Jedi Sage is in a landslide for the name change from Jedi Wizard.


Title: Re: SWTOR
Post by: Arthur_Parker on November 09, 2010, 08:57:29 AM
And yeah, AP, you don't get it. I don't begrudge WoW for being successful, more power to Blizzard for making a popular game. I just don't like it, and I tried really, really hard to like it because the girl I was dating at the time was really into it, it just doesn't do it for me.

SWTOR thread.  Nobody cares, I don't like WoW either, slap me if I ever start going on about it outside a WoW thread.


Title: Re: SWTOR
Post by: Surlyboi on November 09, 2010, 09:00:15 AM
I'll stop when everyone else stops dragging it into the conversation.

And Drac, the lesson is, don't date your volleyball teammates.

Oh shit...


Title: Re: SWTOR
Post by: Cyrrex on November 09, 2010, 09:04:04 AM
And Drac, the lesson is, don't date your volleyball teammates.

It actually sounds like a grand idea.  I think we've had this conversation before.


Title: Re: SWTOR
Post by: tmp on November 09, 2010, 12:01:41 PM
So far, looking at the votes, Jedi Sage is in a landslide for the name change from Jedi Wizard.
I'm ok with that. Seer feels too specific (since seems to be name of one of class specializations) and Adept too generic. Sage remains as result of elimination and the 'profound wisdom' thing kinda fits with what these guys are supposed to be about.


Title: Re: SWTOR
Post by: Sky on November 09, 2010, 12:53:05 PM
Jedi Sage, Rosemary and Thyme.


Title: Re: SWTOR
Post by: Nebu on November 09, 2010, 12:56:39 PM
I don't care if it's called Jedi Pudding if it's fun.  People seem to invest way too much energy worrying about the wrong crap in a game.


Title: Re: SWTOR
Post by: Paelos on November 09, 2010, 12:58:46 PM
I don't care if it's called Jedi Pudding if it's fun.  People seem to invest way too much energy worrying about the wrong crap in a game.

Well if the game was live, I'd agree. Since it's still in development, I think letting the populace vote on names is probably a fun thing to do.


Title: Re: SWTOR
Post by: Nebu on November 09, 2010, 01:04:30 PM
Well if the game was live, I'd agree. Since it's still in development, I think letting the populace vote on names is probably a fun thing to do.

True.  A good marketing ploy if nothing else.


Title: Re: SWTOR
Post by: DraconianOne on November 09, 2010, 01:25:35 PM
True.  A good marketing ploy if nothing else.

A very good marketing ploy. "The company that listens to customer feedback even before the game is shipped. You hated the term 'Wizard' so we let you choose a new name!"


Title: Re: SWTOR
Post by: Sky on November 09, 2010, 01:56:44 PM
It's too bad. The Jedi wizard had such a supple wrist.


Title: Re: SWTOR
Post by: Surlyboi on November 09, 2010, 03:54:16 PM
Well played, sir.

It must be your sense of smell.


Title: Re: SWTOR
Post by: Count Nerfedalot on November 10, 2010, 05:53:14 PM
Did they ever say what was wrong with Jedi Wizard anyway?  It was, after all, the only one of the choices actually used in the movies in reference to Jedi that I can recall.  Did Lucas decide to retcon that out or something?


Title: Re: SWTOR
Post by: UnSub on November 10, 2010, 05:58:56 PM
Did they ever say what was wrong with Jedi Wizard anyway?  It was, after all, the only one of the choices actually used in the movies in reference to Jedi that I can recall.  Did Lucas decide to retcon that out or something?

Because fanbois get angry when you say the Force is magic.


Title: Re: SWTOR
Post by: tmp on November 10, 2010, 06:02:22 PM
Few people wanted to wear the robe and wizard hat.


Title: Re: SWTOR
Post by: Khaldun on November 10, 2010, 07:08:20 PM
Jedi Badass?

Jedi Wizard Cocksucker?

Jedi Gets-One-Shotted-by-Palpatine?

They're not giving the right choices out, evidently.


Title: Re: SWTOR
Post by: Stabs on November 10, 2010, 11:18:30 PM
Did they ever say what was wrong with Jedi Wizard anyway?  It was, after all, the only one of the choices actually used in the movies in reference to Jedi that I can recall.  Did Lucas decide to retcon that out or something?

Because fanbois get angry when you say the Force is magic.

I realise this is true but I'm a bit baffled at what else it could be? Science? Is that why they made up midichlorians? To prove the Force is sci fi, not fantasy?

I suppose people like scientific magic because it seems more available. In lore, no average Joe could be Gandalf - he's basically an angel. But all of us maybe have latent psychokinetic superpowers just waiting for the right trigger to activate them, right?


Title: Re: SWTOR
Post by: Margalis on November 10, 2010, 11:33:13 PM
Did they ever say what was wrong with Jedi Wizard anyway?

The game already suffers from being apparently WoW in space. Calling them Wizards breaks the illusion even more. At that point they might as well make Orcs and Trolls available races.

To me it's an indication of mindset. Calling it a wizard is about as generic and lazy as you can get. It behooves them to try to at least pretend they aren't just dressing up standard fantasy classes. Maybe the wizard plays nothing like wizards in other games - cool, then don't call it a wizard. Maybe it plays like a wizard in any other game - well at least put on a veneer of something different.


Title: Re: SWTOR
Post by: Samprimary on November 11, 2010, 01:22:02 AM
They used it only because Kenobi was called a 'crazy old wizard' and someone high up figured it would be an interesting visitation of canon. But it thematically does not fit for multiple reasons.


Title: Re: SWTOR
Post by: DraconianOne on November 11, 2010, 01:28:46 AM
They used it only because Kenobi was called a 'crazy old wizard' and someone high up figured it would be an interesting visitation of canon. But it thematically does not fit for multiple reasons.

Yeah, I always figured that it was used as a pejorative for to describe Ben an old man with white hair and beard who wears long robes who has strange powers and may, or may not, have a staff with a knob on the end. 

Still, following the logic that "it was in the movies as a reference to a character so it's alright to use it as a class name", I propose a petition to rename the smuggler Gunslinger to Nerfherder.


Title: Re: SWTOR
Post by: Cyrrex on November 11, 2010, 05:58:25 AM
Still, following the logic that "it was in the movies as a reference to a character so it's alright to use it as a class name", I propose a petition to rename the smuggler Gunslinger to Nerfherder.

Hah, that would be awesome.

Really, non of this is movie canon anyway, so who gives a shit.


Title: Re: SWTOR
Post by: Paelos on November 11, 2010, 06:34:41 AM
If there was a Nerfherder class, I'd name mine Scruffy.


Title: Re: SWTOR
Post by: tmp on November 11, 2010, 06:58:20 AM
Yeah, I always figured that it was used as a pejorative for to describe Ben an old man with white hair and beard who wears long robes who has strange powers and may, or may not, have a staff with a knob on the end. 
That and probably because it was easy way to explain the idea jedi is guy with strange powers to first-time audience that'd have no clue about that.


Title: Re: SWTOR
Post by: Lantyssa on November 11, 2010, 08:13:10 AM
I think the idea was to keep Luke from asking questions so he didn't go off on some galaxy-spanning adventure where he might cross paths with Daddy.


Title: Re: SWTOR
Post by: Cyrrex on November 11, 2010, 08:19:11 AM
I think the idea was to keep Luke from asking questions so he didn't go off on some galaxy-spanning adventure where he might cross paths with Daddy.

I agree with you, but really then, shouldn't he have chosen his words more carefully?  Going off on an adventure with a crazy old wizard is exactly the sort of thing that sounds like assloads of fun.  Especially for a kid who already professed his desire to join the academy.


Title: Re: SWTOR
Post by: Surlyboi on November 11, 2010, 08:20:33 AM
I think the idea was to keep Luke from asking questions so he didn't go off on some galaxy-spanning adventure where he might cross paths with Daddy.

Or worse, get into trouble with the empire and then have them track the source back to them and end up as smoldering corpses outside their own home.

Oh, wait...


Title: Re: SWTOR
Post by: Malakili on November 11, 2010, 03:55:56 PM


Or worse, get into trouble with the empire and then have them track the source back......
....
....
....
home.

fixed.


Title: Re: SWTOR
Post by: Samprimary on November 11, 2010, 04:08:13 PM
may, or may not, have a staff with a knob on the end. 

I found out today I am a wizard


Title: Re: SWTOR
Post by: Lantyssa on November 11, 2010, 04:48:14 PM
:rimshot:

(...and I do mean rimshot...)


Title: Re: SWTOR
Post by: Tannhauser on November 12, 2010, 02:41:41 AM
Maybe Owen's still a bit miffed that Obi-Wan kidnapped and gave him the kid of the second most dangerous creature in the galaxy?



Title: Re: SWTOR
Post by: DraconianOne on November 12, 2010, 03:20:41 AM
Maybe Owen's still a bit miffed that Obi-Wan kidnapped and gave him the kid of the second most dangerous creature in the galaxy?

Not enough to change the kids name, obviously.


Title: Re: SWTOR
Post by: Surlyboi on November 12, 2010, 04:01:55 AM
Yeah, but Luke Lars just sounds too... Norwegian.


Title: Re: SWTOR
Post by: Draegan on November 12, 2010, 06:48:09 AM


Or worse, get into trouble with the empire and then have them track the source back......
....
....
....
home.

fixed.

That got me.  Lol


Title: Re: SWTOR
Post by: Surlyboi on November 12, 2010, 06:51:26 AM


Or worse, get into trouble with the empire and then have them track the source back......
....
....
....
home.

fixed.

That got me.  Lol

Same. Took my joke and made it better.


Title: Re: SWTOR
Post by: UnSub on November 12, 2010, 07:01:17 AM
Maybe Owen's still a bit miffed that Obi-Wan kidnapped and gave him the kid of the second most dangerous creature in the galaxy?

Obi-Wan: "Hey there Owen - you know your half-brother? The one who I trained into one of the deadliest killers in the galaxy, who slaughtered those sand people like dogs after they took your foster mother? Well, he's now extra-psycho and has full government backing. So here's HIS child. No, no, I'm pretty sure he doesn't know he's still alive and here, on his birth planet, which he could one day come back to. Look after him for me, will you? Since I'm sure this will end well, I'm off over those hills and won't bother interacting with you for the next, say, 18 years. Especially not to train the son of an incredibly powerful Jedi."

"No, I'll be too busy having blue-ghost Qui-Gon Jinn bust my balls every day from here on out how badly I screwed up."


Title: Re: SWTOR
Post by: Cyrrex on November 12, 2010, 09:05:08 AM
....must....resist....nerdfight....


Title: Re: SWTOR
Post by: Lucas on November 12, 2010, 01:44:17 PM
And here we go, "Crew Skills" (also known as "Crafting in SWTOR") unveiled:

http://www.swtor.com/info/systems/crew-skills


A couple days ago, Darth Hater also posted an interview with Lead Writer Daniel Erickson about the same subject.

http://darthhater.com/2010/11/12/daniel-erickson-on-crew-skills/


We'll see how it goes, but it looks very very promising.


Title: Re: SWTOR
Post by: Ingmar on November 12, 2010, 02:16:39 PM
That actually seems pretty cool in theory.


Title: Re: SWTOR
Post by: Reg on November 12, 2010, 02:29:48 PM
I'm deeply concerned that this crafting isn't enough like Wow crafting. Or perhaps it's that it's too much like WoW.  Either way I'm deeply concerned and predicting doom.


Title: Re: SWTOR
Post by: sam, an eggplant on November 12, 2010, 02:47:55 PM
It's not entirely dissimilar to EVE online's skill training system, except it doesn't directly let you progress your character when not playing. It gives you a reason to login every day, even when not actively playing, to trigger long crafting or resource gathering actions. Pretty neat.


Title: Re: SWTOR
Post by: DraconianOne on November 12, 2010, 02:57:04 PM
I thought I was a fairly big SW nerd but I have never come across a Houk before - that Krogan lizard type dude in the video. Obviously haven't been reading the right EU stuff.



Title: Re: SWTOR
Post by: tmp on November 12, 2010, 03:11:11 PM
They had a guy frozen in carbonite in that video. Now that's sort of housing furniture i can get behind.


Title: Re: SWTOR
Post by: UnSub on November 12, 2010, 06:08:42 PM
That actually seems pretty cool in theory.

I'm waiting to see what balance there is to this system - any cooldowns so that you don't set a companion to just do missions for you all the time, or treasure hunt? Set every one to 23 hours, get the best outcome you can.

Plus it sounds good described, but will end up being a series of menus and there will be a demonstrably 'best' crafting companion / class that players will use as an alt.


Title: Re: SWTOR
Post by: Paelos on November 12, 2010, 06:14:18 PM
Plus it sounds good described, but will end up being a series of menus and there will be a demonstrably 'best' crafting companion / class that players will use as an alt.

This general knowledge of the MMO player habit is what concerns me most about the "story-driven" thing as well as the companion things.


Title: Re: SWTOR
Post by: caladein on November 12, 2010, 06:15:24 PM
Well, there's five slots but with possibly needing a companion each for solo play, grouping, and a few crafting/mission specialists that doesn't leave a lot of room for choice on the basis of flavor or story.  Which is a bummer.

On its face though, it's not an explicitly awful system.  Unlike the animations.


Title: Re: SWTOR
Post by: Lantyssa on November 12, 2010, 08:25:38 PM
Well, there's five slots but with possibly needing a companion each for solo play, grouping, and a few crafting/mission specialists that doesn't leave a lot of room for choice on the basis of flavor or story.  Which is a bummer.
The way I read it is three slots that can be gathering, production, or missions.  Since they seem to show the number but the names are unrevealed, four gathering, six crafting, and four mission skills.  3/14 isn't a lot a single character can do.  I'm not sure why you need five slots at a crafting station.


Title: Re: SWTOR
Post by: tmp on November 13, 2010, 02:12:18 AM
I'm not sure why you need five slots at a crafting station.
Maybe they're planning 5-6 companions per player class at high end? Depending how long it takes to produce an item/carry out a mission all of them may get occupied, probably.


Title: Re: SWTOR
Post by: Lucas on November 13, 2010, 03:47:25 AM
Looking at the Dev Tracker on the official forums, Damion Schubert took the time to be a bit more specific about the Crew Skills:

http://www.swtor.com/community/devtracker.php

Quote
Damion Schubert wrote:

To be more precise, players can have up to three crew skills but only one of those can be a crafting skill. The fictional reason is that you only can have room for one crafting table on your ship, but the real reason is that we don't want all players to be self-sufficient.

We call the system Crew Skills because they are skills possessed by your amorphous crew as a whole. If your crew can go treasure hunting, you can order any of your crew members to run treasure hunting missions. Vette may have a bonus to treasure hunting (being a native treasure hunter and all), but to be honest we currently have these bonuses set to be relatively mild - we don't want people to choose NOT to take their favorite companion out on the field with them because the economic bonus to keeping them on the ship is that much greater.

So you can mix 'n match among the Crew Skills, but keeping in mind that you are allowed only 1 crafting.

Quote
Damion Schubert wrote:

So just to throw a couple more stray thoughts about our philosophy.

- No, you the player cannot craft currently - which is to say you cannot choose to watch the progress bar fill up yourself. That being said, to us, watching a progress bar has always been the least interesting part of crafting in other MMOs. The part of being a crafter that is interesting to us is things like finding rare schematics, finding hard-to-find components, and the social game of finding customers and suppliers. We really wanted devoted crafters to be able to focus on these aspects of crafting, and not so much on the 'watch a progress bar go forward' part of things. Crafting should be a social thing - staring at a progress bar is not.

-No, you don't see companions running missions out 'in the real world'. While I laugh at the idea of a stream of companion characters filing into the palace on Alderaan, it's unfeasible for a lot of reasons.

- The real test of the value of crafting is less about whether companions or players are swinging the hammer and tongs, and more about how the itemization of crafting is balanced in a way that the gear is useful. Crafting is important to the systems team, and we're devoted to ensuring that crafted gear has a place in the economy, especially at the endgame, and doubly especially for the devoted crafters.

- It's worth noting that we really want the system to support the casual crafter (the guy who is taking crafting largely to outfit himself while levelling up) and the devoted crafter (the guy who wants to be known as the best Armormech in the galaxy). Supporting the former means making the system accessible and easy. Supporting the latter means ensuring that hard work can allow you to provide goods and services that almost no one in the galaxy can. The systems design team is striving to satisfy both groups of people.

-My own personal goal is that some crafters can get so good that players all over the server seek them out. My problem being a crafter in most other MMOs is that you tend to become a guild's pet at some point, and you're expected to do all of the work for free. We want those devoted crafters to be exceptional enough that they can actually demand a price, and that people will actually break out of the guild in order to pursue those goods and services. The system isn't there yet, but we have plans...


Title: Re: SWTOR
Post by: Koyasha on November 13, 2010, 04:55:50 AM
Well, it doesn't sound horribad, but it still sounds bad.  Specifically the part where you're restricted to one crafting station thingy.  The only thing left to see is if there are unique advantages for the crafter alone, like nodrop items that you must personally craft, or must possess a certain amount of skill to use.  If there are not, it will be largely ignorable (for those of us who hate crafting) since you can just go buy what you want (and good for those who like crafting, since they have a strong market for their best wares).  If there are such crafter-unique items, it will be both annoying and non-ignorable since it will be necessary to match up the right crafting skill with the right class in order to get the optimum bonus, etc.


Title: Re: SWTOR
Post by: UnSub on November 13, 2010, 08:03:38 AM
I'm failing to see, based on that description, how any player isn't going to become a crafter. Dedication to crafting would seem to only change how quickly you pass through the crafting tree.

And in an economy where everyone is a crafter, things tend to blow out fairly quickly. Rare materials in MMOs only fuel hyper-inflation while players grind out the low end of crafting in order to get to the good stuff. One reason that EvE's economy works is that there is lots of item destruction as well as possibility for creation, so I'll guess we'll have to see how SWOR handles taking resources out of the economy.

Plus has BioWare ever got an armour / equipment system that is approaching balanced? I haven't played Dragon Age, but my impressions are that they haven't.


Title: Re: SWTOR
Post by: Ginaz on November 13, 2010, 09:59:27 AM
From what I've read, while the crafting probably won't be as deep as say swg, there will be a place for crafters.  High end stuff can be made by crafters (though I don't know how it will compare to the high end loot drops), there will be "rare" crafting patterns and since you can only have one crafting line there will be an interdependency within the community.  I've never really been into crafting in any game I've played but this sounds like something I might get into.


Title: Re: SWTOR
Post by: Lantyssa on November 13, 2010, 01:17:02 PM
Interdependency has a lot of problems on its own.

People will just make sure their characters have different crafting professions and do it all themselves anyways.  Limiting you to any three of crafting, gathering, and missions seems like it'll be more annoying than causing interdependence.


Title: Re: SWTOR
Post by: Goumindong on November 13, 2010, 02:18:27 PM
"-My own personal goal is that some crafters can get so good that players all over the server seek them out. My problem being a crafter in most other MMOs is that you tend to become a guild's pet at some point, and you're expected to do all of the work for free. We want those devoted crafters to be exceptional enough that they can actually demand a price, and that people will actually break out of the guild in order to pursue those goods and services. The system isn't there yet, but we have plans..."

This is impossible without competitive advantages... which is impossible without either exclusive resources or knowledge... which is impossible in a "fair game".

So don't expect them to make this work. There are some ways you can simulate it but they aren't all that attractive.


Title: Re: SWTOR
Post by: Nebu on November 13, 2010, 02:22:17 PM
In Tale in the Desert they made this possible by a) limiting resources, b) making the demands of getting to a high level of proficiency costly, and c) by requiring a skill component in crafting. 

I don't see any way to implement this in a very limited basis without requiring some kind of skill to separate the great crafters from the good.  Could be twitch, could be spacial relationships, could be puzzle solving. I'd welcome any crafting challenge beyond rarity, time, and cost. 


Title: Re: SWTOR
Post by: Goumindong on November 13, 2010, 02:26:30 PM
In Tale in the Desert they made this possible by a) limiting resources, b) making the demands of getting to a high level of proficiency costly, and c) by requiring a skill component in crafting. 

I don't see any way to implement this in a very limited basis without requiring some kind of skill to separate the great crafters from the good.  Could be twitch, could be spacial relationships, could be puzzle solving. I'd welcome any crafting challenge beyond rarity, time, and cost. 

On the other hand, ATITD was relatively small, frankly, i think those things will all be solved to a point. As well, since you aren't crafting yourself there isn't much room for mini-game type solutions.


Title: Re: SWTOR
Post by: Ginaz on November 13, 2010, 03:20:01 PM
Interdependency has a lot of problems on its own.

People will just make sure their characters have different crafting professions and do it all themselves anyways.  Limiting you to any three of crafting, gathering, and missions seems like it'll be more annoying than causing interdependence.

Maybe it could be a way to get people to play other classes, which would tie into their desire for players to make alts to experience the story each class has.  And interdependence worked fairly well in swg, though, the ability to create alts on the same account was more difficult in swg than it might be in TOR.


Title: Re: SWTOR
Post by: Lantyssa on November 13, 2010, 03:28:34 PM
SWG also had shifting resources.  High-end crafters prospered because they kept an eye out for the best usable in-slot resource and understood what was needed to make good sub-components and final products.  If there isn't the unlimited resource variation, I honestly don't see how they could make it as deep.

Now, if components have a Diablo-style randomness to them, it could very well be possible.  I'll be surprised if they do.  Possibly willing to eat a (gummy) bug, even.


Title: Re: SWTOR
Post by: stu on November 13, 2010, 03:47:54 PM
Any chance high level loot drops will consist mainly of crafting resources rather than shiny gear?  :awesome_for_real:


Title: Re: SWTOR
Post by: Lakov_Sanite on November 13, 2010, 04:31:32 PM
What was telling, to me, was the idea of having your companions being the one to craft "so you don't have to stare at a progress bar"  exactly how long are high end things going to take to craft in swtor?


Title: Re: SWTOR
Post by: Nebu on November 13, 2010, 04:37:34 PM
I've always enjoyed games where the best gear is crafted.  I hope that's the case here.


Title: Re: SWTOR
Post by: Merusk on November 13, 2010, 04:56:25 PM
What was telling, to me, was the idea of having your companions being the one to craft "so you don't have to stare at a progress bar"  exactly how long are high end things going to take to craft in swtor?

Since they mention that your little elves will continue after you've logged out..  a long-ass time.  Longer than is truly reasonable in a world with interstellar space travel, but hey.. Star Wars always had it's hiccups. (Pikemen on Jabba's barge.  :oh_i_see:)

I've always enjoyed games where the best gear is crafted.  I hope that's the case here.

Schubert talks like that will be the case.. but he's also listed as the Combat Systems designer on Moby, not the crafting and item designer.   Even if it is the case, I expect the best mats or patterns/ schematics/ recipies that go in to said items to be drops from group combat or whatever will pass for raids/ endgame combat. 

Barring a Diablo random-loot style setup, that is.  But what MMO has really given that a good shot yet? I don't expect this one to.


Title: Re: SWTOR
Post by: Nebu on November 13, 2010, 04:58:17 PM
Barring a Diablo random-loot style setup, that is.  But what MMO has really given that a good shot yet? I don't expect this one to.

It's a shame.  If the best loot in game is available to everyone from the casual soloer to the hardcore raider, that has the potential to aid retention.  At least for the more casual, adult gamer.


Title: Re: SWTOR
Post by: Goumindong on November 13, 2010, 07:56:44 PM
SWG also had shifting resources.  High-end crafters prospered because they kept an eye out for the best usable in-slot resource and understood what was needed to make good sub-components and final products.  If there isn't the unlimited resource variation, I honestly don't see how they could make it as deep.

Now, if components have a Diablo-style randomness to them, it could very well be possible.  I'll be surprised if they do.  Possibly willing to eat a (gummy) bug, even.

How did that work in SWG?

Because the way that I envision generating competitive advantage for crafting can happen in only a few ways.

1. Effort: It so damn hard to maintain the skills/proper item input that only a few people will be willing to poopsock enough to do it.

2. Skill: Some sort of system is in place such that crafted items are of variable quality depending on the twitch gameplay ability or puzzle solving ability of the user. *

3. Patents: Grant people exclusive purview to produce certain items or certain quality of items based on either in game or random achievements. This would work a lot better in a game like EVE.

Problems: Assuming people can keep crafting eventually there will be some sort of saturation of items of high quality anyway.

*As I see it you time the trial, the time it takes to succeed is compared against a baseline. Slower and your item is worse, faster and your item is better. I.E. The item receives a bonus to its quality of (1/x) where X is the completion time normalized to the 100% mark. So if you complete it in half the time, its 2x as good. If times are balance such that achieving them is reasonably difficult then you get increasingly large payoff for each millisecond you shave off your puzzle solving/twitch times.

Of course, fixing those so be hard(and not abuse-able) is another issue.


Title: Re: SWTOR
Post by: CmdrSlack on November 13, 2010, 09:13:39 PM
In SWG, you had to survey for resources. If you played ME2 and thought that its style of surveying sucked, you'd really hate it in SWG.

Those resources had varying levels of quality. Resource A on Planet 1 may be of lesser quality than on Planet 2. The next cycle, that resource could not exist on either planet.

The quality of resources, among other factors, had an effect on the quality of your subcomponents. The better the subcomponents, the better the end product.

The best crafters on Eclipse had to go outside their personal allowance of building lots to get the best resources. They'd buy from people who sourced the stuff. We had an established town, so getting resources was never hard. I think I ended up using all of my allowed building lots for buildings, not harvesters.


Title: Re: SWTOR
Post by: Ratman_tf on November 13, 2010, 11:36:14 PM
In SWG, you had to survey for resources. If you played ME2 and thought that its style of surveying sucked, you'd really hate it in SWG.

In SWG I wanted to make a weapon/armorsmith, and did pretty well at it, but I got into prospecting and selling resources and had a ton of fun scouting out good spawns and using the scanner to find them.

I fucking hated ME2 surveying. It was godawful.


Title: Re: SWTOR
Post by: Spiff on November 14, 2010, 01:30:28 AM
Only crafting system I ever experienced where the actual crafter was considered as valuable or even more so than the components was AO (don't laugh  :why_so_serious:).
That was because:
- it was so obscure it took an unholy amount of interest to get into it.
- you had to spend skill-points on crafting (earned through levelling) you could otherwise spend on combat skills.
- crafted items were superior.

So basically it was so unfinished/convoluted/ill-conceived few people invested in it, yet to compete at top level you needed crafted items.
Not a shining beacon of clever game-design.

Any alternative where crafting is valuable is completely geared towards poopsock-gatherers in my experience.

P.S.: I was an engineer in AO and a pretty avid crafter, one the many sins of my youth unfortunately.


Title: Re: SWTOR
Post by: Tannhauser on November 14, 2010, 03:41:10 AM
Were folks griping that you trained when offline in Eve?   Sounds similar to me.
In WoW, the progress bar is fast, the difficulty comes in gathering the crafting materials.
In LOTRO, the progress bar can be pretty slow when gathering the materials is easy, such as farming.

I do hope there is true interdependecy in SWTOR's crafting and that crafted items are some of the best items in the game.  It's an interesting feature with my elves crafting while I'm offline.


Title: Re: SWTOR
Post by: Koyasha on November 14, 2010, 03:53:50 AM
The only thing I really, really want out of its crafting is that there is no item that cannot be bought and sold freely.  As long as I never have to look at a crafted item and think that I wish I had X profession so I could use that item, I won't be too unhappy with it.  Even if the item is rare and expensive, the important thing is that I have an option other than 'grind the profession up myself' in order to be able to use it.

Besides which, self-only items only indicate that the system has failed to actually make the items worth buying and selling, and therefore must offer other incentives in order to require people to use it.


Title: Re: SWTOR
Post by: Rendakor on November 14, 2010, 07:56:20 AM
The only thing I really, really want out of its crafting is that there is no item that cannot be bought and sold freely.  As long as I never have to look at a crafted item and think that I wish I had X profession so I could use that item, I won't be too unhappy with it.  Even if the item is rare and expensive, the important thing is that I have an option other than 'grind the profession up myself' in order to be able to use it.

Besides which, self-only items only indicate that the system has failed to actually make the items worth buying and selling, and therefore must offer other incentives in order to require people to use it.
:dead_horse:


Title: Re: SWTOR
Post by: tmp on November 14, 2010, 08:23:58 AM
One thing that seems at odds is how they want a casual players to be able to outfit themselves through crafting, but then restrict the same players to single gear crafting category. Just doesn't leave much room for that outfitting oneself...


Title: Re: SWTOR
Post by: Spiff on November 14, 2010, 08:26:12 AM
In LOTRO, the progress bar can be pretty slow when gathering the materials is easy, such as farming.

Farming such as farming the open world bosses that dropped shards (needed for the highest tier items), which were quickly farmed 'round the clock by catasses that worked out their spawn-timer?
They partly replaced that with a huge faction grind (along with making most of the crafted items obsolete)... and then introduced Legendary Weapon crafting, for which you needed a symbol that only dropped in raids, or 1 particular 6-man instance (which then got farmed).

If you wanted to make money on crafting in LoTRO gathering was always the way to go as well.

What I'm wondering is; if you make different crafts interdependent, what do you do about alts?


Title: Re: SWTOR
Post by: tmp on November 14, 2010, 09:21:22 AM
Farming such as farming the open world bosses that dropped shards (needed for the highest tier items), which were quickly farmed 'round the clock by catasses that worked out their spawn-timer?
I think he means farming as in literally growing pipeweeds and such. And the rate at which the progress bar moved for each individual act of that.


Title: Re: SWTOR
Post by: Tannhauser on November 14, 2010, 10:19:10 AM
In LOTRO, the progress bar can be pretty slow when gathering the materials is easy, such as farming.

Farming such as farming the open world bosses that dropped shards (needed for the highest tier items), which were quickly farmed 'round the clock by catasses that worked out their spawn-timer?
They partly replaced that with a huge faction grind (along with making most of the crafted items obsolete)... and then introduced Legendary Weapon crafting, for which you needed a symbol that only dropped in raids, or 1 particular 6-man instance (which then got farmed).

If you wanted to make money on crafting in LoTRO gathering was always the way to go as well.

What I'm wondering is; if you make different crafts interdependent, what do you do about alts?

I sense butthurt.  Yes, I meant farming the profession.


Title: Re: SWTOR
Post by: Ginaz on November 14, 2010, 11:23:42 AM
SWG also had shifting resources.  High-end crafters prospered because they kept an eye out for the best usable in-slot resource and understood what was needed to make good sub-components and final products.  If there isn't the unlimited resource variation, I honestly don't see how they could make it as deep.

Now, if components have a Diablo-style randomness to them, it could very well be possible.  I'll be surprised if they do.  Possibly willing to eat a (gummy) bug, even.

I don't think it will be as deep as swg's crafting system is either.  However, it sounds more detailed and involving than many though it would be.


Title: Re: SWTOR
Post by: SnakeCharmer on November 14, 2010, 06:12:14 PM
I still have no idea why anyone thinks the crafting SWG was deep.  Sure, you could make lots of stuff and give it pretty colors with a unique name, but that's about it.  All that required to be the best was to have played since/near launch  :awesome_for_real:  Otherwise, if you weren't around for <uber steel spawn>, you had to pay unGodly amounts of credits to buy it (due to a hyperinflated economy from credit duping) or inherit resources from someone that was quitting.  Crafting in SWG was an exercise in tedium.


Title: Re: SWTOR
Post by: Paelos on November 14, 2010, 08:23:42 PM
I still have no idea why anyone thinks the crafting SWG was deep.  Sure, you could make lots of stuff and give it pretty colors with a unique name, but that's about it.  All that required to be the best was to have played since/near launch  :awesome_for_real:  Otherwise, if you weren't around for <uber steel spawn>, you had to pay unGodly amounts of credits to buy it (due to a hyperinflated economy from credit duping) or inherit resources from someone that was quitting.  Crafting in SWG was an exercise in tedium.

It was deeper because inputs weren't the all the same.


Title: Re: SWTOR
Post by: Spiff on November 14, 2010, 11:50:55 PM
I sense butthurt.  Yes, I meant farming the profession.

I did pick up on that yeah  :oh_i_see:
Maybe you mentioned farming/cooking 'cause it's the only part of LoTRO crafting that worked, even that it was kinda slow seemed okay imo if you're growing peas in the shire.

Everything else was a resource grind more than anything else, fact that the bar moved a little slow was hardly it's biggest issue. The economy revolved around resources as it usually does when games promise 'crafting that matters'.

I'll be interested to see if SWToR has a remedy for this (one more creative than just setting the drop-chance of high-tier materials to 0.00001%).


Title: Re: SWTOR
Post by: Tannhauser on November 15, 2010, 03:34:29 AM
You're new around here so I'll cut you some slack.  Resources in LOTRO are abundant, be it wood or ore.  Crafting is one of the funnest parts of LOTRO.  Maybe you haven't played recently but crafting has been improved even further and every profession is useful.  Crafted gear is on par with dropped items as well.

Go play WoW and see which game 'revolves around resources' more.  Nodes in WoW are much more uncommon than in LOTRO.  Hell, my party is always peeling off to go chop wood or dig ore on our way to the quest area in LOTRO.

I am very interested in SWTOR's hands off approach to crafting.  It's a pretty strange concept to me because I like micro-managing my crafting to get the most out of my materials.   



Title: Re: SWTOR
Post by: Shatter on November 15, 2010, 05:52:41 AM
I still have no idea why anyone thinks the crafting SWG was deep.  Sure, you could make lots of stuff and give it pretty colors with a unique name, but that's about it.  All that required to be the best was to have played since/near launch  :awesome_for_real:  Otherwise, if you weren't around for <uber steel spawn>, you had to pay unGodly amounts of credits to buy it (due to a hyperinflated economy from credit duping) or inherit resources from someone that was quitting.  Crafting in SWG was an exercise in tedium.

It was deep because quality meant something.  Any average joe could make shit but only few people could actually make high quality.  This isnt like WOW where you farm X ore and its always the same, SWG materials all had multiple stats all of which would create a different result.  The chance of finding the same material with the same high stats was pretty much impossible but you would always be on the hunt for high quality mats.  For many people who played SWG this was full time and all they did


Title: Re: SWTOR
Post by: Surlyboi on November 15, 2010, 06:04:24 AM
Look at the difference OQ had on lightsaber crafting. I had dozens of crap sabers that I used just to grind and made out of passable quality materials. Then there was special set I always had set aside just in case I got caught by a BH or ran into a high-end mob. The damage difference was night and day, and it had less to do with the crystals than it had to do with the materials that went in to the construction. My best saber took a year to make because I held out for top quality components throughout.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 15, 2010, 06:59:53 AM
Look at the difference OQ had on lightsaber crafting. I had dozens of crap sabers that I used just to grind and made out of passable quality materials. Then there was special set I always had set aside just in case I got caught by a BH or ran into a high-end mob. The damage difference was night and day, and it had less to do with the crystals than it had to do with the materials that went in to the construction. My best saber took a year to make because I held out for top quality components throughout.

Something is wrong in any game where you have to say things like "I had to craft dozens of crappy lightsabers"


Title: Re: SWTOR
Post by: Surlyboi on November 15, 2010, 07:22:50 AM
Not really.

Trial and error was once part of MMOs before everyone had a guide for every goddamn thing.


Title: Re: SWTOR
Post by: Lantyssa on November 15, 2010, 08:48:23 AM
It took me two days of calculations to reverse engineer tissues and prove their displayed coefficients were incorrect.  That's with everything being fairly straight-forward.

Evening knowing them it became a game to eek out enough high-grade materials to get that 99% quality tissue, or to make a good quality one but figuring out which component you could skimp on.  Storage was my only complaint about the system.


Title: Re: SWTOR
Post by: Shatter on November 15, 2010, 09:34:09 AM
Look at the difference OQ had on lightsaber crafting. I had dozens of crap sabers that I used just to grind and made out of passable quality materials. Then there was special set I always had set aside just in case I got caught by a BH or ran into a high-end mob. The damage difference was night and day, and it had less to do with the crystals than it had to do with the materials that went in to the construction. My best saber took a year to make because I held out for top quality components throughout.

Something is wrong in any game where you have to say things like "I had to craft dozens of crappy lightsabers"

He didnt have to craft dozens to make a good one, those are just what he crafted until he got the top end mats. 


Title: Re: SWTOR
Post by: Surlyboi on November 15, 2010, 09:57:00 AM
Precisely.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 15, 2010, 10:49:23 AM
My point is that the very idea of mass producing lightsabers is fucking clownshoes. A jedi makes one lightsaber, it's their lightsaber, even in kotor this was the case.  Actually having some schlub producing sabers in his discount saber depot is beyond retarded.


Title: Re: SWTOR
Post by: Surlyboi on November 15, 2010, 10:52:34 AM
The only schlub making my sabers was me.

Sabers were no trade.


Title: Re: SWTOR
Post by: Cyrrex on November 15, 2010, 10:58:34 AM
And you certainly couldn't mass produce them.  He's talking about creating a dozen over a period of a year or so, not like 50 a day.

Creating a saber is probably the best single crafting experience I can recall having.  Even a shitty, training saber for a brand new Jedi was cool as hell.


Title: Re: SWTOR
Post by: Shatter on November 15, 2010, 11:28:57 AM
My point is that the very idea of mass producing lightsabers is fucking clownshoes. A jedi makes one lightsaber, it's their lightsaber, even in kotor this was the case.  Actually having some schlub producing sabers in his discount saber depot is beyond retarded.

What about jedi that dual wield....dun dun dun


Title: Re: SWTOR
Post by: Ingmar on November 15, 2010, 11:46:07 AM
This conversation is giving me flashbacks to DAOC's god-awful system. WTS 112332123 98% quality bows that I made trying to get one masterpiece... /wrists


Title: Re: SWTOR
Post by: Ginaz on November 15, 2010, 11:50:13 AM
My point is that the very idea of mass producing lightsabers is fucking clownshoes. A jedi makes one lightsaber, it's their lightsaber, even in kotor this was the case.  Actually having some schlub producing sabers in his discount saber depot is beyond retarded.

Knowing WTF you're talking about helps a lot when discussing a topic. :oh_i_see:


Title: Re: SWTOR
Post by: Nebu on November 15, 2010, 12:07:31 PM
My point is that the very idea of mass producing lightsabers is fucking clownshoes. A jedi makes one lightsaber, it's their lightsaber, even in kotor this was the case.  Actually having some schlub producing sabers in his discount saber depot is beyond retarded.

Knowing WTF you're talking about helps a lot when discussing a topic. :oh_i_see:

Apparently I don't know what I'm talking about either.  I agree with Lakov. 

This conversation is giving me flashbacks to DAOC's god-awful system. WTS 112332123 98% quality bows that I made trying to get one masterpiece... /wrists

I was thinking the same thing. 

A crafting system should allow for improvements and upgrades.  I'm guessing the reason that crafting systems haven't been more fleshed out in MMOs is because MMO gamers are interested in primarily in combat and exploration.  It's just not worth the resources to develop a robust crafting system when your player base would be equally happy with a pull on a one-armed bandit that dispenses gear.   


Title: Re: SWTOR
Post by: Malakili on November 15, 2010, 12:12:17 PM
My point is that the very idea of mass producing lightsabers is fucking clownshoes. A jedi makes one lightsaber, it's their lightsaber, even in kotor this was the case.  Actually having some schlub producing sabers in his discount saber depot is beyond retarded.

Knowing WTF you're talking about helps a lot when discussing a topic. :oh_i_see:

Apparently I don't know what I'm talking about either.  I agree with Lakov. 

Yeah, he'd be right if that is how it worked at all.


Title: Re: SWTOR
Post by: Nebu on November 15, 2010, 12:17:31 PM
Yeah, he'd be right if that is how it worked at all.

After reading THIS ARTICLE (http://www.massively.com/2010/11/12/massively-interviews-bioware-on-swtors-crafting-and-pvp/), I really didn't get much out of their system beyond hype.  I'd be delighted if you wanted to educated me beyond what the article said.


Title: Re: SWTOR
Post by: Malakili on November 15, 2010, 12:24:14 PM
Yeah, he'd be right if that is how it worked at all.

After reading THIS ARTICLE (http://www.massively.com/2010/11/12/massively-interviews-bioware-on-swtors-crafting-and-pvp/), I really didn't get much out of their system beyond hype.  I'd be delighted if you wanted to educated me beyond what the article said.

Wait, are we talking about crafting lightsabers in TOR or Galaxies?  I was under the impression that Surlyboi was specifically relating his experience from galaxies.


Title: Re: SWTOR
Post by: Lantyssa on November 15, 2010, 12:27:07 PM
We've been talking SWG.  No one knows how it'll work in SWTOR.


Title: Re: SWTOR
Post by: Malakili on November 15, 2010, 12:27:44 PM
We've been talking SWG.  No one knows how it'll work in SWTOR.

Ok, thats what I thought.


Title: Re: SWTOR
Post by: Nebu on November 15, 2010, 12:43:59 PM
I was trying to get things back on topic.  I know... craziness.


Title: Re: SWTOR
Post by: Paelos on November 15, 2010, 12:50:48 PM
I was trying to get things back on topic.  I know... craziness.

The problem with this topic is that we're still talking about something that won't come out until April, and the updates for actual documented gameplay and info are glacial.


Title: Re: SWTOR
Post by: Shatter on November 15, 2010, 01:21:04 PM
I was trying to get things back on topic.  I know... craziness.

The problem with this topic is that we're still talking about something that won't come out until April, and the updates for actual documented gameplay and info are glacial.

It wont be out in April :P


Title: Re: SWTOR
Post by: sam, an eggplant on November 15, 2010, 01:37:16 PM
It's still not (really) in beta. No chance in hell it releases in April.


Title: Re: SWTOR
Post by: Surlyboi on November 15, 2010, 02:32:19 PM
No. It'll be out in April. Just probably not this upcoming April.


Title: Re: SWTOR
Post by: Nebu on November 15, 2010, 03:50:12 PM
Since when has "Not ready" kept an MMO from being released on time?

I see a miracle patch in the works!


Title: Re: SWTOR
Post by: Soln on November 15, 2010, 03:51:32 PM
we need to pre-mortem this


Title: Re: SWTOR
Post by: Spiff on November 15, 2010, 04:06:59 PM
You're new around here so I'll cut you some slack.  Resources in LOTRO are abundant, be it wood or ore.  Crafting is one of the funnest parts of LOTRO.  Maybe you haven't played recently but crafting has been improved even further and every profession is useful.  Crafted gear is on par with dropped items as well.

Don't feel like you have to go easy on me mate, but: some basic resources in LoTRO are and always have been abundant, however to make top tier items you always needed a special ingredient; be it the shards at first, mithril with Moria and then the symbol to craft legendary weapons with Mirkwood (and that is about as recent as my experience is, from having played LoTRO first soon after launch).

It's mostly these rare components that require an unholy amount of farming (or at least they each did when they were relevant) and which in some cases are considered even more valuable than the items crafted from them.
On top of that every item you craft goes through a random roll to end up 'critted' or not (although since they added crafting guilds there is an alternative, yes), if your luck fails and it doesn't crit you might as well toss it in Mount Doom.

More than all of this though, the fact that all it takes to level crafting is a huge pile of resources and time ensures that resources were always more valuable than crafting itself. Used to be you had to complete quests to level up a crafting tier as well, but they stopped that after the first 3 or 4 tiers.

As far as crafted gear being on par with drops, whilst levelling certainly (it's often superior) at endgame however there are only a few items that can compete with dungeon/raid items, especially since they started gating content with radiance which does not occur on crafted items.
Didn't use to be so, but Moria took it in that direction.

Go play WoW and see which game 'revolves around resources' more.  Nodes in WoW are much more uncommon than in LOTRO.  Hell, my party is always peeling off to go chop wood or dig ore on our way to the quest area in LOTRO.

I don't think I ever made a comparison between the two, I wouldn't dare, considering my experience with WoW is limited to what other people have told me about it (yes, I'm the one MMO geek that never played it).
Doesn't change the fact that the most lucrative part of crafting in LoTRO was gathering resources for as long as I've played (and that's quite some time).

May you and your party enjoy chopping wood for many years to come, I know I did.

Just in case someone else read this and is thinking: "give me back the flippin' minute of my life I just wasted!", sorry for the derail, but 'tis the thread for it after all ...


Title: Re: SWTOR
Post by: tmp on November 15, 2010, 04:40:40 PM
My point is that the very idea of mass producing lightsabers is fucking clownshoes. A jedi makes one lightsaber, it's their lightsaber, even in kotor this was the case.
In KotOR though you could at any time you were near a workbench disassemble the thing and swap crystals for extra damage, stick in some upgrades etc. I take it in SWG you'd have to build new one from scratch, instead.

Not that it makes more sense but well, computer games. Sense being optional and all that.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2010, 04:54:26 PM
This conversation is giving me flashbacks to DAOC's god-awful system. WTS 112332123 98% quality bows that I made trying to get one masterpiece... /wrists

hinge
hinge
hinge
hinge
hinge
hinge


Title: Re: SWTOR
Post by: Surlyboi on November 15, 2010, 04:58:46 PM
My point is that the very idea of mass producing lightsabers is fucking clownshoes. A jedi makes one lightsaber, it's their lightsaber, even in kotor this was the case.
In KotOR though you could at any time you were near a workbench disassemble the thing and swap crystals for extra damage, stick in some upgrades etc. I take it in SWG you'd have to build new one from scratch, instead.

Not that it makes more sense but well, computer games. Sense being optional and all that.

Well, in later iterations of the SWG lightsaber system, you could swap out crystals. When it first started though, once you crafted it, you were done.


Title: Re: SWTOR
Post by: Kageru on November 15, 2010, 05:05:14 PM

SWG's idea of having multi-valued components leading into multi-faceted output was good for giving crafting depth. But it was also the main contributor to near crippling data-base bloat from storing all those items?

WoW's crafting model is fine as long as you remember crafting is mostly about utility or consumable objects (and maybe a couple of levelling items) and existing as an adjunt to adventuring. Blizzard have no interest in dedicated crafters but in pretty much everyone doing some crafting for themselves.


Title: Re: SWTOR
Post by: UnSub on November 15, 2010, 05:23:21 PM
One thing that seems at odds is how they want a casual players to be able to outfit themselves through crafting, but then restrict the same players to single gear crafting category. Just doesn't leave much room for that outfitting oneself...

It's all theoretical. You CAN craft to outfit yourself, but the reality is you'll have to depend on drops / the market for the full package.

Funnily enough, this offline crafting system is super-alt-friendly. I'm sure BioWare will lock crafting requirements behind story, but if you set your alts to gathering, crafting of each type, etc you could feasibly fit out your main without relying on other players. That said, it seems like BioWare is going down the path of offering some kind of bonus if you use other people's items as a way of forcing the market, so it all depends on execution.


Title: Re: SWTOR
Post by: Merusk on November 15, 2010, 07:10:57 PM

SWG's idea of having multi-valued components leading into multi-faceted output was good for giving crafting depth. But it was also the main contributor to near crippling data-base bloat from storing all those items?

WoW's crafting model is fine as long as you remember crafting is mostly about utility or consumable objects (and maybe a couple of levelling items) and existing as an adjunt to adventuring. Blizzard have no interest in dedicated crafters but in pretty much everyone doing some crafting for themselves.


It would have been good for crafting depth IF you could only learn a maximum number of patterns.  Wow, a whole economy where low level or casual crafters could feed higher skilled ones subcompenents.  What a concept!

 Instead it created a fiddly system where it took too many steps to make simple shit that didn't require the stat fiddling.  Like houses.  Lots of sub-components make sense if every Architect couldn't make every required parts.. but they could.  So instead, the sub-components just created more button pushing for the sake of button pushing.


Title: Re: SWTOR
Post by: Lantyssa on November 15, 2010, 07:14:44 PM
SWG's idea of having multi-valued components leading into multi-faceted output was good for giving crafting depth. But it was also the main contributor to near crippling data-base bloat from storing all those items?
I think it was more poor code and not having a programmer devoted to nothing but DB work.  The live team had even less support, and twenty masters.


Title: Re: SWTOR
Post by: tmp on November 15, 2010, 08:30:45 PM
It would have been good for crafting depth IF you could only learn a maximum number of patterns.  Wow, a whole economy where low level or casual crafters could feed higher skilled ones subcompenents.  What a concept!
Considering how quickly the low level zones turn into ghost towns as the bulk of players moves upwards, that probably wouldn't end too well. Same with the casuals i think -- if they dabble then that's not very reliable component source plus even casuals advance in their crafting levels over time.

You'd likely wind up just with poopsockers running multiple lowbie alts to cover their needs. And complaining how retarded the crafting system is while they do that.  :why_so_serious:


Title: Re: SWTOR
Post by: Paelos on November 15, 2010, 08:35:01 PM
Until we get a combination of varying resources and mini-games that involve actual skill, crafting diversity is impossible.


Title: Re: SWTOR
Post by: Margalis on November 15, 2010, 09:02:29 PM
It sounds like crafting and missions are mutually exclusive to some degree. Not sure if this is a good thing.


Title: Re: SWTOR
Post by: Merusk on November 16, 2010, 03:42:01 AM
It would have been good for crafting depth IF you could only learn a maximum number of patterns.  Wow, a whole economy where low level or casual crafters could feed higher skilled ones subcompenents.  What a concept!
Considering how quickly the low level zones turn into ghost towns as the bulk of players moves upwards, that probably wouldn't end too well. Same with the casuals i think -- if they dabble then that's not very reliable component source plus even casuals advance in their crafting levels over time.

You'd likely wind up just with poopsockers running multiple lowbie alts to cover their needs. And complaining how retarded the crafting system is while they do that.  :why_so_serious:

I was addressing SWG in particular, with one char per acct. and "levels" in a skill being of your own choosing.  No, such a system wouldn't work in a Diku, but making crafting mandatory/ relevant in a Diku is always clownshoes.  Your best mats and patterns will wind-up being rare drops off of endgame spawns (even if it doesn't start that way) and your crafters will bitch endlessly that they have to be raiders as well. 


Title: Re: SWTOR
Post by: Reg on November 16, 2010, 03:47:41 AM
Nobody is actually expecting TOR to be a good crafting/economic game are they? Because that'd be crazy.


Title: Re: SWTOR
Post by: Nebu on November 16, 2010, 07:11:59 AM
Nobody is actually expecting TOR to be a good crafting/economic game are they? Because that'd be crazy.

 :grin:


Title: Re: SWTOR
Post by: Paelos on November 16, 2010, 07:43:09 AM
Nobody is actually expecting TOR to be a good crafting/economic game are they? Because that'd be crazy.

They better focus on it, because the story-based bullshit they keep touting ain't gonna keep the fans logged in.


Title: Re: SWTOR
Post by: Reg on November 16, 2010, 08:59:14 AM
Oh yes of course. I'd forgotten momentarily that the game was doomed.


Title: Re: SWTOR
Post by: Paelos on November 16, 2010, 10:37:00 AM
Oh yes of course. I'd forgotten momentarily that the game was doomed.

Not doomed. Shallow.


Title: Re: SWTOR
Post by: DLRiley on November 16, 2010, 10:40:01 AM
I find it funny that a Star Wars game discussion becomes a 3 page crafting discussion given the right derail, except it isn't a derail because most people play Star Wars games in order to craft pink lightsabers of varying crappyness  :awesome_for_real:


Title: Re: SWTOR
Post by: Reg on November 16, 2010, 11:56:30 AM
Quote
Not doomed. Shallow.

I bow to your secret insider knowledge of the game.


Title: Re: SWTOR
Post by: Paelos on November 16, 2010, 12:15:31 PM
Quote
Not doomed. Shallow.

I bow to your secret insider knowledge of the game.

Let's put it this way. They just don't seem to be discussing the gameplay, and the small videos they've shown make people go "meh" because it's typical MMOG diku gamplay. They highlight classes, they highlight companions, they talk about the settings, they talk about offline features and crafting, they talk about names of classes, and "story-driven-gameplay."

Bottom line it for me. What am I logging in to do? What's keeping me playing for 10-15 hours a week? Are we pvping? Are we raiding? Are we doing new scripted events added each month? Fuck, who knows. Promises are a dime a dozen, and they aren't even doing that. Right now, until we get more information I consider the game to be very shallow from what little they've described. There's two ways to look at that. The first would be to say that it's overly critical to judge a game on such little information. The other side is to look at this from the mindset of a typical MMO gameplayer and think "Oh fuck, they aren't talking about X..."


Title: Re: SWTOR
Post by: Reg on November 16, 2010, 12:27:29 PM
Right. When they release information like saying the game is "story based" the game is doomed.  When they don't release information the game is also doomed.

I can play jaded old MMO vet with the best of them but you people carry it to extremes.  It's boring.


Title: Re: SWTOR
Post by: Nebu on November 16, 2010, 12:30:03 PM
Right. When they release information like saying the game is "story based" the game is doomed.  When they don't release information the game is also doomed.

I can play jaded old MMO vet with the best of them but you people carry it to extremes.  It's boring.

Have we been wrong?

We're jaded because we have little to get excited about.  In the past few years, I've gotten more enjoyment discussing games than I have from the games themselves.  I think that speaks volumes.


Title: Re: SWTOR
Post by: Paelos on November 16, 2010, 12:37:12 PM
Have we been wrong?

We're jaded because we have little to get excited about.  In the past few years, I've gotten more enjoyment discussing games than I have from the games themselves.  I think that speaks volumes.

Nebu echos my point, Reg. It's about recognizing dangerous patterns. It's not that they said the game will be "story based." It's that when they released that info, nobody knows what that means, how it works, what kind of content releases they plan, their expected attrition rate of content, if they plan for you to run various alts, or really anything about it. They don't put anything on their website about how anything will work. All their press releases are about ancillary information or classes or setpieces.

It's not doomcasting. It's wanting steak instead of sizzle when we're supposedly well beyond the point of designing the core game.


Title: Re: SWTOR
Post by: Reg on November 16, 2010, 12:40:49 PM
Quote
Have we been wrong?

Who knows? Nobody. Nobody has played it yet.

Quote
We're jaded because we have little to get excited about.  In the past few years, I've gotten more enjoyment discussing games than I have from the games themselves.  I think that speaks volumes.

I don't particularly care why you're jaded and cynical. I'm pretty harsh myself when a game disappoints me.  But at least I wait until I have something to actually be disappointed by before shitting up threads over it.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 16, 2010, 12:43:36 PM
I think it's pretty much impossible to shit up a star wars thread, it's in there by definition.


Title: Re: SWTOR
Post by: Lantyssa on November 16, 2010, 01:03:40 PM
I don't particularly care why you're jaded and cynical. I'm pretty harsh myself when a game disappoints me.  But at least I wait until I have something to actually be disappointed by before shitting up threads over it.
When a product is announced and forums opened two years before giving any significant information about said product, it seems reasonable to be asking if anything exists to be disappointed in.

The sum total of our knowledge is:  Holy Trinity stock DIKU classes, two factions, and a rail shooter.  It took what, five seconds to tell you that?


Title: Re: SWTOR
Post by: Ingmar on November 16, 2010, 01:14:22 PM
And at least 5 companion npcs per class, plus Bioware-style dialogue. Those features being the two that interest me the most, personally.


Title: Re: SWTOR
Post by: Paelos on November 16, 2010, 01:21:30 PM
And at least 5 companion npcs per class, plus Bioware-style dialogue. Those features being the two that interest me the most, personally.

They interest me the most too, but I'd like to know a little more about how it's actually supposed to work outside of a single-player environment. I mean what's the freaking tight-lip-mode about over there?


Title: Re: SWTOR
Post by: DraconianOne on November 16, 2010, 01:57:27 PM
When a product is announced and forums opened two years before giving any significant information about said product, it seems reasonable to be asking if anything exists to be disappointed in.

I think Bioware (read, any MMO developer) is caught between a rock and a hard place. Paelos is right that they're not currently making promises but look at all the games over the last couple of years that have made the promises and then failed to deliver. A couple of high profile examples: Age of Conan (where's my tavern brawling) and WAR (4 classes and capital cities cut before launch - 2 classes since added back I gather). So what should Bioware do? Make promises about features that they'll fail to deliver, or drip feed information about features and systems that they're confident will be in the game?  (Assuming that the space sections, pvp and crafting are ready) Similarly, innovation: should they take a risk on innovating brand new styles of untested and unproven gameplay (especially on a budget of US$fuckloads) or stick to a formula that has been proven to sell?  Perhaps they're following the Jason Fried route of innovation - develop the base product and then develop according to customer needs, which, when I think about it, is pretty much what WoW have done anyway over the years.

You can accuse Bioware of a lot when it comes to pre-marketing SWTOR but the one thiing I reckon they can't be accused of at the moment is making like Mark Jacobs or Brad McQuaid and letting their mouths write cheques that their game can't cash. That's a fairly refreshing change in itself.


Title: Re: SWTOR
Post by: Lantyssa on November 16, 2010, 02:10:00 PM
Certainly, but this goes back to what some of were saying on page one or two of the thread... they shouldn't have ever started releasing anything.  The extent of release should have been "KotOR will be an MMO.  We'll talk again when we're six months out and all the systems have been nailed down.  kthxbai"

If you're going to hype your game for two years before release, you better give something of substance in that time.  Better yet, don't hype your game two years out.  It's nothing more than a slightly different take of the same old mistake.  Which is fitting really, knowing what we have been given.


Title: Re: SWTOR
Post by: Paelos on November 16, 2010, 02:37:05 PM
WAR may not have delivered, but you knew from the word go what the core plan for the game was. RvR with various battleground shit. We knew the plan, we knew how it was going to be implemented, and we made our choice whether the game was for us or not. Turned out it sucked for reasons we all know, but we weren't guessing at what the gameplay was going to be like. What we were guessing at was if the human element would completely fuck it up.

We know NOTHING about this game. We can't guess because they won't tell us, and you know what the stupid part of that is? They could easily explain in a 5m video exactly what they expect players to do on a day-to-day basis while playing their game. That core absolutely will not change at this stage of the development process. Why won't they release that information? My guess is they are terrified that they lose the hype machine if they show us anything derivative that could get compared to WoW before it's in a finished state.


Title: Re: SWTOR
Post by: Sjofn on November 16, 2010, 02:43:26 PM
I don't particularly care why you're jaded and cynical. I'm pretty harsh myself when a game disappoints me.  But at least I wait until I have something to actually be disappointed by before shitting up threads over it.
When a product is announced and forums opened two years before giving any significant information about said product, it seems reasonable to be asking if anything exists to be disappointed in.

The sum total of our knowledge is:  Holy Trinity stock DIKU classes, two factions, and a rail shooter.  It took what, five seconds to tell you that?

Didn't they have Dragon Age boards for roughly half a decade before the goddamn thing came out? This is just what Bioware does, as far as I can tell.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2010, 02:56:45 PM
Yeah, Dragon Age was originally announced in 2004. They had forums on the old Bioware site shortly after - I used to go there to torment myself reading Dave Gaider posts about a game that seemed like it would never come out.


Title: Re: SWTOR
Post by: DLRiley on November 16, 2010, 03:03:23 PM
WAR may not have delivered, but you knew from the word go what the core plan for the game was. RvR with various battleground shit. We knew the plan, we knew how it was going to be implemented, and we made our choice whether the game was for us or not. Turned out it sucked for reasons we all know, but we weren't guessing at what the gameplay was going to be like. What we were guessing at was if the human element would completely fuck it up.

We know NOTHING about this game. We can't guess because they won't tell us, and you know what the stupid part of that is? They could easily explain in a 5m video exactly what they expect players to do on a day-to-day basis while playing their game. That core absolutely will not change at this stage of the development process. Why won't they release that information? My guess is they are terrified that they lose the hype machine if they show us anything derivative that could get compared to WoW before it's in a finished state.

I think what they are doing is probably hurting more than helping. WAR was heavily discussed and so was AoC, but this game is getting meager amount of buzz from the mmo crowd. If their counting on the starwars/kor fans to swarm this, they have about 10 minutes to impress them before they leave in mass.


Title: Re: SWTOR
Post by: Kageru on November 16, 2010, 04:31:40 PM
And at least 5 companion npcs per class, plus Bioware-style dialogue. Those features being the two that interest me the most, personally.

Story and dialogue don't scale. That's why good single player games are 20-40 hours long which in MMO / subscription terms is nothing.


Title: Re: SWTOR
Post by: UnSub on November 16, 2010, 06:44:11 PM
You can accuse Bioware of a lot when it comes to pre-marketing SWTOR but the one thiing I reckon they can't be accused of at the moment is making like Mark Jacobs or Brad McQuaid and letting their mouths write cheques that their game can't cash. That's a fairly refreshing change in itself.

BioWare: MMOs have no point. (http://www.computerandvideogames.com/article.php?id=248858)

BioWare has "never [had] a a game rated under 90 percent" so SWOR is going to work (http://www.gamasutra.com/php-bin/news_index.php?story=20778)

SWOR is avoiding the grind with story (http://www.massively.com/2010/10/26/star-wars-insider-share-the-secrets-it-learned-from-swtor-design/)

SWOR is a BioWare fan's dream game - "It is an RPG forever." (http://www.massively.com/2010/07/10/biowares-erickson-tor-is-your-dream-game/)

... and so on. You can argue context, but because it is BioWare it gets more of a free pass.

All of this stuff will come back to bite them if they fail to pull it off.


Title: Re: SWTOR
Post by: Kageru on November 16, 2010, 07:56:05 PM

Good links. I hope you are holding on to those for when it does come and bite them in the ass.

Either that or what they really intend is people paying a subscription to play the single player games, episodic content to keep them subbed and some shared missions / spaces so they can show of their gear. That would probably work commercially even if it is a fairly lame-duck interpretation of an MMO.


Title: Re: SWTOR
Post by: Velorath on November 16, 2010, 07:58:02 PM
Have we been wrong?

We're jaded because we have little to get excited about.  In the past few years, I've gotten more enjoyment discussing games than I have from the games themselves.  I think that speaks volumes.

Nebu echos my point, Reg. It's about recognizing dangerous patterns. It's not that they said the game will be "story based." It's that when they released that info, nobody knows what that means, how it works, what kind of content releases they plan, their expected attrition rate of content, if they plan for you to run various alts, or really anything about it. They don't put anything on their website about how anything will work. All their press releases are about ancillary information or classes or setpieces.

It's not doomcasting. It's wanting steak instead of sizzle when we're supposedly well beyond the point of designing the core game.


You realize people have actually played this game right?  At E3 and PAX and such?  About the only thing they haven't really gone into detail about at this point is Raids.  We know the basics of the story and dialog stuff.  We know the basics about space combat.  We now know the basics of crafting and PVP.  We know all the classes and subclasses.  We know about companions.  They've released quite a bit of information about this game, so I'm not sure how you can act like we're completely in the dark about what this game is.  Maybe if people didn't crowd this thread with page after page of DOOOOOOOOOOOM!, you might have noticed some of the information you've overlooked I guess.


Title: Re: SWTOR
Post by: DLRiley on November 16, 2010, 08:09:40 PM
People are just complaining that this game isn't SWG pre-whateverthattrummellikepatchwascalled. People are tired of diku's and bioware is releasing a starwars diku.


Title: Re: SWTOR
Post by: Velorath on November 16, 2010, 08:14:37 PM
You can accuse Bioware of a lot when it comes to pre-marketing SWTOR but the one thiing I reckon they can't be accused of at the moment is making like Mark Jacobs or Brad McQuaid and letting their mouths write cheques that their game can't cash. That's a fairly refreshing change in itself.

BioWare: MMOs have no point. (http://www.computerandvideogames.com/article.php?id=248858)

BioWare has "never [had] a a game rated under 90 percent" so SWOR is going to work (http://www.gamasutra.com/php-bin/news_index.php?story=20778)

SWOR is avoiding the grind with story (http://www.massively.com/2010/10/26/star-wars-insider-share-the-secrets-it-learned-from-swtor-design/)

SWOR is a BioWare fan's dream game - "It is an RPG forever." (http://www.massively.com/2010/07/10/biowares-erickson-tor-is-your-dream-game/)

... and so on. You can argue context, but because it is BioWare it gets more of a free pass.

All of this stuff will come back to bite them if they fail to pull it off.

Seriously?  Context is something that needs to be argued now rather than something that people should look into by default (I guess Fox News will be happy)?  You're coming across like "sure, you could actually click on the links and see these quotes in context if you're a Bioware defending fanboy, or you can just look at these paraphrased and partial statements and naturally assume the worst".  "SWOR is avoiding the grind with story" and "BioWare: MMOs have no point." aren't even particularly bold statements.  The one about not having a game rated under 90 percent?  People might want to pay special attention to where the quotes end there (hint -  it's right before the "so SWOR is going to work" part).  That last quote is one that's already been discussed to death so I won't rehash it.


Title: Re: SWTOR
Post by: Paelos on November 16, 2010, 08:37:11 PM
You realize people have actually played this game right?  At E3 and PAX and such?  About the only thing they haven't really gone into detail about at this point is Raids.  We know the basics of the story and dialog stuff.  We know the basics about space combat.  We now know the basics of crafting and PVP.  We know all the classes and subclasses.  We know about companions.  They've released quite a bit of information about this game, so I'm not sure how you can act like we're completely in the dark about what this game is.  Maybe if people didn't crowd this thread with page after page of DOOOOOOOOOOOM!, you might have noticed some of the information you've overlooked I guess.

None of that tells me as a player the driving force of the game. Why am I paying them money? Why is this multiplayer? Is it PvP driven? Is there a structure/ladder in place for that? Is it raid driven? Is there a structure in place for gearing? Are they releasing content updates for storylines? What do you do after the storyline gets completed? What's the max level game like?

You can tell me about details of classes and show me people hitting buttons to cast spells. That's not what we need to know as players about the game.



Title: Re: SWTOR
Post by: Nebu on November 16, 2010, 09:01:13 PM
Perhaps their marketing strategy isn't aimed at the kind of discerning customer you'd find on f13.  I'm guessing that your average WoW player would watch a video of someone playing a WoW-like game with Star Wars characters and think it was a nice change from what they've been doing for the past few years.

Maybe a demo of diku combat with shiny star wars mythos really IS enough for the masses. 


Title: Re: SWTOR
Post by: Rasix on November 16, 2010, 09:05:18 PM
You guys realize just how ridiculous you sound?

edit: To be less of a dick.  Hey, I'm in a good mood.


Title: Re: SWTOR
Post by: UnSub on November 16, 2010, 10:34:42 PM
You guys realize just how ridiculous you sound?

edit: To be less of a dick.  Hey, I'm in a good mood.

We are certainly straying into Massively.com-esque slapfight territory. Onwards to page 200 before launch!

Velorath - I know you think we are being too harsh of SWOR and if BioWare pull off what they are indicating (a story-driven MMO in a popular geek setting with both individual narratives and a more free-form world that launches into 1m+ players over the long term) then no-one will care. But there are certainly issues with the assumption that you can fix all the issues of existing MMOs before you've really put your toes in the water. Or even that story is a panacea to the ills of modern MMOs.

Also, all those quotes (I think) are from lead writer Daniel Erickson, who has been publicly very vocal about how great SWOR is going to be, particularly its story. I thought I read somewhere that one of the BioWare founders gave a presentation where he said that they'd made big MMOs and small MMOs in prototypes, so now knew all about how MMOs worked, that made me scratch my head but now I can't find a link for it so could be wrong.

Regardless, anyone on this thread gets an invite to SWOR beta they are going to be logging in. There will even probably be the traditional f13 30-day honeymoon period around launch.


Title: Re: SWTOR
Post by: Velorath on November 16, 2010, 11:38:47 PM
You guys realize just how ridiculous you sound?

edit: To be less of a dick.  Hey, I'm in a good mood.

We are certainly straying into Massively.com-esque slapfight territory. Onwards to page 200 before launch!

Velorath - I know you think we are being too harsh of SWOR

No, I think you guys are being jaded and repetitive to the extent where every time a new bit of information is posted, and even sometimes when there isn't, all the usual suspects have to pop in and remind everybody that they think the game is going to suck and/or fail.  I honestly don't care if people are harsh or aren't excited about the game, but when you say this is straying into Massively.com-esque territory, I don't think you grasp just how much people have shit up this thread.  Even message boards like the Vault, Gamefaqs, or NeoGaf would be embarrassed by this.  I don't like Smallville, but I don't feel the need to pop into the thread after every episode just to say "it's still shit", and that's something I can actually experience unlike SWTOR at this point in time. 


Title: Re: SWTOR
Post by: DraconianOne on November 16, 2010, 11:47:04 PM
Perhaps their marketing strategy isn't aimed at the kind of discerning customer you'd find on f13. 

Why would they?  The F13 crowd is just a self-selecting group of statistical outliers and assorted weirdos who know what a diku is. 20 million players of WoW, EQ, LOTRO, Runescape et al probably have never heard the term before and wouldn't give a shit anyway.


Title: Re: SWTOR
Post by: Margalis on November 17, 2010, 12:30:00 AM
Quote
You realize people have actually played this game right?  At E3 and PAX and such?  About the only thing they haven't really gone into detail about at this point is Raids.  We know the basics of the story and dialog stuff.  We know the basics about space combat.  We now know the basics of crafting and PVP.  We know all the classes and subclasses.  We know about companions.  They've released quite a bit of information about this game, so I'm not sure how you can act like we're completely in the dark about what this game is.

All the information points to a completely generic game that has "voice acting" as the only bullet point of note. From what I've heard the game itself is pretty much the most white bread thing imaginable. The ambition appears to be to make something inoffensive and unremarkable. Outside of the dialog system you can pretty much just call it "generic MMO" and not be leaving anything out.

I have yet to hear a single impression of the game that makes it sound anything other than completely pedestrian. Listen to some voice acting then kill ten womprats.

The idea that there are a bunch of hidden awesome features they are waiting to reveal is as absurd as miracle patch talk. The developers themselves have been consistent in that the only feature they've been able to highlight as being at all different and interesting is the story bits. Now maybe what they'll deliver will be really well-polished and the story stuff will be awesome and it will be a great game. It's possible. But as far as interesting gameplay systems goes this is aiming extremely low. All the hands-on impressions are basically "yup, it's a game."

Quote
I don't think you grasp just how much people have shit up this thread.

Being a raging Star Wars homer also counts as shitting up the thread. Maybe if you were one of those "well let's wait for the full story and not judge things until we have plenty of personal hands on time" guys you would have a point, but you are definitely not one of those guys. You can't choose to play the voice of reason in just this thread because people are picking on something you happen to like.


Title: Re: SWTOR
Post by: Rendakor on November 17, 2010, 12:59:49 AM
Perhaps their marketing strategy isn't aimed at the kind of discerning customer you'd find on f13.  I'm guessing that your average WoW player would watch a video of someone playing a WoW-like game with Star Wars characters and think it was a nice change from what they've been doing for the past few years.

Maybe a demo of diku combat with shiny star wars mythos really IS enough for the masses. 
Honestly, if I get diku combat in the KOTOR universe in a game that isn't broken as fuck, I'll probably play it. I don't need some silly SWG crafting bullshit, nor do I have any intention of listening to the fully voiced quests or whatever. Standard Bioware dialog options would be a nice bonus, including some quest options where I can force-choke a motherfucker.


Title: Re: SWTOR
Post by: Margalis on November 17, 2010, 01:26:06 AM
Quote
I'm guessing that your average WoW player would watch a video of someone playing a WoW-like game with Star Wars characters and think it was a nice change from what they've been doing for the past few years.

At some point the idea that people are tired of WoW and looking for a change of pace will probably be right, in the same way that a broken clock is right twice a day, but so far it's been wrong every time. The number of people leaving WoW for other games and sticking with those other games has been small.

Actually I suspect a lot of WoW players, when they are finally done with WoW, will never play another MMO. So that idea may never be right.


Title: Re: SWTOR
Post by: Velorath on November 17, 2010, 01:28:44 AM
Being a raging Star Wars homer also counts as shitting up the thread. Maybe if you were one of those "well let's wait for the full story and not judge things until we have plenty of personal hands on time" guys you would have a point, but you are definitely not one of those guys. You can't choose to play the voice of reason in just this thread because people are picking on something you happen to like.

I can't happen to like it because I've never played it.  I'm interested in it because I like some of the people involved, and because I haven't heard anything that makes me think "oh shit, this is going to suck".  WoW with a Bioware/KOTOR flavor would be fine with me.  I've also got Guild Wars 2 to look forward to, which is the game I'm looking at to try something completely different.  Feel free to go back through the thread though and point out all the times where I said anything about any aspects of this game being awesome.  You on the other hand were never going to like this game.  You don't like the developer or the franchise and have actually said you're just trolling this thread, so seriously, fuck off.  140+ pages and 2+ years of this shit, and seriously, the worst thing you can actually come up with to say about the game is that it's generic?  That's what justifies your continued participation in this thread?


Title: Re: SWTOR
Post by: Margalis on November 17, 2010, 01:51:03 AM
You're contribution to this thread is "I LOVE STAR WARS." Yeah, we get it. Loving Star Wars doesn't make shitty animation look not shitty, outdated graphics look awesome, a hodgepodge of also ran systems developed by also ran developers look entertaining or Jedi Wizards sound not retarded. "Kill ten womprats" isn't magically much more exciting as "kill 10 boars" just because you have boner for all things Star Wars.

Quote
That's what justifies your continued participation in this thread?

What justifies your continued participation in life? (I mean besides waiting for Episodes 7, 8 and 9)

You have four posts on this page alone that are all extremely defensive and reactionary. Chill dude. Not everyone loves Star Wars or games that look shitty just because they have Star Wars in the title. Are you working on the game or secretly George Lucas?

Quote
I don't like Smallville, but I don't feel the need to pop into the thread after every episode just to say "it's still shit",

You keep posting in the FFXIV thread with drive-by slights even though you aren't playing the game. So yeah. I don't give a shit that you do, just stop being a giant fucking baby in this thread when your precious Star Wars is the thing getting scrutinized. Thread on F13 calls shitty-looking MMO shitty-looking - shocking!


Title: Re: SWTOR
Post by: DraconianOne on November 17, 2010, 02:18:29 AM
You can accuse Bioware of a lot when it comes to pre-marketing SWTOR but the one thiing I reckon they can't be accused of at the moment is making like Mark Jacobs or Brad McQuaid and letting their mouths write cheques that their game can't cash. That's a fairly refreshing change in itself.

BioWare: MMOs have no point. (http://www.computerandvideogames.com/article.php?id=248858)

BioWare has "never [had] a a game rated under 90 percent" so SWOR is going to work (http://www.gamasutra.com/php-bin/news_index.php?story=20778)

SWOR is avoiding the grind with story (http://www.massively.com/2010/10/26/star-wars-insider-share-the-secrets-it-learned-from-swtor-design/)

SWOR is a BioWare fan's dream game - "It is an RPG forever." (http://www.massively.com/2010/07/10/biowares-erickson-tor-is-your-dream-game/)

... and so on. You can argue context, but because it is BioWare it gets more of a free pass.

All of this stuff will come back to bite them if they fail to pull it off.

You didn't need to drag up those links. You could have simply made the point about a budget of $200m or more being hubris enough if it fails. Let's face it, EA/Bioware are putting it all on red with this.



Title: Re: SWTOR
Post by: Velorath on November 17, 2010, 02:28:39 AM
You're contribution to this thread is "I LOVE STAR WARS." Yeah, we get it. Loving Star Wars doesn't make shitty animation look not shitty, outdated graphics look awesome, a hodgepodge of also ran systems developed by also ran developers look entertaining or Jedi Wizards sound not retarded. "Kill ten womprats" isn't magically much more exciting as "kill 10 boars" just because you have boner for all things Star Wars.

And again, crying and whining in this thread while being a cynical bastard in others is pathetic. You don't see me going all "HOW DARE YOU SAY SOMETHING MEAN ABOUT SOMETHING I LIKE" even when people are talking about projects I'm familiar with or people I know. If you want to be the optimistic, wait for the full story, let's not judge things too soon guy go right ahead, but you can't be that guy only for Star Wars because "I FUCKING LOVE STAR WARS!!!!!!!"


What justifies your continued participation in life? (I mean besides waiting for Episodes 7, 8 and 9)

You have four posts on this page alone that are all extremely defensive and reactionary. Chill dude. Not everyone loves Star Wars or games that look shitty just because they have Star Wars in the title. Are you working on the game or secretly George Lucas?


Seriously, you think I love Star Wars? I haven't watched a Star Wars movie in years unless you count that shitty animated one I had to test run at my theater.  Never watched the Clone Wars cartoon, don't give a shit about the prequels, and probably couldn't sit through any of the original trilogy movies at this point.

Yeah, we get it,   You're jaded.  Everything sucks.  I can go through the last several pages/months of your posts and not find a single positive post about anything.  It's "SWTOR sucks", "Walking Dead sucks", "the Star Trek movie sucked", "Caprica sucks", "LeBron James sucks" (not that I can fault you on those last two), etc..., and that's not even getting into the fact that you post in politics.  Maybe you can photoshop your avatar so Dirty Harry is sticking the Magnum in his mouth, because I honestly don't know how you manage to get up in the morning and face a world you obviously hate.




Title: Re: SWTOR
Post by: Margalis on November 17, 2010, 03:02:18 AM
Quote
I can go through the last several pages/months of your posts and not find a single positive post about anything.

You sure?

http://forums.f13.net/index.php?topic=17478.msg861534#msg861534
http://forums.f13.net/index.php?topic=19156.msg850697#msg850697

Dur dur dur. Well that took all of 5 seconds.

Actually what I meant to say in those posts above is that Shattered Galaxy sucks ass and Michelle Pfeiffer has sharp knees.

Quote
Maybe you can photoshop your avatar so Dirty Harry is sticking the Magnum in his mouth, because I honestly don't know how you manage to get up in the morning and face a world you obviously hate.

Why do I think you love Star Wars? Uh, because you are super defensive about Star Wars? Because now you're suggesting I should commit suicide because I don't share your taste in shitty genre fiction? Get a grip dude. You turn apoplectic whenever anyone dares hate on Star Wars, so yeah, I think you love Star Wars.

Take a step back. This is bizarrely personal and you're becoming unhinged. At what point did suggesting suicide strike you as a reasonable course of action in a Star Wars video game thread?

Star Wars is serious business.


Title: Re: SWTOR
Post by: Reg on November 17, 2010, 03:08:39 AM
Quote
You keep posting in the FFXIV thread with drive-by slights even though you aren't playing the game. So yeah. I don't give a shit that you do, just stop being a giant fucking baby in this thread when your precious Star Wars is the thing getting scrutinized. Thread on F13 calls shitty-looking MMO shitty-looking - shocking!

Ah, this is what it comes down to.  Being all butt hurt because your special game from your special developer is getting (well deserved) bad reviews from absolutely everyone on the planet.

FFXIV and LotRO were the two games I was thinking of when I said I was as harsh on disappointing games as anyone and with both of those games I have actual legitimate  reason for disappointment unlike the SWTOR doomsayers in this thread.  In the case of FFXIV I was lucky enough not to have to spend money on it before being warned well away.  With LOTRO I had my say and stopped posting down in the LOTRO threads because I don't want to be a jerk to people like Cheddar and Bloodworth and the gang who still enjoy the game.  I didn't have to do that with the FFXIV thread because nobody actually plays or enjoys it - not even you.

It's amusing that you're calling Velorath a Star Wars fan boy over this though. From what I've seen following this thread it doesn't have any. The closest it gets are people who are interested in the game and not willing to play doomsayer just to fit in with the bitter old vets.


Title: Re: SWTOR
Post by: Margalis on November 17, 2010, 03:32:55 AM
Yeah, I've been hating on SWTOR from the very beginning because I built a time machine, travelled into the future, saw that people disliked FFXIV and decided the get even with them by traveling back in time to bash a game that I knew in the future they were greatly enjoying.

Nice work detective! :awesome_for_real:

Seriously what now? All I'm saying is this: this is F13, people bash shit, including you people. We don't need self-appointed thread police who demand that the thread be a Star Wars fan wank.

In the Rifts thread after the newest video was posted people were saying it looked bad. I didn't see a bunch of white knights show up to say that it was unfair to judge because the game isn't out. People judge based on what they know - that's life. If the developers give us boring videos and can't come up with anything that makes the game sound interesting expect negative judgement.

This is not a new phenomenon nor is it unique to this thread.


Title: Re: SWTOR
Post by: Velorath on November 17, 2010, 03:44:05 AM
Quote
I can go through the last several pages/months of your posts and not find a single positive post about anything.

You sure?

http://forums.f13.net/index.php?topic=17478.msg861534#msg861534
http://forums.f13.net/index.php?topic=19156.msg850697#msg850697

Dur dur dur. Well that took all of 5 seconds.

Actually what I meant to say in those posts above is that Shattered Galaxy sucks ass and Michelle Pfeiffer has sharp knees.

Quote
Maybe you can photoshop your avatar so Dirty Harry is sticking the Magnum in his mouth, because I honestly don't know how you manage to get up in the morning and face a world you obviously hate.

Why do I think you love Star Wars? Uh, because you are super defensive about Star Wars? Because now you're suggesting I should commit suicide because I don't share your taste in shitty genre fiction? Get a grip dude. You turn apoplectic whenever anyone dares hate on Star Wars, so yeah, I think you love Star Wars.

Take a step back. This is bizarrely personal and you're becoming unhinged. At what point did suggesting suicide strike you as a reasonable course of action in a Star Wars video game thread?

Star Wars is serious business.

1) Yes, well done, you like Michelle Pfeiffer and a game from a decade back.  Next time I see her, I'll be sure to tell her Margalis from the Internet is a fan of her work.

2) Feel free to call me a Bioware fanboy, but I've never had any special fondness for Star Wars.

3) Yeah, suggesting a change to your avatar to make it look like Dirty Harry is contemplating suicide is totally the same as suggesting you kill yourself.  Totally.

4) I'm fairly disappointed in how FFXIV turned out.  I also think it's safe to say that I gave it more of a chance than most of the people posting in that thread considering I told someone that it wasn't helpful to simply write the game off as just being "clownshoes" without at least taking a good look at some of the good aspects of it.  I also mentioned that if not for SWTOR and Guild Wars 2 presumably coming out next year, I'd probably check into the game again for the PS3 launch.  I took the time to play through the first two tiers of story for one of the starting areas, and the first tiers of each of the others.  Despite my extreme disappointment in their recent work, I've been following Square since FF1 on the NES.  I actually imported a decent amount of FF merchandise from Japan back during the PS1 days and bought virtually every game they released up until the PS2 era.  For several console generations they could be considered the other developer I was a fanboy of, to the point where even now, I give a lot of their stuff a fair chance.   I think most of the post-launch sniping I did was directed at Geldon, and some directed at Square in general.  This is actually a game I wanted to like, especially when they had started giving details on it (when Fileplanet was giving out beta keys, I was constantly checking the site on my phone at work until I was able to get one).  I wouldn't have bothered torrenting files when the updater wouldn't work, just to play something I wasn't interested in.


Title: Re: SWTOR
Post by: Margalis on November 17, 2010, 04:16:13 AM
1) Yes, well done, you like Michelle Pfeiffer and a game from a decade back.  Next time I see her, I'll be sure to tell her Margalis from the Internet is a fan of her work.

Oh hey, what a surprise, backtracking already. I must have missed the part of your post where you mentioned that actresses and old games didn't count. (Man, SWTOR discussion is so riveting that we've turned to debating whether or not liking Michelle Pfeiffer counts as liking something.)

What exactly is the purpose of a pre-release thread like this one? Info? You can always visit the website if you care. The only reason for a thread like this to exist is for opinion and speculation. (Ok, that's two reasons) To claim that negative opinions and speculations are shitting up the thread is absurd. I think most people get this and it's been explicitly pointed out multiple times.

What does a non-shitty version of this thread look like? A debate about which Star Wars character is the coolest? We can't even debate or theory craft because the details are all so vague. The PVP is "yes, we will have PVP." What's to discuss exactly? Is it possible to have an informed, intelligent discussion on "we will have space combat."

This is like someone teasing a book by releasing a picture of the cover, people say it looks bad and are then chastised for judging a book by its cover. In this case the cover is a photo of a piece of wonder bread. So yeah, I think "looks generic" is a reasonable position.

The last page or so of posts has probably "shitted up" this thread more than anything else and you're as guilty as anyone. What the fuck does someone think coming into this thread to read about SWTOR and they get one guy telling another guy to photoshop his avatar into a guy committing suicide because liking Shattered Galaxy isn't reason enough to live?


Title: Re: SWTOR
Post by: Typhon on November 17, 2010, 04:57:43 AM
[snip]The only reason for a thread like this to exist is for opinion and speculation.[/snip]

[snip]What does a non-shitty version of this thread look like?[/snip]

I agree - stating an opinion is all any of us can really do, especially since the game hasn't even been launched.  Re-stating (any) opinion, again and again and again, stops being a conversation and starts being a campaign - don't get defensive, I'm not following this thread enough to know whether you are doing it or not. 

I know that by-and-large many folks get their entertainment lolz via bickering with semi-strangers, but I personally find that much less interesting then hearing everyone's opinion ONCE.  Don't like it? Ok, why?  Ok, let's move on.  It's ok to move on since this is all opinion and no opinion's are "right" - someone having a different opinion should be a breath of fresh air, instead it's frequently treated as a personal attack or indication of mental deficiency.

A good version of this (or any) thread on this site would be one where posters state their opinion two or three times at most, ideally with each reply conveying some new information.  If you don't have anything new to say and you want to post anyway because you are bored, try to be funny.  ... but that's just my opinion.

Example totally not based upon this thread or anyone posting in this thread:  Someone repeating that they think the animations are ass helps a conversation how?


Title: Re: SWTOR
Post by: FieryBalrog on November 17, 2010, 06:14:52 AM
And at least 5 companion npcs per class, plus Bioware-style dialogue. Those features being the two that interest me the most, personally.

Story and dialogue don't scale. That's why good single player games are 20-40 hours long which in MMO / subscription terms is nothing.


Pretty much this. From what we've been shown so far, the game IS WoW, plus voice acting and the standard Bioware "morality meter" dialogue pablum.

The problem is getting the "story" bit to work in an MMO setting. There is no way they are going to churn out story content fast enough for it to be like an "endless single player RPG". They're going to have to gate it and dole out tiny dollops of actual story (not just "find me ye olde bear asses" with voiceover...) in reward for grinding your way through it. FFXIV is doing something very similar, which is of course the least of its problems.

Given that they've seriously suggested that re-rolling to play through another class story is a major activity at "end-game", I feel like they're counting on launching with enough story for each class, but have no confidence in their ability to churn out additional stuff at a fast enough clip.


Title: Re: SWTOR
Post by: WindupAtheist on November 17, 2010, 06:52:33 AM
Why do I think you love Star Wars? Uh, because you are super defensive about Star Wars? Because now you're suggesting I should commit suicide because I don't share your taste in shitty genre fiction? Get a grip dude. You turn apoplectic whenever anyone dares hate on Star Wars, so yeah, I think you love Star Wars.

Oh yeah, well how about you go fu--

*cough*

Sorry, reflex. Carry on. I basically agree with you regarding this thread, but I'm still going to repost my old Margalis version of KOTOR.

(http://i38.photobucket.com/albums/e121/GrimDysart/JKOTOR-1.jpg)


Title: Re: SWTOR
Post by: Reg on November 17, 2010, 06:56:45 AM
Needs more androgynous big-eyed pre-teens.


Title: Re: SWTOR
Post by: Kageru on November 17, 2010, 07:02:38 AM

Pretty much this. From what we've been shown so far, the game IS WoW, plus voice acting and the standard Bioware "morality meter" dialogue pablum.


This game is Diku. Assuming that it will automatically be as good as WoW is dangerous. And given the gameplay videos so far I remain sceptical. Indeed their focus on story is a wonderful environment to miss all sorts of other important details that make MMO gameplay long-lived without becoming excessively tedious.


Title: Re: SWTOR
Post by: Paelos on November 17, 2010, 07:36:56 AM

Pretty much this. From what we've been shown so far, the game IS WoW, plus voice acting and the standard Bioware "morality meter" dialogue pablum.


This game is Diku. Assuming that it will automatically be as good as WoW is dangerous. And given the gameplay videos so far I remain sceptical. Indeed their focus on story is a wonderful environment to miss all sorts of other important details that make MMO gameplay long-lived without becoming excessively tedious.


Here's an example quest that would illustrate my concern with voiceovers. They may sound good, but if they lead to the same quests we always do, it's not really a good feature.

YOU: Trooper, reporting for duty, sir!
CAPTAIN: At ease Trooper, I see you've assembled a team. That's good, because you're going to need all the help you can get. We're running out of time at this outpost. New intel coming in from HQ says that the Sith have established a front-line base here on this planet, and they are planning a full-on assault of our position within days. We need to cripple their operations to buy ourselves more time for reinforcements to arrive.
YOU:    1 - What do you need us to do, sir?
           2 - How does this involve my team?
           3 - I better be getting paid for this.
CAPTAIN: We have isolated three possibilties to get into the Sith base thanks to our scouts. They have secured a shipment of smuggled explosives to the east, which we could use to blow open the gates. Our scouts also discovered several Sith uniforms we could use to sneak into the base undetected. Also, we have intel that there is an infrequently used back door to the complex, but we have no idea how well it is guarded once you get inside. It's up to you to choose which way you want to get in.
YOU:    1 - I like action, I'll blow open the doors.
           2 - Give me the uniforms, they'll never see us coming.
           3 - I prefer to enter from the rear. Giggity.
CAPTAIN: Alright, before we get to that though, you have to make sure your team is adequately equipped for the mission. We need supplies for the frontal assualt once you manage to get inside and open the gates. I need you to go collect 10 supply packs from the local populace over that hill, by any means necessary.
YOU: Wait, I thought we were about to go kick ass?
CAPTAIN: Soon, but these supplies are totally important, hop to it Trooper!
YOU: ...


Title: Re: SWTOR
Post by: Shatter on November 17, 2010, 07:49:26 AM
If you are a Sith can you do that quest and come back and force choke the dam quest giver?  That might make the 10 kills worth it. 


Title: Re: SWTOR
Post by: Nija on November 17, 2010, 07:50:20 AM
Someone with some spare time needs to code a greasemonkey script that will ignore individual posters in individual threads. I'll put up $50 through paypal towards this goal.


Title: Re: SWTOR
Post by: Pezzle on November 17, 2010, 08:00:17 AM
If there is a voiced Giggity option this is a must buy.

On a more serious note, I hope the crafting works out.  Resource grinding has always killed crafting for me.  A system where my crew gets most everything I need automagically?  Yes please.  A system like that would still allow for rare drop or encounter specific items to be incorporated.  Anyway, here is to hoping.


Title: Re: SWTOR
Post by: Rendakor on November 17, 2010, 08:14:24 AM
Someone with some spare time needs to code a greasemonkey script that will ignore individual posters in individual threads. I'll put up $50 through paypal towards this goal.
I think someone tried this once, and it didn't end well.


Title: Re: SWTOR
Post by: Lantyssa on November 17, 2010, 08:27:20 AM
It ended fine.  Just one poster getting offended over my joking about ignoring everything another ever said, as if it would impact either of them.  It was an interesting little bit of code they wrote which let me learn how to do a useful javascript function in pages outside the boards, so helpful even.

I do appreciate the last few pages illustrating why throwing nothing but a little fluff out there far to early is a bad way to promote one's game.

That the game has been shown at PAX, E3, and other conventions with barely a murmur doesn't really speak well to being the DIKU-clone to close the gap with WoW.  We'll have to see though once we can get our hands on it.  Since there's a gripe about positivity, I'll say it's unlikely to be as bad as FFXIV.  So there's that.


Title: Re: SWTOR
Post by: Paelos on November 17, 2010, 08:32:59 AM
Since there's a gripe about positivity, I'll say it's unlikely to be as bad as FFXIV.  So there's that.

F13, keep that sunshine to yourself!

I have high hopes for SWTOR pulling me away from WoW. I like the setting, I like the class ideas, and I like the DIKU gameplay if it's done properly. I like that they are including battlegrounds, and that they have considered the idea for afk resource gathering. Having companions heal will be a major boost to the group model instead of forcing us to find specific classes. All that sounds wonderful. Still, I don't think we're being "trendy" or "hip" for discussing the concerns of where they are putting their resources in a game, given that we understand how an MMO player approaches the challenges presented.


Title: Re: SWTOR
Post by: DLRiley on November 17, 2010, 09:09:05 AM
Its not like a story based mmo can't work, its just that SWOTR reasons for it working registers a big meh at best and lolz you retarded at worst.


Title: Re: SWTOR
Post by: Ginaz on November 17, 2010, 10:54:47 AM
I think we'll see a lot more info regarding this game after the WoW expansion releases or sometime in the early new year.  EA might have been holding back info because they were worried Blizzard might "borrow" some of their ideas fro TOR like they did, albeit to a limited degree, with WAR.


Title: Re: SWTOR
Post by: Ingmar on November 17, 2010, 11:52:27 AM
Given that they've seriously suggested that re-rolling to play through another class story is a major activity at "end-game"

I have absolutely zero problem with this idea personally.


Title: Re: SWTOR
Post by: Paelos on November 17, 2010, 12:00:24 PM
Given that they've seriously suggested that re-rolling to play through another class story is a major activity at "end-game"

I have absolutely zero problem with this idea personally.

I have a huge problem with this idea personally. Have at you!  :grin:


Title: Re: SWTOR
Post by: sam, an eggplant on November 17, 2010, 12:01:54 PM
The game still isn't even in closed beta. They've been holding a series of very small strictly content and time-limited newbie area tests with 100 participants apiece for six months now. I'd guess that under 7500 people outside of EA/Bioware have played it total.

I've got my creds, I posted on usenet and the lumboards obsessively hating on Abashi during my extended EQ burnout. I'm just as jaded and cantankerous as any of you fuckwits, and more than most. I was in one of those limited SWTOR tests, and while it's obviously under NDA, I can say that I'm looking forward to playing the closed beta, if I'm lucky enough to get in. So there.


Title: Re: SWTOR
Post by: Ingmar on November 17, 2010, 12:11:40 PM
I have a huge problem with this idea personally. Have at you!  :grin:

Yeah. As you are saying, essentially, the core problem with these threads, despite all the other slapfighting going on about other topics, is simply that no game can be everything to everyone. All the other crying/fighting/trolling/doomsaying stems from that, IMO. We can argue all we want about knowing not enough or what we know being "generic*" or the marketing starting TOO SOON EXECUTUS but ultimately the central argument is just the MMO version of red state/blue state. People like what they like and never the twain shall meet.

*IMO perhaps the most useless, dare I say, generic, criticism ever leveled at an MMO.


Title: Re: SWTOR
Post by: Paelos on November 17, 2010, 12:53:42 PM
I think that's true, and if it's not for me it's not for me. I just don't want them hiding the fact that it's not for me by not telling me enough. Just fly your freak flag high, SWTOR, and don't try to be everything to everyone.


Title: Re: SWTOR
Post by: Lucas on November 17, 2010, 01:17:18 PM
Darth Hater heroically posted part 2 of their interview with Daniel Erickson about Crew Skills (a bit more details):

http://darthhater.com/2010/11/17/daniel-erickson-on-crew-skills-continued/page/1

You can also check out the first part of the interview on video, with the same developer overviewing the system (and with the interviewer apparently trying to force-choke herself to death at the end :D) :

http://www.youtube.com/watch?v=VRmJxHQdZfY


Title: Re: SWTOR
Post by: UnSub on November 17, 2010, 05:15:58 PM
Darth Hater heroically posted part 2 of their interview with Daniel Erickson about Crew Skills (a bit more details):

http://darthhater.com/2010/11/17/daniel-erickson-on-crew-skills-continued/page/1

Key questions that reinforce to me that BioWare don't make good game systems:

Quote
By including an offline component to crafting, will new players six plus months out be at a disadvantage or will there be a system in place to deflate the time values of old content like in other MMOs?

I don't think the parallels really make sense because it is the same thing for any crafting system you have in any game -- crafting takes time. In ours, crafting an individual item takes even more time than in most games so you can do it offline. At the same time, you can be online and ignoring it. But you have to remember your companion is doing it and you're not doing it. So there really is not a difference in the person who shows up day one as a new player, who obviously can't craft what you can craft because you were doing it for six months. You are going to know far more recipes and far more skills -- you are going to be way down the line. They are going to be at the very first beginning levels of it.

How do you the player craft in Star Wars: The Old Republic? Are there recipes you loot or you learn from other people in the galaxy?

Daniel Erickson: The beginning stuff you do when you learn a crafting skill... you get a number of recipes. There are also recipes that you can discover out in the world. There are recipes that are very rare. One of the important overall goals that we haven't talked about Crew Skills is that there will be "go to" people. You will be able to craft items that are the top tier of things in the game. It is going to be very possible that there are only one or two people on the server who know how to craft specific things. There is a whole lot of discovery involved.

The Crew Skills system is a place for everyone -- whoever wants to play can come play. The missions system is super accessible, and even if you aren't into crafting, you can play with those. People who want to be a master at crafting -- and really want to be those who are the go to people on the servers -- they are going to put a ton of work into it. We're not going to talk quite yet about how you get some of these recipes but suffice to say, they will be in demand as crafters and it will not be something you can casually do.


Title: Re: SWTOR
Post by: DLRiley on November 17, 2010, 05:36:11 PM
Darth Hater heroically posted part 2 of their interview with Daniel Erickson about Crew Skills (a bit more details):

http://darthhater.com/2010/11/17/daniel-erickson-on-crew-skills-continued/page/1

Key questions that reinforce to me that BioWare don't make good game systems:

Quote
By including an offline component to crafting, will new players six plus months out be at a disadvantage or will there be a system in place to deflate the time values of old content like in other MMOs?

I don't think the parallels really make sense because it is the same thing for any crafting system you have in any game -- crafting takes time. In ours, crafting an individual item takes even more time than in most games so you can do it offline. At the same time, you can be online and ignoring it. But you have to remember your companion is doing it and you're not doing it. So there really is not a difference in the person who shows up day one as a new player, who obviously can't craft what you can craft because you were doing it for six months. You are going to know far more recipes and far more skills -- you are going to be way down the line. They are going to be at the very first beginning levels of it.

How do you the player craft in Star Wars: The Old Republic? Are there recipes you loot or you learn from other people in the galaxy?

Daniel Erickson: The beginning stuff you do when you learn a crafting skill... you get a number of recipes. There are also recipes that you can discover out in the world. There are recipes that are very rare. One of the important overall goals that we haven't talked about Crew Skills is that there will be "go to" people. You will be able to craft items that are the top tier of things in the game. It is going to be very possible that there are only one or two people on the server who know how to craft specific things. There is a whole lot of discovery involved.

The Crew Skills system is a place for everyone -- whoever wants to play can come play. The missions system is super accessible, and even if you aren't into crafting, you can play with those. People who want to be a master at crafting -- and really want to be those who are the go to people on the servers -- they are going to put a ton of work into it. We're not going to talk quite yet about how you get some of these recipes but suffice to say, they will be in demand as crafters and it will not be something you can casually do.


Most people play Star Wars games in order to craft pink lightsabers of varying crappyness  :awesome_for_real:


Title: Re: SWTOR
Post by: Paelos on November 17, 2010, 07:10:09 PM
After those responses I really really want to ask them, do you have a timesink for people who play MMOs for 30-40 hours a week?


Title: Re: SWTOR
Post by: sam, an eggplant on November 17, 2010, 07:12:03 PM
I think what you mean to ask is "what is the elder game".

It feels like they've been incredibly slow releasing info but again-- they aren't even in a real closed beta yet.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 17, 2010, 08:36:33 PM
That interview tells me that crafting is going to be a huge fucking time sink. Sure you won't need to be online to make something but combines are going to be taking hours.  I mean the line that in other games it'll take 40 hours to craft, makes me wonder what fucking games they are playing. Just seems like they are trying to soften the cockblock


Title: Re: SWTOR
Post by: Chimpy on November 17, 2010, 09:05:08 PM
That interview tells me that crafting is going to be a huge fucking time sink. Sure you won't need to be online to make something but combines are going to be taking hours.  I mean the line that in other games it'll take 40 hours to craft, makes me wonder what fucking games they are playing. Just seems like they are trying to soften the cockblock

Well, if you go solely by time spent sitting at the bench making shit to level up, I bet it took me 40 hours of time in Aion to get to max crafting level. But that is total time spent in all tradeskills, and I maxed three tradeskills. (and that game was all about time sinks)


Title: Re: SWTOR
Post by: tmp on November 17, 2010, 09:14:43 PM
Darth Hater heroically posted part 2 of their interview with Daniel Erickson about Crew Skills (a bit more details):

http://darthhater.com/2010/11/17/daniel-erickson-on-crew-skills-continued/page/1

Amongst other things it has explanation for that five spots at the crafting table thing that was wondered about earlier in the thread:

Quote
To be clear, you can have up to five companions working on a crafting table. You can have up to five companions working on different crafts, and have other companions out on mission skills or doing something else like missions for gathering. Crafting limits at five, but Crew Skills you could have everyone going at once because crafting for us is one third of Crew Skills. But you can have one companion out who will trail around and follow you in the world.
More than five companions for a player, that's quite a bunch.


Title: Re: SWTOR
Post by: Draegan on November 18, 2010, 07:14:49 AM
Gotta catch em all.


Title: Re: SWTOR
Post by: sam, an eggplant on November 18, 2010, 07:32:28 AM
That really is a ton, since each class has its own unique companions and they're bioware-style companions with their own subplots, conversations, etc.


Title: Re: SWTOR
Post by: Malakili on November 18, 2010, 07:40:59 AM
After those responses I really really want to ask them, do you have a timesink for people who play MMOs for 30-40 hours a week?

Yeah, this is a central question I haven't seen answered yet.  I mean, even if the story is worth playing through for EVERY CLASS in the game  you'll still have people "finished" after a couple months, and probably a lot less.   Not that you need to have enough content to keep those kinds of players happy over the long term, but you should have MECHANICS that keep those kinds of players happy for the long term.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 18, 2010, 08:58:28 AM
That really is a ton, since each class has its own unique companions and they're bioware-style companions with their own subplots, conversations, etc.

 :oh_i_see: yes, one almost wonders if they are promising more than they will deliver.

Also, as to people who wanna play 20-30 hours a week? Well FF14 had the solution of play another class/alt and you see how well that works. Honestly i think swtor's biggest problem is going to be that their players are going to eat through all their "awesome storyline" content within weeks or they are going to put artificial cockblocks into levelling/content.   It's very telling that the developer says that playing 10 hours a week he'd never be done, nobody plays single player games for 10 hours a week(ok but its a minority of players)


Title: Re: SWTOR
Post by: Velorath on November 18, 2010, 02:26:43 PM
It's very telling that the developer says that playing 10 hours a week he'd never be done, nobody plays single player games for 10 hours a week(ok but its a minority of players)

A recent study from NPD (http://www.npd.com/press/releases/press_100527b.html) had the average gamer playing 13 hours a week (with no distinctions made between single player or multiplayer) in 2009.


Title: Re: SWTOR
Post by: Malakili on November 18, 2010, 02:30:14 PM
It's very telling that the developer says that playing 10 hours a week he'd never be done, nobody plays single player games for 10 hours a week(ok but its a minority of players)

A recent study from NPD (http://www.npd.com/press/releases/press_100527b.html) had the average gamer playing 13 hours a week (with no distinctions made between single player or multiplayer) in 2009.

My guess that people also underestimate just how much they can play.  I think a lot of people remember a time when they could play ALL DAY if they wanted to, and now even if you play 2 hours a day that feels like "nothing" but even that is an hour more than the average you referenced there.


Title: Re: SWTOR
Post by: Paelos on November 18, 2010, 08:24:33 PM
Also, I think people (like myself) play while doing other things. How much are we actually playing when we have the game going, the TV with a football game on, and getting up to make dinner at the same time?

You lose time in the estimates I imagine.


Title: Re: SWTOR
Post by: FieryBalrog on November 18, 2010, 09:05:10 PM
If there is a voiced Giggity option this is a must buy.

On a more serious note, I hope the crafting works out.  Resource grinding has always killed crafting for me.  A system where my crew gets most everything I need automagically?  Yes please.  A system like that would still allow for rare drop or encounter specific items to be incorporated.  Anyway, here is to hoping.

What's the fun part of crafting then?

However, I doubt this is going to be a really involved crafting system with multiple interdependencies and player-made housing etc. because from some accounts they added crafting after fans requested it. It may just be a fun side-activity.

The number of potential companions sounds insane. More than 5? I had the idea that it was going to be around 2.


Title: Re: SWTOR
Post by: Zetor on November 18, 2010, 10:10:49 PM
Guild Wars had like eleventy billion NPC heroes, too (though they didn't have dialogues/etc). Only one of them can accompany you in SWTOR for the actual fighting, so it's more of a make-everyone-a-pet-class thing... I think that may actually work out decently.


Title: Re: SWTOR
Post by: Bunk on November 19, 2010, 06:31:25 AM
I like the idea that you "assign" your other companions to do something while you are away. Bioware's always had an issue with giving you a massive crew, most of which spend the entire plot hiding in the hanger somewhere. I mean, did anyone intentionally ever even talk to Bao Dur after he was recruited?


Title: Re: SWTOR
Post by: Sky on November 19, 2010, 07:44:28 AM
Bao Dur was awesome.

I'd say I'm about a 15/hr a week gamer, maybe slightly more if playing something really awesome like ME2. Part of why I don't play mmos, they're just too time-intensive and I don't have the time to play them and get actual work done (also why I usually play in winter months and cancel in spring).


Title: Re: SWTOR
Post by: Lucas on November 19, 2010, 09:07:44 AM
It's "Fan Friday" over at Swtor.com; among other things, a small Community Q&A, with Daniel Erickson answering the questions:

http://www.swtor.com/news/news-article/20101119-0



Title: Re: SWTOR
Post by: Reg on November 19, 2010, 09:17:04 AM
Oh rats. I was depending on uninterruptible quest text to filter out the retards.


Title: Re: SWTOR
Post by: Lucas on November 26, 2010, 04:44:21 AM
New entries in the "Inhabitants" section of the Holonet (with nice screenshots too):

- Sith Pureblood (playable species)
http://www.swtor.com/info/holonet/inhabitants/sith-pureblood

- Terentatek and Vine Cat (creatures)
http://www.swtor.com/info/holonet/inhabitants/terentatek
http://www.swtor.com/info/holonet/inhabitants/vine-cat

- S3-F5 and M3-M1 (droids)
http://www.swtor.com/info/holonet/inhabitants/s3-f5-inclement-condition-probe
http://www.swtor.com/info/holonet/inhabitants/m3-m1-medical-droid


Title: Re: SWTOR
Post by: Sjofn on November 26, 2010, 07:22:54 AM
I like the idea that you "assign" your other companions to do something while you are away. Bioware's always had an issue with giving you a massive crew, most of which spend the entire plot hiding in the hanger somewhere. I mean, did anyone intentionally ever even talk to Bao Dur after he was recruited?

His voice was hot, so yes, but he certainly wasn't interesting in the least.


Title: Re: SWTOR
Post by: FatuousTwat on November 28, 2010, 03:34:14 PM
New Dev Diary! (http://www.eurogamer.net/articles/2010-11-23-if-trailers-told-the-truth-article?page=2)


Title: Re: SWTOR
Post by: ajax34i on November 28, 2010, 03:48:05 PM
ROFL


Title: Re: SWTOR
Post by: Merusk on November 28, 2010, 04:25:36 PM
It'd be funny if it weren't, apparently, pretty damn true.  :why_so_serious:


Title: Re: SWTOR
Post by: UnSub on November 28, 2010, 05:57:06 PM
New Dev Diary! (http://www.eurogamer.net/articles/2010-11-23-if-trailers-told-the-truth-article?page=2)

That was fantastic.


Title: Re: SWTOR
Post by: Kageru on November 29, 2010, 12:25:07 AM
Far too much win... great stuff.

Would love to know the beta status on this title. If they are 3 months out and still doing "limited testing" it's well on track for the train-crash. Sounds like that is indeed what they are doing, what a surprise.


Title: Re: SWTOR
Post by: Velorath on November 29, 2010, 12:35:42 AM
It's more than three months out.


Title: Re: SWTOR
Post by: Reg on November 29, 2010, 02:03:23 AM
I guess it's possible they might decide to self destruct by releasing an unfinished, unpolished product that nobody likes. Even having seen the example of FFXIV.


Title: Re: SWTOR
Post by: Draegan on November 29, 2010, 06:44:51 AM
I assume the target is still "Spring 2011", which is essentially Q2 assuming no delays.


Title: Re: SWTOR
Post by: Shatter on November 29, 2010, 07:14:27 AM
lol that was great


Title: Re: SWTOR
Post by: Lucas on December 03, 2010, 08:37:20 AM
A closer look at Crew Skills (http://www.swtor.com/news/blog/20101203) (official update)


Title: Re: SWTOR
Post by: Paelos on December 03, 2010, 08:55:15 AM
The crew skills thing sounds positive for the most part. I'll highlight a few items I noted that I think represent the good and bad of the process:

Quote
The Old Republic there are multiple ways to gather resources. Not only can you gather resources yourself, but companion characters in the field can be ordered to take care of the task. Companions stationed on your ship can also be sent on gathering missions, freeing you and your active companion up for action. Gathering missions will even continue while you’re offline – the ultimate in efficiency!

Quote
Players can issue crafting orders to up to five companions at a time, and each companion can add up to five crafting tasks to their queue...Your companions all have different skills and personalities, and their strengths carry over into the Crew Skills system...Companion traits in Crew Skills are designed to be story-appropriate and meaningful, but the bonuses aren’t designed to be so extreme that you’ll feel you only have one companion choice for a given task.

This is a good idea, imo. I see a node, I hit it. I have a free companion on a mission, I send them out to gather. I log off, I set my companions to work. It's seemless, and it offers you possibilities for all facets of your time in and out of game. The real question is how will the game handle the resource gathering. Is it random? Is it pulling nodes off the world when I unleash my companions? I seriously doubt that we would see companions stealing our nodes right in front of us, so I'm guessing that the afk version is pulling from a different "off-world" pool. However, I think they underestimate the "bonuses" thing. MMOG players do not disregard small bonuses to anything.


Title: Re: SWTOR
Post by: Koyasha on December 03, 2010, 09:07:45 AM
So far, I haven't seen any specific mention about the products of crafting being restricted to only the crafter, or anything like that, so that's good.  Overall the descriptions seem not-horrible.  So it just may not make me angry to even contemplate wanting to craft something myself.


Title: Re: SWTOR
Post by: Ginaz on December 03, 2010, 09:14:09 AM
I assume the target is still "Spring 2011", which is essentially Q2 assuming no delays.

If they operate on the same quarterly basis we do with the government (Canada here) then Q2 isn't until the summer.  Q1 starts on 1 April, which is the beginning of the fiscal year, not calendar year.


Title: Re: SWTOR
Post by: Lantyssa on December 03, 2010, 09:20:14 AM
Disappointing diary.  He described every other crafting system in existence.  "You take gathered, vendor, and rare resources and make an item!"  I'm awed.


Title: Re: SWTOR
Post by: Koyasha on December 03, 2010, 09:33:31 AM
Yes, but the annoying part - gathering those resources - seems pretty automatic if you just tell your crewmembers to do it.  Maybe.  Hence why I say it may not make me rage at the thought of trying to craft something.

The part that will still probably anger me is the nonsense of raising your skill by producing hundreds of things of increasing difficulty and so on.


Title: Re: SWTOR
Post by: DraconianOne on December 03, 2010, 11:59:37 AM
The part that will still probably anger me is the nonsense of raising your skill by producing hundreds of things of increasing difficulty and so on.

And the fact that the artifact items for end-game will need a rare resource drop from a raid boss.


Title: Re: SWTOR
Post by: Soln on December 03, 2010, 12:55:49 PM
The part that will still probably anger me is the nonsense of raising your skill by producing hundreds of things of increasing difficulty and so on.

And the fact that the artifact items for end-game will need a rare resource drop from a raid boss.

krayt pearls, you better believe it  :oh_i_see:


Title: Re: SWTOR
Post by: Sky on December 03, 2010, 12:59:07 PM
Yeah, it really sounds like a setup for the raid crap. As someone looking forward to the casual story-heavy voiced content, the amount of 'and then we have this cool stuff for raiders' is getting to be worrisome. I started getting a bad feeling about this right around when they talked about armors for bounty hunter progression, and the raid/uberleet version was cool and the rest of us get to wear a vest.

It's getting so I just hear raid content and a little switch turns off in my brain. I ran into a lot of great guilds in EQ2, but couldn't join any of them because of raid attendance requirements. All the casual guilds seemed filled with tards, and the good players all played regularly. 7pm EST for four hours three nights a week plus weekend day raids? Jiminiy cricket, don't people have jobs/lives/families/other hobbies?

/rant sorry bout that


Title: Re: SWTOR
Post by: Draegan on December 03, 2010, 01:00:57 PM
I assume the target is still "Spring 2011", which is essentially Q2 assuming no delays.

If they operate on the same quarterly basis we do with the government (Canada here) then Q2 isn't until the summer.  Q1 starts on 1 April, which is the beginning of the fiscal year, not calendar year.

They never mentioned a quarter number, I'm merely referencing the second quarter in a calender year.  April, May, June.


Title: Re: SWTOR
Post by: Malakili on December 03, 2010, 01:32:06 PM
other hobbies?


I think this is really the big one actually.  Most people average enough leisure time per day to be a raider in a video game, its just that most people don't spend all their leisure time on a single thing (or maybe it isn't consistent enough to be able to schedule it, which is a similar but separate issue).   Gaming is really my only hobby, so even though I'm pretty damned busy, I still get a fair amount of gaming in.


Also I think the family thing could be better phrased as kids.   Thats the one that'll kill your gaming time.


Title: Re: SWTOR
Post by: Paelos on December 03, 2010, 01:34:08 PM
The part that will still probably anger me is the nonsense of raising your skill by producing hundreds of things of increasing difficulty and so on.

And the fact that the artifact items for end-game will need a rare resource drop from a raid boss.

krayt pearls, you better believe it  :oh_i_see:

They had better not.  :ye_gods:


Title: Re: SWTOR
Post by: Lantyssa on December 03, 2010, 01:42:13 PM
They already have precedence with prior KotOR games.  Many Star Wars game.  I'd bet money they do.


Title: Re: SWTOR
Post by: Paelos on December 03, 2010, 01:44:45 PM
They already have precedence with prior KotOR games.  Many Star Wars game.  I'd bet money they do.

Maybe, I'm putting money on rare drops coming from gathered sources as being the main bottlenecks. Cockblocking content from raid drops is pointless since the majority of raiders are getting loot anyway.


Title: Re: SWTOR
Post by: Sky on December 03, 2010, 02:05:13 PM
Also I think the family thing could be better phrased as kids.   Thats the one that'll kill your gaming time.
No, I meant family. Wife/SO, parents, cousins, siblings, kids, whatever. Like tonight. I have a standing invite to raid friday nights with some friends. Friday night around 7, my mother comes over for weekly dinner, I spend the evening in the kitchen and then we eat and retire to the living room to enjoy a nice crackling fire and some HGTV. And this is a good night, since I can get on around 11pm EST for a few hours because I don't have to work tomorrow. Almost every day is like that, it really puts the kibosh on any 'achievement' in mmo, which sucks because otherwise I actually like the genre for some reason (even grouping, except for the time overhead, again).


Title: Re: SWTOR
Post by: Paelos on December 03, 2010, 02:09:47 PM
I understand Sky. My guild wanted to do their raiding on Friday nights and Saturday afternoons.  :ye_gods:


Title: Re: SWTOR
Post by: Rendakor on December 03, 2010, 02:10:46 PM
Sky, your best recourse is to find a game with a good PUG raiding scene. EQ2's wasn't too bad on Blackburrow, but I haven't played seriously since RoK; WoW is also pretty good assuming you're on a reasonably populated server/faction.


Title: Re: SWTOR
Post by: Malakili on December 03, 2010, 02:12:46 PM
I avoid these problems by having an understanding SO who is perfectly happy to veg out with her favorite TV show while I game, and by having no close by relatives or social life  :awesome_for_real:


Title: Re: SWTOR
Post by: tmp on December 04, 2010, 04:40:29 PM
Disappointing diary.  He described every other crafting system in existence.  "You take gathered, vendor, and rare resources and make an item!"  I'm awed.
Well, having to literally kiss up to your NPC companions for crafting speed bonus is pretty unique.


Title: Re: SWTOR
Post by: Koyasha on December 04, 2010, 07:45:41 PM
What would be nice would be if they make it so our companions can hear what we're saying to each other, so that we can't go around doing and saying things specifically to please each companion, without other companions being aware as well.  That is to say, make it so the companions will see through any transparent ploy to tell them exactly what they want to hear, without having our actions match our words.


Title: Re: SWTOR
Post by: Cyrrex on December 06, 2010, 07:31:49 AM
I'm operating under the assumption that we'll have a large, friendly and highly active Bat Country guild to help maximize our fun. :awesome_for_real:


Title: Re: SWTOR
Post by: Reg on December 06, 2010, 07:37:13 AM
Hah, yeah. For about a week.


Title: Re: SWTOR
Post by: Surlyboi on December 06, 2010, 12:42:37 PM
Oh ye of little faith.

Two weeks.


Title: Re: SWTOR
Post by: eldaec on December 06, 2010, 04:34:42 PM
Though for two years after that there will be a very active group of ex-players on hand to explain how the game sucks monkey balls. So that'll be nice.


Title: Re: SWTOR
Post by: Kageru on December 07, 2010, 02:48:58 AM

I consider that an advantage. If you join an F13 guild you can comfortably stop playing in a month with a statement like "Well it's a standard diku mechanic with poor stickyness due to mechanic X" and they'll nod, understand and have expected it.

Some of the guilds you join are actually waaay too determined to sacrifice their life to it and intolerant of any criticism. Just see some of the high level people on the FFXIV forums still defending the game.


Title: Re: SWTOR
Post by: Reg on December 07, 2010, 03:12:15 AM
On the other hand the bitter and jaded old MMO vet routine we get into so much here gets a little old after a while too.  Sometimes it's more fun to be around cute and adorable little puppy people who haven't been completely burned out on the the whole genre yet.


Title: Re: SWTOR
Post by: Nebu on December 07, 2010, 06:34:27 AM
On the other hand the bitter and jaded old MMO vet routine we get into so much here gets a little old after a while too.  Sometimes it's more fun to be around cute and adorable little puppy people who haven't been completely burned out on the the whole genre yet.

I find that blind adoration wears on me even faster than jaded curmudgeons do. 


Title: Re: SWTOR
Post by: Lantyssa on December 07, 2010, 06:39:23 AM
By cute you mean insufferably deluded or ignorant, right?

(Hah!  Nebu posted the nice version while I was typing.)


Title: Re: SWTOR
Post by: tmp on December 07, 2010, 06:42:38 AM
Sometimes it's more fun to be around cute and adorable little puppy people who haven't been completely burned out on the the whole genre yet.
:hello_thar:


Title: Re: SWTOR
Post by: Sky on December 07, 2010, 06:57:00 AM
TOR BC is going to be different. Fucking be there. I will be penning the new raid attendance policy and our charter.

 :ye_gods: :cthulu: :eat:


Title: Re: SWTOR
Post by: Sheepherder on December 07, 2010, 07:02:39 AM
:ye_gods: :cthulu: :eat:

I'm not entirely clear on what that means, so by all means, don't tell me.


Title: Re: SWTOR
Post by: DraconianOne on December 07, 2010, 08:17:48 AM
:ye_gods: :cthulu: :eat:

I'm not entirely clear on what that means, so by all means, don't tell me.

I think it means, "I'm about to renact the octopus eating scene from Oldboy and will post the resulting video here as proof".

On the other hand, hieroglyphics were never my strong point.


Title: Re: SWTOR
Post by: Reg on December 07, 2010, 09:05:55 AM
I find that blind adoration wears on me even faster than jaded curmudgeons do. 
Of course the best are the players who cycle unpredictably between the two extremes.  Lotro seems to bring that out in some people  :awesome_for_real:


Title: Re: SWTOR
Post by: Nebu on December 07, 2010, 09:08:46 AM
Of course the best are the players who cycle unpredictably between the two extremes.  Lotro seems to bring that out in some people  :awesome_for_real:

There's a huge difference between enjoying a game and blind adoration of a game.  Don't you think?  :uhrr:


Title: Re: SWTOR
Post by: Reg on December 07, 2010, 09:15:08 AM
Well of course. And there's a huge difference between blind adoration of a game and wanting to give it a chance before predicting and taking pleasure in its failure.


Title: Re: SWTOR
Post by: Nebu on December 07, 2010, 09:24:25 AM
Well of course. And there's a huge difference between blind adoration of a game and wanting to give it a chance before predicting and taking pleasure in its failure.

Oh, I'm going to buy this game and play it for a month.  If I last longer than that, I'll be pleasantly surprised.  I seriously doubt that any new MMO can hold me longer than a month anymore. 


Title: Re: SWTOR
Post by: Cyrrex on December 07, 2010, 09:32:09 AM
Well of course. And there's a huge difference between blind adoration of a game and wanting to give it a chance before predicting and taking pleasure in its failure.

Oh, I'm going to buy this game and play it for a month.  If I last longer than that, I'll be pleasantly surprised.  I seriously doubt that any new MMO can hold me longer than a month anymore. 

This.  If I can get a month worth of KOTOR-like RPG gaming out of this, I'll be happy to pay the cover price.  Anything else is bonus.


Title: Re: SWTOR
Post by: Reg on December 07, 2010, 09:45:43 AM
I'm hoping for more than a month but I doubt I'll get more than three or four.  That's about as long as WoW can hold me after an expansion.  I'm just not much into the standard raiding end game.

But who knows? Maybe they'll pull an FFXIV and self destruct during their open beta and I'll end up not playing at all. Square Enix managed to totally surprise me with their incompetence and it's not like EA has the best of reputations.


Title: Re: SWTOR
Post by: Sky on December 07, 2010, 11:08:36 AM
I could get into raiding, if I just kill my fiancee and quit my job.


Title: Re: SWTOR
Post by: Nebu on December 07, 2010, 11:46:32 AM
I could get into raiding, if I just kill my fiancee and quit my job.

You don't need to kill her.  Just start digging a pit in your basement. 


Title: Re: SWTOR
Post by: Malakili on December 07, 2010, 01:18:42 PM
I could get into raiding, if I just kill my fiancee and quit my job.

You don't need to kill her.  Just start digging a pit in your basement. 

Is the what were calling getting our SOs into MMOGs now?


Title: Re: SWTOR
Post by: Sky on December 07, 2010, 01:21:45 PM
Ah, put her in the pit with a computer and have her grind raids for me. Genius!


Title: Re: SWTOR
Post by: Draegan on December 07, 2010, 01:41:37 PM
Poopsocking for raids is oldhat.  Most raiders play a few hours a night 2-3 days a week.


Title: Re: SWTOR
Post by: Sky on December 07, 2010, 01:51:13 PM
Go ahead and point me to the mature, competent, non-uptight guild that raids 2-3 nights a week without an attendance requirement, mostly wed/thurs, sometimes tues; from 11am until 1am sharp. Because yeah. Otherwise I'm all about rl, thanks. I might be on other times, but I cannot predict or commit to it. You've really got to be into gaming to be in a raid guild, if you don't think so, you're really into gaming :p


Title: Re: SWTOR
Post by: Draegan on December 07, 2010, 01:57:05 PM
I don't know, I haven't played WOW in a year, but they are out there.  Many of the hardcore guilds raid every night, but many of those nights are alt-raids for fun etc.

When was the last time you tried to get involved with it?  I'm thinking you got a bad stereotype working for you.


Title: Re: SWTOR
Post by: Ingmar on December 07, 2010, 02:01:42 PM
Go ahead and point me to the mature, competent, non-uptight guild that raids 2-3 nights a week without an attendance requirement, mostly wed/thurs, sometimes tues; from 11am until 1am sharp. Because yeah. Otherwise I'm all about rl, thanks. I might be on other times, but I cannot predict or commit to it. You've really got to be into gaming to be in a raid guild, if you don't think so, you're really into gaming :p

Raiding isn't really like that anymore, at least in WoW. My impression is that LotRO is more or less similar. Unless you're doing the bleeding edge hard mode stuff maybe. The couple guys that we have in our guild that try to run every raid every week complain that they finish in a couple days and have nothing to do.  :-P

EDIT: The issue is always just going to be finding the group that exactly matches your needs. I guarantee they exist, there are in fact probably hundreds of guilds that more or less match what you're saying, down to the schedule, everything. The catch is that those groups generally aren't also advertising 'hey we want players' so finding that group that is the Perfect Jesus Raid Fun Group for your exact needs is going to be daunting.


Title: Re: SWTOR
Post by: Azuredream on December 07, 2010, 04:00:52 PM
Echoing what other people are saying, the WoW raiding scene is mostly made up of what you described, although for some of them you might have to cut out the competent part.


Title: Re: SWTOR
Post by: Kageru on December 07, 2010, 05:42:42 PM
Go ahead and point me to the mature, competent, non-uptight guild that raids 2-3 nights a week without an attendance requirement, mostly wed/thurs, sometimes tues; from 11am until 1am sharp. Because yeah. Otherwise I'm all about rl, thanks. I might be on other times, but I cannot predict or commit to it. You've really got to be into gaming to be in a raid guild, if you don't think so, you're really into gaming :p

The WoW community is huge, and in that community you'll find a wide variety of approaches to raiding. However there is no game that supports casual raiding and advanced raiding in the same game (10/25 man, optional hard-modes, stupidly difficult achievement challenges, good balance on challenge, "bonus" effects late in content life-cycle, good flexibility in raid composition, not to mention actually having content worth raiding) better than WoW. And my guild (Australian timezone though) has no problem supporting very casual raiders.

I wait in rapt anticipation to see how SWTOR aims to structure theirs and keep people busy at the endgame.


Title: Re: SWTOR
Post by: SnakeCharmer on December 07, 2010, 07:30:21 PM
I might be smoking crack, but didn't they say that their 'raids' were geared towards 4 man (plus companions) groups?


Title: Re: SWTOR
Post by: DraconianOne on December 08, 2010, 12:38:41 AM
Go ahead and point me to the mature, competent, non-uptight guild that raids 2-3 nights a week without an attendance requirement, mostly wed/thurs, sometimes tues; from 11am until 1am sharp. Because yeah. Otherwise I'm all about rl, thanks. I might be on other times, but I cannot predict or commit to it. You've really got to be into gaming to be in a raid guild, if you don't think so, you're really into gaming :p

Pretty much describes the guild I just joined. They raid twice a week, no attendance requirements, second raid usually a (more) casual/alt affair on tues and thurs. They don't quite fit my timings as they're mostly all on CET so start at 9pm their time and I rarely get on before 9pm my time. But within a week of joining, I'd run the first wing of ICC with them and I never raid.


Title: Re: SWTOR
Post by: Surlyboi on December 08, 2010, 02:53:57 AM
Ah, put her in the pit with a computer and have her grind raids for me. Genius!

It puts the epic on its' toon or else it gets the hose real soon.


Title: Re: SWTOR
Post by: Draegan on December 08, 2010, 11:38:35 AM
Ah, put her in the pit with a computer and have her grind raids for me. Genius!

It puts the epic on its' toon or else it gets the hose real soon.

Well done sir.


Title: Re: SWTOR
Post by: Sjofn on December 08, 2010, 12:23:50 PM
Echoing what other people are saying, the WoW raiding scene is mostly made up of what you described, although for some of them you might have to cut out the competent part.

Cut the "competent" and you have mine!  :why_so_serious:


Title: Re: SWTOR
Post by: shiznitz on December 09, 2010, 02:01:39 PM
I doubt this is news but

Quote
ERTS: Highlights from UBS Conference
􀂄 ERTS CFO presents at UBS Media and Communications conference
ERTS CFO Eric Brown and Vice President of IR, Peter Ausnit, presented at the
38th Annual UBS Global Media & Communications Conference.

􀂄 Star Wars MMO fully expensed, will launch CY11 portion of F12
Responding to a question about growth drivers among digital revenue, EA said that
Star Wars would be a main driver next year. EA noted the game is fully expensed,
as the development has occurred over the past several years. Mr. Brown suggested
investors may see a considerable uptake / step-function as the game launches in the
CY11 portion of Fiscal 2012.


Fiscal 2012 is the 12 months ending March 31, 2012.  CY11 refers to Calendar Year 2011.


Title: Re: SWTOR
Post by: SnakeCharmer on December 09, 2010, 02:15:16 PM
So, launching March 2011 to December 2011 calender year.  Hasn't that been the estimation for like a year now anyway?  Spring 11?


Title: Re: SWTOR
Post by: Lucas on December 09, 2010, 02:31:20 PM
My estimation for a release date has always been Cataclysm + 6 months, so that would fall right in the middle of June :P


Title: Re: SWTOR
Post by: Ingmar on December 09, 2010, 02:40:54 PM
I think closer to fall/winter, personally.


Title: Re: SWTOR
Post by: Reg on December 09, 2010, 02:46:32 PM
According to the FAQ over on the SWTOR site there's no official release date yet. I don't pay close enough attention to know anything beyond that.


Title: Re: SWTOR
Post by: Ashamanchill on December 12, 2010, 04:52:15 AM
Am I the only one her who plans to play this just for the Lols? To me this game seems like a bad movie you watch with your friends just to laugh at.


Title: Re: SWTOR
Post by: Draegan on December 13, 2010, 08:01:09 AM
Am I the only one her who plans to play this just for the Lols? To me this game seems like a bad movie you watch with your friends just to laugh at.

Why would you waste $50-60$ "just for the Lols"?  The game is probably going to be pretty decent, good enough for at least 1 months entertainment.


Title: Re: SWTOR
Post by: Paelos on December 13, 2010, 08:18:02 AM
I will be playing it in the hopes it fills a niche in my gaming sphere.


Title: Re: SWTOR
Post by: ghost on December 13, 2010, 08:47:13 AM
I will be playing it in the hopes it fills a niche in my gaming sphere.

What niche?  Coprophagia?


Title: Re: SWTOR
Post by: Cyrrex on December 13, 2010, 08:53:55 AM
Coprophagia?

Thank you for helping add that colorful word to my vocab.


Title: Re: SWTOR
Post by: Shatter on December 13, 2010, 09:34:58 AM
lolbad to me is FFXIV bad...or STO bad.  Im hoping / expecting SWTOR isnt quite that extreme. 


Title: Re: SWTOR
Post by: Paelos on December 13, 2010, 01:00:19 PM
I will be playing it in the hopes it fills a niche in my gaming sphere.

What niche?  Coprophagia?

Now, now. My people fling the stuff, we don't eat it.


Title: Re: SWTOR
Post by: Ingmar on December 13, 2010, 01:20:32 PM
I will be playing it in the hopes it fills a niche in my gaming sphere.

What niche?  Coprophagia?

Now, now. My people fling the stuff, we don't eat it.

You know, I am guessing I could probably disprove that with some Google/YouTube searching, but I just can't bring myself to do it. Thank you for helping me find the outer limits of my pedantry.


Title: Re: SWTOR
Post by: Lucas on December 15, 2010, 08:00:09 AM
A new round of previews is going out, based on a few hours experience playing with the Jedi Consular class. Here is the topic on the official forums collecting the various links, so you can go back checking it out from time to time:

http://www.swtor.com/community/showthread.php?t=238590


Currently, the most interesting (critical and balanced at the same time) one seems to be (unsurprisingly in a good way, IMO)  Eurogamer's:

http://www.eurogamer.net/articles/2010-12-15-star-wars-the-old-republic-hands-on?page=1

What I found most interesting in the above mentioned article, is their take on the "group dialogue" feature, that you are probably already aware of if you have been following the game development:



Title: Re: SWTOR
Post by: Sky on December 15, 2010, 09:06:46 AM
It's probably the system I am most wary about (other than dikufication; raids and whatnot). On the one hand, it's an mmo, people are broken. It's bound to be filled with grief.

On the other hand, if there is a fairly obvious means to detect one's light/dark side standing, it would be an amazing rp tool, allowing groups to (knowingly or not) rp their character to a limited extent. After all, if Luke, Han and Chewie are forced to group up with Vader for a quest, you've got to know bad things are in store if Vader gets to talk. Or conversely, Vader knows he's probably going to have to put up with some do-goody-good bullshit before he can get back to his kicking of ass.


Title: Re: SWTOR
Post by: Cyrrex on December 15, 2010, 09:15:04 AM
It's probably the system I am most wary about (other than dikufication; raids and whatnot). On the one hand, it's an mmo, people are broken. It's bound to be filled with grief.

On the other hand, if there is a fairly obvious means to detect one's light/dark side standing, it would be an amazing rp tool, allowing groups to (knowingly or not) rp their character to a limited extent. After all, if Luke, Han and Chewie are forced to group up with Vader for a quest, you've got to know bad things are in store if Vader gets to talk. Or conversely, Vader knows he's probably going to have to put up with some do-goody-good bullshit before he can get back to his kicking of ass.

I know I belong to a segment of the market that doesn't exist, but I LOVE the idea that some random stranger can impact your game that way (as long as it falls short of real griefing).  If I am foolish enough to group with some unknown character who then does something that paints me in a bad light, well, that SHOULD reflect on me to an extent.  That's realistic.  And it sound like the way they are implementing it, it won't exactly break my game, so it isn't realy griefing.  Sounds like a good RP element to me.

Of course, it may play out far different than I'm imagining it.


Title: Re: SWTOR
Post by: Lakov_Sanite on December 15, 2010, 09:18:07 AM
Can someone explain to me what light/dark points do in a game where you pick right off the bat if you're a sith/jedi?  Can you be like a really NICE sith? Does it allow you to switch factions? The whole concept seems off.


Title: Re: SWTOR
Post by: Reg on December 15, 2010, 09:22:19 AM
I'd be very surprised if there isn't a mechanism for switching from light side to dark side and vice versa.  That's where a lot of the most star warsy drama lies.


Title: Re: SWTOR
Post by: Cyrrex on December 15, 2010, 09:25:30 AM
Can someone explain to me what light/dark points do in a game where you pick right off the bat if you're a sith/jedi?  Can you be like a really NICE sith? Does it allow you to switch factions? The whole concept seems off.

At the risk of exposing my nerdliness, the lines between Sith and Jedi are not so black and white in the extended SW universe, especially not at this stage in the timeline.  I wouldn't be at all suprised if they allow for shades of gray....something that fits perfectly into what Bioware has done in past titles.


Title: Re: SWTOR
Post by: Riggswolfe on December 17, 2010, 07:00:38 AM
Can someone explain to me what light/dark points do in a game where you pick right off the bat if you're a sith/jedi?  Can you be like a really NICE sith? Does it allow you to switch factions? The whole concept seems off.

At the risk of exposing my nerdliness, the lines between Sith and Jedi are not so black and white in the extended SW universe, especially not at this stage in the timeline.  I wouldn't be at all suprised if they allow for shades of gray....something that fits perfectly into what Bioware has done in past titles.

At the risk of exposing my nerdiness I'm going to call horseshit. Shades of grey is fine in their own stuff but Star Wars is black & white and always has been. Vader is not misunderstood, he's evil, and only becomes good again because of his son. The closest to a grey character is Han, and even he is basically a hero in denial. The light/dark points are almost certainly going to be a way to track good/evil. I don't know if it'll lead to faction changing or not but if they have the time I could see them working in fall/redemption stories.


Title: Re: SWTOR
Post by: Cyrrex on December 17, 2010, 07:06:53 AM
I said extended universe, which is what this game is set in.  It isn't nearly so black and white, especially when viewed from an outsider's perspective...most of whom can hardly tell the difference between Jedi and Sith.


Title: Re: SWTOR
Post by: Riggswolfe on December 17, 2010, 07:16:23 AM
Edit: Getting rid of weird double post. Sorry about that.


Title: Re: SWTOR
Post by: Riggswolfe on December 17, 2010, 07:16:53 AM
I said extended universe, which is what this game is set in.  It isn't nearly so black and white, especially when viewed from an outsider's perspective...most of whom can hardly tell the difference between Jedi and Sith.

If you're refering to the tie-in novels and stuff it almost always gets retconned or flat out showing that trying to follow some neutral path leads to a fall. In any case, found some info about the light/dark stuff from a game designer interview.

http://darthhater.com/2010/12/15/interview-daniel-erickson-on-the-jedi-classes/page/2 (http://darthhater.com/2010/12/15/interview-daniel-erickson-on-the-jedi-classes/page/2)

I'll quote the most relevant bit:

Quote
What does it mean to be a Dark Jedi Knight or Jedi Consular?

When you follow the Dark side as a Jedi, what it means is that you've given into your emotions. You gave into the hate, and even the love. One of the things you got to see today with Tython is that there is an entire quest in there to introduce the concept of romance leading to the Dark side. It is absolutely forbidden in the Jedi to get married and to have romance. According to the rules, you can get married with permission, but it very rarely happens and you basically have to prove to them that you don't particularly care about the other person. So it is complicated, and usually done to protect Force bloodlines.

Being a Dark Jedi is obviously very different than being a Sith. A Dark Jedi is a fallen Jedi -- a Jedi who took an easier, faster path. This is not someone who is going to jump over and join the other faction. That is always one of the ones that really surprised people because in the more modern pieces, of course there is a Jedi and a Sith and they are from the same culture. But in this time period, the Empire and the Republic are completely separate.

The example we always use is if you were fighting in World War II, and you sort of went off everything you trained for your morals and ethics as an American soldier, it is very unlikely you would go and join the Nazis. It is much more likely you would torture German people in your basement. You are going to be a Dark influence and choice person on your side. It is the same thing for the Imperial side. The Sith are the people who blame the Republic for chasing them out of the galaxy. Their view on the Jedi is that the Jedi don't even acknowledge their right to exist or live. People who become Light side Sith are people who are trying to preserve the Empire, and be the best for their people. They are people who think, "Hey, maybe just because I have an urge to, I shouldn't actually slaughter everyone and make a big stack out of them and dance on it. Let's just chill out a little bit with this."

Each class sort of takes it a little bit differently depending on their own social and ethical expectations from the class. Obviously, a Dark Jedi Knight tends to be quick to anger and jump into battle; they basically let their warrior side take control of them. A Dark Consular becomes a power grab; the Consular is the person who moves through diplomatic channels. The Consular is a peacemaker. The Consular knows a lot of secrets and a lot of things that could be corrupted very easily. They take very different tracks through their paths.


Title: Re: SWTOR
Post by: Cyrrex on December 17, 2010, 07:33:52 AM
Hmmm....I don't know if that's all that conclusive.  Anyway, all I was suggesting is that it wouldn't be unusual for Bioware to have different shades, and that EU canon allows for it for the most part.


Title: Re: SWTOR
Post by: Murgos on December 17, 2010, 07:42:30 AM
If I am foolish enough to group with some unknown character who then does something that paints me in a bad light, well, that SHOULD reflect on me to an extent.  That's realistic.  And it sound like the way they are implementing it, it won't exactly break my game, so it isn't realy griefing.  Sounds like a good RP element to me.

Really, though, you wouldn't group with that person who you suspect is going to do something that penalizes your character.  So, from a resource investment point of view do you spend resources making that portion robust when it's likely to not be used very often?  Or, do you make the penalty fairly invisible and that game play portion fairly anemic so that people can group together and not shit up your boards with emo rage?

I guess what I am saying is you're better off not getting your hopes up.


Title: Re: SWTOR
Post by: Cyrrex on December 17, 2010, 07:47:23 AM
If I am foolish enough to group with some unknown character who then does something that paints me in a bad light, well, that SHOULD reflect on me to an extent.  That's realistic.  And it sound like the way they are implementing it, it won't exactly break my game, so it isn't realy griefing.  Sounds like a good RP element to me.

Really, though, you wouldn't group with that person who you suspect is going to do something that penalizes your character.  So, from a resource investment point of view do you spend resources making that portion robust when it's likely to not be used very often?  Or, do you make the penalty fairly invisible and that game play portion fairly anemic so that people can group together and not shit up your boards with emo rage?

I guess what I am saying is you're better off not getting your hopes up.

I'm aware that I have an outlier opinion and that it won't likely be how I want it to be (without pissing off most other players).  Because the answer to your first statement is that if I for some reason group with someone I don't know, I would be thrilled to take the consequences...as long as it doesn't completely kill my game.  Penalties are cool, just give me some mechanic to work them off.


Title: Re: SWTOR
Post by: Lantyssa on December 17, 2010, 08:02:09 AM
KotOR was pretty black and white.  KotOR 2, made by Obsidian not Bioware (Austin), had all kinds of grey.

I much prefer grey, but traditionally the canon sources are black and white.


Title: Re: SWTOR
Post by: Riggswolfe on December 17, 2010, 08:37:59 AM
If I am foolish enough to group with some unknown character who then does something that paints me in a bad light, well, that SHOULD reflect on me to an extent.  That's realistic.  And it sound like the way they are implementing it, it won't exactly break my game, so it isn't realy griefing.  Sounds like a good RP element to me.

Really, though, you wouldn't group with that person who you suspect is going to do something that penalizes your character. 

<snip>

*cough*Pug*cough*


Title: Re: SWTOR
Post by: Malakili on December 17, 2010, 08:48:20 AM

I know I belong to a segment of the market that doesn't exist, but I LOVE the idea that some random stranger can impact your game that way (as long as it falls short of real griefing).  If I am foolish enough to group with some unknown character who then does something that paints me in a bad light, well, that SHOULD reflect on me to an extent.  That's realistic.  And it sound like the way they are implementing it, it won't exactly break my game, so it isn't realy griefing.  Sounds like a good RP element to me.

Of course, it may play out far different than I'm imagining it.

That sounds good on paper, but in reality its just a barrier to grouping.  People don't RP in MMOs, even RP communities generally lose most of their playerbase after the first month when they realize the game gives them 0 control over their game world and their stories are just purely text based.  Maybe like 10% of the people who want to RP (myself included in the other 90%) actually have the will to carry on long term with the kind of RP that most MMOs actually allow you to do.


Title: Re: SWTOR
Post by: Lakov_Sanite on December 17, 2010, 08:56:00 AM
Quote
Dark Jedi


 :facepalm:


Title: Re: SWTOR
Post by: Bunk on December 17, 2010, 02:34:25 PM
Its not that far fetched. Falling to the dark side did not automatically make you a member of the Sith Empire - it just made you bad. I'm sure there are parallels folks in the Politics forum could come up with to explain why Evil Democrats and Good-hearted Republicans are still with their respective parties.


Title: Re: SWTOR
Post by: Ratman_tf on December 17, 2010, 06:19:49 PM
I wanna be a vampire Dark Jedi. Because that would be cool.


Title: Re: SWTOR
Post by: Shatter on December 17, 2010, 08:21:51 PM
I wanna be a vampire Dark Jedi. Because that would be cool.

(http://iknowtheledge.com/images/2008/04/blade-trinity_snipes.jpg)


Title: Re: SWTOR
Post by: Sheepherder on December 17, 2010, 09:14:07 PM
I much prefer grey, but traditionally the canon sources are black and white.

Did you miss the part where Luke walks in the front door of a smuggler's den, force chokes a couple of goons because they tried to block his way, and then mindfucks the majordomo into a situation likely to get him killed, because Han fucked up a job working for a crime lord and paid the price?

That's Badicalthon level evil right there, it even has the fucking insane sidekick characters to get the ball rolling.


Title: Re: SWTOR
Post by: Ratama on December 17, 2010, 09:53:22 PM
Quote
One of the things you got to see today with Tython is that there is an entire quest in there to introduce the concept of romance leading to the Dark side. It is absolutely forbidden in the Jedi to get married and to have romance. According to the rules, you can get married with permission, but it very rarely happens and you basically have to prove to them that you don't particularly care about the other person. So it is complicated, and usually done to protect Force bloodlines.

So... SciFi Catholic Wizards Online?  Complete with Nazi-style eugenics? (Sorry, Godwin). 

I bet the customers get to play the role of the altar-children...  Count me in!


Title: Re: SWTOR
Post by: Ratman_tf on December 18, 2010, 01:58:43 AM
I much prefer grey, but traditionally the canon sources are black and white.

Did you miss the part where Luke walks in the front door of a smuggler's den, force chokes a couple of goons because they tried to block his way, and then mindfucks the majordomo into a situation likely to get him killed, because Han fucked up a job working for a crime lord and paid the price?

That's Badicalthon level evil right there, it even has the fucking insane sidekick characters to get the ball rolling.

Did you miss the part where Jabba kept Han frozen as a decoration, threw a dancing girl to be eaten by a huge beast thing because she wouldn't put out, and then tried to dump Luke and Co. into a creature's belly that would take a thousand years to digest them? And Luke warned Jabba over and over again that he just wanted his friend back, and was willing to pay reparations on his behalf?


Title: Re: SWTOR
Post by: Shatter on December 18, 2010, 04:56:26 AM
I always mistook that part as he was just pvping newbs


Title: Re: SWTOR
Post by: Murgos on December 18, 2010, 07:26:12 AM
Did you miss the part where Jabba kept Han frozen as a decoration, threw a dancing girl to be eaten by a huge beast thing because she wouldn't put out, and then tried to dump Luke and Co. into a creature's belly that would take a thousand years to digest them? And Luke warned Jabba over and over again that he just wanted his friend back, and was willing to pay reparations on his behalf?
Evil + evil = good?  Wat?


Title: Re: SWTOR
Post by: Sheepherder on December 18, 2010, 12:29:22 PM
And Luke warned Jabba over and over again that he just wanted his friend back, and was willing to pay reparations on his behalf?

Maybe he would have penned a letter afterwards: "Dear sir, I seem to have misplaced my lightsaber, it would be ever so nice of you if you checked the droids I gave you, I might have left it with one of them."


Title: Re: SWTOR
Post by: Ratman_tf on December 18, 2010, 05:16:57 PM
Did you miss the part where Jabba kept Han frozen as a decoration, threw a dancing girl to be eaten by a huge beast thing because she wouldn't put out, and then tried to dump Luke and Co. into a creature's belly that would take a thousand years to digest them? And Luke warned Jabba over and over again that he just wanted his friend back, and was willing to pay reparations on his behalf?
Evil + evil = good?  Wat?

People can yak until the cows come home about how evil the heroes are, but the intent is clearly that Jabba was a vile criminal, and Han Solo was a rogue who was on the road to reform. The things Luke did were because Jabba wasn't going to listen to reason, or had any integrity.

Hell, one could argue that Obi Was was an evil dick for cutting off Ponda Baba's arm (http://video.adultswim.com/robot-chicken/ponda-babas-bad-day.html). The difference here is that the Robot Chicken guys know they're making a joke about re-interpreting the character.


Title: Re: SWTOR
Post by: tmp on December 18, 2010, 05:23:27 PM
I always mistook that part as he was just pvping newbs
Nah that was classic case of clearing the dungeon trash mobs before you get to the boss.


Title: Re: SWTOR
Post by: Merusk on December 18, 2010, 05:52:17 PM
IIRC in the Novelization of ROTJ Luke does realize the Force Choke was dangerously close to the Dark Side and he shouldn't do it again.  The majordomo mindfuck is just the same trick Ben used on the Storm Troopers.  Passive suggestion rather than violence to get where he's going.


Title: Re: SWTOR
Post by: Margalis on December 18, 2010, 07:43:26 PM
IIRC in the Novelization of ROTJ Luke does realize the Force Choke was dangerously close to the Dark Side and he shouldn't do it again. 

WELL THAT SETTLES IT THEN!!!!!!!!!!!

 :awesome_for_real:


Title: Re: SWTOR
Post by: Lantyssa on December 18, 2010, 09:49:16 PM
Thankfully using a chain to choke someone doesn't cause dark side points.


Title: Re: SWTOR
Post by: Sheepherder on December 18, 2010, 11:37:22 PM
People can yak until the cows come home about how evil the heroes are, but the intent is clearly that Jabba was a vile criminal, and Han Solo was a rogue who was on the road to reform. The things Luke did were because Jabba wasn't going to listen to reason, or had any integrity.

Hell, one could argue that Obi Was was an evil dick for cutting off Ponda Baba's arm (http://video.adultswim.com/robot-chicken/ponda-babas-bad-day.html). The difference here is that the Robot Chicken guys know they're making a joke about re-interpreting the character.

No, it's pretty fucking obvious that Lucas was going for Luke going dark side.  He even sticks Luke in a black cloak with a cyborg hand and a propensity to strangulation, (JUST LIKE VADER, I HAVE OBTAINED A REMEDIAL HIGH SCHOOL LEVEL UNDERSTANDING OF IMAGERY USED IN FILM HERPDADERP) and yet you fuckers still don't get it.  He then did the exact same thing in episode three so fucking hamfistedly that you couldn't possibly fucking miss it, because apparently you did the first time.


Title: Re: SWTOR
Post by: Ratman_tf on December 19, 2010, 12:53:07 AM
People can yak until the cows come home about how evil the heroes are, but the intent is clearly that Jabba was a vile criminal, and Han Solo was a rogue who was on the road to reform. The things Luke did were because Jabba wasn't going to listen to reason, or had any integrity.

Hell, one could argue that Obi Was was an evil dick for cutting off Ponda Baba's arm (http://video.adultswim.com/robot-chicken/ponda-babas-bad-day.html). The difference here is that the Robot Chicken guys know they're making a joke about re-interpreting the character.

No, it's pretty fucking obvious that Lucas was going for Luke going dark side.  He even sticks Luke in a black cloak with a cyborg hand and a propensity to strangulation, (JUST LIKE VADER, I HAVE OBTAINED A REMEDIAL HIGH SCHOOL LEVEL UNDERSTANDING OF IMAGERY USED IN FILM HERPDADERP) and yet you fuckers still don't get it.  He then did the exact same thing in episode three so fucking hamfistedly that you couldn't possibly fucking miss it, because apparently you did the first time.

This converation is about 500 times more interesting than SWTOR.

Lucas had a really simple thing to say with all this. "If Luke ain't careful, he'll wind up like his daddy!" This is tediously nitpicked to death in the EU with Dark Jedi, Grey Jedi, all kinds of sad fanwankery garbage that rehashes Lucas's simple point.


Title: Re: SWTOR
Post by: Margalis on December 19, 2010, 01:20:39 AM
If there's one thing we can agree upon it's that the Star Wars movies possess a high level of both literary and moral sophistication.   :oh_i_see:

Quote
He even sticks Luke in a black cloak with a cyborg hand and a propensity to strangulation

I assume that was to sell "cyborg hand Luke" action figures.



Title: Re: SWTOR
Post by: Sheepherder on December 19, 2010, 12:56:18 PM
Quote
He even sticks Luke in a black cloak with a cyborg hand and a propensity to strangulation

I assume that was to sell "cyborg hand Luke" action figures.

Now you're arguing causality.  See, Lucas has a prodigious ability to inspire deep philosophical debate. :oh_i_see:

Or, he just wrote a (samurai / Arthurian / western) movie in space. (The three types follow pretty similar conventions)


Title: Re: SWTOR
Post by: Goreschach on December 19, 2010, 04:16:14 PM
I still maintain that Star Wars was just another crappy 70's scifi cheese fest that would have been completely forgotten if not for James Earl Jones and John Williams. If I really cared, I'd make a youtube of clips from the original trilogy replacing Vader's voice with a digitized robot and the soundtrack with typical 70's synth. This would immediately prove my point.


Title: Re: SWTOR
Post by: UnSub on December 19, 2010, 04:17:46 PM
Lucas had a really simple thing to say with all this. "If Luke ain't careful, he'll wind up like his daddy!" This is tediously nitpicked to death in the EU with Dark Jedi, Grey Jedi, all kinds of sad fanwankery garbage that rehashes Lucas's simple point.

Fortunately, Lucas was there to steer everyone back to point with the introduction of midichlorians.

I was thinking the other day that the most interesting character in the Star Wars films is Senator / Emperor Palpatine. At the bare minimum, he is the most interesting actor to watch (Ian McDiarmid at least looks like he's having fun) and his character actually does stuff as opposed to moping about. He's also the crux of a lot of film events.

The Skywalker stuff is less interesting than what Palpatine gets up to. Has anyone recut the films to make him the hero?


Title: Re: SWTOR
Post by: UnSub on December 19, 2010, 04:18:38 PM
I still maintain that Star Wars was just another crappy 70's scifi cheese fest that would have been completely forgotten if not for James Earl Jones and John Williams. If I really cared, I'd make a youtube of clips from the original trilogy replacing Vader's voice with a digitized robot and the soundtrack with typical 70's synth. This would immediately prove my point.

I wish you to spend several hours of your life on this so that I may be entertained for a few minutes.


Title: Re: SWTOR
Post by: Margalis on December 19, 2010, 04:41:51 PM
I was thinking the other day that the most interesting character in the Star Wars films is Senator / Emperor Palpatine. At the bare minimum, he is the most interesting actor to watch (Ian McDiarmid at least looks like he's having fun) and his character actually does stuff as opposed to moping about. He's also the crux of a lot of film events.

Joke post?


Title: Re: SWTOR
Post by: Fordel on December 19, 2010, 05:30:18 PM
I still maintain that Star Wars was just another crappy 70's scifi cheese fest that would have been completely forgotten if not for James Earl Jones and John Williams. If I really cared, I'd make a youtube of clips from the original trilogy replacing Vader's voice with a digitized robot and the soundtrack with typical 70's synth. This would immediately prove my point.


You could say that for most movies though. How many good movies have had bad soundtracks? Where you sit there and go "This is a fantastic movie, but good lord what a shitty musical score!". Having the right music is crucial to any movies success.


Title: Re: SWTOR
Post by: Kovacs on December 19, 2010, 05:46:01 PM
I'm not sure if you're serious but I think The Tramp might disagree.


Title: Re: SWTOR
Post by: Evildrider on December 19, 2010, 05:59:47 PM
Thankfully using a chain to choke someone doesn't cause dark side points.

Ahh but did she spend a force point to do it?


Title: Re: SWTOR
Post by: Sheepherder on December 19, 2010, 06:14:20 PM
I still maintain that Star Wars was just another crappy 70's scifi cheese fest that would have been completely forgotten if not for James Earl Jones and John Williams. If I really cared, I'd make a youtube of clips from the original trilogy replacing Vader's voice with a digitized robot and the soundtrack with typical 70's synth. This would immediately prove my point.

Like Zatoichi starring Marlon Wayans, and the entire musical score being replaced by that crazy shit at the end.


Title: Re: SWTOR
Post by: Murgos on December 19, 2010, 07:57:47 PM
Casting and score are critical parts of a movie's over-all experience?

My god!  You've got it!  We'll never have a shitty movie again once this gets out!  Quick call everyone in Hollywood!


Title: Re: SWTOR
Post by: UnSub on December 19, 2010, 09:38:43 PM
I was thinking the other day that the most interesting character in the Star Wars films is Senator / Emperor Palpatine. At the bare minimum, he is the most interesting actor to watch (Ian McDiarmid at least looks like he's having fun) and his character actually does stuff as opposed to moping about. He's also the crux of a lot of film events.

Joke post?

Half serious in that McDiarmid is the most entertaining thing in the prequels, half joke in that I want to play at derailing the SWOR thread too.


Title: Re: SWTOR
Post by: Nebu on December 19, 2010, 11:04:00 PM
I'm old enough to remember watching the trilogy in the theaters and I don't know what the hell you guys are even talking about.  The level of Star Wars nerdiness here is both fascinating and terrifying.  Still, it provides something of substance lacking any real gameplay knowledge. 


Title: Re: SWTOR
Post by: Tannhauser on December 20, 2010, 03:18:14 AM
You guys don't realize who the true hero was in the films.  R2D2.

That's right, that little robot saved the universe, with a little help from his meatbag friends.
1.  He saved Padme's ship escaping from Naboo.
2.  He got Anakin's guns online to fight the Trade Federation.
3.  He successfully smuggled the plans to the Death Star to the rebellion AND kept Luke's X-wing running long enough to destroy said Death Star.
4.  Repaired the Falcon just in time to escape Vader.  Note that not even Han could fix the Falcon in time.
And so on.

Star Wars is the story of R2D2 as told through the eyes of the Skywalkers and others.  And what reward does R2 get?  A pat on the head and a hug from a ewok.  God bless you R2, god bless.


Title: Re: SWTOR
Post by: DraconianOne on December 20, 2010, 04:05:56 AM
You guys don't realize who the true hero was in the films.  R2D2.

You're missing some vital parts to that story. R2-D2 didn't have his memory wiped at the end of Revenge of the Sith so knew full well who both Obi-Wan and Yoda were and was present when Luke & Leia were born, knew where they ended up. He was also on Mustafar when Anakin/Vader killed the seperatist leaders so he he pretty much knew who Darth Vader actually was. He wasn't just some heroic little astromech - he was one of the most important agents and key lynchpins of the entire Rebellion against the Empire.

Also, Chewbacca: he knew Yoda and knew what Jedi were capable of having been on Kashyyyk when Order 66 was given and even helped Yoda escape. He must have had an idea of who Obi-Wan was - at least in respect of being a Jedi - from seeing him in action in the Mos Eisley cantina.  I suspect he knew far more about what was going on than he let on too.


Title: Re: SWTOR
Post by: LK on December 20, 2010, 08:24:36 AM
I also suspect that this wasn't the intent at first and, upon close examination of the series, was added as sort of a "in hindsight" deal.


Title: Re: SWTOR
Post by: Sky on December 20, 2010, 09:21:23 AM
Passive suggestion rather than violence to get where he's going.
Means justify the ends? Majordomo just trying to do his job and feed his family, Luke mindfucks him, at best he loses his job and goes on welfare, ruining his kid's futures. At worst, into the pit (once they get a new monster, which Luke could of course not find a passive way to avoid...leading to the monster tender's suicide). With dead Jabba, lots of out of work henchmen, too. Good guys win!


Title: Re: SWTOR
Post by: Lakov_Sanite on December 20, 2010, 11:14:01 AM
At first I hated star wars nerds, I'm starting to hate star wars itself now.


Title: Re: SWTOR
Post by: Paelos on December 20, 2010, 11:38:36 AM
At this point, I'm just wishing they hadn't started the hype train this far in advance of any realistic release date.


Title: Re: SWTOR
Post by: Reg on December 20, 2010, 11:43:07 AM
What "hype train?"  I signed up for their mailing list and get something from them maybe once a month.  Occasionally, I'll run across an interview some website has done with them.  Aside from that I'm just not seeing a whole lot of hype.

Compared to the almost daily emails from Turbine about the latest fabulous sale at the LOTRO store this is nothing.


Title: Re: SWTOR
Post by: Ingmar on December 20, 2010, 11:52:41 AM
But we have a nearly-200-page thread about it, that clearly means that Bioware has been hyping things up.  :oh_i_see:


Title: Re: SWTOR
Post by: LK on December 20, 2010, 01:33:37 PM
Good guys win!

I think the prequels did a good job, albeit hamfisted, of showing how "Good" / "Evil" can be unrealistic and spiral into something harmful, even if the intentions are good.

A Light Jedi expels emotions because they believe emotions cannot be controlled which leads to irrational decisions. So they don't attempt to control emotions, just the self to remove emotions. They simply remove the variable from the equation -- it's too risky to try because of what it might do. When the variable reintroduces itself, they aren't prepared, and that can slip to the Dark Side.  Moreover, they empower everyone around them to make decisions... even if they make the wrong decisions. They aren't leaders, but protectors, even if what they are protecting is rotten to the core.

This is the weakness of a Light Jedi -- their lack of emotion means that they may make decisions that seem heartless and unconcerned with other people and can put them on the defensive. They may, in fact, sacrifice a planet to guarantee the survival of the universe, under the right conditions.

Dark Jedi, whether they were a Light that fell or started that way, embrace emotion. They consolidate power because they do not believe others should have it; they know what's best, usually have some personal observation (mayhap a narrow understanding of that event, too) to support that, and stick with that.  (A Light Jedi, I think, doesn't assume they are ever right, and always seeks answers first, to the point of missing the opportunity to act). They will lead and bring everyone along with them for the "greater good."

A Dark Jedi's weakness is their propensity to use that power to satisfy selfish desires. They're leaders, and get involved. They aren't concerned about the well-being of others as well. They'd blow up the planet to guarantee the survival of the universe.

Neither side is willing to engender any debate on their philosophies and embrace a more nuanced interpretation of "the greater good." That conflict needs to stay intact for Star Wars as an I.P. to survive, anyway.

A "good" Dark Jedi would probably look like a benevolent dictator. A "bad" Light Jedi would let people die if it meant more people would live.

Emotions aren't themselves bad, it's when you act on them that is. Emotions are what make someone human. An ideal Light Jedi never has to act on them, because if they did, they might start making irrational decisions that betray their philosophies. An ideal Dark Jedi never learns proper control of them, because if they did, they might start making rational decisions that betray their philosophies.

A "true" Jedi would walk a balanced path, using only what is necessary to accomplish that balance, and seeking only enough power to help restore it. In order to maintain neutrality, they must have the wisdom and the resolve to introduce themselves only when necessary, and to remove themselves at the proper time. This is far more difficult than the two extremes. I imagine it's a nightmare to write too. The Jedi that embodies this would need to be a walking Deus Ex Machina with an omnipotent knowledge of the future and what's necessary to achieve that. Which would make them... boring?

I imagine this has been explored in one of the EU's?

I see a lot of these themes popping up in Tron: Legacy too.


Title: Re: SWTOR
Post by: Paelos on December 20, 2010, 02:07:49 PM
What "hype train?"  I signed up for their mailing list and get something from them maybe once a month.  Occasionally, I'll run across an interview some website has done with them.  Aside from that I'm just not seeing a whole lot of hype.

Compared to the almost daily emails from Turbine about the latest fabulous sale at the LOTRO store this is nothing.

I consider the hype train officially started when you release a 5 and a half minute cinematic trailer to the public.


Title: Re: SWTOR
Post by: DraconianOne on December 20, 2010, 03:51:15 PM
I think the prequels did a good job...

I almost had to stop reading at this point but I perservered in the sake of giving you a fair hearing.

There's an interesting little strip in the Star Wars Tales (which isn't even canon in the EU) where somebody explains to a Padawan why the Jedi avoid attachment; the story goes that once upon a time, powerful Jedi twins both fell in love with the same woman and subsequently fell out, starting a feud. The feud was of such a scale that it not only killed the woman they loved but destroyed an entire planet. It's the nearest thing I've read that would adequately explain the whole thing.

That being said, it's still fucking crock of shit and entirely inconsistent with the OT and within the prequels themselves.




Title: Re: SWTOR
Post by: Sjofn on December 20, 2010, 05:13:53 PM
Part of why I liked Jolee in KotOR was because he called it bullshit. I was all, "Preach it, cranky old dude!"


Title: Re: SWTOR
Post by: LK on December 20, 2010, 05:32:24 PM
The Jedi represent an extra level of conflict above the normal day-to-day, like superheroes fighting for the plebes. The only logical thing for galactic balance is for all Jedi to be wiped out, on both sides.


Title: Re: SWTOR
Post by: UnSub on December 20, 2010, 06:40:26 PM
What "hype train?"

The one generated from SWOR being EA's biggest project ever that requires not just one, but at least two Blur videos.


Title: Re: SWTOR
Post by: CmdrSlack on December 20, 2010, 07:26:19 PM
Passive suggestion rather than violence to get where he's going.
Means justify the ends? Majordomo just trying to do his job and feed his family, Luke mindfucks him, at best he loses his job and goes on welfare, ruining his kid's futures. At worst, into the pit (once they get a new monster, which Luke could of course not find a passive way to avoid...leading to the monster tender's suicide). With dead Jabba, lots of out of work henchmen, too. Good guys win!

This reminds me of this:


Yours takes less time to get to the punchline, however.


Title: Re: SWTOR
Post by: Ashamanchill on December 20, 2010, 08:46:39 PM
You guys don't realize who the true hero was in the films.  R2D2.

That's right, that little robot saved the universe, with a little help from his meatbag friends.
1.  He saved Padme's ship escaping from Naboo.
2.  He got Anakin's guns online to fight the Trade Federation.
3.  He successfully smuggled the plans to the Death Star to the rebellion AND kept Luke's X-wing running long enough to destroy said Death Star.
4.  Repaired the Falcon just in time to escape Vader.  Note that not even Han could fix the Falcon in time.
And so on.

Star Wars is the story of R2D2 as told through the eyes of the Skywalkers and others.  And what reward does R2 get?  A pat on the head and a hug from a ewok.  God bless you R2, god bless.

Wrong. It was soooooo Lando Calrissian.


Title: Re: SWTOR
Post by: palmer_eldritch on December 21, 2010, 03:17:39 AM
I was thinking the other day that the most interesting character in the Star Wars films is Senator / Emperor Palpatine. At the bare minimum, he is the most interesting actor to watch (Ian McDiarmid at least looks like he's having fun) and his character actually does stuff as opposed to moping about. He's also the crux of a lot of film events.

Joke post?

Half serious in that McDiarmid is the most entertaining thing in the prequels, half joke in that I want to play at derailing the SWOR thread too.

The first three films are about Palpatine manipulating everybody so that the democracy he is part of becomes a dictatorship with him at the top of it. His character is the only one with an arc that makes any sort of sense.



Title: Re: SWTOR
Post by: Sky on December 21, 2010, 06:43:05 AM
Anakin is an analog to Henry VIII, with Padme being Anne Boleyn.


Title: Re: SWTOR
Post by: Morat20 on December 21, 2010, 08:35:59 AM
I'm still stuck at Anakin's virgin birth. Whiniest fucking Christ child ever.

Lucas should have revealed that Palpatine raped Shmi and mind-wiped her. Whether just out of being a dickish Sith Lord or some convoluted revenge-scheme wherein he rapes some foe's daughter and sells her amnesiac ass into slavery. You don't even need Anakin to ever know, just have Palpatine mention it in one of his evil monologues.

He could have turned up the Greek tragedy and done something. That would have fucking made Anakin have an actual choice --- to follow his father, or his son. Make Return of the Jedi a choice between which relative he kills.

But no, 'concieved by microscopic shit in the bloodstream'. Apparently they're big enough to carry around a Y chromosome.


Title: Re: SWTOR
Post by: Malakili on December 21, 2010, 08:38:17 AM
I'm still stuck at Anakin's virgin birth. Whiniest fucking Christ child ever.

Lucas should have revealed that Palpatine raped Shmi and mind-wiped her. Whether just out of being a dickish Sith Lord or some convoluted revenge-scheme wherein he rapes some foe's daughter and sells her amnesiac ass into slavery. You don't even need Anakin to ever know, just have Palpatine mention it in one of his evil monologues.

He could have turned up the Greek tragedy and done something. That would have fucking made Anakin have an actual choice --- to follow his father, or his son. Make Return of the Jedi a choice between which relative he kills.

But no, 'concieved by microscopic shit in the bloodstream'. Apparently they're big enough to carry around a Y chromosome.

I thought perhaps he was conceived during the experiments of Darth Plageus.  He goes on and on about how he learned how to create life...

And Yoda mentions the prophecy could've been misunderstood or something.

Oh fuck, I got drawn into this conversation.


Title: Re: SWTOR
Post by: Morat20 on December 21, 2010, 08:50:54 AM
I thought perhaps he was conceived during the experiments of Darth Plageus.  He goes on and on about how he learned how to create life...

And Yoda mentions the prophecy could've been misunderstood or something.

Oh fuck, I got drawn into this conversation.
I thought about that. And then I realized that would have required a subtle inference, and Lucas and "subtle" are not words that go together.


Title: Re: SWTOR
Post by: Paelos on December 21, 2010, 08:54:13 AM
Lucas and "subtle" are not words that go together.

He also doesn't like sand...


Title: Re: SWTOR
Post by: Ratman_tf on December 21, 2010, 10:12:10 AM
I think Lucas was subtle... as far as action space opera movies go, in the first trilogy. The prequels as a whole, I think, and despite his facade of "They're only movies!" is Lucas buying into the SW nerddom, with a dash of loathing of that same nerddom. It was a pretty toxic stew. Maybe Anakin/Vader was a symbol of his own self-loathing over the franchise? Man, I always want to give the guy more credit than he's due over my fondness for the original trilogy.  :uhrr:


Title: Re: SWTOR
Post by: LK on December 21, 2010, 10:34:17 AM
You can theorize all you want but until the man tells you what he's thinking (and even then, is he speaking honestly? Is he a reliable narrator of himself?) you'll never know the truth. History will be the ultimate judge of his actions, regardless of his intent. Maybe he wants to tell a good story, but maybe he wants to leverage that I.P. to its maximum in order to help improve an industry he saw as flawed and on a bad path.

Considering everything that happened as a result of Star Wars, I'd like to think he made some pretty damn good choices, and I'm not talking the personal wealth he acquired.


Title: Re: SWTOR
Post by: Samprimary on December 21, 2010, 10:55:31 AM
all the theorizing I do about the star wars franchise is to think about how cool it was and how many wicked awesome things it had going for it and all its iconic super awesome space stuff and laser swords that just worked and why that could turn into the prequels, movies bad enough that watching them was like having some sort of h.r. geiger monster made entirely out of claw hammers, nettles, and wasp stingers violently trying to escape from inside my brain


Title: Re: SWTOR
Post by: LK on December 21, 2010, 10:57:41 AM
There is that too. :P


Title: Re: SWTOR
Post by: Riggswolfe on December 22, 2010, 12:21:20 PM
A "true" Jedi would walk a balanced path, using only what is necessary to accomplish that balance, and seeking only enough power to help restore it. In order to maintain neutrality, they must have the wisdom and the resolve to introduce themselves only when necessary, and to remove themselves at the proper time. This is far more difficult than the two extremes. I imagine it's a nightmare to write too. The Jedi that embodies this would need to be a walking Deus Ex Machina with an omnipotent knowledge of the future and what's necessary to achieve that. Which would make them... boring?

I imagine this has been explored in one of the EU's?

I see a lot of these themes popping up in Tron: Legacy too.

It has been explored. And it  led to the Jedi in question becoming a Sith lord and killing many people, including some of his own relatives before he, himself, was finally killed by his own sister. According to the mythology of Star Wars that is pretty much the only result of this kind of thing. The best analogy I can think of for the Force comes from, of all things, the Karate Kid.

Quote
Miyagi: Now, ready?
Daniel: Yeah, I guess so.
Miyagi: [sighs] Daniel-san, must talk.
[they both kneel]
Miyagi: Walk on road, hm? Walk left side, safe. Walk right side, safe. Walk middle, sooner or later
[makes squish gesture]
Miyagi: get squish just like grape. Here, karate, same thing. Either you karate do "yes" or karate do "no." You karate do "guess so,"
[makes squish gesture]
Miyagi: just like grape. Understand?
Daniel: Yeah, I understand.
Miyagi: Now, ready?
Daniel: Yeah, I'm ready.


So, to put it in Star Wars terms:

With the force it's all about the two extremes. If you want to stay Light side, you have to go fully light. If you try to be balanced or "grey" you end up falling to the Dark Side. As for the attachment stuff that comes up alot, it took me awhile to wrap my head around since it's more of an Eastern concept but Anakin's whole fall comes about because of attachments.


Title: Re: SWTOR
Post by: Triforcer on December 22, 2010, 01:13:56 PM
According to the movies, Anakin`s fall happened for basically no reason around various laser battles and may have vaguely involved a woman he had zero chemistry with. 


Title: Re: SWTOR
Post by: LK on December 22, 2010, 01:23:18 PM
So, to put it in Star Wars terms:

With the force it's all about the two extremes. If you want to stay Light side, you have to go fully light. If you try to be balanced or "grey" you end up falling to the Dark Side. As for the attachment stuff that comes up alot, it took me awhile to wrap my head around since it's more of an Eastern concept but Anakin's whole fall comes about because of attachments.

People *feel* strongest when they don't have to think and stick to a rigid philosophy. You can walk left, or you could walk right. But it's not impossible to walk in the middle... just a LOT harder to do right because you have to *really think about what you're doing with every decision point.* Doubt and indecision may result, which allows you to be overtaken by someone of a more rigid philosophy who is quicker to act and assert their power. Doubt and indecision can paralyze you because no human is all-wise to make the correction decisions for "balance". Being all-wise? That'd be GOOD. But out of reach for most. With an extreme, the answers are always there for you if you go Black or White. But you also become victim to the fallacies and cons of your position. You have to be willing to compromise your position when you know and understand that it's the best choice between what's logical and what's moral.

If a grey fell to the Dark Side, it's because he failed at controlling his emotions. If he fell (rose?) to the Light, it's because he opted not to control his emotions but remove them from the decision process. Neither is good or evil: it's relative. I think it's more likely someone falls to the Dark Side because it's harder to control emotions than it is the self. Logical thinking is far, far easier for humans than intuition, which would be the basis of emotion.

Whether they are Light or Dark is a conscious decision they make. Emotions are the modifier on the decision making process. Someone who was rigidly neutral would have control over emotions & the self. Control of self (to remove emotions) or lack of control of emotions are the two extremes of Light and Dark. Someone walking the middle can't be a justifiable enemy to either side because part of them *agrees with their opponent's position.* Good hero / enemy relationships in a conflict are ones in which the two forces are diametrically opposed and unwilling to compromise. The drama comes from pointing out the fallacies and the hero / enemy's struggle with what they believe to be "right."

Also, Anakin's fall was such a bitchy thing because emotions / intuition tend to be associated as a feminine trait, and nerds wanted a strong, masculine, logical hero who could do no wrong and was always right because of his logic (Male Bravado). He lost control of his emotions and appeared very feminine... because he was being an emotional wreck, which culture perceives as: he was a little bitch.


Title: Re: SWTOR
Post by: ghost on December 22, 2010, 01:40:22 PM
I'm still stuck at Anakin's virgin birth. Whiniest fucking Christ child ever.

Lucas should have revealed that Palpatine raped Shmi and mind-wiped her. Whether just out of being a dickish Sith Lord or some convoluted revenge-scheme wherein he rapes some foe's daughter and sells her amnesiac ass into slavery. You don't even need Anakin to ever know, just have Palpatine mention it in one of his evil monologues.

He could have turned up the Greek tragedy and done something. That would have fucking made Anakin have an actual choice --- to follow his father, or his son. Make Return of the Jedi a choice between which relative he kills.

But no, 'concieved by microscopic shit in the bloodstream'. Apparently they're big enough to carry around a Y chromosome.

Shmi looked like she had a rough life.  She probably got knocked up after some all night death stick bender and just doesn't remember it. 


Title: Re: SWTOR
Post by: DraconianOne on December 22, 2010, 01:48:33 PM
... Anakin's whole fall comes about because of attachments.

So did his redemption - thereby showing that millennia of Jedi teachings (aka the prequels) were a load of cock.


Title: Re: SWTOR
Post by: LK on December 22, 2010, 02:15:47 PM
Actually, yeah. :awesome_for_real:

I'm not sure how the philosophies played out in the EU. I'd be interested in seeing if the writers kept Luke to a more nuanced philosophy or if he just kept doing rigid Light Jedi teachings.

That's why I found Kyle Katarn to be more interesting. The dude was in a constant struggle and walked both paths.


Title: Re: SWTOR
Post by: stu on December 22, 2010, 02:45:58 PM
I disliked Anakin because he was an insolent and jealous douche. Thank Christ they replaced him with Vader.


Title: Re: SWTOR
Post by: Lakov_Sanite on December 22, 2010, 06:07:20 PM
This thread needs to be nuked from orbit, it's the only way to be sure.


Title: Re: SWTOR
Post by: Tarami on December 22, 2010, 06:56:11 PM
I disliked Anakin because he was an insolent and jealous douche. Thank Christ they replaced him with Vader.
Edit: I regret that. No more gas on this fire.


Title: Re: SWTOR
Post by: Riggswolfe on December 22, 2010, 08:29:06 PM

Whether they are Light or Dark is a conscious decision they make. Emotions are the modifier on the decision making process. Someone who was rigidly neutral would have control over emotions & the self. Control of self (to remove emotions) or lack of control of emotions are the two extremes of Light and Dark. Someone walking the middle can't be a justifiable enemy to either side because part of them *agrees with their opponent's position.* Good hero / enemy relationships in a conflict are ones in which the two forces are diametrically opposed and unwilling to compromise. The drama comes from pointing out the fallacies and the hero / enemy's struggle with what they believe to be "right."

The only problem with this, and I didn't explain myself well earlier, is that in the Force there is no grey. You're light or dark. If you try to walk the middle path you're almost guranteed to fall to the dark. It takes awhile and is a series of small steps and self justifications but it happens. The force isn't meant to be nuanced. It's good or evil, light or dark by design. That's not to say that Star Wars has no grey, it does, but not among force users. A few authors have tried to sneak it in but it almost always gets retconned with the grey force user falling to evil.

... Anakin's whole fall comes about because of attachments.

So did his redemption - thereby showing that millennia of Jedi teachings (aka the prequels) were a load of cock.

While this is true you have to look at the two options:

1) Anakin is able to let go of attachments. He kills/arrests Palpatine. The Republic continues. The Jedi survive.
2) He is unable to let go. The Republic falls. The Jedi are exterminated. Alderaan is destroyed. Many innocents are killed over a period of roughly 20 years before he finally turns on Palpatine.

Of course, Anakin's biggest failure isn't that he has attachments. It's that he may be the biggest moron to ever wield a lightsaber. You find out the guy who is your friend is a Sith Lord. He's also in charge of the Republic and has been telling you about Sith teachings that can save your wife but to learn them you have to kill a bunch of people including kids. Oh, and the person leading the other side of the war is this guy's apprentice. Hmmm..you have two options, become a murderer and betrayer or stick your lightsaber through the old dude, or at least don't lop off Mace's arm when he goes to do it.

Oh, and even worse, you just helped him kill Mace and what does he say "Yeah, about that power that can save your wife? I don't know it but I bet we can learn it after you kill children and gurantee she'll hate you!" Do you A) salvage what you can and stick a lightsaber in his chest or B) go "yes Master". If you say B, you're Anakin.


Title: Re: SWTOR
Post by: stu on December 22, 2010, 08:40:50 PM
His attachments screw him, but Anakin's biggest failure is that he's a weak-minded liar. He lies to everyone important to him. His own deceit is what gets used against him, enabling greater lies.


Title: Re: SWTOR
Post by: LK on December 22, 2010, 08:54:34 PM
Anakin had no free will. Nobody in a movie does. His destiny was determined by the story that Lucas wanted to tell.

Everything we see is trying to make it a believable progression and seem that he chose everything he chose.

THAT'S the power of the Force.


Title: Re: SWTOR
Post by: Margalis on December 22, 2010, 09:34:44 PM
... Anakin's whole fall comes about because of attachments a nonsensical 2-minute montage.


Title: Re: SWTOR
Post by: WindupAtheist on December 22, 2010, 11:04:48 PM
Fucking Star Wars nerds.  :awesome_for_real:

Seriously, long-winded essays about the nature of the Force, and teary-eyed diatribes about how Phantom Menace dragging in the middle and having too much kiddy shit hurt your little vaginas like a thousand meth-addled hornets?

We're this close to a Youtube video of one of you guys leaping around waving a mop handle. Go back to talking about how many dicks this game will suck.


Title: Re: SWTOR
Post by: Ratman_tf on December 23, 2010, 12:28:54 AM
... Anakin's whole fall comes about because of attachments.

So did his redemption - thereby showing that millennia of Jedi teachings (aka the prequels) were a load of cock.

Bullshit. Luke defeated the Emperor because he didn't rise to the bait. He saved his father on his own terms. If his goal was to save his father, he probably would have killed the Emperor and dragged the old man out by his ear. But he didn't. He gave his father the choice. And that's what saved him.
The Jedi teachings were against unhealthy attachments. Lucas anviled that shit at the end of Sith where Anakin turned into a wife beater. Yoda himself had "Warm feelings" for Padme. He was fond of the young Jedi children students, and felt bad when Anakin started fucking up, and how it affected Obi-Wan. These are not the responses of someone who is not attached at all.


Title: Re: SWTOR
Post by: Sheepherder on December 23, 2010, 01:42:31 AM
In IV he doesn't seem to have a problem with being overly clingy.  He goes straight from whiny bitch to The Dark Knight, for no apparent fucking reason.  Trying to reconcile the prequel to the original three doesn't really work as by IV the only thing he's attached to is death by strangulation and being the biggest fucking dick in the galaxy.  An extralegal attempt made by The Batman Vader to force order upon Gotham city the Galactic Republic after the realization that the police Jedi are totally incompetent chucklefucks when they failed to save his parents wife would make infinitely more sense, and therefore wasn't the plot of III.


Title: Re: SWTOR
Post by: Murgos on December 23, 2010, 05:09:51 AM
This thread needs to be nuked from orbit, it's the only way to be sure.

It's gone viral.  There's not really anything alive here to kill, nuking it will just cause it to lay dormant until the next evolution of life, when it will spring from the ground to infect yet another life form via the rashy skin hidden under their neck beards.


Title: Re: SWTOR
Post by: Cyrrex on December 23, 2010, 05:35:49 AM
Fucking Star Wars nerds.  :awesome_for_real:

Seriously, long-winded essays about the nature of the Force, and teary-eyed diatribes about how Phantom Menace dragging in the middle and having too much kiddy shit hurt your little vaginas like a thousand meth-addled hornets?

We're this close to a Youtube video of one of you guys leaping around waving a mop handle. Go back to talking about how many dicks this game will suck.

 :awesome_for_real:


Title: Re: SWTOR
Post by: Modern Angel on December 23, 2010, 06:01:28 AM
Well having read all this I don't think the game's going to lack subs no matter how terrible it is.


Title: Re: SWTOR
Post by: Samprimary on December 23, 2010, 06:01:56 AM
If i were able to go back in time and rewrite the prequels from scratch, I'd make one of the poignant points of the whole prequel that the Jedi, while being the 'good guys,' are tragically flawed and that the whole 'no attachments' thing is but one of the many ways that the organization has become indolent, and wrapped up in centuries of dogma and doctrine which have turned it into a worm-eaten institution. Where RedLetterMedia had noted that the jedi had ended up just sort of creepy and nonempathic, I'd play that up: the jedi had become emotionally mute and sterile. By the time the second movie is done, a battle in around the same timeframe of Geonosis in the movie trilogy would be noteworthy not because it alone severely depletes the jedi but because it reveals rather pointedly that the jedi have been in decline for a while now and turn out to be weak, and ripe for purging similar to what happened to the ottoman jannisaries.

 I guess the media would seize upon any cheap analogue towards the catholic church but whatever the prequels were filled with ham-fisted allegory to GWB's policies anyway.

this is my favorite game by the way, "how would you have made prequels that didn't suck"


Title: Re: SWTOR
Post by: Typhon on December 23, 2010, 06:38:10 AM
That's an interesting angle. 

I guess I'd twist a bit - portray this particular Jedi ideology (no strong attachments) as the 'safe' ideology.  It's internally self-consistent.  It provides for the safest transition for young Jedi to become old Jedi without being detoured to the dark side via jealously or lack of objectivity.

What it misses is that all the Jedi that follow this ideology end up with no external attachments and become increasingly unlikeable to non-Jedi, who view them as ambivalent to (put race name here) problems or concerns.  After a couple of decades they are simply unable to empathize with anyone but themselves.  The subtle difference is that the organization at this point isn't specifically corrupt, it just no longer has the mandate of the governed.  If they were clueless, they'd drift into being irrelevant.  Because they aren't clueless, the Jedi need to begin to be more dictatorial to shepherd the flock.

Overtime, the Sith start to look pretty good.  The horror stories begin to be perceived as Jedi propaganda.  They seem to understand the (race name here)'s condition.  They are willing to get down into the gutter.  They care!  Of course that's all bullshit, but after a couple generations of Jedi pursuing their own incomprehensible agendas and isolating themselves it seems inevitable that someone, possibly many someone's, will start to make deals with the Sith.


Title: Re: SWTOR
Post by: Lantyssa on December 23, 2010, 07:44:01 AM
This game needs to come out soon so we have something of substance to talk about.


Title: Re: SWTOR
Post by: Sky on December 23, 2010, 07:49:29 AM
Go back to talking about how many dicks this game will suck.
Like, in succession or simultaneously? One event or are we talking through a lifetime? I find your lack of specificity....disturbing.

That expounded upon, I will still be buying TOR at launch. I think I'll get more hours of enjoyment out of it than I did Civ V.

Also, nuking it will feed it, because it thrives on nucular energies (and toxic mold).


Title: Re: SWTOR
Post by: Ratman_tf on December 23, 2010, 08:06:12 AM
Well having read all this I don't think the game's going to lack subs no matter how terrible it is.

Strong launch that peaks at about a million subs, then slowly trickles down. Severs start consolidating at the launch+1 year mark, with possible free to play+games store incentives, if it doesn't launch with that payment plan. Just like every other high profile chucklefuck MMO out there.


Title: Re: SWTOR
Post by: SnakeCharmer on December 23, 2010, 08:18:58 AM
TOR is going to sell a million boxes the first week, nevermind the first month.  Bioware Austin fans + Star Wars fans + KOTOR fans?  That's no moon, that's the largest collection of neckbearded nerds ever seen.


Title: Re: SWTOR
Post by: Cyrrex on December 23, 2010, 08:26:14 AM
Yeah, I think I said 75 pages ago that I think this thing will sell boxes, maybe on a scale bigger than anything since WoW.  Subscriptions, on the other hand?  Who knows.


Title: Re: SWTOR
Post by: Paelos on December 23, 2010, 08:34:40 AM
Yeah, I think I said 75 pages ago that I think this thing will sell boxes, maybe on a scale bigger than anything since WoW.  Subscriptions, on the other hand?  Who knows.

All signs point to it being fine in the short term. I think they will get lots of subs for 3 months. If they don't have content ready to roll out at that point, they will be horribly embarrassed by how quickly their players devour their storylines.


Title: Re: SWTOR
Post by: Surlyboi on December 23, 2010, 08:36:45 AM
Go back to talking about how many dicks this game will suck.
Like, in succession or simultaneously? One event or are we talking through a lifetime? I find your lack of specificity....disturbing.

Imagine a beowulf cluster of dicks. Perhaps an infinite array of dicks. Dicks all the way down.


Title: Re: SWTOR
Post by: Lucas on December 23, 2010, 08:39:21 AM
Yeah, I think I said 75 pages ago that I think this thing will sell boxes, maybe on a scale bigger than anything since WoW.  Subscriptions, on the other hand?  Who knows.

Same. I think we are talking 3-5 million boxes sold in the short term. Subscriptions...yeah, who knows.


Title: Re: SWTOR
Post by: ghost on December 23, 2010, 08:40:29 AM
If i were able to go back in time and rewrite the prequels from scratch, I'd make one of the poignant points of the whole prequel that the Jedi, while being the 'good guys,' are tragically flawed and that the whole 'no attachments' thing is but one of the many ways that the organization has become indolent, and wrapped up in centuries of dogma and doctrine which have turned it into a worm-eaten institution. Where RedLetterMedia had noted that the jedi had ended up just sort of creepy and nonempathic, I'd play that up: the jedi had become emotionally mute and sterile. By the time the second movie is done, a battle in around the same timeframe of Geonosis in the movie trilogy would be noteworthy not because it alone severely depletes the jedi but because it reveals rather pointedly that the jedi have been in decline for a while now and turn out to be weak, and ripe for purging similar to what happened to the ottoman jannisaries.


That was the way I generally took the overall setting of the Jedi.  It was tough to see it beyond Jar Jar Binks though. 


Title: Re: SWTOR
Post by: LK on December 23, 2010, 09:17:27 AM
Where RedLetterMedia had noted that the jedi had ended up just sort of creepy and nonempathic, I'd play that up: the jedi had become emotionally mute and sterile.

What it misses is that all the Jedi that follow this ideology end up with no external attachments and become increasingly unlikeable to non-Jedi, who view them as ambivalent to (put race name here) problems or concerns. 

This is the weakness of a Light Jedi -- their lack of emotion means that they may make decisions that seem heartless and unconcerned with other people and can put them on the defensive. They may, in fact, sacrifice a planet to guarantee the survival of the universe, under the right conditions.

:oh_i_see:


Title: Re: SWTOR
Post by: Murgos on December 23, 2010, 09:25:13 AM
This game needs to come out soon so we have something of substance to talk about.

Hasn't stopped anyone yet.


Title: Re: SWTOR
Post by: Modern Angel on December 23, 2010, 09:50:48 AM
I think you guys missed my point about the subs entirely. I forget sometimes that people take Lucas' lore seriously enough to have philosophical discussions about it. If folks can do that with ravening fervor then they'll stay with what looks to be an absolutely uninspired trash chute forever.


Title: Re: SWTOR
Post by: LK on December 23, 2010, 10:00:36 AM
The discussions on the lore aren't so much "How does a light saber work?" but the philosophies and themes of the higher concepts of the work -- something you could do with any good story. But the game isn't going to touch on that except in the quests. If the mechanics suck, it's going to be a game design discussion, not a lore and literary monkey one, and people won't play.

If people want to pay a subscription fee for a glorified, themed chat room to discuss lore in a terrible, terrible game... that's their own stupid ass fault.


Title: Re: SWTOR
Post by: Riggswolfe on December 23, 2010, 10:04:22 AM
I think you guys missed my point about the subs entirely. I forget sometimes that people take Lucas' lore seriously enough to have philosophical discussions about it. If folks can do that with ravening fervor then they'll stay with what looks to be an absolutely uninspired trash chute forever.

In many ways, it appears that you guys are trashing this game for not reinventing the genre. This isn't the game for that. To me, it appears that what they are attempting to do is to refine the elements of a good diku MMO much like Blizzard did with WOW. Now, whether or not they will succeed I don't know. I think this has a pretty good chance of being the #2 MMO in the U.S. which means it needs to beat LOTRO which I think has something like 250k subs. I don't think that is unreasonable.

Still, there are a lot of unknowns. Will it be stable? Will it launch "complete"? Will people stick around after they finish the story? Will people enjoy alts? Will the endgame give people something worth staying for? How often can they put out new content?


Title: Re: SWTOR
Post by: Modern Angel on December 23, 2010, 10:09:03 AM
I'm trashing it because it looks BAD.


Title: Re: SWTOR
Post by: ajax34i on December 23, 2010, 10:30:56 AM
Will people enjoy alts?

Blizzard is currently training people to "enjoy alts," so...  it's a gaming industry conspiracy I say.


Title: Re: SWTOR
Post by: LK on December 23, 2010, 10:40:21 AM
You design 10 different ways to play a game, you best encourage your customers to explore the other 9 possibilities.

People who enjoy alts enjoy playing the game (such as it is). People who play one character enjoy experiencing the content or amassing their accomplishments into one character rather than one account. The latter is what I prioritize.

If I wanted to encourage people to play all the different classes, I'd remove character-based achievements and make them account-based. Hell, that's what XBox Live really is.


Title: Re: SWTOR
Post by: Paelos on December 23, 2010, 11:37:59 AM
I'm trashing it because it looks BAD.

And I'm guessing you're not in the beta or you wouldn't be issuing this opinion.

My main complaint with the game is that I don't think the developers accurately understand their playerbase, but I don't think the game looks bad.


Title: Re: SWTOR
Post by: Modern Angel on December 23, 2010, 11:44:56 AM
I really don't have an axe to grind on this game in particular. I don't care about Star Wars one way or the other; the prequels killed any joy I felt from the series basically forever. I keep one eye on videos and previews because I still follow MMO news. I think it looks bad. There's a fuckton of games we all glance at and go "LOL THAT LOOKS TERRIBLE!" without being in the beta and without anyone going, "Well you're not in the beta so what do you know?" This isn't special just because it has Jedi warriors running around.


Title: Re: SWTOR
Post by: Paelos on December 23, 2010, 12:39:55 PM
You're certainly entitled to think the game looks bad. I just don't think it's a valid critique on a game since it falls into the graphical ballpark. As stated in other threads, I think judging games by their graphics is a waste of time, and represents a small percentage of the overall playerbase.

MMOG's don't live and die on graphics. They live and die on social ties, endgame, and achiever hooks.


Title: Re: SWTOR
Post by: Fordel on December 23, 2010, 02:46:14 PM
Well, they totally die on graphics if they are so bleeding edge only 5% of the potential player base can actually run the game!


I don't think that is relevant to SWTOR though.


Title: Re: SWTOR
Post by: UnSub on December 23, 2010, 04:23:11 PM
One large issue with being story-focused is that according to BioWare's own stats, only 50% of players who started ME2 actually finished the game (although I believe that is actually a good completion rate for a title). Depending how much progression is attached to listening to NPCs talking, story may actually get in the way of levelling up.


Title: Re: SWTOR
Post by: LK on December 23, 2010, 04:51:41 PM
Stories need to keep players engaged. Mass Effect 2 had a lot of downtime and some boring bits. Also: very long if you let it. The story was only pushed forward at certain points.


Title: Re: SWTOR
Post by: Lucas on December 24, 2010, 08:09:13 AM
New Class Update, the Trooper (AC: Vanguard and Commando):

http://www.swtor.com/info/holonet/classes/trooper

Trooper Companion, Tanno Vik:
http://www.swtor.com/info/holonet/biographies/tanno-vik

Trooper Starship, BT-7 Thunderclap:
http://www.swtor.com/info/holonet/starships/bt-7-thunderclap


Title: Re: SWTOR
Post by: Khaldun on December 24, 2010, 08:22:06 AM
If they haven't solved the problem of content generation, consider this not only dick-sucking but completely DOA as a subscription-driven MMO. That all the more since they've made the entire point of it about experiencing content.


Title: Re: SWTOR
Post by: Oban on December 24, 2010, 09:56:51 AM
New Class Update, the Trooper (AC: Vanguard and Commando):

Awesome, I can't wait for Tabula Rasa to go live.


Title: Re: SWTOR
Post by: SnakeCharmer on December 24, 2010, 09:59:53 AM
kekekekeke


Title: Re: SWTOR
Post by: Lucas on December 24, 2010, 10:17:20 AM
New Class Update, the Trooper (AC: Vanguard and Commando):

Awesome, I can't wait for Tabula Rasa to go live.
:awesome_for_real: :awesome_for_real:


Title: Re: SWTOR
Post by: Fordel on December 25, 2010, 05:03:39 PM
Ahh poop, the trooper ship is the silly asymmetrical one.  :sad:


Though I think it should actually dock with the Republic Cruisers in a way that makes the combination of a few of them symmetrical.


Title: Re: SWTOR
Post by: Crumbs on December 25, 2010, 07:51:00 PM
I think we need to refocus on how awesome and sub-retaining the voice acting is going to be.   :awesome_for_real:


Title: Re: SWTOR
Post by: UnSub on December 25, 2010, 07:58:16 PM
I think we need to refocus on how awesome and sub-retaining the voice acting is going to be.   :awesome_for_real:

My DCUO-related voice experiences have been:

1) Every patch is 1GB+;

2) It was awesome being able to completely ignore the mission text and have Batman tell me what was going on while I ran to the next objective, even through it didn't matter what Batman said at all and I could ignore that too;

3) Voiced missions don't work well when Wonder Woman is speaking, as is a background NPC, as is a VOIP player. It's very easy to overlap the voices and hear nothing as a result; and

4) It is a big step back to go to a title that doesn't have fully voiced characters, such as RIFT.


Title: Re: SWTOR
Post by: Sheepherder on December 25, 2010, 07:59:55 PM
That ship is fucking pants on head stupid.  Like some asshat passed off his son's artwork stolen off the fridge at home as his own concept art, and instead of backhanding him for submitting this shit they put it into production.


Title: Re: SWTOR
Post by: LK on December 25, 2010, 09:34:37 PM
Mission objectives on the way to a mission in VO sounds pretty damn good actually. "Go here while I explain over comm."

I mean, it'd be better than standing there and listening. Something to engage the eyes while your ears are busy.


Title: Re: SWTOR
Post by: Lantyssa on December 26, 2010, 06:28:29 AM
I have great difficulty making out voice if there are any other sounds happening.  So if combat happens, or music, or voice chat (unlikely for me), I'll miss everything an en-route quest giver would say.  As a way to add urgency to a mission it can make for a nice bit of drama, but I wouldn't want it for every mission, personally.


Title: Re: SWTOR
Post by: Rendakor on December 26, 2010, 07:57:55 AM
Just make it an option, and have subtitles. You can stand still if you wanna just listen, while others who are busy poopsocking can run off toward the next rat.


Title: Re: SWTOR
Post by: Sheepherder on December 27, 2010, 01:02:42 AM
Or just drop everything not quest text in pitch when the quest text is playing.  HDR sound, if you will.


Title: Re: SWTOR
Post by: Oban on December 27, 2010, 06:55:48 AM
An SMS option would be highly appreciated.  


Stopped dey must b; on DIS aL depends. onlE a fully trained Jedi Knight, w d Force az Hs ally, wiL conquer Vader & Hs Emperor. f U nd yor training nw - f U chuse d qix & EZ path az Vader did - U wiL bcum an agent of  }-)


Title: Re: SWTOR
Post by: rk47 on December 27, 2010, 08:04:07 PM
Nah, all quest text must have a galaxy full of stars as a backdrop and scrolling yellow text with John Williams music cutscene.


Title: Re: SWTOR
Post by: UnSub on December 27, 2010, 10:06:36 PM
Nah, all quest text must have a galaxy full of stars as a backdrop and scrolling yellow text with John Williams music cutscene.

Alec Guiness voice: "Use the force, Darth Awezum, to kill ten womp rats..."

*da na na na, na na na NA NA, da na na NA NA, duna duNAAAA*


Title: Re: SWTOR
Post by: Riggswolfe on December 27, 2010, 10:47:00 PM
I'm trashing it because it looks BAD.

That's your opinion. Truthfully, I've yet to fully form one. Some parts of the game look good (I dig the voice acting/rpg elements and every player having a ship that is part transport, part housing), some parts could be cool depending on how they're implemented (the crew members, the crew as crafting bots especially) and some parts I'm iffy on.

Still, I have high hopes for the game but it's based on little besides wishful thinking at this point and a few things that look good.


Title: Re: SWTOR
Post by: Lucas on December 28, 2010, 04:07:48 AM
Time for a music interlude.

http://www.youtube.com/watch?v=FwQOFamx5oE (throne room + end credits, Episode IV)



Title: Re: SWTOR
Post by: Samprimary on December 28, 2010, 06:47:50 AM
Still, I have high hopes for the game but it's based on little besides wishful thinking at this point and a few things that look good.

They make it look wicked fun, in concept, to be an imperial agent. You're the spectres, but this time unambiguously for the evil empire.


Title: Re: SWTOR
Post by: Lucas on December 28, 2010, 07:28:33 AM
Still, I have high hopes for the game but it's based on little besides wishful thinking at this point and a few things that look good.

They make it look wicked fun, in concept, to be an imperial agent. You're the spectres, but this time unambiguously for the evil empire.

Yep, infact the Imperial Agent is the class I'll try out first. Can't really understand why it seems to be the less popular, at least in the official forums class polls. I guess the majority of SW fans are more attracted by the traditional archetypes portrayed in the movies.


Title: Re: SWTOR
Post by: Samprimary on December 28, 2010, 10:14:38 AM
That's the one thing I want to give them credit for, since this is the first non force user idea I'm compelled by.


Title: Re: SWTOR
Post by: Fordel on December 28, 2010, 12:36:30 PM
Yep, infact the Imperial Agent is the class I'll try out first. Can't really understand why it seems to be the less popular, at least in the official forums class polls. I guess the majority of SW fans are more attracted by the traditional archetypes portrayed in the movies.


That's pretty much it. All the other classes, you can go "This is the Han Solo class, That is the Boba Fett class." Even the Troopers have their own representation.

(http://www.nexuszero.net/Img/clone_wars.gif)


The IA, that's pretty much 'new' to Star Wars. Though I'm sure someone could reference a EU novel where they exist or whatever.


Title: Re: SWTOR
Post by: Samprimary on December 28, 2010, 03:12:39 PM
Hey, if it doesn't exist and lucas isn't making it, great. It's not even a direct mass effect plagiarism since the appeal is that you're the knuckle-cracking shadow man for well-funded, libertine powers bent on world domination. And here's your ship, it's the coolest. win world pl0x.


Title: Re: SWTOR
Post by: Fordel on December 28, 2010, 03:41:40 PM
That's the story in ME2 though! Or it can be.  :grin:


Title: Re: SWTOR
Post by: Merusk on December 28, 2010, 03:47:54 PM
I think once it's released and more people realize the subspec is "Sniper" it'll explode in popularity.  Remember the folks following it and answering polls, etc. at this point are the rabid fans and hardcore MMO players.  A class based on subtlety with the FPS cheese class name isn't going to attract the early numbers.


Title: Re: SWTOR
Post by: tmp on December 28, 2010, 09:08:03 PM
I think once it's released and more people realize the subspec is "Sniper" it'll explode in popularity.  Remember the folks following it and answering polls, etc. at this point are the rabid fans and hardcore MMO players.
I'd think if there's anyone who's going to make the instant mental "agent = sniper rifle" connection, it's these hardcore MMO players :grin:


Title: Re: SWTOR
Post by: Koyasha on December 29, 2010, 12:07:23 AM
Sniper rifle means jack and shit in MMO combat, though, and I don't expect SWTOR to have that be any different.  They're not going to let you snipe anybody from way outside the range of any other weapon type.  Not that I'd want them to, at least not in pvp, but just saying...if you can't snipe with a sniper rifle, it's silly to include it, call it that, whatever.


Title: Re: SWTOR
Post by: eldaec on December 29, 2010, 02:33:41 AM
Snipers worked well in PS, work in EVE, worked in AC, they were perfectly functional in CoX (though only PvE), they remained workable even after balancing in DAoC. They even worked fine in SWG (except for not stacking with pistol damage).

I don't see them working here, but that's not because snipers are inherently unworkable, its because of the lack of focus on (or existence of?) open large world pvp, and the devs choosing to work within the EQ/WoW combat template.

Edit: oh, shadowbane too.


Title: Re: SWTOR
Post by: Merusk on December 29, 2010, 07:35:00 AM
I think once it's released and more people realize the subspec is "Sniper" it'll explode in popularity.  Remember the folks following it and answering polls, etc. at this point are the rabid fans and hardcore MMO players.
I'd think if there's anyone who's going to make the instant mental "agent = sniper rifle" connection, it's these hardcore MMO players :grin:

No, I expect Hardcore MMO players realize exactly what Koyasha points out and ignore the class because it doesn't do what you'd expect it to. It'll still be "you headshot for 300/11000 damage!"  The masses, however, I have my doubts about.


Title: Re: SWTOR
Post by: Paelos on December 29, 2010, 08:07:17 AM
It will probably operate exactly like hunters do in WoW without the pets. Which won't be a draw, I think.


Title: Re: SWTOR
Post by: tmp on December 30, 2010, 07:17:41 AM
No, I expect Hardcore MMO players realize exactly what Koyasha points out and ignore the class because it doesn't do what you'd expect it to. It'll still be "you headshot for 300/11000 damage!"
More like Aimed Shot for 13k, capped...

meh, now i feel decrepit. Guess the hardcore MMOs don't include Anarchy Online anymore. :heartbreak:


Title: Re: SWTOR
Post by: LK on December 30, 2010, 11:57:05 AM
I'm kinda tired of the "Snipers are best at headshots and should always go for them with their l33t aiming skills" trope.


Title: Re: SWTOR
Post by: Lucas on December 31, 2010, 07:21:10 AM
New blog update, "Cinematic Design" by Lead Cinematic Designer Paul Marino:

http://www.swtor.com/news/blog/20101231


Title: Re: SWTOR
Post by: Koyasha on December 31, 2010, 12:51:35 PM
Quote
Your Sith Inquisitor grows impatient with him and chooses to detonate some nearby explosives – but will it be overruled by another who votes to fight him?
This is the main thing that concerns me about their dialogue system.  I'll have to see how it plays out in practice, but this sort of vote thing seems odd to me.  In the above example from that blog, I'm curious as to what actually happens if someone else overrules my character?  If their character prevents mine from taking the action I was attempting, then I can buy that and it'll be pretty cool, but if their 'vote' mystically causes me not to do what I said to do, with no actual interaction between the characters, then I think the dialogue system will irritate me at best.

If the appearance is that my character was prevented from doing something, that's fine with me, but if it seems as though my character simply didn't do it for no reason at all, then that won't make me happy.


Title: Re: SWTOR
Post by: SnakeCharmer on December 31, 2010, 03:38:15 PM
I read somewhere that even if you're overruled, in this example, you made the choice to detonate the explosives.  It doesn't matter that they didn't go off (for whatever reason), the system notes your intent (blow the guy to bits) and rewards (or punishes you, I guess, depending on the story line or what the quest give wanted) accordingly.  It's all about your intent.  Likewise, if you choose NOT to blow the guy up, but are overruled by your party member to press the red button, the system recognizes the intent of NOT blowing him up and rewards you the same as if you didn't - because even though he DID get blown up, you voted NOT to blow him up.



Title: Re: SWTOR
Post by: Ratman_tf on December 31, 2010, 03:53:27 PM
I read somewhere that even if you're overruled, in this example, you made the choice to detonate the explosives.  It doesn't matter that they didn't go off (for whatever reason), the system notes your intent (blow the guy to bits) and rewards (or punishes you, I guess, depending on the story line or what the quest give wanted) accordingly.  It's all about your intent.  Likewise, if you choose NOT to blow the guy up, but are overruled by your party member to press the red button, the system recognizes the intent of NOT blowing him up and rewards you the same as if you didn't - because even though he DID get blown up, you voted NOT to blow him up.



Jesus christ. If true, the next class announced better be Galactic Attorney.


Title: Re: SWTOR
Post by: Reg on December 31, 2010, 03:57:36 PM
Galactic Attorney? Why? What is there to argue about when you're rewarded by your intent whether you win the vote or not?


Title: Re: SWTOR
Post by: SnakeCharmer on December 31, 2010, 04:03:47 PM
No doubt.  

Basically, it's the same as every other Bioware game out there.  You have a story, which is completely on rails, and it gives the impression there's all these different ways to complete it.  Whether or not you chose to kick the kittens is irrelevant.  The quest giver is just going to give a response:
"It's a shame those kittens had to be kicked.  You made the tough choice and I'm sure you had good reason to.  Whatever fallout happens, I'll manage from here.  Don't you worry about it.  As a reward, here's your Kitten Cannon and a nice achievement, along with some credits"  (ding Kitten Killer Achievement).
or
"Happy to hear you didn't have to kick those kittens.  You have no idea how much paperwork you just saved me.  As a reward, here's your Kitten Cannon and a nice achievement, along with some credits" (ding Kitten Savior Achievement)


Title: Re: SWTOR
Post by: Paelos on December 31, 2010, 04:28:24 PM
That's pretty apt, actually.


Title: Re: SWTOR
Post by: rk47 on December 31, 2010, 09:36:03 PM

There's no need for a voice for quest logs. Just John Williams theme and....

A Long Long Long time ago, in a galaxy far far away...
The sand people of Tatooine plagued the moisture farmers repeatedly, leading to several thefts of moisture vaporators.

As a gesture of goodwill, the Jedi Council has sent Jedi Master (insert player name here) to investigate...



Title: Re: SWTOR
Post by: Koyasha on December 31, 2010, 09:42:18 PM
I read somewhere that even if you're overruled, in this example, you made the choice to detonate the explosives.  It doesn't matter that they didn't go off (for whatever reason), the system notes your intent (blow the guy to bits) and rewards (or punishes you, I guess, depending on the story line or what the quest give wanted) accordingly.  It's all about your intent.  Likewise, if you choose NOT to blow the guy up, but are overruled by your party member to press the red button, the system recognizes the intent of NOT blowing him up and rewards you the same as if you didn't - because even though he DID get blown up, you voted NOT to blow him up.
Well, I wasn't really referring to the rewards or long-term effects on the character, but what the characters actually do in the scene where they're overruled.  If they try to take the action and are prevented - like by the other guy grabbing the detonator out of your hand, or pushing you aside or whatever is appropriate - then that's great, but otherwise, well...if preserving the experience of the story and the character playing their part is what the game hinges on to be special, then having my character stand idly by instead of taking action and being prevented from doing so is going to be jarring.


Title: Re: SWTOR
Post by: Rasix on December 31, 2010, 10:00:55 PM
edit: *deleted*

Blah. Not a point worth making.  Continue grousing.


Title: Re: SWTOR
Post by: UnSub on December 31, 2010, 11:07:19 PM
I read somewhere that even if you're overruled, in this example, you made the choice to detonate the explosives.  It doesn't matter that they didn't go off (for whatever reason), the system notes your intent (blow the guy to bits) and rewards (or punishes you, I guess, depending on the story line or what the quest give wanted) accordingly.  It's all about your intent.  Likewise, if you choose NOT to blow the guy up, but are overruled by your party member to press the red button, the system recognizes the intent of NOT blowing him up and rewards you the same as if you didn't - because even though he DID get blown up, you voted NOT to blow him up.
Well, I wasn't really referring to the rewards or long-term effects on the character, but what the characters actually do in the scene where they're overruled.  If they try to take the action and are prevented - like by the other guy grabbing the detonator out of your hand, or pushing you aside or whatever is appropriate - then that's great, but otherwise, well...if preserving the experience of the story and the character playing their part is what the game hinges on to be special, then having my character stand idly by instead of taking action and being prevented from doing so is going to be jarring.

SWOR is using both karma and peer pressure in the same system. You do what your friends do, but because you totally thought good thoughts, it isn't your fault and karma doesn't ping you for it.


Title: Re: SWTOR
Post by: Samprimary on January 01, 2011, 09:18:39 AM
World Wars: the Old Reich

yeah, I'm not really into killing all these jews, but I got outvoted, so I guess I'll just participate in letting it happen

*good karma awarded!!!*


Title: Re: SWTOR
Post by: Kageru on January 01, 2011, 05:53:01 PM

A system which breaks down if a consequence of a decision is that the story thread veers into "dark" territory. So while you made the initial decision not to kill the base commander (even though you did) that means little if the rest of the story has decisions like "how would you like to slaughter his staff?". Which sort of means that even the most Sith or Jedi themed story must still have an option for the dissenter to pick, even if it is just endlessly picking "this wasn't my idea".

End result... reduced dialog options or inability to do strongly themed stories. But I guess they need to make sure that everyone gets a chance to sit through their expensive cut scenes.


Title: Re: SWTOR
Post by: Kail on January 01, 2011, 08:05:00 PM
A system which breaks down if a consequence of a decision is that the story thread veers into "dark" territory.

I've only been following this game sporadically, so this may be a stupid question, but have they actually said there will be moral choices like this in the game?  It would seem kind of meaningless to me without some kind of faction switching mechanic.  Otherwise you end up with Jedi who slaughter younglings every day but never fall to the Dark Side, or Sith who realize that their masters are ruthless megalomaniacal butchers, but stay on the payroll anyway because they get dental. 

I'd just think that moral choice would be a function of your class choice.  Isn't the story veering into "dark" territory something the average player who's choosing Sith is going to do, nine times out of ten?  Who is going to choose to play as a Jedi who falls to evil, rather than starting out as a Sith?  And have "meaningful branching storylines" translate into something like "should we charge the front door, or sneak in through the side entrance" kind of stuff?


Title: Re: SWTOR
Post by: Margalis on January 01, 2011, 09:06:01 PM
I've only been following this game sporadically, so this may be a stupid question, but have they actually said there will be moral choices like this in the game? 

IIRC the first mission they ever demo'd for the press had you choose whether or not to kill the admiral of some spaceship.


Title: Re: SWTOR
Post by: Kageru on January 01, 2011, 10:28:01 PM

The story *has* to have moral choices. Both because it's the foundation of the star wars lore and because how else can they make it worth the effort they are investing in story and voice-over? Telling a writer than they need to write "6 novels" worth of dialog but all of it has to have no moral decisions and no side effects would lead to huge amounts of fluff no one cares about. We'd get to the point where parties would organize something to select option 1 because it doesn't matter.

... though we may see that anyway.


Title: Re: SWTOR
Post by: Ingmar on January 02, 2011, 02:09:51 AM
Except it is also a faction-based game and they've said nothing about being able to switch sides. The choices are most likely more about how the missions play out than stark morality choices. "Evil, really evil, or greedy" for the Sith side, for example, is what they probably boil down to.


Title: Re: SWTOR
Post by: Margalis on January 02, 2011, 03:14:28 AM
The choices in Bioware games typically don't alter the overarching story in any real way - and that's in single-player games where you have full freedom to alter the story if you so choose.


Title: Re: SWTOR
Post by: Reg on January 02, 2011, 07:14:46 AM
Right, because going dark side in KOTOR and forcing Zaalbar to kill his best friend Mission was hardly meaningful in the grand scheme of things. At the end of the game you still end up defeating the big bad after all.

edit: spelling


Title: Re: SWTOR
Post by: Lucas on January 02, 2011, 08:09:05 AM
Regarding the possible "attraction" factor of the various classes, here is a  poll  (created today by a user) on the official forums. The question is: "What class do you have 0 interest in playing or hearing about?"

http://www.swtor.com/community/showthread.php?t=245697

Yes, I know that in the "grand scheme" of things it might mean absolutely nothing (demographic of the official forums opposed to general public and all of that), but I just thought about reporting it in here.

Personally, I voted for the Republic Trooper (followed closely by the Bounty Hunter).


Title: Re: SWTOR
Post by: Malakili on January 02, 2011, 08:12:54 AM
Anything force-usey.  Granted, I'm not going to play this anyway, but if I was, the huge amount of force users will just turn me off from wanting to play them.  I always like to play the class no one likes though.


Title: Re: SWTOR
Post by: Paelos on January 02, 2011, 08:20:08 AM
Shockingly, people don't want to play the tank. Another reason why I will rule at this game when I go Trooper!  :drill:


Title: Re: SWTOR
Post by: Margalis on January 02, 2011, 08:23:45 AM
What actually changes if you kill Mission, other than Mission not being around any more?

In Super Mario Brothers 2 Luigi can die then you can't pick Luigi. True story. In Shining Force you can fail to recruit Yogurt, then he's not around. Branching paths!

Anyway compare Bioware games to Bethesda games in terms of missable and mutually exclusive content, story branching, etc.

Quote
The question is: "What class do you have 0 interest in playing or hearing about?"

These results should surprise absolutely nobody. Force users and Boba Fett at the top, random made up junk that were played by extras in the movies at the bottom.

I don't get why they insist on calling the Han Solo class a "smuggler." Yes, technically in the movies he was a smuggler but that wasn't actually important, he was just a dashing rogue adventurer. In SWG I believe they tried to make smuggler into a class where the main point was sneaking cargo past people or something...(or am I totally inventing that?) That doesn't really capture the glamour of Han Solo at all. It's like calling the Jedi class "farmer" since Luke was a farmer.

They should just call it "Rogue." Or barring that, "Swashbuckler" or something.


Title: Re: SWTOR
Post by: Reg on January 02, 2011, 08:37:48 AM
Like I said, ultimately you end up killing the big bad and finishing the game. So no, for people who aren't actually interested in in-game storiy-telling (or who for some reason go out of their way to sneer at anything Bioware-related) it's completely unimportant.



Title: Re: SWTOR
Post by: Margalis on January 02, 2011, 08:41:19 AM
Like I said, ultimately you end up killing the big bad and finishing the game. So no, for people who aren't actually interested in in-game storiy-telling (or who for some reason go out of their way to sneer at anything Bioware-related) it's completely unimportant.

You are completely missing the context of the conversation.

My point was that even in their single-player games the decisions you make in Bioware games tend not to have lasting consequences like locking you out of certain content, especially choices that deal with NPCs in the world that aren't in your own party. (And in SWTOR you have your own dedicated party) The typical structure of a Bioware game is you have a bunch of situations that play out in relatively fixed order, and in each situation you can deal with it either by killing or feeding the kitten. Then you move on to the next situation. I don't think there are many times where you choose to kill a random side NPC and it changes much other than you get light or dark points. That is not some sort of "sneering" criticism of Bioware that's just how their games are structured.

Again compare that to Bethesda games where you can make decisions that open up certain doors, close others and greatly alter the available content. It would really suck if you played a Fallout MMO and your group voted to blow up a town while you wanted to save it, thereby depriving you of all the quests and NPCs in that town. But the danger of that happening in a Bioware MMO seems low as that doesn't really happen even in their single player games.



Title: Re: SWTOR
Post by: Paelos on January 02, 2011, 03:52:34 PM
I'm always amazed in my second playthrough of Bioware games how much of dick I'm being and then getting the exact same dialogue with the opening sentence changed.


Title: Re: SWTOR
Post by: Sheepherder on January 02, 2011, 05:06:05 PM
Who is going to choose to play as a Jedi who falls to evil, rather than starting out as a Sith?

(http://forums.f13.net/index.php?action=dlattach;attach=4905;type=avatar)


Title: Re: SWTOR
Post by: tmp on January 02, 2011, 07:37:23 PM
I'd just think that moral choice would be a function of your class choice.  Isn't the story veering into "dark" territory something the average player who's choosing Sith is going to do, nine times out of ten?  Who is going to choose to play as a Jedi who falls to evil, rather than starting out as a Sith?
From the class descriptions they have it seems that the whole "resisting the pull of dark side" thing may be big part of the storyline they have for the less fight-oriented jedi class (consular iirc?)  Happens to be the one which i'll probably play, so... will see how it goes.


Title: Re: SWTOR
Post by: Kageru on January 02, 2011, 09:49:20 PM

It's the only story star wars has to tell. The politics and conflict of a galactic civil war became nothing more than a foundation for a bunch of mage-knight practitioners of a hokey religion and the MMO will mirror that because it is what the fan-base wants. I mean Han-solo is an epic movie character (because Harrison ford is just that good) but his actual role was as a glorified taxi driver because he's not magical.

And they're pretty much magical so we can pretend it is important. In this imagined galactic conflict I'm pretty sure millions of troops and civilians are forced to face the conflict between internal discipline and giving into anger and violence but since they're just fodder (to the point of maybe even being literally mindless clones) no one gives a damn.

Best improvement to star wars would be introducing a reliable anti-jedi weapon.


Title: Re: SWTOR
Post by: LK on January 02, 2011, 11:40:48 PM
They've introduced multiple anti-Jedi weapons that aren't canon or used all that prominently.


Title: Re: SWTOR
Post by: Ingmar on January 03, 2011, 02:01:04 AM
They should just call it "Rogue." Or barring that, "Swashbuckler" or something.

They called it Scoundrel in the WotC RPG and the KOTOR games based on it, which seems like the best choice to me really.


Title: Re: SWTOR
Post by: WindupAtheist on January 03, 2011, 02:10:25 AM
It's the only story star wars has to tell. The politics and conflict of a galactic civil war became nothing more than a foundation for a bunch of mage-knight practitioners of a hokey religion and the MMO will mirror that because it is what the fan-base wants. I mean Han-solo is an epic movie character (because Harrison ford is just that good) but his actual role was as a glorified taxi driver because he's not magical.

And they're pretty much magical so we can pretend it is important. In this imagined galactic conflict I'm pretty sure millions of troops and civilians are forced to face the conflict between internal discipline and giving into anger and violence but since they're just fodder (to the point of maybe even being literally mindless clones) no one gives a damn.

Best improvement to star wars would be introducing a reliable anti-jedi weapon.

Man, pick up a laser sword and wave it around until you grow a sense of fun.


Title: Re: SWTOR
Post by: Sheepherder on January 03, 2011, 03:39:15 AM
Man, jump in a mech and stomp it around until you grow a sense of fun.

:heart:

I'd have a hard time coming up with weapons that wouldn't kill a Jedi.  Lasers, for starters, rather than the PPC's everyone in Star Wars carries.  Then vulcan cannons, and automatic shotguns based on the assumption that they can't block something that absolutely fucking envelopes them in hypersonic lead as opposed to subsonic plasma discharge.  Of course, wide angle incendiary weapons (flamethrowers of the standard volatile fluids or plasma variety) should go on the list, because if the direct impingement of fire cannot reach them at the very least the radiant heat will.  Of course cluster explosive weapons should go on the list, since it's impossible to block all directions with a lightsabre at once.  With the magnetic containment field enveloping a plasma charge that a lightsabre creates I'd bet a Tesla coil would be a fucking fantastic anti-Jedi weapon.  An EMP blast would, naturally, wipe out the containment field of the lightsabre, venting the plasma is every which direction, which would also be pretty fucking hilarious when it sears their hand off.  And of course I doubt their ability to sense nearby threats extends as far as orbital weapons, and the speed of reentry of a small weapon (kinetic or explosive, take your pick) should be more than adequate to overwhelm their capacity to react.


Title: Re: SWTOR
Post by: Malakili on January 03, 2011, 03:55:42 AM
Man, jump in a mech and stomp it around until you grow a sense of fun.

:heart:

I'd have a hard time coming up with weapons that wouldn't kill a Jedi.  Lasers, for starters, rather than the PPC's everyone in Star Wars carries.  Then vulcan cannons, and automatic shotguns based on the assumption that they can't block something that absolutely fucking envelopes them in hypersonic lead as opposed to subsonic plasma discharge.  Of course, wide angle incendiary weapons (flamethrowers of the standard volatile fluids or plasma variety) should go on the list, because if the direct impingement of fire cannot reach them at the very least the radiant heat will.  Of course cluster explosive weapons should go on the list, since it's impossible to block all directions with a lightsabre at once.  With the magnetic containment field enveloping a plasma charge that a lightsabre creates I'd bet a Tesla coil would be a fucking fantastic anti-Jedi weapon.  An EMP blast would, naturally, wipe out the containment field of the lightsabre, venting the plasma is every which direction, which would also be pretty fucking hilarious when it sears their hand off.  And of course I doubt their ability to sense nearby threats extends as far as orbital weapons, and the speed of reentry of a small weapon (kinetic or explosive, take your pick) should be more than adequate to overwhelm their capacity to react.

2 words: Saturation Bombing.  No need for anything fancy.


Title: Re: SWTOR
Post by: Margalis on January 03, 2011, 04:07:50 AM
Once "Order 66" was engaged they killed all the Jedi by just shooting them normally, so apparently the most effective anti-Jedi weapon is the dreaded plot contrivance.


Title: Re: SWTOR
Post by: tmp on January 03, 2011, 04:23:24 AM
Once "Order 66" was engaged they killed all the Jedi by just shooting them normally, so apparently the most effective anti-Jedi weapon is the dreaded plot contrivance.
Each Jedi comes protected with a plot shield. The trick is disabling these, then they die like punks.

Not sure if wiping them out would be of any use, though. Since the story just focuses then on discovery of new force-sensitives in the least suspected places and candidates.


Title: Re: SWTOR
Post by: Riggswolfe on January 03, 2011, 07:15:18 AM
Once "Order 66" was engaged they killed all the Jedi by just shooting them normally, so apparently the most effective anti-Jedi weapon is the dreaded plot contrivance.

In all fairness, it was an example of surprise and concentrated fire on a single target. Jedi are great at deflecting bolts from a few targets but when whole squads open up on them that becomes problematic, even for them.

Oh, and grenades do work well against them assuming they don't catch them with the force and chuck them back. Then again, Star Wars isn't known for brilliant military tactics. Cover? Bah...we'll charge across an open field. Combined arms? Well...we have tanks but our spaceships are off...somewhere. Wing men? Their job is to fly behind us and take shots for us until we're out of wingmen...


Title: Re: SWTOR
Post by: Murgos on January 03, 2011, 07:26:21 AM
 :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse:


Title: Re: SWTOR
Post by: Lucas on January 03, 2011, 08:19:14 AM
:dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse:

Story of the last 5273 posts of this thread  :thumbs_up:


Title: Re: SWTOR
Post by: Sky on January 03, 2011, 09:16:25 AM
Snipers ... worked fine in SWG (except for not stacking with pistol damage).
:uhrr: :oh_i_see:

I played a Rifleman. You're wrong.

A system which breaks down if a consequence of a decision is that the story thread veers into "dark" territory. So while you made the initial decision not to kill the base commander (even though you did) that means little if the rest of the story has decisions like "how would you like to slaughter his staff?". Which sort of means that even the most Sith or Jedi themed story must still have an option for the dissenter to pick, even if it is just endlessly picking "this wasn't my idea".
Vader ended up ascended as a Jedi, with Yoda and Obi Wan. So, there's precedent.


Title: Re: SWTOR
Post by: Samprimary on January 03, 2011, 01:40:44 PM
wait what did you just say?

about mein kampf?


Title: Re: SWTOR
Post by: Sky on January 03, 2011, 01:53:20 PM
Does it have a nice toasty kampfire?


Title: Re: SWTOR
Post by: eldaec on January 03, 2011, 02:22:27 PM
:dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse: :dead_horse:

Story of the last 5273 posts of this thread  :thumbs_up:

Not sure about that, somewhere around page 100 there is an interesting analysis of the merits of various colours of Hulk.


Title: Re: SWTOR
Post by: WindupAtheist on January 03, 2011, 02:30:28 PM
I'd have a hard time coming up with weapons that wouldn't kill a Jedi.

Meh. If you're outfitting an army of a billion mooks, or NPCs if you will, to fight the Republic then I imagine it comes down to cost. Jedi are only a tiny portion of the enemy forces, the generals, and ordinary dirt-common pew-pew guns will kill them just fine in sufficient concentration.

If on the other hand you're a lone badass with a nigh-unlimited budget, like say a non-Jedi player character, then all those fancy weapons do become a good way to kill Jedi despite their magical powers. Or as I like to call it, balancing PVP.


Title: Re: SWTOR
Post by: Samprimary on January 03, 2011, 03:05:14 PM
The Bounty Hunter advanced class in the star wars tabletop rpg system could be built pretty efficiently for jedi-killing, as could the assassin, but by far the best way to kill a shit-ton of jedi is to have lucas write them into a movie, where they can do things like charge into the center of a giant Colosseum and then stand there for a while without cover in the middle of a gadjillion droids.


Title: Re: SWTOR
Post by: Sheepherder on January 03, 2011, 05:07:16 PM
Oh, and grenades do work well against them assuming they don't catch them with the force and chuck them back.

A small coded beacon on the soldier(s) and a microprocessor controlled igniter would easily fix that.


Title: Re: SWTOR
Post by: Ratman_tf on January 03, 2011, 05:42:18 PM
Oh, and grenades do work well against them assuming they don't catch them with the force and chuck them back.

A small coded beacon on the soldier(s) and a microprocessor controlled igniter would easily fix that.

Copycat beacons on your guys and some of those small probe droids to sniff out beacon codes.  :grin:


Title: Re: SWTOR
Post by: Kageru on January 03, 2011, 07:27:36 PM
Man, pick up a FGMP-15 and wave it around until you grow a sense of fun.

fixed. And I reserve the right to laugh at you when someone spots "Drizzzzt do'vader" in game. Like most people I can see the allure in being a super-hero with a laser sword (hey, I loved Ulysses 31 when I was young) but the idea of 90% of the player base being swordsman makes me groan.

I guess at least swords and lightning bolts are proven to work in the MMO space. I look forward to a real sci-fi MMO, ideally with fps or semi-fps aiming, coming out one day. Mass Effect online or Titan I guess.


Title: Re: SWTOR
Post by: Sheepherder on January 04, 2011, 05:09:04 AM
Copycat beacons on your guys and some of those small probe droids to sniff out beacon codes.  :grin:

Encryption is easier to make than break.


Title: Re: SWTOR
Post by: Sky on January 04, 2011, 07:06:12 AM
I reserve the right to laugh at you when someone spots "Drizzzzt do'vader" in game.
My favorite (self) quote from Rift beta: "What are the chances the first person I'd use /ignore on would be named Drizzt?"


Title: Re: SWTOR
Post by: Typhon on January 04, 2011, 10:45:51 AM
Oh, and grenades do work well against them assuming they don't catch them with the force and chuck them back.

A small coded beacon on the soldier(s) and a microprocessor controlled igniter would easily fix that.

These arguments always seem very lacking to me.  If your weapon tech is a moving target, than the Jedi/Sith weapon tech is a moving target. 

And that is where you just cannot win.  They have access to all the forms of intel which you have, AND they have better spies and other (magic!) forms of intel that you do not have.  This ALWAYS put them ahead of you in the arms race.  And if that wasn't bad enough, they are also mind controlling your scientists into doing things like inserting a back door into your grenades such that after they send a code, the grenades ONLY go off when they are near you.

On a tactical level you can come up with some weapons that they can't dodge around.  On a strategic level they just kick the living shit out of you and there is nothing you can do about it except to agree to stick to the approved list of weapon types.


Title: Re: SWTOR
Post by: Simond on January 04, 2011, 12:37:48 PM
"There's rumoured to be a jedi on that planet"
"Glass it"

 :awesome_for_real:


Title: Re: SWTOR
Post by: Typhon on January 04, 2011, 02:06:58 PM
Lol,  :awesome_for_real:


Title: Re: SWTOR
Post by: Fordel on January 04, 2011, 02:19:50 PM
Oh, and grenades do work well against them assuming they don't catch them with the force and chuck them back.

A small coded beacon on the soldier(s) and a microprocessor controlled igniter would easily fix that.

These arguments always seem very lacking to me.  If your weapon tech is a moving target, than the Jedi/Sith weapon tech is a moving target. 

And that is where you just cannot win.  They have access to all the forms of intel which you have, AND they have better spies and other (magic!) forms of intel that you do not have.  This ALWAYS put them ahead of you in the arms race.  And if that wasn't bad enough, they are also mind controlling your scientists into doing things like inserting a back door into your grenades such that after they send a code, the grenades ONLY go off when they are near you.

On a tactical level you can come up with some weapons that they can't dodge around.  On a strategic level they just kick the living shit out of you and there is nothing you can do about it except to agree to stick to the approved list of weapon types.


Isn't that the point of Lightsabres, that they aren't a 'moving target' and that the Jedi have been using them for 10,000 years?


Title: Re: SWTOR
Post by: Ratman_tf on January 04, 2011, 02:23:03 PM
And that is where you just cannot win.  They have access to all the forms of intel which you have, AND they have better spies and other (magic!) forms of intel that you do not have.  This ALWAYS put them ahead of you in the arms race.  And if that wasn't bad enough, they are also mind controlling your scientists into doing things like inserting a back door into your grenades such that after they send a code, the grenades ONLY go off when they are near you.

On a tactical level you can come up with some weapons that they can't dodge around.  On a strategic level they just kick the living shit out of you and there is nothing you can do about it except to agree to stick to the approved list of weapon types.

I think people overestimate the abilities of the Jedi. What's shown in the movies is hardly the jugernaut of powers and abilities that they're sometimes made out to be.

Look at Obi-Wan at Kamino, he didn't just waltz in, Force-Mindread everyone and then lightning blast Jango Fett. He had to do a lot of it the old-fashoined way. Pretending to be dumb and asking a lot of questions, and then got in a tussle with Jango and got kicked around.

Jedi have a big advantage, no doubt, but they're not gods.


Title: Re: SWTOR
Post by: Sheepherder on January 04, 2011, 02:58:42 PM
These arguments always seem very lacking to me.  If your weapon tech is a moving target, than the Jedi/Sith weapon tech is a moving target. 

And that is where you just cannot win.  They have access to all the forms of intel which you have, AND they have better spies and other (magic!) forms of intel that you do not have.  This ALWAYS put them ahead of you in the arms race.  And if that wasn't bad enough, they are also mind controlling your scientists into doing things like inserting a back door into your grenades such that after they send a code, the grenades ONLY go off when they are near you.

They are Luddites.  Also, I can just imagine that conversation:

"So, how are the efforts to mind control and interrogate everyone in the star system on the off-chance they're plotting against us going?  How many are scheming against us?"
"All of them."
"Huh, I guess we didn't think that one through."


Title: Re: SWTOR
Post by: Koyasha on January 04, 2011, 03:57:51 PM
Isn't that the point of Lightsabres, that they aren't a 'moving target' and that the Jedi have been using them for 10,000 years?
Technology in the Star Wars universe appears to have been at a complete standstill in all fields for at least four or five millenia, if not for the entire history of the Galactic Republic.  Of course, maybe this seems different when considering a lot of other sources like the novels and such, but just from what I've seen (basically, the movies and KOTOR) the technology used 4,000 years BBY is indistinguishable from that used on board the Death Star.  In every field, not just one particular thing or another.


Title: Re: SWTOR
Post by: Ingmar on January 04, 2011, 04:14:34 PM
Technology is at a complete standstill because Star Wars is not science fiction, it is fantasy. Lack of realistic technological advancement over time is one of those core fantasy tropes, albeit one that doesn't often get discussed.


Title: Re: SWTOR
Post by: UnSub on January 04, 2011, 04:52:33 PM
Technology is at a complete standstill because Star Wars is not science fiction, it is fantasy. Lack of realistic technological advancement over time is one of those core fantasy tropes, albeit one that doesn't often get discussed.

It is also because the films are set at the end of the Age of Jedi, before they go into the West and are replaced by the Age of Man.


Title: Re: SWTOR
Post by: Kageru on January 04, 2011, 05:20:39 PM

Games that are a combination of magic and science are always broken. Because one is expected to be internally consistent and the other gets a free pass. Remember coming to that conclusion playing shadow-run.

And for those who are going to argue the force has some internal limits that create balance I'll look forward to you explaining why being able to use the force to crash a star destroyer (Force unleashed) seems reasonable.


Title: Re: SWTOR
Post by: Fordel on January 04, 2011, 05:35:37 PM
Technology is at a complete standstill because Star Wars is not science fiction, it is fantasy. Lack of realistic technological advancement over time is one of those core fantasy tropes, albeit one that doesn't often get discussed.

Does that make Eberron Science Fiction then? Their magic is internally consistent and is progressing like technology would.


Title: Re: SWTOR
Post by: Ingmar on January 04, 2011, 05:39:21 PM
Technology is at a complete standstill because Star Wars is not science fiction, it is fantasy. Lack of realistic technological advancement over time is one of those core fantasy tropes, albeit one that doesn't often get discussed.

Does that make Eberron Science Fiction then? Their magic is internally consistent and is progressing like technology would.

Well, that's not the only trope that makes something fantasy (Eberron still has, you know, wizards) but it is definitely harder sci-fi than Star Wars is.


Title: Re: SWTOR
Post by: Sheepherder on January 04, 2011, 05:59:13 PM
And for those who are going to argue the force has some internal limits that create balance I'll look forward to you explaining why being able to use the force to crash a star destroyer (Force unleashed) seems reasonable.

Star Wars canon.  You can get as fanfic as you like, but nobody is compelled to pay any fucking attention whatsoever to it in their own fanfic.  The rule is pretty much Movies > TV > All the other shit.

Plus, rule of cool.


Title: Re: SWTOR
Post by: Tannhauser on January 04, 2011, 06:52:45 PM
Because "size matters not".  There is no difference in the Force to move a rock or a star destroyer.

At least that was my take on it.


Title: Re: SWTOR
Post by: Trippy on January 04, 2011, 07:02:06 PM
That ship is fucking pants on head stupid.  Like some asshat passed off his son's artwork stolen off the fridge at home as his own concept art, and instead of backhanding him for submitting this shit they put it into production.
The Star Wars universe has always had ridiculously designed ships. Even the Millennium Falcon is a fucked up design where you can't see shit out of the left side of the cockpit windows. And Tie Fighters are even fucking worse than that.


Title: Re: SWTOR
Post by: Tannhauser on January 04, 2011, 07:09:02 PM
That's why so many TIE fighters are shot down, they can't see left or right.

(But all the ships still look shit hot to me years later)


Title: Re: SWTOR
Post by: Trippy on January 04, 2011, 07:41:01 PM
Yeah at least some of the designs in the early movies looked cool. Then you started get shit like the B-Wing. The BT-7 design linked earlier looks like an early version of that. So basically it fits perfectly in the Star Wars universe of starships.


Title: Re: SWTOR
Post by: Koyasha on January 04, 2011, 10:46:45 PM
Because "size matters not".  There is no difference in the Force to move a rock or a star destroyer.

At least that was my take on it.
Well, size isn't even the issue here though.  Even if we say that size doesn't matter as far as moving it with the force, what about all that thrust the star destroyer is producing?  If size really doesn't matter, and neither does the velocity or thrust the object has and so on, then doesn't that mean that any old force user can just grab an entire planet and chuck it any which way they want, since neither its size nor its current velocity and momentum is going to prevent it?

Star Wars force stuff really has no internal consistency or rules.  It just does whatever is cool at the moment.  Which really hurts it in my opinion, because I do expect my magic to be internally consistent.  Whether it's magic or science, it's best if you establish a general 'this is what you can do with it' set of rules and stick to them.


Title: Re: SWTOR
Post by: Sheepherder on January 04, 2011, 11:05:25 PM
Because "size matters not".  There is no difference in the Force to move a rock or a star destroyer.

At least that was my take on it.
Well, size isn't even the issue here though.  Even if we say that size doesn't matter as far as moving it with the force, what about all that thrust the star destroyer is producing?  If size really doesn't matter, and neither does the velocity or thrust the object has and so on, then doesn't that mean that any old force user can just grab an entire planet and chuck it any which way they want, since neither its size nor its current velocity and momentum is going to prevent it?

Star Wars force stuff really has no internal consistency or rules.  It just does whatever is cool at the moment.  Which really hurts it in my opinion, because I do expect my magic to be internally consistent.  Whether it's magic or science, it's best if you establish a general 'this is what you can do with it' set of rules and stick to them.

Size matters not.  Psychosomaticism does.  That's why Jedi stack Wisdom and have really low Charisma scores.

The Star Wars universe has always had ridiculously designed ships. Even the Millennium Falcon is a fucked up design where you can't see shit out of the left side of the cockpit windows. And Tie Fighters are even fucking worse than that.

The Falcon was supposed to look like a flying shitheap.  It does.  Score one for Lucas.

TIE fighters are supposed to give the impression of a space age Mitsubishi A6M Zero.  Which they do, because it looks like something you could break with a well-placed kick.  The side panels are kind of funky, but biplanes and triplanes suffered the same problems, except in the real world above and below count massively in air battles.  In space, with sensors, being able to see in any direction matters not so much.

A brick shaped space landing-craft with it's centre of gravity massively off is just fucking clownshoes.  It has to be able to land in atmospheric conditions, easily, without killing all of it's passengers.  Which off-kilter bricks just don't do.  In addition to breaking the rule of cool.


Title: Re: SWTOR
Post by: Trippy on January 05, 2011, 12:55:54 AM
TIE fighters are supposed to give the impression of a space age Mitsubishi A6M Zero.  Which they do, because it looks like something you could break with a well-placed kick.  The side panels are kind of funky, but biplanes and triplanes suffered the same problems, except in the real world above and below count massively in air battles.  In space, with sensors, being able to see in any direction matters not so much.
The side panels on a Tie Fighter are actually solar panels, so their size and shape at least make some sense (though not necessarily their placement and orientation). Fighter pilots in Star Wars do need to look around though -- watch the Death Star battle again.


Title: Re: SWTOR
Post by: Sheepherder on January 05, 2011, 01:03:49 AM
I love you Trippy. (http://www.cracked.com/article_18719_the-tie-fighter-pilot-who-saved-day-in-star-wars.html)


Title: Re: SWTOR
Post by: Trippy on January 05, 2011, 01:13:26 AM
:awesome_for_real:


Title: Re: SWTOR
Post by: Sheepherder on January 05, 2011, 02:24:22 AM
Quote
Of course, if any of those things were true, there was no way for Vader to know. One thing he should have realized though: TIE fighters are being sent out en masse to intercept the Rebels and this guy was standing around in the hallway. Vader, we think they left him behind for a reason.

I love that line especially.


Title: Re: SWTOR
Post by: Sky on January 05, 2011, 07:27:05 AM
 In space, with sensors, being able to see in any direction matters not so much.
Should we even bother with stellar luminosity at this point?


Title: Re: SWTOR
Post by: Nebu on January 05, 2011, 07:33:06 AM
 In space, with sensors, being able to see in any direction matters not so much.
Should we even bother with stellar luminosity at this point?

I want to discuss the role of aerodynamics in space!


Title: Re: SWTOR
Post by: Murgos on January 05, 2011, 10:17:57 AM
I want to discuss the role of aerodynamics in space!

Air has about 10^25 atoms per m^3.  Space is on the order of 'a few' atoms per m^3.  If you made a 747 but ~10^25 times larger and accelerated it forward would it then be able to get lift in space?

Would that mean it can only fly in loops?
 :oh_i_see: :uhrr: :ye_gods: :grin: :drill: :drillf: :why_so_serious:


Title: Re: SWTOR
Post by: Paelos on January 05, 2011, 10:54:34 AM
My god, this may be the dumbest thread that's ever proliferated in such magnitude.


Title: Re: SWTOR
Post by: Samprimary on January 05, 2011, 11:18:58 AM
star wars plus pedantry! it's a match made in hell!


Title: Re: SWTOR
Post by: Lakov_Sanite on January 05, 2011, 12:07:24 PM
Star wars is pretty much a stupid magnet.


Title: Re: SWTOR
Post by: Typhon on January 05, 2011, 12:14:29 PM
Which doesn't make that much sense to me, the Trekkies seem more unstable than the Star Wars folks (do they have a nickname?).  Maybe I just have never seen a Star Trek slap fight.


Title: Re: SWTOR
Post by: Lantyssa on January 05, 2011, 02:20:49 PM
Star Trek tries to pretend it's based on science instead of being fantasy in space.  Things get more weird when you try to explain magic with science.


Title: Re: SWTOR
Post by: Ingmar on January 05, 2011, 03:09:54 PM
Star Trek fights are basically the same thing but you fall asleep faster listening to it.


Title: Re: SWTOR
Post by: Sheepherder on January 05, 2011, 04:48:26 PM
I want to discuss the role of aerodynamics in space!

Air has about 10^25 atoms per m^3.  Space is on the order of 'a few' atoms per m^3.  If you made a DC-8 but ~10^25 times larger and accelerated it forward would it then be able to get lift in space?

 :awesome_for_real:

Star Trek tries to pretend it's based on science instead of being fantasy in space.  Things get more weird when you try to explain magic with science.

It's usually easier just to state that something looks cool, or doesn't.  TIE fighters look cool, brick ship doesn't.


Title: Re: SWTOR
Post by: LK on January 05, 2011, 05:02:38 PM
It's really pointless to interject a personal analysis on Star Trek vs. Star Wars... isn't it?  :oh_i_see:

I love you Trippy. (http://www.cracked.com/article_18719_the-tie-fighter-pilot-who-saved-day-in-star-wars.html)

Funny.  :awesome_for_real: But I think "The Force" was at work here. In fact, the Force (in-movie representation of the writer's influence and control to advance the plot to his desire, to me) could probably explain away most of the illogical actions in the entire series.

Force isn't quite as effective in a game when the game code controls it.


Title: Re: SWTOR
Post by: Nevermore on January 05, 2011, 08:21:43 PM
Which doesn't make that much sense to me, the Trekkies seem more unstable than the Star Wars folks (do they have a nickname?).  Maybe I just have never seen a Star Trek slap fight.

The best is when they fight each other.  Like: How many Tie fighters would it take to blow up the Enterprise?


Title: Re: SWTOR
Post by: Kageru on January 05, 2011, 09:15:47 PM

I actually typed out "This is where the discussion of can the enterprise beat a star destroyer goes" but deleted the post in the hopes of skipping the inevitable derail.

oh well.

I wonder how their beta is going. Wish more companies would run a non-NDA beta like Blizzard.


Title: Re: SWTOR
Post by: Samprimary on January 05, 2011, 10:42:53 PM

I actually typed out "This is where the discussion of can the enterprise beat a star destroyer goes"

Yes. Comments? Discussion?

Corollary point: mechs are so unrealistic


Title: Re: SWTOR
Post by: Ashamanchill on January 05, 2011, 11:10:13 PM
Star Trek fights are basically the same thing but you fall asleep faster listening to it.

I dunno dude, this had a basically instant response as a soporific, it would be hard to beat that......unless said discussion was so nerdy it transported me back in time and put me to sleep somehow.


Title: Re: SWTOR
Post by: Ingmar on January 06, 2011, 02:03:57 AM
Star Trek fights are basically the same thing but you fall asleep faster listening to it.

I dunno dude, this had a basically instant response as a soporific, it would be hard to beat that......unless said discussion was so nerdy it transported me back in time and put me to sleep somehow.

Well Star Trek does love its shitty time travel plots.  :why_so_serious:


Title: Re: SWTOR
Post by: Typhon on January 06, 2011, 06:00:46 AM
I wonder how their beta is going. Wish more companies would run a non-NDA beta like Blizzard.

The testing page (http://www.swtor.com/tester) says that the beta hasn't begun.  Do you have sekret info!? 

[Note: I have no plans to be in the beta, I just wanted to type the word 'sekret']


Title: Re: SWTOR
Post by: Paelos on January 06, 2011, 06:41:30 AM
According to my friend who has played the game several times already, there is a beta going.

also: http://massively.joystiq.com/2010/07/09/the-official-official-swtor-beta-testing-announcement/ (http://massively.joystiq.com/2010/07/09/the-official-official-swtor-beta-testing-announcement/)


Title: Re: SWTOR
Post by: Tearofsoul on January 06, 2011, 07:23:15 AM
What they are doing is invite a group of ppl to test area A & class B for 3 days. Then invite another group of ppl to test area C & class D...


Title: Re: SWTOR
Post by: Simond on January 06, 2011, 01:22:40 PM
It's usually easier just to state that something looks cool, or doesn't.  TIE fighters look cool, brick ship doesn't.
Know what else is cool?

(http://i.imgur.com/7Qw4O.jpg)

Of course, the Imperium would look down on the Empire for being too benevolent and kind.  :awesome_for_real:


Title: Re: SWTOR
Post by: Velorath on January 06, 2011, 01:53:16 PM
According to my friend who has played the game several times already, there is a beta going.

also: http://massively.joystiq.com/2010/07/09/the-official-official-swtor-beta-testing-announcement/ (http://massively.joystiq.com/2010/07/09/the-official-official-swtor-beta-testing-announcement/)

Yeah, I've seen a few leaks over in the Gaf thread.


Title: Re: SWTOR
Post by: Samprimary on January 06, 2011, 09:13:30 PM
warphallus 40k


Title: Re: SWTOR
Post by: Sheepherder on January 06, 2011, 10:42:22 PM
[img]

See: now that's a ride an emperor could be proud of.


Title: Re: SWTOR
Post by: amiable on January 07, 2011, 07:33:05 AM
What they are doing is invite a group of ppl to test area A & class B for 3 days. Then invite another group of ppl to test area C & class D...

Oh god.  Really?  This is the same clownshoe's Beta testing technique that Mythic used for WAR.  The result is no one has any idea how the whole of the game integrates.


Title: Re: SWTOR
Post by: Samprimary on January 07, 2011, 07:42:59 AM
.. which often means that the game doesn't integrate, necessitating such narrow-scope testing.


Title: Re: SWTOR
Post by: Sky on January 07, 2011, 08:28:51 AM
Rift is doing it, too. Must've been some topic at GDC or something.


Title: Re: SWTOR
Post by: SnakeCharmer on January 07, 2011, 08:42:12 AM
Oh god.  Really?  This is the same clownshoe's Beta testing technique that Mythic used for WAR.  The result is no one has any idea how the whole of the game integrates.

It's not like 'let the people play the whole game and get more data than we can possibly parse' has worked all that well before.  WAR was terrible not necesarilly from bugs or "whole game integration" but because it was terribly designed game from the ground up.  Rather than getting an obscene amount of data/feedback for the game as whole from 1 to 50 (or whatever level cap is), they're getting data/feedback for 1-10, then 10-20, etc.  At some point, they'll probably turn the beta testers loose, but I imagine their schedule looks something like this:

Players testing 1-10.  Get feedback/data/bug reports.
Players testing 10-20.  Get feedback/data/bug reports.  Work on feedback/data/bug reports from 1-10.
Players testing 30-40.  Get feedback/data/bug reports.  Work on feedback/data/bug reports from 10-20.


Title: Re: SWTOR
Post by: Sky on January 07, 2011, 09:31:07 AM
Actually, I forgot that Rift has been running a continuous test alongside the beta events, so nm my earlier comment. It actually sounds like a decent way to run it.


Title: Re: SWTOR
Post by: eldaec on January 07, 2011, 10:56:19 AM
Players testing 1-10.  Get feedback/data/bug reports.
Players testing 10-20.  Get feedback/data/bug reports.  Work on feedback/data/bug reports from 1-10.
Players testing 30-40.  Get feedback/data/bug reports.  Work on feedback/data/bug reports from 10-20.

This testing schedule should immediately tell you that you are not ready for beta,


Title: Re: SWTOR
Post by: rattran on January 07, 2011, 11:08:22 AM
People don't NEED to get from 20-30. Just let them grind for ursine uterus drops.


Title: Re: SWTOR
Post by: sam, an eggplant on January 07, 2011, 11:24:15 AM
Rift is doing it, too. Must've been some topic at GDC or something.
Rift is a series of time-limited open betas where you can play the entire game up to level 20. It's a traditional MMO open beta, just with the added wrinkle of limiting the time periods to try to stop people from getting too burned-out before release ala tabula rasa.

SWTOR is a series of time-limited closed betas covered by NDA where you can play one single focused area and set of classes from one faction with (generously) 10-15 total hours of gameplay. This is structured much more like the WAR betas, which were famously unsuccessful and generally agreed to be a bad idea all around. On the other hand, Bioware is supposedly planning a more and quite lengthy traditional beta period later on, so it's not necessarily a negative.


Title: Re: SWTOR
Post by: Simond on January 07, 2011, 02:31:33 PM
[img]

See: now that's a ride an emperor could be proud of.
We had a secretly ironic Warhammer40K vs Star Trek slapfight on FoH a while back. It was hilarious watching the Trekkies trying to claim that they'd win.


Title: Re: SWTOR
Post by: Rendakor on January 08, 2011, 12:14:27 AM
Players testing 1-10.  Get feedback/data/bug reports.
Players testing 10-20.  Get feedback/data/bug reports.  Work on feedback/data/bug reports from 1-10.
Players testing 30-40.  Get feedback/data/bug reports.  Work on feedback/data/bug reports from 10-20.
By the lack of testing Tier 3, this looks like exactly what they did with WAR.


Title: Re: SWTOR
Post by: Lucas on January 21, 2011, 11:37:15 AM
Another planet unveiled, Quesh (it comes with the usual batch of screenshots, description and a brief fly-by video):

http://www.swtor.com/info/holonet/planets/quesh



Title: Re: SWTOR
Post by: Shatter on January 21, 2011, 03:53:06 PM
Another planet unveiled, Quesh (it comes with the usual batch of screenshots, description and a brief fly-by video):

http://www.swtor.com/info/holonet/planets/quesh



Too much brown...literally


Title: Re: SWTOR
Post by: Oban on January 21, 2011, 04:17:32 PM
Why the mix of vehicles with caterpillar tracks and vehicles with legs?


Title: Re: SWTOR
Post by: Ratman_tf on January 21, 2011, 08:35:55 PM
Why the mix of vehicles with caterpillar tracks and vehicles with legs?

(http://3.bp.blogspot.com/_WhzTUgRiC9g/TLnmCdfN3JI/AAAAAAAAAVA/9s7O-dOCwxM/s1600/Xill1287247657.jpeg)?


Title: Re: SWTOR
Post by: Paelos on January 21, 2011, 09:40:50 PM
Too much brown...literally

They had to have a version of the Barrens that was already polluted before people showed up.


Title: Re: SWTOR
Post by: Outlawedprod on January 22, 2011, 11:55:59 AM
http://swtor.com/community/showthread.php?p=5167882#edit5167882

Translation: We are sorry there is a lack of any updates which could make the community actually be stoked about the game.


Title: Re: SWTOR
Post by: Lantyssa on January 22, 2011, 12:14:51 PM
Summary: We should have waited until six months from launch to start the info dump.  Oops.


Title: Re: SWTOR
Post by: SnakeCharmer on January 22, 2011, 12:21:46 PM
http://swtor.com/community/showthread.php?p=5167882#edit5167882

Translation: We are sorry there is a lack of any updates which could make the community actually be stoked about the game.

In their defense, what more can they do?  They release something weekly and have done so since 2008 or whenever they launched.  

I've seen the combat (standard MMO), I've seen 15plus planet reveals, I've seen their idea of space combat (rails shooter), I've seen their idea of crafting (companion driven), I've seen their intentions of PvP (battlegrounds and planetary/open PvP), I know what classes are in the game (how they can be spec'd, including their 'advanced' classes), I know what their idea of group content is (4 man plus companions), I've seen how companions work, how their dialogue system works (standard Bioware stuff), biographies of important people/factions, I've seen 7 or 8 cool little videos narrated by Lance Henricksen that are laying the framework for the setting/lore the game takes place in...

Pro tip:  Just because you don't like what they're saying doesn't mean they're being quiet about it.  

I get the official forums and the fanbois want to know everything yesterday, but what good would that do anybody?


Title: Re: SWTOR
Post by: Reg on January 22, 2011, 01:50:54 PM
If they're not being too quiet and secretive they're overhyping the game. Apparently, there is no middle ground. The game is doomed no matter what.


Title: Re: SWTOR
Post by: Spiff on January 23, 2011, 02:14:56 AM
In their defense, what more can they do?

Start a very inclusive beta  :grin:
Seriously though, isn't that basically what people are asking for?
Not saying they're right in wanting that (although isn't the customer always right?), but you tease someone long enough and they're going to want to cop a feel (< that read a bit sleazier than I intended  :pedobear:).

The hype worked, hooray! Now feed your monster Frankenstein Bioware.


Title: Re: SWTOR
Post by: Lucas on January 23, 2011, 04:26:35 AM
I'm just a llittle bugged by the lack of an european beta testing (not that I would have high hopes of being included, especially with the present format of small focused testing). The american one (at least from what we know) started last may-june, so I thought europeans would be included by late october-november. At that time (june), they already listed jobs at their Galway (Ireland) studios. Months later, january 2011, still lots of positions to be filled, and no game testing in sight. Sigh :(


Title: Re: SWTOR
Post by: Shatter on January 23, 2011, 05:36:12 AM
Anyone that thinks this game will launch this spring still should be throat punched


Title: Re: SWTOR
Post by: Koyasha on January 23, 2011, 08:11:44 AM
I do see why they might be reluctant to launch a long, inclusive beta like WoW did, though.  If the strength of their game is the story and they put it all out there in beta, then a lot of people might very well play through most of the content during beta, especially if said beta is several months long.  At that point they'll have little reason to buy the game until they start producing expansions and additional story content.


Title: Re: SWTOR
Post by: Sky on January 23, 2011, 08:29:43 AM
I think WoW got lucky with their long beta, also I think multiple starting areas helped. I got tired of the Rift beta in the third event, and those were just weekend events. Since I'm not an 'mmo lifestyle' person, the endgame won't mean anything to me, so if Rift had done a traditional 'play it to the endgame' beta, there'd be no reason for me to play the release.

Anyway, fuck the fans, they're impossible to please. Give them a level-capped weekend before launch for stress testing and that's it.


Title: Re: SWTOR
Post by: Lakov_Sanite on January 23, 2011, 09:38:36 AM

Anyway, fuck the fans, they're impossible to please.

pretty sure this is why most mmo's fail.


Title: Re: SWTOR
Post by: SnakeCharmer on January 23, 2011, 12:54:38 PM
Pretty sure that statement is really wrong


Title: Re: SWTOR
Post by: Malakili on January 23, 2011, 01:05:19 PM
Most MMOs fail because they are unpolished, clunky, and content sparse compared to what is already on the market in their respective subgenre.  Its possible that SWTOR has a chance to come close on these fronts actually, but its just a lot harder to get into the market when there is a behemoth out there already.   WoW's release timing was one of the reasons it did so well, and once it had a foothold it really capitalized on it.   If SWTOR can do well enough to get that same kind of foothoold, and then continue to refine the experience and pump out more content, it will be in good shape.


Title: Re: SWTOR
Post by: Paelos on January 24, 2011, 07:09:11 AM
SWTOR will succeed if their content releases are story-driven, monthly, and they involve some other time sinks like pvp and crafting that have a point and/or are remotely balanced in terms of participation and economics. Remotely is the key part, because it's never actually balanced.


Title: Re: SWTOR
Post by: Kageru on January 24, 2011, 05:16:02 PM
WoW's release timing was one of the reasons it did so well, and once it had a foothold it really capitalized on it.

That doesn't really match my memory. EQ was still dominant, EQ2 was based on a design spec of "remove the fun" and I don't recall anything in line to challenge any of those three. WoW did well because it was a dramatically superior game to the EQ's and due to Blizzards popularity a lot of people gave it a try.

SWTOR will succeed if their content releases are story-driven, monthly, and they involve some other time sinks like pvp and crafting that have a point and/or are remotely balanced in terms of participation and economics. Remotely is the key part, because it's never actually balanced.

That has never worked. Blizzard is rolling around in money and not even they can afford or find staff for a team to develop quality content at that rate. This is the Fallen Earth plan of trying to build the world ahead of the players and it is a wilful self-deception about the rate at which players consume content. It does not answer the question of why the player would keep up a sub between content releases, or why they would not just come back every 6 months and sub for a month to consume all the content up to that date.



Title: Re: SWTOR
Post by: Sky on January 25, 2011, 07:25:56 AM
I actually agree with Kageru's assessment. EQ was so primitive it needed to be replaced. EQ2 REALLY bungled their launch. My necromancer not only couldn't solo a lot of overland mobs, but I had a beetle for a pet because I couldn't be a necromancer. I quit before I hit level 20 because I had so many group-only quest cockblocks and had spent 17 levels playing a class I didn't want to play.

Rift doesn't even have the character that EQ2 had, it just seems pretty generic. I'm not a huge WoW fan, but their racial starting areas are a huge feather in their cap, it gives each race a flavor and feeling that nobody seems able to match thus far.

While I also agree about the content consumption, I'm a slow gamer (derp!). It takes me a while to work through content, the reason I only sub for a few months a year is more to do with experiencing life than with content. Even with EQ2, I had years worth of content left, and I mostly soloed. But I'm far from the typical mmo player, apparently.


Title: Re: SWTOR
Post by: SnakeCharmer on January 25, 2011, 07:31:39 AM
Never seen this discussion!

"Why WoW sells like vaginas on hotcakes and why everything else 'fails' argument number 1092387490187348917328947190837490187349".

Go!



Title: Re: SWTOR
Post by: Malakili on January 25, 2011, 07:49:45 AM
WoW's release timing was one of the reasons it did so well, and once it had a foothold it really capitalized on it.

That doesn't really match my memory. EQ was still dominant, EQ2 was based on a design spec of "remove the fun" and I don't recall anything in line to challenge any of those three. WoW did well because it was a dramatically superior game to the EQ's and due to Blizzards popularity a lot of people gave it a try.

I'm not saying anything different really.  But (obviously), WoW released into a non-WoW market.  WoW released against WoW: Cataclysm would get laughed off the market in no time.   WoW was better than its competition because (in part) it didn't have much competition.   Everything now can't simply be good, it has to be stellar, or else its going to be worse than whats out there.  My point being, the timing DID matter, because "superior" is a term relative to other games.  Superior now is a lot bigger hill to climb.


Title: Re: SWTOR
Post by: Paelos on January 25, 2011, 08:43:27 AM
God, we're not really doing this are we? I know the game releases a derth of information, but please.

(http://i374.photobucket.com/albums/oo187/gamegeek2589/Needs-More-Wookie.jpg)


Title: Re: SWTOR
Post by: Sky on January 25, 2011, 08:59:41 AM
(http://mypetjawa.mu.nu/archives/sexy_wookie.jpg)


Title: Re: SWTOR
Post by: SnakeCharmer on January 25, 2011, 09:10:50 AM
there's not enough bleach in the world to scrub that image from my brain...

diaf, Sky


Title: Re: SWTOR
Post by: Sky on January 25, 2011, 09:52:18 AM
I blame Paelos.


Title: Re: SWTOR
Post by: Nebu on January 25, 2011, 10:59:30 AM
So she skipped a a few waxing appointments.  What's the big deal?


Title: Re: SWTOR
Post by: Lucas on January 25, 2011, 11:03:38 AM
Well, we could post videos taken from..."questionable" sources but [Perception] I don't think that's allowed :P  :awesome_for_real:

(well, I'm sure everyone is already aware of them given the flow of info from official sources, anyway :P)


Title: Re: SWTOR
Post by: Outlawedprod on January 25, 2011, 11:42:18 AM
http://swtor.com/community/showthread.php?p=5167882#edit5167882

Translation: We are sorry there is a lack of any updates which could make the community actually be stoked about the game.

In their defense, what more can they do?  They release something weekly and have done so since 2008 or whenever they launched.

Pro tip:  Just because you don't like what they're saying doesn't mean they're being quiet about it.  

Maybe release something meaningful?  My snarky comment was merely meant to underlie that they are not even close to meeting happiness expectations of people who are already sold on the game.  As much money and dev work they have on this thing coupled with the amount of marketing they probably will spend it's sad that they have yet to show even one "sweet" gameplay moment or clip that gets the fanbois happy.  Instead they release a planet, lore info, or some generic info about a class.  The main thing that got people going oh shit so far was a CG clip =p.  The gameplay clips of Guild Wars 2 from PAX or fucking even Tera Online or Rift show a vast gulf between their positive buzz and this game.  If this is the best big money can do with Star Wars after the failure of Galaxies I feel sad for the people making the actual content in this game.  They don't have to re-imagine or invent a new mmo.  All they have to do to calm the fanbois down is show something mmo gameplay related that people can get excited about.  Either they have none to show or what they have is so lackluster it will do more harm than good.   The fact it has yet to happen after weekly info releases since 2008 does not bode well.


Title: Re: SWTOR
Post by: SnakeCharmer on January 25, 2011, 11:56:29 AM
That community of players, those...freaks...at SWTOR (and I guess you?) are never going to be satisfied.  

 
You already know the combat/gameplay.  You've played it in a dozen or more MMOs dating back about 10 years.  It's nothing special, and I don't know what more videos or exposition of bullshit from "Lead Designer Massive Fucking Buckethead" will do to change it.


Title: Re: SWTOR
Post by: Ginaz on January 25, 2011, 12:03:05 PM
http://swtor.com/community/showthread.php?p=5167882#edit5167882

Translation: We are sorry there is a lack of any updates which could make the community actually be stoked about the game.

In their defense, what more can they do?  They release something weekly and have done so since 2008 or whenever they launched.

Pro tip:  Just because you don't like what they're saying doesn't mean they're being quiet about it.  

Maybe release something meaningful?  My snarky comment was merely meant to underlie that they are not even close to meeting happiness expectations of people who are already sold on the game.  As much money and dev work they have on this thing coupled with the amount of marketing they probably will spend it's sad that they have yet to show even one "sweet" gameplay moment or clip that gets the fanbois happy.  Instead they release a planet, lore info, or some generic info about a class.  The main thing that got people going oh shit so far was a CG clip =p.  The gameplay clips of Guild Wars 2 from PAX or fucking even Tera Online or Rift show a vast gulf between their positive buzz and this game.  If this is the best big money can do with Star Wars after the failure of Galaxies I feel sad for the people making the actual content in this game.  They don't have to re-imagine or invent a new mmo.  All they have to do to calm the fanbois down is show something mmo gameplay related that people can get excited about.  Either they have none to show or what they have is so lackluster it will do more harm than good.   The fact it has yet to happen after weekly info releases since 2008 does not bode well.

If you're looking for game play footage, its out there.  Not much, but I have seen a few videos showing the game being played.  Just don't expect to see anything innovative or different when it comes to combat.  Of course, the combat never was going to that way.  If the combat ends up being WoW with a SW skin, I think I can live with that as long as theres enough "stuff" thats different than WoW, which it looks like there might be.  I know I'm not the only one who feels that way, too.

As for the lack of info released, they've pretty much been feeding us a slow, steady stream for the past 2 years or so.  We know what the classes are and a bit on how they will work.  We've seen what space combat will be like.  We have a good idea on how companions are going to work.  We know that there will most likely be a lot of story based content to go through.  So other than the nitty gritty of ground combat, what more are you looking for?


Title: Re: SWTOR
Post by: SnakeCharmer on January 25, 2011, 12:08:12 PM
 So other than the nitty gritty of ground combat, what more are you looking for?

"In TOR, if you press the hotkey this way, it does THIS.  In other games, if you press it the same way, it does THAT.  See the difference?"

"In TOR, you have to build up rage to execute specials.  Totally unique from other MMOs!   Wait.  What's that?  You did the same thing in WoW? 

Fuck."

"In TOR, we don't have mana pools, we have force pools.  That's different....right?"

"In TOR, our combat is choreographed!  Really, it is!  STORY, BITCHES!"


Title: Re: SWTOR
Post by: Sky on January 25, 2011, 12:10:30 PM
I looked at the official forums. What a joke. Both for such useless drivel and the sad commentary on so many fucking people out there.

I still believe a lot of the initial slip was covering their asses with the 'other players can choose how your story plays out', because that's just an awful mechanic. And then to gut out a lot of cool stuff to make it more like WoW.


Title: Re: SWTOR
Post by: Malakili on January 25, 2011, 12:15:19 PM
 You've played it in a dozen or more MMOs dating back about 10 years.  It's nothing special, and I don't know what more videos or exposition of bullshit from "Lead Designer Massive Fucking Buckethead" will do to change it.

I think we just have very little good idea of what exactly playing for an hour is going to be like.  Like, I log in, what do I do? What is the arc of a typical play session?  I think thats where the holes lie for me.  I have all these bits of information, but i have very little feeling for how it all works together.

 No amount of mechanical info will really tell us either.  Is it really just WoW + Starwars, is it more like playing KOTOR with shared multiplayer space, something else entirely?  I think thats what people want to know.  What is the experience like for the player.  All this information about planets and classes is meaningless to that unfortunately, so people feel like they aren't any closer to knowing what they actually want to know, and therefore feel like the information being told isn't satisfying.


Title: Re: SWTOR
Post by: Paelos on January 25, 2011, 12:16:06 PM
Combat play footage is out there in droves on youtube. You will see that it's exactly like everything else. Walk up to something, click it, use numbered keys for your abilities, loot it, move on.

The differences come in the long cutscenes where you do spin the ME talky-wheel to see if you lightsaber someone in the chops.


Title: Re: SWTOR
Post by: SnakeCharmer on January 25, 2011, 12:26:38 PM
Exactly.  There's plenty of footage out there, both from Bioware and 'unofficial' sources.  It's just more of the same with cutsenes and VO (with ME/KOTOR/Dragon Age convo wheel), and seems to focus more on solo / small group play.


Title: Re: SWTOR
Post by: Sky on January 25, 2011, 12:28:04 PM
It's WoW+cutscenes+rebel assault.

Like Rift is WoW+souls+rifts.

No big budget mmo team is risking their necks making anything too different from WoW. Just be glad these went into production early enough to not be Zynga-enabled.


Title: Re: SWTOR
Post by: Fordel on January 25, 2011, 12:46:15 PM
I've said this already probably, but if it actually is as good as WoW, but in space, then it will be a raging success.


Not, sorta like WoW, or almost as good as WoW, but honest to goodness I press my buttons and it feels as slick and responsive as WoW.



I'm guessing though, it will be WAR in space instead  :why_so_serious:


Title: Re: SWTOR
Post by: Velorath on January 25, 2011, 12:51:41 PM
Exactly.  There's plenty of footage out there, both from Bioware and 'unofficial' sources.  It's just more of the same with cutsenes and VO (with ME/KOTOR/Dragon Age convo wheel), and seems to focus more on solo / small group play.

Yeah, I've seen leaks out there, the official information Bioware puts out, and detailed impressions from major game sites and bloggers who got several hours of hands-on play.  About the only real question mark I've seen at this point is the end game.  I don't think there's any hidden information about the game that's going to make he cynics fall in love with it at this point, and even if there is I don't see any reason why people need to have it NOW rather than say, wait for a public beta or something before the game releases.  I'm looking forward to Guild Wars 2, but I don't go around bitching that they've been fairly quiet on news for the past couple months.


Title: Re: SWTOR
Post by: Merusk on January 25, 2011, 01:04:26 PM
I've said this already probably, but if it actually is as good as WoW, but in space, then it will be a raging success.


Not, sorta like WoW, or almost as good as WoW, but honest to goodness I press my buttons and it feels as slick and responsive as WoW.



I'm guessing though, it will be WAR in space instead  :why_so_serious:

I have a sad, sad feeling you're right. It will be that or it will have LOTRO response times, killing it.


Title: Re: SWTOR
Post by: Outlawedprod on January 25, 2011, 01:34:47 PM
That community of players, those...freaks...at SWTOR (and I guess you?) are never going to be satisfied.  

You already know the combat/gameplay.  You've played it in a dozen or more MMOs dating back about 10 years.  It's nothing special

I don't need to be satisfied nor do the people on those forums. I still stand by my comment is this the best they can do?  The promo videos they've show and the footage from shows has been lackluster.  They're bragging point is their voice acting and personal story focus.  However they have yet to show any decent NPC interaction that has meaningful writing or events happening.  When I say gameplay footage I don't just mean some combat footage of people auto-attacking.  I mean show me something that sells this live in-game without the expensive CG.  The dragon fight from Guild Wars 2 demo did it for me and the action gameplay free target clips from tera obt worked because that sells their strong points.  Why am I not impressed with SWTOR offering so far?  They haven't shown me anything creative in terms of personal story or voice acting. That's their selling point and if they want to sell this thing they will have to start taking some wraps off soon and release story spoiler footage if nothing else.  Right now I haven't seen any NPCs to quest for or against or whatnot that have anymore personality than Mr Smite from Deadmines.  Which is funny because there is a great contrast between Mr Smite and characters with even just 5% of the quality of Kotor/Mass Effect.  I noticed awhile back they had some post about HK-47 or something.  So where's the quest where HK-47 runs in and accidentally blows away like 5 guys for you with a snappy line?  I mean that was kind of the more memorable  characters of Kotor.  If personal story is their focus and they don't have some grand epic quest schemes already lined up then I have to question just WTF was all that voice acting wasted on... If they have any cool starter quests they might want to start showing them by the time Summer hits at least.

On a side note I think this game will do well at launch regardless.  In the first month the biggest challenge is going to be weathering the storm of mmo-hoppers looking for the next thing and the large pool of griefers that will see much potential in this title and those rabid fanbois from the swtor forums.


Title: Re: SWTOR
Post by: ghost on January 25, 2011, 01:40:12 PM
To be honest, if they can make this like a KOTOR III with extras I'll be happy.  I'm only interested in the single player story on this. 


Title: Re: SWTOR
Post by: Paelos on January 25, 2011, 01:43:11 PM
The only thing SWTOR needs to do well is stability. They can't have any technical problems, stupid bugs, crashing instances, NPCs ignoring your decisions, lagging animations for voiceovers, etc. If they do that well, the game stays stable, and there is one pve and one pvp timesink for gear rewards, they will be fine in the short run.

They have to build on that base, but that's enough to start.


Title: Re: SWTOR
Post by: Sky on January 25, 2011, 01:55:42 PM
If the release date doesn't slip again, that should work nicely. I'll grab the game in October, once the hoppers and lookee-loos have cleared out, the first few rounds of bug patches have gone in, and have a nice winter playing kotor3.
I don't need to be satisfied nor do the people on those forums.
You sound unsatisfied.


Title: Re: SWTOR
Post by: Reg on January 25, 2011, 02:12:12 PM
To be honest, if they can make this like a KOTOR III with extras I'll be happy.  I'm only interested in the single player story on this. 

That's all I'm hoping for too.  If each character class really has a KOTOR"s worth of unique single player content I should be able to play for months before I run out of stuff to do and unsubscribe until an expansion comes out.


Title: Re: SWTOR
Post by: SnakeCharmer on January 25, 2011, 02:21:21 PM
I think alot of people are hope for just that.  As long as I can do most of the content solo, and supplement the rest with the gaming buddies I have left, I'll be happy.  Hell, if I can jump on a character and group with one of you guys and tackle some content, I'll be ecstatic.  I don't have the time nor the inclination to catass to victory in an MMO anymore and progression levels are just arbitrary numbers in the grand scheme of things.


Title: Re: SWTOR
Post by: Paelos on January 25, 2011, 02:30:09 PM
Rumors I've heard maintain that it's basically group with whoever you want and let companions fill out the roles. It's also been rumored to me that you can do dungeons with nothing but companions healing perfectly fine. In fact, maybe too fine...


Title: Re: SWTOR
Post by: Lantyssa on January 25, 2011, 05:25:21 PM
That community of players, those...freaks...at SWTOR (and I guess you?) are never going to be satisfied.
And they're all buying the game, regardless.


Title: Re: SWTOR
Post by: UnSub on January 25, 2011, 07:00:35 PM
They have to build on that base, but that's enough to start.

If SWOR's base costs US$150m or so, that's a lot to pay back PLUS add in new content to flesh it out.


Title: Re: SWTOR
Post by: Paelos on January 26, 2011, 08:01:32 AM
They have to build on that base, but that's enough to start.

If SWOR's base costs US$150m or so, that's a lot to pay back PLUS add in new content to flesh it out.

That's a sunk cost. You can't try to make expectations based on that money in the present. What you can do is make the best product possible so that it gets good press on release. The worst thing you can do is get impatient and release it before it's ready because the investors are clamoring for money. A hasty release would effectively kill this game.


Title: Re: SWTOR
Post by: Lucas on January 26, 2011, 10:33:09 AM
Two things:

- First, a rumor about SWTOR being released in September (hence, delayed):

http://www.mcvuk.com/news/42719/Old-Republic-out-in-September

Georg Zoeller (Principal Lead Combat Designer) on auto-attack (or lack of thereof) in SWTOR:

http://www.swtor.com/community/showthread.php?p=5288350#edit5288350

Quote

At this point in development, the combat design of Star Wars: The Old Republic does not include an auto attack feature and the flow of combat is designed around this fact.

A number of associated facts to help your discussion:

- Basic attack sequences in Star Wars: The Old Republic generally consist of multiple blaster bolts or strikes, so you don't click-spam attacks. We call these attacks 'flurries'.

- The actual number of flurries during a basic combat cycle against a normal creature is generally low, we try to put an emphasis on special attacks instead.

- As a result, an auto attack feature becomes unnecessary, since you chain few flurries together and often switch up your combat routine to deal with emergent issues during a fight.

- You can definitely shoot on the run (or backpaddle and shoot on those following you).

Fine print: We reserve the right to change this design, like any other, based on feedback from those currently in Game Testing and potentially from community commentary. At this point, such a decision seems unlikely however, as testers have been commenting very favorably on this aspect of the combat system so far.

Thanks for reading.


Title: Re: SWTOR
Post by: Paelos on January 26, 2011, 10:44:54 AM
So it's not auto-attack. It's pushing a button to engage in a series of attacks that cannot be changed.  :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on January 26, 2011, 11:52:11 AM
So it's not auto-attack. It's pushing a button to engage in a series of attacks that cannot be changed.  :why_so_serious:

It's a filler attack, just like City of Heroes. People liked that combat generally, seems good to me.


Title: Re: SWTOR
Post by: Koyasha on January 26, 2011, 12:00:55 PM
I hated that about CoH, so this sounds pretty bad to me.  But eh, I imagine I'll slog through the combat either way, it's not like combat has been what's interesting me about this title anyway.


Title: Re: SWTOR
Post by: Lantyssa on January 26, 2011, 01:58:11 PM
I liked CoH combat, so that doesn't bother me.


Title: Re: SWTOR
Post by: Paelos on January 26, 2011, 02:31:22 PM
I never played CoH, so I'm unsure.


Title: Re: SWTOR
Post by: Rasix on January 26, 2011, 02:35:11 PM
It should work out OK.  CoH's combat wasn't an issue I had with it.  MMO combat shouldn't be long enough in most situations for it to really matter.  If it starts to bug me outside of "boss fights" then the game very likely has combat pacing issues.


Title: Re: SWTOR
Post by: Sjofn on January 26, 2011, 03:15:56 PM
I also liked CoX's combat, so I am cheerful about this as well.


Title: Re: SWTOR
Post by: Kageru on January 26, 2011, 05:08:44 PM

It sounds like the CO model where your basic attack key would chain together a bunch of animations in a repeating cycle. So doing "psy-blade" 4 times would produce a sequence of moves and slight differences in damage. And you could of course stop the cycle at any point to do something else. That would be in keeping with their desire to have "cinematic" looking combat without actually innovating in any way. That said CO did put the basic attack on auto-repeat once people realised the amount of time they were spending spamming the attack button.

Did CoH do the same? It's been a while.


Title: Re: SWTOR
Post by: Ingmar on January 26, 2011, 05:09:48 PM
You can make abilities in CoH autocast (I think from release?) including stuff like punch. I don't know anyone who does it for non-buffs though.


Title: Re: SWTOR
Post by: UnSub on January 27, 2011, 12:38:02 AM
You can pre-load a CoH/V ability so that it activates when the right circumstances hit and I'm aware that some people did some incredible things with the inbuilt macro system.

CoH/V's problem was rooting during certain powers, which was something that was wound back quite a bit.


Title: Re: SWTOR
Post by: Sjofn on January 27, 2011, 12:43:04 AM
You can pre-load a CoH/V ability so that it activates when the right circumstances hit and I'm aware that some people did some incredible things with the inbuilt macro system.

CoH/V's problem was rooting during certain powers, which was something that was wound back quite a bit.

I was a DARKITY DARK DARK defender (her name was Gothic Poet <3) and the original heal animation would root me forever.

And usually miss.  :heartbreak:


Title: Re: SWTOR
Post by: Zetor on January 27, 2011, 01:39:29 AM
re COH: Setting a basic fast recharging low-damage attack to auto was nice when playing a tanker/brute (esp. a brute, since it ensured a steady flow of fury) to maintain aggro. Other than that, the best use was probably medium-cooldown long-duration buffs like Hasten.

You could also set a PBAOE heal to auto... if you wanted everyone to ridicule you  :awesome_for_real:


Title: Re: SWTOR
Post by: Lantyssa on January 27, 2011, 06:10:40 AM
I was a DARKITY DARK DARK defender (her name was Gothic Poet <3) and the original heal animation would root me forever.

And usually miss.  :heartbreak:
I slotted it with soooo many to-hits because of that.  It was an amazing heal power though.  DDDs are still one of my favorite concepts for a class.


Title: Re: SWTOR
Post by: tmp on January 27, 2011, 10:15:52 PM

lead dev: stepping on people's balls after they die in a game is kinda stupid
players: but we really, really want some sweet ball stomping action
 (http://swtor.com/community/showthread.php?p=5289463#edit5289463)
:grin:


Title: Re: SWTOR
Post by: Nevermore on January 27, 2011, 11:45:03 PM
CoH/V's problem was rooting during certain powers, which was something that was wound back quite a bit.

Originally, every power with an animation rooted you, because by default the game engine didn't let you move while a power was animating.  Game balance wasn't considered with respect to animation (and thus, self rooting) when the game was first developed, which is why animation times on powers were such an inconsistent hodge-podge for such a long time.  Over the years, a lot of this has been cleaned up and rectified; there aren't very many long-lasting animation roots anymore.

As for SWtoR, I'm in the camp that likes not having an auto-attack.  I hope they don't make the same mistake CoX did and leave you stuck in place for those 'flurries', though.


Title: Re: SWTOR
Post by: Surlyboi on January 28, 2011, 12:15:29 AM

lead dev: stepping on people's balls after they die in a game is kinda stupid
players: but we really, really want some sweet ball stomping action
 (http://swtor.com/community/showthread.php?p=5289463#edit5289463)
:grin:

Jesus, people are stupid. Granted, I think most modern MMOs go way too easy on players, but the shit some of those posters want is fucktarded. There's a huge difference between challenging and just plain abusive.


Title: Re: SWTOR
Post by: Sheepherder on January 28, 2011, 02:34:22 AM
Granted, I think most modern MMOs go way too easy on players, but the shit some of those posters want is fucktarded.

Horseshit.  I've heard the risk / reward argument reformulated dozens of times, and it's almost invariably wrong.  Death penalties only encourage the player to be death-adverse, which is absolutely the wrong fucking way to go.  There's a reason why every modern single-player shooter has quicksave and quickload.

You're going to bring up Eve next.  Which is not really an argument, because Goonswarm hands out battleships like sweet, delicious candy.


Title: Re: SWTOR
Post by: Reg on January 28, 2011, 02:40:19 AM
Every thread of this type seems to have its player stuck in some bizarre 1998 time warp where running naked through zones full of monsters to recover your equipment was the funnest thing ever to do after each death.

Between that and the posts by semi-literates who write "u" for "you" I'm very glad that up until now I've avoided the official SWTOR forums.


Title: Re: SWTOR
Post by: Kageru on January 28, 2011, 04:20:56 AM

How easy you can go on players is determined by how deeply into the pool of available and potential players you need to mine. Given SWTOR's budget they're not going to do anything that will discourage even a small portion of their playerbase.


Title: Re: SWTOR
Post by: Koyasha on January 28, 2011, 04:31:21 AM
Granted, I think most modern MMOs go way too easy on players, but the shit some of those posters want is fucktarded.

Horseshit.  I've heard the risk / reward argument reformulated dozens of times, and it's almost invariably wrong.  Death penalties only encourage the player to be death-adverse, which is absolutely the wrong fucking way to go.  There's a reason why every modern single-player shooter has quicksave and quickload.
This is probably true for a lot of people, but I disagree in my own experience.  Rather than being more likely to try crazy awesome things when I pay almost no penalty for death, I find I no longer care enough to bother.  Pulling off some ridiculous feat in EQ as my bard, and seeking out ever more ridiculous feats to pull off was something pretty common for me back then, but in games with less death penalty I don't seem to bother.  The time I swarmkited a good part of the Plane of Fire - after spending hours and several dozen deaths trying - was awesome.  On the other hand I recall a time in WoW when a fel reaver caught me off guard, but I managed to kill it.  What I remember most is the ridiculous sensation of, after I finished killing it, thinking 'meh, it would have taken less time to die and run back' rather than 'that was awesome!'

However, this is purely anecdotal and I can't even say for sure it's the death penalty or lack thereof that influences me in this manner, so eh.

The part about encouraging grinding and safe, efficient leveling is absolutely true though, since I know that back in EQ the one basic rule to leveling at a reasonable pace was: no matter what, don't be dying a lot.  Which absolutely meant to do your leveling only at safe campsites where you were really unlikely to get killed unless you screwed up significantly.  Well, until around mid-to-late Planes of Power where every cleric and their baby alt had a res stick so it didn't matter anymore.

I wouldn't mind some xp penalty.  Not a huge one like EQ used to have, but just enough to sting.  Unfortunately that amount would differ depending on each individual player, and what one considers just enough to sting would be a huge penalty to another, and insignificant to a third.  I think that's the biggest problem with instituting any kind of significant death penalty.  What is 'significant' without being too big is very subjective because it's a matter of pure player perception.

But in the end I expect they're going to try to make it look like they have a meaningful death penalty to appease those who want one, while at the same time having no practical penalty because that is what's most viable market wise - and given the impossibility of setting up a death penalty that feels the same to everyone, I think may actually be the best gameplay choice in the end, at least for the largest segment of players.


Title: Re: SWTOR
Post by: Malakili on January 28, 2011, 04:45:29 AM
 What I remember most is the ridiculous sensation of, after I finished killing it, thinking 'meh, it would have taken less time to die and run back' rather than 'that was awesome!'


I hear ya.   I've been playing some Champions Online again since free to play and there are a lot of instanced missions.  Most of these things have a door back out to the main world at the end of them, but for whatever reason some of them don't.  Generally after I finish the mission if there are any enemies left but no door at the end, I'll just get myself killed so I respawn at the front door faster.   Nooootttttt really all that heroic feeling.


Title: Re: SWTOR
Post by: Surlyboi on January 28, 2011, 04:53:34 AM
Granted, I think most modern MMOs go way too easy on players, but the shit some of those posters want is fucktarded.

Horseshit.  I've heard the risk / reward argument reformulated dozens of times, and it's almost invariably wrong.  Death penalties only encourage the player to be death-adverse, which is absolutely the wrong fucking way to go.  There's a reason why every modern single-player shooter has quicksave and quickload.

You're going to bring up Eve next.  Which is not really an argument, because Goonswarm hands out battleships like sweet, delicious candy.

Fuck, in EVE I fucking hand out battleships like sweet, delicious candy. But no, I'm not going to bring that up. And I still stand on my take that there's no death penalty in any games these days and that's not a good thing. I'm not saying somebody should get nut stomped, but if you do something exceedingly dumb, you should be slapped in the back of the head and told "that was exceedingly stupid, try not to do it again." I'm not advocating corpse runs, but I'd totally be for a little sign over your character's head that says "dumbass" for 20 minutes or so.


Title: Re: SWTOR
Post by: Lucas on January 28, 2011, 04:57:12 AM
Today's update is still not up, but it should be about the so called "Flashpoints". Gamespot published an exclusive video (don't be fooled by the lenght; it's roughly a minute and half followed by 3 minutes of black screen, lol) and an interview with World Designer Jesse Sky on the same subject:

http://www.gamespot.com/pc/rpg/starwarstheoldrepublic/news.html?sid=6287811&mode=previews
---

Now, Tabula Rasa failed and all that, but I see a few ideas TR had (or planned to have) now implemented in TOR:

- Flashpoints in TR were basically the same thing The Old Republic is doing, albeit a lot more polished and complex;
- Choices and consequences inside flashpoint and in quests; tailored storylines, feeling much more like a co-op single player experience;
- in the last 4-5 months of development, Starr Long talked an awful lot about implementing henchmen that you could bring with you in missions and flashpoints, and the possibility of outfitting them (akin to customizable companions, bar all the usual Bioware storylines);

Garriott is still baby jesus, in other words.

Yeah, I'll stop now.


Title: Re: SWTOR
Post by: eldaec on January 28, 2011, 06:03:50 AM
Granted, I think most modern MMOs go way too easy on players, but the shit some of those posters want is fucktarded.

Horseshit.  I've heard the risk / reward argument reformulated dozens of times, and it's almost invariably wrong.  Death penalties only encourage the player to be death-adverse, which is absolutely the wrong fucking way to go.  There's a reason why every modern single-player shooter has quicksave and quickload.

You're going to bring up Eve next.  Which is not really an argument, because Goonswarm hands out battleships like sweet, delicious candy.

Goonswarm isn't really relevant.

The only death penalty in EVE is your ship, and the entire economy of EVE is based around the idea that you should be able to replace what you fly. The only cases that isn't true are where the risk is obvious to the player at the outset and massively cheaper equipment is almost always available that is 90% as effective or whatever.


Title: Re: SWTOR
Post by: Sky on January 28, 2011, 08:55:03 AM

lead dev: stepping on people's balls after they die in a game is kinda stupid
players: but we really, really want some sweet ball stomping action
 (http://swtor.com/community/showthread.php?p=5289463#edit5289463)
:grin:
Love the schub. And really, here's to hoping dev teams have the strength to ignore the forum drama. Has anyone really avoided or quit a game because it didn't have enough death penalty? Versus people I know who have (me, EQ1, fuck you de-leveling mechanic combined with shit soloing).

Also, the average mmo player is a total fucking retard. But we all know that.

edit: I also enjoyed the hell out of TR, they just didn't have much meat to the game and made some really bone-headed prelaunch changes that removed a lot of the fun factor (see my earlier quote) With the amount of content and varied systems TOR is already putting in, grabbing some ideas from TR is not a bad idea at all.


Title: Re: SWTOR
Post by: Lucas on January 28, 2011, 09:19:35 AM
Flashpoint official update:

http://www.swtor.com/info/systems/flashpoints

Same video posted above, but also a short description of some other flashpoints we'll undertake in the game.


Title: Re: SWTOR
Post by: SnakeCharmer on January 28, 2011, 09:31:14 AM
WTF...Yoda....really?


Title: Re: SWTOR
Post by: Surlyboi on January 28, 2011, 09:51:54 AM
Vandar, didn't you play KOTOR?


Title: Re: SWTOR
Post by: UnSub on January 28, 2011, 09:57:35 AM
WTF...Yoda....really?

SWOR is Star Wars: Greatest Hits.


Title: Re: SWTOR
Post by: SnakeCharmer on January 28, 2011, 10:02:27 AM
Vandar, didn't you play KOTOR?

is that who that is?

I never played kotor.  Guess I probably should at some point.


Title: Re: SWTOR
Post by: Lantyssa on January 28, 2011, 10:26:57 AM
I hope the story is good, because combat and the animations still look terrible to me.


Title: Re: SWTOR
Post by: Reg on January 28, 2011, 10:41:21 AM
Have there been any Bioware stories you liked in the past? You don't seem to have been very impressed with Dragon Age.


Title: Re: SWTOR
Post by: Lantyssa on January 28, 2011, 11:03:53 AM
Most Bioware games I enjoy quite a bit.  Dragon Age being the one recent exception, mainly because it felt very generic on top of many forced plot points which gave me no course of action close to how I wanted to handle the situation.


Title: Re: SWTOR
Post by: Reg on January 28, 2011, 11:19:59 AM
Oh fair enough. I wasn't sure if you were like Margalis and just basically hated everything about Bioware and western style RPGs.

If they've really created unique storylines for each character class I'm willing to accept that some of them will be better than others.  But if I find myself playing through the same crappy quests as a storm trooper as I would as a Jedi I'll be pretty furious.


Title: Re: SWTOR
Post by: fuser on January 28, 2011, 11:36:19 AM
But if I find myself playing through the same crappy quests as a storm trooper as I would as a Jedi I'll be pretty furious.

Don't worry Jedi's has to fight "dark foozles"  :grin:


Title: Re: SWTOR
Post by: kildorn on January 28, 2011, 11:44:59 AM
But if I find myself playing through the same crappy quests as a storm trooper as I would as a Jedi I'll be pretty furious.

Don't worry Jedi's has to fight "dark foozles"  :grin:

Whenever a Jedi kills a mob, it's face becomes that of the jedi.


Title: Re: SWTOR
Post by: Surlyboi on January 28, 2011, 10:26:14 PM
Vandar, didn't you play KOTOR?

is that who that is?

I never played kotor.  Guess I probably should at some point.

Yeah, you should. For the story anyway. The game itself hasn't aged all that well.


Title: Re: SWTOR
Post by: ghost on January 28, 2011, 10:33:54 PM
KOTOR is still pretty fun.  KOTOR II, not so much. 


Title: Re: SWTOR
Post by: Ingmar on January 28, 2011, 10:43:22 PM
KOTOR is still pretty fun.  KOTOR II, not so much. 

IMO if you ignore the last 30m KOTOr2 is a superior game, and I quite liked the original.


Title: Re: SWTOR
Post by: Outlawedprod on January 29, 2011, 06:33:59 AM
KOTOR is still pretty fun.  KOTOR II, not so much. 

IMO if you ignore the last 30m KOTOr2 is a superior game, and I quite liked the original.

I really liked Kreia in Kotor2.  Some of the dark side stuff in the mid game had great responses from her.

http://www.swtor.com/media/screens/taral-v
So basically a dungeon.  It certainly looks cool with one caveat: "Jedi Prisoner."    At least give the guy a name!  I was kind of hoping we would lessen the amount of scrub NPCs in more premium content like dungeons.  Speaking of names these dungeons are called  http://www.swtor.com/info/systems/flashpoints

Hopefully there will be a long scripted event at the beginning of the dungeon which some player can go RP mode on like the Coliseum in Wotlk when players are sick of seeing it for the 20th time.


Title: Re: SWTOR
Post by: Sheepherder on January 30, 2011, 01:23:29 AM
I'm not advocating corpse runs, but I'd totally be for a little sign over your character's head that says "dumbass" for 20 minutes or so.

OIC.  Then we're totally on the same page.  Shame is a very effective tool.

The only death penalty in EVE is your ship, and the entire economy of EVE is based around the idea that your corp should be able to replace what you fly.

FIFY.


Title: Re: SWTOR
Post by: Simond on January 30, 2011, 03:33:06 AM
KOTOR is still pretty fun.  KOTOR II, not so much. 
KOTORII + fanpatch fixing most of the cut stuff = better than KOTOR.
There, I said it.


Title: Re: SWTOR
Post by: tmp on January 30, 2011, 03:21:35 PM
I prefered KotOR 2 over the first game even in its original form. The all-broken and hallucination-like finale somehow felt fitting with what the mental state of the protagonist had to be at that point.


Title: Re: SWTOR
Post by: Surlyboi on January 30, 2011, 08:15:24 PM
I'm not advocating corpse runs, but I'd totally be for a little sign over your character's head that says "dumbass" for 20 minutes or so.

OIC.  Then we're totally on the same page.  Shame is a very effective tool.

Sometimes. There are those that would wear the dumbass tag as a sign of honor.

I actually kind of salute them too.


Title: Re: SWTOR
Post by: Sky on January 31, 2011, 07:57:29 AM
KOTOR is still pretty fun.  KOTOR II, not so much. 
KOTORII + fanpatch fixing most of the cut stuff = better than KOTOR.
There, I said it.
Oh gods, now I'm having Kill Dashus fantasies.

I really need to finally play KotOR2 with Stoney's mod some day.


Title: Re: SWTOR
Post by: Velorath on February 02, 2011, 01:05:02 PM
SWTOR delayed; Would be profitable with 500,000 subs. (http://www.shacknews.com/onearticle.x/67359)

I've also seen rumors on a number of sites that September is being targeted as the new release date.


Quote
BioWare's Force-powered MMORPG Star Wars: The Old Republic has been delayed, publisher EA revealed yesterday while announcing its earnings for the financial quarter. The Old Republic was slated to launch this spring but is now due expected later this calendar year, at some point after EA's next fiscal year begins on April 1.

EA CEO John Riccitiello fielded a number of questions about the MMO during a Q&A session for investors, touching on where EA aims to position The Old Republic in the marketplace, the number of subscribers it hopes for, and those dastardly "gamer blogs."

"Half a million subscribers for the game is substantially profitable but it's not the kind of thing that we would write home about," Riccitiello revealed. "Anything north of a million subscribers is a very profitable business."

"It's our view that we can be very successful without fundamentally challenging the market leader because we think we'll probably hit the smaller competitors harder when we get out there," Riccitiello said, referring to Blizzard's World of Warcraft, which boasts 12 million 'subscribers.' "Of course, we have no particular ambition to be a distant number two. Our ambitions are higher than that, but we throttle back a little bit relative to our financial projections."

EA CFO Eric Brown noted in the presentation's prepared comments that "EA is incurring significant development costs for the Star Wars MMO," but did not go into specifics.

Riccitiello also spoke on development costs, though only to dismiss reports from what he called "gamer blogs" about how much EA is rumoured to have spent on the MMO. He was doubtless referring to the widespread coverage received last year by 'EA Louse,' an anonymous blogger who claimed to have worked at BioWare's sister studio Mythic on Warhammer Online. According to EA Louse, Bioware had "spent more money making the Old Republic than James Cameron spent on Avatar ... More than $300 million!"

"One is there's been a fair amount of talk on various blogs, describing spends that are vastly higher than anything we've ever put in place," Riccitiello said. "So don't read gamer blogs as having any substance. Some of them bring a chuckle but they also bring a frustration for those that are being responsible in the management of EA's R&D dollars when they read sort of falsehoods out in the press."


Title: Re: SWTOR
Post by: UnSub on February 02, 2011, 01:18:49 PM
SWTOR delayed; Would be profitable with 500,000 subs. (http://www.shacknews.com/onearticle.x/67359)

Quote
"So don't read gamer blogs as having any substance. Some of them bring a chuckle but they also bring a frustration for those that are being responsible in the management of EA's R&D dollars when they read sort of falsehoods out in the press."

There's a very easy way of clearing up those falsehoods - announce the cost yourself.

But regardless of that: EA still requires SWOR to be at least the second biggest P2P MMO in the West or face a big financial failure.


Title: Re: SWTOR
Post by: Paelos on February 02, 2011, 01:36:48 PM
Given that EA is public I would imagine they would have to list how much R&D is in the game in their financials this year.

Also, that 500,000 break even point could mean anything. What do they consider a subscriber? Is it someone who plays the game 1 month? 3 months? A year?

At $15 a month:

1 month = $7,500,000
3 months = $22,500,000
12 months = $90,000,000

Personally, I think they are relying on an average of 500,000 subscribers over what they believe to be the competitive life of the game, which is probably 3 years as an estimate. Which in that case you're looking at a $270,000,000 R&D cost, pretty close to the number listed.

When I looked at the financials I noticed a dramatic swing in R&D total costs over the years. Bioware was picked up about 5 months before FY2008 when costs were slightly on the rise. In FY2009, R&D costs suddenly jumped $214M to their highest mark in 5 years. Was it all SWTOR? Absolutely not, but it's not just a coincidence either. It's also not a coincidence that they fired people like crazy in 2010.


Title: Re: SWTOR
Post by: squirrel on February 02, 2011, 02:20:22 PM
I don't think public companies have to disclose R&D costs at a product level, although I know many do. I thought it was only required for discrete business units that meet certain criteria - I could be completely wrong though it's been a while since I did finance.


Title: Re: SWTOR
Post by: Paelos on February 02, 2011, 02:23:36 PM
I don't think public companies have to disclose R&D costs at a product level, although I know many do. I thought it was only required for discrete business units that meet certain criteria - I could be completely wrong though it's been a while since I did finance.

They don't unless they consider it to be a lost cause.


Title: Re: SWTOR
Post by: Velorath on February 02, 2011, 02:24:51 PM
Also, that 500,000 break even point could mean anything. What do they consider a subscriber? Is it someone who plays the game 1 month? 3 months? A year?

It doesn't matter how long each person subs as long as each person who leaves the game is replaced by someone else.


Title: Re: SWTOR
Post by: Ingmar on February 02, 2011, 02:27:18 PM
500k wasn't a 'break even' point, they said 'substantially profitable.'


Title: Re: SWTOR
Post by: squirrel on February 02, 2011, 02:28:16 PM
I don't think public companies have to disclose R&D costs at a product level, although I know many do. I thought it was only required for discrete business units that meet certain criteria - I could be completely wrong though it's been a while since I did finance.

They don't unless they consider it to be a lost cause.

Ah yeah - and that's generally due to the fact that most R&D is capitalized isn't it? So if it can't meet the deferred expectations I has to be reconciled back onto the income statement as expense? Not that it's relevant heh - feel free to ignore the derail.


Title: Re: SWTOR
Post by: Paelos on February 02, 2011, 02:53:04 PM
500k wasn't a 'break even' point, they said 'substantially profitable.'

Yet in the same sentence he mentions it's not anything to write home about, and they want a million.

In pure reading between the lines, that means, yeah we'd be making about $10,000,000 at that point and be able to walk away. That's substantial, but pretty close to the break even if you're tossing down $250M on development. At a million subs, you're doubling the investment.

At least that's how I took it.


Title: Re: SWTOR
Post by: SnakeCharmer on February 02, 2011, 06:49:23 PM
I'm still trying to figure out where they said it was delayed.  It's been Spring '11 since whenever they announced it last year.  The 'article' just says after April '11, which is, well... still spring?


Title: Re: SWTOR
Post by: UnSub on February 02, 2011, 11:01:46 PM
500k wasn't a 'break even' point, they said 'substantially profitable.'

Yet in the same sentence he mentions it's not anything to write home about, and they want a million.

In pure reading between the lines, that means, yeah we'd be making about $10,000,000 at that point and be able to walk away. That's substantial, but pretty close to the break even if you're tossing down $250M on development. At a million subs, you're doubling the investment.

At least that's how I took it.


I wonder if they were just considering initial development costs at that figure, or were including some form of content development / further support as part of the "500k is profitable" figure.


Title: Re: SWTOR
Post by: Velorath on February 03, 2011, 02:02:51 AM
I'm still trying to figure out where they said it was delayed.  It's been Spring '11 since whenever they announced it last year.  The 'article' just says after April '11, which is, well... still spring?

They've gone from saying that they're targeting Spring 2011 to saying it will be out sometime after March but before the end of 2011.  Also, if the game were to be coming out in April, I'd imagine they'd already have a firm date at this point that they be using in the marketing.  To be fair, the Spring 2011 date was something Riccitiello mentioned over a year ago in a conference call as the date that was being targeted, and even for single player games, that's pretty far out to pin a release date, let alone for an MMO.


Title: Re: SWTOR
Post by: Paelos on February 03, 2011, 06:19:16 AM
I wonder if they were just considering initial development costs at that figure, or were including some form of content development / further support as part of the "500k is profitable" figure.

I'm pretty sure they are just referring to gross profit without regard to any more incurred overhead. I just found it interesting that when they acquired the project, R&D costs crested 1.3 billion dollars, up from a billion before the acquisition.

It lends more credence to the theory, and they fact that they won't even disclose a budget on the project. If someone is trying to damage your corp by saying you're wasting money on something that's spinning out of control, the best press release would be "That's a total fabrication, we've spent less than $XXX on R&D for that project. Anything that person reported should be treated with total disregard." In essence, you could bust them on a lie and discredit the whole thing. The fact they just skirt the issue with no figures at all make me believe their sunk costs are very high.


Title: Re: SWTOR
Post by: ghost on February 03, 2011, 07:32:29 AM
"Profitable" implies some knowledge and consideration of overhead expenses versus gross revenue. 


Title: Re: SWTOR
Post by: Paelos on February 03, 2011, 08:55:26 AM
"Profitable" implies some knowledge and consideration of overhead expenses versus gross revenue. 

That's why I said gross profit. The variable expenses associated with the cost of production should be considered. Adding in more overhead shouldn't.


Title: Re: SWTOR
Post by: Ingmar on February 03, 2011, 09:53:20 AM
I wonder if they were just considering initial development costs at that figure, or were including some form of content development / further support as part of the "500k is profitable" figure.

I'm pretty sure they are just referring to gross profit without regard to any more incurred overhead. I just found it interesting that when they acquired the project, R&D costs crested 1.3 billion dollars, up from a billion before the acquisition.

It lends more credence to the theory, and they fact that they won't even disclose a budget on the project. If someone is trying to damage your corp by saying you're wasting money on something that's spinning out of control, the best press release would be "That's a total fabrication, we've spent less than $XXX on R&D for that project. Anything that person reported should be treated with total disregard." In essence, you could bust them on a lie and discredit the whole thing. The fact they just skirt the issue with no figures at all make me believe their sunk costs are very high.

Remember they were also acquiring Mass Effect, Dragon Age and sequels at the same time.


Title: Re: SWTOR
Post by: SnakeCharmer on February 04, 2011, 01:43:32 PM
Well, they just pretty much tossed out Spring as a realistic launch window:

Quote
Everyone at BioWare and EA is working to ensure that Star Wars: The Old Republic is delivered at the quality level you expect from BioWare and Star Wars.

‪Star Wars: The Old Republic is expected to launch this year after the close of EA's fiscal 2011 (which ends March 31st, 2011). Information on the release date and pre-order programs will be released as it becomes available.


Title: Re: SWTOR
Post by: Shrike on February 04, 2011, 08:57:23 PM
When it's done...  :why_so_serious:

If it gets pushed back too much, it'll be infringing on ME3s anticipated launch window. Not the same type of game, but still. Another January ME3 would be trying my patience quite a bit.


Title: Re: SWTOR
Post by: Lucas on February 05, 2011, 05:37:35 AM
New developer blog on the official site, "Building Flashpoints" by World Designer Jesse Sky (nice read):

http://www.swtor.com/news/blog/20110204

Three new screenshots from Gamespot:

http://www.gamespot.com/special_feature/most-anticipated-2011/day-5/index.html?page=2

(http://image.com.com/gamespot/images/2011/34/Gamespot2011_3_93871_640screen.jpg)

(http://image.com.com/gamespot/images/2011/34/Gamespot2011_13401_640screen.jpg)

(http://image.com.com/gamespot/images/2011/34/Gamespot2011_2_63627_640screen.jpg)


Title: Re: SWTOR
Post by: Ashamanchill on February 05, 2011, 10:02:01 AM
Holy shit it's darth vader.......with a stylish goatee.


Title: Re: SWTOR
Post by: Paelos on February 05, 2011, 11:17:09 AM
Quote
The Death Star was a Flashpoint. Luke and Obi-wan spent a few minutes LFG in the Mos Eisley Cantina where they enlisted the aid of Han Solo and Chewbacca. Together, they infiltrated a moon-sized battle station to rescue Princess Leia. Things didn't go quite as they expected; difficult choices were made along the way. That's a Flashpoint in a nutshell.


 :ye_gods:

 :facepalm:


Title: Re: SWTOR
Post by: Lucas on February 05, 2011, 11:30:30 AM
Quote
The Death Star was a Flashpoint. Luke and Obi-wan spent a few minutes LFG in the Mos Eisley Cantina where they enlisted the aid of Han Solo and Chewbacca. Together, they infiltrated a moon-sized battle station to rescue Princess Leia. Things didn't go quite as they expected; difficult choices were made along the way. That's a Flashpoint in a nutshell.


 :ye_gods:

 :facepalm:

Yeah, the LFG bit made me laugh but if you think about it, the analogy is not *that* off the mark...No?


Title: Re: SWTOR
Post by: Paelos on February 05, 2011, 11:46:22 AM
It's just an example of how MMOG mechanics will suck the soul out of any story. I mean no matter how much they spout shit like this:

Quote
Ever found yourself wondering, “What am I doing here?” or “Why the blazes am I fighting these green guys?” Has it ever felt like a glorified slot machine? Is your screen filled with so many numbers that you forget you’re supposed to be having fun? Our goal is to make sure that never happens. We also have to contend with your incredible class story. In Star Wars: The Old Republic, you come to closely identify with your character. You should never feel like a cog in a loot-generation machine – you’re a champion of the Sith or a hero of the Republic.

I have a hard time believing it when you throw MMOG players into your world.


Title: Re: SWTOR
Post by: Tannhauser on February 05, 2011, 12:36:33 PM
It's a fair point.  I just canceled my WoW account for this reason.  When I play WoW now, I feel like I'm in a simulation of WoW where orcs run up, impale themselves on my blade and throw a sack of loot at my face.

So yeah, I could do with a cool story as long as it's not TOO on rails like WoW has become.
Fuck Six Flags over Azeroth.


Title: Re: SWTOR
Post by: Reg on February 05, 2011, 12:58:24 PM
I expect SWTOR will be at least as much "on rails" as WoW is currently.


Title: Re: SWTOR
Post by: SnakeCharmer on February 05, 2011, 02:18:07 PM
It's just an example of how MMOG mechanics will suck the soul out of any story. I mean no matter how much they spout shit like this:

Quote
Ever found yourself wondering, “What am I doing here?” or “Why the blazes am I fighting these green guys?” Has it ever felt like a glorified slot machine? Is your screen filled with so many numbers that you forget you’re supposed to be having fun? Our goal is to make sure that never happens. We also have to contend with your incredible class story. In Star Wars: The Old Republic, you come to closely identify with your character. You should never feel like a cog in a loot-generation machine – you’re a champion of the Sith or a hero of the Republic.

I have a hard time believing it when you throw MMOG players into your world.

I don't know.  If the story/writers can make me care about my story / character half as much as I do about my garden variety John Sheppard in a single player Mass Effect 1 and 2, I'd say they did a fantastic job.  My approach to TOR is going to be a single player game with co-op with my friends and less of an MMO.  It's how I've looked at it from day 1 anyway.  And if I can team up with some people that are fun to play with first, and good players a distant fifth, I'll be happy.


Title: Re: SWTOR
Post by: Malakili on February 05, 2011, 02:20:51 PM
Quote
The Death Star was a Flashpoint. Luke and Obi-wan spent a few minutes LFG in the Mos Eisley Cantina where they enlisted the aid of Han Solo and Chewbacca. Together, they infiltrated a moon-sized battle station to rescue Princess Leia. Things didn't go quite as they expected; difficult choices were made along the way. That's a Flashpoint in a nutshell.


 :ye_gods:

 :facepalm:

Yeah, the LFG bit made me laugh but if you think about it, the analogy is not *that* off the mark...No?

How cool is the  "Death Star" going to be to run the 20th time?  I get what they mean, don't get me wrong, but I'd just prefer to keep this kind of stuff out of MMOs.  I bought WoW Cataclysm against my better judgement and while its amusing and fun (90%+ of which is due to the fact that I'm hanging out with old friends and guildmates I haven't talked to in a while), the game itself isn't really all that enchanting.  It seems like SWTOR is trying to take it even farther.  I think in some sense though, WoW has embraced its themepark nature SO MUCH that you can sort of just roll with it as a theme park.  SWTOR seems like a theme park that is trying to disguise itself as a srs bzns RPG, it just isn't going to end well in my opinion


Title: Re: SWTOR
Post by: Reg on February 05, 2011, 02:44:43 PM
I don't consider any dungeon run over and over again just for microscopic equipment upgrades to be any fun. It's why I don't care if they have an addictive WoW style endgame. Like Snakecharmer I'll happily play it solo and group with friends once in a while.


Title: Re: SWTOR
Post by: Lakov_Sanite on February 05, 2011, 07:09:37 PM
Quote
The Death Star was a Flashpoint. Luke and Obi-wan spent a few minutes LFG in the Mos Eisley Cantina where they enlisted the aid of Han Solo and Chewbacca. Together, they infiltrated a moon-sized battle station to rescue Princess Leia. Things didn't go quite as they expected; difficult choices were made along the way. That's a Flashpoint in a nutshell.


 :ye_gods:

 :facepalm:

Needs to be a childhood being raped emoticon


Title: Re: SWTOR
Post by: UnSub on February 05, 2011, 09:03:42 PM
Quote
The Death Star was a Flashpoint. Luke and Obi-wan spent a few minutes LFG in the Mos Eisley Cantina where they enlisted the aid of Han Solo and Chewbacca. Together, they infiltrated a moon-sized battle station to rescue Princess Leia. Things didn't go quite as they expected; difficult choices were made along the way. That's a Flashpoint in a nutshell.


 :ye_gods:

 :facepalm:

Obi-Wan: WTF guyz???? I stealth the main objective while u end up aggroing the entire base, then I tank the main boss mob and u fuckin run for the exit and I die and u guyz end up greeding all the loot. Fuck u, I'm nvr teaming withyou ever again.

Han: Cry maor newb.

Luke: U sucked as a jedi class. I'm gonna respec to jedi and show u how its done.


Title: Re: SWTOR
Post by: Malakili on February 06, 2011, 02:59:09 AM
I don't consider any dungeon run over and over again just for microscopic equipment upgrades to be any fun. It's why I don't care if they have an addictive WoW style endgame. Like Snakecharmer I'll happily play it solo and group with friends once in a while.

My point is more along the lines that, even if its fun to do once or twice (or 100 times for all the difference it makes), how the hell do I reconcile doing it more than once with a game in which my character's "story" is supposed to matter so much?  You can't have it both ways in my opinion.


Title: Re: SWTOR
Post by: Reg on February 06, 2011, 05:19:08 AM
Repeatedly doing dungeons that advance the story doesn't make sense to me either. Unless it's a matter of doing it over and over until you succeed. I guess I'll just wait and see how they justify it.


Title: Re: SWTOR
Post by: UnSub on February 06, 2011, 07:11:03 AM
Repeatedly doing dungeons that advance the story doesn't make sense to me either.

Luke ran the Death Star dungeon twice, once as DPS and once as the tank.


Title: Re: SWTOR
Post by: Ashamanchill on February 06, 2011, 10:49:14 AM
Actually he ran through the first time on normal. The second time it was on heroic and had an extra boss.


Title: Re: SWTOR
Post by: Lakov_Sanite on February 06, 2011, 12:46:31 PM
Actually he ran through the first time on normal. The second time it was on heroic and had an extra boss.

The first death star was merely a setback.


Title: Re: SWTOR
Post by: UnSub on February 06, 2011, 05:28:00 PM
Actually he ran through the first time on normal. The second time it was on heroic and had an extra boss.

Good thing the first boss had such a weak resistance to Charm Monster.


Title: Re: SWTOR
Post by: Lucas on February 07, 2011, 06:15:50 AM
Ok, ok, please STOP, I beg thee  :ye_gods: :ye_gods: Now I think I get the request for a child rape emoticon from a few posts back. Damn me for posting the original link, hahahah :D


Title: Re: SWTOR
Post by: Lucas on February 08, 2011, 11:40:52 AM
...Thanks  :heart: :awesome_for_real:
---

So, anyway: two developer posts from the official forums. First one is from Georg Zoeller, Principal Lead Combat Designer, posting a reply in a thread called "Preventing of one side Dominating".

Original thread:

http://www.swtor.com/community/showthread.php?p=5375488


And finally, because we are never nerdy when talking about Star Wars, here is Daniel Erickson (Lead Writer) chimin' in a discussion about the "evilness" of the Sith (and related issues) and how that might integrate within the specific game story and choices, in a thread called "A concern...".

Original thread:

http://www.swtor.com/community/showthread.php?t=259718




Title: Re: SWTOR
Post by: eldaec on February 08, 2011, 01:40:28 PM
Repeatedly doing dungeons that advance the story doesn't make sense to me either. Unless it's a matter of doing it over and over until you succeed. I guess I'll just wait and see how they justify it.

I honestly think their intent is that the content generation outpaces the rate you complete it, so you don't run story dungeons over and over.

It obviously won't work out that way for everyone.




Title: Re: SWTOR
Post by: Sky on February 08, 2011, 01:47:09 PM
Since I read it as someone who never hit the level cap in EQ2 (they kept raising it!), I get kind of excited about stuff like that. MMO companies are indeed capable of outpacing my content consumption rate. Too bad for the rabid consumer, all kinds of awesome for the slowbies...if the game can make enough dough to keep churning it out, of course.


Title: Re: SWTOR
Post by: UnSub on February 08, 2011, 04:58:35 PM
Quote
And, to give you some peace of mind - in Game Testing so far, it seems like the supporters of Empire and Republic are very evenly matched, at least within the statistical margin of error at this point.

Unless SWOR testers have been given the full game and said, "Go for it - play how you like" then there are so many factors that can go into how players choose factions in beta that the above statement runs the risk of being (at best) incredibly naive.


Title: Re: SWTOR
Post by: Draegan on February 09, 2011, 06:30:44 AM
Quote
And, to give you some peace of mind - in Game Testing so far, it seems like the supporters of Empire and Republic are very evenly matched, at least within the statistical margin of error at this point.

Unless SWOR testers have been given the full game and said, "Go for it - play how you like" then there are so many factors that can go into how players choose factions in beta that the above statement runs the risk of being (at best) incredibly naive.

I think calling them naive is an incredible understatement. 


Title: Re: SWTOR
Post by: SnakeCharmer on February 15, 2011, 10:23:59 AM
Gordon Walton (studio head) left Bioware Austin.  I can't really see this as a good thing for the game....


Title: Re: SWTOR
Post by: Riggswolfe on February 15, 2011, 04:14:02 PM
Gordon Walton (studio head) left Bioware Austin.  I can't really see this as a good thing for the game....

Well, it certainly doesn't bode well. Has there been a press release for us to analyse for clues? Is he seeking new oppurtunities?


Title: Re: SWTOR
Post by: Ingmar on February 15, 2011, 04:29:34 PM
He went directly to a new job (at Playdom) so I don't think it is a case of him getting fired or anything.

http://www.gamasutra.com/view/news/33051/BioWares_Walton_Leaves_To_Join_Playdom_Austin.php


Title: Re: SWTOR
Post by: Merusk on February 15, 2011, 05:19:21 PM
Dude went where the money's at after all the interesting work on his current title was done, not surprising.   The course is set and while the game may not even be in beta it's not like they're going to suddenly say "well, now it's SimBeru 2.0" or som other wacky 180.  All that's left for SWG at this point is finalizing things and game system tweaks to actually get a game out there.

IIRC he did the same thing when JTL was about to release and shortly after The Sims first released.  They didn't need him and it obviously wasn't interesting to him anymore.


Title: Re: SWTOR
Post by: Sky on February 16, 2011, 07:16:02 AM
I'm just wondering when all this talent moving to 'social gaming' is going to actually create something fun. What a circle jerk.


Title: Re: SWTOR
Post by: ghost on February 16, 2011, 07:19:35 AM
I'm just wondering when all this talent moving to 'social gaming' is going to actually create something fun. What a circle jerk.

You don't like Farmville?


Title: Re: SWTOR
Post by: Outlawedprod on February 16, 2011, 08:55:32 AM
I'm just wondering when all this talent moving to 'social gaming' is going to actually create something fun. What a circle jerk.
You don't like Farmville?

Well maybe all they need is Jedi and Sith to innovate and own the market :)

http://darthhater.com/2011/02/16/goldman-sachs-technology-and-internet-conference/

Quote
So, first off let me start off by saying I've got the utmost respect for World of Warcraft. I was once a World of Warcraft player. I play a lot of other things now. It's one of the greatest products ever invented. It's probably the most profitable individual entertainment property every built. Um, we're going right at it. We want to take share; we want a leadership position here. And our product is innovative in a number of ways. But let me start by the observation by saying, BioWare is probably the highest average rated developer in the history of games in addition the history of RPG's which is a great starting place.

When you come after a product like World of Warcraft, which you could argue, it's got its own, you know share of foe British dark fantasy, you know with broad swords and chain mail. Lots of products have come up with exactly that fictional composition and attempted to take them down. But their going up against a superior product with an installed, kind of a very loyal base, haven't been able to knock them, move them very much at all. Interesting enough, the same type of dark fantasy lives in the Star Wars universe. Except it's lightsabers versus broad swords. And instead of, you know, riding your steed you've got a spaceship. We actually think that's the exactly the right amount of innovation to bring to this in terms of fictional center.

Yes I know this is for investors but we can still enjoy it for its own humor.  Although maybe I would get worried if he starts talking about adding servers a few months in =p


Title: Re: SWTOR
Post by: Lakov_Sanite on February 16, 2011, 10:15:37 AM
First off his grammar makes my head hurt.

Secondly innovation = swords and elves but like, in space.  :awesome_for_real:


Title: Re: SWTOR
Post by: SnakeCharmer on February 16, 2011, 10:48:42 AM
It's a transcript of what he said, not put into words in an email or anything.


Title: Re: SWTOR
Post by: Sky on February 16, 2011, 11:33:06 AM
You don't like Farmville?
Is that the game where you find the setting to ignore all updates from people?


Title: Re: SWTOR
Post by: ghost on February 16, 2011, 12:04:01 PM
That would be it.  I thought that was the magnus opus of social gaming.  

Edit:  Just for clarity, I think Farmville is awful.  My comment was Kermit green


Title: Re: SWTOR
Post by: Stabs on February 16, 2011, 06:05:48 PM
The Old Republic was slated to launch this spring but is now due expected later this calendar year, at some point after EA's next fiscal year begins on April 1.

I didn't notice this before but this seems oddly apt (sorry for the slight necro).

It's April 1st and EA are announcing they expect 5 million subs and to all be able to swim in gold-plated money pools when SWTOR launches. Perfect!


Title: Re: SWTOR
Post by: Riggswolfe on February 16, 2011, 06:13:05 PM
First off his grammar makes my head hurt.

Secondly innovation = swords and elves but like, in space.  :awesome_for_real:

Thirdly, Star Wars is dark fantasy? Is he on drugs?


Title: Re: SWTOR
Post by: Ingmar on February 16, 2011, 06:16:29 PM
First off his grammar makes my head hurt.

Secondly innovation = swords and elves but like, in space.  :awesome_for_real:

Thirdly, Star Wars is dark fantasy? Is he on drugs?

KOTOR2 qualfies. 'course, that wasn't Bioware.


Title: Re: SWTOR
Post by: Paelos on February 16, 2011, 08:35:29 PM
Or finished for that matter.


Title: Re: SWTOR
Post by: eldaec on February 17, 2011, 01:47:57 PM
First off his grammar makes my head hurt.

Secondly innovation = swords and elves but like, in space.  :awesome_for_real:

Thirdly, Star Wars is dark fantasy? Is he on drugs?

KOTOR2 qualfies. 'course, that wasn't Bioware.

'Coma inducing' and 'Dark' are not the same thing.


Title: Re: SWTOR
Post by: Simond on February 18, 2011, 04:34:13 PM
Or finished for that matter.
http://knightsoftheoldrepublic.filefront.com/file/;115177  :oh_i_see:


Title: Re: SWTOR
Post by: Margalis on February 20, 2011, 02:27:31 AM
Didn't the Warhammer guys say they had a bunch of secret, awesome techniques for ensuring that the sides would be population balanced? And didn't that not turn out so well?


Title: Re: SWTOR
Post by: UnSub on February 20, 2011, 04:19:38 AM
Didn't the Warhammer guys say they had a bunch of secret, awesome techniques for ensuring that the sides would be population balanced? And didn't that not turn out so well?

A 'Dogs of War' system was mentioned that would attempt to auto-balance sides. It doesn't appear to have ever been implemented (or activated).

I'm wary of devs who say, "We're watching population balance closely," because I wonder what they think they can do about it on the fly. Shut down one side from getting new players? Still requires encouraging players to sign up for the weaker side. Rebalance side-related powers? That takes weeks when (after a title goes live) players don't wait that long when they are being soundly thrashed on a daily basis.


Title: Re: SWTOR
Post by: Shatter on February 20, 2011, 04:31:41 AM
Didn't the Warhammer guys say they had a bunch of secret, awesome techniques for ensuring that the sides would be population balanced? And didn't that not turn out so well?

As I recall they only did this when Forts were actively needed as part of the process to go to the city siege. All it was was a population cap for the number of people on each side that could go to the Fort so once the cap was hit you had to sit on your hands or keep running back to try and get in.  They eventually dropped the need to take Forts as part of the process to go to the city because they were incapable of fixing the heavy lag that occured even with the cap, it was just easier to remove it


Title: Re: SWTOR
Post by: Lantyssa on February 20, 2011, 05:45:35 AM
Their secret awesome technique amounted to a small xp buff to the side with too little population, which lasted until the side was actually balanced.  Most people don't want to reroll after the tenth server move, so for some reason it didn't affect much.  Sure some of the server merge people took advantage of it when picking where to move to, unfortunately the players on other side had to go somewhere, too.

Even on the healthiest servers which side was more powerful seemed to be a function of time of day.  Like morning were Chaos-dominated and evenings were Order.


Title: Re: SWTOR
Post by: Surlyboi on February 21, 2011, 05:37:12 AM
Apparently, chaos is either unemployed or works the graveyard shift...


Title: Re: SWTOR
Post by: Nevermore on February 21, 2011, 10:52:01 AM
They could live in a different time zone.


Title: Re: SWTOR
Post by: Surlyboi on February 21, 2011, 06:26:44 PM
True. Amended then, Chaos is either unemployed, third shift or a dirty foreigner.  :why_so_serious:


Title: Re: SWTOR
Post by: Sheepherder on February 23, 2011, 08:46:43 PM
More likely has to do with server collapses and large groups of players coordinating their moves to a single server.  Suddenly this Pacific server has a shitton of Atlantic timezone chaos players from the few surviving guilds.  But the counterpart order exodus rolled mostly Central instead.


Title: Re: SWTOR
Post by: Lucas on March 03, 2011, 12:24:28 PM
New Bounty Hunter class video trailer on IGN:

http://uk.ign.com/videos/2011/03/03/star-wars-the-old-republic-class-video


Title: Re: SWTOR
Post by: Paelos on March 03, 2011, 03:41:33 PM
Man there's going to be a ton of those running around roping people like calves.


Title: Re: SWTOR
Post by: LK on March 03, 2011, 03:51:23 PM
I posit that grappling hooks, bionic arms, and spider web are more fun than guns for gamers.


Title: Re: SWTOR
Post by: Malakili on March 04, 2011, 05:22:50 AM
Neat video.  I still have no idea what this game expects me to do when I log in though.

Edit: Well, not no idea, there are those instances and such, but I still feel like I have a really poor sense of what they're "going for."


Title: Re: SWTOR
Post by: Lucas on March 04, 2011, 07:49:59 AM
The Bounty Hunter class page is now revamped (along with new companion and ship pages, of course):

http://www.swtor.com/info/holonet/classes/bounty-hunter

AC: Powertech and Mercenary
Companion: Mako
Ship: D5-Mantis

Boooo!!!
(http://cdn-www.swtor.com/sites/all/files/en/classes/bounty-hunter/images/advclasses23/ss_tech01_800x450.jpg)


Title: Re: SWTOR
Post by: Sky on March 04, 2011, 08:00:00 AM
A little shade of my 'dark period' CoH character Cosmic Anomaly.



Title: Re: SWTOR
Post by: HaemishM on March 04, 2011, 08:30:38 AM
New Bounty Hunter class video trailer on IGN:

http://uk.ign.com/videos/2011/03/03/star-wars-the-old-republic-class-video

Combat still looks terribad.


Title: Re: SWTOR
Post by: Sky on March 04, 2011, 10:11:17 AM
Mmo combat is pretty much mmo combat.


Title: Re: SWTOR
Post by: HaemishM on March 04, 2011, 11:03:44 AM
Yeah, it's almost like making fun of the retarded kid because he's retarded. You know he's going to drool on his shirt and pick his nose, and sometimes you feel real bad for him. Then you remember this retard is charging people money to do so, and looks even more completely retarded because it's all pew pew and not slash slash, which looks infinitely worse in MMO combat.


Title: Re: SWTOR
Post by: Nebu on March 04, 2011, 11:09:12 AM
People don't care how combat looks as long as the females all have big tits and the bad guys drop lots of shiny. 


Title: Re: SWTOR
Post by: Velorath on March 04, 2011, 11:12:27 AM
Mmo combat is pretty much mmo combat.

Pretty much.  This doesn't look any better or worse than the Guild Wars 2 thief combat that was shown off yesterday.  MMO combat is just crap to watch.


Title: Re: SWTOR
Post by: Reg on March 04, 2011, 11:14:26 AM
Is it true they're making the players read the text quest aloud as it's displayed? I can put up with a lot of bad combat animations if that's the case.


Title: Re: SWTOR
Post by: LK on March 04, 2011, 11:53:06 AM
People don't care how combat looks as long as the females all have big tits and the bad guys drop lots of shiny. 

Minor de-rail: http://www.gameinformer.com/b/news/archive/2011/03/02/april-cover-saints-third789.aspx?PostPageIndex=1

Would bling count?


Title: Re: SWTOR
Post by: HaemishM on March 04, 2011, 02:02:23 PM
Mmo combat is pretty much mmo combat.

Pretty much.  This doesn't look any better or worse than the Guild Wars 2 thief combat that was shown off yesterday.  MMO combat is just crap to watch.

I thought the Guild Wars 2 thief combat video looked much better actually, because at least the goddamn thief was moving in a somewhat plausible manner. If I have to watch those SWTOR vids with idiots standing behind knee high forcefield screens again, I will scream. Those things just look so patently ridiculous.


Title: Re: SWTOR
Post by: Soln on March 04, 2011, 02:37:01 PM
Mmo combat is pretty much mmo combat.

Pretty much.  This doesn't look any better or worse than the Guild Wars 2 thief combat that was shown off yesterday.  MMO combat is just crap to watch.

I thought the Guild Wars 2 thief combat video looked much better actually, because at least the goddamn thief was moving in a somewhat plausible manner. If I have to watch those SWTOR vids with idiots standing behind knee high forcefield screens again, I will scream. Those things just look so patently ridiculous.

I guess flanking is not in the design doc.  Nor is jumping over knee high fences.


Title: Re: SWTOR
Post by: SnakeCharmer on March 04, 2011, 05:12:37 PM
Well, if previous statements by the devs are to be believed, then only smugglers and imperial agents can use cover.

 :oh_i_see:


Title: Re: SWTOR
Post by: Sky on March 04, 2011, 07:45:45 PM
Agreed on the stupid knee walls.


Title: Re: SWTOR
Post by: Spiff on March 05, 2011, 12:35:32 AM
GW2 video was also just a stream of someone who (I assume) was either 3 years old or never played an MMO before, this is supposedly a video edited to show off the best they can offer.
It still looked worse to me.

That said I'm still semi-excited; I just never fantasized about being a leather clad thief in fairyland when I was a kid, I was too busy jetpacking and raining down missiles on my marks  :grin:


Title: Re: SWTOR
Post by: Malakili on March 05, 2011, 03:06:07 AM


That said I'm still semi-excited; I just never fantasized about being a leather clad thief in fairyland when I was a kid, I was too busy jetpacking and raining down missiles on my marks  :grin:

The problem for me is hotkey/action bar based combat.  I've played games with it for quite some time now, but in the end its a boring mechanic and I've never played a game that uses that system because I like the combat mechanics.  I play and have played them for other reasons, but quite frankly whether my character shiving someone in the back or shooting rockets because I pressed 111123111123 isn't all that important to me.   That being said, I like jetpacking and missiles, and this is why Tribes is one of of the best games ever.


Title: Re: SWTOR
Post by: cironian on March 05, 2011, 04:30:20 AM
Well, if previous statements by the devs are to be believed, then only smugglers and imperial agents can use cover.

 :oh_i_see:

It's a secret rightly taught only to few. The ability to destroy a planet is insignificant next to the power of the chest-high wall.


Title: Re: SWTOR
Post by: UnSub on March 05, 2011, 08:28:45 AM
People don't care how combat looks as long as the females all have big tits and the bad guys drop lots of shiny. 

... and that player e-peen glows brightly and can cut through metal, given the IP.


Title: Re: SWTOR
Post by: Lucas on March 09, 2011, 09:53:57 AM
Guilds !

"System" page: http://www.swtor.com/info/systems/guilds


Guild Headquarters (pre launch guild program): http://www.swtor.com/guilds


Title: Re: SWTOR
Post by: Lantyssa on March 09, 2011, 10:08:35 AM
The FAQ is more interesting.  If you make a pre-launch guild, it'll be created on a server they select at random.  It also looks like guilds of differing factions can 'ally' with one another as dedicated opponents.


Title: Re: SWTOR
Post by: Sky on March 09, 2011, 11:44:41 AM
If there are no objections, I'll head the TOR chapter of Bat Country. We would need a total of four guild members who pre-order the game to create the guild pre-launch. It would make the usual 'what server should we roll on' dance a lot simpler :)

Now the important question: Rebel or Imperial? Or should we do both with Bazooko's Circus?

Ok, for those interested in TOR:

Rebel or Imperial?
PvP, PvE or RP
EST or PST?

I'm pretty much torn. I could see Jedi or Trooper, but Bounty Hunters are just cool, too. Either way would be cool.

I say RP as always, but I'm dirty like that. Possibly if we run two guilds the other could be PvP?

EST for me.


Title: Re: SWTOR
Post by: Lantyssa on March 09, 2011, 11:51:38 AM
Imperial, RP, CST

I'm sure I'll have both.  It might be worth having two allied guilds (unless they really surprise us and let a guild cover both sides) if characters from both factions can be had on the same server.

This is all dependent upon me getting the game.  There's still too much I don't know.


Title: Re: SWTOR
Post by: Sky on March 09, 2011, 12:48:38 PM
Looks like the only info locked in is faction, so I just grabbed Imperial Bat Country (http://www.swtor.com/guilds/7040/bat-country). We can push the other blocks around later, if needed (RP, EST currently).

A Bioware account can only create a single guild per account, and if I'm reading it right, only sign up to one guild per account. So we'd need three others who will be pre-ordering (plus anyone else above that) to get Bat Country in. And then for Bazooko's, we'd need an additional four pre-orderers to set that up.


Title: Re: SWTOR
Post by: Outlawedprod on March 09, 2011, 01:54:27 PM
The FAQ is more interesting.  If you make a pre-launch guild, it'll be created on a server they select at random.  It also looks like guilds of differing factions can 'ally' with one another as dedicated opponents.

I guess this is their way to combat the hordes that will descend on release and prevent some servers from overpopulating.  While it is a valiant attempt I still have to laugh since the game doesn't even have a release date yet.


Title: Re: SWTOR
Post by: Ingmar on March 09, 2011, 02:02:06 PM
I approve of Imperial, since <Slap in the Force> is going to be Republic and I will need somewhere to get my Imperial Agent on.  :heart:


Title: Re: SWTOR
Post by: Lantyssa on March 09, 2011, 02:25:12 PM
...

I approve.


Title: Re: SWTOR
Post by: Lucas on March 09, 2011, 02:31:19 PM
For once, I would like to play with you guys, so I guess I'll have to purchase an american and and european copy of the game. I don't think they'll let people switch the Region freely like in Rift.

Anyways, considering that my first character will be an Imperial Agent, I approve.


Title: Re: SWTOR
Post by: Tarami on March 09, 2011, 04:34:08 PM
Looks like the only info locked in is faction, so I just grabbed Imperial Bat Country (http://www.swtor.com/guilds/7040/bat-country). We can push the other blocks around later, if needed (RP, EST currently).

A Bioware account can only create a single guild per account, and if I'm reading it right, only sign up to one guild per account. So we'd need three others who will be pre-ordering (plus anyone else above that) to get Bat Country in. And then for Bazooko's, we'd need an additional four pre-orderers to set that up.
What is Bazooko's Circus(?) exactly? I've seen it mentioned, but never grasped how it's different from Bat Country.


Title: Re: SWTOR
Post by: Hawkbit on March 09, 2011, 05:25:06 PM
What is Bazooko's Circus(?) exactly? I've seen it mentioned, but never grasped how it's different from Bat Country.

Bazooko Circus is a place that symbolizes everything that is wrong with humanity. 


Title: Re: SWTOR
Post by: Merusk on March 09, 2011, 06:55:25 PM
I'd be in on the preorder, Sky.  It's a Star Wars game so I'm doomed to own it anyway. May as well do it at launch.


Title: Re: SWTOR
Post by: Pezzle on March 09, 2011, 07:09:21 PM
I will roll with the RP types.  Since my first wish is smuggler I am inclined towards republic.  My super serious business empire character might do for the dark side. 


Title: Re: SWTOR
Post by: Koyasha on March 09, 2011, 07:09:57 PM
This setting up guilds before launch seems like a brilliant move on their part, may help with load balancing (since they're obviously sticking to the discrete servers mechanic) and it certainly makes coordination easy for your guild.

I'd say Imperial, RP server, and I don't really care about time zone at the moment.


Title: Re: SWTOR
Post by: Sky on March 09, 2011, 07:32:24 PM
...

I approve.
Your avatard is one gif frame from being daffy.  :why_so_serious: :ye_gods: :drillf:


Title: Re: SWTOR
Post by: Lantyssa on March 09, 2011, 07:41:30 PM
Bastard.  Now I can't unsee that. :x


Title: Re: SWTOR
Post by: Sky on March 10, 2011, 06:50:23 AM
Hahahaha!  I'm really good at this!

 :grin:


Title: Re: SWTOR
Post by: SnakeCharmer on March 10, 2011, 06:54:12 AM
I'd be in on the preorder, Sky.  It's a Star Wars game so I'm doomed to own it anyway. May as well do it at launch.

This is me. 

I plan on rolling both Sith and Rep from the beginning, so I'll drop a char in both guilds to help take up space.

Other than that, if you need anything else, just let me know.


Title: Re: SWTOR
Post by: Bunk on March 10, 2011, 07:04:49 AM
Yea, I'll be around day one, and Imperial RP works fine for me.


Title: Re: SWTOR
Post by: Cyrrex on March 10, 2011, 07:14:01 AM
I, too, am a shameless fool.  Count me in for Imp RP, or anything else for that matter.

I'll probably be back living in Euroland by the time this comes out, but that won't stop me.


Title: Re: SWTOR
Post by: AcidCat on March 10, 2011, 01:32:52 PM
Imperial RP sounds good to me.


Title: Re: SWTOR
Post by: Chimpy on March 10, 2011, 01:39:18 PM
You should RP as Union Labor working on the Death Star.


Title: Re: SWTOR
Post by: Sky on March 10, 2011, 01:45:35 PM
You should RP as Union Labor working on the Death Star.
This is now the blueprint of our RP format. Bat Country Local F13.


Title: Re: SWTOR
Post by: Lantyssa on March 10, 2011, 02:23:45 PM
Imperial Officer: "What can you possibly offer us that we would want to bow to your Union's demands."
Union Leader: <ignites a lightsaber>
Imperial Officer: "We shall re-evaluate our position.  Also Wookiee slave girls for all workers."


Title: Re: SWTOR
Post by: Merusk on March 10, 2011, 03:23:12 PM
What good is a slave girl you have to shave?


Title: Re: SWTOR
Post by: Rasix on March 10, 2011, 03:31:04 PM
What good is a slave girl you have to shave?

 :pedobear:


Title: Re: SWTOR
Post by: Lantyssa on March 10, 2011, 04:51:18 PM
Wouldn't the guild be more appropriately named Mynock Country?


Title: Re: SWTOR
Post by: WindupAtheist on March 10, 2011, 05:03:13 PM
It also looks like guilds of differing factions can 'ally' with one another as dedicated opponents.

That's awesome. It makes/made for a lot of RP fun in latter-era UO when guilds could have "open" PVP within their own little community and just freeze out anyone who was "roleplaying" a retarded serial killer.


Title: Re: SWTOR
Post by: Lucas on March 10, 2011, 05:41:29 PM
Hopefully it will also mean cross-faction communication, although I "heard" conflicting reports on that subject.


Title: Re: SWTOR
Post by: Lucas on March 11, 2011, 09:05:16 AM
"Fate of the Galaxy" : cinematic trailer (2 minutes long), but completely in-engine

http://www.swtor.com/media/trailers/fate-galaxy


Title: Re: SWTOR
Post by: Sky on March 11, 2011, 09:27:53 AM
If you're using a non-f13 name, let me know who you are via pm or in this thread. Binfuser and Boombadil?

I'm Komoto, because Sky is so often unavailable that's my #2 alias.
Wouldn't the guild be more appropriately named Mynock Country?
Interesting point. All in favor?

Or maybe even Imperial Local f13 :)


Title: Re: SWTOR
Post by: Furiously on March 11, 2011, 09:33:51 AM
Seeing HK-47 was the only thing that made me interested in this game at all.....


Title: Re: SWTOR
Post by: Cadaverine on March 11, 2011, 10:55:49 AM
I like Imperial Local f13.  I'd prefer Bat Country over Mynock Country, though.  Brand recognition is super important.

That said, Imperial, CST.  Server type is largely irrelevant to me.


Title: Re: SWTOR
Post by: Surlyboi on March 11, 2011, 11:21:44 AM
Republic for life.

I foresee sith being populated with emo douchebags, badass wannabes and combinations of the two. Pass.


Title: Re: SWTOR
Post by: Cadaverine on March 11, 2011, 11:30:55 AM
Well, if SWG was any indication, the Rebels won't be any better, just annoying in different ways.  True of any MMO, really.


Title: Re: SWTOR
Post by: SnakeCharmer on March 11, 2011, 11:39:32 AM
If I can sabersmack a jawa into the stratosphere as that sith did in the video, I will likely never leave that area.  Ever.


Title: Re: SWTOR
Post by: Sobelius on March 11, 2011, 01:02:21 PM
If I can sabersmack a jawa into the stratosphere as that sith did in the video, I will likely never leave that area.  Ever.

A Jawa? Would have thought Ewok popping more apropos...


Title: Re: SWTOR
Post by: Lucas on March 11, 2011, 01:02:45 PM
Space combat live demonstration from PAX East, via Darth Hater:

http://www.youtube.com/watch?v=Nf36KlvhmKI

Nice Galaxy Map  :heart:

And yes, while watching that I got instant memories of destroying my joystick and thumbs while playing Rebel Assault.


Title: Re: SWTOR
Post by: Sobelius on March 11, 2011, 01:05:59 PM
I'm in -- Sith Marauder...going to get on my Darth Maul groove even if I know one day I'll just be cut in half and fall down a nameless shaft


Title: Re: SWTOR
Post by: Mrbloodworth on March 11, 2011, 01:13:05 PM
Starting to look pre-order worthy.


Title: Re: SWTOR
Post by: Lucas on March 11, 2011, 01:24:55 PM
Taral V Flashpoint gameplay video, via Askajedi.com; Jedi Knight perspective (14m55sec)

http://www.youtube.com/watch?v=2Qk6O8Qzd0Y

Smuggler:

http://www.empire-enforcers.com/videos/regarder/107/star-wars--the-old-republic-swtor/pax-2011-smuggler-gameplay (2 minutes video)


Title: Re: SWTOR
Post by: Lantyssa on March 11, 2011, 01:55:18 PM
After watching those three videos I have been sold on not purchasing this if it follows that standard MMO sub model.


Title: Re: SWTOR
Post by: Malakili on March 11, 2011, 02:12:50 PM
The beginning of the video is exactly why its hilarious that they have so much voice acted stuff in this game.


Title: Re: SWTOR
Post by: Lt.Dan on March 11, 2011, 02:13:48 PM
lol - keyboard turning  :awesome_for_real:


Title: Re: SWTOR
Post by: HaemishM on March 11, 2011, 02:19:45 PM
After watching those three videos I have been sold on not purchasing this if it follows that standard MMO sub model.

This. The ship combat looks ok, but on-rails shootery aspects do not seem more interesting than a mini-game to me.


Title: Re: SWTOR
Post by: Sobelius on March 11, 2011, 02:38:52 PM
After watching those three videos I have been sold on not purchasing this if it follows that standard MMO sub model.

This. The ship combat looks ok, but on-rails shootery aspects do not seem more interesting than a mini-game to me.

What would it really take to create interesting, fast-paced, cinematic-style, multiplayer spaceship combat? When a battlefield has no borders and is nearly-infinite in all directions, much of the combat loses the firefight-level of intensity (i.e. aerial dogfighting) unless artificially restricted in some way. While I agree SWTOR's is more a mini-game, perhaps it will eventually evolve into something more than just tunnel shooting and dodging asteroids? And as for the capital ships, how to make these playable in some way without taking the EVE route?

(To me, while EVE may be many things, a fast-paced cinematic combat game is not one of them. Witness the huge disconnect between the space battles they create for their video ads and those that actually take place in game or during the alliance tournament.)


Title: Re: SWTOR
Post by: Lantyssa on March 11, 2011, 02:44:19 PM
SWG's JtL was a blast.  I was a six or seven time Ace.  It had a fun component building game (although requiring way too much storage).  More of that would be perfectly fine.


Title: Re: SWTOR
Post by: TripleDES on March 11, 2011, 03:50:08 PM
I guess one has to play this to get a conclusion to Kotor 1 & 2?


Title: Re: SWTOR
Post by: Kail on March 11, 2011, 07:49:15 PM
I guess one has to play this to get a conclusion to Kotor 1 & 2?

It's an MMO, the only "conclusion" you're likely to get is a half page of text on the website thanking fans for their support.


Title: Re: SWTOR
Post by: UnSub on March 11, 2011, 08:06:58 PM
After watching those three videos I have been sold on not purchasing this if it follows that standard MMO sub model.

I'm sure it won't - there will be day 0 RMT items you can buy on top of that $17.50 a month sub fee.  :grin:


Title: Re: SWTOR
Post by: Lucas on March 12, 2011, 03:38:42 AM
Daniel Erickson (Lead Writer) interview about the Taral V flashpoint (flashpoint "philosophy" in general, role of the classes, healing):

http://darthhater.com/2011/03/12/pax-east-daniel-erickson-interview/
----

Tatooine presentation at Pax:

http://www.youtube.com/watch?v=lONTsZRiZfk

Hoth:

http://www.youtube.com/watch?v=h3zZxJvzL74


Tatooine looks quite gorgeous.


Title: Re: SWTOR
Post by: Sheepherder on March 12, 2011, 05:04:25 AM
What would it really take to create interesting, fast-paced, cinematic-style, multiplayer spaceship combat?

(http://upload.wikimedia.org/wikipedia/en/thumb/d/d1/WingCommanderBox-front.jpg/256px-WingCommanderBox-front.jpg)

First game I ever played.

Multiplayer?  That's also been done.  By all accounts it was pretty cool. (http://www.youtube.com/watch?v=h8prabVDKI4)


Title: Re: SWTOR
Post by: Lucas on March 12, 2011, 05:30:57 AM
Please insert a BIG disclaimer before putting in any image related to Wing Commander; my heart is weak.


Title: Re: SWTOR
Post by: Lucas on March 12, 2011, 07:18:32 AM
Taral V flashpoint, Developer Walkthrough; 16m06secs long, hi-res downloadable versions too (click on the arrow thingy as usual).

http://www.swtor.com/media/trailers/taral-v-developer-walkthrough

Edit: Also a Youtube link via DarthHater (720p):

http://www.youtube.com/watch?v=dvVxIVs8Ntc

Just finished watching it and yes, of course is ye olde MMO combat (which I really don't care about for this particular title); still, I was more interested in the dialogues, atmosphere and visuals of the instance, and these aspects satisfied me, at least the glimpses we were given. Hmm, the Jedi Consular (and related ACs) is still my class of choice on the republic side, yes yes.


Title: Re: SWTOR
Post by: TripleDES on March 12, 2011, 09:15:31 AM
It's an MMO, the only "conclusion" you're likely to get is a half page of text on the website thanking fans for their support.
What's all the intricate voice work good for then? And all this talk about profession specific storylines? A storyline has to have an end, no?

--edit: How big are the planets going to be anyway? Some dev blogs in the past showed screenshot of the ingame world builder, and they looked pretty small and cramped. The Tatooine video starts with a wide desert shot and a dead sandcrawler on the horizon. So?


Title: Re: SWTOR
Post by: Kail on March 12, 2011, 12:15:35 PM
It's an MMO, the only "conclusion" you're likely to get is a half page of text on the website thanking fans for their support.
What's all the intricate voice work good for then? And all this talk about profession specific storylines? A storyline has to have an end, no?

You don't read comic books, do you?  You can drag a storyline out for a loooooong time if it's profitable.

I'm sure there will be conclusions to the mini arcs for each zone/planet/whatever, but if you're looking for another Endor, I think you'll be disappointed.


Title: Re: SWTOR
Post by: Venkman on March 12, 2011, 04:30:32 PM
Just finished watching it and yes, of course is ye olde MMO combat (which I really don't care about for this particular title); still, I was more interested in the dialogues, atmosphere and visuals of the instance, and these aspects satisfied me, at least the glimpses we were given. Hmm, the Jedi Consular (and related ACs) is still my class of choice on the republic side, yes yes.

Played at PAX East. They had demo stations set up in pre-rolled groups of four for those that wanted to group and others who wanted to play the origin stories. I played as a Vanguard on the Republic side with a Jedi Consular (ranged), Jedi Knight (the other tank), and Smuggler (healer).

We were all in the early 30s with a full bar of abilities we had 45 minutes to learn from an iPad once we got to the inner line (the outter being 3 hours). We had 45 minutes to play, and they dumped us in Taral to run what amounts to a dungeon instance. So even though I was in a pickup group, we had a lot of time to get to know each other.

My headphones bit so I couldn't hear the dialog. But there wasn't much choice in this dialog like there was in the Origin story stations. I didn't get to play Origin (wasn't waiting another 3 hours), but they had many monitors set up. The origin stuff felt more KOTOR while the group content felt more WoW (as in, foregone conclusion and your dialog choices still meant you were going to Taral).

It's ye old MMO combat, much closer to WoW than DCUO. So it was immediately approachable if not appreciably different. Everything you'd expect from a balanced group with taunts, heals, DPS, CC, etc with standing-in-spot fighting even though there's guns and lasers. They have a cover system though, for which I'm glad. I never get those battlescenes where futuristic space marines are running and gunning at each other. Who'd fight like that? Guns are not swords.

 *Insert many disclaimers about incomplete UI and balancing left to go*

What would it really take to create interesting, fast-paced, cinematic-style, multiplayer spaceship combat? When a battlefield has no borders and is nearly-infinite in all directions, much of the combat loses the firefight-level of intensity (i.e. aerial dogfighting) unless artificially restricted in some way. While I agree SWTOR's is more a mini-game, perhaps it will eventually evolve into something more than just tunnel shooting and dodging asteroids? And as for the capital ships, how to make these playable in some way without taking the EVE route?
Space combat in movies is always funny to me. If there's no boundaries, very little gravity, beam weapons and force fields, I wouldn't even expect to see the enemy ship except in some subspace/nullspace radar analog :)

Having said that, I want Freespace 2. Probably won't get it in SWTOR, but as long as they improve SWG:JTL which I loved, I'll be happy.


Title: Re: SWTOR
Post by: Mrbloodworth on March 12, 2011, 04:50:16 PM
standing-in-spot fighting even though there's guns and lasers.

:(


Title: Re: SWTOR
Post by: Rasix on March 12, 2011, 06:39:36 PM
If that even slightly surprises or disappoints, you've been living under a rock.


Title: Re: SWTOR
Post by: Ashamanchill on March 12, 2011, 07:19:23 PM
This isn't the game for me, but for those interested my buddy sent me a text from PAX.

Quote
Old Republic looks better than I thought graphic wise, but the UI looks like shit and the game plays at like half the speed of wow

Edit: Whoopsie doodle, didn't see what Darnaiq wrote.


Title: Re: SWTOR
Post by: Fabricated on March 12, 2011, 08:17:36 PM
The part that cracked me up was the healer-specced smuggler.

He literally stands behind cover, dabbling on a his wrist computer while a probe flies around healing the tank~er, trooper, occasionally popping out to take really weak potshots at the enemy.


Title: Re: SWTOR
Post by: Ironwood on March 13, 2011, 03:11:06 PM
Sounds Great.

 :ye_gods:


Title: Re: SWTOR
Post by: Malakili on March 13, 2011, 03:13:26 PM
The part that cracked me up was the healer-specced smuggler.

He literally stands behind cover, dabbling on a his wrist computer while a probe flies around healing the tank~er, trooper, occasionally popping out to take really weak potshots at the enemy.

I remember that from the movies!


Title: Re: SWTOR
Post by: Surlyboi on March 13, 2011, 03:51:09 PM
The part that cracked me up was the healer-specced smuggler.

He literally stands behind cover, dabbling on a his wrist computer while a probe flies around healing the tank~er, trooper, occasionally popping out to take really weak potshots at the enemy.

I remember that from the movies!

Fuck that.

There's plenty of shit to pan this game for, because you didn't see shit in the movies is not one of them.


Title: Re: SWTOR
Post by: Malakili on March 13, 2011, 03:57:59 PM
The part that cracked me up was the healer-specced smuggler.

He literally stands behind cover, dabbling on a his wrist computer while a probe flies around healing the tank~er, trooper, occasionally popping out to take really weak potshots at the enemy.

I remember that from the movies!

Fuck that.

There's plenty of shit to pan this game for, because you didn't see shit in the movies is not one of them.

Boo hoo.  If a smuggler hiding behind a rock and being specced as a healer can't be made fun of for not being star warsy, then this thread is going to get boring fast.


Title: Re: SWTOR
Post by: Lucas on March 13, 2011, 05:20:58 PM
After 5592 posts and 160 pages? No way.
 
:grin:


Title: Re: SWTOR
Post by: Fordel on March 13, 2011, 05:33:07 PM
My expectations were pretty damn low, but it looked better then I expected.

No where near as good as I hoped either though.


-edit-

From an article on Darth Hater: http://darthhater.com/2011/03/13/developer-meet-and-greet-live-blog/

Quote
"No clown armor. You equip different color armor. There is an optional "colormatch" that will even out color."



Hurrah!


Title: Re: SWTOR
Post by: Samprimary on March 13, 2011, 07:15:29 PM
Ironically, when you think about it, a party medic hiding behind cover and managing drones to do the job remotely is a pretty fucking intelligent and resourceful way to do things.


Title: Re: SWTOR
Post by: Venkman on March 13, 2011, 08:10:38 PM
When the role is called "medic".

But really, it doesn't matter. The group mechanics are straight out of the WoW playbook, so somebody had to play the dedicated healer. I'd have gone Consular, and given Smuggler the ranged DPS, but nobody asked :) As long as the class story arcs and soloability are good enough for the never-gonna-raid crowd, then they'll have succeeded in their primary goal of getting a bunch of people to buy it and stick around for a few months.

The UI felt very clunky, but I attribute that to being way unfinished. There's a lot of niceties that RIFT had out of the box (as if they hired a bunch of WoW addon writers) that just aren't in TOR (yet?). Nothing egregious given it was a 45 minute structure play session with one goal and one way to do it. But it felt unfinished by a good margin.


Title: Re: SWTOR
Post by: UnSub on March 13, 2011, 09:01:04 PM
Ironically, when you think about it, a party medic hiding behind cover and managing drones to do the job remotely is a pretty fucking intelligent and resourceful way to do things.

He's also in the best position to run away if there is a team wipe.

Certainly sounds like low-risk healing, so it'll be curious how (if) BioWare manages to balance it out.


Title: Re: SWTOR
Post by: Fordel on March 13, 2011, 10:46:25 PM
Who cares if he runs away during a party wipe?


Title: Re: SWTOR
Post by: Chimpy on March 13, 2011, 11:05:14 PM
Who cares if he runs away during a party wipe?

The large preponderance of psychopaths that play MMOs and think that ANYONE surviving when they die is a crime against humanity.


Title: Re: SWTOR
Post by: UnSub on March 13, 2011, 11:33:27 PM
Who cares if he runs away during a party wipe?

The team who swears he should have been doing a better job healing them. If the team wipes, BLAME THE HEALORZ.


Title: Re: SWTOR
Post by: Fordel on March 13, 2011, 11:51:34 PM
This is a balance issue how?


Title: Re: SWTOR
Post by: Surlyboi on March 14, 2011, 04:41:16 AM
Fuck that.

There's plenty of shit to pan this game for, because you didn't see shit in the movies is not one of them.

Boo hoo.  If a smuggler hiding behind a rock and being specced as a healer can't be made fun of for not being star warsy, then this thread is going to get boring fast.
[/quote]

No less boring than trotting out that argument for the thousandth time.


Title: Re: SWTOR
Post by: Mrbloodworth on March 14, 2011, 06:40:50 AM
Things I'm liking:

Story stuff
Dialog choices
Graphics and locations
Most classes

Things that turn me off:

Stand and fight
The space part looks fun, but a bit to "on rails" to me.
Classes that seem odd ( Smuggler/healer? )


Title: Re: SWTOR
Post by: Sky on March 14, 2011, 07:08:50 AM
The smuggler healing surprised me, too. I thought that was consular and the smuggler was more of a rogue type dps. Whatever, works for me.

The only thing that really bugged me was the odd consular visual of pulling up old oil tanks or whatever out of the ground to throw at the enemy.


Title: Re: SWTOR
Post by: Mosesandstick on March 14, 2011, 07:12:38 AM
Maybe the classes can specialise in different ways? We're still just speculating...


Title: Re: SWTOR
Post by: Murgos on March 14, 2011, 07:17:54 AM
The smuggler healing surprised me, too. I thought that was consular and the smuggler was more of a rogue type dps. Whatever, works for me.

The only thing that really bugged me was the odd consular visual of pulling up old oil tanks or whatever out of the ground to throw at the enemy.

Honestly, I got a really bad vibe from the consular.  Hey, it's a Jedi!  That can't defend herself, and has to stand in the back, and makes hand waving motions to little or no effect and occasionally rips the SAME dirty water tank out of the ground and throws it at people.

Um, ok.  The trooper and Jedi Knight looked okay though.


Title: Re: SWTOR
Post by: Lucas on March 14, 2011, 07:26:51 AM
Because, from what I gathered by following various devs interviews and/or posts on the forums, in reality all classes will have healing capabilities in some forms, even if it's not going to be their main focus. That's because of the extreme "solo friendly" nature of the game.

Ah, another news item worthy of note: by reading some of the latest Q&A from PAX East, as it stands now, Companions are totally removed from the raid/flashpoint content, you won't be able to summon them. They are currently testing them in PvP environments, no final word on that yet.

Also, no day/night cycle: "fixed" light cycles depending on the environment/point of the story you are exploring.

They are also trying to convey the size of planets: the explorable area of Alderaan is 7-8 WoW zones, while the "Origin" worlds are smaller in size and more focused. They are using "phasing".

Finally, they considered implementing a third faction (presumably the Hutts) but eventually found it "too expensive" to do.


Title: Re: SWTOR
Post by: Mrbloodworth on March 14, 2011, 07:31:27 AM
I'm not that steeped in the games details, I'm just reacting to official videos I have seen.


Title: Re: SWTOR
Post by: UnSub on March 14, 2011, 08:45:57 AM
This is a balance issue how?

Depends on final execution, but the healer that can hide at the back of the group and protect themselves from damage (i.e. cover) is hopefully notably weaker in healing terms than a healer that has to stand out in the open / close to front lines.


Title: Re: SWTOR
Post by: eldaec on March 14, 2011, 10:15:24 AM
- Dallas Dickinson is a ridiculous name, and he should not be allowed to speak in public

- My god those cutscenes are going to be annoying.

- 24 hotbar slots on the standard UI - promising in that it implies characters get a decent number of abilities.

- Video looks decent, reminds me a lot of CoX missions, and I mean that as a good thing.




Title: Re: SWTOR
Post by: Lakov_Sanite on March 14, 2011, 01:08:53 PM
No companions = say hello to tank/healer/dps once again.

The more I hear the less ambitious it's all sounding. Right now all it seems to be is wow in space, with quest text you have to listen to.


Title: Re: SWTOR
Post by: Paelos on March 14, 2011, 01:25:50 PM
Ah, another news item worthy of note: by reading some of the latest Q&A from PAX East, as it stands now, Companions are totally removed from the raid/flashpoint content, you won't be able to summon them. They are currently testing them in PvP environments, no final word on that yet.

This has the potential to ruin a lot of interest in the game.


Title: Re: SWTOR
Post by: Sky on March 14, 2011, 01:30:05 PM
No companions = say hello to tank/healer/dps once again.

The more I hear the less ambitious it's all sounding. Right now all it seems to be is wow in space, with quest text you have to listen to.
Happened to Rift, too. The wowtards want things brought down to their easy-to-digest formula. Which of course dooms the game to failure, because there already is a wow. Good luck with that.


Title: Re: SWTOR
Post by: Fordel on March 14, 2011, 02:01:24 PM
Each class has four sub specs, so yes, there will be a DPS smuggler.


There's apparently a healing trooper on top of their tanking and dps builds.


Title: Re: SWTOR
Post by: Paelos on March 14, 2011, 02:06:20 PM
Each class has four sub specs, so yes, there will be a DPS smuggler.


There's apparently a healing trooper on top of their tanking and dps builds.

Troopers: PALADINS...IN...SPAAAAAAAAACE!


Title: Re: SWTOR
Post by: caladein on March 14, 2011, 02:26:48 PM
Ah, another news item worthy of note: by reading some of the latest Q&A from PAX East, as it stands now, Companions are totally removed from the raid/flashpoint content, you won't be able to summon them. They are currently testing them in PvP environments, no final word on that yet.

This has the potential to ruin a lot of interest in the game.

It has for me at least.  Choosing what companion to bring for group settings offered the chance for a lot of customization.  Also, makes dialogue wheel-time a lot more boring.


Title: Re: SWTOR
Post by: Paelos on March 14, 2011, 02:53:50 PM
I had heard from friends who were trying the beta out that companion healing was hilariously overpowered, but I can't confirm that obviously. It would make sense as to why the developers would remove them if that was the case.


Title: Re: SWTOR
Post by: Ingmar on March 14, 2011, 03:01:29 PM
Yeah no companions in group content is a shame.


Title: Re: SWTOR
Post by: Lantyssa on March 14, 2011, 03:09:13 PM
Happened to Rift, too. The wowtards want things brought down to their easy-to-digest formula. Which of course dooms the game to failure, because there already is a wow. Good luck with that.
That's what the devs think they want.  What a lot of WoW players really want is convenience.  That does not always translate to over-simplification.


Title: Re: SWTOR
Post by: Malakili on March 14, 2011, 03:15:13 PM
Happened to Rift, too. The wowtards want things brought down to their easy-to-digest formula. Which of course dooms the game to failure, because there already is a wow. Good luck with that.
That's what the devs think they want.  What a lot of WoW players really want is convenience.  That does not always translate to over-simplification.

It does a lot of the time though.   If things complex enough that it requires time outside the game, that probably rules out a lot of people immediately from caring.


Title: Re: SWTOR
Post by: Chimpy on March 14, 2011, 03:16:40 PM
I had heard from friends who were trying the beta out that companion healing was hilariously overpowered, but I can't confirm that obviously. It would make sense as to why the developers would remove them if that was the case.

Maybe they should have left it in if it was "overpowered" and balanced the game around something other than the ridiculous DIKU "holy trinity".

As to the whole "devs caving to the wow-easy people" thing: MMO devs all seem to thing that the only other option to that is putting in ridiculous, unimaginative, repetative, dick-in-a-meatgrinder timesinks.


Title: Re: SWTOR
Post by: Margalis on March 14, 2011, 03:26:02 PM
I thought one of the points of companions is that you could say group with a friend and have companions fill out the rest of the party.


Title: Re: SWTOR
Post by: Paelos on March 14, 2011, 03:32:55 PM
I thought one of the points of companions is that you could say group with a friend and have companions fill out the rest of the party.

That was the point. The way I heard it was working was that your companions were firing off heals faster and more efficiently than any player could, thus nobody was bothering playing healers.

Again, while this can't be confirmed, I could see the developers being upset that nobody was playing healers at all. And we couldn't have that obviously. A trinity with two legs is a ladder.


Title: Re: SWTOR
Post by: Venkman on March 14, 2011, 05:04:01 PM
That's easy to balance though.

They might think not going too far afield of WoW is their best option, like a dedicated healer, dedicated tank, and dedicated DPS is as much a part of the genre as 12 key hotbars and increasing leveling curves. Can't say they'd be wrong about that considering the percentage of players in MMOs who've played a game built on that foundation.

No idea what the sub-classing abilities are. They weren't accessible in the demo. Given how same-y the other parts of the game felt, it wouldn't surprise me if they were mere flavors within a class (DPS with fire vs ice, for example) rather than letting people spec to be any of the primary roles at whim.

Who cares if he runs away during a party wipe?
I do, as long as running away means losing aggro (in the demo it did) and includes party rez (not sure who/how has that ability).


Title: Re: SWTOR
Post by: Sky on March 14, 2011, 07:46:11 PM
MMO devs all seem to thing that the only other option to that is putting in ridiculous, unimaginative, repetative, dick-in-a-meatgrinder timesinks.
What do you mean "other option"?


Title: Re: SWTOR
Post by: Chimpy on March 14, 2011, 07:50:49 PM
MMO devs all seem to thing that the only other option to that is putting in ridiculous, unimaginative, repetative, dick-in-a-meatgrinder timesinks.
What do you mean "other option"?

Bah, meant alternative.


Title: Re: SWTOR
Post by: Sjofn on March 15, 2011, 04:33:59 AM
Dear Devs: Hardly anyone will cry if they get to use NPC healers. In fact, make the NPC tanks awesome too. I like doing both roles, but it would be really refreshing to just faceroll a DPSer for once (Ing and I teeeend to be a tank/healer pair, because it means we can add any ol' DPSer, tard or not, to our group without having to wait for a tank or healer).

Really what this will do is make it so I merrily solo the whole time, then quit when I get bored because I've not talked to anyone the entire time so there's nothing social to keep me.


Title: Re: SWTOR
Post by: Sky on March 15, 2011, 07:03:27 AM
MMO devs all seem to thing that the only other option to that is putting in ridiculous, unimaginative, repetative, dick-in-a-meatgrinder timesinks.
What do you mean "other option"?

Bah, meant alternative.
What alternative?  :why_so_serious:

See where I'm going there? What game doesn't put in ridiculous, unimaginative, repetitive, dick-grinding timesinks? It's usually even worse for solo players, a raid guild can just meet up and hit a dungeon for loot pinatas and in something like Rift you have to grind for hours for tokens, grind for faction, grind grind grind. You know we're in Bat Country when RAIDING is actually more casual gameplay than SOLOING.

Srsly.


Title: Re: SWTOR
Post by: Reg on March 15, 2011, 09:42:17 AM
It's crucial that the devs devote all of their time and money to replacing every single one of the standard MMO dynamics that the ginormous pool of WoW burnout cases might find dull.  Anything less results in an epic failure.


Title: Re: SWTOR
Post by: Mrbloodworth on March 15, 2011, 09:47:56 AM
amen!


Title: Re: SWTOR
Post by: Malakili on March 15, 2011, 10:12:23 AM

Quote
Bah, meant alternative.
What alternative?  :why_so_serious:

See where I'm going there? What game doesn't put in ridiculous, unimaginative, repetitive, dick-grinding timesinks? It's usually even worse for solo players, a raid guild can just meet up and hit a dungeon for loot pinatas and in something like Rift you have to grind for hours for tokens, grind for faction, grind grind grind. You know we're in Bat Country when RAIDING is actually more casual gameplay than SOLOING.

Srsly.

Raiding doesn't really require loads of time anymore from what I can tell. What matters is *scheduled* time.  I think my guild raids 12 hours a week, 7:30 - 10:30 T, W, TR, SUN.  All that matters is that they can raid during those specific times and then tack on maybe 5 hours or less a week for whatever money making activity they want to support their consumbles and repairs costs.   I suppose they also need to spend time out of the game reading up on fights and maybe watching a video here or there.

My point is, there are tons of "casual" players who put in more time than that, its just that their schedules are not so consistent, or they simply don't want to schedule things around their video game playing time.  Thats totally reasonable, but it seems to me that with perhaps the exception of those guilds really going for high end top progression type play, time doesn't seem to be the limiting factor in and of itself.

edit: botched quote tags


Title: Re: SWTOR
Post by: Koyasha on March 15, 2011, 10:41:03 AM
I've always considered that pretty much a bullshit excuse, when we're talking about 1-2 hour raid windows.  A guild CAN raid for 2-4 hours a week and make progress (at least in wow with extendable lockout timers, which I imagine will probably become standard for other games at some point).  There's a vast majority of people who are willing to do something on a particular time/day, even something as simple as watching a particular TV show at a certain time every day (yes, before DVR's, people used to plan to be sitting in front of the TV at a particular time each week!) so anyone who claims they can't schedule 1-2 hours once or twice a week may as well just say "no, I don't want to raid" and cut the excuses, because that's what it amounts to.  

Plus, it's entirely possible for a guild to raid at particular times without each individual person showing up at that time.  Guild raids from say, 7-11, if you're online and want to come you're considered just as much as anyone else.  10 minute break every hour and people can freely leave/arrive during the breaks.  You don't have to show up at all, the only thing you need is to be able to say 'I'm gonna play for the next hour' if you're online and want to go at raid time.

Although me, I think I'm just tired of raids and don't want to anymore.  At least not the way they are now.  I can't really put my finger on why, but I look and just shrug my shoulders and go 'meh' even though back in EQ during Velious, Luclin, Planes of Power, as well as from Omens of War to about Prophecy of Ro I was all fired up about it.  Either the raids have changed or I have, but I don't really want to anymore for the most part.  But I don't feel the need to claim I don't have time, or can't schedule raids.  Let me put it this way: If an on-duty fireman can be one of the main healers and tanks of one of my old EQ guilds, then I'm pretty sure 'scheduling' isn't that big a deal.


Title: Re: SWTOR
Post by: Malakili on March 15, 2011, 11:01:54 AM
I don't particularly disagree, I don't care to raid anymore because...well I've simply been there and done that and it doesn't interest me much.  I couldn't reasonably if I wanted to anyway, but thats a separate issue.

I think the social stigma matters though.  If you say "Oh, man sorry I can't hang out tonight, we're watching (Whatever show)" its a lot more reasonable to most people than "Oh man, sorry I can't hang out tonight, I'm playing video games."   Maybe I'm overestimating that.


Title: Re: SWTOR
Post by: eldaec on March 15, 2011, 11:07:12 AM
The way I look at this game right now, is that they are choosing to distinguish themselves from the straight eq model with their story and heavily scripted mission system - so I can forgive derivative combat. If everyone at least aimed for one clear way to differentiate, we'd be a lot better off, and I'm cautiously interested just because they are trying something.

Doesn't sound like it'll be a long term game like eve or uo, but if its the first diku worth giving a few months to since cox and eq2 then that's not exactly a disaster.


Title: Re: SWTOR
Post by: Sky on March 15, 2011, 11:27:31 AM
I think the social stigma matters though.  If you say "Oh, man sorry I can't hang out tonight, we're watching (Whatever show)" its a lot more reasonable to most people than "Oh man, sorry I can't hang out tonight, I'm playing video games."   Maybe I'm overestimating that.
It's not social stigma in my case, I have no such animal :) For me the important part of that quote is "WE'RE". As in, my fiancee and me. I've got all the time in the world for her, but the amount of time I have for you jackanapes is pretty limited, and time for random internet tards is nigh non-existant. Even Blood Bowl works because it's a shifting match every week, worked out between only two people for an hour.

To use Koyaha's example, if a guild raids 7-11, that means I will never raid with them. Because I have an hour a night I can reliably say I could be online, because literally everything in life takes priority over gaming. I like gaming, but I don't see why I need to make it a priority over real-life activities to accomplish anything. It's a ludicrous idea driven by these trolls who feel the stuff they 'earn' is somehow diminished if I can actually get the same loots. The entire idea of forced raiding and grouping is bizarre to me. If you enjoy raiding, raid. If you enjoy grouping, group. If you don't, well fuck off, enjoy your peasant hat, 3rd class citizen. Dead horse, but after all this time it still boggles the mind that people equate mmo with 'must group' rather than 'shared online world'.


Title: Re: SWTOR
Post by: Malakili on March 15, 2011, 11:35:14 AM


To use Koyaha's example, if a guild raids 7-11, that means I will never raid with them. Because I have an hour a night I can reliably say I could be online, because literally everything in life takes priority over gaming. I like gaming, but I don't see why I need to make it a priority over real-life activities to accomplish anything. It's a ludicrous idea driven by these trolls who feel the stuff they 'earn' is somehow diminished if I can actually get the same loots. The entire idea of forced raiding and grouping is bizarre to me. If you enjoy raiding, raid. If you enjoy grouping, group. If you don't, well fuck off, enjoy your peasant hat, 3rd class citizen. Dead horse, but after all this time it still boggles the mind that people equate mmo with 'must group' rather than 'shared online world'.

I guess I just consider gaming as "real life" activity.   I prioritize as high as say, going out for the evening, if I want to.  Yes, I don't have the time to do much hobby-wise these days anyway, but gaming certainly gets as high a priority as any of them.  I'm not going to be raiding 7-11 ever again I'd imagine, but that doesn't mean I can't understand why someone WOULD decide that something they want to do.

 As for the loot thing, I don't particularly feel strongly either way about it.  I think that if you COULD get exactly the same loot, that raiding and retention would both fall though.  Why?  Because a hell of a lot of people would solo their top end loot within a week and then quit until the next bit was given out.  If it was time locked like raiding, I suspect people would quit because they only played the few hours a week solo they needed to complete that stuff and then they'd feel that wasn't enough to justify their subscription fee.


Title: Re: SWTOR
Post by: Sky on March 15, 2011, 12:01:54 PM
I think there is a market bigger than people who will solo through all game content in a week if allowed.

As I said, there is a plethora of options for those types. I'd like to see something that doesn't seek retention through forcing people into activities they otherwise wouldn't engage in.


Title: Re: SWTOR
Post by: Malakili on March 15, 2011, 12:16:23 PM
I I'd like to see something that doesn't seek retention through forcing people into activities they otherwise wouldn't engage in.

Is there any other reliable way to retention? I might go as far as to say that retention is practically defined by keeping people playing that want to quit.  Unless your game is a rare 1 in 10,000 that people play over the long term just because the game itself is actually fun to play - Counter Strike, Team Fortress, Tribes, and so forth, you're out of luck.  And none of those games charge people monthly for the privilege.  If your business model requires people pay you monthly, are you going to rely on designing a brilliant/unique mechanic that keeps people coming back for more all the time, or are you going to try and create a system of rewards that keeps the pleasure center of people's brains seeking more shinies?

I mean, I don't disagree with you in principle, I really don't.  There is a reason my MMO play has really trailed off and I've been playing other genres more and more over the past 3 years instead. 


Title: Re: SWTOR
Post by: Sky on March 15, 2011, 12:52:28 PM
I don't disagree with myself, either! I mean, I know WHY they do it. I just don't understand why anyone who is not a developer is defending it as a good gameplay decision. If there isn't retention built in (via community or player interactions), it's probably not a good game for a subscription model. And there are better ways for player interaction and community than walling off the phat lewtz behind a wall to keep casual players out.

Look at the community of games like UO and SWG and their crafting communities/systems and sales mechanisms. Physical storefronts that people could take ownership of and design and decorate, versus a single faceless window. Even EQ2 allowed you to visit the actual sales chest you were buying from, getting to see some cool locations (and save a few bucks).


Title: Re: SWTOR
Post by: Ratman_tf on March 15, 2011, 01:48:12 PM
Look at the community of games like UO and SWG and their crafting communities/systems and sales mechanisms. Physical storefronts that people could take ownership of and design and decorate, versus a single faceless window. Even EQ2 allowed you to visit the actual sales chest you were buying from, getting to see some cool locations (and save a few bucks).

I want my shit nooooooooooooooooooooooooooooow!


Title: Re: SWTOR
Post by: Chimpy on March 15, 2011, 01:58:37 PM
What alternative?  :why_so_serious:

See where I'm going there? What game doesn't put in ridiculous, unimaginative, repetitive, dick-grinding timesinks? It's usually even worse for solo players, a raid guild can just meet up and hit a dungeon for loot pinatas and in something like Rift you have to grind for hours for tokens, grind for faction, grind grind grind. You know we're in Bat Country when RAIDING is actually more casual gameplay than SOLOING.

Srsly.

I am not disagreeing with you, I am just saying that the only thing I ever see is either "WoW-on-rails loot pinata ding!" or a choice between McQuadian "Level loss death penalties, MUST group to accomplish anything genital mutilation" or Korean "HI, PLEASE KILL 44 million foozles (at a minute each) to advance 1/2000th of the way through a level" grindfactories.

I would love to see an alternative that is not one of those 2.5 ways of doing things. I have yet to see one though.


Title: Re: SWTOR
Post by: Lucas on March 15, 2011, 03:45:09 PM
This thread should really be preserved, maybe a "best of" done out of it   :awesome_for_real:
-----

Anyway, some "damage control" is currently being undertaken on the official forums by the Devs on the topic of Companions in flashpoints/raid (or lack of thereof...Currently a two part topic, about 1500 posts or so). Post by Georg Zoeller, Principal Lead Combat Designer:

http://www.swtor.com/community/showthread.php?p=5714363#edit5714363

Quote
You guys are again getting way ahead of yourself.

There are still companions in the game, we still think they are important, we are still looking at their role in endgame and we are, as James mentioned in the same sentence that now has everyone terribly excited, actively testing them.

We appreciate all your feedback - pros and cons - in this matter, but we would like to respectfully ask that you keep it civil with each other and don't get too far off track (no, we are not reducing the number of companions, no, companions are still an integral part of your character, no, we haven't said that there is no endgame content at all for companions).

We'll have further details on this topic as we conclude our tests on the matter and are confident that the decisions we make are final for launch.

Also, Stephen Reid (current TOR Community Manager) replies to a post in a topic called "Bioware letting the raiders and 'purists" dictate game direction?" (bold is mine...Speculation?)

http://www.swtor.com/community/showthread.php?p=5724712#edit5724712

Quote
The Flashpoint that was shown at PAX East was not endgame content, it was mid-level content (although you will find some Flashpoint content during endgame). We wanted to show off multiplayer content for the game. (BTW, we did multiple Q&As - you may not have read the answer I was referring to. I know James spoke to that exact question in one of them.)

There are a variety of endgame activities available, not all of which have been spoken about yet, but I think RPG/story fans will be happy.


Title: Re: SWTOR
Post by: Paelos on March 15, 2011, 03:52:34 PM
I simply don't believe anything they say. Actions are speaking louder at this point.


Title: Re: SWTOR
Post by: Lakov_Sanite on March 15, 2011, 04:05:40 PM
I swear, it's like you people don't realize 99% of what developers say is bullshit yet.

Wow, in space.


Title: Re: SWTOR
Post by: Paelos on March 15, 2011, 04:07:55 PM
I swear, it's like you people don't realize 99% of what developers say is bullshit yet.

Wow, in space.

(http://anonymouslefty.files.wordpress.com/2010/12/x-files-believe1.jpg)


Title: Re: SWTOR
Post by: Fordel on March 15, 2011, 04:18:32 PM
If it actually was WoW in space, it would be great.


Title: Re: SWTOR
Post by: Margalis on March 15, 2011, 05:02:05 PM
It sounds like companions are just a glorified crafting menu.


Title: Re: SWTOR
Post by: UnSub on March 15, 2011, 06:42:45 PM
It sounds like companions are just a glorified crafting menu.

They also serve as virtual friends who talk to you and do what you say.


Title: Re: SWTOR
Post by: Venkman on March 15, 2011, 08:33:51 PM

Is there any other reliable way to retention?

You can't retain for the sheer sake of it. Mostly companies focus on churn and balancing ARPU against resources. How many can they get at first and along the way versus how many will leave due to boredom/competition/whatever. That's for linear style games where the power curve and reward distribution are the measures.

Socioeconomic experiences like Eve are entirely different. It might as well be a different genre, a branch off of the shared persistent world platform, but a far different user experience.

Where a diku-inspired MMO (EQ1 through WoW to Rift) focused on small-group multiplayer gameplay, old-UO/old-SWG/Eve/ATiTD style games are way open-ended experiences that have a wide array of ways to live a virtual life.

What keeps a player in WoW is very different than what keeps a player in Eve. My opinion is it's the difference between a D&D-style shared experience of constant advancement vs the personalized virtual citizenry of a large heterogenous society. Or the old "game vs world" with more words :)

Nobody expects players to hang around forever, but why you can keep them depends on the underlying system. It's also impacted more recently by how many MMO conventions of seeped into other genres (scaffolded dinggratz in Black Ops, this-months-*ville, Tiny Wings, etc).

Most gamers are not raiders any more than they're founding galactic banks or in the top echelon of meta-world guilds. Most gamers don't want that level of coordination in the game, much less the amount of coordination outside the game. But those that do are the most vocal alpha/top-of-pyramid players in the game, so are as important to the player ecosystem as the rabble that come for a month, leave and forget they're getting billed for months beyond. You can keep the alpha players through timely release of new content and by listening to their feedback. They're not biggest source of revenue, but they among the most reliable.

But you can't focus solely on them or you end up excluding a lot of potential revenue.


Title: Re: SWTOR
Post by: AutomaticZen on March 16, 2011, 07:13:55 AM
I can at the very least say the PAX East demo was prettier than the PAX Prime demo.


Title: Re: SWTOR
Post by: Lucas on March 19, 2011, 05:24:33 AM
Community Q&A on Flashpoints (starts toward the end of the link listed below) :

http://www.swtor.com/news/news-article/20110318

Each month we take time to answer some of the community’s questions about Star Wars: The Old Republic. If you have a question about one of the eight classes in The Old Republic, please post it in the new Community Q&A thread in the forums. We’ll be gathering questions from that thread on March 25, so be sure to ask your question before that date.

Today, World Designer Jesse Sky has answers to some of your questions about Flashpoints:
------------------------


Q: Will Flashpoint for Republic and Empire ever meet? - Sirious_Nora

A: Certain Flashpoints, especially at the end game, are available to both factions. They represent threats so large that neither the Republic nor the Empire can afford to ignore them. Each side has its own quest givers, dialogue and motivations, though, so what you get are two very different looks at the same story.


Q: Are you thinking of introducing side-missions in Flashpoints where a specific class will be required to initiate/complete? - KrumStrashnii

A: We have considered adding some optional objectives that require certain classes or Crew Skills to complete. Of course, it’s a balancing act – how cool can you make it without forcing players to bring that ability set along every time? I’m interested in hearing what the community thinks; let us know your thoughts on the forums!


Q: How many hours of game time must players invest on average before their first Flashpoint is available to play with friends? - Fortunetek

A: You’ll encounter your first Flashpoint after your Origin World – how long you take to complete that is up to you, really. By this time, you’ll be familiar enough with your class to feel confident taking on content that requires a group.

Q: Are Flashpoints linear or can you go multiple routes without ruining the storytelling part? - Flopi

A: Your main objectives in a Flashpoint follow a clear path, except in cases where your story choices modify that path. We use bonus objectives to introduce elements of non-linearity, and we try to place surprises off the beaten path.


Q: How will loot be distributed in Flashpoints? - Trishot

A: Loot is distributed according to need/greed rules with a quality threshold set by the group leader. Players will also accumulate commendations that can be traded for special gear.

Q: Will it be possible to play a Flashpoint with fewer than four players, whether it's one, two, or three? - Mark

A: For early Flashpoints, you can certainly try, but as you get deeper into the game, you will need a full group of four players to have a reasonable chance of surviving the challenges in Flashpoints.


Q: How intricately will the boss fights in Flashpoints be scripted? A typical example would be nice. – Sungil

A: Bosses are scripted to match the fiction and the environments. They change phases and require players to think on their feet. Most of all they require coordination. An example off the top of my head is an Imperial officer who jumps behind cover and calls in a squad of soldiers with jetpacks. He then spends one stage of the fight sniping you and sending traps at you while his men arrive in waves.

Q: Will the choices a group makes (e.g. chosen dialogues, fight tactics, whether you killed enemies or not) have an impact on loot amount and quality at the end of a Flashpoint? - Elvasan

A: If your group decides to complete optional objectives, you will absolutely reap better rewards. Some of your story choices may result in different loot, but we never want group leaders enforcing story decisions or bailing out halfway because the ‘wrong’ decision was made, so we avoid associating key rewards with story choices. We want you to be free to roleplay.

Q: How do you intend to make replaying Flashpoints interesting (other than using diverse loot tables) in order to encourage group play and to not have Flashpoints deteriorate into "farm areas" typical of other games in the genre? - TheOrigin

A: From a gameplay perspective, we try to keep the combat mechanics dynamic and the pacing strong. We’ve discussed adding elements that differ from one session to the next, but our top priority is offering a diverse array of Flashpoints at launch. As a BioWare fan, I find the stories alone engaging enough to repeat – especially with the multiplayer conversation system.

Q: How exactly will class roles inside Flashpoints work? Will it be like in WoW or similar systems with fix systems, in which only damage dealer can deal damage, in which only tanks can block and only healer can heal? - Sarnave

A: This is an area where we try to distinguish Flashpoints from dungeons. While boss fights often require traditional tank and healer roles, some sections of Flashpoints are paced in such a way that healers can switch into damage roles and tanks can get a bit more reckless.

Q: Do mobs respawn in a Flashpoint after a certain time, or do they "stay" dead? - MilOuZ

A: Enemies do not respawn in Flashpoints. The story is too tightly focused for respawning enemies to make sense, and it would have undesirable gameplay consequences.

Q: Are classes adaptable enough in order to complete a Flashpoint with a any group (e.g. 4 Jedi Consulars, possibly with the help of certain companions)? - Ashlack, Akbar

A: You will need a well-balanced group to complete a Flashpoint. You’ll find some very unique and powerful combinations of Advanced Classes, but if you stack several players with the same role, you’re not likely to fare well.


Q: What happens in Flashpoints in case of a wipe in terms of scenario? Do we have to replay the Flashpoint story from the beginning? - Askanir

A: If your group wipes, you’ll just need to run back from your most recent objective. You will not lose any story progress unless your group leaves the instance and lets its timer expire.

Q: When we reach max level, will it be possible to solo low-level Flashpoints? - Yanis Micropoulos

This is something that we are looking into with in-game testing. A very skilled player probably could.


Title: Re: SWTOR
Post by: Arrrgh on March 19, 2011, 06:49:07 AM
Will they have a tank shortage?


Title: Re: SWTOR
Post by: Lakov_Sanite on March 19, 2011, 06:56:03 AM
Quote
"Are flashpoints the same as dungeons in any other MMO?"

"Yes"


Title: Re: SWTOR
Post by: Zetor on March 19, 2011, 06:58:30 AM
Actually, that makes me think flashpoints are going to be like GW missions, which sort of makes sense.

edit: is there dual/triple/quadruple/etc spec, or is johnny dps going to be screwed?


Title: Re: SWTOR
Post by: Lucas on March 19, 2011, 07:08:00 AM
Yes, I think they will be similar to GW missions and also Tabula Rasa flashpoints (they were called so in that game too), like I wrote in a previous post.

For example, in TR I found myself repeating those flashpoints and enjoying them, no matter if I already knew the background story and the twist 'n turns while doing them,  because they were actually well tailored and executed. The atmosphere, environment and design was very well done, not requiring any particular "whack-a-mole" tactic by any class, so you could actually sit back and get immersed in the plot, akin to a single player game. Hopefully it will be the same in TOR.

Yes, it's of course a general rule for any MMO, but even more in TOR, it seems to me that the experience will *greatly* differ whenever you are playing with a small group of friends or with a PUG, especially considering the other "multiplayer dialog" feature.


Title: Re: SWTOR
Post by: Samprimary on March 19, 2011, 07:28:12 AM
I love seeing the last post in this thread be by "Lucas." I keep opening it up expecting it to be the actual george lucas saying 'playable races now include ewoks and gungans'


Title: Re: SWTOR
Post by: Lucas on March 19, 2011, 07:34:22 AM
 :mob:
I love seeing the last post in this thread be by "Lucas." I keep opening it up expecting it to be the actual george lucas saying 'playable races now include ewoks and gungans'


Title: Re: SWTOR
Post by: Lakov_Sanite on March 19, 2011, 07:38:03 AM
So the difference between a flashpoint and a dungeon is that flashpoints are faster/easier? Not really a difference, just a slider setting and all it sounds like is they are saying trash will "probably" be easier and that there will still be hard boss fights with the same tank/heal/dps mechanics needed to win.

 So yeah...maybe the starter flashpoints have easy trash you can mow through with four dps but who honestly think it'll stay that way at mid/max level?


Title: Re: SWTOR
Post by: Lantyssa on March 19, 2011, 10:00:11 AM
Guild Wars missions I can progress through by myself or with a group though.


Title: Re: SWTOR
Post by: Spiff on March 19, 2011, 10:03:55 AM
So yeah...maybe the starter flashpoints have easy trash you can mow through with four dps but who honestly think it'll stay that way at mid/max level?

Quote
A: You will need a well-balanced group to complete a Flashpoint ..., but if you stack several players with the same role, you’re not likely to fare well.

Can't imagine the "yes, it's a diku with everything that entails" surprises anyone any more and it doesn't necessarily disappoint me even, at least they won't piss up my Star Wars with well meant attempts 'to push the genre'.

I am however furiously trying to get a few mates excited, 'cause if I don't have a preset group for this my stay in a galaxy far far away will be very very short this time I fear.
It's screaming "Don't PuG me!".


Title: Re: SWTOR
Post by: Shrike on March 19, 2011, 10:10:59 AM
Personally, I hope they're channeling CoX TF/SF missions, but without the sucktastic elements that those had. Aside from being overly long with way too much trash, some of those were quite fun and you generally could dance with who you brung--assuming someone could actually tank to some degree (i.e. lockdown mobs from running wild).

Now the tank shortage...heh, you never saw this in EQ, it's almost entirely confined to WoW, because that roll actually sucks the way they've implemented it. If subclasses like Sith juggernauts, Jedi guardians or whathaveyou actually have fun mechanics and you're not penalized for stacking them, then there'll be no issue. In EQ (of whatever vintage) having SKs and pallies in the same party always worked well. Just need more of that and not the hypertuned horseshit of WoW instances. Same thing with CoX: MMs and bruisers worked well together villain-side and multiple tankers weren't usualy an issue blue-side--especially with the continuing fascination of heros trying to make tanks scrappers at every opportunity.


Title: Re: SWTOR
Post by: Sky on March 19, 2011, 12:44:07 PM
I am however furiously trying to get a few mates excited, 'cause if I don't have a preset group for this my stay in a galaxy far far away will be very very short this time I fear.
It's screaming "Don't PuG me!".

This is one of my core concerns, especially with the panda talk about GW. Bat Country Imperial Local f13 will be together for all of a month. After that, it will be EQ2 all over again, with me doing maybe two raids in four years and no dungeons.

I really want to like TOR, since I like KotOR and story-driven games. But so far GW2 keeps looking like the only game in the mmospace gunning for my attention for more than the free month (and not even that if I get my fill in testing).


Title: Re: SWTOR
Post by: SnakeCharmer on March 19, 2011, 10:53:01 PM
What time is your normal playtime, Sky?


Title: Re: SWTOR
Post by: Amaron on March 20, 2011, 05:33:11 PM
I haven't been following it too much (I hate getting overhyped) but if they nerf the companions in group content that's going to pretty much be massive fail.   You can't do storyline content with 3 other people.   There's always some pea-brained moron who yells at you to skip the cut-scenes or whatever.     Story without characters is pretty boring too.


Title: Re: SWTOR
Post by: Velorath on March 20, 2011, 06:09:16 PM
I haven't been following it too much (I hate getting overhyped) but if they nerf the companions in group content that's going to pretty much be massive fail.   You can't do storyline content with 3 other people.   There's always some pea-brained moron who yells at you to skip the cut-scenes or whatever.     Story without characters is pretty boring too.

From what I gather, it would be removing companions from SWTOR's equivalent of dungeons and raids.  Somebody correct me if they've said otherwise, but quests, presumably including those for Class storylines would still allow you to use companions.


Title: Re: SWTOR
Post by: Amaron on March 20, 2011, 07:42:09 PM
From what I gather, it would be removing companions from SWTOR's equivalent of dungeons and raids.  Somebody correct me if they've said otherwise, but quests, presumably including those for Class storylines would still allow you to use companions.

I guess I can't really see how they'll do companions in a non instanced setting.   My instinct is that flashpoints are the best place for companions in the first place.   Surely not heroic instances but anything below near max level for sure.


Title: Re: SWTOR
Post by: Paelos on March 20, 2011, 08:12:49 PM
Yeah removing the companions takes this from fun story driven game where companions fill in the hard to find specializations and turns it into every other MMOG in history.


Title: Re: SWTOR
Post by: Velorath on March 20, 2011, 08:29:04 PM
From what I gather, it would be removing companions from SWTOR's equivalent of dungeons and raids.  Somebody correct me if they've said otherwise, but quests, presumably including those for Class storylines would still allow you to use companions.

I guess I can't really see how they'll do companions in a non instanced setting.   My instinct is that flashpoints are the best place for companions in the first place.   Surely not heroic instances but anything below near max level for sure.

I would assume (but again, I don't know) that class quests would be in instanced settings.  I'm not really sure how much of this game is instanced overall, especially when it comes to regular non-class specific quests.  I don't know if they have any specific companion related story quests either (by which I mean something like most of Bioware's other games have where each of your companions usually have some personal task they need done).  Story-wise, I actually think that Flashpoints, due to their repeatable nature would be one of the least interesting aspects of the story for companions to get involved in.

I don't think they should be removed from Flashpoints mind you.  I think if healing was so dull that everybody just used companions as their heal-bot's, that suggests the solution should really be to find a way to make being a healer more fun.


Title: Re: SWTOR
Post by: voblat on March 21, 2011, 03:03:16 AM
Yeah removing the companions takes this from fun story driven game where companions fill in the hard to find specializations and turns it into every other MMOG in history.

Yep.

'Looking for smuggler - healer build '



Title: Re: SWTOR
Post by: Paelos on March 21, 2011, 06:22:15 AM
I don't think they should be removed from Flashpoints mind you.  I think if healing was so dull that everybody just used companions as their heal-bot's, that suggests the solution should really be to find a way to make being a healer more fun.

Or start giving everyone self healing abilities and cut out the stupidity for once.


Title: Re: SWTOR
Post by: Typhon on March 21, 2011, 07:53:49 AM
Either that or make everyone a dps/support hybrid that provides the 'support' part as a side-effect of the 'dps' part. 

Rift's bard is fun to play, I get to damage the bad guys while providing some healing in the background.  Same for WAR's Disciple of Khaine.  Not every dps / 'support' would/should be a healing role, some could apply debufs, shields, etc.  I think every class should have a taunt - save your friends by taunting the enemy.  Makes for a more fluid / hectic combat experience


Title: Re: SWTOR
Post by: Lucas on March 21, 2011, 09:47:52 AM
Unfortunately I cannot recall where I read it, but it seemed to me that, yes, every class will have the capability of healing itself (beside bandages/medikits or whatever, of course). Now, for some classes that will probably mean a insta or HoT just to support yourself while soloing, or throw a heal at another character from time to time (i.e. the smuggler as seen in the Taral V flashpoint); other classes, instead, may have a full range of heals, in order to act as your usual "healer" class.


Title: Re: SWTOR
Post by: Sky on March 21, 2011, 09:49:41 AM
What time is your normal playtime, Sky?
Usually 11pm-midnight EST. Sometimes a little earlier and later. Usually get in a couple hours during the day on weekends, too; and there's a night or two the fiancee will work late, but that's variable every week.
Yeah removing the companions takes this from fun story driven game where companions fill in the hard to find specializations and turns it into every other MMOG in history.

Or start giving everyone self healing abilities and cut out the stupidity for once.
Trion's backing away from a formula that would have reduced the exclusive nature of mmo (in their case by allowing Role changing on the fly and each calling to fill several roles). It's still there in a limited fashion, but if they had explored it, they would have had a revolutionary product (like their ads and interviews claimed) rather than a stock mmo with a cool class system. I think risk-averse management will strike Bioware Austin in a similar fashion. Cannot upset the wowtards, despite the fact you won't win them over in any great numbers.

Really, really wish Trion had pushed for a proper implementation and given every calling the ability to fill at least three roles as well as any other calling, just differentiate the methods. I still don't understand chasing exclusionary design principles when they (all mmo devs) have such a huge boner for 'if you play mmo, you must want to group!' At least let folks group with the people that are present without worrying about missing a piece of the formula and sitting around with their thumb inserted rectally until said missing piece shows up or gets filled in with some random jacktard. People will initially cry and whine about a 'warrior' being able to heal as good as their 'cleric' (or gods forbid they get out-healed by a warrior with better gear and specializations), but people are generally stupid, selfish creatures of habit.

Hell, just being able to play a cleric and take a night off healing to do dps or tank is a refreshing change (that Trion fell far short on, as well). Trion really came so close to making the kind of mmo I want to play, and then did absolutely everything to make it exactly the kind of mmo I dislike. Bioware Austin is making a lot of similar moves.
Unfortunately I cannot recall where I read it, but it seemed to me that, yes, every class will have the capability of healing itself (beside bandages/medikits or whatever, of course). Now, for some classes that will probably mean a insta or HoT just to support yourself while soloing, or throw a heal at another character from time to time (i.e. the smuggler as seen in the Taral V flashpoint); other classes, instead, may have a full range of heals, in order to act as your usual "healer" class.
Then functionally, there are only those with the full range of heals. Because that's what the content will get balanced to. That's exactly why a 'paladin' needs to be able to spec into a role as effective as a 'cleric' or it's not really worth bothering.


Title: Re: SWTOR
Post by: Lucas on March 21, 2011, 10:27:16 AM
Oh wait, here is a very recent post by Georg Zoeller (Principal Lead Combat Designer):

http://www.swtor.com/community/showthread.php?p=5738193#edit5738193

Quote
We cannot tell you definitively that a group without a healer will do just fine in 'most all' encounters.

However, groups without healers will be able to play the majority of the game's content and not feel like they are at a significant disadvantage, especially if they are careful in how they play.

Remember every class has access to an out of combat self-heal ability, as well as a revive ability (for use on fallen comrades). Be careful, and you'll stay alive.
---

Oh, and here is Stephen Reid (Community Manager) on the different types of "tasks" you'll undertake in TOR:

http://www.swtor.com/community/showthread.php?p=5728802#edit5728802

In a subsequent message, Georg Zoeller specifies that 'Heroic Quests' are "quests of higher difficulty that provide a challenge to groups."


Title: Re: SWTOR
Post by: SnakeCharmer on March 21, 2011, 10:32:29 AM
What time is your normal playtime, Sky?
Usually 11pm-midnight EST. Sometimes a little earlier and later. Usually get in a couple hours during the day on weekends, too; and there's a night or two the fiancee will work late, but that's variable every week.

Sounds exactly like me.  I've mostly lost touch with my old gaming buddies so looking to establish some new ones that have about the same schedule.  So, if you want to hook up when the time comes, I'm game.  It's early, sure, but I'm Mr. Preparedness and I don't think we too much longer to wait.

But the offer to hook up on regular flashpoint runs and whatnot extends to anyone here.  Just let me know  :rock_hard:


Title: Re: SWTOR
Post by: Paelos on March 21, 2011, 10:51:25 AM
Quote
We cannot tell you definitively that a group without a healer will do just fine in 'most all' encounters.

However, groups without healers will be able to play the majority of the game's content and not feel like they are at a significant disadvantage, especially if they are careful in how they play.

Remember every class has access to an out of combat self-heal ability, as well as a revive ability (for use on fallen comrades). Be careful, and you'll stay alive.

How many fucking times can you hedge in one statement? I bolded them. Turns out seven.


Title: Re: SWTOR
Post by: Sky on March 21, 2011, 11:24:43 AM
Sounds exactly like me.  I've mostly lost touch with my old gaming buddies so looking to establish some new ones that have about the same schedule.  So, if you want to hook up when the time comes, I'm game.  It's early, sure, but I'm Mr. Preparedness and I don't think we too much longer to wait.
Right on. Rift was ~this close~ to pulling me into grouping. If we can get a somewhat regular group in the evenings to do a few things, as we've been saying, it's really almost more casual than soloing as far as getting stuff done. As far as the release, the guy at PAX said it will be releasing in 2011. Also, go to http://www.swtor.com/guilds/7040/bat-country and sign up. PM me here if you use an unrecognizable/non-f13 name (Still need confirmation if binfuser is fuser?)

Finally, what Paelos said.


Title: Re: SWTOR
Post by: SnakeCharmer on March 21, 2011, 12:05:55 PM
I dunno.  I get what he's saying (if you're really good, you'll do fine without a healer).  I think he's trying not to piss off the dedicated healers out there who would instantly cry "NOBODY WANTS ME BECAUSE THEY DON'T NEED ME", and you know they would freak the fuck out and post incessently about it.  Just trying to be diplomatic about it.


Title: Re: SWTOR
Post by: Tarami on March 21, 2011, 12:16:47 PM
To me, it sounds like LotRO. Given you have a captain, a lore-master and maybe a burglar, you can in theory do a lot of the content if all available heals and tricks are employed.

But naturally, that's not how the game is played in practice, in part because it relies on the whole group not being morons rather than just one person.


Title: Re: SWTOR
Post by: Lakov_Sanite on March 21, 2011, 12:17:59 PM
Your hope will taste all the sweeter once it is crushed.


Title: Re: SWTOR
Post by: Sky on March 21, 2011, 01:04:46 PM
Having trouble making a new thread on the private board. Again.

At least they tested the guild pre-release stuff thoroughly. Oh, wait...

 :oh_i_see:


Title: Re: SWTOR
Post by: Lucas on March 21, 2011, 01:23:50 PM
Yep, just tried to create one myself and it gave me a: "Fatal error: Allowed memory size of 234881024 bytes exhausted (tried to allocate 64 bytes) in /opt/vhost/swtor.com/includes/database.mysqli.inc on line 157" :P

See? We're having GREAT FUN in there, join us!!!  :pedobear:


Title: Re: SWTOR
Post by: Sheepherder on March 21, 2011, 01:49:56 PM
It's too bad you can't use companions to help fill out the healing/tanking/damage quota in instances and raids.  That would have been something worth the price of admission.


Title: Re: SWTOR
Post by: Paelos on March 21, 2011, 02:23:18 PM
I dunno.  I get what he's saying (if you're really good, you'll do fine without a healer).  I think he's trying not to piss off the dedicated healers out there who would instantly cry "NOBODY WANTS ME BECAUSE THEY DON'T NEED ME", and you know they would freak the fuck out and post incessently about it.  Just trying to be diplomatic about it.

I don't think catering to dedicated healers is something you need to worry about as a designer.


Title: Re: SWTOR
Post by: Nonentity on March 21, 2011, 02:59:11 PM
I'm still trying to wrap my head around how, thematically, a healing-specced Trooper will work.

They've already done the 'send out the healing droids' thing for Smugglers. Do you use a Team Fortress-esque healing beam?


Title: Re: SWTOR
Post by: Venkman on March 21, 2011, 03:40:22 PM
Quote
We cannot tell you definitively that a group without a healer will do just fine in 'most all' encounters.

However, groups without healers will be able to play the majority of the game's content and not feel like they are at a significant disadvantage, especially if they are careful in how they play.

Remember every class has access to an out of combat self-heal ability, as well as a revive ability (for use on fallen comrades). Be careful, and you'll stay alive.

How many fucking times can you hedge in one statement? I bolded them. Turns out seven.

But even if they weren't hedging, by this definition the majority of actual content in WoW doesn't require a healer either. It's easy to define "content" as "the amount of land area where a person could solo". The reality though is over the life of an account, a dedicate fan of a game is spending most of their time in the "small amount of the game" that does require healing.

Unfortunately, there isn't a wildly successful game that doesn't have dedicated specialist roles in the endgame. Some of it is probably risk aversion, or maybe the recognition that requiring specialist tanks and healers is just another way to gate content.


Title: Re: SWTOR
Post by: Fordel on March 21, 2011, 03:42:46 PM
Battle Field defibrillator!


Title: Re: SWTOR
Post by: UnSub on March 21, 2011, 06:31:16 PM
I'm still trying to wrap my head around how, thematically, a healing-specced Trooper will work.

Healing bullets. 2x healing bonus for headshots.


Title: Re: SWTOR
Post by: Malakili on March 21, 2011, 08:06:34 PM
I'm still trying to wrap my head around how, thematically, a healing-specced Trooper will work.

Healing bullets. 2x healing bonus for headshots.

It worked in Borderlands!


Title: Re: SWTOR
Post by: Paelos on March 21, 2011, 08:16:14 PM
If I was looking for something effective, it would be to give everyone a chance to convert their damage into healing themselves. Make it a tradeoff.


Title: Re: SWTOR
Post by: Sheepherder on March 22, 2011, 04:07:07 AM
The best mechanic for that would probably have been companions that operate without player input.  Because people regenerating health by blasting things would seem a little off, even in DIKU laser PPC combat.


Title: Re: SWTOR
Post by: Lucas on March 22, 2011, 06:37:20 AM
I'm still trying to wrap my head around how, thematically, a healing-specced Trooper will work.

They've already done the 'send out the healing droids' thing for Smugglers. Do you use a Team Fortress-esque healing beam?

IMO, it will be some sort of advanced "healing tool" that doesn't exist in the inventory (like a normal "healing potion") but only as an ability, that the trooper draws out when needed, interrupting his damage output in the process. Maybe you can imrprove its efficiency during the first 10 levels of the game (before you pick an advanced class), decreasing the "casting time" and/or improving the amount healed, but that's it.


Title: Re: SWTOR
Post by: Sky on March 22, 2011, 07:58:09 AM
I think having the ability to have a healing-spec Trooper is more important than the delivery mechanism.

That said, I think Lucas is on it. Have some kind of military med-kit, wouldn't need to be a tool. Just an animation that fires off when he uses his healing abilities.


Title: Re: SWTOR
Post by: kaid on March 22, 2011, 01:00:21 PM
I think having the ability to have a healing-spec Trooper is more important than the delivery mechanism.

That said, I think Lucas is on it. Have some kind of military med-kit, wouldn't need to be a tool. Just an animation that fires off when he uses his healing abilities.

Most of the smuggler heals from the video appeared to be deploying droids that went out and healed people. It is not much of a stretch to see medic troopers having military grade varients of those healing drones.


Title: Re: SWTOR
Post by: sam, an eggplant on March 22, 2011, 02:57:18 PM
It's too bad you can't use companions to help fill out the healing/tanking/damage quota in instances and raids.  That would have been something worth the price of admission.
That was the original plan, but I guess they backed away from it because they couldn't make the companion AI work. Actually, there was never any way the AI could work for tanking anything more complicated than a tank/spank, but healing could definitely happen.

Anyway, healing isn't inherently un-fun. What sucks is the diku whack-a-mole healing paradigm. Healing through dealing damage like the Rift bard and chloromancer is a perfectly fine compromise. The trick is that it has to be the only way to heal, not the alternative method that's less effective, or the "support" healing. It has to just simply be the way all healing is done. Otherwise you're unfair to the classes/specs watching healthbars who rightfully feel that since 100% of their attention is dedicated to healing, they should be better at it.


Title: Re: SWTOR
Post by: Koyasha on March 22, 2011, 03:39:47 PM
That was the original plan, but I guess they backed away from it because they couldn't make the companion AI work. Actually, there was never any way the AI could work for tanking anything more complicated than a tank/spank, but healing could definitely happen.
You realize that a raid composed entirely of NPC's/AI would be vastly superior to humans if they were programmed properly, right?  There's no reason the AI couldn't handle tanking, if they consider that as part of the encounter design (if tank is an NPC companion, tank runs this script that's programmed as part of the encounter).

Downside is that this requires the designers to figure out how to defeat the boss they've created and hand the players 'the strategy' - I strongly prefer the EQ style of making a boss, giving it cool abilities, and letting the players figure out how to beat it.  At least, that's what it felt like a lot of the time.  I don't know if they came up with specific ways the bosses were 'intended' to be defeated or not, but it didn't seem like it, and strategies varied widely between guilds.

Beyond that, the actual difficulty would be that the NPC's would be too perfect at the role, so who would ever want to have a human player that can make mistakes do an important job?  You'd have to program in an intentional error rate.  Make it too low and people will still always want the NPC, make it too high and the NPC becomes useless.  It would have to average at the error rate of a 'decent' human player, which would be very difficult to figure out.


Title: Re: SWTOR
Post by: Venkman on March 22, 2011, 03:48:13 PM
But that was my earlier point. These linear progressions are always about making the next thing to get slightly harder than the current thing you just got. Projecting that forward you eventually get to players who've reached the power cap and mobs that are nearly undefeatable. So instead, you balance the mobs against groups.

That's complicated though because you still need to treat the mob as a puzzle. These mobs could actually be smart, adaptive, could win more often than not. But that's not their purpose. Their purpose is to get whacked as part of the progression of getting something with slightly more time/energy invested than the previous time. So the mobs only get more powerful in certain ways, and are generally quite static in their performance. Players are supposed to decode how the mobs work, typical of a pure content gate. They're not supposed to worry whether they'll never get "smarter" than the mob. Maybe there were technical reasons for mob dumbness... back in the 80s :)

So mobs get crazy amounts of hit points, mana, maybe a unique ability or three, all to counter the pinnacle of power each archetype can achieve.

On the flip side, you have the archetypes. Everyone approaches an archetype with dreams/assumptions about what that archetype is about. This is borne of collective conditioning (because others said so) at this point, which itself is based on common knowledge.

So players eventually grow until they reach the pinnacle of that dream/assumption, which necessarily means they're a specialist in that role.

These games are not about players figuring out who they are in these worlds. Rather they're about players unlocking the full potential of whatever archetype they think they want to be, and doing so through the same sort of progression/reward compulsion cycle that's long since been proven effective.

It would be "experimental" (read: risky/scary) to mess with this proven formula. So instead of being hamstrung by some silly storyline and decades of assumed IP knowledge, it's easier to tweak the IP (or make sweaping changes) to fit the proven formula.


Title: Re: SWTOR
Post by: Lantyssa on March 22, 2011, 03:50:36 PM
Beyond that, the actual difficulty would be that the NPC's would be too perfect at the role, so who would ever want to have a human player that can make mistakes do an important job?  You'd have to program in an intentional error rate.  Make it too low and people will still always want the NPC, make it too high and the NPC becomes useless.  It would have to average at the error rate of a 'decent' human player, which would be very difficult to figure out.
I hear Guild Wars has AI henchmen.


Title: Re: SWTOR
Post by: Ingmar on March 22, 2011, 03:56:02 PM
Beyond that, the actual difficulty would be that the NPC's would be too perfect at the role, so who would ever want to have a human player that can make mistakes do an important job?  You'd have to program in an intentional error rate.  Make it too low and people will still always want the NPC, make it too high and the NPC becomes useless.  It would have to average at the error rate of a 'decent' human player, which would be very difficult to figure out.
I hear Guild Wars has AI henchmen.

But not tanking. They haven't solved the issue of an AI tank that's any good any more than anyone else has.


Title: Re: SWTOR
Post by: Fordel on March 22, 2011, 04:23:44 PM
GuildWars tanking is all weird to begin with.


Title: Re: SWTOR
Post by: Lucas on March 22, 2011, 05:22:49 PM
..."Tanking" which is a concept I still have to wrap my mind around: not that it should mirror that principle/experience, but in D&D I remember that so called *warriors* were fighters in shining armor (yeah along with paladins) that had no fear in facing their foes while bashing skulls with their hammer along with mages and rangers from distance, while clerics threw cure wounds from time to time (as well as crowd control and attack spells)...No talk of "keeping the aggro off" and stupid stuff like that.


Title: Re: SWTOR
Post by: Ingmar on March 22, 2011, 05:38:46 PM
..."Tanking" which is a concept I still have to wrap my mind around: not that it should mirror that principle/experience, but in D&D I remember that so called *warriors* were fighters in shining armor (yeah along with paladins) that had no fear in facing their foes while bashing skulls with their hammer along with mages and rangers from distance, while clerics threw cure wounds from time to time (as well as crowd control and attack spells)...No talk of "keeping the aggro off" and stupid stuff like that.

Not explicitly called out, but it certainly existed. Nearly all versions of D&D have some variant on the 'you get to hit someone that moves away from you'. Combine that with the fact that it has what in a video game would be called collision detection, and you have a lot of factors that contribute to de facto 'tanking' by the fighters.


Title: Re: SWTOR
Post by: pxib on March 22, 2011, 05:51:24 PM
Combat in tabletop roleplaying games is an abstract, human mediated thing. The folks with the armor stand in front while the squishies stand in the back, and when monsters try to get at the squishes the armored folks get in the way. This works because you don't have real 3D characters and real 3D monsters interacting in what's supposed to be realistic ways in some approximation of real time.

How many different monsters can one armored person block? How much space is there for the enemy to flank? Where, exactly, is everybody standing now? These questions can be discussed for minutes until the players and the gamemaster find some agreement that seems "realistic" and, more importantly, "fair".

MMOs have to actually render this shit on the fly. Even if it wasn't buggy as hell, collision detection wouldn't work because it would be twiddly and arbitrary rather than cinematic and fun. Aggro management is the established way to make armor/squishie work without prohibative latency, rendering, and gameplay problems. I'm not sure there's a better alternative on the horizon at the moment.


Title: Re: SWTOR
Post by: Malakili on March 22, 2011, 06:04:03 PM
Combat in tabletop roleplaying games is an abstract, human mediated thing. The folks with the armor stand in front while the squishies stand in the back, and when monsters try to get at the squishes the armored folks get in the way. This works because you don't have real 3D characters and real 3D monsters interacting in what's supposed to be realistic ways in some approximation of real time.

How many different monsters can one armored person block? How much space is there for the enemy to flank? Where, exactly, is everybody standing now? These questions can be discussed for minutes until the players and the gamemaster find some agreement that seems "realistic" and, more importantly, "fair".

MMOs have to actually render this shit on the fly. Even if it wasn't buggy as hell, collision detection wouldn't work because it would be twiddly and arbitrary rather than cinematic and fun. Aggro management is the established way to make armor/squishie work without prohibative latency, rendering, and gameplay problems. I'm not sure there's a better alternative on the horizon at the moment.

Yup.  I know there are plenty of people who dislike the concept of threat and aggro, but when you come down to it, its really not a terrible way to deal with problems when you go from table top turn based to computer real time. 


Title: Re: SWTOR
Post by: Lantyssa on March 22, 2011, 06:18:23 PM
It still boils down to easy rules even an AI could follow:

1) Geek the mage.

2) Try not to let their guys geek your mage.

We're getting into the Holy Trinity argument again.  D&D might have had some basis in it, but it wasn't as rigid as MMOs have made it.  Fighters were allowed to do impressive damage and mages could give themselves unbeatable protection.  There's no reason it has to follow the Holy Trinity other than lazy designers.


Title: Re: SWTOR
Post by: Sheepherder on March 22, 2011, 07:17:17 PM
That was the original plan, but I guess they backed away from it because they couldn't make the companion AI work. Actually, there was never any way the AI could work for tanking anything more complicated than a tank/spank, but healing could definitely happen.

Debuffers.  Instead of the AI tanking, it just debuffs the boss down to the point where you don't need a dedicated tank to absorb the damage they're dishing out. (thinking more of small group content here)  Make the debuffs they apply also exclude normal tanking, so as to not create a problem when players attempt to combine the two.  Or, build specialized AI scripts on a per-fight basis, as Koyasha pointed out.

Beyond that, the actual difficulty would be that the NPC's would be too perfect at the role, so who would ever want to have a human player that can make mistakes do an important job?  You'd have to program in an intentional error rate.

Or specific drawbacks.  Like making companion healers single-target only, so that even with a perfect AI that integrates all the bots into a hivemind you only gain a high probability that everyone will be adequately attended by healers if people are willing to sacrifice significant damage.  Though, if your healing game is shitty enough for it to come to that, you have bigger problems and the bots are probably saving you from them.


Title: Re: SWTOR
Post by: ajax34i on March 22, 2011, 07:40:13 PM
Regarding healing, it would be interesting (to me) to see a game where there is no in-combat healing, but the combat is such that if you maintain your rotations properly, no damage gets through whatever defenses you have, so you stay at full health.  Miss a few though and you go down pretty fast.

Would have to be "no stuns," I guess.

Anyway, back to SWTOR, sorry. 


Title: Re: SWTOR
Post by: Kageru on March 23, 2011, 01:41:02 AM
MMOs have to actually render this shit on the fly. Even if it wasn't buggy as hell, collision detection wouldn't work because it would be twiddly and arbitrary rather than cinematic and fun. Aggro management is the established way to make armor/squishie work without prohibative latency, rendering, and gameplay problems. I'm not sure there's a better alternative on the horizon at the moment.

EQ had collision detection. One encounter even relied on a wall of ogres to keep the tank from being knocked back :)

The alternative to having tanking is generally a reduction in class diversity (we're all basically DPS!), tactics (Zerg!) and degree to which the encounter can be challenging (can't do too much damage since each character is effectively soloing in the same space). A better argument is how you make tanking and healing cinematic and fun.


Title: Re: SWTOR
Post by: ajax34i on March 23, 2011, 02:44:46 AM
A better argument is how you make tanking and healing cinematic and fun.

Dramatic, fully voice-acted cutscenes every time the tank is about to die and the healer(s) need to do something?


Title: Re: SWTOR
Post by: Fordel on March 23, 2011, 02:49:47 AM
Make everyone DPS, or more accurately, make no one DPS.


Everyone gets a job or niche and DPS is just a side effect at being good at your job.


Title: Re: SWTOR
Post by: Kageru on March 23, 2011, 03:51:22 AM

Done it in champions online... it sucked there. An entire party of DPS is just a zerg rush. Why bother having party based encounters if there's no group dynamics?

Now something like the Tabular rasa base invasions or Rifts, uh.... rifts might work with that sort of model as long as all your content is in that format. But they've made it pretty clear they intend to have small group content.

Though why we're discussing this in SWTOR thread I've no idea. If there's one game that shows no likelihood of challenging the fundamentals this would be it. Then again they can't really afford to take huge risks with the amount of cash they're investing.



Title: Re: SWTOR
Post by: Typhon on March 23, 2011, 04:41:01 AM
You can't compare fantasy MMO with Super Hero MMO.  In Super Hero MMO the canon has far to many do-it-all archetypes that you cannot ignore lest you piss off your target demographic.  Arguably CoX did "don't need a healer" well, it's just that no one wanted to use knock back and perma CC because then you couldn't AoE grind.


Title: Re: SWTOR
Post by: Sky on March 23, 2011, 06:53:38 AM
Fuck that, knockback was awesome. As in fun.

That's really my problem with mmo, it seems to be fun-averse.

Happened in Rift, I played 2.1 of the beta events. First beta, had a wicked fun cleric build. Second beta, it was completely removed (sentinel and inq no longer synergized at all), so I made a new wicked fun cleric build. Third beta, it was nerfed into oblivion, so I just did the wise thing and played Fallout:NV.


Title: Re: SWTOR
Post by: Paelos on March 23, 2011, 07:08:07 AM
WAR killed me thinking knockbacks were ever fun.


Title: Re: SWTOR
Post by: Typhon on March 23, 2011, 07:11:13 AM
I completely agree.  I think they should have added a debuff based upon the number of mobs you had around you to make anything other than very-brief blasts of AoE damage suicidal.  Promote knockback as the only means of controlling mobs that wasn't subjected to diminishing returns (because roots, slows and stuns are boring).  People would have bought the knockback enhancement.  Power blasters (who still have the most amazing effects and SOUNDS in any game ever) would have been gods.  Give all melee chars a leap closer.  Battles would have been this chaotic mess of bodies flying everywhere and mobility and positioning would have been king.  Definitely give added damage for knocking someone into a wall.  Sigh.  Would have been awesome, instead of the round em up and burn em down! snorfest that people demanded.

fuck. really depressing myself here.


Title: Re: SWTOR
Post by: Typhon on March 23, 2011, 07:31:48 AM
WAR killed me thinking knockbacks were ever fun.

Because of Tor Anroc!  Knockback into instant-death environment = fucking retarded.  FUCKING RETARDED!

When I re-subbed and played for awhile knockback was fun (ok! I played a Chosen! I'm biased!).  You had to watch for someone trying to run past your line and knock you back into their side.  You could remove a player from the fray for a couple seconds if they gave you an angle on knocking them off a cliff (Nordenwatch).  Remove the isntant-death due to environment shit and put a long cooldown on the AoE knockbacks and it's a good addition to combat.

They almost had the full deal!  All melee had a low-power ranged ability - allowing for some level of activity even when you get knocked back.  Instead of implementing collision (and all it's problems), embrace knockback as the primary tool in managing position/range.  Give all offensive melee a gap closer.  Give offensive ranged a blink.  Make sure that defensive melee have a decently low cooldown single-target knock back and a long-cooldown AE knockback.  Give melee strikes a mitigation debuff that is needed for ranged to do good damage (so you don't have all-ranged teams).

The Chosen had this shield wall ability were everyone behind you took less damage while you maintained it.  Setting that shit up as people try to come across a bridge was just awesome.  Positioning and mobility!

/foamsatmouth

:(  They were so close.


Title: Re: SWTOR
Post by: Sky on March 23, 2011, 07:54:45 AM
Would have been awesome, instead of the round em up and burn em down! snorfest that people demanded.
I solved it by not grouping or minmaxing. CoH was a lot of fun as a flying energy blaster. Of course, not being able to run the tougher content got old, but the gameplay itself is still some of the best mmo has produced.

I remember early in EQ having way more fun with non-optimal groups (like six wizards or six necros or a hybrid-only, etc). Unfortunately that game was balanced for boring optimum groups and that mindset has taken over mmo. Optimal, path-of-least-resistance garbage has completely trumped 'fun'. Just doing stuff because it's fun, even if it's sub-optimal.


Title: Re: SWTOR
Post by: Lantyssa on March 23, 2011, 08:04:52 AM
Knockback is extremely fun if you have it.

It's not fun if you are exclusively melee and either the enemy knocks you away or your team knocks the enemies away.

Tor Anroc was fun because Chaos must have never fought Swordmasters.  They didn't even try to move away so I didn't have any trouble lining up my punts... Snare... DoT... AREA KNOCKBACK!... I didn't even always use it I felt so bad for them, which must have led to a false sense of security.  Also the back wall of Nordenwatch. :heart:

In CoH I was an Energy Tank and a Dark Scrapper.  The roommate of the time was an energy blaster with no sense of positioning.  Shit just flew everywhere, usually as I was running up to try and hit it.  Even with combat jumping I couldn't tag it half the time.  He face planted a lot since I couldn't touch it to make it angry at me.  It wasn't fun at all.


Title: Re: SWTOR
Post by: Khaldun on March 23, 2011, 08:40:57 AM
Knockback is fine as an alternative way to do tanking in a PvP environment. Since you don't have aggro-locking mechanics, and you generally have to allow people to pass through other character avatars if you don't want to open up a major tool for griefers, knockback is a way to let tanks protect their glass cannons and healers in a rear rank.

Removing lethal environments where knockbacks allow one-shot kills is one easy step that you need to take to make it work.

There are other things. You need to limit the extent to which there are choke points that allow a small number of knockback-enabled tanks to easily prevent any attacks on vulnerable ranged damage-dealers and healers--there needs to be a high premium on coordinated action between a significant number of characters. You need to not have knockback abilities in any other class besides a tank. You need to have a long enough recharge that a coordinated rush on a single vulnerable point can overwhelm a defensive formation's ability to knockback the whole attack. You need to have a damage-dealing melee class that can resist or evade knockbacks that requires some other rock to its paper, some other counter. Etc.


Title: Re: SWTOR
Post by: Paelos on March 23, 2011, 08:53:19 AM
I would prefer not running through people instead of knockbacks as a way to control pvp tanking.


Title: Re: SWTOR
Post by: Sky on March 23, 2011, 09:22:10 AM
Knockback is extremely fun if you have it.

It's not fun if you are exclusively melee and either the enemy knocks you away or your team knocks the enemies away.

In CoH I was an Energy Tank and a Dark Scrapper.  The roommate of the time was an energy blaster with no sense of positioning.  Shit just flew everywhere, usually as I was running up to try and hit it.  Even with combat jumping I couldn't tag it half the time.  He face planted a lot since I couldn't touch it to make it angry at me.  It wasn't fun at all.
Oh, I get it.

But the problem imo is with the melee mechanics, not the knockback, which was one of the most fun and super-heroey things about CoH (imo). Give the dark scrapper a shadowstep to allow them to stay close to mobs. Energy tank gets an energy whip or something to pull enemies into range. Whatever.


Title: Re: SWTOR
Post by: Typhon on March 23, 2011, 09:23:50 AM
Maybe when internet 2.0 reduces latency to LAN-like levels we can have collision detection.  I agree that it's desirable. 

I still think that knockback is fun.  I think Champions Online came the closest to how it should work - to actually knock back you need to charge up whatever power you are using - giving a bit of a tell that you are trying to knockback.  Unless you are trying to knockback, powers should only really knockdown.  This should make it easier for characters with knockback to not (accidentally) piss off their melee-range-bound friends.  I think that Khaldun is right, there should be chars with abilities that temporarily reduce/negate knockback.


Title: Re: SWTOR
Post by: Lantyssa on March 23, 2011, 09:59:27 AM
But the problem imo is with the melee mechanics, not the knockback, which was one of the most fun and super-heroey things about CoH (imo). Give the dark scrapper a shadowstep to allow them to stay close to mobs. Energy tank gets an energy whip or something to pull enemies into range. Whatever.
That would perhaps be acceptable.  They didn't provide that much mobility, however, so it wasn't fun playing with his blaster.

For solo play it is a blast.  The game needs to account for that if both are going to be present.


Title: Re: SWTOR
Post by: Count Nerfedalot on March 23, 2011, 02:50:01 PM
so, um, is SWTOR going to have knockback or not?  :why_so_serious:



Title: Re: SWTOR
Post by: Venkman on March 23, 2011, 02:57:58 PM
Knockback sucks if your combat engine entirely relies on you standing in one spot, carefully timing your moves with a really long ass GCD, and when you get knocked back it just means stun while you're sitting there with your thumb up your... nose.

DCUO and CoH had fine knockback. You got knocked back, you looked like it, your body flew through the air normally, you landed on your back, you hand to stand back up and dust off. All of this took a few seconds, but the animations effectively masked it.

Knockback in EQ2 sucked though. You got bounced back, you flew through the air as if you were standing up on some floating disk. You landed and then had a second or two of standing there waiting for your abilities to become accessible again.

Don't remember if anyone got knocked back in the SWTOR demo. I do remember lots of timers and stun things though.


Title: Re: SWTOR
Post by: Margalis on March 23, 2011, 04:47:29 PM
Tanking in MMOs is generally extremely stupid, and it gets stupider as you fight humanoid opponents. You use some sort of taunt (you insult their mom?) and then they lose all sense and only attack you, even though you are wearing full plate and hitting them with a wet noodle while the guy right next to you is naked but jabbing them in the eye with fork. Makes sense?

There are a million ways to accomplish what tanking accomplishes without it being based almost solely on taunts. Stuns, snares, pushes and pulls, physically blocking people, giving damage dealers abilities like turning invis, etc. Give a tank a move where if a guy is near him and then moves away from him the tank can trip them and they fall on their ass for two seconds...

I assume that a lot of the enemies in SWTOR are going to be humans, which makes taunt mechanics that much more dumb. Tanking without relying on taunts works in wargames, SRPGs, DOTA-clones and real life. I don't see why it's so super impossible to make it work in an MMO and be more than "press taunt when the cooldown is up."


Title: Re: SWTOR
Post by: Samprimary on March 23, 2011, 05:01:53 PM
It would be cool if someone could work out a way to make D&D 4th ed "tanking" work in an MMO system. Defenders weren't 'tanks' in the general sense, but in a much cooler and more dynamic way. They're painful to ignore and they enact a degree of defensive control over the battlefield situation. Futhermore, the roles of the other characters didn't hinge on the defender 'holding the aggro,' and could expect to get beat up a lot over the course of the fight as well.


Title: Re: SWTOR
Post by: Samprimary on March 23, 2011, 05:02:12 PM
At the same time, of course, I would also want a pony.


Title: Re: SWTOR
Post by: Fordel on March 23, 2011, 05:49:52 PM
WAR actually had some systems similar to the 4e defenders, didn't it?


At least I recall reading about some skills that made attacking anything behind the tank be a bad idea. No idea if those actually worked of course.




Guild Wars is also a taunt-less system.


Title: Re: SWTOR
Post by: Kail on March 23, 2011, 07:10:08 PM
WAR actually had some systems similar to the 4e defenders, didn't it?
At least I recall reading about some skills that made attacking anything behind the tank be a bad idea. No idea if those actually worked of course.

As I recall, there were three "main" tanking abilities, though my recollection may be faulty: one which increased the damage the tank did to a target until the target attacked the tank, one AoE thing which decreased the amount of damage enemies nearby did to everyone but the tank, and one channeled "hold the line" kind of thing where allies in a cone behind the tank gained something like +75% dodge as long as you could keep the spell channeled.

It kind of worked, but tanks were still generally a bit superfluous in PvP.  The "hold the line" thing was nice, as I recall, but too expensive to use all the time.  The other two abilities didn't really do much, since even with the bonus damage, tanks were rarely more of a threat than the squishies they were protecting, even excluding the fact that they were also harder to kill.  A bigger problem, I suspect, was that the pacing was way faster than in something like a tabletop RPG.  In a tabletop game, you plan your moves and examine the consequences of attacking the tank vs. attacking the squishies he's guarding.  In WAR (or most MMOs), you see a guy in a robe waving his hands, you better make sure he's dead in five seconds or you will be, you don't have time to worry about all this dicking around with debuffs and target switching and so on.

Still, at least tanking had a function in PvP, which is more than I can say for a lot of MMOs.


Title: Re: SWTOR
Post by: Venkman on March 23, 2011, 07:15:25 PM
Exactly. The paradigm of tanking only makes sense in a Braveheart style run-at-your-enemy/inertia+mass fest. But that doesn't work in MMOs where the battlefield is more open, the movement more fluid, and (for most players) the coordination more about reacting to what's happening than planning ahead and executing Futbol/Football-style coordination.


Title: Re: SWTOR
Post by: Lucas on March 25, 2011, 01:14:39 PM
Nice video showing the Jedi Knight appearance progression (well, at least 'til the early mid-game experience):

http://www.swtor.com/media/trailers/jedi-knight-progression




Title: Re: SWTOR
Post by: Samprimary on March 25, 2011, 04:56:23 PM
kill every character animator.


Title: Re: SWTOR
Post by: Ratman_tf on March 25, 2011, 06:36:20 PM
Nice to know they're going to have outrageous shoulder pads.


Title: Re: SWTOR
Post by: Paelos on March 25, 2011, 07:38:02 PM
I liked it!


Title: Re: SWTOR
Post by: Chimpy on March 26, 2011, 12:40:42 AM
Nice video showing the Jedi Knight appearance progression (well, at least 'til the early mid-game experience):

http://www.swtor.com/media/trailers/jedi-knight-progression

The caption made me laugh:

Quote
As you progress in Star Wars™: The Old Republic™, your character grows more powerful, gains experience, discovers new skills, and acquires more advanced gear.

Also, what the fuck is with MMO designers and shoulder pads?


Title: Re: SWTOR
Post by: UnSub on March 26, 2011, 01:55:44 AM
Shoulder pads are another area to design for that provides a lot of empty space to fill. Completely impractical (especially when they become bigger than the character's head) but it's an area that costume designers can have free reign.

I laughed a the "I HAVE THE POW-AH!" move, followed by the hydoken.


Title: Re: SWTOR
Post by: Paelos on March 26, 2011, 08:33:23 AM
Also, what the fuck is with MMO designers and shoulder pads?

Otherwise a Jedi would just be wearing a robe? This brown robe is inferior to that brown robe?

I know a lot of people hate the shoulderpads, but honestly they are the one of the three defining pieces of armor on your character. Helms, Shoulders, and weapons. Nobody can see anything else at a glance.


Title: Re: SWTOR
Post by: Engels on March 26, 2011, 08:43:10 AM
Something that makes your toon look like a douche should still be a bad idea no matter how much 'real estate' it provides.


Title: Re: SWTOR
Post by: Malakili on March 26, 2011, 09:54:57 AM
Also, what the fuck is with MMO designers and shoulder pads?

Otherwise a Jedi would just be wearing a robe? This brown robe is inferior to that brown robe?


Fine with me.

Seriously though, if they add in an appearance tab they could side step the entire issue, I'm not sure why this feature hasn't become 100% standard in MMOs.


Title: Re: SWTOR
Post by: Merusk on March 26, 2011, 10:06:23 AM
It hurts the artists feelings?  That's the only reason I can come up with outside of PVP concerns about warriors hiding as mages or some such.


Title: Re: SWTOR
Post by: Zane0 on March 26, 2011, 10:12:44 AM
I appreciate appearance tabs but people also like status signifiers. See the real world for details.


Title: Re: SWTOR
Post by: Paelos on March 26, 2011, 10:16:43 AM
I'm against all appearance tabs. MMO fuckers can't have nice things. It would be worse than shoulderpads.


Title: Re: SWTOR
Post by: Lantyssa on March 26, 2011, 10:38:09 AM
I appreciate appearance tabs but people also like status signifiers. See the real world for details.
Wouldn't having the finest robe available be a symbol of status?


Title: Re: SWTOR
Post by: Rendakor on March 26, 2011, 10:39:57 AM
And allowing you to hide your Robe of +10 Epeen under level 1 trash prevents you from being easily identifiable as a powerful target in PVP.


Title: Re: SWTOR
Post by: Zetor on March 26, 2011, 11:05:46 AM
Death robes were all the rage back in the day, I hear.  :awesome_for_real:


Title: Re: SWTOR
Post by: Sky on March 26, 2011, 02:34:35 PM
Seriously though, if they add in an appearance tab they could side step the entire issue, I'm not sure why this feature hasn't become 100% standard in MMOs.
Agree 100%.

If it makes you cry in pvp, disable it on pvp servers. And grow up and play a pvp game based on a level playing field, not who spends the most time grinding gear and levels while you're at it  :why_so_serious:

Really bugged me in Rift to walk around in cheesy piecemeal armor, especially when I had some cool armor sitting in the bank in case they actually implemented appearance slots. My wizard in EQ2 with his fiery Ro aura and lava plate quested in lavastorm was one of the coolest looks ever in an mmo.


Title: Re: SWTOR
Post by: Venkman on March 26, 2011, 02:41:41 PM
This whole hiding leet under crap is a red herring in my opinion, except for maybe the dozen people per server that recognize the 1-5 pieces of uber gear at the very top tiers only a percentage of even that group will ever get anyway. The moment the person activates an ability, you know what they're about. So I would hope nobody's designing their entire aesthetic model around being able to recognize the slightly purple sword being different than the more-purple sword at a thousand paces.

Appearance tabs should be standard by now. They're almost there but it'll take SWTOR launching with it to make it official probably. I expect Rift to patch it in zoom. Even DCUO had it.

These games compel people to play at maximum zoon, but allow people to preen themselves when at the AH and whatnot. That's fine. But don't design over the top gear that looks good at maximum zoom when most times what someone looks like in that mode is the least of their concern. Make it look good for the times people care to look good.


Title: Re: SWTOR
Post by: Sheepherder on March 26, 2011, 03:42:23 PM
This whole hiding leet under crap is a red herring in my opinion, except for maybe the dozen people per server that recognize the 1-5 pieces of uber gear at the very top tiers only a percentage of even that group will ever get anyway.

It's a red herring anyways.  Nothing dictates that an appearance tab must be always on to all people, or even that the changes it makes have to leave the client.


Title: Re: SWTOR
Post by: Lakov_Sanite on March 26, 2011, 03:46:08 PM
It's a house of cards.  Once you let the leet sword of newb pwnage look like a rolling pin for anyone who wants to, people start to realize that these are indeed just meaningless pixels.


Title: Re: SWTOR
Post by: Koyasha on March 26, 2011, 05:33:14 PM
This whole hiding leet under crap is a red herring in my opinion, except for maybe the dozen people per server that recognize the 1-5 pieces of uber gear at the very top tiers only a percentage of even that group will ever get anyway.

It's a red herring anyways.  Nothing dictates that an appearance tab must be always on to all people, or even that the changes it makes have to leave the client.
Actually, as soon as you get into 'different people see my character differently' I start to become unhappy.  In a single player game, fiddling with my appearance is for my benefit because I want to look cool, but in a multiplayer game it's that, AND I want to project a particular appearance to others.  If others see me depending on their settings and not mine, that makes me unhappy.

That's one of the things I hated about the EQ Luclin models.  It upset me that other people were not always seeing me the same way I saw myself.  Similarly, in FFXI, while there were some really cool model edits out there for everything from your moogle to your character, I really only played with them once or twice then went back to normal, because it didn't feel right if I was seeing myself differently than others saw me.


Title: Re: SWTOR
Post by: Venkman on March 26, 2011, 07:06:09 PM
This whole hiding leet under crap is a red herring in my opinion, except for maybe the dozen people per server that recognize the 1-5 pieces of uber gear at the very top tiers only a percentage of even that group will ever get anyway.

It's a red herring anyways.  Nothing dictates that an appearance tab must be always on to all people, or even that the changes it makes have to leave the client.

Go that far down the rabbit hole and ya end up wondering why these games have graphics at all  :oh_i_see:

If RPGs didn't appeal to people with vanity, there would never have been complaints about character models and eventually developers capitulating with appearance tabs.

But it needs to be consistent. My avatar is what I want to look at (itself only a fairly recent thing too) and what I want to show others.

For people who only care what they're looking at, they can go download client-side skins.


Title: Re: SWTOR
Post by: Sheepherder on March 26, 2011, 08:22:54 PM
I really only played with them once or twice then went back to normal, because it didn't feel right if I was seeing myself differently than others saw me.

So don't use it?  Or are you so anal retentive that the converse is also true, and other people aren't allowed to see other things on their end only?

Go that far down the rabbit hole and ya end up wondering why these games have graphics at all  :oh_i_see:

If RPGs didn't appeal to people with vanity, there would never have been complaints about character models and eventually developers capitulating with appearance tabs.

But it needs to be consistent. My avatar is what I want to look at (itself only a fairly recent thing too) and what I want to show others.

For people who only care what they're looking at, they can go download client-side skins.

Go down that rabbit hole far enough and I end up wondering whether you're a douchebag.

Also, your last suggestion will tend to get people banned, depending on anti-cheating measures.


Title: Re: SWTOR
Post by: Nevermore on March 26, 2011, 08:27:34 PM
And allowing you to hide your Robe of +10 Epeen under level 1 trash prevents you from being easily identifiable as a powerful target in PVP.

Or, you know, fuck PvP.


Title: Re: SWTOR
Post by: Margalis on March 26, 2011, 08:45:49 PM
Personally I like being able to look at somewhat and know their equipment/level.


Title: Re: SWTOR
Post by: Paelos on March 26, 2011, 08:55:20 PM
I'm just waiting for the day when they release shoulder pads with mini-light-sabers on them so you appearance tab people really lose your shit. Darthd00d is totally gonna pwn you in those things.


Title: Re: SWTOR
Post by: Lakov_Sanite on March 26, 2011, 09:23:05 PM
appearance tab = every single jedi regardless of gender dressed as slave leia.


Title: Re: SWTOR
Post by: Sheepherder on March 26, 2011, 10:27:38 PM
Personally I like being able to look at somewhat and know their equipment/level.

In a game like WoW it's easier and surer to tell by looking at their unit frame than what their character is wearing.

But again, client-side only is easy.  Hell, most engines do it as a development/debug feature by default and it has to be toggled off because ~anal retention~.


Title: Re: SWTOR
Post by: Koyasha on March 26, 2011, 11:35:12 PM
I really only played with them once or twice then went back to normal, because it didn't feel right if I was seeing myself differently than others saw me.

So don't use it?  Or are you so anal retentive that the converse is also true, and other people aren't allowed to see other things on their end only?
I didn't mean to say I don't like client-side mods existing, I just meant that an appearance tab that only works for you is no different than a client side mod, and unsatisfactory - it would be no better than having no appearance tab at all, since it wouldn't fulfill the purpose.


Title: Re: SWTOR
Post by: Fordel on March 26, 2011, 11:45:34 PM
The only thing I would agree with in terms of forced appearance, is keeping a proper silhouette, assuming you have distinguishable silhouette's to begin with and they actually matter.


TF2 is probably one of the best examples of silhouetting. 


WoW is a great example of gear appearance not meaning fuck all in terms of power level or class/role silhouette.


Title: Re: SWTOR
Post by: Ingmar on March 27, 2011, 12:13:06 AM
Personally I just don't want to see someone fighting a dragon in an evening gown instead of a suit of platemail. Ruins the game for me to see that sort of thing frankly (unless we're talking like a superhero game or something, where that's "normal".)


Title: Re: SWTOR
Post by: Nevermore on March 27, 2011, 12:46:33 AM
Fighting a dragon in an evening gown is only slightly more ridiculous than this:



Title: Re: SWTOR
Post by: WindupAtheist on March 27, 2011, 01:31:40 AM
I'm just plain never playing another MMO where I have to walk around in blue shoes and a green hat and purple gloves just because some fun-hating faggot wants to tell me how silhouette identification is totally an important tactical consideration when deciding who to sloppily fight with in the middle of the road in AB. Fuck you, I'm just not playing.

I'm still messing around in UO, mostly as a social game these days. Anymore everyone is back to wearing pretty much all crafted stuff, since with the right skills/ingredients a crafter can put whatever stats he wants on anything now. So you just tell the guy you want a suit that looks like X and does Y, then you dye it for good measure.

But that's the minimum I'll accept. I'd delete my character before I'd wear that fucking idiotic murloc costume in WoW, stats be damned.


Title: Re: SWTOR
Post by: palmer_eldritch on March 27, 2011, 05:04:01 AM
I really only played with them once or twice then went back to normal, because it didn't feel right if I was seeing myself differently than others saw me.

So don't use it?  Or are you so anal retentive that the converse is also true, and other people aren't allowed to see other things on their end only?

The whole point of dressing up my character to look cool in an MMO is to show it off to other people.

This feature exists in EQ2 and it works great. The tanks don't show up in dresses - they like showing up in sets of really cool, powerful-looking armour, because that's the image they want to present to other players. But they can show up in armour where every piece is the same colour instead of a patchwork of different colours and styles.


Title: Re: SWTOR
Post by: Lantyssa on March 27, 2011, 05:12:30 AM
Fighting a dragon in an evening gown is only slightly more ridiculous than this:
<murloc>
I'm pretty sure that's more ridiculous than an evening gown.

Games with appearance tabs have already shown that most people won't do that.  They want to look cool, not silly.


Title: Re: SWTOR
Post by: Merusk on March 27, 2011, 05:39:19 AM
What I've gotten out of this so far is that EQ2 at some point implemented "Cool looking" armors.  I remain on the "not likely" part of that point until disproven.

The rest is just an old debate with little evidence of detriment other than maybes and what-ifs worthy of an "R" next to the representatives' names.


Title: Re: SWTOR
Post by: palmer_eldritch on March 27, 2011, 07:15:13 AM
The point is that we don't need to resort to what ifs or maybes because appearance tabs have been tried already, so there is evidence to show how players respond to them (eg, they don't dress their warriors like mages).


Title: Re: SWTOR
Post by: Venkman on March 27, 2011, 07:53:25 AM
Also, your last [hack client skinning] suggestion will tend to get people banned, depending on anti-cheating measures.

You're basically suggesting the same thing (client side skinning) but ignoring the reason why client-side only skinning is not prevalent already. What an avatar looks like matters to the player both in what they see and what others see of them. If the only thing that mattered is what a person sees of themselves, your idea would have already been standard years ago. This is not some new concept.

Or, like Merusk said.


Title: Re: SWTOR
Post by: Malakili on March 27, 2011, 10:02:42 AM
Looks like all hell has broken loose since I mentioned the appearance tab.  Frankly, goofy gear won't totally make me quit the way WUA is talking, but the same time, when CoD: Black Ops has better character customization than an RPG, we have a problem.  I think LOTRO is a fairly decent example, I always liked how my characters looked in the game.


Title: Re: SWTOR
Post by: Sky on March 27, 2011, 06:21:16 PM
Something Battlefield Heroes got right, too. If it did get silly at times, but that was part of the fun.

I think most mmo is really struggling with creating art assets for characters. Rift had some great Erol Odus-inspired pieces but the majority of it was pretty bland. Then again I didn't see raid or high end gear...but I won't rant onto that tangent of exclusive design in a genre that strives for inclusiveness again.  :why_so_serious:

Shoulderpads aside, it is a nice change of pace to see tech armors. And the jedi (sans shoulderpads) wore armor in the Clone Wars, basing on that style is a really good idea imo.

Fake edit - I stand corrected...shoulderpads in effect!

(http://ewpopwatch.files.wordpress.com/2008/02/clonewars_l.jpg)


Title: Re: SWTOR
Post by: UnSub on March 27, 2011, 07:05:07 PM
As a character progresses, the traditional expectation is that they find 'better looking' (i.e. more sparkly and more impractical) equipment that serves as a way of showing a character is getting better. These more garish items also have better stats.

It's an RPG throwback that a lot of MMO developers hesitate to throw off, so they come up with reasons why they shouldn't (e.g. "In PvP, players need to be able to see each others' true gear"). Also, breaking the appearance / performance link throws off conventional MMO players too, as seen in CoH/V and other superhero MMOs.

However, I like to have my character look vaguely like I want them to look, not like they got dressed from the remnants of a Pride parade float.


Title: Re: SWTOR
Post by: Malakili on March 27, 2011, 07:24:12 PM
As a character progresses, the traditional expectation is that they find 'better looking' (i.e. more sparkly and more impractical) equipment that serves as a way of showing a character is getting better. These more garish items also have better stats.

It's an RPG throwback that a lot of MMO developers hesitate to throw off, so they come up with reasons why they shouldn't (e.g. "In PvP, players need to be able to see each others' true gear"). Also, breaking the appearance / performance link throws off conventional MMO players too, as seen in CoH/V and other superhero MMOs.

However, I like to have my character look vaguely like I want them to look, not like they got dressed from the remnants of a Pride parade float.

I guess?  I mean sure, a Mithril chain mail is going to look nicer than a plain chain mail, but I never assumed a +2 Plate Armor looked any different from normal Plate, in fact, most of the time you needed to use detect magic on things just to even know if they were magical.  Sure, a flaming sword is well, flaming, but you get the point.

I always thought my character being able to kick all sorts of ass was what showed him getting better.  There was nothing better than having a mage lay waste to a dozen goblins guarding a cave entrance when 2 levels earlier that fight would've taxed them.  Who gives a fuck what robe hes wearing.

Also - I realize you aren't necessarily referring to Dungeons and Dragons, but to me thats more or less the standard I'm working from, and my characters always looked like what I said they looked like.


Title: Re: SWTOR
Post by: Ingmar on March 27, 2011, 09:21:00 PM
Fighting a dragon in an evening gown is only slightly more ridiculous than this:
<murloc>
I'm pretty sure that's more ridiculous than an evening gown.

Games with appearance tabs have already shown that most people won't do that.  They want to look cool, not silly.

I just don't agree. It still at least looks like armor.


Title: Re: SWTOR
Post by: Kageru on March 27, 2011, 11:08:08 PM
I guess?  I mean sure, a Mithril chain mail is going to look nicer than a plain chain mail, but I never assumed a +2 Plate Armor looked any different from normal Plate, in fact, most of the time you needed to use detect magic on things just to even know if they were magical. 

Pretty sure even the D&D rules specified that the intrinsic value of the material determined the power of the enchantment it could carry. So +2 plate would always be exceptional materials and workmanship, which probably means it looks visually different.

It's a design decision. I tend to think SWTOR looks terrible in general (seriously, they look and move like plastic action figures). Games with gear progression should probably display that to encourage people to preen / covet. MMO's with no gear progression can focus on player style (so I guess APB and CoH would be here).

The WoW designers seem to have also solved the "clown suit" problem. The base gear is pretty uniform so it's looks decent in any combination. The higher end gear then gets exotic / thematic / shiny / has graphic effects.


Title: Re: SWTOR
Post by: Sheepherder on March 27, 2011, 11:31:39 PM
You're basically suggesting the same thing (client side skinning) but ignoring the reason why client-side only skinning is not prevalent already.

Erm.  There are online communities dedicated to it?  Most modern MMO's have features to selectively disable armour bits?  Curse.com had to take down a shitton of model edits at one point because Blizzard changed their ToU?

Quote
What an avatar looks like matters to the player both in what they see and what others see of them. If the only thing that mattered is what a person sees of themselves, your idea would have already been standard years ago. This is not some new concept.

Which is why model edits for single player games don't exist.  Because people accept the shoddy art in those games because at least people don't see them in it, right?


Title: Re: SWTOR
Post by: Ingmar on March 27, 2011, 11:57:29 PM
I guess?  I mean sure, a Mithril chain mail is going to look nicer than a plain chain mail, but I never assumed a +2 Plate Armor looked any different from normal Plate, in fact, most of the time you needed to use detect magic on things just to even know if they were magical. 

Pretty sure even the D&D rules specified that the intrinsic value of the material determined the power of the enchantment it could carry.


This is dependent on the edition, but yeah.


Title: Re: SWTOR
Post by: Ratman_tf on March 28, 2011, 12:24:01 AM
Fighting a dragon in an evening gown is only slightly more less ridiculous than this:

*edit mraglgegagle*

I still say it looks like some hunter poured glue on himself and rolled around on a beach for 10 minutes.

"This is mah armor!"  :uhrr:


Title: Re: SWTOR
Post by: Samprimary on March 28, 2011, 05:13:10 AM
The argument speaking rationally to the pros and cons of appearance tabs become completely irrelevant when you make armor that looks like that. It reduces your game to being forced to provide appearance tabs, or be convicted of war crimes.


Title: Re: SWTOR
Post by: Typhon on March 28, 2011, 05:29:05 AM
Why did the artist decide to attach large fishing weights to the armor?  How does that make it more awesome?  How can you look at that outfit and not know that, at least a little, Blizzard hates it's customers?


Title: Re: SWTOR
Post by: Merusk on March 28, 2011, 05:59:35 AM
Just hunters & Paladins, who are subjected to the worst of the looks and mechanics.  But that's been a given for 5 years now.


Title: Re: SWTOR
Post by: Paelos on March 28, 2011, 07:35:56 AM
Just hunters & Paladins, who are subjected to the worst of the looks and mechanics.  But that's been a given for 5 years now.

Flight control, we are cleared for takeoff:

(http://4.bp.blogspot.com/__GpeMo77bfU/RjQNe4d-QyI/AAAAAAAAAG4/n1-vnn-OUZE/s400/paladin.jpg)


Title: Re: SWTOR
Post by: Typhon on March 28, 2011, 07:54:02 AM
lol, Gundam-paladin, especially the human male.

And to be clear, I love fun - the fake murloc suit that you get to wear in that quest line in WotLK was genius.  I jumped the entire time I was in it, and laughed 95% of the time while jumping.  Just fantastic. 

Forcing your playerbase to wear the hunter fish-entangled-in-lure-encrusted-fishing-line set to be in the highest-level of gear, well that's just mean.


Title: Re: SWTOR
Post by: tmp on March 28, 2011, 08:07:02 AM
appearance tab = every single jedi regardless of gender dressed as slave leia.
I can't tell if that's supposed to be pro or against.


Title: Re: SWTOR
Post by: Fabricated on March 28, 2011, 08:20:08 AM
The tier 6 shoulder thing you're looking at is a light effect and not a "physical" piece of the armor. It's a glowy book.


Title: Re: SWTOR
Post by: Sky on March 28, 2011, 08:50:54 AM
You'd think they could afford shoes.


Title: Re: SWTOR
Post by: Lantyssa on March 28, 2011, 09:04:16 AM
They're unimportant once lift-off has been achieved.


Title: Re: SWTOR
Post by: Sky on March 28, 2011, 09:27:16 AM
Be a Paladin - Feel the wind between your toes!


Title: Re: SWTOR
Post by: Fordel on March 28, 2011, 12:37:09 PM
Yea, that isn't even remotely the worst paladin suit.


Title: Re: SWTOR
Post by: Ingmar on March 28, 2011, 12:41:48 PM
It isn't even the most Gundam looking one.

(http://3.bp.blogspot.com/_rjtr92WzMCo/SNReJztBMrI/AAAAAAAAALM/cWtVidxv5lI/s400/PaladinTier7.jpg)


Title: Re: SWTOR
Post by: Fordel on March 28, 2011, 01:04:27 PM
The Paladin armors do highlight how useless the idea of using gear visual to gauge class power/abilities in WoW is.


Go ahead and tell me if the armor Ingmar just linked is the tanking suit, healing suit or DPS suit.  :oh_i_see:


Title: Re: SWTOR
Post by: Ice Cream Emperor on March 28, 2011, 01:31:48 PM

Edit: This topic got outdated real fast.



Title: Re: SWTOR
Post by: Ratman_tf on March 28, 2011, 01:43:37 PM
Why did the artist decide to attach large fishing weights to the armor?  How does that make it more awesome?  How can you look at that outfit and not know that, at least a little, Blizzard hates it's customers?

I suspect it's like... have you ever had a funny comment and banter it back and forth, and everyone's laughing even when the topic goes to stupidtown? I think that's where Blizzard's armor design is.


Title: Re: SWTOR
Post by: Paelos on March 28, 2011, 01:43:51 PM
The Paladin armors do highlight how useless the idea of using gear visual to gauge class power/abilities in WoW is.


Go ahead and tell me if the armor Ingmar just linked is the tanking suit, healing suit or DPS suit.  :oh_i_see:

This tier was for going clubbing at the Boneshakers.

(http://wow.somegate.com/upload/fromthestar_1178090763_paladin.jpg)


Title: Re: SWTOR
Post by: Sheepherder on March 28, 2011, 01:46:09 PM
Anyone that can honestly say they wouldn't mind looking at their character in the aforementioned armour sets needs to get their head checked, with the possible exception of the first paladin one (because it's rendering incorrectly in that screenshot).


Title: Re: SWTOR
Post by: WindupAtheist on March 28, 2011, 01:47:55 PM
I got worse and worse looking all throughout WOTLK. It never got really bad, mostly because my battleground scrub PVP armor wasn't important enough to "deserve" being covered in glowing dicks or whatever, but I would have happily worn my Savage Saronite blue set forever if it weren't for stats.


Title: Re: SWTOR
Post by: Ingmar on March 28, 2011, 01:51:31 PM
I honestly don't care about that stuff so much in World of Warcraft just because that's the context that's been set for that game/world*. I would have a huge problem looking like that in, say, LOTRO.

To bring it around, nothing they've shown us about the character looks in SWTOR really looks out of place for the context they've already given us in KOTOR 1/2.

* That said, Warrior T2 is and will always be completely retarded.


Title: Re: SWTOR
Post by: Simond on March 28, 2011, 01:52:24 PM
Tier 9 plate was just fine.

...

Oh, wait, you played Alliance. Bwahahaha.  :awesome_for_real:
Anyway, speaking of gear appearance and SWTOR (as we were a few pages back), I'm guessing that teh shiney for epix lightsabers is going to be weird coloured crystals? Or are we going to end up with light-katanas, light-zweihanders and light-sword-chucks (yo)?


Title: Re: SWTOR
Post by: tmp on March 28, 2011, 01:57:45 PM
Anyway, speaking of gear appearance and SWTOR (as we were a few pages back), I'm guessing that teh shiney for epix lightsabers is going to be weird coloured crystals? Or are we going to end up with light-katanas, light-zweihanders and light-sword-chucks (yo)?
Maybe higher tier lightsabers simply get bigger :oh_i_see:


Title: Re: SWTOR
Post by: Fabricated on March 28, 2011, 02:07:42 PM
I don't get how anyone but troopers and bounty hunters will look more and more badass with better gear. I mean, troopers/bounty hunters can get bigger badder weapons and "walking battle tank" armor.

Even at the end of KOTOR 1/2 your best armor as a Jedi were swanky robes. Swanky glowy robes I guess?

Also in terms of "ready for takeoff" no one mentioned the worst: Warrior Tier 5.

(http://img808.imageshack.us/img808/8576/tier5lol.jpg)


Title: Re: SWTOR
Post by: Merusk on March 28, 2011, 02:26:19 PM
Anyway, speaking of gear appearance and SWTOR (as we were a few pages back), I'm guessing that teh shiney for epix lightsabers is going to be weird coloured crystals? Or are we going to end up with light-katanas, light-zweihanders and light-sword-chucks (yo)?
Maybe higher tier lightsabers simply get bigger :oh_i_see:

(http://dl.dropbox.com/u/704172/472.png)


Title: Re: SWTOR
Post by: Lantyssa on March 28, 2011, 02:30:43 PM
Revan's Robes were simple but very nice.  It's the one hack I make to KotOR when I do replays, simply because I like their look so much.


Title: Re: SWTOR
Post by: Lucas on March 28, 2011, 02:37:36 PM
At least I hope the "it's" in the last sentence was an intentional reference to the horrible misuse of that poor pronoun we can notice basically..well, everywhere, nowadays.

Sorry, "grammar nazi" mode - off


Title: Re: SWTOR
Post by: Ingmar on March 28, 2011, 03:03:47 PM
I don't get how anyone but troopers and bounty hunters will look more and more badass with better gear. I mean, troopers/bounty hunters can get bigger badder weapons and "walking battle tank" armor.

Even at the end of KOTOR 1/2 your best armor as a Jedi were swanky robes. Swanky glowy robes I guess?


More and more ridiculous eyewear.


Title: Re: SWTOR
Post by: SurfD on March 28, 2011, 04:27:06 PM
Personally, I dont really have any problem with that Hunter Murloc Suit, as a set of hunter armor.  My only real problem with it is that it does not really fit thematicly with any of the raids you get it from.  Stuff should have been dragon themed / twilight themed, and the Murloc Suit should have been left for the Abyssal maw Raid.


Title: Re: SWTOR
Post by: Kail on March 28, 2011, 04:47:48 PM
I'm guessing that teh shiney for epix lightsabers is going to be weird coloured crystals? Or are we going to end up with light-katanas, light-zweihanders and light-sword-chucks (yo)?

I always got the impression that they were going down that path with the prequel movies. 
"Okay, in the first one, Maul's got a lightsaber, except it's like... a double lightsaber!"
"And then in the second one, Annakin gets two at once, dual lightsaber action!"
"And then in the third one, they get... um, like... four lightsabers?  I dunno, I'll have to work on that one."


Title: Re: SWTOR
Post by: Fordel on March 28, 2011, 05:00:36 PM
As ridiculous as most armor suits are in WoW, it gets even worse in that you rarely get to wear the actual matching suit. 2 pieces of this tier, 3 pieces of that tier, bunch of random stand alone purples.  :awesome_for_real:


Title: Re: SWTOR
Post by: Samprimary on March 28, 2011, 07:36:20 PM
 light-sword-chucks (yo) will from this point forward be my official fandom weapon


Title: Re: SWTOR
Post by: Fabricated on March 28, 2011, 08:30:25 PM
Again, another problem that could be solved by cosmetic slots or the D.C. Universe costume lock option.

Your reward for collecting all of the armor/lightsaber doodads available is the ability to put together whatever look you want and keep it that way.


Title: Re: SWTOR
Post by: Furiously on March 28, 2011, 08:46:53 PM
Again, another problem that could be solved by cosmetic slots or the D.C. Universe costume lock option.

Your reward for collecting all of the armor/lightsaber doodads available is the ability to put together whatever look you want and keep it that way.

yes....Future devs please read this.


Title: Re: SWTOR
Post by: Cyrrex on March 29, 2011, 05:41:47 AM
Again, another problem that could be solved by cosmetic slots or the D.C. Universe costume lock option.

Your reward for collecting all of the armor/lightsaber doodads available is the ability to put together whatever look you want and keep it that way.

yes....Future devs please read this.

Agreed...the way DCUO presented this was perfect. 

Seems Jedi/Sith in this game will get fancier robes, and then their armor underneath the robes will also get fancier.  So far, it looks okay to me as long as it doesn't get too far out of hand.  In one of those vids that Lucas posted, it appeared the newbie Jedi had a training saber of some sort.  I find that to be...different.

While we're on the topic:  Absolutely all the armor in WoW looks ridiculous and unrealistic.  I'm not sure why we should expect it to be otherwise.


Title: Re: SWTOR
Post by: Megrim on March 29, 2011, 06:20:04 AM
I'm guessing that teh shiney for epix lightsabers is going to be weird coloured crystals? Or are we going to end up with light-katanas, light-zweihanders and light-sword-chucks (yo)?

I always got the impression that they were going down that path with the prequel movies. 
"Okay, in the first one, Maul's got a lightsaber, except it's like... a double lightsaber!"
"And then in the second one, Annakin gets two at once, dual lightsaber action!"
"And then in the third one, they get... um, like... four lightsabers?  I dunno, I'll have to work on that one."

You could always go the Kreia route and just mind control three at a time. I always thought it looked particularly classy to just have a Jedi standing there while the sabers freefloated around them.


Title: Re: SWTOR
Post by: Sky on March 29, 2011, 07:26:39 AM
WTB Grievous armor.


Title: Re: SWTOR
Post by: Shatter on March 29, 2011, 09:43:46 AM
WTB Grievous arms

Fixed


Title: Re: SWTOR
Post by: Lucas on March 29, 2011, 12:53:49 PM
Community Event, with possibility to play TOR (Origin Worlds only, any class/any faction), on April 5th in London, inside the HMV store at the Trocadero. Go here for more details (it's a bit long; strange timeframe and format anyway, it was quite sudden and unexpected).

http://www.swtor.com/community/showthread.php?t=288378


Title: Re: SWTOR
Post by: Sheepherder on March 29, 2011, 02:48:11 PM
Anyway, speaking of gear appearance and SWTOR (as we were a few pages back), I'm guessing that teh shiney for epix lightsabers is going to be weird coloured crystals? Or are we going to end up with light-katanas, light-zweihanders and light-sword-chucks (yo)?

Lightsabres playing techno music that pulse to the beat.

Or, it menaces with spikes of laser. :dwarf:


Title: Re: SWTOR
Post by: Ratman_tf on March 29, 2011, 03:12:03 PM
While we're on the topic:  Absolutely all the armor in WoW looks ridiculous and unrealistic. stupid and unappealing  I'm not sure why we should expect it to be otherwise.

Don't make me do that again.

Having done the strikethrough, I will say that the lower tier stuff, like the Defias set, isn't terribly dumb. Just Blizzard's idea of Epic seems to be synonymous wth Retarted.


Title: Re: SWTOR
Post by: CmdrSlack on March 29, 2011, 07:35:37 PM
While we're on the topic:  Absolutely all the armor in WoW looks ridiculous and unrealistic. stupid and unappealing  I'm not sure why we should expect it to be otherwise.

Don't make me do that again.

Having done the strikethrough, I will say that the lower tier stuff, like the Defias set, isn't terribly dumb. Just Blizzard's idea of Epic seems to be synonymous wth Retarted.

So it has been tarted twice? Or is that only for female models?


Title: Re: SWTOR
Post by: Kageru on March 29, 2011, 09:14:54 PM

Some of the Blizzard amor looks retarded. And I guess they love the shoulders because they're highly visible and relatively free of clipping issues.

On reflection though SWTOR would probably have been fine with clothing being cosmetic. The genre pretty much assumes that a solid blaster or light-saber hit is crippling so mobility, rather than some pointlessly small armored panels, actually makes sense and allows people to play dress ups. And collecting clothing sets that don't have tier progression avoids mudflation.

But the answer is equally obvious. This is going to be a traditional gear progression Diku.


Title: Re: SWTOR
Post by: Fordel on March 29, 2011, 11:22:29 PM
This is where I rattle on about all the armor and personal shielding available in Starwars that can stop a blaster bolt or lightsaber, right?  :why_so_serious:


Title: Re: SWTOR
Post by: Kageru on March 30, 2011, 12:22:28 AM

If you like. But if it wasn't in the movies I will join the public mass and think you're a star-wars nerd and ignore you.

I don't remember armor doing a whole heap for the stormtroopers, and a magic sword that cut cut through anything even less so.


Title: Re: SWTOR
Post by: Kail on March 30, 2011, 12:39:05 AM
This is where I rattle on about all the armor and personal shielding available in Starwars that can stop a blaster bolt or lightsaber, right?  :why_so_serious:

I would be totally on board with personal shielding, given the fact that it's almost invisible (save for maybe a belt pack or something).

Body armor, I'm less enthusiastic about.  Especially if we're playing Imperials.  I don't care how many blaster bolts these things can absorb, I refuse to endorse any armor if I can walk around in a full suit of the stuff and still get my ass handed to me by Wicket.


Title: Re: SWTOR
Post by: Velorath on March 30, 2011, 12:58:40 AM

If you like. But if it wasn't in the movies I will join the public mass and think you're a star-wars nerd and ignore you.


Normally I'd be with you on that, but in this case we're talking about a game that's part of a series that's set a few thousand years before the movies, firmly in Expanded Universe territory.


Title: Re: SWTOR
Post by: Kageru on March 30, 2011, 03:35:57 AM

So, you mean compared to the movies it's a historical re-enactment? Or is there something in the canon to explain why the world is technologically stagnant?


Title: Re: SWTOR
Post by: Velorath on March 30, 2011, 04:06:43 AM

So, you mean compared to the movies it's a historical re-enactment? Or is there something in the canon to explain why the world is technologically stagnant?


I couldn't tell you if there's an explanation why technology hasn't advanced much in the 4000 years or so between KotoR 1 and Episode 1.  I know fuck-all about SW lore in the gap between the Tales of the Jedi comics + KotoR, and the movies and to be honest I don't even remember a lot of the lore from the games.


Title: Re: SWTOR
Post by: Chimpy on March 30, 2011, 04:23:21 AM
I can walk around in a full suit of the stuff and still get my ass handed to me by Wicket.

Oh man, that just made my entire day (which has barely started). Thank you, good sir.


Title: Re: SWTOR
Post by: Shatter on March 30, 2011, 04:44:56 AM

So, you mean compared to the movies it's a historical re-enactment? Or is there something in the canon to explain why the world is technologically stagnant?


I couldn't tell you if there's an explanation why technology hasn't advanced much in the 4000 years or so between KotoR 1 and Episode 1.  I know fuck-all about SW lore in the gap between the Tales of the Jedi comics + KotoR, and the movies and to be honest I don't even remember a lot of the lore from the games.

Lore doesnt matter in SWTOR, you get a lightsaber...go F sh*t up


Title: Re: SWTOR
Post by: Mnemon on March 30, 2011, 10:48:34 AM
I'm guessing that teh shiney for epix lightsabers is going to be weird coloured crystals? Or are we going to end up with light-katanas, light-zweihanders and light-sword-chucks (yo)?

I always got the impression that they were going down that path with the prequel movies. 
"Okay, in the first one, Maul's got a lightsaber, except it's like... a double lightsaber!"
"And then in the second one, Annakin gets two at once, dual lightsaber action!"
"And then in the third one, they get... um, like... four lightsabers?  I dunno, I'll have to work on that one."

Yup - four. You had Grevious do that twirly whirly lightsaber vortex of death move.


Title: Re: SWTOR
Post by: Sky on March 30, 2011, 11:18:39 AM

Yup - four. You had Grevious do that twirly whirly lightsaber vortex of death move.
Hey, never would have thought of Grievous.


Title: Re: SWTOR
Post by: Fabricated on March 30, 2011, 11:42:33 AM
Grevious cracked me up since he was made out as an unstoppable deathgod in the (actually very good) animated series and every appearance is him killing tons of jedi; powerful ones even.

Then he gets bitched completely and killed inside of 20 seconds in the movie.


Title: Re: SWTOR
Post by: Fordel on March 30, 2011, 02:15:24 PM

So, you mean compared to the movies it's a historical re-enactment? Or is there something in the canon to explain why the world is technologically stagnant?



Same reason why no one ever gets past medieval Europe in most fantasy settings.


Title: Re: SWTOR
Post by: Dark_MadMax on March 30, 2011, 02:56:33 PM

Same reason why no one ever gets past medieval Europe in most fantasy settings.

Fantasy has  a good excuse - magic serves  all the technology needs one would ever want . So naturally smart people become mages, instead of wasting time inventing crude tools


Title: Re: SWTOR
Post by: Simond on March 30, 2011, 03:03:18 PM
Counterpoint: Dwarves. Why the typical millenia-old master craftsmandwarf civilisation is 'generic middle-ages' (rather than, say, ICBMs and main battle tanks) really doesn't stand up to fridge logic all that well.


Title: Re: SWTOR
Post by: Fordel on March 30, 2011, 03:04:51 PM
Except it doesn't because there is almost no exploitation of magical power for the progress of society and civilization, or even just for simple profit. (Unless you are playing Eberron.)


Title: Re: SWTOR
Post by: Lantyssa on March 30, 2011, 03:46:53 PM
It's because writers' imaginations aren't as wondrous as the magic they imagine populating their worlds.  They're writers, not wizards.


Title: Re: SWTOR
Post by: Surlyboi on March 30, 2011, 04:01:47 PM
Well, that and the tech level in SW had gotten to the point where there were no more big discoveries. Pretty much, you get to hyper drive and laser swords and you're done.


Title: Re: SWTOR
Post by: ajax34i on March 30, 2011, 04:34:18 PM
Nah, the "technology had reached its limits" argument doesn't hold in view of all the new weapons that keep being invented, from AoE ion cannons to the various planetary destruction systems.

I agree with the lack of imagination theory.  Consider, for example, that Star Wars has sentience-levels of AI housed in the (small size of the) droids, but there's no Matrix-like entity on any planet.  A lot of the technology is "stuck" that shouldn't be stuck.  The lack of an ongoing race between weapon systems and defense systems, the lack of a Moore's Law, and the absence of military (naval? space?) tactics that put the ships to use in a way that makes sense are disturbing. 



Title: Re: SWTOR
Post by: Fordel on March 30, 2011, 05:25:11 PM
There was a Droid Planet in one of the Kotor's, or would've been, if it wasn't cut due to time.






Title: Re: SWTOR
Post by: Merusk on March 30, 2011, 06:34:46 PM
Counterpoint: Dwarves. Why the typical millenia-old master craftsmandwarf civilisation is 'generic middle-ages' (rather than, say, ICBMs and main battle tanks) really doesn't stand up to fridge logic all that well.

The best explanation I've ever seen is the constant state of warfare, strife and instant-death the multiple sentient races cause each other means technology advances at a snails pace at best.   "Your grandfather discovered how to make a steam engine.. then a goblin horde came along and ate him while using the parts to make a bbq."

Star Wars, on the other hand, is all handwaving because it's just a fantasy setting with lasers, spaceships and tentacle-hookers.


Title: Re: SWTOR
Post by: Sjofn on March 30, 2011, 06:36:46 PM

Same reason why no one ever gets past medieval Europe in most fantasy settings.

Fantasy has  a good excuse - magic serves  all the technology needs one would ever want . So naturally smart people become mages, instead of wasting time inventing crude tools

And when you DO get a setting that goes "hey, I bet we would do shit with the magic to advance the technology" (like EBERRON DOES), you get people whining that setting sucks because omg robots and trains.


Title: Re: SWTOR
Post by: UnSub on March 30, 2011, 06:39:19 PM
I had a number of responses to points above, but they started "In the prequels" and "In the 'Droids' cartoon" and "In the Star Wars D20 RPG" and I just couldn't go through with it.


Title: Re: SWTOR
Post by: Surlyboi on March 30, 2011, 06:54:29 PM
Nah, the "technology had reached its limits" argument doesn't hold in view of all the new weapons that keep being invented, from AoE ion cannons to the various planetary destruction systems.

I agree with the lack of imagination theory.  Consider, for example, that Star Wars has sentience-levels of AI housed in the (small size of the) droids, but there's no Matrix-like entity on any planet.  A lot of the technology is "stuck" that shouldn't be stuck.  The lack of an ongoing race between weapon systems and defense systems, the lack of a Moore's Law, and the absence of military (naval? space?) tactics that put the ships to use in a way that makes sense are disturbing. 



Didn't say "reached its limits", just that it slowed down a helluva lot. Trying to apply Moore's law to any civilization other than our own is kinda pointless.


Title: Re: SWTOR
Post by: Ratman_tf on March 30, 2011, 07:31:06 PM
None of the characters in Star Wars give a fuck how the Hyperdrive works, they only care that it works, and so should you.


Title: Re: SWTOR
Post by: Nevermore on March 30, 2011, 07:58:06 PM
Wrong!  Chewbacca cares about how hyperdrive works since he's always the one stuck fixing the Falcon.  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on March 30, 2011, 08:19:31 PM
None of the characters in Star Wars give a fuck how the Hyperdrive works, they only care that it works, and so should you.

Honestly, that's totally realistic, too. I do not REALLY give a shit how, say, how a plane works, I only care that it does.


Title: Re: SWTOR
Post by: Kageru on March 30, 2011, 09:44:56 PM

Which is a product of specialisation.

If you go into the cockpit of the plane and the pilot is saying, "Look at all those buttons, wonder what they do?" then most people are going to develop an aversion to air flight.


Title: Re: SWTOR
Post by: WindupAtheist on March 31, 2011, 01:19:06 AM
Grevious cracked me up since he was made out as an unstoppable deathgod in the (actually very good) animated series and every appearance is him killing tons of jedi; powerful ones even.

Then he gets bitched completely and killed inside of 20 seconds in the movie.

If anything, the fight in the movie took too long.

Grievous: MUAHAHA! *cough* I HAVE FOUR LIGHTSABERS BITCH!
Obi-Wan: I has force, LOL! *gesture*
Grievous: *rockets backward into the wall at 200 miles an hour*

Or better yet, just levitate him six inches off the ground and let him sit there kicking his feet in mid-air like a cartoon character trying to suddenly break into a run.


Title: Re: SWTOR
Post by: Furiously on March 31, 2011, 01:47:14 AM
Oh god, my inner and outer nerd recalls something about how technology in the Starwars universe reached pretty much a plateau where it took a really long time to make anything even slightly better.

I mean - once you have hyperdrives, and sentient robots, what's the next step? Making a smaller R2DR?


Title: Re: SWTOR
Post by: Tannhauser on March 31, 2011, 03:37:21 AM
I've always liked that about SW.  Everyone knows how to operate almost all tech and it's second nature to them.  Now fixing it is a different story.  Also, they don't allow droids in their bars because they are constantly surrounded by tech and sometimes a Bith just wants a drink in peace. 

Don't get me started on Aqualish, those bastards.


Title: Re: SWTOR
Post by: Merusk on March 31, 2011, 04:14:38 AM
Grevious cracked me up since he was made out as an unstoppable deathgod in the (actually very good) animated series and every appearance is him killing tons of jedi; powerful ones even.

Then he gets bitched completely and killed inside of 20 seconds in the movie.

If anything, the fight in the movie took too long.

Grievous: MUAHAHA! *cough* I HAVE FOUR LIGHTSABERS BITCH!
Obi-Wan: I has force, LOL! *gesture*
Grievous: *rockets backward into the wall at 200 miles an hour*

Or better yet, just levitate him six inches off the ground and let him sit there kicking his feet in mid-air like a cartoon character trying to suddenly break into a run.

Young Obi-wan lacked Mace Windu's insight into how to best handle a cybernetic asshat.  :grin: :why_so_serious:

Then again, even Mace waited until the General was running inside his ship before remembering "oh shit, the Force, right..." instead of trying to hack at him with a lightstick.


Title: Re: SWTOR
Post by: Malakili on March 31, 2011, 05:11:54 AM
Grevious cracked me up since he was made out as an unstoppable deathgod in the (actually very good) animated series and every appearance is him killing tons of jedi; powerful ones even.

Then he gets bitched completely and killed inside of 20 seconds in the movie.

If anything, the fight in the movie took too long.

Grievous: MUAHAHA! *cough* I HAVE FOUR LIGHTSABERS BITCH!
Obi-Wan: I has force, LOL! *gesture*
Grievous: *rockets backward into the wall at 200 miles an hour*

Or better yet, just levitate him six inches off the ground and let him sit there kicking his feet in mid-air like a cartoon character trying to suddenly break into a run.

Yeah, Jedi need to do more of that shit.  The only time we see someone REALLY do it is when Yoda dispatches the Emperor's guards with a bored look on his face.


Title: Re: SWTOR
Post by: Ashamanchill on March 31, 2011, 05:23:34 AM
Who da man? Yoda-man!

Sorry, had to.


Title: Re: SWTOR
Post by: Ratman_tf on March 31, 2011, 01:28:27 PM
Grevious cracked me up since he was made out as an unstoppable deathgod in the (actually very good) animated series and every appearance is him killing tons of jedi; powerful ones even.

Then he gets bitched completely and killed inside of 20 seconds in the movie.

If anything, the fight in the movie took too long.

Grievous: MUAHAHA! *cough* I HAVE FOUR LIGHTSABERS BITCH!
Obi-Wan: I has force, LOL! *gesture*
Grievous: *rockets backward into the wall at 200 miles an hour*

Or better yet, just levitate him six inches off the ground and let him sit there kicking his feet in mid-air like a cartoon character trying to suddenly break into a run.

why even land on the planet? Just use the force to choke Grevious from orbit.


Title: Re: SWTOR
Post by: Fordel on March 31, 2011, 02:22:18 PM
Young Obi-wan lacked Mace Windu's insight into how to best handle a cybernetic asshat.  :grin: :why_so_serious:

Then again, even Mace waited until the General was running inside his ship before remembering "oh shit, the Force, right..." instead of trying to hack at him with a lightstick.



Clearly his force meter was recharging.


Title: Re: SWTOR
Post by: stu on March 31, 2011, 09:54:03 PM
Grevious cracked me up since he was made out as an unstoppable deathgod in the (actually very good) animated series and every appearance is him killing tons of jedi; powerful ones even.

Then he gets bitched completely and killed inside of 20 seconds in the movie.

If anything, the fight in the movie took too long.

Grievous: MUAHAHA! *cough* I HAVE FOUR LIGHTSABERS BITCH!
Obi-Wan: I has force, LOL! *gesture*
Grievous: *rockets backward into the wall at 200 miles an hour*

Or better yet, just levitate him six inches off the ground and let him sit there kicking his feet in mid-air like a cartoon character trying to suddenly break into a run.

<nerd alert>

In the book version of Ep. III, Yoda sends Obi-Wan because he's the strongest lightsaber duelist in the Order. When Kenobi arrives on Utapau, the room is full of all sorts of droids and Obi-Wan jumps in the middle of them and starts spinning his saber faster and faster until it ramps up into a solid plane, deflecting every shot and detroying every droid in the room. A short time later, when he duels Grievous, Obi-Wan is already pretty drained. Well into the duel, Kenobi uses what's left of his concentration to momentarily seize some of the mechanical pistons in the general's arms, allowing him to cut off a couple hands and avoid getting killed himself. It made more sense in the book version and was probly more fun to read than watch. I might be off on a couple details since it's been a while, but that's how I remember it anyways.


Title: Re: SWTOR
Post by: Lakov_Sanite on April 01, 2011, 04:49:34 AM
Ah, now I remember why I think star wars is stupid.


Title: Re: SWTOR
Post by: Ironwood on April 01, 2011, 05:13:30 AM
Midichlorians ?


Title: Re: SWTOR
Post by: Kageru on April 01, 2011, 07:50:03 AM

George Lucas?


Title: Re: SWTOR
Post by: Ashamanchill on April 01, 2011, 07:59:20 AM
Ewoks.




No wait, that's why it's awesome!


Title: Re: SWTOR
Post by: Margalis on April 01, 2011, 08:02:53 AM
Quote
When Kenobi arrives on Utapau, the room is full of all sorts of droids and Obi-Wan jumps in the middle of them and starts spinning his saber faster and faster until it ramps up into a solid plane, deflecting every shot and detroying every droid in the room.

A plane is two dimensional. They couldn't just shoot him from the sides or back?

God, Star Wars is some of the dumbest shit imaginable.


Title: Re: SWTOR
Post by: Lantyssa on April 01, 2011, 08:27:12 AM
You can't rotate something fast enough to make a 'solid' plane, either.


Title: Re: SWTOR
Post by: Mrbloodworth on April 01, 2011, 09:03:02 AM
The more I look at that space combat, the more it reminds me of Starfox.

Id like SWG:JTL instead.


Title: Re: SWTOR
Post by: Fordel on April 01, 2011, 02:29:16 PM
What's wrong with Starfox? I liked that game!


Title: Re: SWTOR
Post by: Evildrider on April 01, 2011, 02:31:19 PM
Quote
When Kenobi arrives on Utapau, the room is full of all sorts of droids and Obi-Wan jumps in the middle of them and starts spinning his saber faster and faster until it ramps up into a solid plane, deflecting every shot and detroying every droid in the room.

A plane is two dimensional. They couldn't just shoot him from the sides or back?

God, Star Wars is some of the dumbest shit imaginable.

I bet he spent a force point!   :awesome_for_real:


Title: Re: SWTOR
Post by: Mrbloodworth on April 01, 2011, 02:46:51 PM
What's wrong with Starfox? I liked that game!

It was fine for starfox, its not so fine ( For me ) in my starwars. I prefer free roam, and to fly myself.


Title: Re: SWTOR
Post by: Tannhauser on April 01, 2011, 07:14:04 PM
I was just thinking;  why did they build the second Death Star in orbit over a remote forest moon such as Endor?  And why did they put their critical shield generator down in the forest?  Because they wanted it protected by the mightiest warriors in the galaxy, the Ewoks!  THAT explains why they defeated the Emperor's best stormtroopers!

I think we're done here.


Title: Re: SWTOR
Post by: Sky on April 01, 2011, 08:05:23 PM
It was fine for starfox, its not so fine ( For me ) in my starwars. I prefer free roam, and to fly myself.
Red Nine, I've got a bogie on my six....Red Nine? REEEED NIIIIII.....scrackkssssssshhhh


Title: Re: SWTOR
Post by: Paelos on April 01, 2011, 08:11:13 PM
Pull up Porkins!

http://www.youtube.com/watch?v=YGwYj4AqB6Q (http://www.youtube.com/watch?v=YGwYj4AqB6Q)



Title: Re: SWTOR
Post by: Merusk on April 01, 2011, 08:14:43 PM
He should have done a barrel roll.


Title: Re: SWTOR
Post by: Mrbloodworth on April 01, 2011, 10:03:15 PM
It was fine for starfox, its not so fine ( For me ) in my starwars. I prefer free roam, and to fly myself.
Red Nine, I've got a bogie on my six....Red Nine? REEEED NIIIIII.....scrackkssssssshhhh

Please keep in mind one of the last games i worked on :)

http://www.youtube.com/watch?v=tM4MBpCSiNo

Nothing but love for starfox  :-P


Title: Re: SWTOR
Post by: Riggswolfe on April 02, 2011, 12:51:00 PM
Nah, the "technology had reached its limits" argument doesn't hold in view of all the new weapons that keep being invented, from AoE ion cannons to the various planetary destruction systems.

I agree with the lack of imagination theory.  Consider, for example, that Star Wars has sentience-levels of AI housed in the (small size of the) droids, but there's no Matrix-like entity on any planet.  A lot of the technology is "stuck" that shouldn't be stuck.  The lack of an ongoing race between weapon systems and defense systems, the lack of a Moore's Law, and the absence of military (naval? space?) tactics that put the ships to use in a way that makes sense are disturbing. 



The real world explanation for this is simple, Star Wars was invented in the 70s and so it is stuck in that type of Sci-fi. Now, if Star Wars had been created today you'd probably see networks and such much more than you do. Now, the in-universe explanation? No idea.


Title: Re: SWTOR
Post by: Ratman_tf on April 02, 2011, 08:39:02 PM
The real world explanation for this is simple, Star Wars was invented in the 70s and so it is stuck in that type of Sci-fi. Now, if Star Wars had been created today you'd probably see networks and such much more than you do. Now, the in-universe explanation? No idea.

That, and it makes Star Wars different from any other sci-fi story. I like that kind of sci-fi just fine, but Star Wars throws all that technobabble nonsense (or it did in the first three movies  :uhrr: midichlorians, jesus wept) to the curb and makes with the pew pew zzzrooom adventure stuff. Let the nerds wring their hands over stupid crap so we can see Dambusters in space.


Title: Re: SWTOR
Post by: Ingmar on April 02, 2011, 08:51:12 PM
They're not robots, they're golems. Rabble rabble fantasy not sci-fi etc.


Title: Re: SWTOR
Post by: Tannhauser on April 03, 2011, 06:38:24 PM
The real world explanation for this is simple, Star Wars was invented in the 70s and so it is stuck in that type of Sci-fi. Now, if Star Wars had been created today you'd probably see networks and such much more than you do. Now, the in-universe explanation? No idea.

That, and it makes Star Wars different from any other sci-fi story. I like that kind of sci-fi just fine, but Star Wars throws all that technobabble nonsense (or it did in the first three movies  :uhrr: midichlorians, jesus wept) to the curb and makes with the pew pew zzzrooom adventure stuff. Let the nerds wring their hands over stupid crap so we can see Dambusters in space.

AMEN.  I mean I love dissecting SW as much as the next guy, but it's a space fantasy that's simple and iconic.

Edit:  Grammar


Title: Re: SWTOR
Post by: tmp on April 03, 2011, 07:01:29 PM
The real world explanation for this is simple, Star Wars was invented in the 70s and so it is stuck in that type of Sci-fi. Now, if Star Wars had been created today you'd probably see networks and such much more than you do. Now, the in-universe explanation? No idea.
They did catch up with the cellphone fad at least in the prequels :grin:


Title: Re: SWTOR
Post by: Samprimary on April 03, 2011, 08:29:36 PM
'slicing'


Title: Re: SWTOR
Post by: Ratman_tf on April 04, 2011, 01:00:59 AM
'slicing'

Every SW novel writer should be shot into the sun.


Title: Re: SWTOR
Post by: WindupAtheist on April 04, 2011, 02:44:51 AM
For some reason you can't just have a thing in Star Wars without changing it's name to be different. It's not hacking, it's slicing. It's not coffee, it's caf (http://starwars.wikia.com/wiki/Caf). I'm frankly shocked that hot chocolate got to be hot chocolate (http://starwars.wikia.com/wiki/Hot_chocolate) and not... hot spacechoc or something.


Title: Re: SWTOR
Post by: Samprimary on April 04, 2011, 05:18:34 AM
I don't know, I would blatantly approve of 'younglingcide'


Title: Re: SWTOR
Post by: Dark_MadMax on April 04, 2011, 08:13:39 AM

That, and it makes Star Wars different from any other sci-fi story. I like that kind of sci-fi just fine, but Star Wars throws all that technobabble nonsense (or it did in the first three movies  :uhrr: midichlorians, jesus wept) to the curb and makes with the pew pew zzzrooom adventure stuff. Let the nerds wring their hands over stupid crap so we can see Dambusters in space.

SW is fantasy in space. There is no technology  -everything is just magic, with humans in funny in suits passing as "aliens".  That's why I quickly fell out of  love with it once I hit late teens. SW has no logical and solid foundation,  its like cheap action "sci-fi" pretty  pew pew, but  no substance . It requires turn your brains off (not just suspension of disbelief)t to no  be annoyed by myriad of inconsistencies , self contradictions  and logical flaws in literally every single frame, narrative or episode. Just one big clusterfuck with shiny lasers .

 But pretty it is!


p.s. And things became tons worse since Ep6 . 


Title: Re: SWTOR
Post by: Ratman_tf on April 04, 2011, 09:38:50 AM
For some reason you can't just have a thing in Star Wars without changing it's name to be different. It's not hacking, it's slicing. It's not coffee, it's caf (http://starwars.wikia.com/wiki/Caf). I'm frankly shocked that hot chocolate got to be hot chocolate (http://starwars.wikia.com/wiki/Hot_chocolate) and not... hot spacechoc or something.

Ducks and mops are ok though.  :grin:


Title: Re: SWTOR
Post by: Stormwaltz on April 04, 2011, 12:11:41 PM
Every SW novel writer should be shot into the sun.

Just Kevin J. Anderson. Most SW writers are mediocre. He's actively bad. Everything he's ever written, licensing tie-in or otherwise, has been bad.


Title: Re: SWTOR
Post by: Sky on April 04, 2011, 12:27:54 PM
Ok, if you sign up under some odd name for Bat Country without first pm'ing me said name here, I'm just going to decline your app.

I mean, I can figure out who 'CmdrSlack' is, but 'steak'? C'mon. I want to reject that one just on general principles.


Title: Re: SWTOR
Post by: squirrel on April 04, 2011, 01:06:00 PM
But an account is at steak!!

Ok. My bad.


Title: Re: SWTOR
Post by: Evildrider on April 04, 2011, 09:30:05 PM
Ok, if you sign up under some odd name for Bat Country without first pm'ing me said name here, I'm just going to decline your app.

I mean, I can figure out who 'CmdrSlack' is, but 'steak'? C'mon. I want to reject that one just on general principles.

There is a guy with the named steak on the boards.  I've seen him post here and there.


Title: Re: SWTOR
Post by: Sky on April 05, 2011, 08:52:46 AM
Didn't see him in the Member List.


Title: Re: SWTOR
Post by: Samprimary on April 05, 2011, 11:22:30 AM
Every SW novel writer should be shot into the sun.

Just Kevin J. Anderson. Most SW writers are mediocre. He's actively bad. Everything he's ever written, licensing tie-in or otherwise, has been bad.

Also, as a general rule, no franchise should ever dare involve themselves with comics. Ever. It is the absolute best fucking way to make any franchise mind-gratingly (as in, like rubbing a cheese grater literally against your brain until you can't think about it anymore as a defense mechanism) bad.

Star Wars comics are a delightful example of that!

So's World of Warcraft, as it gave them Med'an the Super Everything Goku Marysue Fanfic Thing.

oh hell, you could point to practically anything.


Title: Re: SWTOR
Post by: Ingmar on April 05, 2011, 11:26:37 AM
To be fair in WoW's case, it was thoroughly Mary Sue-d before the comic.


Title: Re: SWTOR
Post by: Samprimary on April 05, 2011, 11:30:21 AM
yeah but it's just that extra special plateau when marysue cannot restrain herself from designing characters that make Goku seem well-rounded and full of plausible weaknesses in comparison, then pegging your canon with it long and hard.


Title: Re: SWTOR
Post by: Velorath on April 05, 2011, 02:39:13 PM
Every SW novel writer should be shot into the sun.

Just Kevin J. Anderson. Most SW writers are mediocre. He's actively bad. Everything he's ever written, licensing tie-in or otherwise, has been bad.

Also, as a general rule, no franchise should ever dare involve themselves with comics. Ever. It is the absolute best fucking way to make any franchise mind-gratingly (as in, like rubbing a cheese grater literally against your brain until you can't think about it anymore as a defense mechanism) bad.

Star Wars comics are a delightful example of that!

So's World of Warcraft, as it gave them Med'an the Super Everything Goku Marysue Fanfic Thing.

oh hell, you could point to practically anything.


Huh?  There are some pretty good Star Wars comics out there, and as I've mentioned, I'm not even particularly a fan of Star Wars.  The Tales of the Jedi comics essentially created the setting that KotoR takes place in.  Besides that, the comics market is so small, I doubt most fans of any given franchise ever read any sort of comics tie-ins.  Certainly not enough to where it would damage the franchise.


Title: Re: SWTOR
Post by: Riggswolfe on April 05, 2011, 03:00:09 PM
For some reason you can't just have a thing in Star Wars without changing it's name to be different. It's not hacking, it's slicing. It's not coffee, it's caf (http://starwars.wikia.com/wiki/Caf). I'm frankly shocked that hot chocolate got to be hot chocolate (http://starwars.wikia.com/wiki/Hot_chocolate) and not... hot spacechoc or something.

I'm not sure this is just Star Wars though. If the sci-fi is more or less Earth in the future this doesn't happen. But if it is primarily "someplace else" you see alot of this. Think of Farscape or BSG for example. Money is cubits? Cuss words are changed. "Frak" "Dren" etc...


Title: Re: SWTOR
Post by: Ingmar on April 05, 2011, 03:02:31 PM
I think the 'frak' stuff is just so they can swear during prime time. If it had been an HBO show it would have just been 'fuck' I'm sure.


Title: Re: SWTOR
Post by: Evildrider on April 05, 2011, 03:10:04 PM
Didn't see him in the Member List.

He might have been erased then, but I know I've seen him post here before.


Title: Re: SWTOR
Post by: Draegan on April 06, 2011, 11:18:02 AM
I applied to Bat Country, let me in!  :heart:


Title: Re: SWTOR
Post by: Sky on April 06, 2011, 11:44:04 AM
Only if you start a fansite.

 :awesome_for_real:


Title: Re: SWTOR
Post by: SnakeCharmer on April 06, 2011, 11:49:46 AM
If BC in TOR had any sort of traction, I'd foot the bill for one of the cooler "guild websites in a box" packages.

Anyway, according to the SA forums, Erikson said in one of the interviews at the UK thing that companions counted against your total group number, so two players could use two companions to run the group content.  Or three players and 1 companion.  So that's really good news.


Title: Re: SWTOR
Post by: Typhon on April 06, 2011, 12:55:00 PM
It's good news if that bot can be the healer.  If the bot only gets to be the dps, not so much.


Title: Re: SWTOR
Post by: Zetor on April 06, 2011, 01:06:42 PM
Yep. In Guild Wars, healer heroes [aka TOR companions] made things go a lot smoother in general, and let the human players focus on 'the important stuff'*. Interrupter heroes worked great too due to their obviously-inhuman reflexes. I wonder if it'll be the same in TOR? Also, what is the extent of control you have over your companions?

* that said, I ran a healing-specced character with an army of heroes to kill stuff for me. It actually made the game play like a RTS, kinda.  :awesome_for_real:


Title: Re: SWTOR
Post by: Draegan on April 06, 2011, 01:07:28 PM
Only if you start a fansite.

 :awesome_for_real:


You think I'm crazy enough to make a fansite for anything Star Wars?  Pfft.


Title: Re: SWTOR
Post by: Sky on April 06, 2011, 08:05:46 PM
Dunno about the companion thing. Looks like murky waters, companions for this but not that. And you know this will be blues and that will be purples. Because inclusive games should be about exclusivity!


Title: Re: SWTOR
Post by: kaid on April 07, 2011, 09:27:21 AM
It's good news if that bot can be the healer.  If the bot only gets to be the dps, not so much.

Seems like a healer companion would be one of the easier AI to make. Most people would much rather play the game than watching mini health bars and in most games the healer game play is wack a mole tunnel vision on the health bars with limited situational awareness of whats going on around them.



Title: Re: SWTOR
Post by: Typhon on April 07, 2011, 12:49:38 PM
Given some of the posts in this thread, it sounded like BioWare was considering removing or limiting the healing companions because they were too good - which would seem to support your theory that healing bots are easy to make.  So easy, in fact, that they render human healers obsolete.

So my thinking was, "if healer-bots are out, and I'm still waiting in the queue for a healer, then companions haven't really improved the game in any way".


Title: Re: SWTOR
Post by: Sheepherder on April 07, 2011, 01:11:40 PM
Pretty much.


Title: Re: SWTOR
Post by: Velorath on April 08, 2011, 04:19:42 PM
Today's update is a fairly lengthy article on advanced classes (http://www.swtor.com/news/blog/20110408).  There's an interesting section on some of the ways they've changed each class due to testing, as well as what some of their testing metrics are.


Title: Re: SWTOR
Post by: Merusk on April 08, 2011, 04:43:54 PM
Those skill trees are entirely too full and bloated.  They should trim them down and streamline them now to remove choices and "bloat" before they do it in a huge, game-crushing expansion.  :why_so_serious:


Title: Re: SWTOR
Post by: Velorath on April 08, 2011, 06:17:48 PM
Those skill trees are entirely too full and bloated.  They should trim them down and streamline them now to remove choices and "bloat" before they do it in a huge, game-crushing expansion.  :why_so_serious:

Well it looks like they're going for a lot of flexibility within each class.  Half the classes (Trooper, Bounty Hunter, Consular, and Inquisitor) look like they can spec Healing, Tanking, Ranged DPS, or close combat DPS, depending on advanced class and spec.  Imperial Agent and Smuggler seem to lack tanking abilities, while Jedi Knight and Sith Warrior seem to lack healing, but other than that things seem fairly open.


Title: Re: SWTOR
Post by: DayDream on April 08, 2011, 08:49:11 PM
Looks like they're giving each four base classes access to three roles, or two roles and duplication of one of them in some form or another.  So that's four classes times three roles, for at least twelve individually balanced classes, per side.  So twenty four classes assuming that the classes aren't carbon copies across sides.  Presumably most of them will have different optimal stat ratios and equipment.

Hope they've got room for all that in their budget.


Title: Re: SWTOR
Post by: Hawkbit on April 08, 2011, 09:34:45 PM
Not that I wasn't expecting WoW in space, but... it's WoW in space. 


Title: Re: SWTOR
Post by: UnSub on April 08, 2011, 10:47:17 PM
at least twelve individually balanced classes, per side.

BioWare don't balance.


Title: Re: SWTOR
Post by: Margalis on April 09, 2011, 02:49:54 AM
There will probably be 2 healing-specced Bounty Hunters in the entire player population so they can skimp on balancing that one.


Title: Re: SWTOR
Post by: Samprimary on April 09, 2011, 06:05:34 AM
What they're doing is certainly ambitious, but hell on earth to properly balance.

And they would have had to have been much more ironed out and down to the tiny, tiny details by now if they really seriously wanted me to think they were going to be pulling that feat off in time. Instead, we get a bunch of "ooh, and this! we liked this, so we made it this! and OMG how about that! it is popular with our testers!"

...

mmh


Title: Re: SWTOR
Post by: Reg on April 09, 2011, 06:13:13 AM
I don't think even WoW was balanced when it was first released was it?  Balance seems more of an ongoing process than an achievable state from what I can see.  They've got respecs available right off the bat so it's not like people are going to be permanently gimping themselves - though this will inevitably lead to a plague of flavour of the month builds every time they change something.


Title: Re: SWTOR
Post by: caladein on April 09, 2011, 07:41:36 AM
The biggest thing they're at risk of is multiple instances of the Paladin/Shaman problem.  Ignoring that, it's a reasonably simple set-up: eight Advanced Classes per side each with a shared tree with their classmate, a damage tree, and either a tanking/healing/(second) damage tree.

They're not going to get loads more healers and tanks because they opened the roles up to people who don't also want to be Jedi/Sith, but locking people into one role at character select in a holy trinity-based game at this stage is pretty dumb.


Title: Re: SWTOR
Post by: Arrrgh on April 09, 2011, 08:08:49 AM
Did they answer the dual spec or not question yet? They were dodging it when last I read their forums.

WoW in space with no dual spec means fewer tanks and healers.



Title: Re: SWTOR
Post by: Sky on April 09, 2011, 10:52:50 AM
If they would just put in Rift's ability to switch between several (four!) roles (specs) at a time, it would be a really nice step forward. However, each class would also have to be able to fulfill the role decently, unlike Rift. Get that right and they are a long way to longevity. Get it wrong and they'll get a few bored WoW vets waiting for something better to come along (like Rift did imo).


Title: Re: SWTOR
Post by: Velorath on April 09, 2011, 02:14:16 PM
Did they answer the dual spec or not question yet? They were dodging it when last I read their forums.

WoW in space with no dual spec means fewer tanks and healers.


They mentioned in that article that you could respec for an unspecified amount of in-game money, but that's about it.  I wouldn't really expect anything like dual spec in at launch although I would think that it would be a fairly easy thing and worthwhile thing to copy.


Title: Re: SWTOR
Post by: Sheepherder on April 09, 2011, 03:47:47 PM
Or free respecs.


Title: Re: SWTOR
Post by: Sky on April 19, 2011, 08:57:39 AM
Koreth = Reg?

Please pm me if your SWTOR handle is not recognizable :) Koreth turned up as Reg in an SWG post. I don't want to have to search for every applicant!


Title: Re: SWTOR
Post by: Mnemon on April 19, 2011, 09:01:44 AM
I don't think even WoW was balanced when it was first released was it?  Balance seems more of an ongoing process than an achievable state from what I can see.  They've got respecs available right off the bat so it's not like people are going to be permanently gimping themselves - though this will inevitably lead to a plague of flavour of the month builds every time they change something.

Has WoW ever been balanced?


Title: Re: SWTOR
Post by: Mnemon on April 19, 2011, 10:09:26 AM
The biggest thing they're at risk of is multiple instances of the Paladin/Shaman problem.  Ignoring that, it's a reasonably simple set-up: eight Advanced Classes per side each with a shared tree with their classmate, a damage tree, and either a tanking/healing/(second) damage tree.

They're not going to get loads more healers and tanks because they opened the roles up to people who don't also want to be Jedi/Sith, but locking people into one role at character select in a holy trinity-based game at this stage is pretty dumb.

My biggest concern is that the classes end up fleshing out like Warhammer's did.

In Warhammer you had so called mirror classes that weren't mirrors of each other. They'd have the same combat mechanic, but almost everything else varied from kind of different, to very different. You could have one class getting a skill before its mirror - impacting play in that tier. You could have one class spending fewer points in the talent tree to get a skill than its counter part. And you could also have one side with a skill the other couldn't match.

those issues were then compounded by bugs that would impact one side and not the other. i.e. PvP was unplayable for a few weeks as Order because the Destruction version of an AoE stun was bugged, had a great expanded radius, wasn't breaking and wasn't operating properly - while the Order equivalent was working as intended.


Title: Re: SWTOR
Post by: Outlawedprod on April 25, 2011, 09:48:12 AM
200 hours to level cap baby!
http://www.swtor.com/community/showthread.php?t=300274


Title: Re: SWTOR
Post by: Malakili on April 25, 2011, 09:49:47 AM
200 hours to level cap baby!
http://www.swtor.com/community/showthread.php?t=300274

When someone maxes out in 2 days and complains there is no end game content I wonder what they'll say.


Title: Re: SWTOR
Post by: Rasix on April 25, 2011, 10:04:19 AM
200 hours to level cap baby!
http://www.swtor.com/community/showthread.php?t=300274

Pretty consistent with most modern MMOs.

200 hours to level cap baby!
http://www.swtor.com/community/showthread.php?t=300274

When someone maxes out in 2 days and complains there is no end game content I wonder what they'll say.

 :oh_i_see:

 :roll:


Title: Re: SWTOR
Post by: Malakili on April 25, 2011, 10:10:27 AM


 :oh_i_see:

 :roll:

Seriously though, we've seen this before.

Step 1) Someone maxes out immediately and starts shouting on the forums - there is nothing to do.
Step 2) Everyone says "lol, you play too much get a life, its your own fault for playing too fast"
Step 3) One month later: Everyone else hits level cap - starts complaining there is nothing to do. 


Title: Re: SWTOR
Post by: Shatter on April 25, 2011, 10:32:47 AM


 :oh_i_see:

 :roll:

Seriously though, we've seen this before.

Step 1) Someone maxes out immediately and starts shouting on the forums - there is nothing to do.
Step 2) Everyone says "lol, you play too much get a life, its your own fault for playing too fast"
Step 3) One month later: Everyone else hits level cap - starts complaining there is nothing to do. 
Step 4) Everyone goes back to WOW

FIxed


Title: Re: SWTOR
Post by: Lantyssa on April 25, 2011, 11:06:59 AM
Y'all left out the "Devs triple the xp-to-level after one person does it in two days" bit.


Title: Re: SWTOR
Post by: kildorn on April 25, 2011, 11:18:51 AM
Y'all left out the "Devs triple the xp-to-level after one person does it in two days" bit.

I thought that happened during the magical period between end of beta and release.

They jack up all the XP required to level, don't adjust mob or quest xp, and then wonder why their leveling curve suddenly has four hour mob grinds breaking up their epic story line.

Usually the post release change is "major mob dies within two months of release, devs duct tape shitty gear grinding system into game to keep players from doing that"


Title: Re: SWTOR
Post by: Sky on April 25, 2011, 11:57:45 AM
If you skip all the dialog in a game built around the dialog...there's your sign.

Not to mention...200 hours is a pretty awesome level curve if there's content to support the entire arc.


Title: Re: SWTOR
Post by: Ingmar on April 25, 2011, 12:01:39 PM
That's probably about 2 months for me, if the game is fun enough to keep me logging in all the time. I'm pretty happy with that number, assuming it is real.


Title: Re: SWTOR
Post by: Merusk on April 25, 2011, 12:05:36 PM
I'm going to assume 100-125 hours of actual combat/ questing and the rest is listening to 'epic dialog' v/o.


Title: Re: SWTOR
Post by: Mosesandstick on April 25, 2011, 12:09:43 PM
200 hours of playtime is at least a couple of months to me, I'm down with that.


Title: Re: SWTOR
Post by: Velorath on April 25, 2011, 12:24:25 PM
200 hours to level cap baby!
http://www.swtor.com/community/showthread.php?t=300274


I think I'll wait for a source that isn't a forum poster who is posting up somebody else's translated outline of a German magazine article before commenting.


Title: Re: SWTOR
Post by: Kail on April 25, 2011, 12:59:07 PM
I'm going to assume 100-125 hours of actual combat/ questing and the rest is listening to 'epic dialog' v/o.

There is no way I'm going to buy the idea that Bioware has over a hundred hours of cinematic content for this game.  For multiple classes across two separate factions?  No chance.  The entire run of the Teenage Mutant Ninja Turtles cartoon series, from 1987 to 1996, only had something like seventy hours.


Title: Re: SWTOR
Post by: Merusk on April 25, 2011, 01:30:05 PM
Who said cinematic? I mean sitting there while they spit quest text at you instead of just giving you a window to read (or not as the case usually is).


Title: Re: SWTOR
Post by: Paelos on April 25, 2011, 01:49:05 PM
Can I fish? Give me fishing and I'll be entertained between patches!


Title: Re: SWTOR
Post by: Reg on April 25, 2011, 01:52:53 PM
Perhaps there's a mandatory fishing minigame that you have to play during the 120 uninterruptible hours of cinematics and voice-overs.


Title: Re: SWTOR
Post by: Draegan on April 25, 2011, 02:47:58 PM
So how many days before people hack the client to play custom voice overs and everyone downloads it thus making the 10000's of hours of v/o work void?

I'm picturing this: http://www.youtube.com/watch?v=NCSwzHL22ZE


Title: Re: SWTOR
Post by: Rasix on April 25, 2011, 03:05:23 PM
Has that really ever happened in any MMO featuring VO work?  Most complaints surrounding voice overs in MMOs stem from when they abruptly halt.

It's a Bioware game (theoretically), there will likely be a button to skip past any spoken line, if you so choose.


Title: Re: SWTOR
Post by: Ingmar on April 25, 2011, 03:17:57 PM
Has that really ever happened in any MMO featuring VO work?  Most complaints surrounding voice overs in MMOs stem from when they abruptly halt.

It's a Bioware game (theoretically), there will likely be a button to skip past any spoken line, if you so choose.

That won't help the people in my group as they stare at the "...waiting for Ingmar to press skip" button.  :awesome_for_real:


Title: Re: SWTOR
Post by: Paelos on April 25, 2011, 04:35:40 PM
Has that really ever happened in any MMO featuring VO work?  Most complaints surrounding voice overs in MMOs stem from when they abruptly halt.

It's a Bioware game (theoretically), there will likely be a button to skip past any spoken line, if you so choose.

A skip button sounds like a disaster in a group personally, especially if you are playing on Ventrillo.

"Dude WTF skip this thing and choose KILL HIM!"
"WTF Spoilerz I've not done this. STFU.
"OMG NOOOOOOOOOOBZ!"
"Fuck yall, this is going to take forever." <tank drops group>


Title: Re: SWTOR
Post by: SnakeCharmer on April 25, 2011, 08:02:22 PM
And that's why you never play PUGs.


Title: Re: SWTOR
Post by: UnSub on April 25, 2011, 11:36:09 PM
It's 200 hours of play experience including key driving sections, elevator riding as the main form of in-mission transport and a vitally important scanning mini-game if you wish to craft.  :awesome_for_real:

Most BioWare titles I've played are 30 - 40 hours from start to finish. Someone may have taken the 200 hours as the total combined storyline across all 8 classes (including variations in the storyline). So it is still big, but only if you are totally OCD on it.


Title: Re: SWTOR
Post by: Samprimary on April 27, 2011, 12:17:44 PM
Can I fish? Give me fishing and I'll be entertained between patches!

It will be called "Aquahooking" and is a secondary profession you can take alongside hackislicing


Title: Re: SWTOR
Post by: Samprimary on April 27, 2011, 12:18:36 PM
elevator riding as the main form of in-mission transport

"Yeah, so ... uh .... Tali,"
"Shut up, Garrus."


Title: Re: SWTOR
Post by: Tearofsoul on April 28, 2011, 07:29:59 AM
Quote
Jeff Hickman Joins BioWare Austin As Executive Producer for SWTOR (http://www.askajedi.com/2011/04/27/jeff-hickman-joins-bioware-austin-as-executive-producer-live-services/)

(http://www.askajedi.com/wp-content/uploads/2011/04/3534_1.jpg)


:facepalm:


Title: Re: SWTOR
Post by: Draegan on April 28, 2011, 07:47:51 AM
(http://elisha06.mlblogs.com/failing-business-sinking-ship-3.jpg)


Title: Re: SWTOR
Post by: Surlyboi on April 28, 2011, 07:48:38 AM
(http://4.bp.blogspot.com/_zfPTuJhrYGw/TUDfPwK2KvI/AAAAAAAAAIg/0TWz4UtcfnA/s1600/rageGuy2.jpg)


Title: Re: SWTOR
Post by: Lantyssa on April 28, 2011, 08:08:26 AM
;D


Title: Re: SWTOR
Post by: Falwell on April 28, 2011, 08:13:49 AM
Was good trip!


Title: Re: SWTOR
Post by: Paelos on April 28, 2011, 08:16:26 AM
Well folks, that'll do it for me. I want to thank Bioware for letting us all know where they want this game to well before it even released. Don't forget to turn off the lights on the way out. Tip your waitress!


Title: Re: SWTOR
Post by: Rasix on April 28, 2011, 08:20:52 AM
They've made a lot worse hires than him. 


Title: Re: SWTOR
Post by: Surlyboi on April 28, 2011, 08:21:55 AM
Best comment from that article:

Quote
Just as long as he doesn’t touch any thing. Maybe the new job just lets him sit in a dark room watching flashing lights.


Title: Re: SWTOR
Post by: SnakeCharmer on April 28, 2011, 08:30:41 AM
Best comment I saw was on a trackback to the FoH forums:

Quote
Well hey, if they ever have to shut down servers by the dozens, they're in great hands


Title: Re: SWTOR
Post by: Nebu on April 28, 2011, 09:35:36 AM
I liked DAoC a lot.  I also enjoyed the first 20 levels of WAR a lot.  If Hickman could apply the good from those games to swtor, I'd be a very happy customer.

Edit: I realize that I am not the norm here.


Title: Re: SWTOR
Post by: Samprimary on April 28, 2011, 11:14:16 AM
I do my goddamndest to hold out hope for the franchise, and this takes that little optimistic part of my nerdery and makes it want to curl up in a corner, die, and ascend to join the haters.


Title: Re: SWTOR
Post by: Sky on April 28, 2011, 11:21:07 AM
Should be good for at least another couple pages of haterade.


Title: Re: SWTOR
Post by: Malakili on April 28, 2011, 11:30:08 AM
I liked DAoC a lot.  I also enjoyed the first 20 levels of WAR a lot.  If Hickman could apply the good from those games to swtor, I'd be a very happy customer.

Edit: I realize that I am not the norm here.

I think  a lot of people liked DAOC and the first 20 levels of WAR, unfortunately, I don't see how the best parts of those experiences are going to be present in SWTOR regardless of who is leading the project.


Title: Re: SWTOR
Post by: Nebu on April 28, 2011, 11:54:06 AM
I think  a lot of people liked DAOC and the first 20 levels of WAR, unfortunately, I don't see how the best parts of those experiences are going to be present in SWTOR regardless of who is leading the project.

You're probably right.   


Title: Re: SWTOR
Post by: Ingmar on April 28, 2011, 11:58:14 AM
At least it isn't Paul Barnett?


Title: Re: SWTOR
Post by: Arrrgh on April 28, 2011, 12:05:19 PM
I liked DAoC a lot.  I also enjoyed the first 20 levels of WAR a lot.  If Hickman could apply the good from those games to swtor, I'd be a very happy customer.

Edit: I realize that I am not the norm here.

I think  a lot of people liked DAOC and the first 20 levels of WAR, unfortunately, I don't see how the best parts of those experiences are going to be present in SWTOR regardless of who is leading the project.

The low level BG in WAR was great. All games should copy the make a character, enter world, queue for BG, and start killing elves part of WAR.

Hopefully one of the SWTOR races is vaguely elven.


Title: Re: SWTOR
Post by: koro on April 28, 2011, 12:28:50 PM
http://arstechnica.com/gaming/reviews/2011/04/together-we-work-alone-two-days-with-star-wars-the-old-republic.ars

Quote
It's lunchtime during the first of two Star Wars: The Old Republic immersion days at the EA Redwood Shores campus, and the game designers leading the event are panicking: everyone is talking about Portal 2. Instead of discussing the three exclusive hours of SWTOR we just played, most of the writers are chatting about yesterday's Portal 2 release and single-player campaign, which everyone feels pales in comparison to its co-op.


Title: Re: SWTOR
Post by: Ingmar on April 28, 2011, 12:37:56 PM
Why would you quote that bit when the entire rest of the 3 page article is positive?  :oh_i_see:


Title: Re: SWTOR
Post by: Draegan on April 28, 2011, 01:32:50 PM
Obviously game devs are not allowed to talk about other games or even acknowledge their existence.


Title: Re: SWTOR
Post by: Draegan on April 28, 2011, 01:49:00 PM
Quote
However, if BioWare is relying more heavily on what comes before endgame content in their own game, rather than takeoffs of standard endgame content, it stands to be some impressive stuff. Even if the endgame content is mindblowing, the designers hope that the story along the way will stave off "the mentality of racing to the top," Erickson said.

You should of quoted this in stead.
 :roflcopter:

Hey guys!  Levels and experience and the badass skills are at the top!  Don't race!!


Title: Re: SWTOR
Post by: Sky on April 28, 2011, 01:56:15 PM
Quote from: Draegan
You should of quoted this in stead.

:oh_i_see:

MMO players are a bunch of fucking retards, of course they'll race to the top in a game where it's about the journey. Won't make it any less of an enjoyable journey for the rest of us.


Title: Re: SWTOR
Post by: koro on April 28, 2011, 02:13:11 PM
Why would you quote that bit when the entire rest of the 3 page article is positive?  :oh_i_see:
Because I found it amusing!


Title: Re: SWTOR
Post by: HaemishM on April 28, 2011, 02:21:51 PM
Well folks, that'll do it for me. I want to thank Bioware for letting us all know where they want this game to well before it even released. Don't forget to turn off the lights on the way out. Tip your waitress!

Bioware AUSTIN.  :why_so_serious:


Title: Re: SWTOR
Post by: Lantyssa on April 28, 2011, 02:46:33 PM
At least it isn't Paul Barnett?
No worries.  He's been consulting since the merger.


Title: Re: SWTOR
Post by: Venkman on April 28, 2011, 05:04:12 PM
They mention "launch this year". Have they confirmed a Q4 2011 calendar year launch? Their feature hacking (and the article) imply it which would be good. But while adding content and more levels of stories after launch is easy, adding multi-spec'ing or other fundamental things that require massive rebalancing, not so much.

Quote
A very minor downside to the tight storyline each class follows is that play will still be very linear, compared to other MMOs like WoW
Err, wuh? They've played WoW right? Maybe they forget the pre-60 game before BC launched?

Their comments on Companions were interesting though. Being able to send them off on missions of scaling durations sorta reminds me of crafting systems where you dump resources and wait X time for the output or, of course, Eve's skills system. It's an interesting way to have an offline experience that still feels like it's progressing.

Has that really ever happened in any MMO featuring VO work?  Most complaints surrounding voice overs in MMOs stem from when they abruptly halt.

It's a Bioware game (theoretically), there will likely be a button to skip past any spoken line, if you so choose.

That won't help the people in my group as they stare at the "...waiting for Ingmar to press skip" button.  :awesome_for_real:
It times out. Players have a set period of time to log their responses, whether they are in the same room as the lead conversor (itself determine by loot roll) or via hologram/remote.

That of course totally changes your mind about the game right? ;)


Title: Re: SWTOR
Post by: Ingmar on April 28, 2011, 05:20:13 PM
Well I was more thinking during actual cut scenes, not dialogue. Think Guild Wars cut scenes: "7 members of your party wish to skip this cinematic".  :grin:


Title: Re: SWTOR
Post by: UnSub on April 28, 2011, 07:30:10 PM
Quote
However, if BioWare is relying more heavily on what comes before endgame content in their own game, rather than takeoffs of standard endgame content, it stands to be some impressive stuff. Even if the endgame content is mindblowing, the designers hope that the story along the way will stave off "the mentality of racing to the top," Erickson said.

You should of quoted this in stead.
 :roflcopter:

Hey guys!  Levels and experience and the badass skills are at the top!  Don't race!!


BioWare's own stats indicate that 50% of players who started Mass Effect 2 didn't finish it. Story doesn't drive everyone.

As for the Ars Technica article: 1) if a MMO isn't fun in the first 10 hours, it is screwed anyway, but the key issue is if players want to keep playing after the first 30 days, not the first 2, and 2) I'm going to be shocked if SWOR launches this year. They might do it by skimping on large-scale player testing, but I think that will end up biting them in the arse.



Title: Re: SWTOR
Post by: Ratman_tf on April 28, 2011, 07:54:28 PM
Quote from: Draegan
You should of quoted this in stead.

:oh_i_see:

MMO players are a bunch of fucking retards, of course they'll race to the top in a game where it's about the journey. Won't make it any less of an enjoyable journey for the rest of us.

Here's a radical idea. Why have levels at all? If the story is why people are going to be playing the game, then just make it about the damn story.


Title: Re: SWTOR
Post by: Venkman on April 28, 2011, 08:08:31 PM
They're ability gates, nothing more. You could go with "finish quest we couldn't let you do with X and Y prerequsite quest so you can unlock ability/choice we want you to have at this moment in the game", which is what many RPGs do anyway. But it's "level" by another name.

Levels are not to blame. It's when grinding is the more efficient path than questing that is. Or when "questing" is just grinding with contextually-generated flavor text :)


Title: Re: SWTOR
Post by: Paelos on April 28, 2011, 08:42:09 PM
Luke's first quest was killing ten womp rats.

I hear they aren't much bigger than two meters.


Title: Re: SWTOR
Post by: Montague on April 28, 2011, 09:09:58 PM
They clarified on the boards that Jeff Hickman is Executive Producer of LIVE SERVICES. Basically he's the customer service honcho.
Quote
Originally Posted by StephenReid
I'd like to address a few of the misconceptions in this thread.

Jeff Hickman’s role as Executive Producer, Live Services, does not put him in charge of BioWare Austin, or the development of Star Wars: The Old Republic. The job description quoted in this thread is not for Jeff’s position. He is ultimately in charge of all teams that interact and interface with customers in the live game. That does not include, at any point, direct decisions about the game’s development itself. Game development is still ultimately handled by Rich Vogel’s team, with James Ohlen as Lead Designer.

BioWare Austin is made up of a huge and diverse mix of development staff, from all across the games industry. We’re proud of just how many MMO veterans we have on staff; many senior developers here have shipped multiple MMOs, which is a rarity. That collective experience is going to help us ensure that The Old Republic boasts a level of service that’s up to the standard you expect from Star Wars and BioWare


Title: Re: SWTOR
Post by: Ingmar on April 28, 2011, 11:45:32 PM
Phew!

EDIT: Wait, does that mean support response times will be measured in Mythic seconds?


Title: Re: SWTOR
Post by: Ashamanchill on April 29, 2011, 12:53:17 AM
At least it isn't Paul Barnett?

I'm crossing my fingers he will end up on this project. I can't wait for some photo to surface of him dressed in a Boba Fett helmet with sunglasses over the visor, with two chicks behind him in some sort of  storm trooper themed bikini.

But then, I'm not a  Star Wars fan.


Title: Re: SWTOR
Post by: Spiff on April 29, 2011, 01:19:41 AM
I'm going to be shocked if SWOR launches this year. They might do it by skimping on large-scale player testing, but I think that will end up biting them in the arse.

I'll throw down the gauntlet and say I'd be very surprised if it didn't launch before the year's over.
I don't expect to see a testing phase the size and length of Rift for instance and yeah it'll probably bite them in the arse (as far as retention goes anyway).
This thing simply can't continue to bleed money for that long imo, EA won't allow it!  :why_so_serious:

A short and very intense marketing blitz late autumn followed by humongous box sales, quickly followed by a storm of disappointment (plus a few people saying it's ok 'cause they got their moneys' worth of playtime, me included  :oh_i_see:)


Title: Re: SWTOR
Post by: caladein on April 29, 2011, 01:47:01 AM
Yeah, I've moved in the past few days from "Not planning on touching it with a barge pole." to "Yeah, I'll give them a box sale at least for the leveling experience."


Title: Re: SWTOR
Post by: Amaron on April 29, 2011, 01:49:42 AM
BioWare's own stats indicate that 50% of players who started Mass Effect 2 didn't finish it. Story doesn't drive everyone.

I'm not sure how you think you can even remotely tie those two things together?   Obviously story doesn't drive everyone (durr people are different).   If you want to say those stats show 50% of ME2 players weren't driven by story though then that's just pure rubbish.


Title: Re: SWTOR
Post by: Draegan on April 29, 2011, 06:07:03 AM
Can you even do large scale testing when your game is so heavy driven by story?  Seems counter-productive.


Title: Re: SWTOR
Post by: tmp on April 29, 2011, 06:25:05 AM
a short review at RPS (http://www.rockpapershotgun.com/2011/04/28/58119/)

a concept of being a dick to the virtual people, while not new for a BioWare game, did catch my eye as something indeed pretty new in a MMO.


Title: Re: SWTOR
Post by: Paelos on April 29, 2011, 06:53:20 AM
I will probably have to play for the game for the simple fact of doing a Tyrox Radicalthon of it.


Title: Re: SWTOR
Post by: Mrbloodworth on April 29, 2011, 07:48:35 AM
Quote from: Draegan
You should of quoted this in stead.

:oh_i_see:

MMO players are a bunch of fucking retards, of course they'll race to the top in a game where it's about the journey. Won't make it any less of an enjoyable journey for the rest of us.

See: LOTRO.


Title: Re: SWTOR
Post by: Lucas on April 29, 2011, 08:15:19 AM
Two updates today!

- Sith Warrior "Progression video":

http://www.swtor.com/media/trailers/sith-warrior-progression

The Marauder looks amazing, IMO; I also liked the last bits of action involving the Juggernaut.


- Dev Blog (Michael Voigt, Lead UI Artist) illustrating the recent changes to the game interface:

http://www.swtor.com/news/blog/20110429

Here is how it looks at the moment:



Title: Re: SWTOR
Post by: Sky on April 29, 2011, 08:37:55 AM
Now I'm not sure I still want to be a bounty hunter...cool armor AND lightsabers!

Caladein, if you're planning on buying at launch, sign up for BC Imperial Chapter (http://www.swtor.com/guilds/7040/bat-country). PM me here if you choose a non-Caladein-ish nick.


Title: Re: SWTOR
Post by: tmp on April 29, 2011, 08:47:59 AM

Here is how it looks at the moment:



The more things change...


Title: Re: SWTOR
Post by: UnSub on April 29, 2011, 10:01:40 AM
BioWare's own stats indicate that 50% of players who started Mass Effect 2 didn't finish it. Story doesn't drive everyone.

I'm not sure how you think you can even remotely tie those two things together?   Obviously story doesn't drive everyone (durr people are different).   If you want to say those stats show 50% of ME2 players weren't driven by story though then that's just pure rubbish.

My point was that even in ME2, which is arguably BioWare's most polished recent title, the fairly standard shooter mechanics plus the BioWare characterisation benefits weren't enough to drive more than about half the players who started it all the way through 30 - 40 hours of play (based on BioWare's own stats, which would exclude those who play ME2 off-line). Which they could get for only paying a box cost.

SWOR is promising something 5x bigger, is indicating that its key attraction will be story / characterisation and requires a monthly sub. This is going to possibly make it harder to keep players around, unless they do hit the sweet spot.

Plus my original comment was regarding BioWare's hope that they story would be enough to stop players racing to the end game / max level. It isn't going to be for certain player types; on top of which I believe it might not be enough to even get players to the end game.


Title: Re: SWTOR
Post by: tmp on April 29, 2011, 10:12:46 AM
Question would be what's typical retention rate for a computer game to begin with. Apparently 50% people didn't finish Portal 2 either (http://www.fallyo.com/2011/04/28/one-out-of-two-portal-2-players-on-steam-hasnt-finished-the-game-statistics), for example.


Title: Re: SWTOR
Post by: Morfiend on April 29, 2011, 10:20:32 AM
Now I'm not sure I still want to be a bounty hunter...cool armor AND lightsabers!

Caladein, if you're planning on buying at launch, sign up for BC Imperial Chapter (http://www.swtor.com/guilds/7040/bat-country). PM me here if you choose a non-Caladein-ish nick.

Memememememe.


Title: Re: SWTOR
Post by: Merusk on April 29, 2011, 10:24:28 AM
Question would be what's typical retention rate for a computer game to begin with. Apparently 50% people didn't finish Portal 2 either (http://www.fallyo.com/2011/04/28/one-out-of-two-portal-2-players-on-steam-hasnt-finished-the-game-statistics), for example.

Most people don't finish games at all, regardless of platform.  There were a few articles floating around in gaming mags a year or two ago.  I read the article I'm remembering in Game Informer but seeing as I'm at work I can't be arsed to search for it.

Anyway, it boiled down to a host of reasons. Difficulty (which is why Nintendo experimented with the "play the level for you" thing), a lack of time, or simple boredom or distraction.  There's no panacea for it but it's more common than not.


Title: Re: SWTOR
Post by: Nebu on April 29, 2011, 10:27:14 AM
I am among them.  I'll bet that I only complete about 10% of the games that I buy on any platform.  Boredom is the primary reason.  Oddly, I think I've made it to the endgame of nearly every MMO that I've played. 

I think the story will be enough to hold on to some players just to see things through until the end.  For the majority, they will stay with the 'achiever' mentality and grind through the content at an insatiable rate.  I doubt that the story and voice overs will be much more than a nuisance to most players.   They will turn them off instantly if they feel it will speed up the ding-gratz.


Title: Re: SWTOR
Post by: Paelos on April 29, 2011, 10:29:37 AM
I am among them.  I'll bet that I only complete about 10% of the games that I buy on any platform.  Boredom is the primary reason. 

I finish most, but some just annoy me as well. Total War games are like this. I'll get 20 territories, realize I'm #1 in every stat, and that I'm going to win. The game unfortunately wants me to steamroll 25 more, for some reason.

Also, Dragon Age. I always get stuck on that stupid Denerim Ashes bullshit. I saved the king and knifed your son, lets have a Landsmeet already! I have votes, bitch!


Title: Re: SWTOR
Post by: Cyrrex on April 29, 2011, 10:59:00 AM
Two updates today!

- Sith Warrior "Progression video":

http://www.swtor.com/media/trailers/sith-warrior-progression

The Marauder looks amazing, IMO; I also liked the last bits of action involving the Juggernaut.


- Dev Blog (Michael Voigt, Lead UI Artist) illustrating the recent changes to the game interface:

http://www.swtor.com/news/blog/20110429

Here is how it looks at the moment:



Am I the only one who thought the music was amazing in the first video?  Wow.


Title: Re: SWTOR
Post by: Draegan on April 29, 2011, 11:35:13 AM
http://www.bit-tech.net/gaming/pc/2011/04/29/star-wars-the-old-republic-preview/1
Quote
Bioware has made a lot of noise about how it has infused a series of deep, immersive, epic stories into its upcoming long-ago and far-away MMO – and how those stories set The Old Republic apart from any other MMO. The stories that The Old Republic tell will keep players engaged and involved in a genre which all too often comes down to collecting nerf livers and skipping dialog text.

Well, supposedly, anyway. Our opinion of The Old Republic, formed over two solid days of playing, is that it’s one of the most boring titles we’ve ever had to endure. It’s plain and staid and deathly dull. It’s both exactly the same as every other MMO we've played, but at the same time so much worse because it promises so much more.

Harsh.


Title: Re: SWTOR
Post by: Ingmar on April 29, 2011, 11:45:03 AM
Quote from: Draegan
You should of quoted this in stead.

:oh_i_see:

MMO players are a bunch of fucking retards, of course they'll race to the top in a game where it's about the journey. Won't make it any less of an enjoyable journey for the rest of us.

See: LOTRO.

I finally finished Volume I!  :awesome_for_real:


Title: Re: SWTOR
Post by: Paelos on April 29, 2011, 12:30:04 PM
http://www.bit-tech.net/gaming/pc/2011/04/29/star-wars-the-old-republic-preview/1
Quote
Bioware has made a lot of noise about how it has infused a series of deep, immersive, epic stories into its upcoming long-ago and far-away MMO – and how those stories set The Old Republic apart from any other MMO. The stories that The Old Republic tell will keep players engaged and involved in a genre which all too often comes down to collecting nerf livers and skipping dialog text.

Well, supposedly, anyway. Our opinion of The Old Republic, formed over two solid days of playing, is that it’s one of the most boring titles we’ve ever had to endure. It’s plain and staid and deathly dull. It’s both exactly the same as every other MMO we've played, but at the same time so much worse because it promises so much more.

Harsh.

Not really dispelling any of those concerns about "Kill 10 rats" with pretty voiceovers included, is it?


Title: Re: SWTOR
Post by: Ratman_tf on April 29, 2011, 01:00:05 PM
http://www.bit-tech.net/gaming/pc/2011/04/29/star-wars-the-old-republic-preview/1
Quote
Bioware has made a lot of noise about how it has infused a series of deep, immersive, epic stories into its upcoming long-ago and far-away MMO – and how those stories set The Old Republic apart from any other MMO. The stories that The Old Republic tell will keep players engaged and involved in a genre which all too often comes down to collecting nerf livers and skipping dialog text.

Well, supposedly, anyway. Our opinion of The Old Republic, formed over two solid days of playing, is that it’s one of the most boring titles we’ve ever had to endure. It’s plain and staid and deathly dull. It’s both exactly the same as every other MMO we've played, but at the same time so much worse because it promises so much more.

Harsh.

Not really dispelling any of those concerns about "Kill 10 rats" with pretty voiceovers included, is it?

I dunno if the guy is being harsh just to make a zinging review, but it doesn't sound like the quest and voiceovers are that pretty either.


Title: Re: SWTOR
Post by: tmp on April 29, 2011, 01:39:29 PM
Given the hyperbole of "exactly the same as every other MMO" it'd seem to be at least partially the former.


Title: Re: SWTOR
Post by: Lucas on April 29, 2011, 01:41:16 PM
There is a thread (49 pages as I write this) on the official forums talking about the above mentioned "preview":

http://www.swtor.com/community/showthread.php?t=308365


"Damage Control" post by Stephen Reid, TOR Community Manager:

http://www.swtor.com/community/showthread.php?p=6242267#edit6242267

Quote
Everyone is entitled to their opinion.

A couple of things that might confuse in this review; while the reviewer played the game over a period of 48 hours, they didn't play for 48 hours. (If they did, they'd have gotten a lot further in the game...!)

Second, Origin Worlds are indeed a different sort of experience from the rest of The Old Republic. Essentially an introduction to the game, they focus quite heavily on story, and on getting you used to the pace of how the game plays. Game mechanics are relatively light, without the introduction of more complex concepts such as Advanced Classes, Crew Skills, and so on. In fact, your first Companion Character is really the first new 'system' you deal with on an Origin World.

Third, your story mileage may vary. As everyone in the studio plays the game a lot, we talk constantly about it, and what comes up very often is of course the story involved. We compare quests, talk about the choices we made, and often just ask each other "Have you gotten to the bit when..." Just like a great book or TV series (as we feel 'longer' than a movie), there are generally 'moments' people enjoy in most stories.



Title: Re: SWTOR
Post by: Lakov_Sanite on April 29, 2011, 05:28:30 PM
Ok I'm a genius I just figured out this whole thing.  The people at SWTOR think their story is awesome, in depth and a work of art and you know what? I bet you the same thing was said by blizzard employees when making wow. The problem lies with how well even the best stories translate to diku mmo's. you lose something so that when people start playing this awesome stories, it just turns into kill 5 X, collect 10 Y


Title: Re: SWTOR
Post by: Malakili on April 29, 2011, 05:46:25 PM
Ok I'm a genius I just figured out this whole thing.  The people at SWTOR think their story is awesome, in depth and a work of art and you know what? I bet you the same thing was said by blizzard employees when making wow. The problem lies with how well even the best stories translate to diku mmo's. you lose something so that when people start playing this awesome stories, it just turns into kill 5 X, collect 10 Y

The other problem, in my opinion, is that people like to do the same content as other people in an MMO.  I meant to post this the other day but I guess I never did.  What I mean to say is, even if you enjoy playing solo, i really think that a lot of MMO players like the fact that they are doing stuff that is also being done by the larger population.   This means that in a game with any kind of non trivial power curve, its max level content that is going to matter.  No matter how well crafted the leveling stuff is, its just not going to feel the same as doing the content that is relevant, exciting, what other people are doing, etc.


Title: Re: SWTOR
Post by: Lakov_Sanite on April 29, 2011, 06:24:27 PM
I wouldn't say that is entirely true. One of the things that kept me playing wow for so long was that the levelling experience was an enjoyable one. I couldn't even imagine making another character in something like rift or warhammer.


Title: Re: SWTOR
Post by: Merusk on April 29, 2011, 07:17:41 PM
Blizzard never thought they were making an interacvtive story with Wow. They kenw they were making a ding-grats leveling box and chose to remove the suck of previous iterations with the initial product.   Come LK and Cata, they did try to tell more of a story, but maintained that leveling box and knew it.  That allowed them to craft it a little better, imo, but at a small detriment to the prior openess.  See the complaints about how WOTLK to a small extent and Cata to a much larger one felt "on rails" and funneled.

Swtor devs, however, have said since day one "this isn't a leveling box."  BUT, they promised, it would be a wonderful interactive story where your choices mattered! That's why their game is going to be so very, very disappointing.


Title: Re: SWTOR
Post by: Ratman_tf on April 29, 2011, 07:51:11 PM
See also: Anarchy Online's claim to this big overarching storyline, that turned out to be some white noise in the background while everyone ran instances for loot and xp.


Title: Re: SWTOR
Post by: Amaron on April 30, 2011, 12:41:15 AM
http://www.bit-tech.net/gaming/pc/2011/04/29/star-wars-the-old-republic-preview/1

Harsh.

Really to be fair it sounds like this guy doesn't like MMO's very much.   Almost sounds like he's mad that it didn't feel like a single player game after all.   I'm worried about what he said about some of the story though.   If the story is bland then the whole thing is going to be pointless.


Title: Re: SWTOR
Post by: Riggswolfe on April 30, 2011, 01:31:28 AM
http://www.bit-tech.net/gaming/pc/2011/04/29/star-wars-the-old-republic-preview/1

Harsh.

Really to be fair it sounds like this guy doesn't like MMO's very much.   Almost sounds like he's mad that it didn't feel like a single player game after all.   I'm worried about what he said about some of the story though.   If the story is bland then the whole thing is going to be pointless.

The part I worry about is something he said in the comments when one of the posters said somthing to the effect of most of the other previews have been positive. He said that he was surprised because most of the other journalists seemed unimpressed as well. Which means A) He's full of shit or B) the others had to write a positive preview for some reason. The cynical side of me leans towards B. The part of me that wants this to be cool hopes for A.


Title: Re: SWTOR
Post by: Simond on April 30, 2011, 03:11:16 AM
http://www.bit-tech.net/gaming/pc/2011/04/29/star-wars-the-old-republic-preview/1

Harsh.

Really to be fair it sounds like this guy doesn't like MMO's very much.   Almost sounds like he's mad that it didn't feel like a single player game after all.   I'm worried about what he said about some of the story though.   If the story is bland then the whole thing is going to be pointless.
They liked Rift (http://www.bit-tech.net/gaming/pc/2011/04/04/rift-impressions/1), so I agree that it's slanted more along the lines of the "Bioware promised a multiplayer version of their singleplayer RPGs, but have instead delivered WoW-In-Space" rather than just just "hates MMOs".


Title: Re: SWTOR
Post by: Malakili on April 30, 2011, 03:24:43 AM
I wouldn't say that is entirely true. One of the things that kept me playing wow for so long was that the levelling experience was an enjoyable one. I couldn't even imagine making another character in something like rift or warhammer.

I'm not denying that people play for those reasons as well, but I DO think that it helps to explain the desire to push through leveling content as quickly as possible, even among those players who aren't necessarily going to be running heroics or raids immediately. We've all heard or said "the real game starts at max level" before, and the reality is that for the huge majority of MMOs that is true, and players know it.


Title: Re: SWTOR
Post by: tmp on April 30, 2011, 07:20:06 AM
They liked Rift (http://www.bit-tech.net/gaming/pc/2011/04/04/rift-impressions/1)
That's a different reviewer, though.


Title: Re: SWTOR
Post by: UnSub on April 30, 2011, 08:10:25 AM
B) the others had to write a positive preview for some reason.

You write a positive preview or else you don't get invited back to the table. It's as simple as that.

If doubts exist, you gloss over them with "It is still beta / unlaunched / in development".


Title: Re: SWTOR
Post by: Reg on April 30, 2011, 08:13:07 AM
Ahh ok. So the one person that wrote a negative review is totally right and all the positive reviewers are just lying. Thanks for the info!


Title: Re: SWTOR
Post by: Draegan on April 30, 2011, 09:00:53 AM
I wouldn't say that is entirely true. One of the things that kept me playing wow for so long was that the levelling experience was an enjoyable one. I couldn't even imagine making another character in something like rift or warhammer.

I'm not denying that people play for those reasons as well, but I DO think that it helps to explain the desire to push through leveling content as quickly as possible, even among those players who aren't necessarily going to be running heroics or raids immediately. We've all heard or said "the real game starts at max level" before, and the reality is that for the huge majority of MMOs that is true, and players know it.

People will always race to the next level because there is another cool ability staring you in the face.  You just need 1000000 more xp.

Once a game take away abilities gained via ding grats and some how organically rewards players abilities via deeds or story line mechanics, people will always race to the end. 

Fake edit:
I can't be UO or Darkfall style.  You also can not dole out abilities because a player used "Sword Attack 1" successfully 1000 times so now they get Sword Attack 2.  I think EVE is the closest game to doing a concept like this.  You can't rush to anything, you just play the (boring) game itself.


Title: Re: SWTOR
Post by: Lantyssa on April 30, 2011, 09:25:03 AM
Guild Wars...


Title: Re: SWTOR
Post by: Amaron on April 30, 2011, 10:03:49 AM
The part I worry about is something he said in the comments when one of the posters said somthing to the effect of most of the other previews have been positive. He said that he was surprised because most of the other journalists seemed unimpressed as well. Which means A) He's full of shit or B) the others had to write a positive preview for some reason. The cynical side of me leans towards B. The part of me that wants this to be cool hopes for A.

I doubt it's either of those.   If you work with user feedback long enough it becomes quickly apparent people have NO CLUE on how to judge majority opinion.   They simply look at the small group of people they associate with and assume that group is representative somehow.  Plus it's seems very unlikely for a preview to seem unimpressive to a majority of journalists.  The whole reason companies allow such a preview is because they've got it all setup to impress.

Really though lines like this:

Quote
The first problem is that none of the story mechanics that Bioware is so keen to talk about genuinely change the shape of the game away from the now-standard MMO template.

I can't really take this guy totally seriously.   Why was it supposed to change the shape of the MMO template while leveling? Hell I HATE diku but after cataclysm leveling in WoW is a lot of fun (outside the unupdated BC+Wrath stuff).   The whole article reeks of him having some sort of weird expectations that got let down.    That doesn't invalidate all his observations of course.


I just noticed this nice tidbit from the author in the comments:

Quote
I haven't played a huge number of MMOs, no. I was into City of Heroes for a while and played Lord of the Rings: Online when that first came out, as well as sinking a couple of dozen hours into WoW over the years.

 :oh_i_see:


Title: Re: SWTOR
Post by: Nebu on April 30, 2011, 10:14:22 AM
I'd say that the negative review is caused by the same things that many of us here suffer.  1) The reviewer's expectations were very high and 2) the reviewer is probably burnt out on MMO's.  Reading the Rift forums has been an education with regard to this.  The MMO market is a mixture of new customers, relatively new customers, and jaded MMO vets.  Any developer will have the impossible task of trying to please them all... and likely fail.   


Title: Re: SWTOR
Post by: Rendakor on April 30, 2011, 10:39:32 AM
It's not MMO burnout according to the quote Amaron just pulled.


Title: Re: SWTOR
Post by: Lantyssa on April 30, 2011, 10:44:32 AM
The newbie MMO player is the one you want to impress the most.


Title: Re: SWTOR
Post by: Amaron on April 30, 2011, 11:31:20 AM
The newbie MMO player is the one you want to impress the most.

I don't think he really counts as a newbie though does he?  Some people just don't like MMO's. 


Title: Re: SWTOR
Post by: Merusk on April 30, 2011, 01:19:14 PM
The first problem is that none of the story mechanics that Bioware is so keen to talk about genuinely change the shape of the game away from the now-standard MMO template.

I can't really take this guy totally seriously.   Why was it supposed to change the shape of the MMO template while leveling? Hell I HATE diku but after cataclysm leveling in WoW is a lot of fun (outside the unupdated BC+Wrath stuff).   The whole article reeks of him having some sort of weird expectations that got let down.    That doesn't invalidate all his observations of course.
[/quote]

It was supposed to change the shape because Bioware said it would be more like a traditional Bioware game than an MMO.  If he thought that meant leveling was going away, yeah, his mistake.  He forgot the other three pillars in the many "Four Pillars of game design" article like this one (http://pc.ign.com/articles/922/922115p1.html) that came out two and a half years ago.  Progression means leveling in CRPGs, be it skill levels or level #'s, after all. 

However, Bioware hyped it as different, so if it's not they have only themselves to blame when folks are disappointed.


Title: Re: SWTOR
Post by: tmp on April 30, 2011, 05:55:32 PM
It was supposed to change the shape because Bioware said it would be more like a traditional Bioware game than an MMO.  If he thought that meant leveling was going away, yeah, his mistake.
Indeed (and this is no green) i have no idea why anyone would expect leveling to go away in a game that's more like single-player RPG. It's not like single-player RPGs don't have that particular component as one of their pillars, too.


Title: Re: SWTOR
Post by: Margalis on April 30, 2011, 06:36:47 PM
Ahh ok. So the one person that wrote a negative review is totally right and all the positive reviewers are just lying. Thanks for the info!

Every impression I've heard of the game has been similar to this one people are arguing about - that it's standard fetch quests with light sabers. Are the positive previews that exist (and honestly I have not seen any) positive because it's Star Wars or because it's a good game?


Title: Re: SWTOR
Post by: Ingmar on April 30, 2011, 07:40:45 PM
The Ars Technica one linked in this very thread is quite positive, and seems to come down on the side of 'good game'.


Title: Re: SWTOR
Post by: Kageru on April 30, 2011, 07:49:05 PM
I can't really take this guy totally seriously.   Why was it supposed to change the shape of the MMO template while leveling? Hell I HATE diku but after cataclysm leveling in WoW is a lot of fun (outside the unupdated BC+Wrath stuff).   The whole article reeks of him having some sort of weird expectations that got let down.

Because they've spent immense amounts of cash and time on a supposedly massively valuable IP, combined with their own "style", so coming out with "more of the same" is somewhat of a disappointment? It is not surprising though, to make that money back they need to appeal to the lowest common denominator and lure WoW players.

Besides, watching all that money and self-confidence run off the tracks is its own pleasure.


Title: Re: SWTOR
Post by: Velorath on May 01, 2011, 12:32:45 AM
However, Bioware hyped it as different, so if it's not they have only themselves to blame when folks are disappointed.

I think Bioware has put enough information out there about the game, that even people who are only half paying attention should be able to come to reasonable expectations at this point.  There are probably a dozen people in this thread who could have written that same preview without even playing the game.  That's my only real problem with the preview.  There's just no real insight there.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 01, 2011, 08:36:54 AM
Reading this thread from start to finish, it's fun watching expectations slowly erode before my eyes.  :awesome_for_real:


Title: Re: SWTOR
Post by: Reg on May 01, 2011, 08:43:15 AM
Whose expectations are eroding? I'm just seeing the usual stuff from the same people who have been anxious for the failure of the game all along. Perhaps you're thinking of another forum where people with irrational expectations of the game and are now shocked and dismayed that it's an MMO with the usual features of MMOs have been posting?


Title: Re: SWTOR
Post by: Sky on May 01, 2011, 10:05:59 AM
I love that people are getting upset because it's not living up to PR.

I mean...how could it after Rift REVOLUTIONIZED MMO?  :why_so_serious:


Title: Re: SWTOR
Post by: Count Nerfedalot on May 01, 2011, 10:08:20 AM
oh, speaking of Rift.  Anyone playing anymore?


Title: Re: SWTOR
Post by: Nebu on May 01, 2011, 10:51:38 AM
oh, speaking of Rift.  Anyone playing anymore?

Very few.  I'm about done with it myself.


Title: Re: SWTOR
Post by: Amaron on May 01, 2011, 02:04:42 PM
oh, speaking of Rift.  Anyone playing anymore?

All my friend who actually think WoW is good are still playing RIFT.   All the others have mostly quit.


Title: Re: SWTOR
Post by: Simond on May 01, 2011, 05:26:07 PM
Which means they'll do the same for SWTOR and any other diku-clones that get released.


Title: Re: SWTOR
Post by: UnSub on May 01, 2011, 06:13:34 PM
Reading this thread from start to finish, it's fun watching expectations slowly erode before my eyes.  :awesome_for_real:

It was a complete journey from "it's BioWare!" to "it's BioWare AUSTIN!".


Title: Re: SWTOR
Post by: Lakov_Sanite on May 01, 2011, 07:05:35 PM
Rift wasn't bad, it was just BLAND. the whole game screams "generic fantasy setting" none of the charm wow had and to some extent still has, though its 5 years dated now.


Title: Re: SWTOR
Post by: Rendakor on May 01, 2011, 07:12:45 PM
Rift had too many more "This is worse than WoW" moments and not enough "This is better". I liked it well enough, but there were just too many little annoyances and most of my friends are still playing WoW so I went back.


Title: Re: SWTOR
Post by: Sky on May 01, 2011, 08:18:44 PM
Rift wasn't bad, it was just BLAND. the whole game screams "generic fantasy setting" none of the charm wow had and to some extent still has, though its 5 years dated now.
That was my main issue. The soul/role system was really great, but it was bolted onto generic fantasy.


Title: Re: SWTOR
Post by: Surlyboi on May 01, 2011, 10:34:23 PM
Sky summed it up fairly well. You had Time Travel, ferchrissakes. How could you not go interesting places with that? Jesus, bolt some steampunk shit on that bitch or something.


Title: Re: SWTOR
Post by: DLRiley on May 02, 2011, 12:11:06 AM
Guild Wars...

Thread has been owned.


Title: Re: SWTOR
Post by: Amaron on May 02, 2011, 03:46:16 AM
Which means they'll do the same for SWTOR and any other diku-clones that get released.

For me like I said all my WoW friends are still playing RIFT.   That alone is a major accomplishment since they almost always go back to WoW right away when a patch comes out.  If SWTOR can do the same then things will finally start to get interesting.


Title: Re: SWTOR
Post by: Velorath on May 02, 2011, 05:31:40 AM
Reading this thread from start to finish, it's fun watching expectations slowly erode before my eyes.  :awesome_for_real:

Is this supposed to be green?  People here have been so vocally dead set in their opinions that this resembles a politics thread.


Title: Re: SWTOR
Post by: Sky on May 02, 2011, 07:49:36 AM
For me like I said all my WoW friends are still playing RIFT.   That alone is a major accomplishment since they almost always go back to WoW right away when a patch comes out.  If SWTOR can do the same then things will finally start to get interesting.
Me, I'd focus on the people who aren't or don't want to play WoW.

Because it seems everything else ends with 'I'm going back to WoW'.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 02, 2011, 08:28:49 AM
Some people are going back t wow but the big problem is a lot of people aren't. A lot of the people aren't going back to wow because it's simply too old now, they've been playing wow so long they can't even go back. A game doesn't need to be different than wow to get all those people, it just needs to be on the same level.

On that note, even of swtor is a complete diku clone is COULD still do great if it's executed well but I don't see that happening.


Title: Re: SWTOR
Post by: Rasix on May 02, 2011, 08:49:15 AM
Me, I'd focus on the people who aren't or don't want to play WoW.

Because it seems everything else ends with 'I'm going back to WoW'.

Cataclysm is helping to alleviate that.  Rift it doesn't make me want to play WoW the same way Age of Conan, LOTRO, EQ2, and others did.  This really isn't all Rift either, as others have pointed out, it's pretty bland.  It's very well executed and has great, functional graphics, but it's safe.

Usually I'm drawn back to WoWs great accessibility in the face of a current game's overwhelming incompetence in some area.  With my current play patterns, I'm just not hitting that with Rift.  I'm not hitting the end game, and even if I did, WoW isn't the WoW of WOLK anymore.  I can't just go back and faceroll my way into some epics.  So, it's now my filler game inbetween single player game releases.

Like Lakov said, SWTOR could do well even if it's WoW with laser swords and there might be some real opportunity here as WoW continues to stumble as it ages.



Title: Re: SWTOR
Post by: Amaron on May 02, 2011, 08:53:24 AM
Me, I'd focus on the people who aren't or don't want to play WoW.

Because it seems everything else ends with 'I'm going back to WoW'.

So would I but as long as the Diku arena is uncrowded the people with money will keep trying to clone WoW.     If we have RIFT,WoW,TOR,GW2 all crowding the market though then they will be forced to differentiate.  


Title: Re: SWTOR
Post by: Malakili on May 02, 2011, 09:02:01 AM
Me, I'd focus on the people who aren't or don't want to play WoW.

Because it seems everything else ends with 'I'm going back to WoW'.

So would I but as long as the Diku arena is uncrowded the people with money will keep trying to clone WoW.     If we have RIFT,WoW,TOR,GW2 all crowding the market though then they will be forced to differentiate.  

The problem with MMOs is that whatever is the most popular is going to outshine pretty much everything else by a wide margin when ti comes to profits.  At least since WoW.  If you want to compete with WoW, you have to spend like Blizzard, and if you want to spend like Blizzard, you can't sustain it with a small player base.  That means that unless you blow the doors off with an awesome release, you probably aren't going to get a second chance.  It only appears uncrowded because everyone is looking up at the pedestal WoW is on, and forgetting to look down at the floor that is littered with the corpses dozens of DIKUs that fizzled.


Title: Re: SWTOR
Post by: Sky on May 03, 2011, 06:12:54 AM
Which is why I wouldn't try competing with WoW.


Title: Re: SWTOR
Post by: UnSub on May 03, 2011, 06:35:14 AM
If you want to compete with WoW, you have to spend like Blizzard, and if you want to spend like Blizzard, you can't sustain it with a small player base. 

EA is spending like - and probably in excess - of Blizzard.

The larger difference between now and 2004 is the range of choice players have. Players are much quicker to jump off a bad launch and go to one of many titles, including F2P, that offer a better experience.

At its heart, EA is trying to compete with Activision and its revenue juggernaut. They are definitely competing for the same space in the market of 'multi-million Western player' MMO.


Title: Re: SWTOR
Post by: DLRiley on May 03, 2011, 07:11:51 AM
Which is why I wouldn't try competing with WoW.

No such thing unless you don't charge a subscriptions.


Title: Re: SWTOR
Post by: Murgos on May 03, 2011, 07:37:15 AM
Which is why I wouldn't try competing with WoW.

No such thing unless you don't charge a subscriptions.

WoW does not, and never has, equaled the entire gaming market.


Title: Re: SWTOR
Post by: DLRiley on May 03, 2011, 07:46:30 AM
Which is why I wouldn't try competing with WoW.

No such thing unless you don't charge a subscriptions.

WoW does not, and never has, equaled the entire gaming market.

Hyperbole much? WoW is an mmorpg, if you make a mmorpg and charge 15 dollars a month you are hence force competing with WoW. Unless WoW is unavailable in the region of the world you are selling to.


Title: Re: SWTOR
Post by: Mrbloodworth on May 03, 2011, 07:59:46 AM
I will likely pick this up, and just see how it goes.


Title: Re: SWTOR
Post by: Sky on May 03, 2011, 08:08:24 AM
No such thing unless you don't charge a subscriptions.
WoW is a very specific kind of mmo. There are other customers not being serviced by WoW. Rift went for the basics, a competent game...but the real problem with WoW isn't the game itself, it's the community. You simply cannot bank on breaking those community bonds. It might happen, but I wouldn't be gambling six figures on it. I'd be gambling on smaller, polished niche titles that gain and hold a smaller, non-WoW audience.

In the case of TOR (and Rift) I think there will be enough initial interest to recoup a healthy chunk of the development budget and both games look to be competent enough to continue to generate a decent amount of revenue, as long as you don't expect meelions of players subbed.

F2P is a bubble.


Title: Re: SWTOR
Post by: DLRiley on May 03, 2011, 09:04:02 AM
No such thing unless you don't charge a subscriptions.
WoW is a very specific kind of mmo. There are other customers not being serviced by WoW. Rift went for the basics, a competent game...but the real problem with WoW isn't the game itself, it's the community. You simply cannot bank on breaking those community bonds. It might happen, but I wouldn't be gambling six figures on it. I'd be gambling on smaller, polished niche titles that gain and hold a smaller, non-WoW audience.

In the case of TOR (and Rift) I think there will be enough initial interest to recoup a healthy chunk of the development budget and both games look to be competent enough to continue to generate a decent amount of revenue, as long as you don't expect meelions of players subbed.

F2P is a bubble.

WoW is a very generic game built for the sole purpose of appealing to a very wide audience, even if that audience is only the people who would have played EQ1 but for whatever reason didn't. Sure they are customers not being serviced by wow. They play guild wars. And that's not really an mmo (according to most people) so the next big audience are the people who play EvE. And we are not finding 300k more people willing to sit through EVE anytime this decade. The only way TOR will function is if at some point it is a good enough game on its own. Gaming communities are built around people actually liking the damn game not by migration. The 'something' that Rift got right despite its blandness is that on its own without the friend list/guild mates/ clan blah blah people actually like the game, at least at enough key points.

F2P brings things back to what they used to be. People are lessed married to mmo's now that you can pick and drop them as you please independent of the money you spend initially and continually. In the good old days, games were made people play them and if you like video games you look for more games to play. MMo says, game is made, people play that game and only play that game. The only be one mentality hurts gaming. 


Title: Re: SWTOR
Post by: Samprimary on May 03, 2011, 09:24:15 AM
Sure they are customers not being serviced by wow. They play guild wars. And that's not really an mmo (according to most people) so rlag frab nryjatjn jrrghjrrrrrrrrrrrrrrr

(http://i.imgur.com/sZB3D.jpg)


Title: Re: SWTOR
Post by: Ratman_tf on May 03, 2011, 10:45:24 AM
Which is why I wouldn't try competing with WoW.

No such thing unless you don't charge a subscriptions.

WoW does not, and never has, equaled the entire gaming market.

Hyperbole much? WoW is an mmorpg, if you make a mmorpg and charge 15 dollars a month you are hence force competing with WoW. Unless WoW is unavailable in the region of the world you are selling to.

WoW is just like Eve Online!  :drill:


Title: Re: SWTOR
Post by: Lakov_Sanite on May 03, 2011, 10:53:38 AM
WoW was simplistic but certainly not generic.  You had nomadic orcs, native american minotaur people, goth zombies and jamaican trolls and lots of other 'hooks' for people to start the game up and say "oh this is awesome!" and going to undercity or thunderbluuf for the first time truly felt that way for many.  No game is really capturing that feeling, that initial 'hook' wow had.  Even if you copy every game system in wow you still need to dress to impress. 

two noteworthy examples:
AoC- it was pretty, it grabbed you right off the bat but the actual game mechanics and unfinished zones as levels progressed really killed it for many.

Rift- Great game systems, everything ran smooth(until you did an outdoor boss with 50 people there) and questing to the end cap was seamless for me. Except rift was boring, the whole setting felt bland and washed out, interesting premises but no good 'hooks' hell even the races were all basically the same in style.

you don't need to go niche, you dont need to re-invent the wheel, you just need to upgrade the popular model that exists.


Title: Re: SWTOR
Post by: Ingmar on May 03, 2011, 10:59:52 AM
This is f13, remember, "generic" is really just code for "I don't like it."


Title: Re: SWTOR
Post by: eldaec on May 03, 2011, 11:13:45 AM
Reading this thread from start to finish, it's fun watching expectations slowly erode before my eyes.  :awesome_for_real:

Personally my expectations have risen over the course of this (3 year) thread.

I was orginally expecting the 'story elements' to compromised to such a degree we were looking at a pve-only version of guild wars.

As time went on it was starting to look more like Hellgate but with production values.

Now it feels more like WoW with a hundred metric fucktonnes of cut scene inserted and more instancing.


That's an arc of progression right there. I'm intrigued enough to play it for month or so, but not expecting much more than that. Though there is still a fair chance EA will find a way to give it some kind of DLC or microtrans herpes so complicated and annoying that I will lose all interest in even trying it.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 03, 2011, 11:52:21 AM
Quote
Now it feels more like WoW with a hundred metric fucktonnes of cut scene inserted and more instancing.


It's as if my tongue has the ability to time travel and I can already taste your disappointment. It tastes...delicious.


Title: Re: SWTOR
Post by: Malakili on May 03, 2011, 12:24:02 PM
You had nomadic orcs, native american minotaur people, goth zombies and jamaican trolls and lots of other 'hooks' for people to start the game up and say "oh this is awesome!" and going to undercity or thunderbluuf for the first time truly felt that way for many.  

As a huge fan of the Warcraft series, when WoW came out the fact that I was IN that world I had been playing in RTS form for years created "wow" moment after "wow moment" for me. Granted, I bet there are a lot of WOW players who don't even know Warcraft existed before WoW. Still, the experience for newbies has a lot of really awesome moments for people who have never played an MMO before, and they do it better than other contemporary MMOs.    I think a lot of us those nuances you mentioned out the door at this point.  What the fuck do I REALLY care if my character is a goth zombie or a nomadic orc - I'm still collecting 10 floozles.  But when all you see is mechanics (like I admittedly tend to do at this point) its super easy to white wash everything as "the same" when a lot of people who aren't really gamers would find lots of differences.  

This works both ways though, I have a friend that says Diablo and WoW are basically the same game because you collect gear.


Title: Re: SWTOR
Post by: eldaec on May 03, 2011, 12:25:36 PM
Quote
Now it feels more like WoW with a hundred metric fucktonnes of cut scene inserted and more instancing.


It's as if my tongue has the ability to time travel and I can already taste your disappointment. It tastes...delicious.

Difficult to imagine how one can can get all that disappointed when your going in position is 'WoW with more cutscenes'. These are not stellar expectations to start with.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 03, 2011, 12:56:37 PM
Quote
a hundred metric fucktonnes

 :oh_i_see:

Quote
  I think a lot of us toss those nuances you mentioned out the door at this point.  What the fuck do I REALLY care if my character is a goth zombie or a nomadic orc - I'm still collecting 10 floozles.

and I agree with this, at some point the newness wears off and that's when solid gameplay matters most but for some, it took years for that awe to go away.


Title: Re: SWTOR
Post by: Sky on May 03, 2011, 12:57:24 PM
Reading this thread from start to finish, it's fun watching expectations slowly erode before my eyes.  :awesome_for_real:
Star Wars MMO? Eh, why bother? It's an mmo. Just put your balls in a vice and throw in the New Hope DVD.
In the case of TOR (and Rift) I think there will be enough initial interest to recoup a healthy chunk of the development budget and both games look to be competent enough to continue to generate a decent amount of revenue, as long as you don't expect meelions of players subbed.
:why_so_serious:

I've become quite the optimist!


Title: Re: SWTOR
Post by: Nebu on May 03, 2011, 01:14:28 PM
Typical MMO faire: Lots of promises and flash. 

I am interested in seeing more... that's a start.

I'll play it for a month.  Hell, I'll play any MMO for a month.  I feel like a battered spouse.  "He hits me because he loves me!"


Title: Re: SWTOR
Post by: Sky on May 03, 2011, 01:21:39 PM
I'm trying to remember the last mmo I bought. I haven't even played EQ2 in a year or so.

That said, timing is really crucial to TOR for me. If they release it next spring, I'm not sure how much I'll get into it. If they release it this fall, I'm worried for my sanity :)


Title: Re: SWTOR
Post by: Fordel on May 03, 2011, 02:07:30 PM
People keep saying "WoW with cut-scenes" like it's a bad thing. If the game is actually as good as WoW, with Cut-Scenes, then it will be gold and satisfy us for years.


The problem is, I don't think it will be WoW with cut-scenes, it will probably be WAR with cut-scenes.  :why_so_serious:


Title: Re: SWTOR
Post by: Malakili on May 03, 2011, 02:12:19 PM
People keep saying "WoW with cut-scenes" like it's a bad thing. If the game is actually as good as WoW, with Cut-Scenes, then it will be gold and satisfy us for years.


The problem is, I don't think it will be WoW with cut-scenes, it will probably be WAR with cut-scenes.  :why_so_serious:

True.  For all the WoW clones, no one has managed to actually clone WoW yet.  Rift is probably the closest I've played, but without a guild full of people I've been playing with for 5 years, it couldn't compete.  I guess thats the other side of the coin.  Its not just a game to switch, a lot of people have relationships attached to WoW.


Title: Re: SWTOR
Post by: Lantyssa on May 03, 2011, 02:39:47 PM
The problem is, I don't think it will be WoW with cut-scenes, it will probably be WAR with cut-scenes.  :why_so_serious:
I'm more worried about it being FFXIV with cut-scenes...


Title: Re: SWTOR
Post by: Ingmar on May 03, 2011, 02:43:38 PM
At this point I'm quite confident I'll be able to extract at least the box's price worth of fun out of this game, personally.


Title: Re: SWTOR
Post by: Rasix on May 03, 2011, 02:55:35 PM
At this point I'm quite confident I'll be able to extract at least the box's price worth of fun out of this game, personally.

Easily.  I'm not sure what'll go on at max level, but getting there takes forever for me, nowadays.


Title: Re: SWTOR
Post by: Sjofn on May 03, 2011, 04:26:29 PM
I have always been a giant alting crazypants, so even if there's nothing at the end for me to do, if there's enough to get me through a couple of alts and the game is actually, you know, fun, they could have me a while.


Title: Re: SWTOR
Post by: eldaec on May 03, 2011, 04:39:05 PM
People keep saying "WoW with cut-scenes" like it's a bad thing. If the game is actually as good as WoW, with Cut-Scenes, then it will be gold and satisfy us for years.

I guess that depends entirely on your opinion of WoW, and of cut scenes.

I'm expecting the quality of SWTOR to be indistinguishable from the quality of WoW, but only from my perspective as an EVE-playing-master-race mmo guy. OTOH cutscenes are fun and will add novelty. So that's nice.

I'm not expecting the gameplay to be as good as say, CoX or EQ2.



Title: Re: SWTOR
Post by: Fordel on May 03, 2011, 05:14:00 PM
You think EVE is a good game, your argument is invalid.  :why_so_serious:


Title: Re: SWTOR
Post by: eldaec on May 03, 2011, 05:17:28 PM
Eve Online : A Bad Game is not a good game.

My point stands.


Title: Re: SWTOR
Post by: Merusk on May 03, 2011, 05:47:45 PM
The problem is, I don't think it will be WoW with cut-scenes, it will probably be WAR with cut-scenes.  :why_so_serious:
I'm more worried about it being FFXIV with cut-scenes...

Would that be better or worse than Shadowbane with cut-scenes?


Title: Re: SWTOR
Post by: Venkman on May 03, 2011, 08:38:20 PM
Worse. SB was playable... well, playable more often anyway. :)

and I agree with this, at some point the newness wears off and that's when solid gameplay matters most but for some, it took years for that awe to go away.

Yea. Climbing the same ladder with a different skin gets old after the 20th time. Whether it's the same diku with slightly different abilities, the same flavor-text/kill-foozles game mechanic, or the same exact type of players just with different usernames, eventually any one of those three things greatly improved doesn't mitigate the boredom of repeating the other two. Particularly fantasy. Setting matters when the story matters when your actions matter in the story.

In MMOs though, if you get that into the story, you're either rare, or the IP is big enough that you've bought the books and comics. I'm not "living a story" when it takes 22 hours to figure out how to finish the quest by downing the last boss in a dungeon. Crap, if I even remember the story that started the quest chain at that point, that's only inspires me to go read the full quest on some wiki. It's the psychological feedback of the game mechanic pulling you throught the levels, not the narrative.

MMOs are crappy storytelling experiences unless you can finally get people to understand they are the story (which maybe happened before my time but seems less possible each passing year) or put story in the way of the repetitive/formulaec MMO-ness (which TOR is trying).


Title: Re: SWTOR
Post by: Shrike on May 03, 2011, 08:52:31 PM
I have always been a giant alting crazypants, so even if there's nothing at the end for me to do, if there's enough to get me through a couple of alts and the game is actually, you know, fun, they could have me a while.

Hell, this is all I want from the game. It'd keep me and a few select friends busy for a couple of months.

Personally, I'm betting on PSU with a lot better cutscenes.


Title: Re: SWTOR
Post by: Margalis on May 03, 2011, 09:12:05 PM
I'm more worried about it being FFXIV with cut-scenes...

FFXIV already had a lot of cut-scenes!


Title: Re: SWTOR
Post by: Amaron on May 04, 2011, 04:03:03 AM
If it's nothing more than WoW with cutscenes I'll still play it for months based on the fact that it's Sci-Fi.   I won't pretend I'm in any kind of majority for feeling that way.   There has got to be at least a significant chunk of people that feel the same though.


Title: Re: SWTOR
Post by: Lantyssa on May 04, 2011, 06:02:38 AM
They might feel that way, but will it actually hold their attention?  If someone is bored enough of WoW to want to switch, playing WoW with a new skin isn't much of a hook.  The shine wears off much more quickly, and there is a lack of years-long community and achievements to keep them around.


Title: Re: SWTOR
Post by: Count Nerfedalot on May 04, 2011, 07:35:11 AM
Sadly, the *potential* of sci-fi, vast spaces to explore, exotic planets, alien races, advanced technologies, powerful weaponry, etc, loses even more than fantasy does in the process of being queezed into tiny zones and short ranges and "balanced"  combat and diku level progression and a world either full of dumb AIs or almost as dumb players.


Title: Re: SWTOR
Post by: Murgos on May 04, 2011, 07:41:27 AM
Quote from: Murgos
WoW does not, and never has, equaled the entire MMO market.
Hyperbole much? WoW is an mmorpg, if you make a mmorpg and charge 15 dollars a month you are hence force competing with WoW. Unless WoW is unavailable in the region of the world you are selling to.

My point still stands.  The argument that, no one can even exist in even a remotely similar form to WoW and be a successful company is complete bullshit and disproven by half a dozen currently running, profitable MMO's.  Some of which not only have very similar mechanics, but also exist in the same fantasy genre (EQ2, LotrO, Guild Wars, etc...).

WoW is a big part of the market but there is plenty of room for competition.


Title: Re: SWTOR
Post by: Outlawedprod on May 04, 2011, 08:22:55 AM
My point still stands.  The argument that, no one can even exist in even a remotely similar form to WoW and be a successful company is complete bullshit and disproven by half a dozen currently running, profitable MMO's.  Some of which not only have very similar mechanics, but also exist in the same fantasy genre (EQ2, LotrO, Guild Wars, etc...).

The question will be can someone survive against WoW when they spend what Swtor did.  Regardless of the figures bandied about we all know more was spent on this than any previous competitor in the market.  It will be hard for someone to ever top WoW's profibility considering dev costs continue to rise and we aren't seeing sustained massive growth like WoW had in 2005-2007.


Title: Re: SWTOR
Post by: Sky on May 04, 2011, 08:54:44 AM
TOR only has to sell 2 million copies. While that sounds massive, given the Bioware stamp and the IP, as well as the polish level likely to be applied, I have a hard time seeing Rift outselling TOR, yeah?

Retention and its impact is another story, but I don't think the massive development costs will bite Bioware on this one. I mean, who here is not planning on buying TOR because the game should easily deliver enough content to be worth the box purchase? Even mediocre modern mmos have been doing that.


Title: Re: SWTOR
Post by: Nebu on May 04, 2011, 08:59:38 AM
I mean, who here is not planning on buying TOR because the game should easily deliver enough content to be worth the box purchase? Even mediocre modern mmos have been doing that.

That says a lot about the gaming options for those of us that enjoy playing MMO's.  There are so few quality options that most MMO enthusiasts will toss their money at anything playable.  As you stated, the Bioware stamp will about guarantee that the game is worth the box cost.  Whether it will be worth a subscription is an entirely different discussion.   


Title: Re: SWTOR
Post by: DLRiley on May 04, 2011, 09:06:44 AM
My point still stands.  The argument that, no one can even exist in even a remotely similar form to WoW and be a successful company is complete bullshit and disproven by half a dozen currently running, profitable MMO's.  Some of which not only have very similar mechanics, but also exist in the same fantasy genre (EQ2, LotrO, Guild Wars, etc...).

The question will be can someone survive against WoW when they spend what Swtor did.  Regardless of the figures bandied about we all know more was spent on this than any previous competitor in the market.  It will be hard for someone to ever top WoW's profibility considering dev costs continue to rise and we aren't seeing sustained massive growth like WoW had in 2005-2007.

Of Murgos half a dozen only Guild Wars reached its potential market wise. Everything else underperformed as in humbled into niche gaming status until eventually forced into looking at f2p model as the only way to remain relevant. Except City of Heroes. Its getting more expensive to build games for what ultimately becomes a more niche and hardcore audiences once the casuals abandon is mass. TOR spending several times more than say AOC isn't helping to buck the trend if the hardcore and niche gamers bear hug it for the diamond in the rough it really is  :awesome_for_real:, while the casuals go back to WoW or various f2p games. The only way to get out of this cycle is to release shovelware to the niche/hardcore audience your really making the game for, *cough*darkfall*cough*startrek*cough*.


Title: Re: SWTOR
Post by: Rasix on May 04, 2011, 09:06:44 AM
I mean, who here is not planning on buying TOR because the game should easily deliver enough content to be worth the box purchase? Even mediocre modern mmos have been doing that.

That says a lot about the gaming options for those of us that enjoy playing MMO's.  There are so few quality options that most MMO enthusiasts will toss their money at anything playable.  As you stated, the Bioware stamp will about guarantee that the game is worth the box cost.  Whether it will be worth a subscription is an entirely different discussion.   

The way you plow through content, I'm sure you'll be able to determine that before the free month is up.


Title: Re: SWTOR
Post by: Murgos on May 04, 2011, 09:13:46 AM

Of Murgos half a dozen only Guild Wars reached its potential market wise.

Keep moving the goal posts.

A profit is a profit.  You don't have to make a billion a year to be successful.


Title: Re: SWTOR
Post by: Sky on May 04, 2011, 09:57:58 AM
Whether it will be worth a subscription is an entirely different discussion.   
And that's really the tough part. If you make it too much like WoW, you alienate folks like me and the not-inconsequential not-WoW audience. If you make it too unlike WoW, you alienate what is probably now termed 'mainstream' mmo players. If you walk the middle course, you alienate most of both. You have to be insane to develop an mmo.


Title: Re: SWTOR
Post by: Lantyssa on May 04, 2011, 10:05:22 AM
Retention and its impact is another story, but I don't think the massive development costs will bite Bioware on this one. I mean, who here is not planning on buying TOR because the game should easily deliver enough content to be worth the box purchase? Even mediocre modern mmos have been doing that.
Well, I'll point out that neither you nor I bought RIFT despite thinking it's the best MMO released in quite some time.  And after the last several years it's not release so much as retention which concerns me.  I want games to be good enough to make me want to stay involved with them.


Title: Re: SWTOR
Post by: palmer_eldritch on May 04, 2011, 11:49:50 AM

Of Murgos half a dozen only Guild Wars reached its potential market wise.

Keep moving the goal posts.

A profit is a profit.  You don't have to make a billion a year to be successful.

Yeah, this is a silly argument that comes up again and again. If you invest money in something, the measure of success is simply this - have I got a return on my investment, and have I got a return which is as good or better than if I had invested it elsewhere? (Which doesn't have to mean an alternative MMO, just any other place you could realistically have put your money).

To put it another way, if I buy shares then I judge whether my investment was a success based on whether I've made a profit and whether I've made more of a profit than if I'd bought different shares. I don't judge it based on a fantasy world where I go back in time and buy a share of Google in 1998, or, indeed, in Blizzard when they began work on WoW around 2001.


Title: Re: SWTOR
Post by: Lucas on May 04, 2011, 12:06:07 PM
Finally, damnit!  :why_so_serious:

http://massively.joystiq.com/2011/05/04/swtor-testing-begins-in-europe/

You live in Europe and (like me) you haven't received any mail? Don't panic! :P

http://www.swtor.com/community/showthread.php?p=6296113#edit6296113



Title: Re: SWTOR
Post by: Malakili on May 04, 2011, 12:12:39 PM
  I want games to be good enough to make me want to stay involved with them.

This is how i feel as well, with games in general, but especially MMOs.  Stay involved is a good way to put it too.  For example: Even during those times I haven't been subbed to WoW over the years, I've kept up with it (this is partly due to the people also of course).  Longevity matters to me.


Title: Re: SWTOR
Post by: Paelos on May 04, 2011, 12:13:20 PM
Yeah, this is a silly argument that comes up again and again. If you invest money in something, the measure of success is simply this - have I got a return on my investment, and have I got a return which is as good or better than if I had invested it elsewhere? (Which doesn't have to mean an alternative MMO, just any other place you could realistically have put your money).

To put it another way, if I buy shares then I judge whether my investment was a success based on whether I've made a profit and whether I've made more of a profit than if I'd bought different shares. I don't judge it based on a fantasy world where I go back in time and buy a share of Google in 1998, or, indeed, in Blizzard when they began work on WoW around 2001.

Pretty much. You look at your porfolio and see if it outpaced the total market. That goes for both gains and losses though.


Title: Re: SWTOR
Post by: DLRiley on May 04, 2011, 03:28:34 PM

Of Murgos half a dozen only Guild Wars reached its potential market wise.

Keep moving the goal posts.

A profit is a profit.  You don't have to make a billion a year to be successful.

I'm not moving the goal post the cost of software development is.


Title: Re: SWTOR
Post by: Amaron on May 04, 2011, 03:46:55 PM
They might feel that way, but will it actually hold their attention? 

Is a few months holding attention?   I was just suggesting a very great amount of people will pick it up and suck up all the release content for 2~3 months specifically because it's got pew pew lasers instead of elves.   It's a great hook and that's worth remembering when trying to guess how well the game will do.   Nothing breeds contempt like familiarity.


Title: Re: SWTOR
Post by: Lantyssa on May 04, 2011, 04:12:50 PM
Any MMO with semi-decent production values and marketing will do that, though.


Title: Re: SWTOR
Post by: Amaron on May 04, 2011, 06:48:38 PM
Any MMO with semi-decent production values and marketing will do that, though.

Hogwash.   People get in those games and decide they don't like them in a matter of hours or even minutes if there's no good hook to keep them playing.


Title: Re: SWTOR
Post by: Tannhauser on May 04, 2011, 06:57:42 PM
Rift has me fairly hooked.  But I'm not 50 yet.  I'm fairly invested in crafting, artifact hunting, and tinkering with souls.  Also some faction grinding which is more appealing to me than in WoW, where I avoided it.

I THINK SWTOR might have some stickiness for me due to the different storylines.  I just can't get excited about it though, I think SWG has prejudiced me against it.  Or am I getting tired of SW in general?


Title: Re: SWTOR
Post by: Venkman on May 04, 2011, 07:20:44 PM

Of Murgos half a dozen only Guild Wars reached its potential market wise.

Keep moving the goal posts.

A profit is a profit.  You don't have to make a billion a year to be successful.

If this was <generic fantasy IP> from <otherwise unknown developer> published by <just formed to publish an MMO>, yea. The major elements of this title (studio, budget, IP) were not aligned for for "we're doing fine and don't compare ourselves to anyone". They're shooting for #1, and that means way more than a billion a year in eventual profit.


Title: Re: SWTOR
Post by: UnSub on May 04, 2011, 07:52:10 PM
TOR only has to sell 2 million copies. While that sounds massive, given the Bioware stamp and the IP, as well as the polish level likely to be applied, I have a hard time seeing Rift outselling TOR, yeah?

Retention and its impact is another story, but I don't think the massive development costs will bite Bioware on this one. I mean, who here is not planning on buying TOR because the game should easily deliver enough content to be worth the box purchase? Even mediocre modern mmos have been doing that.

2 million sales for what? Cataclysm sells 5 million copies in the first month, while Mass Effect 2 sold about 2 million in the first month as well. I've got no doubt that SWOR can sell 2 - 3 million at launch (with probably 3 different collector's editions and launch day DLC), but for a MMO to be successful (from a development viewpoint) retention is the key.

Also, here is the wrong place to ask if people are going to buy SWOR. The true market for SWOR isn't old and jaded MMO players - it's the 6 million or so Western players who play WoW, and the group of people who haven't yet played a MMO before.

As for profit, there is a massive difference between 'made a profit' and 'made the target profit that means we don't have to start firing people to claw back costs'. As the story goes, Vanguard makes a profit, but it does so by having no development work and only a few servers.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 04, 2011, 08:03:54 PM
There's a difference between being hooked on a game and a game having a hook. Being hooked could be anyone who just wants something to do in their offtime, like artifact collecting and the game suits that particular need for the moment.

A hook is stickiness, it's what makes you identify with a game and really like it. Any good game you can be hooked on but great games all have a hook.


Title: Re: SWTOR
Post by: Lantyssa on May 04, 2011, 08:48:41 PM
Any MMO with semi-decent production values and marketing will do that, though.
Hogwash.   People get in those games and decide they don't like them in a matter of hours or even minutes if there's no good hook to keep them playing.
WAR.  AoC.  RIFT.  WoW (expansion 1, 2, 3).

The lowest seller in that list was 800k in the first month.  Populations were fine in all of them for a short while.  Long term they each will tell a different story, but it's not hogwash in any shape or form.  And the production values in two of those were utter shite.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 04, 2011, 09:02:27 PM
Any MMO with semi-decent production values and marketing will do that, though.
Hogwash.   People get in those games and decide they don't like them in a matter of hours or even minutes if there's no good hook to keep them playing.
WAR.  AoC.  RIFT.  WoW (expansion 1, 2, 3).

The lowest seller in that list was 800k in the first month.  Populations were fine in all of them for a short while.  Long term they each will tell a different story, but it's not hogwash in any shape or form.  And the production values in two of those were utter shite.

When you get a game with a free month, you want to get your money's worth but his statement is pretty accurate, you'll know very soon if you're going to resub or not.


Title: Re: SWTOR
Post by: Sky on May 04, 2011, 09:41:50 PM
2 million sales for what?
Sorry, derp moment. I was thinking 2M x $50. Woops. Still, I think the box prices plus initial retention should put Bioware in a good place.


Title: Re: SWTOR
Post by: Furiously on May 04, 2011, 10:21:40 PM
2 million sales for what?
Sorry, derp moment. I was thinking 2M x $50. Woops. Still, I think the box prices plus initial retention should put Bioware in a good place.

I dunno... I think people are more reluctant currently to just buy on day one. With social media so widespread, there is no reason to take the risk. Just wait for a facebook friend to say it sucks.


Title: Re: SWTOR
Post by: Amaron on May 05, 2011, 04:12:37 AM
Any MMO with semi-decent production values and marketing will do that, though.
....
WAR.  AoC.  RIFT.  WoW (expansion 1, 2, 3).

I wasn't thinking along those lines when you said semi-decent.   You seem to be talking about initial box sales though.   In which case I'll just readily agree with your argument as I wasn't talking about box sales at all.


Title: Re: SWTOR
Post by: Murgos on May 05, 2011, 05:22:20 AM
If this was <generic fantasy IP> from <otherwise unknown developer> published by <just formed to publish an MMO>, yea. The major elements of this title (studio, budget, IP) were not aligned for for "we're doing fine and don't compare ourselves to anyone". They're shooting for #1, and that means way more than a billion a year in eventual profit.

This makes no sense.  If SW:TOR is profitable then they will be happy.

Saying that someone has to make 3 or 4x their initial investment PER YEAR over and above operating costs to be simply satisfied is pretty much asinine.


Title: Re: SWTOR
Post by: DLRiley on May 05, 2011, 05:35:17 AM
Someone give you there multi-billion dollar IP that is part of the geek lexicon of most of the civilized world and you resort to savagely reducing your post development team in order to see a profit and see how long you keep your job.


Title: Re: SWTOR
Post by: Typhon on May 05, 2011, 05:54:30 AM
I don't know where you get this shit from.  Look at it from Lucas' perspective, and perform an honest business analysis on the MMO market. 

IP: The IP is just sitting on the shelf, it needs to be developed to stay relevant.  It's going to be in some game, they went with Bioware and story-driven this time around.  Whatever, the devil is in the implementation.

MMO market: WoW is the only subscription game with large numbers in the US (where the money is).  By this point any non-stupid business person should be looking at WoW as an anomoly.  I think they are probably looking at AoC - it was a great game and had great retention for the first 20 levels.  Make a game that is like AoC for all it's levels and you'll do well.  Pay no attention to the operating and continuing development costs of such a game.

If TOR sells 2M and has 20% retention for a year they'll be happy.


Title: Re: SWTOR
Post by: UnSub on May 05, 2011, 07:00:25 AM
If TOR sells 2M and has 20% retention for a year they'll be happy.

No, EA won't. Their shareholders won't. This is EA's biggest project ever. It has a huge budget and will likely have a marketing budget that is going to be massive as well. If it kinda sort limps along, a lot of blame is going to be thrown around. A big problem is that the 20% retention rate (so: 400k players) arguably catapults SWOR into the #2 spot in the Western subscription market, but still not be enough to hit EA's expectations or pay back the development budget.

This is EA's best shot at taking on WoW, which is exactly what the motivation is behind SWOR. EA wants a huge MMO that earns them something like US$1b a year and has well over 1m players. They are spending too much money on it for EA not to expect massive returns.

And how can you "pay no attention to the operating and continuing development costs" of a MMO? If they wanted to do that, they should have made SWOR a single player title. Also, if you consider WoW the anomaly, you'd be looking at a hell of a lot of crash-and-burned wrecks of recent MMOs and decide that it probably isn't worth developing a AAA subscription-based MMO, then look at building a cheap F2P title.

From a player point of view, all SWOR needs to be is fun. From a business point of view, it's got to make fat cash and lots of it for years to come.


Title: Re: SWTOR
Post by: Amaron on May 05, 2011, 07:05:15 AM
If this was <generic fantasy IP> from <otherwise unknown developer> published by <just formed to publish an MMO>, yea. The major elements of this title (studio, budget, IP) were not aligned for for "we're doing fine and don't compare ourselves to anyone". They're shooting for #1, and that means way more than a billion a year in eventual profit.

It's pretty obvious they're shooting for making fat sacks of cash.   Not sure where you got some crazy idea that they care about anything but that.    

Also WoW barely clears 1 billion revenue (not profit) according to Activision financial reports.   That means to be #1 they don't even have to get near a billion because getting to #1 would mean stealing a substantial amount of WoW's customers.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 05, 2011, 07:54:34 AM
Quote
By this point any non-stupid business person should be looking at WoW as an anomoly.

And this is exactly why so many mmo's fall short lately. Wow Isn't an anomaly, it's just a well made game that was great fun...so far we've had maybe one mmo that was well made?  It's not really rocket science, if you make an mmo as god as wow, it'll do very well but so far no one really has.  Now if you mean it an anomaly in that no one else seems capable of making a product to that standard, then maybe you're right.


Title: Re: SWTOR
Post by: Cadaverine on May 05, 2011, 08:25:01 AM
If there's any anomaly surrounding WoW, it's the way that the game has brought in the non-MMO crowd, which is something none of MMO's to come out after WoW have been able to replicate.  Certainly not to any noticeable level.


Title: Re: SWTOR
Post by: Sky on May 05, 2011, 08:43:41 AM
.so far we've had maybe one mmo that was well made?  It's not really rocket science, if you make an mmo as god as wow, it'll do very well but so far no one really has.  Now if you mean it an anomaly in that no one else seems capable of making a product to that standard, then maybe you're right.
I completely disagree with this. The only thing WoW has done better than other titles is deliver a polished product with shitty graphics that will run on Aunt May's laptop.

EQ2 was in many ways a superior mmo...if you had the pc to run it. And folks seem to like GW, which is f2p. Why didn't that dominate the market? Because WoW is an anomaly, you can't account for it or plan for it. Period. You can only make a solid game that can recoup the investment and generate enough ongoing revenue to fund further development. Look at the sheer amount of content, most of it decent, that EQ2 released vs WoW's three. If anything, Blizzard has squandered the success of WoW by not improving it enough or putting much into content, comparatively.


Title: Re: SWTOR
Post by: Malakili on May 05, 2011, 08:49:26 AM
There are definitely a few well made MMOs out there.  Granted, well made doesn't immediately mean WoW-like popular.    The problem is being well made isn't enough by itself.  Its necessary, but not enough.  It needs to be well made, have a good bug-free/stable launch that doesn't drive people away (this is more important than it used to, because there are other viable things that work well NOW, and people aren't generally going to stick around until you get it right like they used to ), you need to get enough of a population that the friends/relationships in the game keep people going through the times when they are burnt out/bored (arguably poorly defined by me here), things like robust guild systems, friends lists, etc help this along as well as the possibility of doing stuff with your friends when you want to. 

Its possible that SWTOR will do these things, but it doesn't strike me as having a particularly better chance at it than say, WAR, Aion or Rift.


Title: Re: SWTOR
Post by: Sky on May 05, 2011, 09:04:44 AM
You left out 'able to run on Aunt May's laptop'. Because that's really a big part of it.

It's particularly frustrating for me to watch each new promising mmo move to ape WoW, since I don't like WoW.


Title: Q
Post by: Rendakor on May 05, 2011, 09:39:23 AM
Even EQ2 moved heavily to mimic WoW post-launch.


Title: Re: SWTOR
Post by: Nebu on May 05, 2011, 10:24:53 AM
It's particularly frustrating for me to watch each new promising mmo move to ape WoW, since I don't like WoW.

I'm with you 100%  I also don't see this changing any time soon.  MMO's have become online amusement park rides.  I always preferred more of a sandbox, which is probably why I am continually disappointed by new MMOs.  Still, I seem to enjoy them more than single player games. 





Title: Re: SWTOR
Post by: Simond on May 05, 2011, 10:31:04 AM
Quote
By this point any non-stupid business person should be looking at WoW as an anomoly.

And this is exactly why so many mmo's fall short lately. Wow Isn't an anomaly, it's just a well made game that was great fun...so far we've had maybe one mmo that was well made?  It's not really rocket science, if you make an mmo as god as wow, it'll do very well but so far no one really has.  Now if you mean it an anomaly in that no one else seems capable of making a product to that standard, then maybe you're right.
Rift.

Oh look, your argument is invalid.


Title: Re: SWTOR
Post by: Malakili on May 05, 2011, 10:47:18 AM
Quote
By this point any non-stupid business person should be looking at WoW as an anomoly.

And this is exactly why so many mmo's fall short lately. Wow Isn't an anomaly, it's just a well made game that was great fun...so far we've had maybe one mmo that was well made?  It's not really rocket science, if you make an mmo as god as wow, it'll do very well but so far no one really has.  Now if you mean it an anomaly in that no one else seems capable of making a product to that standard, then maybe you're right.
Rift.

Oh look, your argument is invalid.

Yes and No.  I think the problem is that being *as good* as WoW isn't enough to beat WoW.  WoW took the market by storm because it was a LOT better than everything else out there, at least as far as most people were concerned.  Now that people are so well established in WoW, you aren't going to get them to quit by just being as good.  I'm not sure what a new MMO that was as better compared to WoW, as WoW was to EQ or something else of that era would look like. (Yes, I know lots of people will say, oh EQ heyday of MMOs, whatever, not the argument I want to have).  In this sense, wow is sort of an anomaly, but not neither was it JUST a random occurence.

Twisting this back to SWTOR, I feel like they are going to have to more than just give people WoW with lightsabers, and the story may or may not provide that for most people.   It seems that story is going to make or beak it, since its really their only unique feature as near as I can tell.  Longevity is what concerns me insofar as making it a successful MMO.  It might be a successful/good game, and if so, thats probably good enough to justify a lot of us buying it for a least the month out of the box.  Even if that makes us happy, it obviously isn't what Bioware is shooting for.


Title: Re: SWTOR
Post by: Outlawedprod on May 05, 2011, 10:49:31 AM
http://www.rockpapershotgun.com/2011/05/05/hands-on-star-wars-the-old-republic-pvp/


Title: Re: SWTOR
Post by: Malakili on May 05, 2011, 11:02:12 AM
http://www.rockpapershotgun.com/2011/05/05/hands-on-star-wars-the-old-republic-pvp/

A couple things stuck out to me:

Quote
When playing The Old Republic it’s often hard to shake the feeling that it’s an MMO against its own will.

Maybe this has been beaten to death in the last 100 pages of this thread, but I can't help but get the same impression by just looking at the game.   Point to my bit about longevity 2 posts up.

Quote
The major issue for me is how awkwardly it fits into a game that was obviously intended to focus on PvE. In fact, it’s hard to avoid the feeling that anything that deviates from BioWare’s vision of a story-led MMO has been focus-tested into existence. They’re making a game that’s about Y, but their testers were expecting it to have X, like every other MMO. Instead of sticking to their guns and saying, “Actually, we think you’re going to love Y if you stay with it,” what we’re getting instead is all the potential of Y interrupted by the inevitability of X. An attempt to keep everyone happy.

I'm not sure how I feel about this.  On the one hand, I really feel like that unless they do add in a lot of options to keep people happy, they are in a bad spot.  But I also feel like forcing in "traditional" MMO types of things into a game that wasn't conceived of them will probably lead to a mediocre experience as well.  I suppose this game is forging some new ground in that respect though.  Its challenging, on some level, exactly what an MMO has to be, and it could pay off if most people (unlike me and some others around here) don't have any real interest in the bigger world MMO model (even as represented in something like a WoW theme park MMO).

What they are talking about reminds me as much of Brink as anything else I've seen lately.  The Brink developers are touting that you can create your character, bring it into the single player game and play through that, take the same character into a co-op mode v. AI, or player multiplayer PvP matches.  Thats a 50 dollar first person shooter out of the box with no monthly fee, but it sounds as MMO-Like as SWTOR to me.


Title: Re: SWTOR
Post by: Paelos on May 05, 2011, 11:10:28 AM
Hey, WoW shoehorned pvp into their game. That's been a romping success.


Title: Re: SWTOR
Post by: Outlawedprod on May 05, 2011, 11:35:58 AM
Wow successfully shoehorned it since there is a thriving community around it. Will be interesting to see if these guys can.

Personally I think the most important factor to SWTOR retaining subscribers will be the timeframe Diablo 3 launches at.  If it comes out within 1-2 months of SWTOR it could really put a hurt on the game.


Title: Re: SWTOR
Post by: Lantyssa on May 05, 2011, 11:46:27 AM
http://www.rockpapershotgun.com/2011/05/05/hands-on-star-wars-the-old-republic-pvp/
At least it let me know I could have a purple lightsaber...


Title: Re: SWTOR
Post by: Cyrrex on May 05, 2011, 12:18:56 PM
YOU CAN HAVE A PURPLE SABER?!

Where's the lifetime subscription link?

(I'm...almost...kidding)



Title: Re: SWTOR
Post by: AcidCat on May 05, 2011, 01:02:10 PM
WoW was simplistic but certainly not generic.  You had nomadic orcs, native american minotaur people, goth zombies and jamaican trolls and lots of other 'hooks' for people to start the game up and say "oh this is awesome!" and going to undercity or thunderbluuf for the first time truly felt that way for many.  No game is really capturing that feeling, that initial 'hook' wow had.  Even if you copy every game system in wow you still need to dress to impress. 

This is from a few pages back, but it is so right on the money.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 05, 2011, 01:22:01 PM
^  that's what I'm trying to say, it's also what rift lacked.  Rift is technically a good game, solid coding attentive devs but do most people give two shits about the setting, the races or hell what's even happening to that world?

Star wars can certainly compete with wow, there's no reason it can't and anyone thinking this is some sort of impossible task has merely set their expectation so low they think EQ2 was a great game.  What star wars needs is to have people care about the setting while executing it in a technically sound manner. Step two is a lot easier than step one but sadly some people fail at even that.


Title: Re: SWTOR
Post by: Paelos on May 05, 2011, 01:32:55 PM
^  that's what I'm trying to say, it's also what rift lacked.  Rift is technically a good game, solid coding attentive devs but do most people give two shits about the setting, the races or hell what's even happening to that world?

Star wars can certainly compete with wow, there's no reason it can't and anyone thinking this is some sort of impossible task has merely set their expectation so low they think EQ2 was a great game.  What star wars needs is to have people care about the setting while executing it in a technically sound manner. Step two is a lot easier than step one but sadly some people fail at even that.

I think I said that about Rift in the beta when I first tried it. I was like, WTF is going on? SWTOR will have so much more going for it because it's got the IP that's so well known, but it still has to craft a world that feels like a world. That's where SWG fell apart. It was endless plains of nothing, and sprawl.


Title: Re: SWTOR
Post by: Ingmar on May 05, 2011, 01:36:49 PM
I ended up never even trying Rift because the intro was so off-putting when I watched it on YouTube. The lore/story looked completely awful.


Title: Re: SWTOR
Post by: AcidCat on May 05, 2011, 02:18:53 PM
I ended up liking Rift in spite of itself, it did not hook me at all at first with its bland persona. I ended up subbing out of sheer boredom and lack of other options, and it gradually won me over, but it was just lucky it came at a time with no other mmo's on the horizon I wanted to play.


Title: Re: SWTOR
Post by: Amaron on May 05, 2011, 03:03:36 PM
Rift.

Oh look, your argument is invalid.

RIFT is not as well made as WoW.  RIFT is very well made but as much as I hate WoW it still stands head and shoulders above RIFT in a couple things.   RIFT's success is pretty clear proof that making a quality game is all you need to do to make buckets of cash.


Title: Re: SWTOR
Post by: Morfiend on May 05, 2011, 03:25:47 PM
Rift.

Oh look, your argument is invalid.

RIFT is not as well made as WoW.  RIFT is very well made but as much as I hate WoW it still stands head and shoulders above RIFT in a couple things.   RIFT's success is pretty clear proof that making a quality game is all you need to do to make buckets of cash.

I would argue that Rift is a much more well made game at release, than WoW at release. WoW now is the better game, but Rift is still well made.

What is an interesting thought is that if Rift was released as it is now, when WoW was released, do you guys think it would of had the same success?


Title: Re: SWTOR
Post by: Fordel on May 05, 2011, 03:44:48 PM
Doesn't matter really, since Rift has to compete with WoW of today, not WoW of 6 years ago or whatever. WoW still would have won is my guess though, if only because there was/is real interest in playing in the Warcraft universe from tons of people after have played War2/3 for so long. I couldn't even tell you what Rift was supposed to be about, it didn't generate enough interest from me to learn enough to even mock it.


EQ2 looks like a 1990's ray trace project and when released had mechanics that were proto-vanguard. Even if you had the computer from the FUTURE that was required to run it at release, it was still a terrible game.


Title: Re: SWTOR
Post by: Merusk on May 05, 2011, 03:56:07 PM
EQ2 was in many ways a superior mmo...if you had the pc to run it. And folks seem to like GW, which is f2p. Why didn't that dominate the market? Because WoW is an anomaly,

Eq2 had a lot of Ill-SOE-will against it. Say what you want, but your company's rep can hurt you and I think it did a lot for EQ2.   GW had a few glaring flaws that kept me from enjoying it.  1) Hunting down abilities.  If I'm forced to level, fine.  If I'm forced to quest or hunt rare trainers for key and core abilities, fine.  Make me do both and I lose interest pretty damn quick.   2) The goddamn maps.   People complain WoW is "on rails" quite a lot.  If it is, then how do you describe GW, where you literally had to suss out the path from point a to point b the way the developers wanted you to.   No no, you can't go down that little hillock, you have to come around the corner on the path.  Or hey, bet you didn't realize there WAS a path over here, because you didn't do the "run your toon against the zone wall" thing to discover you could go down, around, up, whatever.


Title: Re: SWTOR
Post by: Tannhauser on May 05, 2011, 03:58:43 PM
Rift was released in better shape than WoW.  Remember loot lag?  Hunters?  I was in both on Day 1 and in Rift I wasn't sliding around crouching.  Ok, Rift's lore is not that great, but what can they do?  Just have you whack foozles?  They have to put some kind of lore in and I've even started reading quests.  

Rift kind of feels a bit bland BUT it is more sandbox than WoW currently is.  I enjoy artifact hunting but archaeology in WoW is not fun, it's tedious.  WoW is a good looking game now, but I feel its lost its soul.



Title: Re: SWTOR
Post by: Fordel on May 05, 2011, 04:00:57 PM
The original Guild Wars campaign was inferior to WoW's release, plain and simple. It also came out well before WoW unless I am mistaken, and did a number on the other MMO's of the time. I know it put a pretty big dent into DaoC at least.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 05, 2011, 05:11:59 PM
RIFT is certainly NOT sandbox in any appreciable way. The only, only reason to ever go to old zones is to gather crafting materials or get artifacts.


Title: Re: SWTOR
Post by: Venkman on May 05, 2011, 05:19:04 PM
Rift kind of feels a bit bland BUT it is more sandbox than WoW currently is.  I enjoy artifact hunting but archaeology in WoW is not fun, it's tedious.  WoW is a good looking game now, but I feel its lost its soul.

I kinda agree, but the only real "sandboxy" part of Rift is the Souls. Even the rift events themselves are formulaec after awhile (though I got bored at 27 so dunno if they change?). Take out Souls and Rift is WoW with the 2004-era EQ2 art team using Warhammer's engine and writers. I was surprised how polished it was in beta and at launch, but the game lacks character that WoW had in spades even at its first E3 showing. And I was one of the biggest WoW skeptics going...

Quote from: The article
It seems to me that most of the development on the game is now getting PvP right, for the huge numbers of potential players who will be brought in by that.
Ugh. How many people would they lose if they just didn't launch PvP? From the PAX demo I really didn't get a sense this would be good for PvP. How about give the assets to Dice to make a real PvP game? :)


Title: Re: SWTOR
Post by: AcidCat on May 05, 2011, 05:50:58 PM
Rift was released in better shape than WoW.  Remember loot lag?  

I would gladly put up with occasional loot lag in exchange for true variety in races and a variety of starting zones, just to name a few things WoW still has over Rift.


Title: Re: SWTOR
Post by: Fabricated on May 05, 2011, 06:41:48 PM
My beef with just about everything that isn't WoW is the visual design.

You could take a no-UI screenshot from 10 different fantasy MMOs in a real gameplay scenario and I honestly couldn't tell the majority of them apart.


Title: Re: SWTOR
Post by: Fabricated on May 05, 2011, 06:52:12 PM
Pretend you're not on a forum for bitter MMO burnouts for like 5 seconds. Squint and tell me which game is which.

(http://i.imgur.com/pyvI1l.jpg) (http://imgur.com/pyvI1)
(http://i.imgur.com/0o53pl.jpg) (http://imgur.com/0o53p)
(http://i.imgur.com/eetswl.jpg) (http://imgur.com/eetsw)
(http://i.imgur.com/nENuNl.jpg) (http://imgur.com/nENuN)
(http://i.imgur.com/jofqAl.jpg) (http://imgur.com/jofqA)
(http://i.imgur.com/Zc000l.jpg) (http://imgur.com/Zc000)


Title: Re: SWTOR
Post by: Pezzle on May 05, 2011, 07:21:17 PM
Yes, we live in a sad world.

Clearly one is Vanguard with the BUY VANGUARD button.

Another is Lotro with the Weathertop stuff.

Interestingly enough 1/3 of your samples have references to penises in the screenshot.  


Title: Re: SWTOR
Post by: Fabricated on May 05, 2011, 07:23:20 PM
Yes, we live in a sad world.

Clearly one is Vanguard with the BUY VANGUARD button.

Another is Lotro with the Weathertop stuff.

Interestingly enough 1/3 of your samples have references to penises in the screenshot. 
I said squint. Also the penis thing is pretty hilarious since I picked the first reasonably clear screenshot I could find for each game.


Title: Re: SWTOR
Post by: Pezzle on May 05, 2011, 07:29:18 PM
So I cheated!  Your point certainly stands.  It is our sameness that makes us different!

In fairness I cannot name the other 4 with 100% accuracy, though I have a decent idea on 2. 


Title: Re: SWTOR
Post by: Fordel on May 05, 2011, 07:33:04 PM
I can tell most of them, but only because of the UI.


Title: Re: SWTOR
Post by: Rasix on May 05, 2011, 07:37:26 PM
It's not very difficult to point out EQ2 and Vanguard from the character models. The downie Ogre is a dead giveaway.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 05, 2011, 07:38:57 PM
Proof of what I was getting at. Any of those games could be perfect from a technical gameplay stanpoint but if you wanna compete, that aint good enough.


Title: Re: SWTOR
Post by: tmp on May 05, 2011, 07:41:38 PM
My beef with just about everything that isn't WoW is the visual design.

You could take a no-UI screenshot from 10 different fantasy MMOs in a real gameplay scenario and I couldn't honestly couldn't tell the majority of them apart.
Does it mean if someone made you log into Alganon instead of WoW you wouldn't notice, nor mind the differences?


Title: Re: SWTOR
Post by: Rasix on May 05, 2011, 07:43:48 PM
Heh, only two of those look particularly crappy.  I have no idea what the second one from the bottom is.  The art style on that one is.. inconsistent.

edit: Yah, don't like that one either.  So half look bad and half look fine out of your sample.  And I don't event have my glasses on.


Title: Re: SWTOR
Post by: Fordel on May 05, 2011, 07:44:23 PM
Aion I believe.



Title: Re: SWTOR
Post by: tmp on May 05, 2011, 07:46:01 PM
Aion I believe.
Yup.


Title: Re: SWTOR
Post by: caladein on May 05, 2011, 07:46:55 PM
Pretty sure it's:

Age of Conan
EverQuest 2
Rift
Vanguard
Aion
LotRO

Edit: Pedantry aside, yes, they're all pretty much the same, even with the slightly different UI art.  Character art is pretty interchangeable.


Title: Re: SWTOR
Post by: Fordel on May 05, 2011, 07:51:55 PM
So it's what, AoC, EQ2, Rift, Vanguard, Aion and LotrO?


-fake edit-

AoC and LotrO blend together to me, if it wasn't for the UIs I would have issue telling them apart unless there was a really distinct landmark, like a hobbit hole.

Rift and Aion do something similar in that regard. I had to look up their respective UIs.

The only thing that told me the difference between EQ2 and Vanguard was the BUY VANGUARD button.  :why_so_serious:


Title: Re: SWTOR
Post by: Count Nerfedalot on May 05, 2011, 07:56:14 PM
what the heck is the first one?

fwiw, I hate both the plastic look of EQ2 and the cartoony look of WoW.  But I played and enjoyed both for many years (EQ2 AFTER they threw out all the original Vision stuff and copied the better parts of WoW and WoW had gotten stale).  I love me some good graphics, but they wont keep me long if the game sucks.


Title: Re: SWTOR
Post by: Fordel on May 05, 2011, 08:00:32 PM
I'll take stylized over pseudo photo-realism just about any day of the week.


What really bothers the fuck out of me though, are animations, mainly bad and/or lazy ones. I fucking hate motion capture, it almost never looks like a person doing something, but a person pretending to do something. SWTOR has this disease from what I've seen so far and it troubles me.


Title: Re: SWTOR
Post by: Sky on May 05, 2011, 08:37:07 PM
Does TOR have square nails, too?

I fucking love this website.


Title: Re: SWTOR
Post by: Koyasha on May 05, 2011, 08:55:07 PM
Funny thing.  Vanguard is the only one I didn't instantly recognize.  Only figured it out when I looked closely and saw 'Buy Vanguard'.

Age of Conan and Lord of the Rings Online I wouldn't have recognized at all if they'd been UI-off pictures though.  The others are very distinct  - to me at least - and I know them just from the looks of the characters and the other things in the scene.  EQ2 is instantly recognizable because of the ogre, Rift because of that claw-thing out of the ground, and Aion characters are pretty distinct, even though that's taken with graphics settings far inferior to what I'm used to.  Besides, I know that room.  The three I wouldn't recognize at all, I haven't played very much at all, so overall I don't agree that they look so similar as to be indistinct.


Title: Re: SWTOR
Post by: Ingmar on May 05, 2011, 10:11:59 PM
I do think if you had WoW lined up with the rest of them it would stand out clearly as different from the rest. They really are kind of same-y. It seems like TOR and GW2 will also be pretty distinct looking, so good for them.


Title: Re: SWTOR
Post by: Ashamanchill on May 06, 2011, 02:24:04 AM
Of those, I will at least forgive EQ2 because it had race differentiation. By the time I was playing, my toon was a dragon and my buddies' was a bitter looking faerie.


Title: Re: SWTOR
Post by: Venkman on May 06, 2011, 04:37:00 AM
That's a great illustration of the problem with the competition, though at least Aion had some truly (http://www.darniaq.com/Aion/Aion0004.jpg) pretty (http://www.darniaq.com/Aion/Aion0011.jpg) parts to differentiate.

Also, back on topic, for the few that didn't get to /. yet:

Pachter estimates $80mm dev and $20mm marketing for TOR (http://www.industrygamers.com/news/star-wars-mmo-costs-an-estimated-80-million-to-develop/)


Title: Re: SWTOR
Post by: Murgos on May 06, 2011, 04:55:18 AM
Proof of what I was getting at. Any of those games could be perfect from a technical gameplay stanpoint but if you wanna compete, that aint good enough.

Of those you posted only 1 is actually a failure though.  My point the last two pages is that people say (again and again):

A. If you wish to enter the MMO market you must compete with WoW.
B. WoW is an aberration and can not be competed with successfully
C. Therefore you cannot enter the MMO Market.

It comes up over and over and yet most of the photos you posted are games that have entered the MMO market and have made money for their developers and publishers.  Some of the for as much as 7 years.


Title: Re: SWTOR
Post by: Malakili on May 06, 2011, 05:05:56 AM
Proof of what I was getting at. Any of those games could be perfect from a technical gameplay stanpoint but if you wanna compete, that aint good enough.

Of those you posted only 1 is actually a failure though.  My point the last two pages is that people say (again and again):

A. If you wish to enter the MMO market you must compete with WoW.
B. WoW is an aberration and can not be competed with successfully
C. Therefore you cannot enter the MMO Market.

It comes up over and over and yet most of the photos you posted are games that have entered the MMO market and have made money for their developers and publishers.  Some of the for as much as 7 years.

If they are fine with the subscription numbers, fine, but its also pretty clear that not a single one o them lived up the expectations.  WoW actually did.


Title: Re: SWTOR
Post by: Chimpy on May 06, 2011, 06:04:30 AM
It comes up over and over and yet most of the photos you posted are games that have entered the MMO market and have made money for their developers and publishers.  Some of the for as much as 7 years.

If they are fine with the subscription numbers, fine, but its also pretty clear that not a single one o them lived up the expectations.  WoW actually did.

WoW didn't live up to expectations, it exceeded them by a large factor.


Title: Re: SWTOR
Post by: Mrbloodworth on May 06, 2011, 06:26:07 AM
The circle continues. I look forward to having this conversation all over again when the next game is announced :)



Title: Re: SWTOR
Post by: Typhon on May 06, 2011, 07:11:33 AM
If TOR sells 2M and has 20% retention for a year they'll be happy.

No, EA won't. Their shareholders won't. This is EA's biggest project ever. It has a huge budget and will likely have a marketing budget that is going to be massive as well. If it kinda sort limps along, a lot of blame is going to be thrown around. A big problem is that the 20% retention rate (so: 400k players) arguably catapults SWOR into the #2 spot in the Western subscription market, but still not be enough to hit EA's expectations or pay back the development budget.

This is EA's best shot at taking on WoW, which is exactly what the motivation is behind SWOR. EA wants a huge MMO that earns them something like US$1b a year and has well over 1m players. They are spending too much money on it for EA not to expect massive returns.

And how can you "pay no attention to the operating and continuing development costs" of a MMO? If they wanted to do that, they should have made SWOR a single player title. Also, if you consider WoW the anomaly, you'd be looking at a hell of a lot of crash-and-burned wrecks of recent MMOs and decide that it probably isn't worth developing a AAA subscription-based MMO, then look at building a cheap F2P title.

From a player point of view, all SWOR needs to be is fun. From a business point of view, it's got to make fat cash and lots of it for years to come.

I think it's a bad idea to pay no attention to the operating and continuing development costs.  I think BioWare are making a mistake in the design decision that the game make heavy use of voice and story (story implying a great deal of scripting work) - they aren't paying attention to the high cost of operation and continuing development.  I just don't believe that they will be able to maintain a high degree of quality OR push out frequent-enough updates.  I think that long-term the game will fail, but short-term it will be fun. 

But it doesn't matter.  2M x $60 + (12 x .20 x 2M) = $192M.  My guess is that is their, 'if we do at least this, we haven't failed'.  If development cost $100M (theoretically) they see some return on investment (depending on how much Lucas is gouging them).  I'm sure they looked at the SWG retention figures and used them against a 2M user initial buy-in.


Title: Re: SWTOR
Post by: Draegan on May 06, 2011, 07:21:50 AM
If only the math was that simple.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 06, 2011, 07:29:31 AM
I just wonder why they didn't go with clone wars artstyle for swtor, it would have made bank.


Title: Re: SWTOR
Post by: tmp on May 06, 2011, 07:33:50 AM
I do think if you had WoW lined up with the rest of them it would stand out clearly as different from the rest.
If you line it up with these particular titles then sure, it's no surprise exaggerated cartoon style will look different from semi-realism. Line up WoW with say, Allods, Free Realms and number of others though, and the line starts to blur.


Title: Re: SWTOR
Post by: Lucas on May 06, 2011, 08:09:39 AM
*dramatic music background*

Bioware presents...THE CODEX  :ye_gods:

http://www.swtor.com/news/blog/20110506

Very ME and DA-like.


Title: Re: SWTOR
Post by: tmp on May 06, 2011, 08:18:36 AM
Placing stuff in tricky to reach places can be neat. LotRO had that with the "Ridge Racer" achievement and that seemed quite popular.


Title: Re: SWTOR
Post by: Fordel on May 06, 2011, 09:07:37 AM
I do think if you had WoW lined up with the rest of them it would stand out clearly as different from the rest.
If you line it up with these particular titles then sure, it's no surprise exaggerated cartoon style will look different from semi-realism. Line up WoW with say, Allods, Free Realms and number of others though, and the line starts to blur.


Well, lets do it, drop some screen shots!


Title: Re: SWTOR
Post by: Morat20 on May 06, 2011, 10:05:34 AM
I just wonder why they didn't go with clone wars artstyle for swtor, it would have made bank.
Also tied in younger kids, and also run on lower-end systems.

I won't be even trying this -- like I didn't try the Star Trek MMO or most post-WoW MMO's because I have a very old PC, and have long since gotten rid of the desire for it to remain 'cutting edge'.

I'm hoping to buy a new one late this year, meaning the old one lasted like 8 years with just a hard drive, memory, and video card upgrade.


Title: Re: SWTOR
Post by: tmp on May 06, 2011, 10:26:20 AM
Well, lets do it, drop some screen shots!
They're kinda big so spoilered.


Title: Re: SWTOR
Post by: Amaron on May 06, 2011, 12:30:13 PM
I would argue that Rift is a much more well made game at release, than WoW at release. WoW now is the better game, but Rift is still well made.

Speaking as a professional coder who has a lot of experience evaluating other peoples software I just can't agree.   WoW client side was and has always been a technically superior product.   In fact besides id/Carmack there haven't really ever been any companies that focus on quality software to such a degree as Blizzard.  The server problems (ie loot lag etc) WoW had with it's own success gave people a bad impression but anyone who played alpha and beta knows that caught everyone by surprise.   The game was always running smooth as silk until open beta blew everyone's expectations away.

RIFT's backend code might be at something you could call a superior level  but the client itself while great has numerous nitpicking flaws that WoW at release did not have.   The only other thing I could say RIFT might be doing a bit better on is overall compatibility graphics wise.   I would argue though that that is simply them leveraging the fact that DX9 is extremely mature and far more universal than what WoW had to deal with.


Title: Re: SWTOR
Post by: Ingmar on May 06, 2011, 12:40:46 PM
My understanding (and this is hearsay) is that the loot lag was blameable on the Oracle backend - WoW was one of the first Oracle 10g implementations or something, or maybe one of the first really big ones, and there were some problems that it exposed that Oracle had to fix. Not sure how much truth there is to it, but that's what I heard from a couple places back at the time.


Title: Re: SWTOR
Post by: Amaron on May 06, 2011, 12:48:28 PM
My understanding (and this is hearsay) is that the loot lag was blameable on the Oracle backend - WoW was one of the first Oracle 10g implementations or something, or maybe one of the first really big ones, and there were some problems that it exposed that Oracle had to fix. Not sure how much truth there is to it, but that's what I heard from a couple places back at the time.

I don't know any specifics for sure but it was VERY clear to anyone who played beta that it was very much a "OH SHIT WE HAVE 1 MILLION PLAYERS" problem.  Nobody had even seen loot lag prior to open beta.


Title: Re: SWTOR
Post by: Ingmar on May 06, 2011, 12:50:09 PM
My understanding (and this is hearsay) is that the loot lag was blameable on the Oracle backend - WoW was one of the first Oracle 10g implementations or something, or maybe one of the first really big ones, and there were some problems that it exposed that Oracle had to fix. Not sure how much truth there is to it, but that's what I heard from a couple places back at the time.

I don't know any specifics for sure but it was VERY clear to anyone who played beta that it was very much a "OH SHIT WE HAVE 1 MILLION PLAYERS" problem.  Nobody had even seen loot lag prior to closed beta.

Yeah that's what I mean - it was along the lines of "Larry, you told us this system could handle a million players. IT IS NOT WORKING." Or so I heard.


Title: Re: SWTOR
Post by: Fordel on May 06, 2011, 12:58:13 PM
Was good old Gil in a lot of trouble?  :why_so_serious:


Title: Re: SWTOR
Post by: Koyasha on May 06, 2011, 02:50:54 PM
Allods and Free Realms I recognize from having played them a bit.

Alganon I recognize actually because of its resemblance to wow - I recall how much that was commented on in the threads about it a while back.

The fourth one - Prius online according to the screenshot name - I don't believe I've ever heard of and never seen before.

Maybe I'm just a details person, and I see the differences much more easily than the average person, but again I don't really find those particularly similar.  If I spent any significant time playing them, I could instantly tell them apart with or without UI.  The visual styles of various games are noticeable to me and clearly distinct.

The one field on which I do have trouble recognizing differences is in many Korean games - I've noticed a lot of them look bloody identical to Lineage II, so much so that a long time ago I honestly thought they were somehow actual copies of the software.


Title: Re: SWTOR
Post by: tmp on May 06, 2011, 02:57:25 PM
The fourth one - Prius online according to the screenshot name - I don't believe I've ever heard of and never seen before.
I haven't heard of this one before either, but it's allegedly one of the most popular/biggest MMOs in Korea at the moment. The Western version is supposedly in the works.


Title: Re: SWTOR
Post by: DLRiley on May 06, 2011, 03:07:08 PM
Proof of what I was getting at. Any of those games could be perfect from a technical gameplay stanpoint but if you wanna compete, that aint good enough.

Of those you posted only 1 is actually a failure though.  My point the last two pages is that people say (again and again):

A. If you wish to enter the MMO market you must compete with WoW.
B. WoW is an aberration and can not be competed with successfully
C. Therefore you cannot enter the MMO Market.

It comes up over and over and yet most of the photos you posted are games that have entered the MMO market and have made money for their developers and publishers.  Some of the for as much as 7 years.

Hmm. If you make a good game people play it. Hence B and C. is complete horseshit. Drumming the old horse, guild wars reached 6 million copies sold back in 2009... Making a good game in mmo land is hard, partially because most mmo's don't make good games. Its either live action D&D or Sandbox and most people loath both.


Title: Re: SWTOR
Post by: Samprimary on May 06, 2011, 04:30:57 PM
At least it let me know I could have a purple lightsaber...

At the end of a grindfest so severe it'll make Justicar look like a walk in the park.


Title: Re: SWTOR
Post by: Venkman on May 06, 2011, 04:47:41 PM
It comes up over and over and yet most of the photos you posted are games that have entered the MMO market and have made money for their developers and publishers.  Some of the for as much as 7 years.

Going down the list:

Age of Conan- How well did Funcom do after the initial flop?
EverQuest 2- Yes, eventually, after complete redesign and never really rebounding from co-launching (effectively) with WoW
Rift- TBD. Wasn't expected to take over the planet anyway.
Vanguard- Total write down, free accounts to upsell into Station Pass, no expectation of success.
Aion- Not sure on Korean numbers. Seemed to do fine in U.S.
LotRO- Blew a CEO over it. And why'd they completely change their business model again?

You're not wrong Murgos. These games still live and they still make money, and there's more still-running MMOs than there are ones that have closed.

But TOR is not going to be held to these standards. And I'm not talking about the gamers. They'll play it simply for it being a big budget MMO launching at all.

Nah, the real judges are the investors. Their expectations are not set by comparing screenshots and having played other MMOs. Closest they ever got was maybe a sizzle reel. Their expectations are set by the weight of the publisher (who made the big budget studio purchase), the amount of money ("more than WoW") and the IP (which is still has as high awareness as The Bible)

Doing "fine" (as these other games have) is not going to win the day. This game has to give WoW a run for its money or it will have "failed".

It's a shame, because it's different enough an MMO to not being directly comparable to WoW (not Eve-different, but not Rift-similar either). That's not a distinction investors care about though.


Title: Re: SWTOR
Post by: Ingmar on May 06, 2011, 04:52:12 PM
LOTRO changed their business model because it was incredibly successful in DDO, which was down to almost nothing. LOTRO was succeeding before the change, and I suspect they're printing money now.


Title: Re: SWTOR
Post by: Amaron on May 06, 2011, 06:44:22 PM
Age of Conan- How well did Funcom do after the initial flop?
EverQuest 2- Yes, eventually, after complete redesign and never really rebounding from co-launching (effectively) with WoW
Vanguard- Total write down, free accounts to upsell into Station Pass, no expectation of success.
Aion- Not sure on Korean numbers. Seemed to do fine in U.S.
LotRO- Blew a CEO over it. And why'd they completely change their business model again?
Rift- TBD. Wasn't expected to take over the planet anyway.

AoC = Flop.   EQ2 = Lots of money.  Vanguard = Flop.  Aion = MONEY HATS in like 5 different forms of currency.  LotRO = Buckets of money.
You have invalidated yourself from ever ever discussing profit in MMO's if you think RIFT is TBD.

Quote
Doing "fine" (as these other games have) is not going to win the day. This game has to give WoW a run for its money or it will have "failed".

 :ye_gods: :uhrr:  On one end you've got "make a lot of money" and the other end you've got "make so much money I wipe my ass with Franklins".  I've got this wild hunch they'll settle for some numbers well short of WoW's 11 million.


Title: Re: SWTOR
Post by: Simond on May 07, 2011, 02:39:07 AM
I'm guessing you haven't seen the article where EA executives outright said "Yes, we are competing directly with WoW" (http://www.vg247.com/2008/10/24/wow-is-the-target-with-the-old-republic-says-lucasarts-and-ea/) then?


Title: Re: SWTOR
Post by: eldaec on May 07, 2011, 02:50:03 AM
It's a shame, because it's different enough an MMO to not being directly comparable to WoW (not Eve-different, but not Rift-similar either). That's not a distinction investors care about though.

The analysis hasn't reached that level yet, but investors are going to start asking these questions soon, because too much money is going down the drain for future projects to be able to avoid having to justify where subscribers are going to come from and how this product will differentiate from the failure of every mmog since 2004.

My guess is that SWTOR's budget, like Galaxies before it, is based more on BUT IT'LL BE OK BECAUSE OMG STAR WARS than any rational analysis of the market gap it sits in. But if you want ten million dollars greenlighted in future, I doubt people are going to get away with 'but look at WoW'.



Title: Re: SWTOR
Post by: eldaec on May 07, 2011, 02:57:46 AM
My understanding is that the loot lag was blameable on the Oracle backend - WoW was one of the first Oracle 10g implementations or something, or maybe one of the first really big ones, and there were some problems that it exposed that Oracle had to fix.
I don't know any specifics for sure but it was VERY clear to anyone who played beta that it was very much a "OH SHIT WE HAVE 1 MILLION PLAYERS" problem.  
SWG had similar issues with Oracle, at the time they seemed proud of how they were moving MMOs from home brew components to industry standard products. The result was a typical case of development managers assuming that because they were making the switch from bespoke to industry standard, problems of database design and optimisation would just be hand-waved away. They never are, and you end up having to hire an entirely different type of expert to manage the interface between your app specific elements and your bought in components.


Title: Re: SWTOR
Post by: UnSub on May 07, 2011, 07:25:51 AM
Also, back on topic, for the few that didn't get to /. yet:

Pachter estimates $80mm dev and $20mm marketing for TOR (http://www.industrygamers.com/news/star-wars-mmo-costs-an-estimated-80-million-to-develop/)

It is interesting to see the idea that EA isn't really counting development costs for SWOR since they come out of an R&D budget. This may be true in an accounting sense, but I'm sure there are people in EA who know exactly what dollar amount is being spent on SWOR and will be checking the ledger when the revenue starts coming in.

Also, the idea that Lucasarts is picking up 33% of sub revenue is interesting, as is the idea that once SWOR gets over 500k players, it only costs $5 a month or so to deal with their operating costs and $5 goes to EA in straight profit. Figures I've seen for other MMOs would indicate that operating costs are a bit higher than $5 per player.

But that might be due to economies of scale as player numbers get higher. 

All in all, I thought the article was a bit optimistic.


Title: Re: SWTOR
Post by: Amaron on May 07, 2011, 07:40:36 AM
I'm guessing you haven't seen the article where EA executives outright said "Yes, we are competing directly with WoW" (http://www.vg247.com/2008/10/24/wow-is-the-target-with-the-old-republic-says-lucasarts-and-ea/) then?


That article is from oct 24 2008.   In other words they claimed this right after the companies stock took a 50% nose dive over a period of less than 3 months.  :why_so_serious:


Title: Re: SWTOR
Post by: Count Nerfedalot on May 07, 2011, 01:10:34 PM
My understanding is that the loot lag was blameable on the Oracle backend - WoW was one of the first Oracle 10g implementations or something, or maybe one of the first really big ones, and there were some problems that it exposed that Oracle had to fix.
I don't know any specifics for sure but it was VERY clear to anyone who played beta that it was very much a "OH SHIT WE HAVE 1 MILLION PLAYERS" problem.  
SWG had similar issues with Oracle, at the time they seemed proud of how they were moving MMOs from home brew components to industry standard products. The result was a typical case of development managers assuming that because they were making the switch from bespoke to industry standard, problems of database design and optimisation would just be hand-waved away. They never are, and you end up having to hire an entirely different type of expert to manage the interface between your app specific elements and your bought in components.

SWG used Oracle?  Huh. I thought I'd heard it was SQL Server.  I do recall SWG had to reboot their database servers every single day just to keep them running as they'd slow down to a crawl (from a leisurely walk  :why_so_serious:) after a few hours running.  I've never heard of an Oracle DB that was that unstable.  Somebody really screwed up somewhere there.  Given the execrable state of all the rest of the code I guess that's no big surprise though.


Title: Re: SWTOR
Post by: Reg on May 07, 2011, 02:01:30 PM

I think the shitty database software is why they had the ridiculous one character per server rule too.


Title: Re: SWTOR
Post by: Merusk on May 07, 2011, 06:24:30 PM

I think the shitty database software is why they had the ridiculous one character per server rule too.

It wasn't shitty software so much as "fucking expensive database space" from the hints that were dropped via Raph years past.  iirc it was something about how the oracle licenses changed based on the size of the database, so they said "Um, yeah, we'll just keep that a lot smaller than other MMOs."   I could be misremembering, though.


Title: Re: SWTOR
Post by: Mrbloodworth on May 07, 2011, 06:38:08 PM
They stored a ton of data per toon.


Title: Re: SWTOR
Post by: Morat20 on May 07, 2011, 08:11:15 PM

I think the shitty database software is why they had the ridiculous one character per server rule too.
A lot of hints between the lines said their database design was...suboptimal.

IIRC, I think they mentioned the issues with loading characters due to crafted items.

Problem is, database design is the sort of thing you have to successfully predict and get right at the beginning or else it's just going to dog you and dog you and every fix you make will be suboptimal, piss people off, force gameplay changes, and generally just be a GIANT PITA for ages, even after it's nominally fixed.

And that's if you bring in experts to fix it, although I think the MMORPG industry has at least learned to bring in experts from the get-go.

EVE's a general good example all around in how DB changes drive gameplay and how they can dog development. (EVE at least has the 'single shard' excuse, and I find their general DB philosophy -- throw hardware, throw optimization, and revisit gameplay all at the same time -- as useful. They look to the short, medium, and long term which is probably why their DB hasn't just shot itself in despair by now).

Of course, EVE's generally pretty open about what they're doing, how it broke, and how they plan to fix it compared to most MMORPG companies.


Title: Re: SWTOR
Post by: Ingmar on May 07, 2011, 10:26:00 PM
Oracle is licensed per processor and number of databases AFAIK, not by size of database. But, I don't deal with Oracle licensing directly.


Title: Re: SWTOR
Post by: Lantyssa on May 08, 2011, 06:07:54 AM
They said if they were not careful they would have to move up to a bigger database and the cost difference would be substantial.  Maybe that was because it would have meant more servers and processors, but that's all we have to go on.


Title: Re: SWTOR
Post by: eldaec on May 08, 2011, 06:21:18 AM
They stored a ton of data per toon.

Most of which was completely pointless. 30 different face shape sliders for instance.

The item and crafting systems also created an obscene amount if data because nothing in swg was a commodity.


Title: Re: SWTOR
Post by: Lantyssa on May 08, 2011, 06:28:31 AM
Items are what took up so much space.  A few facial sliders are insignificant to storage compared to quest completion and object data.  Especially SWG's objects.  Where the sliders mattered was rendering in highly populated areas, since each client needed character details, and objects still probably trumped their impact.


Title: Re: SWTOR
Post by: Merusk on May 08, 2011, 06:29:41 AM
They said if they were not careful they would have to move up to a bigger database and the cost difference would be substantial.  Maybe that was because it would have meant more servers and processors, but that's all we have to go on.

Thanks, I knew I wasn't crazy.  :grin:


Title: Re: SWTOR
Post by: tmp on May 08, 2011, 07:39:53 AM
If i remember right some of the post-mortem stuff, the real drain was their dynamic spawn system especially since the way it was built would result in tons of NPC being placed right around the cities (as the NPCs would be spawned near the players, and cities were where the players would congregate and spend most of their time)


Title: Re: SWTOR
Post by: Lantyssa on May 08, 2011, 10:32:33 AM
The spawn system was a problem for the world servers (and players) due to no garbage collection routine.  The could have impacted the databases, too, though it wasn't the issue early in the game's life.


Title: Re: SWTOR
Post by: Venkman on May 09, 2011, 05:43:46 PM
Oh man, I remember those days. Yea, lots of conversation about Oracle and how their garbage cleanup was scheduled to happen monthly while the number of unique entries created daily was way way beyond what they predicted. I could never understand their surprise though. When the game was effectively about grinding resource gathering and crafting, and every resource and crafted good had its own ID number, and it was called "Star Wars" and was expected to be the first MMO to hit 1mm subs, you'd think they'd have guessed somewhere slightly closer.

I'm guessing you haven't seen the article where EA executives outright said "Yes, we are competing directly with WoW" (http://www.vg247.com/2008/10/24/wow-is-the-target-with-the-old-republic-says-lucasarts-and-ea/) then?
That article is from oct 24 2008.   In other words they claimed this right after the companies stock took a 50% nose dive over a period of less than 3 months.  :why_so_serious:

Because they've scaled back their budget, PR and marketing so much since then.  :roll:


Title: Re: SWTOR
Post by: Amaron on May 09, 2011, 06:06:03 PM
I'm guessing you haven't seen the article where EA executives outright said "Yes, we are competing directly with WoW" (http://www.vg247.com/2008/10/24/wow-is-the-target-with-the-old-republic-says-lucasarts-and-ea/) then?
That article is from oct 24 2008.   In other words they claimed this right after the companies stock took a 50% nose dive over a period of less than 3 months.  :why_so_serious:

Because they've scaled back their budget, PR and marketing so much since then.  :roll:

 :facepalm:

Seriously man get over yourself.   Right after the stock market crash they claim they are going to take down WoW.   If you think such complete PR bullshit (from 4 years ago) is somehow an indication of what they need to accomplish to make a profit now in the present...

Yea.


Title: Re: SWTOR
Post by: Khaldun on May 09, 2011, 06:28:45 PM
Remember with SWG that because of experimentation, every single act of crafting created a new item record. Then remember how crafting required making metric shittons of objects...and how some of those in turn were put on vendors, just because, you know, it was fun to do it. Then remember the amount of data per character and the dynamic spawns and...well, even with optimal database design, I think you might have been looking at some issues.


Title: Re: SWTOR
Post by: Sky on May 09, 2011, 08:18:50 PM
It was pretty awesome, though.


Title: Re: SWTOR
Post by: Surlyboi on May 09, 2011, 10:28:50 PM
I think that's why I'm still playing the damn EMU so much.


Title: Re: SWTOR
Post by: VainEldritch on May 10, 2011, 01:03:10 AM
It was pretty awesome, though.

That it was.

SWG marched on the MMORPG industry with "failure" etched on its escutcheon and I must say I was proud to stand by that madness. I'll do it again when some crazy foo' developers follow Raph into the abyss.


Title: Re: SWTOR
Post by: Cyrrex on May 10, 2011, 05:14:47 AM
I think that's why I'm still playing the damn EMU so much.

They did wipe it, right?  What's do they have running now?


Title: Re: SWTOR
Post by: Mrbloodworth on May 10, 2011, 06:56:28 AM
Most of which was completely pointless. 30 different face shape sliders for instance.

Thats not what I mean.

Items are what took up so much space.  A few facial sliders are insignificant to storage compared to quest completion and object data.  Especially SWG's objects.  Where the sliders mattered was rendering in highly populated areas, since each client needed character details, and objects still probably trumped their impact.

This type of stuff. Keep in mind, due to the nature of materials/ors/mats, they could have had a random ore from day one someone found with like 6 values on it.  Each player had an ass ton of data to track, lest of all was customization. I mean every item in the game had random or unique stats/names etc... Every, what, 12 hours the resources randomized again? And yeah quest stuff, including hidden data like Jedi BS, past skills I think? Contacts, factions.... Its was a lot larger than most. Random DNA on Mobs for example, splicing mobs with the animal breeding.... Tons of crap.


Title: Re: SWTOR
Post by: kaid on May 10, 2011, 07:04:27 AM
They stored a ton of data per toon.

Most of which was completely pointless. 30 different face shape sliders for instance.

The item and crafting systems also created an obscene amount if data because nothing in swg was a commodity.

SWG had some funny DB issues. Some of the one character per server was understandable with mainly due to the immense amount of storage a character could have. Between the way bags worked and the housing one character could have a SHIT TON of unique items.

Some of the more fun bugs was initially they had some amusing recursive container issues. Where the container negated the weight of anything inside it so you could put bags within bags within bags to get to some truly funny if not quite unlimited amounts of storage space.

Due to the shakyness of their DB scheme duping bugs were a pretty serious issue for a long time.


Title: Re: SWTOR
Post by: Shatter on May 10, 2011, 07:12:20 AM
I remember the bug in SWG that allowed you to dupe faction points.  My entire guild did it and we all ended up with AT-ST pets, troopers, the strom trooper suit etc etc.  Basically everything you could buy with the points and then some.  We did some major face rolling with that stuff :)  Good times good times...


Title: Re: SWTOR
Post by: Mnemon on May 10, 2011, 11:16:40 AM
the faction point duping might have been the most abused bug in MMO history lol. damn near everybody I know was farming faction points like crazy while they could. (if i remember correctly you were able to swap any of the tons of experience points the game had directly for faction points).

another great bug was multi-slicing of lightsabers. i forget the specifics but you basically used the inventory in droids to trick the game into letting you slice the saber in the first place (taking the alpha weapon in the game and illegally making it even better), and then slicing it multiple times. Most of the people who did this though were caught and banned.


Title: Re: SWTOR
Post by: Special J on May 12, 2011, 09:30:15 AM
You mean after I cancelled, all those droids I built finally did something?  Awesome.


Title: Re: SWTOR
Post by: Surlyboi on May 12, 2011, 07:47:35 PM
I think that's why I'm still playing the damn EMU so much.

They did wipe it, right?  What's do they have running now?

They're running the new OR code on Nova, but Eclipse is running the old code with no signs of wipe in sight.


Title: Re: SWTOR
Post by: Lucas on May 13, 2011, 05:22:22 AM
Sith Inquisitor presentation video and Q&A (later today, we should get the usual, updated class page on the Bioware site) :

http://www.gamespot.com/pc/rpg/starwarstheoldrepublic/news.html?sid=6313544&tag=updates;editor;all;title;1&mode=previews

Ultimate badass evil class! (at least that's how it's presented in the video)


Title: Re: SWTOR
Post by: Cyrrex on May 13, 2011, 05:28:55 AM
I think that's why I'm still playing the damn EMU so much.

They did wipe it, right?  What's do they have running now?

They're running the new OR code on Nova, but Eclipse is running the old code with no signs of wipe in sight.

I assume my old toon is dead, though, yes?  Or did they transfer stuff over?


Title: Re: SWTOR
Post by: Lantyssa on May 13, 2011, 06:27:31 AM
Much better video than anything else they've put out.  Whomever directed that one needs to do the rest.


Title: Re: SWTOR
Post by: Paelos on May 13, 2011, 06:37:38 AM
Much better video than anything else they've put out.  Whomever directed that one needs to do the rest.

Agreed, I can't wait to take her out with my badass Trooper skillz.


Title: Re: SWTOR
Post by: Lucas on May 13, 2011, 06:47:19 AM
I like those critters at 1:36...wonder what they are!


Title: Re: SWTOR
Post by: voblat on May 13, 2011, 07:04:40 AM
I like those critters at 1:36...wonder what they are!

They are meant to be Genosians I think.


Title: Re: SWTOR
Post by: Lucas on May 13, 2011, 07:36:20 AM
I like those critters at 1:36...wonder what they are!

They are meant to be Genosians I think.

Lemme see...

http://starwars.wikia.com/wiki/Geonosian

...Yep, seems about right :)
----------

...And here we go with the updated Class Page (ACs: Sorcerer and Assassin) :

http://www.swtor.com/info/holonet/classes/sith-inquisitor

That feathered helmet surely looks odd.

One of his companions, a Dashade called Khem Val:

http://www.swtor.com/info/holonet/biographies/khem-val


Title: Re: SWTOR
Post by: Sky on May 13, 2011, 08:12:14 AM
Much better video than anything else they've put out.  Whomever directed that one needs to do the rest.
While I agree completely, I had to laugh a bit. Imagine Lantyssa liking a trailer featuring a strong-willed redhead!
That feathered helmet surely looks odd.
I liked that one when I saw it on the gamespot article. The second shot in that series, though: Dr friggin Doom! How cool is that?


(or maybe Ultron depending on how geeky you are and if you know a good chrome dipper)


Title: Re: SWTOR
Post by: Surlyboi on May 13, 2011, 09:57:33 AM
I think that's why I'm still playing the damn EMU so much.

They did wipe it, right?  What's do they have running now?

They're running the new OR code on Nova, but Eclipse is running the old code with no signs of wipe in sight.

I assume my old toon is dead, though, yes?  Or did they transfer stuff over?


Dead dead, as is my jedi. Currently playing a smuggler/BH with absolutely no connection to the force even though I've scored every location badge you can get.


Title: Re: SWTOR
Post by: Malakili on May 13, 2011, 10:00:48 AM
Nice video, but now were into "lol, non force users would get steam rolled" territory.


Title: Re: SWTOR
Post by: Morat20 on May 13, 2011, 10:00:57 AM
It was pretty awesome, though.

That it was.

SWG marched on the MMORPG industry with "failure" etched on its escutcheon and I must say I was proud to stand by that madness. I'll do it again when some crazy foo' developers follow Raph into the abyss.
I'm right there with you. "Wait, you mean I can just harvest shit and throw it on a vendor? Make people's furniture? Cross-breed Rancors with those bunny guys? FUCK YEAH".

I enjoyed my gimp-assed character and his self-set goals of becoming a first-class junk merchant, and charging my friends 10% to sell their loot and crafting stuff on my vendor because I'd kept the Merchant lines to get it sold...


Title: Re: SWTOR
Post by: Tmon on May 13, 2011, 10:21:21 AM
Have they narrowed down a release year yet for this yet?  I read a few posts about every 15 or 20 pages so I might have missed it if it someone posted about it.


Title: Re: SWTOR
Post by: Lucas on May 13, 2011, 10:40:11 AM
Have they narrowed down a release year yet for this yet?  I read a few posts about every 15 or 20 pages so I might have missed it if it someone posted about it.

Here is the latest on the release window (article published on May 5th):

http://www.digitaltrends.com/gaming/games/star-wars-the-old-republic-release-expected-in-2011-not-confirmed/

So, approx. within March 2012.


Title: Re: SWTOR
Post by: Outlawedprod on May 13, 2011, 11:23:09 AM

Trolls from WoW on the loose with tite lightsabers.


Title: Re: SWTOR
Post by: Fordel on May 13, 2011, 11:29:51 AM
The Darth Maul race looks much better with hair.

-edit- That feather helmet thing doesn't look entirely ridiculous either.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 13, 2011, 12:04:31 PM
I will savagely beat whoever thought shoulderpads were a good idea in this game.


Title: Re: SWTOR
Post by: Lantyssa on May 13, 2011, 12:42:43 PM
The Darth Maul race looks much better with hair.
Zabrak always have.

I do wish they'd let Inquisitors dual wield instead of using the saber staff.  I really hate their look.


Title: Re: SWTOR
Post by: Fordel on May 13, 2011, 03:13:15 PM
Does she have Redskin with black tattoos, or Blackskin with red tattoos?


Title: Re: SWTOR
Post by: Paelos on May 13, 2011, 04:22:32 PM
Does she have Redskin with black tattoos, or Blackskin with red tattoos?

Red skin with black tattoos. Zabrak have different skins tones (which included peachy white, pure white, yellow, red, tan, brown and black).


Title: Re: SWTOR
Post by: caladein on May 13, 2011, 08:13:59 PM
I will savagely beat whoever thought shoulderpads were a good idea in this game.

Well at least they haven't gone into the WWE Championship belts bin off the bat.


Title: Re: SWTOR
Post by: Soln on May 13, 2011, 09:18:55 PM
So, approx. within March 2012.

Isn't that a little late?  They started working on it 6 years ago by that time.


Title: Re: SWTOR
Post by: Velorath on May 14, 2011, 01:36:09 AM
So, approx. within March 2012.

Isn't that a little late?  They started working on it 6 years ago by that time.

Well, it's not that it's releasing in March 2012 (in fact they say they're targeting the second half of the calendar year), it's that March 2012 is the end of the fiscal year and thus the absolute latest they'd want to launch.


Title: Re: SWTOR
Post by: UnSub on May 14, 2011, 10:05:18 AM
Can't remember the article I saw it in, but it pointed out that the CEO, COO and BioWare all give different dates for when SWOR is launching, which is a pretty good sign that no-one knows at EA.


Title: Re: SWTOR
Post by: Miasma on May 14, 2011, 05:22:07 PM
I forget, are we allowed to post links to other places that do things like show game play footage for games still under nda?  There is a 90 minute video of play out there right now.


Title: Re: SWTOR
Post by: Fordel on May 14, 2011, 05:31:17 PM
I think that is still a nono as long as there is a NDA or whatever.


Title: Re: SWTOR
Post by: Lakov_Sanite on May 14, 2011, 05:52:36 PM
I forget, are we allowed to post links to other places that do things like show game play footage for games still under nda?  There is a 90 minute video of play out there right now.

but i believe you can tell us if it sucked or not.


Title: Re: SWTOR
Post by: Malakili on May 14, 2011, 06:43:29 PM
I think it depends on if the particular video in question is under NDA.  If its from some kind of public thing it shouldn't matter.  But I don't know what public show has 90 straight minutes of gameplay.


Title: Re: SWTOR
Post by: Miasma on May 14, 2011, 06:59:33 PM
No it's nothing official, just some guy playing a low level character like anyone else would do, which seems to include getting up to go get a refreshing beverage now and again since he just stands there for a couple minutes sometimes.  The purpose doesn't even seem to be just to screw over his nda either since it doesn't show character creation and some of the more important menus.

I don't really know what he was thinking, he has his damn nameplate turned on above his character the whole time so EA will know who it is and at a minimum kick him out of alpha/beta/whatever-it-is.


Title: Re: SWTOR
Post by: Lantyssa on May 14, 2011, 07:53:16 PM
Posting third-party info that would be under an NDA is verboten.


Title: Re: SWTOR
Post by: Rasix on May 14, 2011, 07:56:50 PM
Don't break NDA by proxy.  Don't even mention specifics about that information existing if at all possible.


Title: Re: SWTOR
Post by: Murgos on May 15, 2011, 07:03:16 AM
Watched it.  It's got a funky beat and you can dance to it.  I give it an 8.   :why_so_serious:


Title: Re: SWTOR
Post by: VainEldritch on May 15, 2011, 02:20:56 PM
Watched it.    :why_so_serious:

I think it utterly diabolical than anyone would post such a leak leek french onion, especially one that purportedly doesn't make you cry. I find it equally unaccepable that anyone would garrner the slightest pleasure  from discussing said member of the Amaryllidaceae family.

Strange then, that I found them so damn tastey.

 :why_so_serious:


Title: Re: SWTOR
Post by: Paelos on May 15, 2011, 02:55:59 PM
Yall are gonna make the mods go all sassy again.


Title: Re: SWTOR
Post by: Miasma on May 15, 2011, 03:46:26 PM
Yall are gonna make the mods go all sassy again.
We just have to watch out for Rasix, he's the grumpy one!


Title: Re: SWTOR
Post by: Sky on May 15, 2011, 04:45:20 PM
I don't want to spoil it for myself watching the scallion. My prediction: those looking forward to TOR are going to get excited and those who already hate it will generate another five pages of this thread.  :grin:


Title: Re: SWTOR
Post by: rattran on May 15, 2011, 04:51:58 PM
Don't make me pull this thread over again. If we have to summon Trippy everyone gets a spankin'


Title: Re: SWTOR
Post by: Rasix on May 15, 2011, 06:12:11 PM
Yall are gonna make the mods go all sassy again.
We just have to watch out for Rasix, he's the grumpy one!

Do not taunt Happy Fun Ball.


Title: Re: SWTOR
Post by: Merusk on May 15, 2011, 06:38:06 PM
 :heart:


Title: Re: SWTOR
Post by: Lakov_Sanite on May 15, 2011, 07:37:43 PM
What's annoying is a lot of  companies 'leak' stuff on purpose.


Title: Re: SWTOR
Post by: Paelos on May 15, 2011, 08:16:05 PM
I took a leak on purpose this morning.


Title: Re: SWTOR
Post by: Ratman_tf on May 15, 2011, 09:34:48 PM
I took a leak on purpose this morning.

(http://www.wearysloth.com/Gallery/ActorsB/2411-22108.gif)

I'm not detecting any leak.


Title: Re: SWTOR
Post by: Surlyboi on May 16, 2011, 04:12:16 AM
Wrong franchise.


Title: Re: SWTOR
Post by: Simond on May 16, 2011, 10:07:22 AM
That makes it better.  :grin:


Title: Re: SWTOR
Post by: Samprimary on May 16, 2011, 02:38:54 PM
Wrong franchise.

star wars and reading rainbow have always been paired up well in terms of visionary conceit.


Title: Re: SWTOR
Post by: WindupAtheist on May 16, 2011, 11:09:24 PM
I took a leak on purpose this morning.

(http://www.wearysloth.com/Gallery/ActorsB/2411-22108.gif)

I'm not detecting any leak.

I lol'd.


Title: Re: SWTOR
Post by: Samprimary on May 16, 2011, 11:17:42 PM
see, because reading rainbow is taking something and reading it to you straightforwardly as if you are a child, with very simple morals, and


Title: Re: SWTOR
Post by: Lakov_Sanite on May 17, 2011, 12:24:08 AM
I think the thread died because everyone watched the video and the discussion is on hold until they lift the nda.


Title: Re: SWTOR
Post by: Surlyboi on May 17, 2011, 01:12:43 AM
More for Kunta.


Title: Re: SWTOR
Post by: Samprimary on May 17, 2011, 02:15:47 AM
Here's where I am since I last commented on this: MMO's are a step below even Caveat Emptor. Buyer has to do more than beware; they have to assume that any product in the genre is absolute shit until proven otherwise. And the burden of proof required to show that the game is breaking a ruefully predictable trend is high enough that it leads me to discourage practically ANY early adoption, no matter how much you want to be in on the ground floor.

Yet what I've seen is looking pretty good to me, enough that I think there's a much better than half chance that I'll be persuaded enough to sign on as an early adopter when the game comes out. This is a perspective that's been fed into by NDA-breaching stuff, and I don't know to what degree I can or should now separate the sources of my impressions.

I think my biases 'in favor' are fairly similar to other people who are the most interested in SWTOR's development.

- Really wants an MMO in the sci-fi fantasy-ish realm or anything which breaks competently from the whole swords-and-sorcery genre
- Which is translating roughly to, 'whether they know it or not, what they really want is WoW in Space'
- Just like the star wars franchise and iconography and desire an mmo where you get to fight with lightsabers and blasters and shit
- and, per usual, if they played SWG, they thought it was a pile of shoddy bullshit, and figure this is the last real shot at it

I consider myself very skeptical. I still like what I'm looking at here. I'm at least optimistic. They really, really better not fuck this up.


Title: Re: SWTOR
Post by: Merusk on May 17, 2011, 03:42:48 AM
You missed one Sam.

- Star Wars fans who'll buy any old Star Wars game, no matter how awful.

I'm guilty of the above. Hell, I even enjoyed Rebellion and the horrible 3x game whose name escapes me back in the day. 

I'm a horrible, horrible person.


Title: Re: SWTOR
Post by: luckton on May 17, 2011, 05:13:00 AM
/delurk
Here's where I am since I last commented on this: MMO's are a step below even Caveat Emptor. Buyer has to do more than beware; they have to assume that any product in the genre is absolute shit until proven otherwise. And the burden of proof required to show that the game is breaking a ruefully predictable trend is high enough that it leads me to discourage practically ANY early adoption, no matter how much you want to be in on the ground floor.

Yet what I've seen is looking pretty good to me, enough that I think there's a much better than half chance that I'll be persuaded enough to sign on as an early adopter when the game comes out. This is a perspective that's been fed into by NDA-breaching stuff, and I don't know to what degree I can or should now separate the sources of my impressions.

I think my biases 'in favor' are fairly similar to other people who are the most interested in SWTOR's development.

- Really wants an MMO in the sci-fi fantasy-ish realm or anything which breaks competently from the whole swords-and-sorcery genre
- Which is translating roughly to, 'whether they know it or not, what they really want is WoW in Space'
- Just like the star wars franchise and iconography and desire an mmo where you get to fight with lightsabers and blasters and shit
- and, per usual, if they played SWG, they thought it was a pile of shoddy bullshit, and figure this is the last real shot at it

I consider myself very skeptical. I still like what I'm looking at here. I'm at least optimistic. They really, really better not fuck this up.

I agree with this, and am right there with you in regards to picking it up.  The gamer in me wants a good sci-fi MMO so badly, even if it is Star Wars, and there's a lot of good things going for this game that I hope it succeeds.  And all the other goods points have been mentioned numerous times before.

I just have no faith in EA.

It's like you've got a best friend who has 'one of those' kinds of fathers.  You know, the one that doesn't give a crap and senselessly beats whatever's in their path when it's drinking night (which is almost every night).  You have such great times with your best friend, but you know one of these days you may just never see your friend again, because their father went overboard and did something stupid.

They can go up and down all day about how the relationship between EA and BW isn't anything like what EA had with Westwood with E&B, or even the same thing when Mythic got assimilated with WAR.  I don't care.  EA is a terrible father when it comes to MMOs, and my biggest fear isn't that the game won't make good on giving me a great first day impression, or being able to retain me with all of it's dazzling content and gameplay...it's that EA's gonna go drinking one night, and it'll all be downhill from there.


Title: Re: SWTOR
Post by: Koyasha on May 17, 2011, 06:19:23 AM
I think the thread died because everyone watched the video and the discussion is on hold until they lift the nda.
I wonder how common or rare my own attitude about following games like this is.  When I have not decided whether I like a game or not, I tend to show great interest in the pre-release phase and seek out much information.  But when I know I am going to purchase it (like for example, it's made by BioWare), I don't really show much interest until it's released.  I know I'm going to buy it, I don't need to seek out any more information on it, so I don't particularly care to watch promotional videos or beta leaks or anything else.


Title: Re: SWTOR
Post by: Paelos on May 17, 2011, 06:22:28 AM
You missed one Sam.

- Star Wars fans who'll buy any old Star Wars game, no matter how awful.

I'm guilty of the above. Hell, I even enjoyed Rebellion and the horrible 3x game whose name escapes me back in the day. 

I'm a horrible, horrible person.

I loved Rebellion. I loaded it up several times later on every computer I owned. It was the closest I've come to a true Total War meets Star Wars game that I've really wanted.


Title: Re: SWTOR
Post by: Murgos on May 17, 2011, 07:49:23 AM
I think the thread died because everyone watched the video and the discussion is on hold until they lift the nda.
I wonder how common or rare my own attitude about following games like this is.  When I have not decided whether I like a game or not, I tend to show great interest in the pre-release phase and seek out much information.  But when I know I am going to purchase it (like for example, it's made by BioWare), I don't really show much interest until it's released.  I know I'm going to buy it, I don't need to seek out any more information on it, so I don't particularly care to watch promotional videos or beta leaks or anything else.

I've actually decided that I don't want to beta MMO's anymore they spoil me for the game itself.  So, although I will follow pre-release material I typically wait a couple of weeks after release before trying it out, if the word of mouth is any good.

That said, I am signed of for SW:TOR beta.


Title: Re: SWTOR
Post by: Nebu on May 17, 2011, 08:44:58 AM
I've actually decided that I don't want to beta MMO's anymore they spoil me for the game itself. 

I'm with you here.  I've already decided that I'm going to give this a try at release anyway, so I don't want to spoil any surprises. 


Title: Re: SWTOR
Post by: Rasix on May 17, 2011, 08:57:41 AM
You missed one Sam.

- Star Wars fans who'll buy any old Star Wars game, no matter how awful.

I'm guilty of the above. Hell, I even enjoyed Rebellion and the horrible 3x game whose name escapes me back in the day. 

I'm a horrible, horrible person.

I loved Rebellion. I loaded it up several times later on every computer I owned. It was the closest I've come to a true Total War meets Star Wars game that I've really wanted.

Yah, I loved that game too.  Nothing like weighing the decision to completely destroy a rebel planet v. the universal reputation hit.  :why_so_serious:

If I even get into the SWTOR beta, it'll just be me trying to pick what class I want to play and then just enough past that to determine if it's completely awful or not. Once I knew what Rift was and found a class I liked, I completely stopped playing the beta.


Title: Re: SWTOR
Post by: K9 on May 17, 2011, 09:10:02 AM
Rebellion was a really great game; I'd happily see them remake it as Star Wars: Total War or whatever.


Title: Re: SWTOR
Post by: Merusk on May 17, 2011, 10:00:19 AM
Wow, I think that's the most love I've ever seen for Rebellion.  It usually gets groans and complaints about the interface.   I don't see how it'd segue into a Total:War game, though.  It was much more like MOO with the space combat aspects, etc.  I guess it could work though.

The other game I was thinking of was Force Commander. 



Title: Re: SWTOR
Post by: Fordel on May 17, 2011, 11:24:08 AM
Last Starwars game I played... Republic Commando, I really like that game, still break it out every so often for a replay. One of the few squad games I've played where my squad mates aren't totally pants on head retarded.


Title: Re: SWTOR
Post by: Paelos on May 17, 2011, 11:31:35 AM
Wow, I think that's the most love I've ever seen for Rebellion.  It usually gets groans and complaints about the interface.   I don't see how it'd segue into a Total:War game, though.  It was much more like MOO with the space combat aspects, etc.  I guess it could work though.

The other game I was thinking of was Force Commander. 

TW:KOTOR would be pretty easy to do. Instead of cities, you'd have planets. Instead of territories, you'd have connected systems. I think it would work best in the KOTOR world where you could recruit random generals to support your armies, and have jedi and sith agents you recruit to take over the galaxy. Upgrade planets, support the Sith, Hutts, Republic, or other factions.


Title: Re: SWTOR
Post by: Samprimary on May 17, 2011, 12:35:43 PM
Wow, I think that's the most love I've ever seen for Rebellion.  It usually gets groans and complaints about the interface. 

My friend loves rebellion, but none of the rest of us had the patience to navigate its interface. But he perservered, and the end result was probably the best stories.

In his most epic game, a trainee of darth vader shows up to murder Bren Derlin, head of echo base security, a.k.a. 'just some guy,' Bren murders him and turns out to be force sensitive and the most comically brutal force user on the planet. He was secretly goku. He wasn't reliable at missions that weren't 'fucking murder everyone' which was odd for a force user, Bren was just uncontainably powerful. And also incorruptable. He was liek this cheery, nice guy with a 'stache who we sent off to brutalize darth vader and the emperor at once (and he did, without even breaking a sweat).

Hey bren, the imperials are attacking! Do you think you can single-handedly murder all of them?

(http://i.imgur.com/ZgQZE.png)

Hey sure thing buddy! Noooo problemmo.

To this day we maintain it as canon.


Title: Re: SWTOR
Post by: Mnemon on May 17, 2011, 12:54:19 PM
No it's nothing official, just some guy playing a low level character like anyone else would do, which seems to include getting up to go get a refreshing beverage now and again since he just stands there for a couple minutes sometimes.  The purpose doesn't even seem to be just to screw over his nda either since it doesn't show character creation and some of the more important menus.

I don't really know what he was thinking, he has his damn nameplate turned on above his character the whole time so EA will know who it is and at a minimum kick him out of alpha/beta/whatever-it-is.

he released two videos. one is just the jedi knight stuff. the other does have him creating a brand new Sith Inquisitor and walking through all the steps, class/race combos, etc.

he was supposedly posting on one of the sites that leaked the videos and he said he basically bought the beta key from somebody, figured he'd get caught sooner or later, so he took one for the team so to speak.

honestly i'm amazed the video lasted as long as it did on justin.tv. Bioware/EA are usually super quick at getting stuff taken down.


Title: Re: SWTOR
Post by: Mnemon on May 17, 2011, 01:00:36 PM
/delurk
Here's where I am since I last commented on this: MMO's are a step below even Caveat Emptor. Buyer has to do more than beware; they have to assume that any product in the genre is absolute shit until proven otherwise. And the burden of proof required to show that the game is breaking a ruefully predictable trend is high enough that it leads me to discourage practically ANY early adoption, no matter how much you want to be in on the ground floor.

Yet what I've seen is looking pretty good to me, enough that I think there's a much better than half chance that I'll be persuaded enough to sign on as an early adopter when the game comes out. This is a perspective that's been fed into by NDA-breaching stuff, and I don't know to what degree I can or should now separate the sources of my impressions.

I think my biases 'in favor' are fairly similar to other people who are the most interested in SWTOR's development.

- Really wants an MMO in the sci-fi fantasy-ish realm or anything which breaks competently from the whole swords-and-sorcery genre
- Which is translating roughly to, 'whether they know it or not, what they really want is WoW in Space'
- Just like the star wars franchise and iconography and desire an mmo where you get to fight with lightsabers and blasters and shit
- and, per usual, if they played SWG, they thought it was a pile of shoddy bullshit, and figure this is the last real shot at it

I consider myself very skeptical. I still like what I'm looking at here. I'm at least optimistic. They really, really better not fuck this up.

I agree with this, and am right there with you in regards to picking it up.  The gamer in me wants a good sci-fi MMO so badly, even if it is Star Wars, and there's a lot of good things going for this game that I hope it succeeds.  And all the other goods points have been mentioned numerous times before.

I just have no faith in EA.

It's like you've got a best friend who has 'one of those' kinds of fathers.  You know, the one that doesn't give a crap and senselessly beats whatever's in their path when it's drinking night (which is almost every night).  You have such great times with your best friend, but you know one of these days you may just never see your friend again, because their father went overboard and did something stupid.

They can go up and down all day about how the relationship between EA and BW isn't anything like what EA had with Westwood with E&B, or even the same thing when Mythic got assimilated with WAR.  I don't care.  EA is a terrible father when it comes to MMOs, and my biggest fear isn't that the game won't make good on giving me a great first day impression, or being able to retain me with all of it's dazzling content and gameplay...it's that EA's gonna go drinking one night, and it'll all be downhill from there.

Lets not forget LucasArts. They are at least 50 percent responsible for the problems with SWG. If not more.

Not a lot of MMO success on either of their Wikipedia pages.

Which leads to my question. (And I hate saying this outloud because it makes me throw up in my mouth.)

EA and LucasArts most certainly have WoW-envy. It's part of what killed SWG, and lead to a lot of bad Warhammer decisions.

Lets say its six months out. TOR is doing well. Say in the 500,000/750,000 subscriber range.

But it isn't really challenging WoW or in the same ballpark - its at the top of all games not named WoW in North America.

EA and LA start getting antsy, pushing for changes.

Does Bioware have the balls, smarts and authority to hold the other two at bay and not have their game ruined by knee-jerk decisions made just with subscriber numbers in mind?


Title: Re: SWTOR
Post by: Sky on May 17, 2011, 01:05:43 PM
Balls and smarts have 0.0 to do with that decision.


Title: Re: SWTOR
Post by: VainEldritch on May 17, 2011, 02:01:33 PM
From what I've seen of this game (everything out there, I think), SW:TOR may well do something that I never would have expected - or believed. In a twisted way this game could make me gald the NGE happened...

  :ye_gods:


Title: Re: SWTOR
Post by: Rasix on May 17, 2011, 02:07:22 PM
Nice sentence, bro.


Title: Re: SWTOR
Post by: VainEldritch on May 17, 2011, 02:36:41 PM
Nice sentence, bro.

Tightened it up just for you...

 :grin:


Title: Re: SWTOR
Post by: Paelos on May 17, 2011, 03:51:25 PM
And yet, it's still not quite there.


Title: Re: SWTOR
Post by: Samprimary on May 17, 2011, 06:19:00 PM
Quote
Does Bioware have the balls, smarts and authority to hold the other two at bay and not have their game ruined by knee-jerk decisions made just with subscriber numbers in mind?

Can't bioware just say something like 'we feel our business program will be best served by an organic evolution of its offerings versus WoW'

or, failing that, just point at NGE and say NO SUDDEN CHANGES THANKS.

oh, probably not


Title: Re: SWTOR
Post by: carnifex27 on May 17, 2011, 07:02:42 PM
I think you misunderstand the problems with the NGE from LucasArts point of view.  It clearly would have been succesful if they had just implemented it sooner  :why_so_serious:


Title: Re: SWTOR
Post by: Venkman on May 17, 2011, 07:27:24 PM
When I have not decided whether I like a game or not, I tend to show great interest in the pre-release phase and seek out much information.  But when I know I am going to purchase it (like for example, it's made by BioWare), I don't really show much interest until it's released.  I know I'm going to buy it, I don't need to seek out any more information on it, so I don't particularly care to watch promotional videos or beta leaks or anything else.

I've actually decided that I don't want to beta MMO's anymore they spoil me for the game itself.  So, although I will follow pre-release material I typically wait a couple of weeks after release before trying it out, if the word of mouth is any good.

Pretty much in the same boat. But also, I don't really follow this shit anymore because either I've either been there and don't have the lifestyle to live at the cap, it's not different enough to be sticky for me or it's too different to have gotten sufficient resources to be done well. Have grown real tired of spending money on crappy and incomplete. And as far as I'm concerned, f2p is either a desperate attempt one arrives at to keep something alive beyond it's natural death or it's for lighter faire games even closer to actual slot machines than the slightly-thicker veneers I've played.

So I'll buy SWTOR for the sheer spectacle of a huge game with a huge budget and an IP I still like. And because it doesn't look like it sucks.


Title: Re: SWTOR
Post by: Sky on May 17, 2011, 08:40:48 PM
There lurks in the shadows of original Vision the promise of a solid Journey game, which seems to be on the Altar of Destination, poised to have its heart ripped out and thrown to the ravenous hordes to quickly consume before returning to their squalid huts.

I, too, no longer have the lifestyle to live 'at the cap', and in reality I haven't since Britannia ruled these seas. I question both the design that supports it and the people who rush single-mindedly past all the beauty and knowledge arrayed before them to jadedly complain how little there is to do, while repeatedly grinding away at a small nugget of the total content to eke out the last bits of statistical improvement.

My hope is that the heartless corpse, that lies bleeding its story out upon the warm rock Altar in the fading sunlight, will provide enough unmitigated enjoyment for those such as ourselves. Those lost in a world that once held so much promise only to be distilled down to the most elemental doppleganger.


Title: Re: SWTOR
Post by: eldaec on May 18, 2011, 02:55:35 AM
There are a fair number of people in this thread who seem to have forgotten that pre-NGE-SWG was also shit.


Title: Re: SWTOR
Post by: Surlyboi on May 18, 2011, 03:20:12 AM
There are a fair number of people in this thread who seem to have forgotten that pre-NGE-SWG was also shit.

No, pre NGE SWG wasn't shit. It was deeply a deeply flawed, half-baked mess, but it wasn't shit.


Title: Re: SWTOR
Post by: Merusk on May 18, 2011, 04:40:05 AM
There are a fair number of people in this thread who seem to have forgotten that pre-NGE-SWG was also shit.

There's a lot of former UO players for whom SWG was, apparently, the bees knees.

I, on the other hand, agree with you. Which would be why I only played for about 5-6 months.  Because I'm a SW Junkie.


Title: Re: SWTOR
Post by: Simond on May 18, 2011, 05:22:31 AM
There are a fair number of people in this thread who seem to have forgotten that pre-NGE-SWG was also shit.

No, pre NGE SWG wasn't shit. It was deeply a deeply flawed, half-baked mess, but it wasn't shit
It also wasn't a game.


Title: Re: SWTOR
Post by: Lantyssa on May 18, 2011, 06:00:09 AM
I was fine with that.


Title: Re: SWTOR
Post by: Xuri on May 18, 2011, 06:37:41 AM
It was more of a game pre-NGE than Eve is today :P


Title: Re: SWTOR
Post by: Sky on May 18, 2011, 06:45:19 AM
As a pre-NGE rifleman, SWG was shit. I'll grant the social/tradeskill parts were awesome. But the combat sucked. HAM. Lest we forget.

Had way more fun in combat with the NGE, even if I missed the other stuff. But I'm one of the few (only?) NGE fans. It wasn't perfect, but it was better than the original combat implementation.


Title: Re: SWTOR
Post by: Malakili on May 18, 2011, 06:55:47 AM
As a pre-NGE rifleman, SWG was shit. I'll grant the social/tradeskill parts were awesome. But the combat sucked. HAM. Lest we forget.

Had way more fun in combat with the NGE, even if I missed the other stuff. But I'm one of the few (only?) NGE fans. It wasn't perfect, but it was better than the original combat implementation.

You've hit on something here, which is how much combat matters.  In a game like pre-NGE Galaxies, the best part was the fact that combat didn't need to play a central role necessarily.  If I want good combat, the LAST genre I'm going to is an RPG of any kind most likely, so tanking other systems in favor of improvements to combat is generally going to annoy me since its precisely in the non-combat features that MMORPGs actually have an advantage over other genres.

Thats a me issue I guess, but whatever, just thought I'd jump in and say my piece.


Title: Re: SWTOR
Post by: kaid on May 18, 2011, 07:10:20 AM
SWG had a few cases that showed clearly that being innovative is not always a good thing. The HAM system was one of the silliest ideas ever. You could have three people in a group attacking one target and not have it drop any faster than any one of those people could do it solo. The HAM system actively worked against grouping and made combat a hopeless boring mess. While a MMO does not need the most active uber combat system SWG's was terribad. I got a good year out of it enjoying the social aspect of the game until the holocron shit started which totally destroyed the fun of the more social character classes by making everybody and their brother need to grind the fuck out of them with macros so in a stage full of people there was nobody to talk to.


Title: Re: SWTOR
Post by: SnakeCharmer on May 18, 2011, 07:37:02 AM
cue Raph saying "BUT HAM NEVER WORKED RIGHT"


Title: Re: SWTOR
Post by: Paelos on May 18, 2011, 07:46:36 AM
Why do I have 3 health bars?

WHY!  :ye_gods:


Title: Re: SWTOR
Post by: palmer_eldritch on May 18, 2011, 07:54:54 AM
Yes HAM was terrible, but vanilla SWG as a whole was great and the spectacles get more rose-tinted as time goes by.

More rose-tinted because it's becoming increasingly clear that us UO/sandbox people that we may never get another game made for us, at least not by a fully-professional studio with a decent budget to spend.

SWG was the nearest thing we got to UO 2.0, and it's just now sinking in that UO 3.0 may never happen. So don't knock that game, it's important to some of us  :cry:


Title: Re: SWTOR
Post by: Lantyssa on May 18, 2011, 09:36:14 AM
Pretty much this.  Some of us want more than combat, and even combat is hard to tune right.  Look at where WoW is now, which is what SWG threw subs away for and what SWTOR is trying to be.

Having more than a focus on combat helps ensure a healthy game.


Title: Re: SWTOR
Post by: Sky on May 18, 2011, 09:46:16 AM
Oh, I'm definitely with you on that 100% Rift actually got combat pretty well, if they had that combat and soul/role system in a deeper worldy game like SWG it would've been great. But beyond the tardedness of HAM, even the skills were totally borked: there were empty boxes in the rifleman tree. Really a ding to look forward to, for sure.

I wonder if anyone has pointed out that making mmo is HARD.  :grin: To pull out the desiccated horse, as Darniaq and I used to like to pine: If only they had merged the Planetside and SWG projects early on, gaming nirvana would've been found. SWG's worldiness and PS's combat would be tough to beat.


Title: Re: SWTOR
Post by: Ratman_tf on May 18, 2011, 09:46:29 AM
There's a lot of former UO players for whom SWG was, apparently, the bees knees.

The harvesting and tradeskilling game was fun. Unfortunatley it was built to support the PvE and PvP portion of the game, which sucked balls.

Gah. SWG.  :awesome_for_real:


Title: Re: SWTOR
Post by: Ratman_tf on May 18, 2011, 09:48:11 AM
I wonder if anyone has pointed out that making mmo is HARD.  :grin: To pull out the desiccated horse, as Darniaq and I used to like to pine: If only they had merged the Planetside and SWG projects early on, gaming nirvana would've been found. SWG's worldiness and PS's combat would be tough to beat.

How exactly would you do that without turning Planetside into a full fledged RPG? (A bad idea, IMO), or turning SWG into a shooter? (Again bad, IMO)

Shake n' bake is for chicken, not video games!  :grin:


Title: Re: SWTOR
Post by: Nebu on May 18, 2011, 10:30:47 AM
MMO achievers do not like skill-based combat and prefer a time = power paradigm.  Planetside catered to the "I like FPS, but want some stickiness" crowd while SWG was built for the sandbox-in-space folks.

Oil and water stuff.


Title: Re: SWTOR
Post by: Lantyssa on May 18, 2011, 10:52:32 AM
Oh, it's possible to do, it's just hard for devs to uncouple social mechanics from their combat ones.  Something like Jedi Knight/Academy in a persistant world, with appearance-based craftables would be awesome.


Title: Re: SWTOR
Post by: Paelos on May 18, 2011, 04:55:33 PM
The key to making crafting matter is to make items different. We're in a fantasy world, but dammit if crafters only know how to the exact same shit. Well you can buy from me, or you can buy from the dude who makes the exact same shit for less. Oh and the only inputs are ever spawning crap in the world that are exactly the same.

SAME!


Title: Re: SWTOR
Post by: Lakov_Sanite on May 18, 2011, 05:00:48 PM
The key to making crafting matter is to make items different. We're in a fantasy world, but dammit if crafters only know how to the exact same shit. Well you can buy from me, or you can buy from the dude who makes the exact same shit for less. Oh and the only inputs are ever spawning crap in the world that are exactly the same.

SAME!

You are a crafter,
You can make a necklace.
You have 100 points.
Each point can be added to any stat of your choosing.
Done.

The problem with making crafting unique is that it would lead to things like having to search through 1k different necklaces all with the same name on an auction house.


Title: Re: SWTOR
Post by: Samprimary on May 18, 2011, 05:01:41 PM
question: have there been any pictures of this game showing a purple lightsaber wielded by jedi knights or consulars?


Title: Re: SWTOR
Post by: Lantyssa on May 18, 2011, 05:12:22 PM
I've only seen them used by the two Sith classes so far, but those were recent, too.


Title: Re: SWTOR
Post by: SnakeCharmer on May 18, 2011, 05:38:54 PM
Shake n' bake is for chicken, not video games!  :grin:

Ricky Bobby disagrees.


Title: Re: SWTOR
Post by: Mnemon on May 20, 2011, 12:32:26 PM
question: have there been any pictures of this game showing a purple lightsaber wielded by jedi knights or consulars?

yup. you can see some in this video ...

http://www.youtube.com/watch?v=6N7bsEgvbwg


Title: Re: SWTOR
Post by: Lantyssa on May 20, 2011, 02:10:33 PM
Only the Inquisitor was using purple.  The Jedi had green and blue blades.


Title: Re: SWTOR
Post by: Arrrgh on May 20, 2011, 02:41:37 PM
Is there some lore thing about purple? Or you simply like the color?


Title: Re: SWTOR
Post by: Lakov_Sanite on May 20, 2011, 02:55:21 PM
An invisible lightsaber would be kind of awesome.


Title: Re: SWTOR
Post by: Fordel on May 20, 2011, 02:59:51 PM
Is there some lore thing about purple? Or you simply like the color?

Windu!


Title: Re: SWTOR
Post by: Lantyssa on May 20, 2011, 03:34:48 PM
Purple wasn't supposed to exist, but Samuel L. Jackson wanted purple, so it happened.

Me?  I just like purple.


Title: Re: SWTOR
Post by: Samprimary on May 20, 2011, 06:38:29 PM
Yup, if I have my choice I'm going with purple (or silver, if by chance it gets approved)


Title: Re: SWTOR
Post by: Paelos on May 20, 2011, 07:01:37 PM
I love gold!


Title: Re: SWTOR
Post by: Simond on May 21, 2011, 04:31:52 AM
See, that's instant DLC right there: "Now selling lightsaber crystals! 50c for individual crystals, $2 for a pack of five. New colours now available - fuschia, periwinkle, jonquil and puce!"  :awesome_for_real:

E: Let's get silly with the colours!


Title: Re: SWTOR
Post by: rattran on May 21, 2011, 07:56:49 AM
It's not fully silly until they add patterned lightsabers, striped, plaid, buffalo check, etc.


Title: Re: SWTOR
Post by: Venkman on May 21, 2011, 08:01:23 AM
It's going to be even less silly when they actually do that  :-P


Title: Re: SWTOR
Post by: Miasma on May 21, 2011, 08:01:46 AM
They're going to have to do something crazy with the colours since they will all look the same no matter if it's junk, epic, level 1 or level 50.  There won't be much satisfaction from how higher level lightsaber loot looks since all they can really change is a hilt you will barely see.  Same with jedi armor really, they would just have different looking plain robes wouldn't they?  Maybe they can say the jedi back then liked to bling out their robes.


Title: Re: SWTOR
Post by: Simond on May 21, 2011, 08:37:57 AM
It's going to be even less silly when they actually do that  :-P
Honestly, that sort of DLC I have exactly zero issues with. Someone wants to spend X cash to get a neon pink lightsaber blade (that works the same as my green one)? More power to 'em.


Title: Re: SWTOR
Post by: Shrike on May 21, 2011, 09:10:28 AM
I'm down with the puce.


Title: Re: SWTOR
Post by: Malakili on May 21, 2011, 12:02:06 PM
They're going to have to do something crazy with the colours since they will all look the same no matter if it's junk, epic, level 1 or level 50.  There won't be much satisfaction from how higher level lightsaber loot looks since all they can really change is a hilt you will barely see.  Same with jedi armor really, they would just have different looking plain robes wouldn't they?  Maybe they can say the jedi back then liked to bling out their robes.

The jedi in the videos so far tend to wear some armor.


Title: Re: SWTOR
Post by: caladein on May 21, 2011, 12:06:08 PM
I will savagely beat whoever thought shoulderpads were a good idea in this game.


Title: Re: SWTOR
Post by: Sheepherder on May 21, 2011, 01:20:35 PM
They're going to have to do something crazy with the colours since they will all look the same no matter if it's junk, epic, level 1 or level 50.  There won't be much satisfaction from how higher level lightsaber loot looks since all they can really change is a hilt you will barely see.  Same with jedi armor really, they would just have different looking plain robes wouldn't they?  Maybe they can say the jedi back then liked to bling out their robes.

Lightsabres: Fire effects, electrical arcs, motes drifting off the blade, intermittent secondary colours, translucent blades, flickering blades, pulsing blades, hilt design.
Robes: Bits of armor, insignia, shape, material.


Title: Re: SWTOR
Post by: Venkman on May 21, 2011, 01:25:40 PM
I suspect this is why the blades are so out-sized :)


Title: Re: SWTOR
Post by: Amaron on May 21, 2011, 06:46:11 PM
They're going to have to do something crazy with the colours since they will all look the same no matter if it's junk, epic, level 1 or level 50.  There won't be much satisfaction from how higher level lightsaber loot looks since all they can really change is a hilt you will barely see.

On the other side of that you don't have to worry about your weapon being a bunch of metal held together with duct tape.   Nor will you have some sort of force staff look like a tentacle on a stick. 


Title: Re: SWTOR
Post by: Ratman_tf on May 21, 2011, 08:12:56 PM
They're going to have to do something crazy with the colours since they will all look the same no matter if it's junk, epic, level 1 or level 50.  There won't be much satisfaction from how higher level lightsaber loot looks since all they can really change is a hilt you will barely see.

On the other side of that you don't have to worry about your weapon being a bunch of metal held together with duct tape.   Nor will you have some sort of force staff look like a tentacle on a stick. 

Whip sabers could cover that.

I personally want a minigun that fires lightsabers. And huge shoulderpads, of course.


Title: Re: SWTOR
Post by: SnakeCharmer on May 21, 2011, 08:14:17 PM
I want lightsabers on my shoulderpads.


Title: Re: SWTOR
Post by: UnSub on May 22, 2011, 05:04:14 AM
I'm down with the puce.

Obi-Wan says, "Use the Puce, Luke!"


Title: Re: SWTOR
Post by: Tannhauser on May 22, 2011, 05:17:36 AM
I want lightsabers on my shoulderpads.

You fool!  What if they read these boards?


Title: Re: SWTOR
Post by: Samprimary on May 22, 2011, 05:22:05 AM
(http://i.imgur.com/Fv0lM.jpg)

you're too fucking late


Title: Re: SWTOR
Post by: cironian on May 22, 2011, 08:07:37 AM
I demand lightsaber-porcupine armor!


Title: Re: SWTOR
Post by: tmp on May 22, 2011, 02:18:28 PM
They're going to have to do something crazy with the colours since they will all look the same no matter if it's junk, epic, level 1 or level 50.  There won't be much satisfaction from how higher level lightsaber loot looks since all they can really change is a hilt you will barely see.
As you get up in levels the "blade" will get longer and thicker :oh_i_see:


Title: Re: SWTOR
Post by: Merusk on May 22, 2011, 02:42:31 PM
So Prolixis is a powerup?


Title: Re: SWTOR
Post by: Cadaverine on May 22, 2011, 06:29:04 PM
So Prolixis is a powerup?

(http://db.tt/zou1sON)   :awesome_for_real:


As far as light saber colors go, I'd rather they made red, blue, and green the default colors.  Other colors like yellow, orange, etc. could be drops, DLC, or quested.  The really out there colors like gold, silver, black, purple I'd rather were only available from some longish quest chain.  There's a part of me that would like to see them limited to one per server, too, so that they maintained their uniqueness, but I know that'll never happen.


Title: Re: SWTOR
Post by: Ratman_tf on May 22, 2011, 06:51:12 PM
(http://s-ak.buzzfed.com/static/imagebuzz/terminal01/2011/3/14/16/tracy-morgan-shirtless-with-a-lightsaber-31799-1300135380-20.jpg)


Title: Re: SWTOR
Post by: tmp on May 22, 2011, 07:14:53 PM
There's a part of me that would like to see them limited to one per server, too, so that they maintained their uniqueness, but I know that'll never happen.
Wouldn't be very practical given the player churn rate. Don't know if there's anything enjoyable in knowing the colour you'd like to have had already dropped for a guy who was last seen a year ago.


Title: Re: SWTOR
Post by: Malakili on May 22, 2011, 07:29:31 PM
I'm not *actually* suggesting this, but it would make for an awesome FFA PvP mechanic.  Want the orange lightsaber - so and so has it - kill him and take his lightsaber!


Title: Re: SWTOR
Post by: Fordel on May 22, 2011, 07:53:29 PM
Those players never leave the safehouse then, whats the point?


Title: Re: SWTOR
Post by: Lakov_Sanite on May 22, 2011, 09:01:02 PM
That tracy morgan pic kind of summarizes everything I think I will hate with this game.  All that story, setting, voice acting and character building will have to be right next to Tracy Jordan: Jedi Master, cause that's who we'll all be playing alongside.


Title: Re: SWTOR
Post by: Malakili on May 23, 2011, 03:52:49 AM
Those players never leave the safehouse then, whats the point?

Yeah, I know, thats why I'm not actually suggesting it, as I mentioned.  People like that are why we can't have nice things.


Title: Re: SWTOR
Post by: Murgos on May 23, 2011, 04:12:09 AM
I think I'm against actual exclusivity in MMO's.  The appearance of exclusivity is fine, but I prefer if there is some way for me to have what I want.


Title: Re: SWTOR
Post by: Simond on May 23, 2011, 05:14:00 AM
As far as light saber colors go, I'd rather they made red, blue, and green the default colors.  Other colors like yellow, orange, etc. could be drops, DLC, or quested.  The really out there colors like gold, silver, black, purple I'd rather were only available from some longish quest chain.  There's a part of me that would like to see them limited to one per server, too, so that they maintained their uniqueness, but I know that'll never happen.
:jedi101: Yellow was the canon blade colour for the Old Republic-era Jedi Sentinel, in addition to blue for Guardian, and green for Jedi Consular.
(And yes, I looked it up - http://starwars.wikia.com/wiki/Lightsaber_crystal )  :grin:


Title: Re: SWTOR
Post by: Samprimary on May 23, 2011, 05:21:20 AM
I would also guess red - warrior and purple - inquisitor


Title: Re: SWTOR
Post by: tmp on May 23, 2011, 10:37:37 AM
If i'm not mistaken the regular KotOR had specific colour for each of teh jedi classes, at least for the initial saber you'd craft. You could then swap it for another if you felt like it and managed to get another crystal from the vendor or loot drop. Maybe they'll use the same approach in the online version.


Title: Re: SWTOR
Post by: Count Nerfedalot on May 23, 2011, 10:52:38 AM
I want lightsabers on my shoulderpads.

I want shoulderpads on my lightsaber!


Title: Re: SWTOR
Post by: Sky on May 23, 2011, 12:17:35 PM
The really out there colors like gold, silver, black, purple I'd rather were only available from some longish quest chain. 
You know it'll be walled off behind some raids to keep casual players from ever seeing one. Because the fact that it's there will drive them to keep playing!

 :oh_i_see:


Title: Re: SWTOR
Post by: VainEldritch on May 23, 2011, 12:41:46 PM
The really out there colors like gold, silver, black, purple I'd rather were only available from some longish quest chain. 
You know it'll be walled off behind some raids to keep casual players from ever seeing one. Because the fact that it's there will drive them to keep playing!

 :oh_i_see:


Drat! Now I know why I've /ragequit every MMORPG since UO...  :heartbreak:



Title: Re: SWTOR
Post by: tmp on May 23, 2011, 01:36:04 PM
Given the recent MMO trends the colour crystals will be probably RMT item...

... with limited durability.


Title: Re: SWTOR
Post by: UnSub on May 23, 2011, 07:18:50 PM
Given the recent MMO trends the colour crystals will be probably RMT item...

... with limited durability with a 30 day real time limit.

 :grin:


Title: Re: SWTOR
Post by: Samprimary on May 24, 2011, 07:44:12 AM
it works on me though, yanno. I'll raid for a purple crystal.

Strangely though I only seem to raid for the purpose of vanity. I only give a fuck about how things look!


Title: Re: SWTOR
Post by: tmp on May 24, 2011, 10:38:00 AM
This is perfectly reasonable attitude. Also the reason why LotRO is teh best MMO ever.


Title: Re: SWTOR
Post by: Amaron on May 25, 2011, 04:33:41 AM
Strangely though I only seem to raid for the purpose of vanity. I only give a fuck about how things look!

I'm exactly the same.   Clearly the next big thing should be mount armor so we have more stuff to show off.


Title: Re: SWTOR
Post by: luckton on May 26, 2011, 03:13:41 AM
Strangely though I only seem to raid for the purpose of vanity. I only give a fuck about how things look!

Speaking of internet line dancing...anyone else getting a little worried about TOR's implementation of it?  Or rather the complete lack of news regarding it?  Would have thought that as polished and stuff as things have come along, we would have heard a piece about end-game by now.  E3 maybe?


Title: Re: SWTOR
Post by: Shatter on May 26, 2011, 04:42:56 AM
I want lightsabers on my shoulderpads.

I want shoulderpads on my lightsaber!

Ill raise you missiles on my BH shoulderpads


Title: Re: SWTOR
Post by: Riggswolfe on May 26, 2011, 11:15:34 AM
Strangely though I only seem to raid for the purpose of vanity. I only give a fuck about how things look!

Speaking of internet line dancing...anyone else getting a little worried about TOR's implementation of it?  Or rather the complete lack of news regarding it?  Would have thought that as polished and stuff as things have come along, we would have heard a piece about end-game by now.  E3 maybe?

Not worried at all. If I had my way it wouldn't have raids.


Title: Re: SWTOR
Post by: UnSub on May 26, 2011, 06:10:04 PM
I want lightsabers on my shoulderpads.

I want shoulderpads on my lightsaber!

Ill raise you missiles on my BH shoulderpads

My missiles will have lightsabers. That fire from my shoulderpads.


Title: Re: SWTOR
Post by: Sky on May 27, 2011, 07:52:51 AM
My Bounty Hunter Mega-Neato has weaponized an anti-midichlorian serum originally intended to cure sith, that he will now use in a war against all force-users.


Title: Re: SWTOR
Post by: Lantyssa on May 27, 2011, 07:55:19 AM
My lightsabers will have missiles that shoot shoulderpads.


Title: Re: SWTOR
Post by: luckton on May 27, 2011, 08:19:12 AM
My lightsabers will have missiles that shoot shoulderpads.

And lasers...don't forget the lasers.


Title: Re: SWTOR
Post by: luckton on May 27, 2011, 08:38:02 AM
Trooper Progression video (https://www.facebook.com/l.php?u=http%3A%2F%2Fwww.swtor.com%2Fmedia%2Ftrailers%2Ftrooper-progression&h=ee702)

 :awesome_for_real: @stealth detect + KNIFE!
 :drill: @Rambo-style action



Title: Re: SWTOR
Post by: Lucas on May 27, 2011, 08:46:10 AM
PEW PEW  :awesome_for_real:  :drill: :drill: :drill:


Title: Re: SWTOR
Post by: luckton on May 27, 2011, 08:53:37 AM
You know, I think about it now...after watching it a couple dozen times.

I'm having a hard time wrapping my head around how a Sith ninja would just stand there and cloak, let itself get detected and continue to just stand there as Rambo runs up to her and knifes her in the face.

Either BW's choreographers need some work, or they're trying to show what a Sith looks like when played by an eBay'er?


Title: Re: SWTOR
Post by: Lantyssa on May 27, 2011, 08:59:14 AM
They're used to standing there taking blaster bolts.  It's not a far stretch that you can use a knife instead.

Sadly, another cringe-worthy video.


Title: Re: SWTOR
Post by: Sky on May 27, 2011, 09:27:00 AM
Cringe-worthy is a bit harsh. While not up to the standards of the 'what it means to be a sith' video, I thought the trooper looked pretty cool.


Title: Re: SWTOR
Post by: Paelos on May 27, 2011, 09:51:48 AM
As a person who was only considering playing a trooper, the stealth detected Rambo-knife-gun-em-while-they-are-down shit gave me monkeywood.


Title: Re: SWTOR
Post by: Reg on May 27, 2011, 09:53:59 AM
It looked pretty cool to me too.


Title: Re: SWTOR
Post by: Samprimary on May 27, 2011, 10:13:13 AM
droids, please report when you've found my unintending knife holster, i tire of carrying this thing


Title: Re: SWTOR
Post by: Draegan on May 27, 2011, 10:24:56 AM
Did you guys notice the healing skill he used in one scene? 

Everything looks pretty fun.


Title: Re: SWTOR
Post by: Murgos on May 27, 2011, 10:34:45 AM
...and and continue to just stand there as Rambo runs up to her and knifes her in the face.

Hardly what happened or did you not notice her burning down the Jedi with force lightning?


Title: Re: SWTOR
Post by: Fordel on May 27, 2011, 10:38:50 AM
Yea, they announced Troopers would have a healing tree a little while ago or some such.


Title: Re: SWTOR
Post by: Threash on May 27, 2011, 10:50:44 AM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.


Title: Re: SWTOR
Post by: Paelos on May 27, 2011, 11:07:58 AM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.

You, sir, are dumb and wrong.


Title: Re: SWTOR
Post by: Ingmar on May 27, 2011, 11:11:53 AM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.

As long as Fordel is hanging around there will be at least one.


Title: Re: SWTOR
Post by: luckton on May 27, 2011, 11:33:00 AM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.
Maybe, but that's not gonna stop me from playing a RANGED TANK!  :awesome_for_real:

And in a world full of DPS jedi, I will reign supreme.  They'll look up from their endless LFD queue and cry out 'tank for us!'.  AndI'll whisper 'lrn2play'.


Title: Re: SWTOR
Post by: Comstar on May 27, 2011, 12:25:30 PM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.

The female troopers are voiced by Femshep from Mass Effect. I'm just going to :right hook: every jediwannabe I came across.


Title: Re: SWTOR
Post by: Fordel on May 27, 2011, 12:33:52 PM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.

As long as Fordel is hanging around there will be at least one.

(http://www.nexuszero.net/Img/clone_wars.gif)


Title: Re: SWTOR
Post by: Draegan on May 27, 2011, 12:36:11 PM
Fuck Jedi and Sith, bunch of hippies.  Bring on Bounty Hunters and Troopers.


Title: Re: SWTOR
Post by: Sky on May 27, 2011, 01:03:00 PM
Who's going to set up the Republic version of BC?  :grin:


Title: Re: SWTOR
Post by: Samprimary on May 27, 2011, 02:56:36 PM
PLAYING FEMSHEP

PUNCHING EVERY REPORTER IN GALAXY


Title: Re: SWTOR
Post by: Fordel on May 27, 2011, 04:00:19 PM
Clearly we should start a No Jedi Allowed guild.


Title: Re: SWTOR
Post by: palmer_eldritch on May 27, 2011, 04:16:40 PM
I'm in. No fucking Jedi.


Title: Re: SWTOR
Post by: WindupAtheist on May 27, 2011, 04:29:34 PM
Make an all-Trooper guild and name it Cannon Fodder.


Title: Re: SWTOR
Post by: Merusk on May 27, 2011, 04:38:19 PM
I enjoyed the Vanguard bit where he bubbles until his buddies get eaten THEN blows shit up.  Damn Paladins.  :grin:



Title: Re: SWTOR
Post by: Malakili on May 27, 2011, 04:51:48 PM
Make an all-Trooper guild and name it Cannon Fodder.

I'll buy the game for this. (don't hold me to that)


Title: Re: SWTOR
Post by: UnSub on May 27, 2011, 09:34:11 PM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.

As long as Fordel is hanging around there will be at least one.

(http://www.nexuszero.net/Img/clone_wars.gif)

That's a trooper fighting trash mobs.  :grin:


Title: Re: SWTOR
Post by: Ratman_tf on May 27, 2011, 09:46:38 PM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.

As long as Fordel is hanging around there will be at least one.

(http://www.nexuszero.net/Img/clone_wars.gif)

That's a trooper fighting trash mobs.  :grin:

http://www.youtube.com/watch?v=09n0qd_n4c0


Title: Re: SWTOR
Post by: UnSub on May 27, 2011, 09:53:20 PM
That's a much better example (even if they are just pawns).

I do look forward to the Sith "Kill Younglings" skill.


Title: Re: SWTOR
Post by: Paelos on May 27, 2011, 10:18:21 PM
Best trooper kills ever!


Title: Re: SWTOR
Post by: Fordel on May 27, 2011, 10:37:35 PM
Thread needs more youtube AMV's

http://youtu.be/PUd4cRR4yeU 

http://youtu.be/QYyo1dvPQos

 :why_so_serious:


Title: Re: SWTOR
Post by: luckton on May 28, 2011, 02:45:15 AM
Thread needs more youtube AMV's

http://youtu.be/PUd4cRR4yeU 

http://youtu.be/QYyo1dvPQos

 :why_so_serious:


Thank you for referencing the 'good' Clone Wars series   :drill: 



Title: Re: SWTOR
Post by: Lucas on May 28, 2011, 07:48:57 AM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.

Well, consider that a lot of MMOG players nowadays are all about so called 'min/max', coolest build of the month, playing the "stat game"...So if troopers will be viable for these kind of playstyles (and also, hey, fun to play when we see them in action), gamers will flock to that class, and to hell with lore and the related general appeal of the trooper.


Title: Re: SWTOR
Post by: luckton on May 28, 2011, 09:06:36 AM
I'm sorry but there is no way to make a trooper cool in a world of jedi.  Bounty hunter, imperial agent sure, smuggler maybe but trooper? you won't see a single one.

Well, consider that a lot of MMOG players nowadays are all about so called 'min/max', coolest build of the month, playing the "stat game"...So if troopers will be viable for these kind of playstyles (and also, hey, fun to play when we see them in action), gamers will flock to that class, and to hell with lore and the related general appeal of the trooper.

One of the nicer things I'm hearing about this game is the emphasis on characters, and how much depth and storybos behind every room you roll.  To me, I read that as "its going to be a pain in the ass to refill multiple took quickly and effectively."  Hopefully that will deter this kind of thing from happening, or just make the FOTM people give up and go away.

Either way is a win in my book.   :awesome_for_real:


Title: Re: SWTOR
Post by: Sky on May 28, 2011, 10:33:18 AM
One of the nicer things I'm hearing about this game is the emphasis on characters, and how much depth and storybos behind every room you roll.  To me, I read that as "its going to be a pain in the ass to refill multiple took quickly and effectively." 
I really hate having to refill multiple took when I want to see the storybos behind every room I roll.


Title: Re: SWTOR
Post by: luckton on May 28, 2011, 10:45:04 AM
One of the nicer things I'm hearing about this game is the emphasis on characters, and how much depth and storybos behind every room you roll.  To me, I read that as "its going to be a pain in the ass to refill multiple took quickly and effectively." 
I really hate having to refill multiple took when I want to see the storybos behind every room I roll.

Goddamn Android autocorrect  :angryfist:


Title: Re: SWTOR
Post by: Ratman_tf on May 28, 2011, 11:04:45 AM
(http://quizilla.teennick.com/user_images/P/PE/PER/Peregrin-Took/1200645594_10.jpg)


Title: Re: SWTOR
Post by: Koyasha on May 28, 2011, 07:21:55 PM
I'm still wondering what was meant by 'refill multiple took'.  I think I got the gist of the first sentence, but I have no idea what an autocorrect might have turned into that.


Title: Re: SWTOR
Post by: Surlyboi on May 28, 2011, 11:03:08 PM
Fool of a took!


Title: Re: SWTOR
Post by: Stormwaltz on May 29, 2011, 01:32:47 PM
PLAYING FEMSHEP

PUNCHING EVERY REPORTER IN GALAXY

I've had enough of your iniquitous aspersions.


Title: Re: SWTOR
Post by: tmp on May 29, 2011, 01:41:09 PM
They'll just dance circles around her, though.


Title: Re: SWTOR
Post by: luckton on May 29, 2011, 01:44:41 PM
I'm still wondering what was meant by 'refill multiple took'.  I think I got the gist of the first sentence, but I have no idea what an autocorrect might have turned into that.

reroll multiple toons*


Title: Re: SWTOR
Post by: Paelos on May 30, 2011, 06:11:54 AM
Troopers are going to rock faces. I have no idea what class you are looking at if you don't think so.

YEEEEEEEEEEEEEEEEEAH!  :rock:


Title: Re: SWTOR
Post by: Samprimary on May 30, 2011, 09:36:13 AM
Well, I'm rolling Jedi Sentinel and hacking people to death with twin lightsabers and the force. The only thing I don't love about it is that probably like a skillion other people will be doing the same thing.


Title: Re: SWTOR
Post by: Tannhauser on May 30, 2011, 11:52:58 AM
Since Force-users are 50% of the classes I'd say you're right.


Title: Re: SWTOR
Post by: caladein on May 30, 2011, 12:18:53 PM
It's less that, more so that expecting most players not to choose "Jedi, Melee Damage Dealer" in a Star Wars MMO is... a bit unrealistic.

Doesn't matter though, because I can heal with a Bounty Hunter (read: non-Jedi Ranged Damage, which I thought I'd be stuck with).  All that matters.


Title: Re: SWTOR
Post by: Samprimary on May 30, 2011, 12:26:02 PM
Since Force-users are 50% of the classes I'd say you're right.

I mean Jedi Sentinel, in particular. I would bet that dual-wielding jedi is going to be the absolute most populous class.


Title: Re: SWTOR
Post by: Amaron on May 30, 2011, 01:02:55 PM
The only thing I don't love about it is that probably like a skillion other people will be doing the same thing.

That will happen but when people play the game longer they'll get over the "ooo jedi" factor and roll different classes.


Title: Re: SWTOR
Post by: Ingmar on May 30, 2011, 01:28:44 PM
Pretty sure our group is going to be like 14 smugglers and Fordel's trooper.


Title: Re: SWTOR
Post by: Samprimary on May 30, 2011, 01:35:20 PM
That will happen but when people play the game longer they'll get over the "ooo jedi" factor and roll different classes.

Not me! For all the abuse they've taken, Jedi are still a cool concept, and lightsabers are pretty kickin' rad. I'll happily stab people in the face with lightsabers until the end of days!


Title: Re: SWTOR
Post by: Fordel on May 30, 2011, 03:38:08 PM
Pretty sure our group is going to be like 14 smugglers and Fordel's trooper.


You're just sad you can't be a protocol droid.


Title: Re: SWTOR
Post by: Ratman_tf on May 30, 2011, 04:23:27 PM
Not me! For all the abuse they've taken, Jedi are still a cool concept, and lightsabers are pretty kickin' rad. I'll happily stab people in the face with lightsabers until the end of days!

And that's about how long it will take to kill the average mob with a lghtsaber.  :grin:


Title: Re: SWTOR
Post by: caladein on May 30, 2011, 04:39:22 PM
Pretty sure our group is going to be like 14 smugglers and Fordel's trooper.
You're just sad you can't be a protocol droid.

Of course, because mastery of language is truly the greatest weapon (http://www.penny-arcade.com/comic/2007/10/24/).


Title: Re: SWTOR
Post by: Morat20 on May 30, 2011, 09:08:42 PM
Does this game allow you to own droids? It hardly seems Star Wars unless half the people have a droid trundling aloing behind them.


Title: Re: SWTOR
Post by: caladein on May 30, 2011, 09:11:52 PM
Does this game allow you to own droids? It hardly seems Star Wars unless half the people have a droid trundling aloing behind them.

There's at least one droid companion. (http://www.swtor.com/info/holonet/biographies/t7-o1)


Title: Re: SWTOR
Post by: Azuredream on May 30, 2011, 11:02:57 PM
I want an assassin droid.


Title: Re: SWTOR
Post by: Ingmar on May 31, 2011, 01:25:30 AM
Pretty sure our group is going to be like 14 smugglers and Fordel's trooper.


You're just sad you can't be a protocol droid.

 :crying_panda:


Title: Re: SWTOR
Post by: Sjofn on May 31, 2011, 01:44:29 AM
Pretty sure our group is going to be like 14 smugglers and Fordel's trooper.
You're just sad you can't be a protocol droid.

Of course, because mastery of language is truly the greatest weapon (http://www.penny-arcade.com/comic/2007/10/24/).

Yeah, that PA is pretty much exactly how Ingmar feels.

I'm totally going to be one of the 14 smugglers. I don't care who knows it!


Title: Re: SWTOR
Post by: Morat20 on May 31, 2011, 03:03:26 AM
I want an assassin droid.
I want a useful droid. As in a droid I can say "Droid, be a healer because screw this whole LFG thing" or "Droid, be a pocket tank".

Then again, I've always been drawn to pet classes.


Title: Re: SWTOR
Post by: Murgos on May 31, 2011, 06:00:30 AM
I want a useful droid. As in a droid I can say "Droid, be a healer because screw this whole LFG thing" or "Droid, be a pocket tank".

Then again, I've always been drawn to pet classes.

That's what the companion system is supposed to be, that little extra roundedness you need for your character.  With the exception that you can't use them in groups.  I read that I think you can get at least 4 different companions (though I think you can only take 1 on a mission at a time).  So, it should be pretty flexible for filling whatever needs you're missing.

My favorite thing announced about them though is that you can send one off on a collection mission to go collect the crafting supplies you need and then have another one of them craft the item you want while you're off doing other things.

Also, cyborg is one of the race options so, yeah, pretty much a protocol droid.


Title: Re: SWTOR
Post by: Chimpy on May 31, 2011, 06:04:59 AM
If they let me be an R2 unit, I might play the game.

R2D2 was the baddest cat in all of Star Wars.


Title: Re: SWTOR
Post by: luckton on May 31, 2011, 06:05:11 AM
I want a useful droid. As in a droid I can say "Droid, be a healer because screw this whole LFG thing" or "Droid, be a pocket tank".

Then again, I've always been drawn to pet classes.

That's what the companion system is supposed to be, that little extra roundedness you need for your character.  You can even use them in flashpoint/dungeons groups to fill in missing players.  They're not as powerful as a human player, but you could essentially two-man a dungeon with each of you bringing a companion.  I read that I think you can get at least 4 different companions (though I think you can only take 1 on a mission at a time).  So, it should be pretty flexible for filling whatever needs you're missing.

My favorite thing announced about them though is that you can send one off on a collection mission to go collect the crafting supplies you need and then have another one of them craft the item you want while you're off doing other things.

Also, cyborg is one of the race options so, yeah, pretty much a protocol droid.

FTFY, reference: http://www.swtor.com/community/showthread.php?t=300223#anchor7


Title: Re: SWTOR
Post by: Murgos on May 31, 2011, 06:07:18 AM
Good, the last thing I had heard was they were a no go for groups.  I'm glad it's not true.


Title: Re: SWTOR
Post by: Count Nerfedalot on May 31, 2011, 08:22:56 AM
Pretty sure our group is going to be like 14 smugglers and Fordel's trooper.
You're just sad you can't be a protocol droid.

Of course, because mastery of language is truly the greatest weapon (http://www.penny-arcade.com/comic/2007/10/24/).

The best thing about that PA is that it's from 2007.   :drill:


Title: Re: SWTOR
Post by: kaid on May 31, 2011, 08:37:10 AM
I want an assassin droid.
I want a useful droid. As in a droid I can say "Droid, be a healer because screw this whole LFG thing" or "Droid, be a pocket tank".

Then again, I've always been drawn to pet classes.

If you like pet classes then you should like swtor. Every class has companions and other than some specific areas you likely will always have one with.


Title: Re: SWTOR
Post by: Reg on May 31, 2011, 08:42:51 AM
Have we decided what kind of server the Bat Country guilds are going to be on yet?  PVE, PVP, or RP?


Title: Re: SWTOR
Post by: Draegan on May 31, 2011, 08:46:41 AM
This game has PVP?


Title: Re: SWTOR
Post by: Reg on May 31, 2011, 08:52:29 AM
According to the link someone posted a few messages up those are the server types that will be available.


Title: Re: SWTOR
Post by: tazelbain on May 31, 2011, 08:57:17 AM
Have we decided what kind of server the Bat Country guilds are going to be on yet?  PVE, PVP, or RP?
The only thing that has been decided is that whatever we decide Schild initially go long with it then undercut it by starting a guild on another server with a crazy theme.


Title: Re: SWTOR
Post by: luckton on May 31, 2011, 09:30:27 AM
This game has PVP?

According to sources-that-which-could-be-easily-Googled-the-shit-out-of (along with the link I put up earlier to the official site), the beta is and has always been open PvP.

For Battlegrounds, there won't be level brackets.  Everyone of every level will just queue up together, and if you're less than 50, you'll get sidekicked up to 48-49.


Title: Re: SWTOR
Post by: Sky on May 31, 2011, 09:41:40 AM
Have we decided what kind of server the Bat Country guilds are going to be on yet?  PVE, PVP, or RP?
http://www.swtor.com/guilds/7040/bat-country

Imperial RP, though we should also set up a Republic chapter on the same server. I like the Bioware idea of setting up a guild pre-launch, if we get enough pre-order members it picks the server for us, bypassing the first round of server pick chaos.

I wish Trandoshans were playable.


Title: Re: SWTOR
Post by: Merusk on May 31, 2011, 10:16:40 AM
BC has a lot of Imp Agents.  Guess it's Bounty Hunter/ Whatever Empire Commando is for me.  :grin:


Title: Re: SWTOR
Post by: Hutch on May 31, 2011, 10:44:12 AM
I want an assassin droid.

I want a butler robot. (http://www.darthsanddroids.net/episodes/0003.html)


Title: Re: SWTOR
Post by: luckton on May 31, 2011, 11:54:47 AM
Morbo demands less talk of droids and more talk of devs bashing their community with COMMON SENSE!

http://www.swtor.com/community/showthread.php?p=6536260#edit6536260

Quote
Right now, we do not allow players to change gear or weaponry in combat. We just didn't think that kind of gear juggling added a lot to the combat.

http://www.swtor.com/community/showthread.php?p=6548028#edit6548028

Quote
Quote
So you mean if I was looking through my inventory without a lightsaber equipped, if something attacks me I'm not allowed to equip any weapon until I run away several miles like a little girl? That doesn't sound very fun at all.

Note - I'm talking about weapons, not clothing.
It's pretty much impossible to not have a weapon equipped. You'd have to work for that. Sure, you can unequip a weapon and not equip a new one, but there's no compelling reason to do so .. even less outside in the wilderness where you're likely to get jumped.

If you find a new weapon, you can just swap it out, never leaving you at a point where you don't have a weapon.

Switching weapons to maximize stats is not the kind of gameplay we want to encourage. It's tedious and not fun for the overwhelming majority of players, and since some players would feel compelled to engage in the behavior if it offered a benefit, regardless how tedious and unfun it was, we just disallow it, period.

http://www.swtor.com/community/showthread.php?p=6553501#edit6553501

Quote
Quote
What if i equipt a gray by mistake, and get jumped so i cant eqipt a proper weapon?

Seriously, Almost all MMOs let you change weapons but not gear in combat, one of them being the biggest MMO, and another being the other SW MMOi havent heard of that kind of exploit in either.
Then you will pay for your mistake by fighting one combat with said gray weapon, simple as that, bitches.

Bolded= paraphrased underlying tone  :awesome_for_real:


Title: Re: SWTOR
Post by: Reg on May 31, 2011, 12:07:29 PM
Seems like kind of stupid thing to get into a lather over.


Title: Re: SWTOR
Post by: luckton on May 31, 2011, 12:12:44 PM
Seems like kind of stupid thing to get into a lather over.

Perhaps for the common man.  The 2% hardcore crowd though, this is pretty devastating, as weapon swapping on-the-fly is one of many min-max tactics used to try and 'sploit encounters and squeeze out every last drop of potential DPS. 


Title: Re: SWTOR
Post by: Reg on May 31, 2011, 12:23:09 PM
Well, in that same link you gave us earlier they specifically say that TOR isn't designed to appeal to the hardcore. The hardcore guys are the ones all worried about not being able to bypass quest text and voice overs in case it slows down their access to end game raiding.

The prospect of not playing with those people is something I'm somehow able to bear up under.


Title: Re: SWTOR
Post by: luckton on May 31, 2011, 12:28:06 PM
Well, in that same link you gave us earlier they specifically say that TOR isn't designed to appeal to the hardcore. The hardcore guys are the ones all worried about not being able to bypass quest text and voice overs in case it slows down their access to end game raiding.

The prospect of not playing with those people is something I'm somehow able to bear up under.

Agreed, yet another reason why this game appeals to me more and more. 


Title: Re: SWTOR
Post by: Paelos on May 31, 2011, 01:29:09 PM
Pffft, they'll be there, and they will piss in your cheerios.

I hate to break it to you, but if this game includes grouping together in a large manner to defeat bosses, there will be a place for a bunch of knobs who think it's their god-given duty to rape it the fastest,  declare it boring, and furiously spew per-second calculations while declaring your build obsolete!


Title: Re: SWTOR
Post by: Reg on May 31, 2011, 01:39:14 PM
Well of course the game will be filled with douchebags. It's still a MMOG so there's no avoiding that.


Title: Re: SWTOR
Post by: Sky on May 31, 2011, 01:53:14 PM
Hopefully we can keep enough people in BC to do regular casual raiding.


Title: Re: SWTOR
Post by: luckton on May 31, 2011, 01:56:00 PM
Hopefully we can keep enough people in BC to do regular casual raiding.

One could assume that if dungeons are getting capped at 4 players, the raid content wouldn't be more than, say, 12-16?  And if you could still fill those slots with companions, this might just make WoW 10-mans look like classic 40-man MC runs.


Title: Re: SWTOR
Post by: caladein on May 31, 2011, 02:50:58 PM
Seems like kind of stupid thing to get into a lather over.

Perhaps for the common man.  The 2% hardcore crowd though, this is pretty devastating, as weapon swapping on-the-fly is one of many min-max tactics used to try and 'sploit encounters and squeeze out every last drop of potential DPS. 

It's also clunky and really not interesting gameplay.

Matching your weapon to a PvE encounter can still happen unless every dungeon is some sort of weird gauntlet that has you stuck in combat from the beginning.  (And unless they go nuts with +Damage to X modifiers, not a terribly useful thing to be able to do anyway.)

This is much more of a PvP thing, but even then, if they're saying "It's pretty much impossible to not have a weapon equipped. You'd have to work for that." then that rules out ever having to swap to or from a gathering "weapon".  That leaves many +Damage to X modifiers which are stupid in their own right and maybe some small gain from not needing to be in your paranoid set the whole time because you could have swapped to it in-combat.


Title: Re: SWTOR
Post by: Lantyssa on May 31, 2011, 05:16:49 PM
I very rarely switch weapons in combat, but it's still a stupid design decision.


Title: Re: SWTOR
Post by: Fordel on May 31, 2011, 08:20:46 PM
The only game I ever felt weapon swapping was useful, was DaoC.

Mostly due to how you could pre-load weapons with poisons (not just rogues, anyone could have a rogue load up their weapon for you) or be able to swap from 1h to 2h pretty painlessly on some classes. Really, it was a Shield to 2h swap, not a 1h to 2h thing.


WoW warriors do the shield/2h swap thing too, but only out of pre-reqs for shield wall and shit. I'm not sure if WoW rogues do poison swapping/weapons often anymore. I think it was popular for awhile, then it got macroed into retardedness where the rogues were swapping every other attack or something... then Blizzard broke that somehow.



Either way, this is extremely low on my "game ROOINED/SAVED  :ye_gods: :grin: :ye_gods: :grin:" scale.


Title: Re: SWTOR
Post by: Merusk on May 31, 2011, 08:22:43 PM
It became a necessity to do it on rogues to max dps.  Blizzard broke it by implementing a 1 sec GCD if you swapped weapons in combat, meaning you completely fucked your rotation because that 2 seconds was huge.


Title: Re: SWTOR
Post by: Malakili on May 31, 2011, 08:26:53 PM
The only game I ever felt weapon swapping was useful, was DaoC.

Mostly due to how you could pre-load weapons with poisons (not just rogues, anyone could have a rogue load up their weapon for you) or be able to swap from 1h to 2h pretty painlessly on some classes. Really, it was a Shield to 2h swap, not a 1h to 2h thing.


WoW warriors do the shield/2h swap thing too, but only out of pre-reqs for shield wall and shit. I'm not sure if WoW rogues do poison swapping/weapons often anymore. I think it was popular for awhile, then it got macroed into retardedness where the rogues were swapping every other attack or something... then Blizzard broke that somehow.



Either way, this is extremely low on my "game ROOINED/SAVED  :ye_gods: :grin: :ye_gods: :grin:" scale.


Yeah, Blizzard broke it for rogues in WoW so it isn't viable anymore.


Title: Re: SWTOR
Post by: Megrim on May 31, 2011, 08:42:48 PM
Its obnoxious, stupid, trivial and short-sighted. Nothing to do with the "hard core", just common usability. I'm playing Rift at the moment as a tankesque class and have on occasion found it necessary to switch from my usual two-hander to a sword & board if I find a boss/elite hits particularly hard.


Title: Re: SWTOR
Post by: SnakeCharmer on May 31, 2011, 09:55:07 PM
It fits within the framework of the game, I suppose.  I mean, if you look at the advanced classes on the holonet, once you make an Advanced Class decision, it seems that it locks you into one weapon.  I really can't see any reason to angsty about it until more info comes out or play the game.


Title: Re: SWTOR
Post by: WindupAtheist on June 01, 2011, 12:33:39 AM
It depends entirely upon how the game plays. In UO I routinely carry half a dozen weapons around with another dozen stored in the bank. In WoW I never own more than one weapon at a time.


Title: Re: SWTOR
Post by: Murgos on June 01, 2011, 05:13:20 AM
Its obnoxious, stupid, trivial and short-sighted. Nothing to do with the "hard core", just common usability. I'm playing Rift at the moment as a tankesque class and have on occasion found it necessary to switch from my usual two-hander to a sword & board if I find a boss/elite hits particularly hard.

Yeah, it's totally necessary for equipping your sword and board.  Wait?  What?

Nice straw man.



Title: Re: SWTOR
Post by: Megrim on June 01, 2011, 05:27:05 AM
Its obnoxious, stupid, trivial and short-sighted. Nothing to do with the "hard core", just common usability. I'm playing Rift at the moment as a tankesque class and have on occasion found it necessary to switch from my usual two-hander to a sword & board if I find a boss/elite hits particularly hard.

Yeah, it's totally necessary for equipping your sword and board.  Wait?  What?

Nice straw man.



Nice face.


Title: Re: SWTOR
Post by: Sheepherder on June 01, 2011, 05:56:15 AM
The only game I ever felt weapon swapping was useful, was DaoC.

/equip Barman Shanker
/cast Ambush
/equip Dal'Rend's Sacred Charge


Title: Re: SWTOR
Post by: Murgos on June 01, 2011, 06:08:18 AM

Nice face.

Aww, he got his feelings hurt when I pointed out his argument made no sense.


Title: Re: SWTOR
Post by: Draegan on June 01, 2011, 06:16:32 AM
Well this game sucks.  No one buy it.  You can't switch weapons in combat.  Bitches.


Title: Re: SWTOR
Post by: Megrim on June 01, 2011, 06:38:28 AM

Nice face.

Aww, he got his feelings hurt when I pointed out his argument made no sense.

Keep fighting the good fight.

mod edit: Yah. No.


Title: Re: SWTOR
Post by: Murgos on June 01, 2011, 07:27:11 AM
Look at how much you care. It's really that important to you that you can equip to/from a sword and shield in the middle of combat?  In a game that purports not to need or want that kind of micromanagement?


Title: Re: SWTOR
Post by: Outlawedprod on June 01, 2011, 07:30:39 AM
/equip Barman Shanker
/cast Ambush
/equip Dal'Rend's Sacred Charge

Trying to remember the old bug to backstab/ambush with swords.  Was the delay in the weapon type check or the damage range check. I forget if you started with dagger or sword.  Nonetheless it was good times while that bug lasted.


Title: Re: SWTOR
Post by: Megrim on June 01, 2011, 07:47:25 AM
Look at how much you care. It's really that important to you that you can equip to/from a sword and shield in the middle of combat?  In a game that purports not to need or want that kind of micromanagement?

Yea, but why are you mad though?


Title: Re: SWTOR
Post by: Murgos on June 01, 2011, 08:18:57 AM
Yea, but why are you mad though?

?  I'm not the one making personal attacks.


Title: Re: SWTOR
Post by: Megrim on June 01, 2011, 08:25:28 AM
Yea, but why are you mad though?

?  I'm not the one making personal attacks.

Yea, but why are you mad though?


Title: Re: SWTOR
Post by: luckton on June 01, 2011, 08:26:31 AM
Yea, but why are you mad though?

?  I'm not the one making personal attacks.

Yea, but why are you mad though?

Seems like kind of stupid thing to get into a lather over.


:oh_i_see:



Title: Re: SWTOR
Post by: Rasix on June 01, 2011, 08:41:51 AM
Behave.  Or I'll turn the car around.  I don't care if we're halfway to Disneyland.


Title: Re: SWTOR
Post by: Shatter on June 01, 2011, 09:16:32 AM
Well this game sucks.  No one buy it.  You can't switch weapons in combat.  Bitches.

I DONT NEED TO SWITCH WEAPONS ILL HAVE DUAL LIGHTSABERS BEATCH!!


Title: Re: SWTOR
Post by: Megrim on June 01, 2011, 09:26:44 AM
Behave.  Or I'll turn the car around.  I don't care if we're halfway to Disneyland.

Oh come on, they were about to start writing long argumentative posts about how I was launching "ad hominem" attacks.

 * edit:

It fits within the framework of the game, I suppose.  I mean, if you look at the advanced classes on the holonet, once you make an Advanced Class decision, it seems that it locks you into one weapon.  I really can't see any reason to angsty about it until more info comes out or play the game.

To be a little more on topic - it becomes an issue of overall game perception. Why not leave such a trivial little thing in the game? It's like when they announced, what was it, no swimming? Ok, trivial complaint on the whole, but if you're going to voice-act the whole game and sink so much production value into it, it seems really, bizzare, to then leave out something which is actually featured in the movies.


Title: Re: SWTOR
Post by: luckton on June 01, 2011, 09:45:53 AM
To be a little more on topic - it becomes an issue of overall game perception. Why not leave such a trivial little thing in the game? It's like when they announced, what was it, no swimming? Ok, trivial complaint on the whole, but if you're going to voice-act the whole game and sink so much production value into it, it seems really, bizzare, to then leave out something which is actually featured in the movies.


*redacted*


Title: Re: SWTOR
Post by: Megrim on June 01, 2011, 09:47:53 AM
To be a little more on topic - it becomes an issue of overall game perception. Why not leave such a trivial little thing in the game? It's like when they announced, what was it, no swimming? Ok, trivial complaint on the whole, but if you're going to voice-act the whole game and sink so much production value into it, it seems really, bizzare, to then leave out something which is actually featured in the movies.


Remind me again when Obi-Wan whips out his blaster mid-fight with Vader on the Death Star and pistol-whips him?  :uhrr:

You're fucking thick, aren't you?


Title: Re: SWTOR
Post by: luckton on June 01, 2011, 09:53:51 AM
To be a little more on topic - it becomes an issue of overall game perception. Why not leave such a trivial little thing in the game? It's like when they announced, what was it, no swimming? Ok, trivial complaint on the whole, but if you're going to voice-act the whole game and sink so much production value into it, it seems really, bizzare, to then leave out something which is actually featured in the movies.


*said something stupid*

You're fucking thick, aren't you?

Yup.  Mea culpa.

TBH, would you really miss swimming?


Title: Re: SWTOR
Post by: Megrim on June 01, 2011, 10:02:55 AM
 :facepalm:


Title: Re: SWTOR
Post by: Lakov_Sanite on June 01, 2011, 10:06:44 AM
U mad bro?


Title: Re: SWTOR
Post by: luckton on June 01, 2011, 10:11:17 AM
:facepalm:
:why_so_serious:

Seriously, they swam in, what, episode 1?  For all of 2 minutes?  This is what you want? (http://www.youtube.com/watch?v=7zWNJHS9PBE&feature=player_detailpage#t=578s)


Title: Re: SWTOR
Post by: Paelos on June 01, 2011, 11:15:29 AM
I'm going to be mad when I can't equip my Star Wars sword and shield.

SHIELDS UP!

(http://files.turbosquid.com/Preview/2010/12/28__03_46_38/front%20shield.jpgcc34c64a-86a8-444f-8631-ac02dbd28ba5Large.jpg)


Title: Re: SWTOR
Post by: Ingmar on June 01, 2011, 11:23:58 AM
Some forums get the Star Wars MMO thread they want, other forums get the Star Wars MMO thread they deserve.


Title: Re: SWTOR
Post by: Mnemon on June 01, 2011, 11:43:08 AM
I want a useful droid. As in a droid I can say "Droid, be a healer because screw this whole LFG thing" or "Droid, be a pocket tank".

Then again, I've always been drawn to pet classes.

That's what the companion system is supposed to be, that little extra roundedness you need for your character.  With the exception that you can't use them in groups.  I read that I think you can get at least 4 different companions (though I think you can only take 1 on a mission at a time).  So, it should be pretty flexible for filling whatever needs you're missing.

My favorite thing announced about them though is that you can send one off on a collection mission to go collect the crafting supplies you need and then have another one of them craft the item you want while you're off doing other things.

Also, cyborg is one of the race options so, yeah, pretty much a protocol droid.

they keep going back and forth on companions and when they can be used.

after some backlash, i believe they changed direction and will allow companions to be in groups and also accompany you in dungeons.

but the catch is they'll count as one of the four people in the ground.

(they're not, however, allowed in the battlegrounds).


Title: Re: SWTOR
Post by: Shatter on June 01, 2011, 11:50:21 AM
Companions in BG's would be awesome, I can already see it now

"OMFG Companion lag!!"


Title: Re: SWTOR
Post by: luckton on June 01, 2011, 11:55:11 AM
I want a useful droid. As in a droid I can say "Droid, be a healer because screw this whole LFG thing" or "Droid, be a pocket tank".

Then again, I've always been drawn to pet classes.

That's what the companion system is supposed to be, that little extra roundedness you need for your character.  With the exception that you can't use them in groups.  I read that I think you can get at least 4 different companions (though I think you can only take 1 on a mission at a time).  So, it should be pretty flexible for filling whatever needs you're missing.

My favorite thing announced about them though is that you can send one off on a collection mission to go collect the crafting supplies you need and then have another one of them craft the item you want while you're off doing other things.

Also, cyborg is one of the race options so, yeah, pretty much a protocol droid.

they keep going back and forth on companions and when they can be used.

after some backlash, i believe they changed direction and will allow companions to be in groups and also accompany you in dungeons.

but the catch is they'll count as one of the four people in the ground.

(they're not, however, allowed in the battlegrounds).

Yeah, see, if you'd read my post right after the one you quoted... :awesome_for_real:


Title: Re: SWTOR
Post by: Mnemon on June 01, 2011, 12:05:51 PM
this is what happens when you answer a thread inside the quotey box  :drillf:


Title: Re: SWTOR
Post by: UnSub on June 01, 2011, 05:57:34 PM
Some forums get the Star Wars MMO thread they want, other forums get the Star Wars MMO thread they deserve.

"The SWOR Thread We Deserve" needs to be the title of this thread stat. Onwards to page 200!


Title: Re: SWTOR
Post by: Megrim on June 01, 2011, 08:13:39 PM
Some forums get the Star Wars MMO thread they want, other forums get the Star Wars MMO thread they deserve.

"The SWOR Thread We Deserve" needs to be the title of this thread stat. Onwards to page 200!

Hey now, you know you enjoy some low-level pvp.


Title: Re: SWTOR
Post by: Pezzle on June 01, 2011, 11:35:45 PM
No, I think UnSub wins.


Title: Re: SWTOR
Post by: Velorath on June 02, 2011, 03:59:50 AM
No, I think UnSub wins.

It'd work better if we had a pic of Gary Oldman to go with it.


Title: Re: SWTOR
Post by: luckton on June 02, 2011, 04:42:57 AM
No, I think UnSub wins.

It'd work better if we had a pic of Gary Oldman to go with it.

(http://2.bp.blogspot.com/-O6CjPHwZ-EY/TbGjT8tIriI/AAAAAAAAAz0/Xbw8NscyGhs/s1600/Mr.+Zorg.jpg)

Better?


Title: Re: SWTOR
Post by: luckton on June 02, 2011, 05:28:57 AM
Some forums get the Star Wars MMO thread they want, other forums get the Star Wars MMO thread they deserve.

"The SWOR Thread We Deserve" needs to be the title of this thread stat. Onwards to page 200!

Indeed.  New topic: Choreographed Combat

http://www.swtor.com/community/showthread.php?p=6561274#edit6561274

Quote
Quote
One quite important question: Given that you stated that the abilities can hit or miss, can the player work to improve some stats in order to never miss ? Because looking at WoW for example, players can maximise the hit/expertise stats.
The Old Republic is a 'hit heavy' game - the base chance to miss is fairly low. Level difference and some other considerations can change that and the player can improve their hit rate if they desire to do so as well.

http://www.swtor.com/community/showthread.php?p=6568884#edit6568884

Quote
Quote
Does SW:TOR follow the same mechanics as other games where melee DPS can essentially do more damage if they are attacking from behind removing the parry mechanic?
It depends.

Attacking a Force user from behind doesn't give you any advantage. Their superior awareness and Lightsaber training gives them 360 degree melee and blaster bolt deflection capability.  :drill:

For standard creatures, you're not going to do more damage (unless you use a positional ability), but you may reduce their chance to defend a bit.


Title: Re: SWTOR
Post by: Velorath on June 02, 2011, 05:33:41 AM

Better?

I was thinking more Commissioner Gordan at the end of Dark Knight, but maybe that's a bit too on the nose.


Title: Re: SWTOR
Post by: luckton on June 02, 2011, 05:45:44 AM

Better?

I was thinking more Commissioner Gordan at the end of Dark Knight, but maybe that's a bit too on the nose.

Always weird to me when I see actors that are extremely flexible like that.  It's a good thing, for sure, but when I saw Apollo 13 right after seeing Forest Gump, I was laughing at myself half of the movie expecting Tom Hanks to relapse at some point  :awesome_for_real:

But yeah, getting back...I also heard through the grapevine (contrary to the info post link on SWTOR's forums) that auto-facing combat IS IN for PvP.  So what say you internet jack-rabbits to that?


Title: Re: SWTOR
Post by: Lantyssa on June 02, 2011, 06:41:57 AM
That PvP in a DIKU is silly.


Title: Re: SWTOR
Post by: Draegan on June 02, 2011, 06:46:10 AM
That PvP in a DIKU is silly.

You must be in a good mood because that's very very kind.


Title: Re: SWTOR
Post by: Sky on June 02, 2011, 07:07:39 AM
That PvP in a DIKU is silly.
:Love_Letters:


Title: Re: SWTOR
Post by: luckton on June 02, 2011, 07:30:30 AM
That PvP in a DIKU is silly.

I don't think it's necessarily silly; I think people nowadays should have an expectation that "PvE game is going to be PvE-centric, don't hate for having PvP be second banana".  The same could be said vice-versa for PvP games (GW, EVE, etc).  Devs do the best they can with what they can control about the game with the rules and regulations that they can enforce.  Players are always the wild card, and will always try to find ways to bend/break the rules.

Auto-facing in PvP removes what little twitch-motor mechanic you have in a MMO, which allows those with less-than-optimal hand-eye coordination (read: keyboard turners) at least a better chance and opportunity to play without being outright destroyed.


Title: Re: SWTOR
Post by: Paelos on June 02, 2011, 07:54:51 AM
I disagree, it's silly. It's rock/paper/scissors with a gear modifier. In some cases the modifier is so big that rock > all.


Title: Re: SWTOR
Post by: Sky on June 02, 2011, 08:13:59 AM
Not to mention the resources squandered trying to shoehorn pvp into a pve design, and the constant barrage of nerfs thanks to pvp effects (I'm looking at you, Rift). At the very least, pvp effects need to be split off from the pve effects. Target type = player, apply pvp version of an ability. Given those two factors, I'd take a step beyond saying it's silly and say it's stupid.

Pvp with power differential rewards just elevates the winners and kicks down the losers in an ever-widening gap, until there's just a small core of hardcore players. Pvp without power differential rewards elevates the hardcore pve players (raiders) an another kind of every-widening gap. Exclusionary design is a dead-end. The sooner developers can grasp that, the better (for the majority of gamers, at the expense of the minority or hardcore).


Title: Re: SWTOR
Post by: Mrbloodworth on June 02, 2011, 09:43:30 AM
That PvP in a DIKU is silly.


Title: Re: SWTOR
Post by: Ingmar on June 02, 2011, 11:54:04 AM

You didn't actually change the meaning of what she said there.

Not that I particularly agree, diku PVP can be plenty entertaining.


Title: Re: SWTOR
Post by: Fordel on June 02, 2011, 12:53:33 PM
Auto-Facing and Auto-Follow is fine.


Inflation is bad, invest in stat caps if you want pvp in a diku.


Title: Re: SWTOR
Post by: Zetor on June 02, 2011, 01:44:25 PM
Yeah.. GW has autofollow in pvp, and it's still pretty darn competitive. Better than games where you can cheese a latency advantage by repeatedly running through people, anyway.  :awesome_for_real:


Title: Re: SWTOR
Post by: Draegan on June 02, 2011, 01:48:34 PM
Autofollow and autoturn is autofail.   :oh_i_see:


Title: Re: SWTOR
Post by: Paelos on June 02, 2011, 01:51:58 PM
A lot of this could be solved if they made keyboard turning as fast as you want  :grin:


Title: Re: SWTOR
Post by: Spiff on June 02, 2011, 02:24:54 PM
A lot of this could be solved if they made keyboard turning as fast as you want  :grin:

But then couldn't lightsabre users spin around so fast they actually became an all-blocking, total destruction whirlwind of doom? It would be madness!


Title: Re: SWTOR
Post by: SnakeCharmer on June 02, 2011, 03:11:08 PM
Autofollow and autoturn is autofail.   :oh_i_see:

Yup.


Title: Re: SWTOR
Post by: Ingmar on June 02, 2011, 03:34:59 PM
Prefer having /stick or /follow type things available myself, as it makes things a lot more competitive for people without voice chat - much easier to bark out some commands or whatever in chat when you can take your fingers off the controls more easily.


Title: Re: SWTOR
Post by: luckton on June 02, 2011, 07:23:48 PM
EA wants to try that whole "Steam" thing again. (http://massively.joystiq.com/2011/06/02/ea-to-be-the-sole-source-for-swtor-downloads/#comments)

This is, what, their 3rd or 4th attempt at launching a download on-demand shop?  And they're locking out Steam, GOG, Direct2Drive and others?   And trying to turn it into a Facebook for games of their own?  :uhrr:


Title: Re: SWTOR
Post by: Ingmar on June 02, 2011, 07:34:14 PM
EA wants to try that whole "Steam" thing again. (http://massively.joystiq.com/2011/06/02/ea-to-be-the-sole-source-for-swtor-downloads/#comments)

This is, what, their 3rd or 4th attempt at launching a download on-demand shop?  And they're locking out Steam, GOG, Direct2Drive and others?   And trying to turn it into a Facebook for games of their own?  :uhrr:

Try a battle.net.


Title: Re: SWTOR
Post by: luckton on June 02, 2011, 08:09:56 PM
EA wants to try that whole "Steam" thing again. (http://massively.joystiq.com/2011/06/02/ea-to-be-the-sole-source-for-swtor-downloads/#comments)

This is, what, their 3rd or 4th attempt at launching a download on-demand shop?  And they're locking out Steam, GOG, Direct2Drive and others?   And trying to turn it into a Facebook for games of their own?  :uhrr:

Try a battle.net.

I just don't see the need for every publisher out there to make their own service.  There's already several reputable ones out there.  If this is the way EA Corporate wants to things though, I guess I'm heading down to the Buy More on launch night.


Title: Re: SWTOR
Post by: Paelos on June 02, 2011, 08:19:20 PM
It wouldn't be so bad if the companies who try to copy Steam didn't cock it all up with draconian download DRM or ridiculous client errors/slowness.


Title: Re: SWTOR
Post by: Sky on June 02, 2011, 08:51:31 PM
Yay corporate greed getting in the way of steam pre-loading. Now I get to take the chance of waiting days for an amazon.com delivery or driving 20 miles to best buy and hoping they have a couple in stock on launch day. Thanks, EA.

Unless somehow they're going to suddenly and magically become competent and have a couple weeks of pre-load so their servers don't get destroyed by people downloading something with five hundred bajillion hours of voice overs. I'm sure that's it.


Title: Re: SWTOR
Post by: VainEldritch on June 03, 2011, 02:03:52 AM
Those crazy muddy funsters at EA are at it again - download japery and release day chaos akimbo...  :why_so_serious:

Anyone bet on a release date at E3?


Title: Re: SWTOR
Post by: DraconianOne on June 03, 2011, 02:09:23 AM
As I side/related note, GOG have just made a deal with EA to release their back catalogue: http://www.youtube.com/watch?v=TtQCUMUnVpg

No idea what this might mean in terms of an EA delivery publishing servisisimical device if anything.


Title: Re: SWTOR
Post by: Rasix on June 03, 2011, 08:17:02 AM
EA wants to try that whole "Steam" thing again. (http://massively.joystiq.com/2011/06/02/ea-to-be-the-sole-source-for-swtor-downloads/#comments)

This is, what, their 3rd or 4th attempt at launching a download on-demand shop?  And they're locking out Steam, GOG, Direct2Drive and others?   And trying to turn it into a Facebook for games of their own?  :uhrr:

As long as it acts more like Steam/battle.net and less like their currently assy offering they have now, I can live with it.  I just want to be able to download the game whenever.


Title: Re: SWTOR
Post by: luckton on June 03, 2011, 09:24:49 AM
As I side/related note, GOG have just made a deal with EA to release their back catalogue: http://www.youtube.com/watch?v=TtQCUMUnVpg

No idea what this might mean in terms of an EA delivery publishing servisisimical device if anything.

I've never bought anything from GOG before...I attempted to last night after seeing DK up for sale, and found that because they're based in Europe, my bank credit card is being declined.

I tried to add my card to PayPal, but my bank refuses to authenticate based on addresses.  I tried to use my direct bank account info to make the purchase via PayPal, but GOG refused to accept that, they want direct cash via a credit card.

So, yeah, frack GOG.  If it's not on Steam, its not worth my time.  Since I obviously cannot win, I resolved to just getting KeeperFX.


Let's move on.

As part of their weekly Friday updates, a new Advanced Classes page is up (http://www.swtor.com/info/systems/advanced-classes), complete with skill/talent previews.

MMORPG.com also did a piece on detailing some more Advanced Class abilities.
 (http://www.mmorpg.com/gamelist.cfm/game/367/feature/5273)
Also, they're making a big todo about their E3 coverage.


Title: Re: SWTOR
Post by: DraconianOne on June 03, 2011, 09:38:37 AM
Stuff

Show us on the doll where the game download service touched you.


Title: Re: SWTOR
Post by: luckton on June 03, 2011, 09:41:37 AM
Show us on the doll where the game download service touched you.

 :hello_thar:

I ran into this problem too when I had a PS3...they wouldn't take my card on PSN due to the address verification thing.

I guess the jokes on them, eh?


Title: Re: SWTOR
Post by: rattran on June 03, 2011, 10:04:10 AM
EA's download service was shit when Hellgate: London launched. So bad in fact, that I've not bothered to try it again.


Title: Re: SWTOR
Post by: Mrbloodworth on June 03, 2011, 10:46:11 AM
Isn't EA the one that like to limit your download ability to one year after you buy?

F'that.


Title: Re: SWTOR
Post by: luckton on June 03, 2011, 10:51:17 AM
Isn't EA the one that like to limit your download ability to one year after you buy?

F'that.
I'm still trying to verify if that 'feature' is still in Origin.  From what I'm finding, it might actually be something they've gotten over.  Additionally, any EA game that you have a disc and valid Product key code can be punched in and bound to your account for (presumably) downloading and socializing with the game.  It feature Facebook, PSN and XBL integration.

But yes, I think we can all agree that 'download insurance' is about as retarded as retarded can get.

EDIT: FOUND IT.  http://support.ea.com/app/answers/detail/a_id/2085/

Quote
Every time the download button is clicked, a download count will be added to your lifetime total. If you have installed your game via Origin on more than three computers within a ten day period, you will need to wait until the first installation expires.

Note: Re-installing your operating system, or interrupting a current download, will count as a new computer installation.

If you have reached your download limit, click Contact Us and include your account name, the title of the file or game you are downloading, and a brief description of the issue.


Title: Re: SWTOR
Post by: Miasma on June 03, 2011, 10:53:47 AM
I would imagine they will be doing the now standard pre-order and get a head start key so I'll just buy the box and have it downloaded before launch anyways.  I'm not going to go through the bother of obtaining and then maintaining an account on a site which would only allow me to buy EA games.


Title: Re: SWTOR
Post by: Sky on June 03, 2011, 11:04:29 AM
For TOR, wouldn't it just be a download of the patcher exe? Don't pretty much all MMO devs allow free distro of the patcher, since it's all account-based with the actual content downloading only after you've authenticated? Barring Funcom, I found out with AoC, they front-load everything before you get to the login screen because they put it inside the actual game app.


Title: Re: SWTOR
Post by: luckton on June 03, 2011, 11:13:16 AM
For TOR, wouldn't it just be a download of the patcher exe? Don't pretty much all MMO devs allow free distro of the patcher, since it's all account-based with the actual content downloading only after you've authenticated? Barring Funcom, I found out with AoC, they front-load everything before you get to the login screen because they put it inside the actual game app.

The Origin FAQ is stating that any game purchased via Origin must have Origin installed and running in order for the game to run.  While I get what you're saying and understand fully how MMO patchers work, I wouldn't put it past EA Corporate schmucks to tell the devs that they'll have to integrate their patcher with Origin.

And if that's the case...is the SW license strong enough for people to overcome EA's shenanigans?


Title: Re: SWTOR
Post by: Murgos on June 03, 2011, 11:48:29 AM
And if that's the case...is the SW license strong enough for people to overcome EA's shenanigans?

Magic 8-Ball says, "Signs point to no."

Steam?  This was a pre-order no brainer.

Now?  Meh, I'll wait and see if I have to use Origin to launch SWTOR.  If not I'll order off Amazon or pre-order from Gamestop where I have credit I need to use up.  If you do have to use Origin I'll wait until well after launch to get past the inevitable fuckery and see what the verdict is.

And yes, I got fucked completely for my pre-order shit with Dragon Age so they have to prove themselves not retarded first.


Title: Re: SWTOR
Post by: Sky on June 03, 2011, 11:50:00 AM
I think DA is where they garnered my displeasure, as well.


Title: Re: SWTOR
Post by: Ingmar on June 03, 2011, 11:50:31 AM
Yeah this suddenly sent up red flags everywhere for me too. The EA Downloader is a complete piece of shit (having seen Sjofn deal with it for Sims stuff) no reason to think Origin will be any better.


Title: Re: SWTOR
Post by: Paelos on June 03, 2011, 11:57:21 AM
Dragon Age left me scratching my head when I had to make an account with them, but I got over it fast.

The scary part is they still haven't updated their terms of sale from March 2nd, 2010 when they included the 1 year download limit. Until that changes, I'm not going to bother with them.


Title: Re: SWTOR
Post by: Lantyssa on June 03, 2011, 12:06:58 PM
I've got a bad feeling about this.


Title: Re: SWTOR
Post by: luckton on June 03, 2011, 12:08:17 PM
Oh Christ...http://launch.swtor.com is down, redirecting people to the main site.  It was the main portal logon for beta peoples to use to play the game.

Tin foil hats, people!  TIN FUCKING-FOIL HATS!


Title: Re: SWTOR
Post by: caladein on June 03, 2011, 09:26:43 PM
Yeah this suddenly sent up red flags everywhere for me too. The EA Downloader is a complete piece of shit (having seen Sjofn deal with it for Sims stuff) no reason to think Origin will be any better.

Really?  The EA Download Manager used to be awful a few years ago but I tried again recently when they had a really steep discount on BFBC2 for PAX (I think) and it's been well behaved.  I don't even have to launch it to before I play games, it's just a downloader/installer with a store (though you can just use the EA site instead if you want) and a download link for manuals from my experience with it.

Now, the current Sims Launcher (3 and Medieval use the same one) is an affront to basic decency.


Title: Re: SWTOR
Post by: Velorath on June 04, 2011, 05:26:39 AM
Apparently they're going to show off a raid called "The Eternity Vault" at E3, so I guess we'll finally be getting some raid details in a few days.


Title: Re: SWTOR
Post by: Pezzle on June 04, 2011, 06:28:17 AM
I've got a bad feeling about this.

Fantastic!


Title: Re: SWTOR
Post by: Lucas on June 04, 2011, 06:31:52 AM
Trailer of TOR at E3 2011 (via Gamespot):

http://www.youtube.com/watch?v=ElZH_Lwuu68


Title: Re: SWTOR
Post by: tmp on June 04, 2011, 07:20:53 AM
Dancing emotes confirmed.


Title: Re: SWTOR
Post by: Miasma on June 04, 2011, 07:29:15 AM
Other than some nice looking backgrounds I didn't really like that video, seemed very, cheesy.  Especially the smuggler/bounty hunter line...


Title: Re: SWTOR
Post by: Sky on June 04, 2011, 08:34:28 AM
(http://pics.blameitonthevoices.com/012011/haters_gonna_hate-bit.gif)


Title: Re: SWTOR
Post by: Malakili on June 04, 2011, 02:24:35 PM
Companion characters!

(http://images.wikia.com/firefly/images/c/c3/Inara02.jpg)


Title: Re: SWTOR
Post by: Margalis on June 04, 2011, 06:28:19 PM
I have to say I expect this to do a lot better than I thought it would a while ago. It looks like they are really going to luck out with the timing, coming out as WoW withers away and before the next Blizzard MMO is released.


Title: Re: SWTOR
Post by: Samprimary on June 04, 2011, 07:50:46 PM
Other than some nice looking backgrounds I didn't really like that video, seemed very, cheesy.  Especially the smuggler/bounty hunter line...

Everything in it looks like they took WoW and jampacked a SWTOR personal questing experience into it. It's really nothing to be discouraged by.


Title: Re: SWTOR
Post by: Fabricated on June 04, 2011, 08:28:52 PM
I have to say I expect this to do a lot better than I thought it would a while ago. It looks like they are really going to luck out with the timing, coming out as WoW withers away and before the next Blizzard MMO is released.
If the powers that be at Blizzard don't deliver a major shakeup to the WoW team and make them put out a "make Cataclysm not for spergy fuckwads" patch in time for SWTOR's release, I kinda agree. Is Diablo 3 or the next Starcraft expansion due at the same time? I can't remember release dates anymore.


Title: Re: SWTOR
Post by: Merusk on June 04, 2011, 08:56:48 PM
They haven't announced dates for either, have they?  I thought D3 wasn't until next year and wasn't in beta yet.  SC2 might be this year, considering they jsut did the trailer for it.


Title: Re: SWTOR
Post by: UnSub on June 04, 2011, 09:07:43 PM
I believe that Activision Blizzard wants Diablo 3 launching in Q4 this year after a Q3 beta (http://www.pcgamer.com/2011/05/09/activision-blizzard-predict-based-on-no-blizzard-game-in-2011-expect-two-in-2012/).

That's not a guarantee though.


Title: Re: SWTOR
Post by: Merusk on June 04, 2011, 09:33:34 PM
Heart of the Swarm 2013? Wat?  That seems like a damn long time.  Was the Terran Campaign as long as their previous RTS games for all factions or something?


Title: Re: SWTOR
Post by: Ingmar on June 04, 2011, 10:27:55 PM
Heart of the Swarm 2013? Wat?  That seems like a damn long time.  Was the Terran Campaign as long as their previous RTS games for all factions or something?

Yes. It has 29 missions, Brood War had 28, original SC had 30.


Title: Re: SWTOR
Post by: Chimpy on June 04, 2011, 10:28:38 PM
Heart of the Swarm 2013? Wat?  That seems like a damn long time.  Was the Terran Campaign as long as their previous RTS games for all factions or something?

From the reviews I read last year, the first SC II installment had the same number of missions as were in all 3 campaigns combined in the original Starcraft.

EDIT: DAMN YOU INGMAR!


Title: Re: SWTOR
Post by: Sjofn on June 04, 2011, 11:36:42 PM
Yeah this suddenly sent up red flags everywhere for me too. The EA Downloader is a complete piece of shit (having seen Sjofn deal with it for Sims stuff) no reason to think Origin will be any better.

You will have noticed, then, how I still go to the store to buy Sims stuff now. It is seriously the only time I do this any more. That's how much I hated their downloader bullshit when I used it a couple of times in the Sims 2. I still have to use it to patch, but that's not as obnoxious and shitty.


Title: Re: SWTOR
Post by: Malakili on June 05, 2011, 05:14:55 AM
Heart of the Swarm 2013? Wat?  That seems like a damn long time.  Was the Terran Campaign as long as their previous RTS games for all factions or something?

Yeah, that seems like a long time even given that though.  They've said already HotS is going to be 20 missions long and priced like an expansion, it seems like a 2012 release would be possible, but what do I know.


Title: Re: SWTOR
Post by: luckton on June 05, 2011, 05:33:52 AM
No way on 2013 for HotS.  I'm actually sticking with the leaked product slate and going for a very late 2011 release, just in time for Christmas break zerg rushes.  The slate also talks about a Starcraft 2 project called 'Phoenix', to release at the same time.

Enough of that though.  Focus people!  We get to find out about the end-game this week  :drill:  Trailer was a pretty solid montage of stuff.  If you really want to dig deep, Hater's got a dissection of the thing going on. (http://darthhater.com/media/gallery/e3-trailer-working-dissection/)


Title: Re: SWTOR
Post by: Threash on June 05, 2011, 06:34:14 AM
The space combat looked better than i expected.  That could definitely be the "hook" for this game that sets it apart.


Title: Re: SWTOR
Post by: Lantyssa on June 05, 2011, 06:38:52 AM
Everything in it looks like they took WoW and jampacked a SWTOR personal questing experience into it. It's really nothing to be discouraged by.
That's exactly why I'm discouraged.


Title: Re: SWTOR
Post by: Sky on June 05, 2011, 06:51:15 AM
From early on, the only thing I've been concerned about is making it too much for the WoW crowd. We'll see.

They promise support for the ultra-casual and the ultra-hardcore, but we've seen those claims in the past and we know what that means. Cool stuff for the hardcore and crap for casuals. Hey, the casuals don't need good gear and besides, they don't earn it.


Title: Re: SWTOR
Post by: Amaron on June 05, 2011, 07:29:23 AM
Hey, the casuals don't need good gear and besides, they don't earn it.

Yea this is truly my only concern.   WoW can talk about "skill" all they want but raiding with a raid guild isn't unappealing because it requires skill.  If SWTOR copies that nonsense I know I'll eventually become tired of the game no matter what.


Title: Re: SWTOR
Post by: UnSub on June 05, 2011, 07:39:02 AM
We get to find out about the end-game this week

My Force sense tells me: raids, tiered equipment and special stuff you can only craft at max lvl.

It's a risky prediction, but I'm willing to stand by it.


Title: Re: SWTOR
Post by: Malakili on June 05, 2011, 08:03:25 AM
We get to find out about the end-game this week

My Force sense tells me: raids, tiered equipment and special stuff you can only craft at max lvl.

It's a risky prediction, but I'm willing to stand by it.


Gasp.  I don't know if Bioware has what it takes to go in this genre redefining direction.


Title: Re: SWTOR
Post by: Chimpy on June 05, 2011, 09:45:10 AM
Honest question, is there anyone working as a high level designer on an MMO that did not come from the "endgame raiding = pinnacle" mold in either the way the games they have worked on before were designed or, more importantly, how they played EQ/WoW etc?

My guess is that there are few if any who go into the MMO designing business that did not come from said mold, and seeing as they were at least somewhat comfortable in that mold, what makes anyone believe they would not follow that vein in designing a new game?


Title: Re: SWTOR
Post by: Merusk on June 05, 2011, 09:48:20 AM
The ones I know of that did worked on SWG and then quit the industry.

So yeah, no other direction forthcoming.


Title: Re: SWTOR
Post by: Threash on June 05, 2011, 10:48:16 AM
What games haven't worked in that mold? Shadowbane, Daoc, SWG, UO, Warhammer are the only ones i can think and the only one of those games i'd play again would be shadowbane.


Title: Re: SWTOR
Post by: Murgos on June 05, 2011, 11:04:21 AM
We go through this at least once per big launch.

No one is going to gamble 200 million to make something 'new'.  No product in the world works that way.  You will only see real innovation in small products until the idea gains acceptance after which it becomes assimilated into the current evolution.  The most you can realistically hope for is general improvement on the previous successful iterations.

Expecting anything other than WoW in space with lasers is simply expecting to be disappointed.  That means raids, crafting, equipment tiers and etc...


Title: Re: SWTOR
Post by: Sky on June 05, 2011, 11:27:45 AM
  That means raids, crafting, equipment tiers and etc...
..shoulderpads...


Title: Re: SWTOR
Post by: Amaron on June 05, 2011, 01:50:45 PM
Honest question, is there anyone working as a high level designer on an MMO that did not come from the "endgame raiding = pinnacle" mold

It doesn't really matter if there is.   Game designers don't get to do things like say "hey we aren't going to copy WoW".   The suits fire them when they say that.


Title: Re: SWTOR
Post by: Modern Angel on June 05, 2011, 03:01:26 PM
Honest question, is there anyone working as a high level designer on an MMO that did not come from the "endgame raiding = pinnacle" mold in either the way the games they have worked on before were designed or, more importantly, how they played EQ/WoW etc?

My guess is that there are few if any who go into the MMO designing business that did not come from said mold, and seeing as they were at least somewhat comfortable in that mold, what makes anyone believe they would not follow that vein in designing a new game?

Honest counter-question: how much money has Raph Koster made people?


Title: Re: SWTOR
Post by: Samprimary on June 05, 2011, 03:22:19 PM
Everything in it looks like they took WoW and jampacked a SWTOR personal questing experience into it. It's really nothing to be discouraged by.
That's exactly why I'm discouraged.

I think it's actually good news. If you did the same sort of expansion on the MMO theme to WoW, it'd be the best change WoW had ever had — especially what with there now being a consistent and immersive level of game involvement and experience which didn't ultimately revolve around endgame content. It means that even if you are the sort of player who's really uninterested in the MMO grind, you still have this whole level of play that can make this a worthwhile experience just as if it were a singleplayer game.


Title: Re: SWTOR
Post by: Draegan on June 05, 2011, 03:24:24 PM
Heh, if you were expecting anything else, then that's just silly.


Title: Re: SWTOR
Post by: Samprimary on June 05, 2011, 03:25:39 PM
yes, and that. there's no way it wasn't going to be (to some degree or another) WoW in space.

even trying to shoehorn in that many ranged classes is risky. they like safe.


Title: Re: SWTOR
Post by: Miasma on June 05, 2011, 04:03:00 PM
WoW with a hero/renegade meter in space is fine with me, at least to buy the game and play through to max level.  Whether or not they keep me subbed with their endgame is entirely up to what they do with it.


Title: Re: SWTOR
Post by: WindupAtheist on June 05, 2011, 05:07:04 PM
Yea this is truly my only concern.   WoW can talk about "skill" all they want but raiding with a raid guild isn't unappealing because it requires skill.  If SWTOR copies that nonsense I know I'll eventually become tired of the game no matter what.

I'm firmly of the opinion that everytime some poopsock talks about the "skill" of MMO combat, some guy at a Street Fighter or FPS tournament is stricken with giggles and doesn't know why.


Title: Re: SWTOR
Post by: Draegan on June 05, 2011, 05:12:23 PM
There's degree of skill.  There is skill in raiding, and organizing and defeating new encounters.  However no where near the degree of skill needed to win a SF tournament or SC2 one.


Title: Re: SWTOR
Post by: lamaros on June 05, 2011, 05:29:53 PM
There is no real individual skill in MMO combat. It is nearly all pre-planning and numbers.


Title: Re: SWTOR
Post by: caladein on June 05, 2011, 05:49:37 PM
There's much more logistical and analytical effort involved in raiding than there is a need for straight twitch skills.  You still need them though, especially in the need to be able to think on your feet while still executing the plan you worked out before.

You're working at a slower pace than in a fighter or fast shooter and with a smaller mental checklist than in a micro-heavy RTS, but saying there's "no real individual skill" to high-end group MMO combat isn't fair.


Title: Re: SWTOR
Post by: Merusk on June 05, 2011, 06:04:44 PM
There's degree of skill.  There is skill in raiding, and organizing and defeating new encounters.  However no where near the degree of skill needed to win a SF tournament or SC2 one.

There is no real individual skill in MMO combat. It is nearly all pre-planning and numbers.

 :oh_i_see: :why_so_serious:

Oh boy this argument again!
Reflex & Memorization != Skill any more than planning and preparation. 


Title: Re: SWTOR
Post by: Ratman_tf on June 05, 2011, 07:05:39 PM
Oh boy this argument again!
Reflex & Memorization != Skill any more than planning and preparation. 

http://www.escapistmagazine.com/videos/view/extra-credits/2590-Choice-and-Conflict


Title: Re: SWTOR
Post by: WindupAtheist on June 05, 2011, 07:17:59 PM
"Getting two dozen assholes to all log on at the same time, that's the real skill!"

Ahahahahaha. Sure it is champ, but only if you call it logistics. That sounds much more skillful.


Title: Re: SWTOR
Post by: Sky on June 05, 2011, 07:41:54 PM
Scheduling Coordinators are the most lucrative careers in the world, according to mmo devs.


Title: Re: SWTOR
Post by: UnSub on June 05, 2011, 07:43:07 PM
I'm firmly of the opinion that everytime some poopsock talks about the "skill" of MMO combat, some guy at a Street Fighter or FPS tournament is stricken with giggles and doesn't know why.

They're just jealous of our ability to macro. If they could, they would too. JEALOUS!


Title: Re: SWTOR
Post by: Azuredream on June 06, 2011, 03:45:53 AM
What is the definition of skill in this context? How difficult it is? How many people can do it? How much time is needed to master it?


Title: Re: SWTOR
Post by: Murgos on June 06, 2011, 04:47:36 AM
What is the definition of skill in this context? How difficult it is? How many people can do it? How much time is needed to master it?

Considering that almost anyone can do it at an acceptable level given a bit of practice and a narrow enough individual scope of responsibility, not very much.

However, you do occasionally run into someone who can perform a bit better than average which makes people think there is more skill involved than there really is.  It's just that most don't put in any effort at all so the few who are actually competent stand out.

I think eq1 enchanter was the last class I recall that actually had a real difference between a button masher and someone who knew what they were doing.  A good 'chanter and you could push well beyond the limits of what a group was supposed to be able to accomplish.


Title: Re: SWTOR
Post by: Malakili on June 06, 2011, 05:40:41 AM
There's degree of skill.  There is skill in raiding, and organizing and defeating new encounters.  However no where near the degree of skill needed to win a SF tournament or SC2 one.

There is no real individual skill in MMO combat. It is nearly all pre-planning and numbers.

 :oh_i_see: :why_so_serious:

Oh boy this argument again!
Reflex & Memorization != Skill any more than planning and preparation. 

I think the better way of thinking about isn't skill v. no skill, but the height of the skill ceilings.  To stay away from the general argument, but to illustrate my point, this is the reason that you see demomen, soldiers, and scouts in competitive TF2, they have a much higher skill ceiling than the other classes (mainly due to superior mobility).  Something like Heavy might get you loads of kills against average players, but their use is far more specialized and limited in competitive play.  Generally speaking, I think MMOs have a much lower skill ceiling than shooters or RTS games.


Title: Re: SWTOR
Post by: caladein on June 06, 2011, 05:42:37 AM
Merusk's post makes a lot more sense now.  Not everyone is defining a "skill" along the lines of "something you can learn (to do)".  I have some vague concept of what folks are using instead but... that's a horrible black hole of an argument.

So, E3!


Title: Re: SWTOR
Post by: Sky on June 06, 2011, 07:10:30 AM
So, E3!
On the one hand, I think it sucks they're now being pushed to feature lock and polish things up for release.

On the other hand, FOR THE LOVE OF GOD ANNOUNCE THE FIRM RELEASE DATE AT E3!

My bet: I'll get hired at this tech firm and be working 15 hour/5 days when TOR releases. For reals.  :oh_i_see:


Title: Re: SWTOR
Post by: Paelos on June 06, 2011, 07:39:47 AM
Yes, if ever there was a time to release a date for this game, today is that day.


Title: Re: SWTOR
Post by: Mrbloodworth on June 06, 2011, 07:53:11 AM
That space combat looks so MEH.


Title: Re: SWTOR
Post by: Lucas on June 06, 2011, 08:14:48 AM
That space combat looks so MEH.

Nah, you just don't know how to party like it's 1993 again ;)


Title: Re: SWTOR
Post by: Sky on June 06, 2011, 08:18:35 AM
Yes, if ever there was a time to release a date for this game, today is that day.
My money would be on the final day of E3 with lots of hype leading up to it.


Title: Re: SWTOR
Post by: Lucas on June 06, 2011, 08:34:19 AM
Community Manager Stephen Reid posted this:

http://www.swtor.com/community/showthread.php?p=6619963#edit6619963


...And later added a small correction :

http://www.swtor.com/community/showthread.php?p=6623837#edit6623837



Title: Re: SWTOR
Post by: Murgos on June 06, 2011, 09:07:06 AM
Sounds like collecors box/pre-order bonus stuff.


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 09:28:34 AM
I'll settle for open beta if they can't clamp down a release yet  :oh_i_see:


Title: Re: SWTOR
Post by: Sky on June 06, 2011, 09:48:09 AM
Zero point zero interest in testing this game.


Title: Re: SWTOR
Post by: Bunk on June 06, 2011, 10:18:13 AM
Agreed. Its a story based game - the last thing I'd want to do is play around with it half built. I might start thinking I was playing KOTOR II again...


Title: Re: SWTOR
Post by: Shatter on June 06, 2011, 11:51:29 AM
Tired of all current MMO's.  Willing to play half - ass Star Wars game...god forgive me


Title: Re: SWTOR
Post by: Lantyssa on June 06, 2011, 12:01:45 PM
That space combat looks so MEH.
And knowing it's a rail shooter makes it an even bigger 'meh'.


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 12:06:53 PM
That space combat looks so MEH.
And knowing it's a rail shooter makes it an even bigger 'meh'.

This is going to sound fanboy-ish, but how many times do the devs have to say "We only put it in because George made us and it's not really what the game is all about" before we can move on from this?  It's on-rails, it's a sidegame type of thing (think WoW Fishing or FFXI's card-game).  Pretty sure that post-launch they'll come back to it and make improvements over time.  It's not like they can make the space combat as they have it right now any worse.


Title: Re: SWTOR
Post by: Lucas on June 06, 2011, 12:22:00 PM
New video now available on Origin.com (you'll notice the link on the homepage of that site):

http://www.origin.com/

After watching it, I think it's just a preview of the new CGI video they will show (maybe) today, together with sequences from the two previous ones.


Title: Re: SWTOR
Post by: Sky on June 06, 2011, 12:32:56 PM
I don't think they even open the TOR booth until tomorrow.


Title: Re: SWTOR
Post by: Lantyssa on June 06, 2011, 12:34:30 PM
This is going to sound fanboy-ish, but how many times do the devs have to say "We only put it in because George made us and it's not really what the game is all about" before we can move on from this?  It's on-rails, it's a sidegame type of thing (think WoW Fishing or FFXI's card-game).  Pretty sure that post-launch they'll come back to it and make improvements over time.  It's not like they can make the space combat as they have it right now any worse.
Every time someone mentions space in a game set in space.


Title: Re: SWTOR
Post by: Mrbloodworth on June 06, 2011, 12:36:21 PM
I feel like I need a Wii gun looking at that space part.


Title: Re: SWTOR
Post by: Lucas on June 06, 2011, 12:36:52 PM
And here it is for real, this time: "Return" intro cinematic (6m 20secs):

http://www.swtor.com/media/trailers/return


Title: Re: SWTOR
Post by: Draegan on June 06, 2011, 12:40:25 PM
They should of just made movies.


Title: Re: SWTOR
Post by: Ingmar on June 06, 2011, 12:43:47 PM
I could not care less about the space stuff. I'm happy they're not spending a bunch of time on making a space shooter sim and getting distracted from the main part of the game, really.


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 12:50:21 PM
Blur makes good movies.

FTFY.  They also did the shorts for DCUO too.


Title: Re: SWTOR
Post by: Draegan on June 06, 2011, 12:51:16 PM
Isn't that what I just said?  The $1 Billion they used to make this game should of just made some kickass movies.


Title: Re: SWTOR
Post by: Lantyssa on June 06, 2011, 12:52:32 PM
I could not care less about the space stuff. I'm happy they're not spending a bunch of time on making a space shooter sim and getting distracted from the main part of the game, really.
Good for you?  I like space shooters.  Maybe I wish they'd spend more time on it than duplicating WoW for the ground game.

If they're putting in a system, whether they want it or it's required, it should be fun.  Otherwise don't put anything in because then it's just a waste of resources and it leaves player's unhappy.


Title: Re: SWTOR
Post by: Murgos on June 06, 2011, 12:58:52 PM
Starfox was fun.  I thought so anyway.

So was Rogue Squadron.


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 12:59:06 PM
I like how the intro movie kinda montages all the great moments from the actual movies into 6 minutes.   :awesome_for_real:


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 01:00:17 PM
Starfox was fun.  I thought so anyway.

QFT


Title: Re: SWTOR
Post by: Ingmar on June 06, 2011, 01:01:46 PM
I could not care less about the space stuff. I'm happy they're not spending a bunch of time on making a space shooter sim and getting distracted from the main part of the game, really.
Good for you?  I like space shooters.  Maybe I wish they'd spend more time on it than duplicating WoW for the ground game.

If they're putting in a system, whether they want it or it's required, it should be fun.  Otherwise don't put anything in because then it's just a waste of resources and it leaves player's unhappy.

I'm not sure either of us are in any position to say whether it is fun or not yet, but this is just kind of a palate-cleansing minigame between locations from the looks of it. It doesn't need to be super deep. (It probably does need to be skippable.)

Let's just agree to disagree and make fun of Draegan for still getting 'should of' wrong.


Title: Re: SWTOR
Post by: Velorath on June 06, 2011, 01:07:26 PM
Starfox was fun.  I thought so anyway.

So was Rogue Squadron.

Indeed, as were the Panzer Dragoon games and the Star Wars Trilogy arcade game.


Title: Re: SWTOR
Post by: Sky on June 06, 2011, 01:12:37 PM
I like how the intro movie kinda montages all the great moments from the actual movies into 6 minutes.   :awesome_for_real:
I was thinking the same thing. Blur is continuing what Bioware did with KotOR, exceeding everything but the original trilogy.

On the space thing, yeah I wish it was more JtL. I'm not going to ignore the good stuff because it's not something I think it should be. In fact, a focused but exciting linear space mini-game could in some ways beat a sometimes boring and content-poor open space sim.

And Draegan, he's just not going to like TOR. Rift is the game for him, race to the end and grind.


Title: Re: SWTOR
Post by: Soln on June 06, 2011, 01:25:33 PM
wish the models were more photorealistic (like GW2).   Those movies are terrific but then switching to look at the game and the combat it's seems slow and uninspiring in comparison.


Title: Re: SWTOR
Post by: Murgos on June 06, 2011, 01:29:30 PM
I've done a 180 on my earlier stance on the graphic style.  Watching it in action on the leaked beta stuff in full screen HD, I bought it.

Same with the 'fully voiced quest dialog'.  (Sky wins this round  :grin: )


Title: Re: SWTOR
Post by: Soln on June 06, 2011, 01:34:31 PM
fair enough -- I want SWTOR to succeed so I'll have to wait for the actual game for a real judgment

also, nice to see in that clip Smugglers being badass


Title: Re: SWTOR
Post by: Sjofn on June 06, 2011, 01:38:03 PM
If the dude smugglers get tight little Han Solo pants I might have to play a boy one instead of a girl one.  :why_so_serious:


Title: Re: SWTOR
Post by: Draegan on June 06, 2011, 01:38:15 PM
Smuggler checking out the Chiss? whatever's ass was funny.


Title: Re: SWTOR
Post by: Fordel on June 06, 2011, 01:39:33 PM
Was a Twilek. Head Tails give it away.


Title: Re: SWTOR
Post by: ghost on June 06, 2011, 01:43:38 PM
I like how the intro movie kinda montages all the great moments from the actual movies into 6 minutes.   :awesome_for_real:

Han Solo as Indiana Jones?  Check.
Crazy guns from Aliens?  Check.
Clone troopers?  Check.
Guy fighting with two lightsabers, one of which is a dual blade?  Check (c'mon, we all wanted to see it and it was the logical progression)
Obi Wan Kenobi "get out of here while I die" moment?  Check.
Funny shaped Star Destroyers?  Check.
Funny shaped Millennium Falcon?  Check.
Droidekas?  Check.


Find a way to work in the One Ring and possibly some dragons and we'll be set.  


Edit:  Now that I think about it for a bit, the only thing really missing was extremely slow and cumbersome beasts of burden. 


Title: Re: SWTOR
Post by: Lakov_Sanite on June 06, 2011, 02:04:44 PM
The spaceship game would b great if when travelling to a new planet for the first time you had to do it but could skip it any other time. Then is you wanted you could always do that mission for gold medals/stars whatever.   So get a five star rating in so many space battles and you get a new ship, or something like that, not necessary but fun and worth putting time into.


Title: Re: SWTOR
Post by: Mosesandstick on June 06, 2011, 02:09:05 PM
That trailer was bloody cheesy but I guess SW gets away with it. Still enjoyable.


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 02:15:43 PM
Well ya'll can stop holding out...no release date at E3 (http://www.swtor.com/community/showthread.php?p=6628538#edit6628538)


Do we get the pitchforks now or wait till we see all they have to offer?


Title: Re: SWTOR
Post by: Malakili on June 06, 2011, 02:21:54 PM
That intro cinematic is ironically simultaneously everything I love about Star Wars and the exact reason every Star Wars game fails to replicate those things.  When I see that it makes me want to take up Kendo more than play SWTOR.


Title: Re: SWTOR
Post by: jakonovski on June 06, 2011, 02:35:18 PM
That space combat looks so MEH.
And knowing it's a rail shooter makes it an even bigger 'meh'.

Fuck, I didn't even know that. What do they think they can accomplish with bait & switch trailers?


Title: Re: SWTOR
Post by: Fordel on June 06, 2011, 02:36:37 PM
They've said the space stuff was going to be on rails like 52 times. How is that bait and switch?


Title: Re: SWTOR
Post by: Ingmar on June 06, 2011, 02:37:24 PM
Yeah, it has been known since it was announced AFAIK.


Title: Re: SWTOR
Post by: jakonovski on June 06, 2011, 02:39:25 PM
They've said the space stuff was going to be on rails like 52 times. How is that bait and switch?

Fine, just personal disappointment then.


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 02:40:17 PM
Also, again, why are people not reading 'all' of the posts in the thread before hitting reply and sounding all 'OMG WTF?!'


Title: Re: SWTOR
Post by: Rasix on June 06, 2011, 02:48:26 PM
The space shooting stuff looked fine from the whole 5 seconds I saw of it.  The game from everything they've ever said isn't a ground game and a space game.  The space shit is just fluff.  

They should have just made it like the Jade Empire mini-game to piss you all off even more.


Title: Re: SWTOR
Post by: Morfiend on June 06, 2011, 02:48:56 PM
Also, again, why are people not reading 'all' of the posts in the thread before hitting reply and sounding all 'OMG WTF?!'

Because the thread is 190 pages going back almost 3 years?  :oh_i_see:


Title: Re: SWTOR
Post by: Fordel on June 06, 2011, 02:54:59 PM
I want to know how many times I've posted:

(http://www.nexuszero.net/Img/clone_wars.gif)


In this thread over the years now.  :why_so_serious:


Title: Re: SWTOR
Post by: Chimpy on June 06, 2011, 03:21:40 PM
Chick-jedi needed a pink light-saber imo.


Title: Re: SWTOR
Post by: Sky on June 06, 2011, 03:45:19 PM
Without a release date, E3 is pretty much meh. Cool intro trailer. And good news for the raidtards.


Title: Re: SWTOR
Post by: sinij on June 06, 2011, 03:56:01 PM
SWTOR An Exclusive Download for EA's New "Origin"
http://www.tomshardware.com/news/SWTOR-Star-Wars-MMOG-Origin-digital-distribution,12875.html

Quote
The Old Republic will be available later this year exclusively on the publisher's new digital distribution platform Origin, also launched on Friday.

RIP


Title: Re: SWTOR
Post by: Velorath on June 06, 2011, 04:03:48 PM
SWTOR An Exclusive Download for EA's New "Origin"
http://www.tomshardware.com/news/SWTOR-Star-Wars-MMOG-Origin-digital-distribution,12875.html

Yeah, we knew that several days ago.


Title: Re: SWTOR
Post by: Merusk on June 06, 2011, 04:04:18 PM
Yeah, we knew that like 3 pages ago.  It doesn't indicate that it's the ONLY way to get it, just the only digital distro.  You should still be able to get physical CDs, etc.



Title: Re: SWTOR
Post by: Soln on June 06, 2011, 04:10:41 PM
Yeah, we knew that like 3 pages ago.  It doesn't indicate that it's the ONLY way to get it, just the only digital distro.  You should still be able to get physical CDs, etc.




any mention if you need it to activate the CD key?  Cause that would suck.


Title: Re: SWTOR
Post by: Merusk on June 06, 2011, 04:15:57 PM
I'm going to wager, yes.  It'll be how they do their patching and everything else since they make Sims3 use it for their stuff.  Can't let you use their bandwidth without subjecting you to at least SOME ads about the latest shovelware of whatever franchise they're beating into the ground this year.

Ed: Then again, you don't  need to use it for MA or DA which are also Bioware...  so who knows.


Title: Re: SWTOR
Post by: sinij on June 06, 2011, 04:28:06 PM
SWTOR An Exclusive Download for EA's New "Origin"
http://www.tomshardware.com/news/SWTOR-Star-Wars-MMOG-Origin-digital-distribution,12875.html

Yeah, we knew that several days ago.

I didn't get the memo, seeing how nobody made a big deal about it.


Title: Re: SWTOR
Post by: Velorath on June 06, 2011, 04:33:36 PM
SWTOR An Exclusive Download for EA's New "Origin"
http://www.tomshardware.com/news/SWTOR-Star-Wars-MMOG-Origin-digital-distribution,12875.html

Yeah, we knew that several days ago.

I didn't get the memo, seeing how nobody made a big deal about it.

The digital download version being exclusive to Origin isn't that big a deal, which is why people aren't making a big deal about it.  It's kinda annoying that it won't be available through Steam, but things already looked to be going that way when Dragon Age II wasn't available on Steam until the cut-off for the premium version had passed.  Also, we're talking about an MMO here, so regardless you're going to end up having to sign up for an EA run online service in order to play it anyway.  If it ends up being tied into Origin, does it really make much of a difference?


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 05:01:38 PM
Machinima.com's interview

http://www.youtube.com/watch?v=MX1JdRrilXs

"Don't worry guys, raids aren't going to be all talk."

Origin 'Exclusive' Producer Interview

http://www.youtube.com/watch?v=ShyVh-dVo-g


Title: Re: SWTOR
Post by: Amaron on June 06, 2011, 05:47:42 PM
Same with the 'fully voiced quest dialog'.  (Sky wins this round  :grin: )

You thought fully voiced quest dialog wouldn't be good?


Title: Re: SWTOR
Post by: Murgos on June 06, 2011, 06:04:49 PM
You thought fully voiced quest dialog wouldn't be good?

Have you read most quest text?  Blah, blah, blah ain't in it.


Title: Re: SWTOR
Post by: Amaron on June 06, 2011, 06:30:37 PM
Have you read most quest text?  Blah, blah, blah ain't in it.

Ahh true.  That would of been retarded.  I guess I always assumed fully VO just meant no boring quest text.   That could of easily been wrong though.   Watching the interview was interesting regarding this.  I found it amusing that they basically sent a demo with player voiceovers and a price tag to Lucas/Bosses thinking it would be rejected.


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 06:39:09 PM
Have you read most quest text?  Blah, blah, blah ain't in it.

Ahh true.  That would of been retarded.  I guess I always assumed fully VO just meant no boring quest text.   That could of easily been wrong though.   Watching the interview was interesting regarding this.  I found it amusing that they basically sent a demo with player voiceovers and a price tag to Lucas/Bosses thinking it would be rejected.

Lucas may be an 'artard, but he does like quality, no matter the cost.  So far, that philosophy has worked out for him.  He's also been sitting on the live-action Star Wars series for a few years now, but he says he's waiting for the tech to come out that will make it faster to kick out episodes at the high quality he expects.

I'm liking the bit about how dungeon dialogue will work like /rolling on loot.   :awesome_for_real:  Already talked about, but the bit about how the Smuggler saying off the wall was refreshing.


Title: Re: SWTOR
Post by: Amaron on June 06, 2011, 06:49:12 PM
I'm liking the bit about how dungeon dialogue will work like /rolling on loot.   :awesome_for_real:  Already talked about, but the bit about how the Smuggler saying off the wall was refreshing.

I actually really feel this idea is maybe kind of horrible.  I remember watching one of the videos and the fucker took some dialog choices that clearly ended the dialog early.   The equivalent of not clicking through all the "investigate" stuff in Mass Effect.   Considering the MMO crowd I'm betting we'll see every dialog ended as quick as possible.

The fact that each class has completely different choices mollifies me somewhat but I intend to play every class anyways so I'm not sure how much.


Title: Re: SWTOR
Post by: luckton on June 06, 2011, 06:54:40 PM
I actually really feel this idea is maybe kind of horrible.  I remember watching one of the videos and the fucker took some dialog choices that clearly ended the dialog early.   The equivalent of not clicking through all the "investigate" stuff in Mass Effect.   Considering the MMO crowd I'm betting we'll see every dialog ended as quick as possible.

The fact that each class has completely different choices mollifies me somewhat but I intend to play every class anyways so I'm not sure how much.

The way I see it, the dialogue options won't affect how your crew does a dungeon...I think it's more of an entertainment thing to see various responses and have a laugh or two.  For some PUG scrub to come in and grief the group by picking (or getting picked due to the random roll) a poor option doesn't sound like something they would let pass.

Alternatively, I've heard that regardless of whoever gets vocalized, the dialogue option you choose does get reflected in your LS/DS score and social points thingy.


Title: Re: SWTOR
Post by: Outlawedprod on June 06, 2011, 07:34:45 PM
Another CG trailer (the return)
http://www.youtube.com/watch?v=FPQHiVecHZs

doh this was posted already.  somehow i missed a page of replies.  I will say the budget on these trailers seems pretty high. I wonder how much their advertising budget is.


Title: Re: SWTOR
Post by: Rendakor on June 06, 2011, 11:39:46 PM
Thank you for this very much Good.
No, thank you for your unintelligble spam, sir.


Title: Re: SWTOR
Post by: Evildrider on June 06, 2011, 11:45:44 PM
Thank you for this very much Good.

10 dolla sucky sucky


Title: Re: SWTOR
Post by: Spiff on June 06, 2011, 11:57:16 PM
No release date at E3 and it's going gold this year? I'm slightly baffled.
I guess they're going for a real steep marketing build-up, with a pre-order faux beta or something.


Title: Re: SWTOR
Post by: UnSub on June 07, 2011, 01:02:06 AM
Earlier this year, EA's CEO, CFO and BioWare all had different ideas about when SWOR is launching. No-one knows.



Title: Re: SWTOR
Post by: VainEldritch on June 07, 2011, 02:39:35 AM
No release date at E3 and it's going gold this year? I'm slightly baffled.
I guess they're going for a real steep marketing build-up, with a pre-order faux beta or something.

Yeah, me too. I was holding out hope that The Date may be revealed despite the community handler's best efforts to say it wouldn't be without actually saying it wouldn't be... silly me.


Earlier this year, EA's CEO, CFO and BioWare all had different ideas about when SWOR is launching. No-one knows.

I'd hope this indicates a hands-off approach by EA so that BW can just get the game "finished" 'n' polished, and that BW doesn't care about The Date until they know they have got it "finished" and can polish it before it ships.


Title: Re: SWTOR
Post by: Velorath on June 07, 2011, 03:00:59 AM
Earlier this year, EA's CEO, CFO and BioWare all had different ideas about when SWOR is launching. No-one knows.

Right now I imagine it changes day to day and is probably going to be the topic of several more meetings.  When you've got one of the most expensive games ever made, if not the most expensive, your launch window is probably something you're going to analyze pretty damn closely.


Title: Re: SWTOR
Post by: Tannhauser on June 07, 2011, 03:34:13 AM
Wild conjecture time!  What if Blizzard is waiting for SWTOR's release date to undercut them by announcing D3 will release on the same day?

I know they are very different games, but Blizzard has shown to be very effective in this strategy. 


Title: Re: SWTOR
Post by: Sky on June 07, 2011, 06:37:35 AM
I don't think Diablo is as big a factor for TOR as some people are making it out to be.

Anyway, about the release date: while the suits at EA may have their agenda (which may include D3), I'm pretty sure from the Bioware end it's all being dictated by the feature lock. They really want to polish, and even with the lock, it's going to take time with something that massive. At least we've heard the lock was put in place, so it's inevitable now that feature creep shouldn't be a factor.


Title: Re: SWTOR
Post by: Amaron on June 07, 2011, 07:44:57 AM
Wild conjecture time!  What if Blizzard is waiting for SWTOR's release date to undercut them by announcing D3 will release on the same day?

I seriously doubt we will see this.  It's way too risky with no easily measurable benefit.  Plus it's a total long term strategy move.  For a publicly traded company to pull such a stunt just doesn't make enough sense to conventional business thinking.   WoW expansions are a different beast all together though.


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 07:50:39 AM
If the window hasn't changed, I'll go with December 6th, 2011 for release.  Gives them a couple weeks before Christmas to get it out, post-patch if needed and then enjoy the holiday.


Title: Re: SWTOR
Post by: Sky on June 07, 2011, 08:04:26 AM
Let's start a release date pool.

March 31, 2012


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 08:12:29 AM
Let's start a release date pool.

March 31, 2012

I'm really surprised we haven't gotten a sub-forum yet...or is that our page 200 unlock?  :why_so_serious:


Title: Re: SWTOR
Post by: Malakili on June 07, 2011, 08:21:33 AM
Let's start a release date pool.

March 31, 2012

I'm really surprised we haven't gotten a sub-forum yet...or is that our page 200 unlock?  :why_so_serious:

It might get one when the game is released.  But I wouldn't expect one before that. 

Feburary 25, 2012


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 08:22:57 AM
I'm staying away a least a month away from March, as that's ME3 month.  I wouldn't put it past one developer to put out two high-profile games simultaneously, but I think it'd be kinda hard.


Title: Re: SWTOR
Post by: Sky on June 07, 2011, 08:31:47 AM
Oh, that's a good point. Both Sci-Fi RPGs, too. If they stay locked into "2011" (which as we know can be weaseled into "But we meant fiscal!"), that does push them back a bit. I don't think they'd even want the free month for overlap ME3's release. That would limit them to the end of January.


Title: Re: SWTOR
Post by: Paelos on June 07, 2011, 08:32:10 AM
November 8th, 2011.

They need to release it in 2011 to make the FY palatable.


Title: Re: SWTOR
Post by: Sky on June 07, 2011, 08:41:53 AM
I'm kind of scared if it releases then. Pretty much all projects should be wrapped up, getting dark early and lots of time for gaming (what I'm now calling the "Italian Holiday"  :grin:).

On the other hand, I should find out soon if this side job deal is going to firm up, which would mean 12-15 hours days and probably no gaming at all, which would make me sad pandy.


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 08:47:41 AM
It's gotta be this year, even if they suffer from feature creep by a little and fail to finish one or two areas.  Gotta remember that even WoW wasn't 'completely' finished when it was released.


Title: Re: SWTOR
Post by: Malakili on June 07, 2011, 08:52:01 AM
It's gotta be this year, even if they suffer from feature creep by a little and fail to finish one or two areas.  Gotta remember that even WoW wasn't 'completely' finished when it was released.

The market is a lot less forgiving then it was when WoW was released though.  I think it'll be ok if a few things get added back in later, but they can't afford to launch buggy, thats proven to kill a hell of a lot of games.


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 08:55:54 AM

The market is a lot less forgiving then it was when WoW was released though.  I think it'll be ok if a few things get added back in later, but they can't afford to launch buggy, thats proven to kill a hell of a lot of games.

True, but then BW is a lot like Blizzard in that they have a long track record of single-player games and a full-on QA department in service for years.  I don't expect there to be a lot of bugs...balance issues and some features not fully fleshed out, but actual game-delaying or game-stopping bugs?  Naaaaah.


Title: Re: SWTOR
Post by: Sky on June 07, 2011, 08:58:42 AM
Didn't they feature lock a month or two ago? I'm pretty sure creep won't be the problem, but the polish will probably be maddening.

Also, wondering what BC denizens are thinking as far as advanced classes (http://www.swtor.com/guilds/7040/bat-country/private-forum/92262), now that the new page (http://www.swtor.com/info/systems/advanced-classes) gives some idea how they're shaking out.


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 09:05:56 AM
Didn't they feature lock a month or two ago? I'm pretty sure creep won't be the problem, but the polish will probably be maddening.

Also, wondering what BC denizens are thinking as far as advanced classes (http://www.swtor.com/guilds/7040/bat-country/private-forum/92262), now that the new page (http://www.swtor.com/info/systems/advanced-classes) gives some idea how they're shaking out.

Since they said Troopers can be ranged-tanks, I haven't changed my mind.  I may go for Scoundrel Smuggler if they allow healer specs to still be able to solo effectively, since they've said that switching specs is going to be hard/un-wanted.


Title: Re: SWTOR
Post by: Sky on June 07, 2011, 09:14:32 AM
That's great, but BC is an Imperial guild and this isn't the site the discussion is on.

Fucking hate that they're not allowing easy role shifting ala Rift. Big mistake.


Title: Re: SWTOR
Post by: Amaron on June 07, 2011, 10:13:19 AM
I'm going to guess they're just fucking internally confused and the game will come out Nov 1st.   It would be an impressively kept secret if there's some problem so big that they'd miss that date by much.


Title: Re: SWTOR
Post by: amiable on June 07, 2011, 10:21:25 AM
I may go for Scoundrel Smuggler if they allow healer specs to still be able to solo effectively, since they've said that switching specs is going to be hard/un-wanted.

Really?  What a fantastically awful idea, pretty much guaranteeing a dearth of healers and tanks, because no one will want to play one because grinding will be such an incredible pain in the ass.  They better make sure every class has a "dps toggle" option that will greatly reduce their tanking/healing abilities but greatly increase their dps, because fuck it if I am going to kill 10,000 foozles in a gimpy ass healer spec.


Title: Re: SWTOR
Post by: kaid on June 07, 2011, 10:30:31 AM
Hard to say actually. Given after you get to level 8 or so all classes get pets. Healer stats appear to buff companions tanking abilities and DPS. So its possible that you plus a good tanking companion could solo just as well as anybody else.


Title: Re: SWTOR
Post by: Fordel on June 07, 2011, 10:53:35 AM
Define hard/un-wanted, in regards to respeccing.




Title: Re: SWTOR
Post by: luckton on June 07, 2011, 11:00:55 AM
Define hard/un-wanted, in regards to respeccing.




Right now, on record, the devs have said that you can pony up and pay to redo your point spread for your base and advanced class.  They still have not decided whether they're gonna let you change your AC.  Changing your base class is obviously out of the question.


Title: Re: SWTOR
Post by: Sky on June 07, 2011, 11:12:26 AM
They think the companions are going to fill the holes, but sometimes you might feel like tanking, sometimes there's already a better tank. Even if I have the opportunity to pull out my dps companion, why have two tanking specs hanging out all sub-optimal? What if I'm in the mood to dps becuse Fordel is tanking?

Yes, I'm actually arguing for a more group-friendly system :p

But Rift did that SO RIGHT. They've had since the Rift beta events (probably before, but let's stick with public knowledge) to put in role/spec slots. MMO going forward should not be locking people into a single spec and then making it punitive to change. Rift almost delivered on 'bring the player, not the class' and fell short. TOR seems to have a shot similar to where Rift is now with 2 roles per advanced class, why not let players load up four different builds to play with (solo/group 1/group 2/pvp alone, if not 5 roles to add in a raid; assuming group 1 for one role like dps, and group 2 for healing/tanking whatever).

Changing advanced class, since it supposedly has no story effect besides a few comments about it, should be do-able technically, but I'd be less supportive of that vs role shifting. Maybe a quested changeover that can only be done once or twice per character.


Title: Re: SWTOR
Post by: Nebu on June 07, 2011, 11:19:52 AM
Each class should be able to handle at least 2 and maybe 3 of the 4 traditional diku roles well (DPS, tank, heal, support).  If it can't, then your game is going to struggle to be anything other than niche.  


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 11:26:27 AM
Each class should be able to handle at least 3 of the 4 traditional diku roles well (DPS, tank, heal, support).  If it can't, then your game is going to struggle to be anything other than niche.   

I agree with this.  WoW started the trend with dual-specs.  Rift refined it with the soul system.  If they're not going to allow me to change my AC, at least give me stances or something so that my tank can put out some DPS.

It may be too late though...it's not like BW allowed you to respec your class in ME or DA.  Just have to settle for niche and wait a few months for them to learn their lesson.  I don't mind having to roll one of each class so long as I can change the AC to better fit the people I'm hanging out with.  With as much story, lore and polish they're putting into each class, to ask us to redo all of it again just so we can have one for each AC... :uhrr:


Title: Re: SWTOR
Post by: Fordel on June 07, 2011, 11:28:31 AM
What does 'Pony Up' mean? You'll be broke for 10 levels or is it like WoW where I've spent more on haircuts and not blinked?



The only role I would be concerned with is healing overlap and solo viability.


Like for Tank overlap, it really depends on how 'tight' the game is designed in terms of optimal groups and how much lee-way they give the tanking classes in non-tank situations. Like even in WoW, the Prot Specs can solo more then fine, you don't feel hindered in anyway while questing up or doing your dailies or whatever. In some cases, the prot spec is the superior solo spec in terms of speed and killing power. It's possible to have a system where multiple tanks can be in the group and nothing is really terrible or ineffective.


Healing is finite though, you only need X amount of healing/support. If one healer is keeping everyone going, then two healers isn't any increase in effectiveness. Healers are also notoriously shitty at soloing in most games.


Like, even if the game is loose enough that you could go into a dungeon with 5 DPS'ers without any real problem, being the healbitch that can't hurt anything is still lame when your trying to do your solo thing.



Maybe Healers output plenty of pressure on their own, who knows, could be all moot.


Title: Re: SWTOR
Post by: Nebu on June 07, 2011, 11:31:34 AM
If a game wants to become third generation, it would do so by forcing everyone to heal themselves.  Playing a healer is a thankless task that earns nothing but bile and derision.  


Title: Re: SWTOR
Post by: Paelos on June 07, 2011, 11:36:55 AM
If a game wants to become third generation, it would do so by forcing everyone to heal themselves.  Playing a healer is a thankless task that earns nothing but bile and derision.  

Yep, cracking out of the healer/tank mentality and designing things differently where you can do it in a group requires too much thought, though.


Title: Re: SWTOR
Post by: Malakili on June 07, 2011, 11:37:12 AM
If a game wants to become third generation, it would do so by forcing everyone to heal themselves.  Playing a healer is a thankless task that earns nothing but bile and derision.  

Am I broken because I leveled 1-60 in vanilla WoW as a resto druid and liked it?


Title: Re: SWTOR
Post by: Nebu on June 07, 2011, 11:38:50 AM
Am I broken because I leveled 1-60 in vanilla WoW as a resto druid and liked it?

That or you never had to endure a pug.


Title: Re: SWTOR
Post by: Fordel on June 07, 2011, 11:39:18 AM
Yes, you are functionally retarded even Malakili, but this is not news when it comes to your stupid game preferences.  :why_so_serious:


Title: Re: SWTOR
Post by: Malakili on June 07, 2011, 11:42:23 AM
 :grin:  I don't actually disagree with what Nebu said actually, I think its the logical progression.   But I do actually enjoy healing in games, its generally speaking the first class I role in any game which has a healer class.  Unfortunately, I don't know if its possible to retain that role as optional without it becoming effectively required in group play because I suspect even if it is technically optional, having a dedicated healer even if you don't need one is generally always going to make it easier.  So it probably has to be done away with or at least totally rethought.


Title: Re: SWTOR
Post by: Ingmar on June 07, 2011, 11:43:01 AM
There are actually a reasonable number people who deliberately seek out and enjoy the dedicated healer role, giving them something to do is not necessarily bad.


Title: Re: SWTOR
Post by: Fordel on June 07, 2011, 11:46:50 AM
No there aren't, that's the entire problem!  :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on June 07, 2011, 11:49:14 AM
You can find them in any of the many CoX threads demanding the empathy power set for villains.  :-P


Title: Re: SWTOR
Post by: Nebu on June 07, 2011, 11:54:59 AM
There are actually a reasonable number people who deliberately seek out and enjoy the dedicated healer role, giving them something to do is not necessarily bad.

While this is true, the number that enjoy it never seems to meet demand. 

If you're wanting to accomplish a group encounter, what two things are almost always being searched for?  Tank and healer.   I'd argue that many of those that claim to "enjoy playing a healer" do it more to ensure a spot in groups rather than because they genuinely enjoy it.  They enjoy the phat lewtz.  Playing a healer is their mechanism for obtaining them. 

I will confess that I enjoy playing a healer in Rift.  I think it's because Rift did an excellent job of coupling pew pew to my healy healy as a chloromancer.   


Title: Re: SWTOR
Post by: Fordel on June 07, 2011, 11:56:42 AM
What people bitch on forums about and what people do in actual games are not the same thing Ingmar.  :oh_i_see:


Title: Re: SWTOR
Post by: Paelos on June 07, 2011, 11:57:42 AM
There are actually a reasonable number people who deliberately seek out and enjoy the dedicated healer role, giving them something to do is not necessarily bad.

Those 10 people can play WoW forever then. I mean come on.


Title: Re: SWTOR
Post by: Ingmar on June 07, 2011, 11:58:21 AM
If I may dip into amateur psychoanalysis, the people I'm thinking of do it because they have a need to feel needed.  As opposed to people like me, who play tanks because we need to feel in control.  :grin:


Title: Re: SWTOR
Post by: Numtini on June 07, 2011, 12:01:16 PM
I love playing healers. Lots of us do.


Title: Re: SWTOR
Post by: Ingmar on June 07, 2011, 12:05:02 PM
Healers have never been the bottleneck in games I've played for the most part (there were a couple cycles in WoW raiding where our particular group ran low on them, sure). There were always enough of them in DAOC* and CoX, doesn't seem to be a shortage of minstrels in LOTRO, you can't swing a dead cat without hitting a cleric in DDO, etc. WoW is a bit of an outlier on that topic in my experience.

*Granted every once in a while you'd get stuck with that one aug healer who thought he was a melee god.


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 12:08:18 PM
From what I can see of the ACs page on the TOR site, it looks like the dedicated 'roles' of tank and healing for those that got them are confined solely to just one tree of the three they get.  That means you get two trees to play with DPS and utility with.  I don't think it's asking too much to put in a dual-spec feature a la WoW and let us change tactics within the confines of our AC on-the-fly.  I don't mind being a Vanguard for life...just let me be able to kill things too when another (perhaps better?) tank is already present.


Title: Re: SWTOR
Post by: Cadaverine on June 07, 2011, 12:10:16 PM
I enjoy playing healers, it's just other people that ruin it.  

Dealing with dumb ass warriors wearing holy paladin gear, and bitching that my heals suck?  Idiot dps that don't use assist, and get splattered?  No thanks.  Running with a regular group of competent players, and I enjoy healing just fine.  I get a sense of satisfaction from keeping everyone standing when things go sideways.  The fact that playing a healer means I can usually get groups on demand is just icing on the cake.


Title: Re: SWTOR
Post by: Fordel on June 07, 2011, 12:10:29 PM
Healers have never been the bottleneck in games I've played for the most part (there were a couple cycles in WoW raiding where our particular group ran low on them, sure). There were always enough of them in DAOC* and CoX, doesn't seem to be a shortage of minstrels in LOTRO, you can't swing a dead cat without hitting a cleric in DDO, etc. WoW is a bit of an outlier on that topic in my experience.

*Granted every once in a while you'd get stuck with that one aug healer who thought he was a melee god.

That's because your personal experience is a sheltered one with a small group of people who are willing to rotate the bitch roles among ourselves. You also almost always have a guaranteed Duo in any MMO you play.


Like, if you actually played in a realm that had PEOPLE in it, you would know there were never enough healers to go around.  :why_so_serious:


Title: Re: SWTOR
Post by: Arrrgh on June 07, 2011, 12:18:11 PM
The smaller group sizes won't help either.  You'll need a tank/healer for every two DPS instead of WoW's one tank/healer for every three DPS.



Title: Re: SWTOR
Post by: Sky on June 07, 2011, 12:19:33 PM
After playing a tank in Rift, I went for healer. It was actually kind of fun letting dumbasses die, even if it put a damper on the group progress through an instance. And I wouldn't do it right away, everyone makes mistakes. But if the tank is incapable of pulling properly or the dps is not assisting or gaining more aggro than it can shed, the fun part is watching them die then blame it on me and try to get me kicked from the group. Whether they went or I did, it worked out ok in the end.

Rift had a good combo during the first beta event, a Justicar-based melee dps where you could self-heal the damage you dealt and then overflow that to a target friendly (the tank). That was maybe the most pure fun grouping role imo. They did have a few good ideas for shaking up the healing game to something more interesting than healbitch.


Title: Re: SWTOR
Post by: Numtini on June 07, 2011, 12:28:14 PM
I see the bottleneck these days being tank. And playing both cleric and tank in rift, I see the same kind of abuse that was once reserved for clerics being dumped primarily on tanks and I suspect that's why. (I certainly won't queue for a tanking role if I'm tired or feeling cranky.)


Title: Re: SWTOR
Post by: Malakili on June 07, 2011, 12:31:23 PM
There are actually a reasonable number people who deliberately seek out and enjoy the dedicated healer role, giving them something to do is not necessarily bad.

While this is true, the number that enjoy it never seems to meet demand. 

If you're wanting to accomplish a group encounter, what two things are almost always being searched for?  Tank and healer.   I'd argue that many of those that claim to "enjoy playing a healer" do it more to ensure a spot in groups rather than because they genuinely enjoy it.  They enjoy the phat lewtz.  Playing a healer is their mechanism for obtaining them. 

I will confess that I enjoy playing a healer in Rift.  I think it's because Rift did an excellent job of coupling pew pew to my healy healy as a chloromancer.   

I like the reactive rather than proactive style (well, I like both really, but I like the reactive one a bit better).  I like constantly judging the situation and making a call on who to heal and which heal to cast.  By comparison it seems to me that DPS is more about perfecting a rotation (and a few do X when Y scenarios), which is also fun, but a bit less to my liking. 


Title: Re: SWTOR
Post by: Amaron on June 07, 2011, 12:43:06 PM
If you look at the page Sky posted: http://www.swtor.com/info/systems/advanced-classes

You're advanced class is in effect you're actual class.   Each class has 2 talent trees and 1 "shared" tree that is duplicated in the other advanced class.   The different trees have different roles.   The powertech bounty hunter is essentially a WoW warrior.  It gets a Prot tree an Arms tree and a "shared" Fury tree.

I'm not going to give them any points for this frankly.   It's cut and paste WoW class system with less talent trees.  I might forgive it because Bounty Hunters are cool and Warriors are stupid.


Title: Re: SWTOR
Post by: sam, an eggplant on June 07, 2011, 12:45:47 PM
What I can't figure out is why you guys are talking release dates when the game still isn't into real closed beta yet. They're still doing those 3 day strictly limited preview betas, as far as I can tell.


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 12:49:20 PM
What I can't figure out is why you guys are talking release dates when the game still isn't into real closed beta yet. They're still doing those 3 day strictly limited preview betas, as far as I can tell.

I've got this thing called 'Google' that would prove you wrong  :oh_i_see:


Title: Re: SWTOR
Post by: sam, an eggplant on June 07, 2011, 12:51:16 PM
I watched a couple leak videos, and they're all comprised of level 1-15 newbie-land gameplay.


Title: Re: SWTOR
Post by: Amaron on June 07, 2011, 12:53:09 PM
What I can't figure out is why you guys are talking release dates when the game still isn't into real closed beta yet. They're still doing those 3 day strictly limited preview betas, as far as I can tell.

It's about 30% into the closed beta cycle.


Title: Re: SWTOR
Post by: Paelos on June 07, 2011, 12:55:05 PM
If I may dip into amateur psychoanalysis, the people I'm thinking of do it because they have a need to feel needed.  As opposed to people like me, who play tanks because we need to feel in control.  :grin:

Yep, most tanks play tanks because they want to lead, not because they like the actual mechanics of tanking. I am the same.


Title: Re: SWTOR
Post by: sam, an eggplant on June 07, 2011, 01:08:01 PM
So they aren't just doing the 3 day limited betas? I wonder why none of those videos have leaked.

I'm all bummed out now. I was in the 3 day preview beta almost a year ago, and hoped that would get me in the "real" closed beta. Guess not.

Edit: After reading around a bit, I think you're wrong and they're still doing 3 day limited betas.


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 01:10:30 PM
http://e3.gamespot.com/live-show/live-show-day-1/#toggle_video

Backtrack the feed to 1:05:00 and watch a live feed of Alderan.

EDIT: Finished watching.  It's a decent 15 minute segment where BW shows off the scalability of instanced areas.  For example, the Alderan area they showed could be soloed, but because you went in with a group, the objectives and difficulty scale upward.  Upon hitting the actual instanced part that would take you away from the open world, you get story feeds and stuff to keep you engaged.

Combat highlights I liked:

- Force jumping
- Smuggler grabbing a rocket launcher to take out a field generator
- Tropper PoV  :awesome_for_real:


Title: Re: SWTOR
Post by: Merusk on June 07, 2011, 01:11:18 PM
I enjoy playing healers, it's just other people that ruin it.  

This.  Though I've gotten over the 'idiots bitching at me' part and bitch back now, pointing out said deficiencies.   If I get kicked I know my queue is short enough to not care.  Doubly so as a tank.  

In fact I've taken a perverse pleasure in a few pugs of just sighing after a wipe, saying "interrupt next time" and quitting group.  Heh.


Title: Re: SWTOR
Post by: Bunk on June 07, 2011, 01:37:48 PM
Just looking at the imperial side, three of the four base classes have an Advanced Class that includes a healing skill line. Of course then, the question becomes whether it will be feasible to take skills from more than one line.


Title: Re: SWTOR
Post by: Cosmik on June 07, 2011, 02:03:22 PM
Live stream with Daniel Erikson at http://live-event.ea.com/e3/chat/star-wars on now.

Bounty Hunter gets a Jawa companion called "Blizz". What do Smugglers get, "Turbo"?


Title: Re: SWTOR
Post by: Lucas on June 07, 2011, 02:23:31 PM
Jawa companion  :heart:


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 02:28:52 PM
I want a Hutt companion  :awesome_for_real:


Title: Re: SWTOR
Post by: Lakov_Sanite on June 07, 2011, 02:49:40 PM
Can you get more than one companion or can they change class?


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 02:51:50 PM
Can you get more than one companion or can they change class?

You get a bunch of companions it seems...was getting mixed messages from the live feed dev.  He made it sound like the companions could be respeced to different roles, but then he also talked about how they're going to be doing another companion pass-through, so things could change.


Title: Re: SWTOR
Post by: Velorath on June 07, 2011, 02:59:24 PM
Can you get more than one companion or can they change class?

I'm not sure how you could have been following this thread all this time and not know if you can get more than one companion or not.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 07, 2011, 03:03:47 PM
Can you get more than one companion or can they change class?

I'm not sure how you could have been following this thread all this time and not know if you can get more than one companion or not.

I'm getting conflicting statements.  Things like "The bounty hunters get a jawaa named jizzmop" make it sound like there's only one guy for them.


Title: Re: SWTOR
Post by: Velorath on June 07, 2011, 03:10:28 PM
Can you get more than one companion or can they change class?

I'm not sure how you could have been following this thread all this time and not know if you can get more than one companion or not.

I'm getting conflicting statements.  Things like "The bounty hunters get a jawaa named jizzmop" make it sound like there's only one guy for them.

Each class has it's own selection of companions you can pick up.  You can select one at a time to accompany you while the rest hang out on your ship where you assign them to craft stuff or run treasure hunting missions.


Title: Re: SWTOR
Post by: Amaron on June 07, 2011, 04:16:23 PM
Edit: After reading around a bit, I think you're wrong and they're still doing 3 day limited betas.

Read between the lines.


Title: Re: SWTOR
Post by: sam, an eggplant on June 07, 2011, 05:12:30 PM
If he was in the beta, he would be permitted to outright say so without breaking NDA.


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 05:19:56 PM
If he was in the beta, he would be permitted to outright say so without breaking NDA.

I'm not in the beta.  The rules of this forum prevent me from disclosing further.  Let's just leave it at "my Google jujitsu is apparently greater than yours.

Edit 1: Raid trailer: http://www.youtube.com/watch?v=QnV9iCzGeSg&feature=youtu.be&hd=1


Title: Re: SWTOR
Post by: Chimpy on June 07, 2011, 05:52:35 PM
If he was in the beta, he would be permitted to outright say so without breaking NDA.

It depends on the wording of the NDA. If the NDA specifically states "do not disseminate to anyone in any fashion that you are a part of this program" then they would be breaking NDA by saying they were a part of the program.

Just because a lot of companies word their NDAs in a fashion to allow mentioning the presence of the NDA, does not mean that all do.


Title: Re: SWTOR
Post by: Malakili on June 07, 2011, 06:37:38 PM
If he was in the beta, he would be permitted to outright say so without breaking NDA.

It depends on the wording of the NDA. If the NDA specifically states "do not disseminate to anyone in any fashion that you are a part of this program" then they would be breaking NDA by saying they were a part of the program.

Just because a lot of companies word their NDAs in a fashion to allow mentioning the presence of the NDA, does not mean that all do.

I've never understood that. 

Person 1: Are you in the beta
Person 2(in beta): Uh, I can't say.
Person 3(not in beta: Nope!

GEEEEEEEE I wonder whats going on here.


Title: Re: SWTOR
Post by: Margalis on June 07, 2011, 06:41:17 PM
Ok, everyone NOT in beta raise your hands!


Title: Re: SWTOR
Post by: Draegan on June 07, 2011, 06:47:20 PM
I'm not in beta. :(


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 07:02:46 PM
Gotta love 3rd party peripheral makers.  Apparently while pimping their ToR-themed gear, Razor was quoted as saying the following:

"Today we are looking at the Star Wars: The Old Republic peripherals that we designed with LucasArts and BioWare that are coming out WITH the game later this year… HOPEFULLY"

“These are the official peripherals for Star Wars: The Old Republic and their coming out hopefully November.”

  :grin:


Title: Re: SWTOR
Post by: Draegan on June 07, 2011, 07:12:16 PM
 :awesome_for_real:


Title: Re: SWTOR
Post by: luckton on June 07, 2011, 07:14:37 PM
EA's el presidente was also on GT.TV a little while ago at the end of their broadcast today.  He says BW is aiming for a 2011 release...in the tone of "I'm the goddamn el presidente of EA.  Those bitches will release it this year or I'll kick 'em all to the curve."


Title: Re: SWTOR
Post by: Sky on June 07, 2011, 07:50:30 PM
Jawa companion  :heart:
Best companion thus far, imo.

As far as beta: if you can't say, that means you say "no", not "I can't say".


Title: Re: SWTOR
Post by: Tannhauser on June 08, 2011, 03:17:46 AM
I'm going Bounty Hunter so I get the jawa pet, er companion.  UTINNI!


Title: Re: SWTOR
Post by: luckton on June 08, 2011, 05:41:52 AM
Back on topic, the raid trailer looked cool.  At least 'getting' the raid looks interesting, as you start off on an orbiting station/ship and have to use escape pods to reach the surface.

The perimeter battle reminded me of Ulduar  :grin:  Big machines going boom.

Hopefully today we'll get some more information of stuffs.


Title: Re: SWTOR
Post by: Sky on June 08, 2011, 06:48:31 AM
Can you get more than one companion or can they change class?
Quote from: Darth Hater E3 infos
Companion kits seen again, this time shown as items you equip to your companion, kits unlock abilities for your companion to use on the battlefield.

Companions had access to Stasis kit, Shockwave kit, Medipac kit, Grenade Pack kit.
I know BH has the Twi'lek and Jawa so far. Some of the other class companions are sounding cool; the agent gets a female droid (or cyborg?) that hates the agent, sith warrior gets an imperial trooper Lt.


Title: Re: SWTOR
Post by: Outlawedprod on June 08, 2011, 07:25:30 AM
The comments for this video are what I expect the average pug group experience to be like in swtor.  
http://www.youtube.com/watch?v=z7YhJssw5x4

I lied it will probably be 10x as bad=p

I still don't get why do companies let 3rd parties do promo vids like this before the creators themselves have released their own highly polished gameplay video with an experienced tester.  All these types of videos do is show how the combat can look on the weak side.


Title: Re: SWTOR
Post by: sam, an eggplant on June 08, 2011, 07:36:56 AM
It depends on the wording of the NDA. If the NDA specifically states "do not disseminate to anyone in any fashion that you are a part of this program" then they would be breaking NDA by saying they were a part of the program
I was in the beta. The NDA allows you to confirm you're in it, but nothing else.


Title: Re: SWTOR
Post by: luckton on June 08, 2011, 07:40:24 AM
It depends on the wording of the NDA. If the NDA specifically states "do not disseminate to anyone in any fashion that you are a part of this program" then they would be breaking NDA by saying they were a part of the program
I was in the beta. The NDA allows you to confirm you're in it, but nothing else.
:dead_horse:


Stop.  Derailing.  Thread.  With.  Stupid.


Title: Re: SWTOR
Post by: sam, an eggplant on June 08, 2011, 07:42:46 AM
Alternatively, you could eat my dick.

Edit: I heard from an active tester, the game is indeed in wider closed beta with a limited number of participants so far.


Title: Re: SWTOR
Post by: Sky on June 08, 2011, 07:48:24 AM
I still don't get why do companies let 3rd parties do promo vids like this before the creators themselves have released their own highly polished gameplay video with an experienced tester.  All these types of videos do is show how the combat can look on the weak side.
That was Bioware. The Trooper character was trying to listen to Daniel doing an interview and fielding online questions and highlight whatever he was saying at the time. It was probably also awkward because they were playing on some kind of mobile setup they were carting to different media outlets. That said, it's mmo combat. We all know what that is, who cares if the guy behind it is 1337 or not. But I do agree with your premise about the comments, I abhor mmo players who get way too uptight about playing a game.

In the full video, the only thing I found annoying was the interviewer. I wanted to punch the giggle out of him.


Title: Re: SWTOR
Post by: luckton on June 08, 2011, 08:13:55 AM
EA had an investor's meeting today.  Some notes:

-Pleased about progress
-Launching in Q2/Q3
-Top priority
-More then 75% of the MMO players are aware of TOR
-Deliver a great game
-Deliver a great service
-Deliver content
-TOR will never end
-Alot of Beta testing.
-Over 1 Million beta testers signed up
-Still under NDA testing
-1000's have tested it
-Customer service are in Beta

Nothing new  :uhrr:


Title: Re: SWTOR
Post by: Cyrrex on June 08, 2011, 09:14:41 AM
Q2/Q3 would seem to indicate a pre-November launch, would it not?  That can't be right.


Title: Re: SWTOR
Post by: luckton on June 08, 2011, 09:19:32 AM
Q2/Q3 would seem to indicate a pre-November launch, would it not?  That can't be right.

They're really going for the whole "Announce it's coming and then ship it 1-3 weeks later so the competition can't counter us" play.  :uhrr:


Title: Re: SWTOR
Post by: Sky on June 08, 2011, 09:39:16 AM
Biggest problem with that is the pre-orders. Personally, I'm ok with pre-ordering without a firm date, but not sure how that's going to go over.


Title: Re: SWTOR
Post by: Zetor on June 08, 2011, 09:40:41 AM
Q2/Q3 2012, amirite?


Title: Re: SWTOR
Post by: luckton on June 08, 2011, 09:46:45 AM
Biggest problem with that is the pre-orders. Personally, I'm ok with pre-ordering without a firm date, but not sure how that's going to go over.

I'm ok with not preordering since we live in a time where a store doesn't only gets as many copies as it gets preorders....awe, I miss those Babbage's days  :why_so_serious:


Title: Re: SWTOR
Post by: Outlawedprod on June 08, 2011, 10:02:20 AM
http://www.youtube.com/watch?v=OslPG_kF69E  shows off the Razer keyboard.  They #2 comment made me laugh:  "I'm sorry, Bioware, I can't afford to buy your game anymore. I need to buy this keyboard instead."


Title: Re: SWTOR
Post by: Shatter on June 08, 2011, 11:23:55 AM
Naturally they are interested in making $$ ASAP but as I recall they did not count any revenue from TOR in their 2011 financials.  That essentially implies its going to be 2012.  I hope this CEO doesnt F it up and make em launch something thats not ready just to get it out this year...f'ing suits


Title: Re: SWTOR
Post by: Nonentity on June 08, 2011, 12:09:37 PM
Played this at E3 on the show floor yesterday (against my better judgement, standing in line forever, yes I am an idiot).

They showed a video introducing how you should play all the classes, where you'd be playing (level 26 Imperial charaters on Tatooine) and so on.

I didn't get to a terminal for any interesting class, so I was saddled with the Imperial Agent subclass that uses knives and stealth. I would sneak up behind someone and stab them, and then shoot them at point blank until I could stab them again. Hooray.

I could not have been a stupider looking character. I had blue skin and a black mullet, and a pair of black sunglasses with what appeared to be a retractable car antenna on it. I also had some bizarre rebreather looking thing and a tan trenchcoat. He almost crossed the line for me into looking so terrible it was awesome, but it still seemed like it was trying too hard to be cool.

Movement and combat feel fluid enough for MMO combat, no weird hitches. I'd say it feels comparably responsive in contrast to WoW, so that's a plus point. UI was fairly polished.

I turned on subtitles immediately because I couldn't stand attempting to listen to the voiceover through headphones. After the first interactive dialog I turned them on and just checked my quest log afterwards, making sure to select all the 'evil' options on the conversation wheel (which my Companion liked).

I had a mount that was a little speederbike. There were some physics on it, but nothing too fancy. There was some weight on it if you strafed left and right while going forwards.

And... then I had another conversation where I shot some dying Sith instead of helping him, and I got a big red down arrow indicating my dark side points or whatever. Then the demo was over.

That was about all I could gather from the 15-20 minutes of actual game time.


Title: Re: SWTOR
Post by: Amaron on June 08, 2011, 12:24:17 PM
-Launching in Q2/Q3

That's interesting.  I'm assuming they mean fiscal.  Q2 would mean they think September is a possibility.  I'm not sure how they can pull that off unless they're just about ready to go into a much larger closed beta period.   I'm guessing he only said that because he meant "if the heavens align it could happen".


Title: Re: SWTOR
Post by: Sky on June 08, 2011, 12:36:59 PM
WHAR CAN I GIT THAT KEYBOARD

MUUUUULTITOUCH

Just made a non-gadget guy sproing.


Title: Re: SWTOR
Post by: Amaron on June 08, 2011, 12:46:14 PM
Hmmm multitouch pad.  That is very sexy but it's RAZER.


Title: Re: SWTOR
Post by: Sky on June 08, 2011, 12:52:00 PM
I was just bitching about not having multitouch on my pc at home. Unless the thing's totally junk, if I have the funds when it's released, I'm very tempted just for that.


Title: Re: SWTOR
Post by: Amaron on June 08, 2011, 12:54:35 PM
I was just bitching about not having multitouch on my pc at home. Unless the thing's totally junk, if I have the funds when it's released, I'm very tempted just for that.

They have multitouch pads for USB I believe if you're actually really interested in that.


Title: Re: SWTOR
Post by: luckton on June 08, 2011, 12:58:30 PM
The raid trailer is now available on the main site, in downloadable HD  :grin:

http://www.swtor.com/media/trailers/eternity-vault


Title: Re: SWTOR
Post by: fuser on June 08, 2011, 01:14:19 PM
I was just bitching about not having multitouch on my pc at home. Unless the thing's totally junk, if I have the funds when it's released, I'm very tempted just for that.

They have multitouch pads for USB I believe if you're actually really interested in that.

You could always buy a Magic Trackpad (http://store.apple.com/us/product/MC380LL/A?fnode=MTY1NDA1Mg&mco=MTg1ODE3MDE) for $69 and extract the drivers (http://www.troublefixers.com/windows-drivers-for-apple-magic-trackpad/) from the bootcamp installer (http://support.apple.com/kb/DL979) to use it on Windows 7 (provided you have bluetooth if not Asus USB/bluetooth (http://www.newegg.com/Product/Product.aspx?Item=N82E16833320057)).


Title: Re: SWTOR
Post by: Sky on June 08, 2011, 01:31:42 PM
Or I could get a wicked keyboard with TOR buttons :p Does it actually send hotbar buttons or is it just macros?

(I'd also like backlit keyboard, but the chances of me having $200 for a toy this year is nigh nil)


Title: Re: SWTOR
Post by: luckton on June 08, 2011, 01:40:28 PM
Ars Technica just pushed out an unique article about how your morals affect the story, regardless of your side.

http://arstechnica.com/gaming/news/2011/06/the-old-republic-interview.ars

Quote
"I always take it back to the World War 2 analogy: if you were a very evil British soldier in World War 2, you wouldn't join the Nazis; you were torturing them in the basement," Erickson explained. "You're a bad man, but that doesn't mean you're going to leave your country. You're going to do what you're trying to do in the worst possible way."


Title: Re: SWTOR
Post by: Sky on June 08, 2011, 01:45:04 PM
Dark Jedi != Sith kinda thing. (edit - read it) Yeah, he's saying Vader etc are Dark Jedi, basically. Not Korriban-trained, etc...though there is a bit of a nerdfight there because they do follow Darth Bane's Rule of Two, after which Sith were Master-trained, not Korriban/Academy -trained. Not sure about Sidious, but Vader definitely fits Dark Jedi, technically.

To answer my own questions: yes, you can send hotkeys, skills, etc to the buttons on the keyboard, but then have to take your hand off the mouse to use them. Not sure I'd be ready to jump to a trackpad for gaming.


Title: Re: SWTOR
Post by: UnSub on June 08, 2011, 05:53:27 PM
-Launching in Q2/Q3

That's interesting.  I'm assuming they mean fiscal.  Q2 would mean they think September is a possibility.  I'm not sure how they can pull that off unless they're just about ready to go into a much larger closed beta period.   I'm guessing he only said that because he meant "if the heavens align it could happen".

EA uses some sort of odd fiscal year quartering that is then misreported by gaming journalists who don't understand it.

Also, EA needs to keep its stockholders calm. Some have raised concerns that SWOR is such a huge project and that it is highly risky, so hearing, "Everything's fine and it is out soon," is meant to soothe them.


Title: Re: SWTOR
Post by: Count Nerfedalot on June 08, 2011, 06:11:13 PM
Sheesh, I skip a couple days and the thread grows 5 pages!

Regarding the cinematic trailer.  Beautiful.  Too bad the game doesn't look like that.  And are my wife and I the only ones that see a lot more of Mal from Firefly than Han from Star Wars in the smuggler?

As for the gameplay videos, anyone who EVER complained about EQ2's plastic look or pretty much any other game's goofy animations can just shut the hell up before praising the graphics on this cartoon.  I mean seriously, Mickey Mouse was animated better back in the 30's, and you better be careful with those virtual plastic actionfigure toons they give you to play with.  Leave them on a virtual stove or something and all you'll have left is a puddle of sticky plastic goo.  I hope, without hope, that they are making another pass before putting in the real animations.  There were a few sequences (probably scripted as part of a dialog) that were quite good.  But by and large the vast majority was absolute crap and this may be one of the few titles in recent years that takes a far better still-frame picture than it looks in "living" motion.  While plasticky, the characters at least have enough polygons and are articulated well enough to pose properly but watching them move makes my eyes hurt.


Title: Re: SWTOR
Post by: Ingmar on June 08, 2011, 06:14:06 PM
The smuggler makes me think of Lee Van Cleef personally.


Title: Re: SWTOR
Post by: Merusk on June 08, 2011, 06:15:32 PM
http://www.youtube.com/watch?v=OslPG_kF69E  shows off the Razer keyboard.  They #2 comment made me laugh:  "I'm sorry, Bioware, I can't afford to buy your game anymore. I need to buy this keyboard instead."

It's times like this I'm glad I'm partially ambidextrious.  I can't write with my left hand but I can mouse just fine.

Tho, for a keyboard "designed by gamers" it seems a severe oversight to stick the macro keys on the right like that.


Title: Re: SWTOR
Post by: 01101010 on June 08, 2011, 06:36:57 PM
http://www.youtube.com/watch?v=OslPG_kF69E  shows off the Razer keyboard.  They #2 comment made me laugh:  "I'm sorry, Bioware, I can't afford to buy your game anymore. I need to buy this keyboard instead."

It's times like this I'm glad I'm partially ambidextrious.  I can't write with my left hand but I can mouse just fine.

Tho, for a keyboard "designed by gamers" it seems a severe oversight to stick the macro keys on the right like that.

I really have little interest in SWTOR, but I would love that keyboard regardless.


Title: Re: SWTOR
Post by: Paelos on June 08, 2011, 08:17:25 PM
EA uses some sort of odd fiscal year quartering that is then misreported by gaming journalists who don't understand it.

It's not odd, it's just a March 31st fiscal year. Many companies use June 30th as well.

So yeah, Q2/Q3 for EA means they are targetting July 1 - Dec 31 for the release.


Title: Re: SWTOR
Post by: Amaron on June 08, 2011, 11:04:08 PM
So yeah, Q2/Q3 for EA means they are targetting July 1 - Dec 31 for the release.

Yea that's what I was saying too.  Obviously they aren't popping it out in July and August sounds damn iffy.   That means right now they hope they can do it in September at least.


Title: Re: SWTOR
Post by: disKret on June 09, 2011, 12:40:02 AM
And now they are saying that there will be no open-beta for people.
Huge server clusterfuck during opening days incoming...



Title: Re: SWTOR
Post by: 01101010 on June 09, 2011, 03:23:54 AM
And now they are saying that there will be no open-beta for people.
Huge server clusterfuck during opening days incoming...

I really think the heyday of open beta testing is well behind us now. Companies see that they can now charge, either pre-orders or the like, for people to beta test. Next step is to do what MMOs have been doing for quite sometime... just open the game, make your money, and fix the holes while it is going into deeper waters and pray you don't sink first.


Title: Re: SWTOR
Post by: Merusk on June 09, 2011, 03:42:47 AM
Yep. Open betas were also for the days before such mass connections were so widespread.  Everything does it these days so there's no lack of experience and knowledge on problems and how to fix them.  Your preorder beta should give you more than enough players to shake out any hidden oddities in the game code itself.


Title: Re: SWTOR
Post by: luckton on June 09, 2011, 04:02:16 AM
Something we all agree on then re: Open Betas.  Though I seriously doubt this game will ever go F2P unless it has some kind of epic failure.  Only thing stopping that would be the servers/network not being able to handle it or the devs not putting out content at a decent and/or bug-free pace.


Title: Re: SWTOR
Post by: luckton on June 09, 2011, 04:22:36 AM
Well at least now we have a reason as to why. (http://www.computerandvideogames.com/306422/ea-revealing-the-old-republic-release-date-would-play-into-blizzards-hands/)

Quote
According to the exec, doing so would be irresponsible to the publisher's shareholders as it would give competitors an opportunity to disrupt the launch. He also said it's vitally important to continue fine-tuning the game based on customer feedback from the ongoing beta test.



Title: Re: SWTOR
Post by: disKret on June 09, 2011, 04:27:28 AM
Only thing stopping that would be the servers/network not being able to handle it

This is something I also had in mind - I agree that open betas are not bug-catching times today only masive capacity tests.
This game will probably have huge (i mean realy huge) spike of people rushing the servers to see if it delivers or not. I dont think Bioware has enough knowledge to judge if they can handle players trying to DDOS login servers, etc.


Title: Re: SWTOR
Post by: luckton on June 09, 2011, 04:30:51 AM
Only thing stopping that would be the servers/network not being able to handle it

This is something I also had in mind - I agree that open betas are not bug-catching times today only masive capacity tests.
This game will probably have huge (i mean realy huge) spike of people rushing the servers to see if it delivers or not. I dont think Bioware has enough knowledge to judge if they can handle players trying to DDOS login servers, etc.


Bioware had Mythic dumped into their house last year.  Those guys may not know how to make lightning strike twice, but they do have an idea on what to expect when it comes to server traffic.  With EA's limitless funding, I'm sure they'll have some top gear servers at the ready, but it'll come down to the dev code for handling the data correctly that makes or breaks.


Title: Re: SWTOR
Post by: Shatter on June 09, 2011, 04:37:32 AM
I need to get a beta key to sell on ebay for $200


Title: Re: SWTOR
Post by: disKret on June 09, 2011, 04:43:33 AM
Bioware had Mythic dumped into their house last year.  Those guys may not know how to make lightning strike twice, but they do have an idea on what to expect when it comes to server traffic.  With EA's limitless funding, I'm sure they'll have some top gear servers at the ready, but it'll come down to the dev code for handling the data correctly that makes or breaks.

For Europe Mythic = GOA service. How GOA can handle servers Warhammer players will tell You realy dark and scary stories.


Title: Re: SWTOR
Post by: Murgos on June 09, 2011, 05:12:01 AM
One of the things that WoW did very well was having a large, extended, NDA free beta test.  As I recall it went on for months and had a large number of people in it (although they still had massive server queues at launch).

If the game is good then public exposure is a good thing and leads to more customer confidence and hence more sales.  Also, I think that having a large extended, populated and publicly visible beta period will do more to offset the nefarious schemes of your competitors to disrupt your launch than any amount of secrecy could hope to accomplish.


Title: Re: SWTOR
Post by: Merusk on June 09, 2011, 05:20:56 AM
It sounds like they're worried about moles getting into global channels and calling the game shit, while disrupting play experiences.   Is this truly a concern? Are MMO devs and companies really sinking down to Westboro Baptist levels to try and hurt their competition?

The depressing part is I actually considered it, because they just might be.


Title: Re: SWTOR
Post by: disKret on June 09, 2011, 05:26:43 AM
It sounds like they're worried about moles getting into global channels and calling the game shit, while disrupting play experiences.   Is this truly a concern? Are MMO devs and companies really sinking down to Westboro Baptist levels to try and hurt their competition?

The depressing part is I actually considered it, because they just might be.

Or just - they want to grab as much money as they can on the starting point cause they are not so sure game will earn in time?


Title: Re: SWTOR
Post by: Surlyboi on June 09, 2011, 05:33:20 AM
Not moles, fanboys


Title: Re: SWTOR
Post by: Amaron on June 09, 2011, 05:37:35 AM
It sounds like they're worried about moles getting into global channels and calling the game shit, while disrupting play experiences.   

Bobby Koprick is no man of morals.   They might be worried about worse.  


Title: Re: SWTOR
Post by: Nebu on June 09, 2011, 05:38:44 AM
Has a beta helped any recent MMO that wasn't WoW?  I can't think of one.  WAR was probably the closest, but the shine wore off pretty fast once people started to realize the shit that was the end game.  

That being the case, a little mystery can't hurt the marketing campaign.  It may be enough to get marginally interested gamers to plop down $50 just to take a look.  That's $50 more than they'd make were that same gamer invited to an open beta.  I know that beta testing has turned me off to more games than it has gotten me excited about them.  


Title: Re: SWTOR
Post by: Numtini on June 09, 2011, 06:04:09 AM
At this point, I'm not sure you can opt not to have at least a semi-open beta. If you don't have it, it's tantamount to saying "we know our game sucks, so we're not having a beta."


Title: Re: SWTOR
Post by: Chimpy on June 09, 2011, 06:14:11 AM
With a title that is tied to a strong IP like Star Wars (even if you think Star Wars is total shit, you are familiar with it) there is no real upside for an extended public beta period. And the kind of people who scramble to (and end up actually playing) in MMO betas are usually a bunch of jaded neckbeards who are looking for a form of robot-jesus that takes their previous favorite MMO (usually EQ or one of the games that WoW trounced) and makes it 'better' because "people will gobble a game with "depth" and a "huge world" etc., etc.

You don't get average Joes who played WoW for a few months, liked it, but went on to other things and are interested in playing a Star Wars (or just not Wizards and Dwagons) MMO. You get people who will, by their very nature, be over critical because they go in with huge expectations and when they aren't there feel they need to trumpet to the world the failings of the game (as they see them) to enlighten the less exalted peons who were not allowed into the testing.



Title: Re: SWTOR
Post by: Mrbloodworth on June 09, 2011, 06:17:53 AM
With a title that is tied to a strong IP like Star Wars (even if you think Star Wars is total shit, you are familiar with it) there is no real upside for an extended public beta period. And the kind of people who scramble to (and end up actually playing) in MMO betas are usually a bunch of jaded neckbeards who are looking for a form of robot-jesus that takes their previous favorite MMO (usually EQ or one of the games that WoW trounced) and makes it 'better' because "people will gobble a game with "depth" and a "huge world" etc., etc.

You don't get average Joes who played WoW for a few months, liked it, but went on to other things and are interested in playing a Star Wars (or just not Wizards and Dwagons) MMO. You get people who will, by their very nature, be over critical because they go in with huge expectations and when they aren't there feel they need to trumpet to the world the failings of the game (as they see them) to enlighten the less exalted peons who were not allowed into the testing.



AKA: US.


Title: Re: SWTOR
Post by: Murgos on June 09, 2011, 06:36:20 AM
With a title that is tied to a strong IP like Star Wars (even if you think Star Wars is total shit, you are familiar with it) there is no real upside for an extended public beta period. And the kind of people who scramble to (and end up actually playing) in MMO betas are usually a bunch of jaded neckbeards who are looking for a form of robot-jesus that takes their previous favorite MMO (usually EQ or one of the games that WoW trounced) and makes it 'better' because "people will gobble a game with "depth" and a "huge world" etc., etc.

You don't get average Joes who played WoW for a few months, liked it, but went on to other things and are interested in playing a Star Wars (or just not Wizards and Dwagons) MMO. You get people who will, by their very nature, be over critical because they go in with huge expectations and when they aren't there feel they need to trumpet to the world the failings of the game (as they see them) to enlighten the less exalted peons who were not allowed into the testing.

Don't you think that MORE information will influence that problem in a better way than less information?

If you have two sources of information and one is the official, "It's great the water is fine." and the other is a disgruntled neckbeard's, "The water sucks and tastes like wee!" then you are giving a LOT of credence to the disgruntled guy.

If you have 1 million voices and 90% of them say, "Hey, it's not bad.  It's an MMO with star wars." then the 5% at either end can be ignored and most people will get a positive message/impression.  This is assuming the game doesn't suck ass, of course.


Title: Re: SWTOR
Post by: SnakeCharmer on June 09, 2011, 06:55:15 AM
I need to get a beta key to sell on ebay for $200

You could probably sell it for much, much more.


Title: Re: SWTOR
Post by: Bunk on June 09, 2011, 07:04:44 AM
Has a beta helped any recent MMO that wasn't WoW?

Thinking about it, the only MMO that I have both Beta'd and purchased was UO. I believe I've Beta'd five or six different ones.

And to be fair, UO only got a pass on it's Beta for being goundbreaking. "I think I'll log in and spend 45 minutes to mine and craft one chain coif!"


Title: Re: SWTOR
Post by: Sky on June 09, 2011, 07:08:31 AM

If you have 1 million voices and 90% of them say, "Hey, it's not bad.  It's an MMO with star wars." then the 5% at either end can be ignored and most people will get a positive message/impression.  This is assuming the game doesn't suck ass, of course.
But the 900k enjoying the game aren't going to go on for 194 pages about how much fun they're having. The minority with the big fucking yaps who love to jabber on about how shitty a game is ad nauseum will be the ones dominating the signal:noise.

 :oh_i_see:


Title: Re: SWTOR
Post by: Lantyssa on June 09, 2011, 07:57:30 AM
I think positive vibes will get out.  Both of us cheered RIFT on, even though we knew we weren't going to buy it at release.

MMO gamers just aren't used to seeing a good product released, so we tend to view every upcoming game with a lot of skepticism.


Title: Re: SWTOR
Post by: Paelos on June 09, 2011, 08:07:32 AM
I think positive vibes will get out.  Both of us cheered RIFT on, even though we knew we weren't going to buy it at release.

MMO gamers just aren't used to seeing a good product released, so we tend to view every upcoming game with a lot of skepticism.

It's more than just that. It's the amount of blatant lying we've seen in the past before release as well. It's one thing to release something that just isn't that polished or fun. It's quite another to stone-faced lie to your consumers about features.


Title: Re: SWTOR
Post by: Nebu on June 09, 2011, 08:08:46 AM
MMO gamers just aren't used to seeing a good product released, so we tend to view every upcoming game with a lot of skepticism.

I think that the skepticism is justified.  MMO gamers have been paying subscription fees for beta levels of polish.  Why I continue to do this, baffles my own mind.


Title: Re: SWTOR
Post by: Spiff on June 09, 2011, 08:15:21 AM
I'd say the extensive beta helped Rift out quite a bit, but they were basically coming out of nowhere (as a company anyway) saying: "come preview our shiny tech and gameplay revolution!"

TOR would be saying: "come preview our fancy story!"
You don't preview a story, you view it and move on.

It might be a good move from a technical PoV (my money's on a launch-day clusterfuck as well and EA spinning it as: "Even we didn't imagine our wee little game would be this popular, ZOMG!!"), but it wouldn't be good marketing.


Title: Re: SWTOR
Post by: Rasix on June 09, 2011, 08:15:45 AM
MMO gamers just aren't used to seeing a good product released, so we tend to view every upcoming game with a lot of skepticism.

I think that the skepticism is justified.  MMO gamers have been paying subscription fees for beta levels of polish.  Why I continue to do this, baffles my own mind.

Even now with all we've seen, I'll be pretty surprised if SWTOR releases in a state reminiscent of something like AoC.

Rift's release was good right? I'd expect something close to that.

If I had to guess, I'm guessing SWTOR's problems will be related to overcrowding, infrastructure/back-end problems (billing, patching, client downloads, etc), and people finding a way to play the game outside what they intend (people will find a way off the rails).


Title: Re: SWTOR
Post by: Malakili on June 09, 2011, 08:16:53 AM
MMO gamers just aren't used to seeing a good product released, so we tend to view every upcoming game with a lot of skepticism.

I think that the skepticism is justified.  MMO gamers have been paying subscription fees for beta levels of polish.  Why I continue to do this, baffles my own mind.

We want to recapture that feeling we had playing out first couple MMOs, and we're willing to put up with bugs and incompleteness if we think there is a chance of getting back to that feeling again.   Unfortuantely, I suspect its impossible.


Title: Re: SWTOR
Post by: luckton on June 09, 2011, 08:20:39 AM

TOR would be saying: "come preview our fancy story!"
You don't preview a story, you view it and move on.

It might be a good move from a technical PoV (my money's on a launch-day clusterfuck as well and EA spinning it as: "Even we didn't imagine our wee little game would be this popular, ZOMG!!"), but it wouldn't be good marketing.

This x1000.  This is why ToR doesn't get an open beta, regardless of how EA wants to protect it's monies for it's investors from ActiBlizz possibly capitalizing on the release.


Title: Re: SWTOR
Post by: Lantyssa on June 09, 2011, 08:29:46 AM
I think that the skepticism is justified.  MMO gamers have been paying subscription fees for beta levels of polish.  Why I continue to do this, baffles my own mind.
Skepticism is fine.  Healthy even.  But what I mean is that if a game is actually good, that will get out and a couple of unhappy players won't be enough to derail things.


Title: Re: SWTOR
Post by: luckton on June 09, 2011, 08:39:28 AM
Screenshots from character customization from the E3 floor.



Title: Re: SWTOR
Post by: Malakili on June 09, 2011, 08:55:46 AM
I can't wait for fat ass Jedi.


Title: Re: SWTOR
Post by: Sky on June 09, 2011, 08:59:14 AM
Fat agent is AWESOME!

On the front of like/dislike: I don't think it will have so much to do with polish/content/whatever as much as preference. Guys like BW are just burnt on diku, this is not going to change that. Some like Draegan are in it to push to the elder game asap and will be frustrated grouping with someone like me who wants to slowly digest the story. Some people will obsess about animations  :why_so_serious:

I've said for a while that my only concerns lie in the area of how much content is walled behind group and raid. Hopefully we can keep a nice little core (corps?) of folks to hit the group content and maybe ally with some raiding guilds. But even so, the solo game looks like more than enough to keep me going for quite some time. Almost everything I see scream awesome, so maybe I'm more of a SW fan than I knew? I mean, I did see it several times in a theater when I was 7 yrs old. I have a pic with me (I think wearing a Steelers hat) holding a Vader trading card in the theater lobby, my dad thought I was nuts (it was probably the third time I dragged him there). Sooo...I do acknowledge some bias.


Title: Re: SWTOR
Post by: Sky on June 09, 2011, 09:02:18 AM
I can't wait for fat ass Jedi.
Any SWG players remember Weezie, my dancer? I can't find the screenshot anymore (you're welcome) of her doing a jump split that was horrifying. Max weight, blonde afro, whore makeup, full aged effect; dressed in red shoes and nothing else (the default panties morphed into massive grannie panties); carried a knife, because a lady can't be too careful. She used to accept tips to stop dancing and put on clothes.

Ah, FOUND IT. So solly, cholly:



Title: Re: SWTOR
Post by: Mrbloodworth on June 09, 2011, 09:47:19 AM
Dear god.  :awesome_for_real:


Title: Re: SWTOR
Post by: Hawkbit on June 09, 2011, 10:11:55 AM
That's some really funny stuff.  Normally that crap peeves me off, but you did a classy number there.


Title: Re: SWTOR
Post by: luckton on June 09, 2011, 11:47:28 AM
There's a lot more articles and vids out popping up out there, but nothing new besides what's already been said.  The show ends today, so unless they've got something up their sleeve for the last day, it's back to waiting on the weekly Friday updates.

Of course, the rumor is that BW will troll the world by announcing something big for this Friday's update...like beta or release date news (http://forums.blackravendragoons.com/images/smilies/trollface.png)


Title: Re: SWTOR
Post by: Murgos on June 09, 2011, 11:54:22 AM
Wishful thinking.  They've shown/announced what they intended.


Title: Re: SWTOR
Post by: Sky on June 09, 2011, 01:41:22 PM
They're going to announce that Daniel can actually take a nap now.


Title: Re: SWTOR
Post by: Mnemon on June 09, 2011, 01:46:12 PM
Screenshots from character customization from the E3 floor.


pretty sure these are leaked from beta and not taken during E3.

from the post they came from ... "All of us here are currently still basking in the glow of the blissful presentations from the Big 3 at E3.  So when our resident Star Wars geeks stumbled upon this gem, they understandably went into a nerdgasm-induced coma.  So I’m here to deliver unto you folks screenshots of the character creation screens from the SWTOR beta."

otherwise ... why block out the character name?


Title: Re: SWTOR
Post by: Evildrider on June 09, 2011, 01:48:17 PM
Aww I wish I could recreate my fat Bothan Jedi from SWG.   :heartbreak:


Title: Re: SWTOR
Post by: Murgos on June 09, 2011, 01:49:49 PM
http://www.swtor.com/media/trailers/tatooine-developer-walkthrough

Hi quality vid of the quest part of the Tatooine demo.  If you click the down arrow you can dl it in Hi-Def.


Title: Re: SWTOR
Post by: Rasix on June 09, 2011, 01:52:07 PM

otherwise ... why block out the character name?


If you want to get super paranoid about it, some of us use a rather predictable pattern of character names.  If you saw a character with name "Rasix McFthirteen" (no idea if they allow last names), you might have some ideas on who's in the beta.


Title: Re: SWTOR
Post by: schild on June 09, 2011, 03:03:36 PM
Is this in this thread yet? Don't care:

(http://i.imgur.com/6DqSc.jpg)

Whole beta is 40GB. Lololololololol. (Yes, I'm aware that shows a 18GB chunk.)

From Reddit:
Quote
18.2GB just for that one section of the download, I already downloaded 10GB of videos right before that. When you're installing it asks you to have 42GB of free space.


Title: Re: SWTOR
Post by: Rasix on June 09, 2011, 03:05:10 PM
Grrr.


Title: Re: SWTOR
Post by: schild on June 09, 2011, 03:07:02 PM
Oh, I didn't get in. Not sure Bat Country as a guild would either since I've called the team everything short of a pack of chimps on nearly every page in this thread.

There's nothing not hilarious about this though.


Title: Re: SWTOR
Post by: Lucas on June 09, 2011, 03:11:09 PM
http://www.swtor.com/media/trailers/tatooine-developer-walkthrough

Hi quality vid of the quest part of the Tatooine demo.  If you click the down arrow you can dl it in Hi-Def.

Well, I really really enjoyed this walkthrough. If all the game (and each class storyline, beside the sidequest grinds) is like this, definitely sign me in, boring mmo combat or not.


Title: Re: SWTOR
Post by: Fordel on June 09, 2011, 03:20:30 PM
40 gigs  :ye_gods:


Title: Re: SWTOR
Post by: Threash on June 09, 2011, 03:21:46 PM
Ok, this is not going to be a digital purchase.


Title: Re: SWTOR
Post by: Velorath on June 09, 2011, 03:27:45 PM
Mass Effect 2 with all the DLC comes in at around 14.5GB I think, so I can't really say that 40GB for an MMO with an equally heavy focus on VO surprises me.


Title: Re: SWTOR
Post by: amiable on June 09, 2011, 03:34:23 PM
My wife just got into the beta and she spent all of last night furiously cursing the downloader/installer.  I sat in the corner and glowered at her.


Title: Re: SWTOR
Post by: Lucas on June 09, 2011, 03:38:42 PM
I wonder if they shoot off some invites "across the pond" too, considering that about 4 weeks ago they sent out a mail to us poor europeans saying that game testing would start soon.

Regarding the size of the client, damnit, just do it UO 1997 style and ship a couple DVDs to each person you invite  :P


Title: Re: SWTOR
Post by: Hawkbit on June 09, 2011, 05:24:28 PM
Wouldn't that be more like 10 DVDs?  Or do dual layer DVDs hold 8.6?  LOL either way.  40gig client...


Title: Re: SWTOR
Post by: Fordel on June 09, 2011, 05:51:35 PM
It wasn't THAT long ago that my biggest partition was 40 gigs.  :ye_gods:


Title: Re: SWTOR
Post by: MuffinMan on June 09, 2011, 06:00:07 PM
Didn't think having a 60gb SSD would screw me over this quickly. I can usually keep a couple games installed at a time on it, guess this will go straight to the other drive.


Title: Re: SWTOR
Post by: luckton on June 09, 2011, 06:01:01 PM
Scaling of technology.  We live in a day where even an eMachine comes with a 750GB drive.  40G is not asking a lot on it's own.  Canadians and AT&T users will probably hate getting the digital copy though  :why_so_serious:


Title: Re: SWTOR
Post by: Sky on June 09, 2011, 06:22:59 PM
Yay corporate greed getting in the way of steam pre-loading. Now I get to take the chance of waiting days for an amazon.com delivery or driving 20 miles to best buy and hoping they have a couple in stock on launch day. Thanks, EA.

Unless somehow they're going to suddenly and magically become competent and have a couple weeks of pre-load so their servers don't get destroyed by people downloading something with five hundred bajillion hours of voice overs. I'm sure that's it.
:awesome_for_real:


Title: Re: SWTOR
Post by: Malakili on June 09, 2011, 06:43:15 PM
Scaling of technology.  We live in a day where even an eMachine comes with a 750GB drive.  40G is not asking a lot on it's own.  Canadians and AT&T users will probably hate getting the digital copy though  :why_so_serious:

Is there any guess on how much of this is audio, just for the lulz?


Title: Re: SWTOR
Post by: 01101010 on June 09, 2011, 06:49:02 PM
Wouldn't that be more like 10 DVDs?  Or do dual layer DVDs hold 8.6?  LOL either way.  40gig client...

(http://www.gamecareerguide.com/db_area/images/item_images/101026/disks_200.jpg)

I recall undergrad and having my friend saying he had a cracked copy of Wolfenstein 3d - would always get some error on disc 7 or 8 and have to reload the whole god damn thing again. What is new is old again   :awesome_for_real:


Title: Re: SWTOR
Post by: UnSub on June 09, 2011, 06:54:42 PM
And the kind of people who scramble to (and end up actually playing) in MMO betas are usually a bunch of jaded neckbeards who are looking for a form of robot-jesus that takes their previous favorite MMO (usually EQ or one of the games that WoW trounced) and makes it 'better' because "people will gobble a game with "depth" and a "huge world" etc., etc.

I see this as a reason why open betas are so important, actually. It gives the non-neckbeard a chance to log in and see the game and provide feedback. In my experience (from the player side) a very different group of people show up in open betas than do in closed betas.

I completely accept that the SWOR servers on launch day are going to be pounded harder than a first-time porn starlet who says, "Well, I guess I could give anal a try...", but skipping the open beta due to 'the interference of competitors' is like a company not taking their new car out onto the open road in case someone says something bad about it. You need something approaching real world testing prior to a title entering the real world. I don't know how BioWare is running their closed beta tests, but WAR stands as a case where closed beta responses can be distorted because players aren't actually playing the full game, just concentrated sections.

If a competitor wants to disrupt SWOR in an illicit fashion - and they don't, because that's a lawsuit of epic proportions - they'll find a way of doing it open beta or not. No open beta really means the majority have to buy the box to play.

Also: 40GB is bigger than my monthly download plan.


Title: Re: SWTOR
Post by: Paelos on June 09, 2011, 06:56:49 PM
We're gonna need a bigger boat.


Title: Re: SWTOR
Post by: Tarami on June 09, 2011, 07:15:50 PM
Scaling of technology.  We live in a day where even an eMachine comes with a 750GB drive.  40G is not asking a lot on it's own.  Canadians and AT&T users will probably hate getting the digital copy though  :why_so_serious:

Is there any guess on how much of this is audio, just for the lulz?
Well, if we assume the rest is 20ish gigabytes given other MMOs (LotRO is 15, after four years of expansions,) that leaves 20... which, encoded as, say, 128 kbps MP3 which should be fine for this, makes for 340 hours of voice-over.

As a comparison, the unabridged "A Game of Thrones" audiobook clocks in at 33 hours, based on an 800 page book.

Sooo... 8000 pages of dialogue? :grin:


Title: Re: SWTOR
Post by: Rasix on June 09, 2011, 07:26:08 PM
My WoW folder weighs in at 29 GB.   :awesome_for_real:  That's all expansions included. 


Title: Re: SWTOR
Post by: Montague on June 09, 2011, 07:37:08 PM
Scaling of technology.  We live in a day where even an eMachine comes with a 750GB drive.  40G is not asking a lot on it's own.  Canadians and AT&T users will probably hate getting the digital copy though  :why_so_serious:

Is there any guess on how much of this is audio, just for the lulz?
Well, if we assume the rest is 20ish gigabytes given other MMOs (LotRO is 15, after four years of expansions,) that leaves 20... which, encoded as, say, 128 kbps MP3 which should be fine for this, makes for 340 hours of voice-over.

As a comparison, the unabridged "A Game of Thrones" audiobook clocks in at 33 hours, based on an 800 page book.

Sooo... 8000 pages of dialogue? :grin:

Rough napkin math: Daniel Erickson said at E3 that SWTOR had 60 novels worth of dialogue. The average genre novel has about 80,000 words, so 4.8 million. Audiobooks are generally read at 150 words per minute so that would translate to about 32000 minutes, or 533.33 hours of spoken dialogue. Give or take.


Title: Re: SWTOR
Post by: Draegan on June 09, 2011, 07:44:32 PM
nm Didn't read the next page!


Title: Re: SWTOR
Post by: 01101010 on June 09, 2011, 07:46:21 PM
Rough napkin math: Daniel Erickson said at E3 that SWTOR had 60 novels worth of dialogue. The average genre novel has about 80,000 words, so 4.8 million. Audiobooks are generally read at 150 words per minute so that would translate to about 32000 minutes, or 533.33 hours of spoken dialogue. Give or take.

Even if that is +/- 200 off, that is  :ye_gods:

As it stands now, some quests I read thru, others I skip. I can't imagine how long a quest will take to start when you choose to listen to the whole dialog let alone go and do. And I would just have to sit here and listen to it all. So if those figures are even close, and I play roughly 10 hours a week, how many months sub are they guaranteed to get outta me if I wanted to hear 90% of the dialog?


Title: Re: SWTOR
Post by: Draegan on June 09, 2011, 07:49:13 PM
It's like trying to see and read everything at the Smithsonian.


Title: Re: SWTOR
Post by: Samprimary on June 09, 2011, 07:54:41 PM
Quote
Rough napkin math: Daniel Erickson said at E3 that SWTOR had 60 novels worth of dialogue.

30 novels of that is "ha ha, i don't like you, prepare to die in this way!"


Title: Re: SWTOR
Post by: Sky on June 09, 2011, 08:00:26 PM
So if those figures are even close, and I play roughly 10 hours a week, how many months sub are they guaranteed to get outta me if I wanted to hear 90% of the dialog?
:Love_Letters:

But to expand on what Sam is saying, there's also multiple choices for every dialog branch, voiced by multiple actors. So lots of redundancy in the system.


Title: Re: SWTOR
Post by: Kail on June 09, 2011, 08:36:20 PM
I see this as a reason why open betas are so important, actually. It gives the non-neckbeard a chance to log in and see the game and provide feedback. In my experience (from the player side) a very different group of people show up in open betas than do in closed betas... (snip...)  You need something approaching real world testing prior to a title entering the real world. I don't know how BioWare is running their closed beta tests, but WAR stands as a case where closed beta responses can be distorted because players aren't actually playing the full game, just concentrated sections.

To clarify, when people are saying "open beta" are they referring to a beta where registration is open (I.E. you can get in without preordering, or without being selected from a list of applicants, just download the client, make an account, and go) or a beta where the game is open (I.E. no level restrictions, no "we're testing Zone X today" or anything)?


Title: Re: SWTOR
Post by: sam, an eggplant on June 09, 2011, 08:57:34 PM
Open/closed refers to access restrictions. Those strictly time/content limited betas are a relatively recent innovation. They allow for more focused and in many ways more useful QA, but since testers don't get to progress through the game like normal players, they don't become invested in their characters, and that lack of incentive can lead to abnormal playstyles or just plain lack of interest.

Everquest1 allowed test server players to retain their characters and offered limited GM support. A close-knit community developed on the test server, and they got higher quality feedback because of it. I don't believe any MMO has followed in those footsteps since.


Title: Re: SWTOR
Post by: Fordel on June 09, 2011, 09:30:43 PM
DaoC tried, but no one gave a shit about Pendragon because it wasn't a 'real' server in terms of Relics and owning Albs.


Title: Re: SWTOR
Post by: Zetor on June 09, 2011, 09:36:08 PM
There was a fairly strong test server community in... SWG, of all places.  :awesome_for_real: I think the test server had some 'advantages' over the others, such as multiple chara slots.


Title: Re: SWTOR
Post by: luckton on June 10, 2011, 03:39:46 AM
http://www.torocast.com/index.php/news/swtor-news/item/570-gems-from-the-last-day-of-e3-2011

TL:DR version:

- Companions are maxed at 5
- 3 Warzones at release
- Daily quests will be avail at end-game
- 1k people just got lottery picked into beta this week
- Grind elimination by taking the 'Kill 10 Rats' quests and just giving them to you as you enter an area automagically.
-- You automagically get rewarded once 10 rats die.
- Multiplayer dialogue really is just for fun on standard stuff.  Live or die choices however are based on majority rules.  If 3 people roll a total of 45 for the guy to live and the 4th dude rolls a 56 on his own for the guy to die, somebody's dying.
-- Your rolls, regardless of who actually wins and gets their dialogue heard, does affect your LS/DS alignment.
- 1-50 leveling experience is done.  It's all bug smashing and polishing from now to release.


Title: Re: SWTOR
Post by: Lucas on June 10, 2011, 03:57:40 AM
Since the game it's now "feature locked", shortly after release it's going to be interesting to follow how often they will shell out updates (I'm not considering bug hotfixes, of course), also considering that anything involving NPCs and dialogues will need voice-overs. I assume there is at least a small group already working on post-release content.


Title: Re: SWTOR
Post by: cironian on June 10, 2011, 04:52:42 AM
What seems most difficult to me from a production standpoint is keeping every single player voice artist available for post-release content. For new NPCs you can just hire anyone, but players might consider it a little strange if their voice changed from quest to quest. (How many different PC voices are there anyway?)


Title: Re: SWTOR
Post by: luckton on June 10, 2011, 05:08:44 AM
http://www.swtor.com/media/trailers/tatooine-developer-walkthrough

Hi quality vid of the quest part of the Tatooine demo.  If you click the down arrow you can dl it in Hi-Def.

Just got done watching it.  Good stuff.


Title: Re: SWTOR
Post by: luckton on June 10, 2011, 05:12:40 AM
What seems most difficult to me from a production standpoint is keeping every single player voice artist available for post-release content. For new NPCs you can just hire anyone, but players might consider it a little strange if their voice changed from quest to quest. (How many different PC voices are there anyway?)

At least two for each race.  Since 90% of the races are going to speak 'bloody english', they may take the cheap way out as use the same male and female voices for a number of races.


Title: Re: SWTOR
Post by: 5150 on June 10, 2011, 05:24:36 AM
What seems most difficult to me from a production standpoint is keeping every single player voice artist available for post-release content. For new NPCs you can just hire anyone, but players might consider it a little strange if their voice changed from quest to quest. (How many different PC voices are there anyway?)

Like the DM's voice in DDO changing between the island and the mainland? - I actually found that really annoying!


Title: Re: SWTOR
Post by: Lakov_Sanite on June 10, 2011, 05:41:08 AM
So they are starting to open up the beta? this has a december release all over it.


Title: Re: SWTOR
Post by: Mrbloodworth on June 10, 2011, 05:47:04 AM
Wouldn't that be more like 10 DVDs?  Or do dual layer DVDs hold 8.6?  LOL either way.  40gig client...

One Blueray.


Title: Re: SWTOR
Post by: Murgos on June 10, 2011, 06:20:01 AM

At least two for each race. 

It's not voiced by race, it's voiced by primary class and gender.  Thus avoiding having the same line said 8 times by 8 different people.  I.e All female Sorcerers & Assassins have the same voice since they all say the same lines and all do mostly the same class quests regardless of race.

I haven't seen the list of VO actors though so I don't know if any of them double up on more than one class.  In one of the interviews though the Lead Story guy said that they had approximately 100,000 thousand lines of dialog per class and ~800,000 lines of voiced dialog total.


Title: Re: SWTOR
Post by: luckton on June 10, 2011, 06:27:25 AM

At least two for each race. 

It's not voiced by race, it's voiced by primary class and gender.  Thus avoiding having the same line said 8 times by 8 different people.  I.e All female Sorcerers & Assassins have the same voice since they all say the same lines and all do mostly the same class quests regardless of race.

I haven't seen the list of VO actors though so I don't know if any of them double up on more than one class.  In one of the interviews though the Lead Story guy said that they had approximately 100,000 thousand lines of dialog per class and ~800,000 lines of voiced dialog total.

I still say it's race-based.  To have a unique voice for each class compounded by each race/class pairing would be astronomically higher than the numbers they've posted.  I still say they went the cheap route by just having the same male and same female voice for each race and just having that actor/actress field all classes that the race can be.


Title: Re: SWTOR
Post by: SnakeCharmer on June 10, 2011, 06:41:41 AM
What?

You really should re-read what you wrote.


Title: Re: SWTOR
Post by: Malakili on June 10, 2011, 06:48:41 AM

- Grind elimination by taking the 'Kill 10 Rats' quests and just giving them to you as you enter an area automagically.
-- You automagically get rewarded once 10 rats die.

How is this grind elimination?  Its...grinding without having to talk to NPCs - which is actually closer to the "old" style grind that NPCs giving you quests in town somewhere.  I actually think its a fine choice to be honest, I just don't understand how it eliminates any grind, it just streamlines it.


Title: Re: SWTOR
Post by: sam, an eggplant on June 10, 2011, 07:12:47 AM
It doesn't eliminate the grind, it just helps out a bit with travel time. That particular innovation was introduced with WAR, as I recall. It's certainly not SWTOR's invention.


Title: Re: SWTOR
Post by: Murgos on June 10, 2011, 07:18:48 AM
  To have a unique voice for each class compounded by each race/class pairing would be astronomically higher than the numbers they've posted. 

That's not what I said.  Each class & gender pairing is the same voice.  Race doesn't matter.  Your way each race voice actor needs to duplicate the work of every other race voice actor for each class leading to massive duplication of effort for absolutely no gain.

Anyway, you're wrong.  Jennifer Hale (femshep) is credited as being the voice of the "Republic Trooper" on IMDB  and Stephen Blum is credited with "Bounty Hunter".

And

Quote
*Voice Actors*

Georg Zoeller: “We have one professional voice actor per class and gender. As seen in several videos, there are items that may modify the voice of a character (such as helmets or masks). The voice actors have been picked with great care since they have to deliver an enormous amount of content at highest quality – after all, they are with the player for hundreds of hours.”


Title: Re: SWTOR
Post by: Merusk on June 10, 2011, 07:29:18 AM
Roger Smith/ Spike/ New Starscream as the BH voice.  Looks like I know what I'm playing.


Title: Re: SWTOR
Post by: luckton on June 10, 2011, 09:58:19 AM
Roger Smith/ Spike/ New Starscream as the BH voice.  Looks like I know what I'm playing.
:Love_Letters:

In other news, Kotaku hates ToR. (http://goo.gl/5fDxZ)  Mostly for the reasons everyone here has already stated, but in case you wanted to read 3 pages of that hate being explicitly described in the form of a preview.


Title: Re: SWTOR
Post by: palmer_eldritch on June 10, 2011, 10:12:51 AM
Roger Smith/ Spike/ New Starscream as the BH voice.  Looks like I know what I'm playing.
:Love_Letters:

In other news, Kotaku hates ToR. (http://goo.gl/5fDxZ)  Mostly for the reasons everyone here has already stated, but in case you wanted to read 3 pages of that hate being explicitly described in the form of a preview.

I'd like to know how old the writer there is. He says:

Quote
after an hour of watching self-described sizzle reels of prerendered and in-game footage of casually pirouetting Jedi and environments so full of foxfire and crepitating tails of energy, I couldn't actually make myself actually play the game. This isn't the Star Wars I love. This is a cartoon fantasy of a world that once felt lived in, ancient and crumbling

Which is pretty much how I felt watching any of the prequels. But I grew up with the original films, which had a very different feel to the new ones. I'd guess the younger generation is used to a Star Wars universe where everything is shiny and new and bristling with CGI effects.

He also says he loved the original sandbox SWG, and I'm with him there but I don't think he and I are TOR's target audience.


Title: Re: SWTOR
Post by: Nebu on June 10, 2011, 10:16:46 AM
... but I don't think he and I are TOR's target audience.

I don't think any of us (f13 posters) are. 


Title: Re: SWTOR
Post by: luckton on June 10, 2011, 10:19:38 AM
... but I don't think he and I are TOR's target audience.

I don't think any of us (f13 posters) are. 

There's a smörgåsbord of people here from various walks of life, careers and backgrounds.  What exactly is f13 a target for?  :oh_i_see:


Title: Re: SWTOR
Post by: Paelos on June 10, 2011, 10:25:12 AM
I'm going to play it. Also, the reviewer had the stones to write a review about a demo that he didn't actually play.

Then, he said this,
Quote
I mean, whatever, right? This is just my gut take, not a review. There's no way I've played anywhere even approaching enough game time to make a judgement about that.

Yeah, you played none, champ. It's easy to hate on the game, and I think it has the potential to be god-awful as well because Bioware thinks MMOG players don't want to just blast through story, but at least take the 5 minutes to actually push the buttons before you shit on the internet.


Title: Re: SWTOR
Post by: Cyrrex on June 10, 2011, 10:26:02 AM
If this game pretty much plays out like that Tatooine trailer, then it is exactly what I was guessing this game would turn out to be.  It's KOTOR online with MMO conventions thrown in (complete with the same shoddy animation and combat that KOTOR had...an d it didn't hinder that game one damn bit).  It is going to sell MILLIONS of copies.  Stickiness and retention will probably have as much to do with how well alts play out with the storyline as does any question about the end game.


Title: Re: SWTOR
Post by: Malakili on June 10, 2011, 10:32:30 AM
What exactly is f13 a target for?  :oh_i_see:

Cynics.


Title: Re: SWTOR
Post by: Draegan on June 10, 2011, 10:37:52 AM
This will be the first MMO I buy on day one and not care about rushing to the level cap.  It will also be the first one where I play a ton of alts and not feel guilty about neglecting my "main".


Title: Re: SWTOR
Post by: Cyrrex on June 10, 2011, 10:42:40 AM
This will be the first MMO I buy on day one and not care about rushing to the level cap.  It will also be the first one where I play a ton of alts and not feel guilty about neglecting my "main".

Yeah, this....while I think there will be a lot of MMO players playing this game (duh), I don't think a lot of them will play it the same way they play their other MMOs.  I sure as shit won't. 


Title: Re: SWTOR
Post by: Sky on June 10, 2011, 10:56:38 AM
I will! Well, maybe not. I might actually group! But yeah, I think if you go into it with a 'traditional' mmo mindset, you're setting yourself up for disappointment.

As far as Neb's target audience comment, everything but raids and dailies speaks to me.


Title: Re: SWTOR
Post by: Arrrgh on June 10, 2011, 11:25:54 AM
What exactly is f13 a target for?  :oh_i_see:

Cynics.

I'd go with jaded.

http://dictionary.reference.com/browse/cynic

http://dictionary.reference.com/browse/jaded



Title: Re: SWTOR
Post by: Malakili on June 10, 2011, 11:38:33 AM
What exactly is f13 a target for?  :oh_i_see:

Cynics.

I'd go with jaded.

http://dictionary.reference.com/browse/cynic

http://dictionary.reference.com/browse/jaded



Well, the tagline is usefully cynical commentary, thats what I was referencing.


Title: Re: SWTOR
Post by: Lucas on June 10, 2011, 11:44:12 AM
I'm totally going to play it like a single-player game with a co-op feature...or something. pretending it's KOTOR 3 with  8 character classes to choose from. So I guess I'm part of the target audience.


Title: Re: SWTOR
Post by: Fordel on June 10, 2011, 12:05:46 PM
F13 is where old men yell at clouds.


 


Title: Re: SWTOR
Post by: cironian on June 10, 2011, 12:06:30 PM
I must assume the Kotaku guy is just trolling. While there are certainly some things one might criticise about SWTOR, saying it's not "Star Warsey" enough and then complaining at length about the fact that the Sand People look precisely like in ANH and that the bad guy is wearing a cape and weird headgear (how ridiculous! real star wars would never have such a thing!) just doesn't make any sense otherwise.


Title: Re: SWTOR
Post by: Amaron on June 10, 2011, 12:12:11 PM
In other news, Kotaku hates ToR. (http://goo.gl/5fDxZ)  Mostly for the reasons everyone here has already stated, but in case you wanted to read 3 pages of that hate being explicitly described in the form of a preview.

WTF was that.  He didn't even talk about the game he's just venting on The Old Republic setting in general.  I mean everyone gets their own opinion but getting pissy on the internet about how the The Old Republic MMO isn't about the original trilogy is just dumb.


Title: Re: SWTOR
Post by: fuser on June 10, 2011, 12:15:59 PM
This game better have a streaming install, 40GB is crazy but god knows how much of that is going to be used at release and not just pre-recorded content expansions down the road.


Title: Re: SWTOR
Post by: HaemishM on June 10, 2011, 12:16:16 PM
Bad Kotaku Article is Bad?


Title: Re: SWTOR
Post by: Amaron on June 10, 2011, 12:20:42 PM
This game better have a streaming install, 40GB is crazy but god knows how much of that is going to be used at release and not just pre-recorded content expansions down the road.

With an install that big I'm going to get a disc.   It's not like steam is an option anyways.


Title: Re: SWTOR
Post by: luckton on June 10, 2011, 12:24:28 PM
This game better have a streaming install, 40GB is crazy but god knows how much of that is going to be used at release and not just pre-recorded content expansions down the road.

With an install that big I'm going to get a disc.   It's not like steam is an option anyways.

I think he meant streaming, a la WoW or LotRO's clients.  Not Steam, the king of online software sales.


Title: Re: SWTOR
Post by: Rasix on June 10, 2011, 12:26:54 PM
That article could have been written by Geldon.


Title: Re: SWTOR
Post by: Fordel on June 10, 2011, 12:29:14 PM
Maybe it was.  :-o


Title: Re: SWTOR
Post by: Paelos on June 10, 2011, 01:09:29 PM
I can write an article on SWTOR too:

I've never actually played SWTOR, but I've seen a lot of videos, and what I've seen doesn't impress me. There are castles here. The makes no sense. I don't remember a castle in the movies. Apparently they've spent millions on a game that looks like WoW with a better story. I have my doubts, but refuse to play a demo because I can't listen to a full sentence of instructions without getting bored. I need constant flashing stimulation because I am five.

The end.


Title: Re: SWTOR
Post by: Draegan on June 10, 2011, 01:11:13 PM
He probably got trashed the night before and didn't feel like standing on line for an hour or more to play.


Title: Re: SWTOR
Post by: Malakili on June 10, 2011, 01:13:55 PM
Yea that was pretty terrible. 


Title: Re: SWTOR
Post by: luckton on June 10, 2011, 01:27:31 PM
I can write an article on SWTOR too:

I've never actually played SWTOR, but I've seen a lot of videos, and what I've seen doesn't impress me. There are castles here. The makes no sense. I don't remember a castle in the movies. Apparently they've spent millions on a game that looks like WoW with a better story. I have my doubts, but refuse to play a demo because I can't listen to a full sentence of instructions without getting bored. I need constant flashing stimulation because I am five.

The end.

(http://forums.riftgame.com/images/smilies/10sur10.gif)



Title: Re: SWTOR
Post by: Samprimary on June 10, 2011, 01:42:36 PM
Quote
When he appeared on the screen—fully voice-acted, as are all the random characters in SW:TOR—he was wearing a cape and what looked like a metal marching band hat. He looked ridiculous. Space ridiculous.

characters in star wars with capes, my god


Title: Re: SWTOR
Post by: fuser on June 10, 2011, 01:49:01 PM
I think he meant streaming, a la WoW or LotRO's clients.  Not Steam, the king of online software sales.

Yeah exactly, just pre-download/load what's upcoming in a zone over not wait an hour to install the game  :grin:


Title: Re: SWTOR
Post by: Murgos on June 10, 2011, 01:52:36 PM
I can write an article on SWTOR too:

I've never actually played SWTOR, but I've seen a lot of videos, and what I've seen doesn't impress me. There are castles here. The makes no sense. I don't remember a castle in the movies. Apparently they've spent millions on a game that looks like WoW with a better story. I have my doubts, but refuse to play a demo because I can't listen to a full sentence of instructions without getting bored. I need constant flashing stimulation because I am five.

The end.

Except for Jabba's Palace (and Amidala's castle but we don't need to go there).  There is a a lot wrong with that article, particularly his silly need to show off his vocabulary.  A mawkishly digestible neoteny?  As a description for a video game based on a movie mostly about adolescent wish fulfillment?  Really?


Title: Re: SWTOR
Post by: Sheepherder on June 10, 2011, 06:26:13 PM
What exactly is f13 a target for?  :oh_i_see:

(http://dl.dropbox.com/u/1143749/Wharrgarbl.jpg)


Title: Re: SWTOR
Post by: Amaron on June 10, 2011, 06:29:44 PM
I think he meant streaming, a la WoW or LotRO's clients.  Not Steam, the king of online software sales.

I understood that.   There's no point to streaming if I have the disc is my point.  If I can't get Steam then I have a disc.   GW style streaming would be cool but you can't really do that with SWTOR.


Title: Re: SWTOR
Post by: Lantyssa on June 10, 2011, 07:16:33 PM
Why not?  Presumably there is generic re-used data and area-specific data.  You wouldn't need the dialog for level 50 content when you're level 1.


Title: Re: SWTOR
Post by: Amaron on June 10, 2011, 07:34:59 PM
Why not?  Presumably there is generic re-used data and area-specific data.  You wouldn't need the dialog for level 50 content when you're level 1.

Sorry I was talking about it from a coding perspective instead of how it would appear to the user.  You're right in that you can stream it via an area specific setup.   WoW does that for instance but the WoW version doesn't work nearly as well because the game doesn't really know where you are going.   They could program in an extreme amount of heuristics to make it work better of course but that's costly.


Title: Re: SWTOR
Post by: tmp on June 10, 2011, 09:02:37 PM
I must assume the Kotaku guy is just trolling.
I think his problem is fairly easy to spot.

Quote
I enjoyed SW:TOR's nearly forgotten antecedent Star Wars Galaxies


Title: Re: SWTOR
Post by: Kail on June 10, 2011, 09:11:03 PM
(Streaming)
Sorry I was talking about it from a coding perspective instead of how it would appear to the user.  You're right in that you can stream it via an area specific setup.   WoW does that for instance but the WoW version doesn't work nearly as well because the game doesn't really know where you are going.   They could program in an extreme amount of heuristics to make it work better of course but that's costly.

Isn't most of the size supposed to be for voice acting and stuff?  I'd think it would be fairly easy to run a client the size of, say, AoC, include the first line or two from every conversation, and then just download the rest of the conversation when the player first talks to the NPC.  A lot of it is supposed to be character specific, too.  If I never roll a female bountty hunter, I won't need any of the dialogue trees specific to that class/gender.


Title: Re: SWTOR
Post by: Venkman on June 10, 2011, 09:29:55 PM
I must assume the Kotaku guy is just trolling. While there are certainly some things one might criticise about SWTOR, saying it's not "Star Warsey" enough and then complaining at length about the fact that the Sand People look precisely like in ANH and that the bad guy is wearing a cape and weird headgear (how ridiculous! real star wars would never have such a thing!) just doesn't make any sense otherwise.

Guy was trolling. Waste of breath. It looks like they've gone through great pains to try and bridge SWTOR era with the movie stuff though. It's not the same, but nor is it KOTOR different. Troopers, Zabraks, Twi-leks, something-close-to-Millenium-Falcon, walker/crawler vehicles, etc. Which is great because that's what the vast majority of their hoped-for audience wants to see so it's good to close the aesthetic gap.

40gb though. Man, it's like Ultima IV all over again. And what sucks more is that a year from launch when I inevitably need to reinstall, it'll be those disks PLUS a jillion gig of new voice and art to patch. They may need to do some sort of AOL-style disc autodelivery service :P


Title: Re: SWTOR
Post by: Spiff on June 10, 2011, 11:08:39 PM
40gb though. Man, it's like Ultima IV all over again. And what sucks more is that a year from launch when I inevitably need to reinstall, it'll be those disks PLUS a jillion gig of new voice and art to patch. They may need to do some sort of AOL-style disc autodelivery service :P

It's like they're actively trying to push people to buy a physical copy in an attempt to have launch-day CoD style lines of people (with plastic lightsabres) in front of every store.   :drill:


Title: Re: SWTOR
Post by: Ashamanchill on June 10, 2011, 11:17:27 PM
So no one has adequately answered my question here: is Lando Calrissian in it or not?!?! He can travel back (or forward in time) if he has to, but dammit I want the mustachioed smuggler prince!!!


Title: Re: SWTOR
Post by: Murgos on June 11, 2011, 05:56:15 AM
Dude, you should totally rp a time traveling Lando.


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 06:04:36 AM
Dude, you should totally rp a time traveling Lando.

Seconded.


Title: Re: SWTOR
Post by: Outlawedprod on June 11, 2011, 07:33:48 AM
Let guy live you see him later.
http://www.youtube.com/watch?v=uv_7wex6a-k

Instance boss fight I guess.
http://www.youtube.com/watch?v=czQ_8gi3QLc

Annoying announcer warning as usual.


Title: Re: SWTOR
Post by: Paelos on June 11, 2011, 07:50:38 AM
Does every announcer get picked based on the fact that they talk through their nose?


Title: Re: SWTOR
Post by: tmp on June 11, 2011, 08:04:52 AM
Instance boss fight I guess.
http://www.youtube.com/watch?v=czQ_8gi3QLc
wtf, i thought consulars were getting the whatchamacallit double sabers :heartbreak:


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 08:09:28 AM
Instance boss fight I guess.
http://www.youtube.com/watch?v=czQ_8gi3QLc
wtf, i thought consulars were getting the whatchamacallit double sabers :heartbreak:

I think they have to spec into the other tree for that.  

Also, that seemed like pretty standard MMO fare, which isn't the worst thing I've said about this game.  It doesn't inspire me to want to play, but I can at least see where a competent Star Wars Diku fits into the market.

edit: The lightsaber combat still makes me cringe though.


Title: Re: SWTOR
Post by: UnSub on June 11, 2011, 08:25:14 AM
So no one has adequately answered my question here: is Lando Calrissian in it or not?!?! He can travel back (or forward in time) if he has to, but dammit I want the mustachioed smuggler prince!!!

There will probably be an equivalent called Londis Kalrattian.


Title: Re: SWTOR
Post by: Sky on June 11, 2011, 08:43:23 AM
For the E3 converts, don't forget to sign up for Bat Country (http://www.swtor.com/guilds/7040/bat-country). If you use a non-f13 nick, pm me here as I won't accept anyone I don't recognize before launch (there are three apps pending because I don't know who they are). In case you haven't paid attention to the guild pre-launch deal, if we get a certain amount of pre-order accounts in our guild, it automatically sets us up on a server, removing the usual f13 server pick chaos, which would be nice.


Title: Re: SWTOR
Post by: tmp on June 11, 2011, 08:46:11 AM
I think they have to spec into the other tree for that.  
Ah that's cool then, wasn't planning to be a healer :grin:

the thing that freaks me out is how accurate their gun aim is. Not a single bolt misses the target evar.


Title: Re: SWTOR
Post by: Azuredream on June 11, 2011, 08:58:56 AM
Oh hey, that's cool. Signing up.


Title: Re: SWTOR
Post by: Murgos on June 11, 2011, 09:11:37 AM
the thing that freaks me out is how accurate their gun aim is. Not a single bolt misses the target evar.

They said they want a 'hit heavy' game so everyone starts at about 80-90% accuracy.  I guess that helps them time deflections and blocks better?


Title: Re: SWTOR
Post by: luckton on June 11, 2011, 09:35:17 AM
For the E3 converts, don't forget to sign up for Bat Country (http://www.swtor.com/guilds/7040/bat-country). If you use a non-f13 nick, pm me here as I won't accept anyone I don't recognize before launch (there are three apps pending because I don't know who they are). In case you haven't paid attention to the guild pre-launch deal, if we get a certain amount of pre-order accounts in our guild, it automatically sets us up on a server, removing the usual f13 server pick chaos, which would be nice.

I applied.  Shouldn't have an issue picking me out, assuming you'll have me on-board.


Title: Re: SWTOR
Post by: Amaron on June 11, 2011, 10:09:58 AM
They said they want a 'hit heavy' game so everyone starts at about 80-90% accuracy.  I guess that helps them time deflections and blocks better?

This is my only complaint really.   I'm a bit tired of this model and would rather see HP bars be replaced with dodge bars or something.   You're dodge bar runs out and you take a blaster to the face or a jedi cuts off your arm.


Title: Re: SWTOR
Post by: Rendakor on June 11, 2011, 10:15:47 AM
The F13 guild is going lighty, right?


Title: Re: SWTOR
Post by: Surlyboi on June 11, 2011, 10:16:21 AM
The F13 guild is going lighty, right?

Surprisingly, no. I applied as well, as Kagemushiya, though I doubt I'll play much as a sith. I'm far too good at being evil.


Title: Re: SWTOR
Post by: Merusk on June 11, 2011, 10:24:00 AM
Not surprisingly.  The F13 WoW guild was Horde and I'm pretty sure the EQ2 guild was Freeport.  No idea about WAR.

We are predictable in our childishness at times.


Title: Re: SWTOR
Post by: Ratman_tf on June 11, 2011, 10:26:51 AM
dodge bars

 :uhrr:


Title: Re: SWTOR
Post by: Surlyboi on June 11, 2011, 10:32:08 AM
Not surprisingly.  The F13 WoW guild was Horde and I'm pretty sure the EQ2 guild was Freeport.  No idea about WAR.

We are predictable in our childishness at times.

EQ2 guild was Qeynos and the Rift guild wasn't defiant, which had the better storyline, go figure.


Title: Re: SWTOR
Post by: Lantyssa on June 11, 2011, 10:55:58 AM
I'm sure there will be a group of lightsiders.  Those of us that had the most interest were quick to pick Empire though.


Title: Re: SWTOR
Post by: tmp on June 11, 2011, 10:59:20 AM
They said they want a 'hit heavy' game so everyone starts at about 80-90% accuracy.  I guess that helps them time deflections and blocks better?
Well, i was thinking more in terms of some smoke and mirrors. Like say, keeping that high accuracy under the hood but just drawing every two out of three shots somewhat off, and the one they'd draw hitting would do 3x the damage each of them does atm. I mean the way they draw it now it looks like 3 bolts a second, at least?


Title: Re: SWTOR
Post by: Sky on June 11, 2011, 11:39:01 AM
I'm sure there will be a group of lightsiders.  Those of us that had the most interest were quick to pick Empire though.
This. I don't really care, but you have to register for a side for the pre-launch thingy and it's one guild per TOR web account.

I like the bounty hunter, but I'd also like to roll a Jedi or whatever. Once the game launches and the server gets chosen, I figured we could set up a second guild for the Republic or something.


Title: Re: SWTOR
Post by: Amaron on June 11, 2011, 12:12:57 PM
:uhrr:

What exactly is so bad about that?  It's not like I went into detail on some radically different system where you can say "that's dumb".   All I said is I'd rather not see people get hit with a lightsaber without taking major damage.


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 12:38:42 PM
:uhrr:

What exactly is so bad about that?  It's not like I went into detail on some radically different system where you can say "that's dumb".   All I said is I'd rather not see people get hit with a lightsaber without taking major damage.

Yeah, hell have it even USE the same life bar for all I care, just have it play dodge or block animations when someone is attacking with a lightsaber (but still have it take life away), until the hit that would kill them.  This would make a HUGE difference in how the game came across to me in gameplay videos.


Title: Re: SWTOR
Post by: Threash on June 11, 2011, 12:44:41 PM

Call it stamina then, as long as your stamina lasts you parry/dodge blaster/lightsabers and when it runs out you die.  Same as a hit point bar, the only thing that changes is the animations.


Title: Re: SWTOR
Post by: Amaron on June 11, 2011, 12:46:48 PM
Yeah, hell have it even USE the same life bar for all I care, just have it play dodge or block animations when someone is attacking with a lightsaber (but still have it take life away), until the hit that would kill them. 

Yea that was essentially what I meant by dodge bar.   I simply meant they should change the name to something else and then show miss/parry/dodge animations but have them cause "damage" as per the norm.   When you finally get them low you execute a fatality or whatever.


Title: Re: SWTOR
Post by: Evildrider on June 11, 2011, 01:25:03 PM
I hope they just add a mind bar, I miss it so much.   :why_so_serious:


Title: Re: SWTOR
Post by: Ratman_tf on June 11, 2011, 01:48:45 PM
Yeah, hell have it even USE the same life bar for all I care, just have it play dodge or block animations when someone is attacking with a lightsaber (but still have it take life away), until the hit that would kill them.  

Yea that was essentially what I meant by dodge bar.   I simply meant they should change the name to something else and then show miss/parry/dodge animations but have them cause "damage" as per the norm.   When you finally get them low you execute a fatality or whatever.

I think it would look really silly for someone to be waggling from side to side until the "final hit", where they take it in the face an fall down. It's not very "Star Warsy".

Not that the concept is bad. Jedi could have a parry bar, and a block animation until their parry bar is depleted.
Regular dudes usually took cover, and got killed with one hit. They didn't do much dodging.



Title: Re: SWTOR
Post by: Velorath on June 11, 2011, 01:53:40 PM
Yeah, hell have it even USE the same life bar for all I care, just have it play dodge or block animations when someone is attacking with a lightsaber (but still have it take life away), until the hit that would kill them. 

Yea that was essentially what I meant by dodge bar.   I simply meant they should change the name to something else and then show miss/parry/dodge animations but have them cause "damage" as per the norm.   When you finally get them low you execute a fatality or whatever.

I think it would look really silly for someone to be waggling from side to side until the "final hit", where they take it in the face an fall down. It's not very "Star Warsy".

Not that the concept is bad. Jedi could have a parry bar, and a block animation until their parry bar is depleted. That's in the movies.
Regular dudes usually took cover, and got killed with one hit. They didn't do much dodging.



The thing about a Parry bar, and to a lesser extent a dodge bar is that while they'd probably look great when you're just fighting one person (except in cases where you're already in the middle of an attack animation and somebody shoots you), they'd probably completely break down when multiple enemies are attacking you from different directions.


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 02:04:19 PM
Yeah, hell have it even USE the same life bar for all I care, just have it play dodge or block animations when someone is attacking with a lightsaber (but still have it take life away), until the hit that would kill them.  

Yea that was essentially what I meant by dodge bar.   I simply meant they should change the name to something else and then show miss/parry/dodge animations but have them cause "damage" as per the norm.   When you finally get them low you execute a fatality or whatever.

I think it would look really silly for someone to be waggling from side to side until the "final hit", where they take it in the face an fall down. It's not very "Star Warsy".

Not that the concept is bad. Jedi could have a parry bar, and a block animation until their parry bar is depleted.
Regular dudes usually took cover, and got killed with one hit. They didn't do much dodging.



I don't expect it to be actually implemented, but I just find it to be real hard to get past a Jedi standing in one spot beating on someone with a lightsaber.


Title: Re: SWTOR
Post by: Threash on June 11, 2011, 03:09:02 PM
Someone eating blaster shots at point blank range bothers me more.


Title: Re: SWTOR
Post by: Velorath on June 11, 2011, 03:23:08 PM
Someone eating blaster shots at point blank range bothers me more.

Can you name a workable solution that doesn't fall apart when fighting multiple people, and that allows you to continue attacking?  What kind of animation would you suggest if I've got two people shooting at me, a jedi swinging a lightsaber at me from behind, and I'm trying to force lightning an enemy healer?  If I'm not mistaken, even Guild War 2's dodge system is something you have to actively be doing instead of attacking, and if your energy bar runs out it's MMO combat as usual.

Edit: Also, after decades of video games with health bars making what would in reality be a fatal attack, be non-fatal in-game, I'm surprised that all of a sudden this would be the breaking point for people.


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 03:58:46 PM
Someone eating blaster shots at point blank range bothers me more.

Can you name a workable solution that doesn't fall apart when fighting multiple people, and that allows you to continue attacking?  What kind of animation would you suggest if I've got two people shooting at me, a jedi swinging a lightsaber at me from behind, and I'm trying to force lightning an enemy healer?  If I'm not mistaken, even Guild War 2's dodge system is something you have to actively be doing instead of attacking, and if your energy bar runs out it's MMO combat as usual.

Edit: Also, after decades of video games with health bars making what would in reality be a fatal attack, be non-fatal in-game, I'm surprised that all of a sudden this would be the breaking point for people.

To me the problem is mainly with light sabers specifically. They don't just cut or stab people, they lop off limbs or cut your clean in half effortlessly.  This is probably one of those things that bothers me more because I like Star Wars a lot.  Look at Jedi Knight, or even Force Unleashed if you must, thats how powerful a Jedi is.  I know that sucks for an MMO and is unworkable, but it still bugs me.


Title: Re: SWTOR
Post by: tmp on June 11, 2011, 04:01:03 PM
Can you name a workable solution that doesn't fall apart when fighting multiple people, and that allows you to continue attacking?  What kind of animation would you suggest if I've got two people shooting at me, a jedi swinging a lightsaber at me from behind, and I'm trying to force lightning an enemy healer?
The game cycles through attackers, so the 1v1 animations can sync and work? Effectively what Assassin's Creed is doing to deal with the same issue. Just because you have two guys with guns and a melee guy attacking together doesn't mean they have to play their attack animations at exactly the same fraction of second.


Title: Re: SWTOR
Post by: Fordel on June 11, 2011, 04:52:21 PM
To me the problem is mainly with light sabers specifically. They don't just cut or stab people, they lop off limbs or cut your clean in half effortlessly.  This is probably one of those things that bothers me more because I like Star Wars a lot.  Look at Jedi Knight, or even Force Unleashed if you must, thats how powerful a Jedi is.  I know that sucks for an MMO and is unworkable, but it still bugs me.


You severely underestimate the kill power of real world weapons, modern and ancient.


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 04:56:07 PM
To me the problem is mainly with light sabers specifically. They don't just cut or stab people, they lop off limbs or cut your clean in half effortlessly.  This is probably one of those things that bothers me more because I like Star Wars a lot.  Look at Jedi Knight, or even Force Unleashed if you must, thats how powerful a Jedi is.  I know that sucks for an MMO and is unworkable, but it still bugs me.


You severely underestimate the kill power of real world weapons, modern and ancient.

No I don't.  As Verlorath said, we have decades of that feeling normal in games though, lightsabers *feel* different to me.  It has nothing to do with rational consideration of how powerful weapons are, it has to do with a fantasy setting and mages with laser swords.


Title: Re: SWTOR
Post by: Kail on June 11, 2011, 05:54:03 PM
To me the problem is mainly with light sabers specifically. They don't just cut or stab people, they lop off limbs or cut your clean in half effortlessly.  This is probably one of those things that bothers me more because I like Star Wars a lot.  Look at Jedi Knight, or even Force Unleashed if you must, thats how powerful a Jedi is.  I know that sucks for an MMO and is unworkable, but it still bugs me.

There are a ton of games where Lightsabers aren't portrayed this way, though.  Jedi Knight and TFU were criticised for making Jedi seem too badass, since compared to movie Luke and Vader, who have to concentrate for five minutes to fling a kleenex box across the room, Starkiller is pulling fucking Star Destroyers out of orbit while flinging Tie Fighters into each other with the other hand.  And even in TFU there were plenty of enemies, unless I'm misremembering, who could take retarded amounts of lightsaber punishment.  You even had natives of Felucia blocking your lightsaber attacks with sticks as I recall.  And there are a bunch of other games (like Star Wars: Galactic Battlegrounds) where Jedi Lightsabers are less effective than blasters.


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 06:04:02 PM
Whatever, I'm really not into getting drawn into this argument any further, I don't give a shit about this game enough.  It bugs me and i'll leave it at that.


Title: Re: SWTOR
Post by: WindupAtheist on June 11, 2011, 06:30:08 PM
There were an awful lot of lopped-off arms and hands in the original movies, but guys getting bisected/impaled/decapitated and shit didn't really come in until the prequels anyway. Certainly there weren't heads and limbs flying everywhere when Luke was raising hell among Jabba's guards in Jedi.


Title: Re: SWTOR
Post by: Fabricated on June 11, 2011, 06:42:52 PM
To me the problem is mainly with light sabers specifically. They don't just cut or stab people, they lop off limbs or cut your clean in half effortlessly.  This is probably one of those things that bothers me more because I like Star Wars a lot.  Look at Jedi Knight, or even Force Unleashed if you must, thats how powerful a Jedi is.  I know that sucks for an MMO and is unworkable, but it still bugs me.


You severely underestimate the kill power of real world weapons, modern and ancient.
Pretty much this, and Star Wars counts too.  I mean, anyone who actually takes a shot from a blaster in the original trilogy is done (Vader somehow deflects some with his hands, but whatever). Greedo looks like someone put him in a giant microwave after one shot.


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 06:58:29 PM
To me the problem is mainly with light sabers specifically. They don't just cut or stab people, they lop off limbs or cut your clean in half effortlessly.  This is probably one of those things that bothers me more because I like Star Wars a lot.  Look at Jedi Knight, or even Force Unleashed if you must, thats how powerful a Jedi is.  I know that sucks for an MMO and is unworkable, but it still bugs me.


You severely underestimate the kill power of real world weapons, modern and ancient.
Pretty much this, and Star Wars counts too.  I mean, anyone who actually takes a shot from a blaster in the original trilogy is done (Vader somehow deflects some with his hands, but whatever). Greedo looks like someone put him in a giant microwave after one shot.

If someone wants to make a Star Wars MMO with twitch combat and one hit kills, I'm in.


Title: Re: SWTOR
Post by: Sky on June 11, 2011, 07:07:39 PM
Permadeath, too!  :awesome_for_real:


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 07:23:51 PM
Permadeath, too!  :awesome_for_real:


I was thinking more Planetside: Starwars

But seriously, I loved the KOTOR games, this game just happens to have come along at the worst possible time for me.  5 years ago I would've given my soul for this game.  Today, I just don't care, WoW beat me into submission for this kind of game.  I mean, the cinematics are exciting, the classes are fine, the setting is ideal for a Star Wars MMO if you are going to have one, and for all my bitching about the animations I don't *really* care enough to make me not play the game if I otherwise wanted to.  I'm a star wars junkie, believe it or not I actually *want* to like the game, I just am totally uninspired by what I've seen of the actual game.  If I see some gameplay videos that change my mind, I'll eat 200 pages of words and buy the thing, but I'm not seeing it so far.


Title: Re: SWTOR
Post by: UnSub on June 11, 2011, 08:06:23 PM
I'm sure there will be a group of lightsiders.  Those of us that had the most interest were quick to pick Empire though.

I thing Bat Country should go darkside, then aim to get max light side points. "We're the Good Sith" would be the byline.


Title: Re: SWTOR
Post by: Malakili on June 11, 2011, 08:27:25 PM
"We're the Good Sith"

(http://cdn.walyou.com/wp-content/uploads//2010/12/star-wars-coffee-2.jpg)


Title: Re: SWTOR
Post by: Lantyssa on June 11, 2011, 08:36:17 PM
I was thinking more Planetside: Starwars
Persistent world Jedi Knight / Jedi Academy is all I want.  Which could really be the same if you add in vehicles.

I thing Bat Country should go darkside, then aim to get max light side points. "We're the Good Sith" would be the byline.
I don't know about max light side points, but most of my Sith will likely be decent to anyone who isn't trying to screw them over.  Maker help the ones that do, though.


Title: Re: SWTOR
Post by: Paelos on June 11, 2011, 08:48:32 PM
"Like a good neighbor, our Sith are there."

(http://images.wikia.com/swfanon/images/8/81/800px-SithWarriors-TORtrailer.jpg)


Title: Re: SWTOR
Post by: Simond on June 12, 2011, 02:23:08 AM
There was a new "ruined FOREVER!" announcement: Romance subplots for Jedi is a Dark Side action - which seems to have annoyed the 'roleplayers'.

I also now fully expect a bunch of Jedi running around in whatever ends up being the Goldshire Inn equivalent, decrying the evils of the  Sith-sympathising degenerates around them. :awesome_for_real:


Title: Re: SWTOR
Post by: eldaec on June 12, 2011, 02:42:50 AM
That is a surprisingly good announcement.

The videos I've seen so far seemed to make all decisions about drowning kittens vs saving orphans, it was all black and white even by bioware standards.

The combat videos also look increasingly positive. Combat is reminding me a lot of CoX - only with higher production values and hopefully vastly more content. I especially like the idea that they are going to leave this in the oven for another 6-9 months rather than rush release it.

Increasingly confident that this could be interesting for at least a few months. Which is impressive given how dreadful the Bioware Austin set up looked initially.


Smugglers look consistently ridiculous but we can't have everything.


Title: Re: SWTOR
Post by: Tannhauser on June 12, 2011, 03:26:24 AM
I do hope they eventually expand space travel.  I understand their current limitations, but it would be good to be a smuggler and actually travel around smuggling stuff.  You could have AH's linked but you have to travel to a planet to actually pick up cargo, not get it in mail. 

Bounty Hunters prowl around, looking for wanted smugglers.  Troopers patrol the space lanes, and Jedi and Sith just attack each other. 

Of course you'd need to be able to upgrade your ship, etc.  Hey a guy can dream right?


Title: Re: SWTOR
Post by: luckton on June 12, 2011, 04:11:05 AM
The combat videos also look increasingly positive. Combat is reminding me a lot of CoX - only with higher production values and hopefully vastly more content. I especially like the idea that they are going to leave this in the oven for another 6-9 months rather than rush release it.

This is what I think a lot of people don't understand...there is no auto-attack in this game.  It's all active skill/push-button-to-win stuff.  As long as their GCD timer runs smooth, it'll work out well.


Title: Re: SWTOR
Post by: Malakili on June 12, 2011, 04:12:09 AM
The combat videos also look increasingly positive. Combat is reminding me a lot of CoX - only with higher production values and hopefully vastly more content. I especially like the idea that they are going to leave this in the oven for another 6-9 months rather than rush release it.

This is what I think a lot of people don't understand...there is no auto-attack in this game.  It's all active skill/push-button-to-win stuff.  As long as their GCD timer runs smooth, it'll work out well.

Oh, that actually is good news.  I didn't realize their was no auto attack.  Fair enough, point for Bioware.


Title: Re: SWTOR
Post by: eldaec on June 12, 2011, 07:06:34 AM
There was no autoattack in CoX either, nominally there was one in EQ2 but nobody would ever use it. Afaik, avoiding reliance on auto attack is a problem solved in every major EQ clone since 2004 with one exception.

I rather expect all new AAA titles to have better-than-EQ combat mechanics these days.


Title: Re: SWTOR
Post by: tmp on June 12, 2011, 07:15:37 AM
I especially like the idea that they are going to leave this in the oven for another 6-9 months rather than rush release it.
They are?

(http://i1099.photobucket.com/albums/g387/dextercat609/Swtorrelease.png)

it's scheduled for 3rd/4th quarter of this year.


Title: Re: SWTOR
Post by: Malakili on June 12, 2011, 07:17:34 AM
There was no autoattack in CoX either, nominally there was one in EQ2 but nobody would ever use it. Afaik, avoiding reliance on auto attack is a problem solved in every major EQ clone since 2004 with one exception.

I rather expect all new AAA titles to have better-than-EQ combat mechanics these days.

Maybe I haven't been playing the same games as you, but pretty much every MMO I've played in the last 7 years has had auto attack with a few exceptions. WoW (which is what I assume you were talking about), WAR, Rift, LoTRO, all come to mind.


Title: Re: SWTOR
Post by: Samprimary on June 12, 2011, 07:49:17 AM
Pretty much this, and Star Wars counts too.  I mean, anyone who actually takes a shot from a blaster in the original trilogy is done (Vader somehow deflects some with his hands, but whatever). Greedo looks like someone put him in a giant microwave after one shot.

Yeah it's something that's been sort of lost in translation but the difference between an off-the-shelf blaster and souped-up heavy blasters like the one han was carrying is supposed to be pretty big. Another thing that was supposed to be apparent is how stormtrooper style armor doesn't actually suck, but that heavy blasters can still punch through them, and, yanno. Stuff like that.


Title: Re: SWTOR
Post by: Merusk on June 12, 2011, 07:58:04 AM
Tho that still doesn't explain why clubs and stone spears took out an entire legion of the Empire's best troops.  :oh_i_see:


Title: Re: SWTOR
Post by: Sky on June 12, 2011, 08:02:31 AM
There was a new "ruined FOREVER!" announcement: Romance subplots for Jedi is a Dark Side action - which seems to have annoyed the 'roleplayers'.
   There is no emotion, there is peace.
    ...
    There is no passion, there is serenity.

That's one of the things that gives roleplaying a bad name, when it gets co-opted by cybertards looking for wank material, ignoring the lore the rp is supposed to be based on.
There was no autoattack in CoX either, nominally there was one in EQ2 but nobody would ever use it. Afaik, avoiding reliance on auto attack is a problem solved in every major EQ clone since 2004 with one exception.
Autoattack has always counted for a decent sliver of overall dps in EQ2, you wouldn't want to be without it (if you're milking that last % by spending hours raiding, it's "free" dps). I think you're just having difficulty communicating your point that you're talking about EQ1's reliance on autoattack for a significant amount of damage for some classes. CoX, on the other hand, literally had no autoattack at all (like TOR), which is still rare.


Title: Re: SWTOR
Post by: Rishathra on June 12, 2011, 08:22:37 AM
Smugglers look consistently ridiculous but we can't have everything.



Title: Re: SWTOR
Post by: MuffinMan on June 12, 2011, 08:29:03 AM
CoX, on the other hand, literally had no autoattack at all (like TOR), which is still rare.
You guys must have been playing a different CoX than me because mine had auto-attack. It wasn't on by default but it was still there.


Title: Re: SWTOR
Post by: Amaron on June 12, 2011, 08:32:53 AM
You guys must have been playing a different CoX than me because mine had auto-attack. It wasn't on by default but it was still there.

Auto attack is different than "repeat this action which I've told you to repeat".

That's one of the things that gives roleplaying a bad name, when it gets co-opted by cybertards looking for wank material, ignoring the lore the rp is supposed to be based on.

That's funny I thought the thing that makes RP have a bad name is whenever you want to play a role some nerd wanking off to lore comes out of the woodwork and tells you that you're doing it wrong.


Title: Re: SWTOR
Post by: MuffinMan on June 12, 2011, 08:49:36 AM
You guys must have been playing a different CoX than me because mine had auto-attack. It wasn't on by default but it was still there.
Auto attack is different than "repeat this action which I've told you to repeat".
Yea, choosing your most basic attack power to automatically attack enemies between powers is totally different than auto-attack. :oh_i_see:


Title: Re: SWTOR
Post by: Lantyssa on June 12, 2011, 08:56:44 AM
Since you could do it for only one power and it would always fire if targeting conditions are met, I consider it a very poor auto-attack.  I only ever risked turning on Twilight Grasp in major invasions so that my heal would go off more frequently than the lag induced conditions would allow with manual control.  Otherwise it's a great way for a squishy class to wind up dead because they tagged the wrong group.


Title: Re: SWTOR
Post by: Malakili on June 12, 2011, 09:00:41 AM
You guys must have been playing a different CoX than me because mine had auto-attack. It wasn't on by default but it was still there.
Auto attack is different than "repeat this action which I've told you to repeat".
Yea, choosing your most basic attack power to automatically attack enemies between powers is totally different than auto-attack. :oh_i_see:

More importantly, how does SWTOR handle it, is their an equivalent to either?


Title: Re: SWTOR
Post by: MuffinMan on June 12, 2011, 09:02:26 AM
Why would that be important in a SWTOR thread?  :why_so_serious:


Title: Re: SWTOR
Post by: Rendakor on June 12, 2011, 09:08:13 AM
I usually used CoX's auto-use for long duration, long recast buffs that I didn't want to have to manage. Hasten comes immediately to mind, as does the Kinects jumping power.


Title: Re: SWTOR
Post by: Amaron on June 12, 2011, 09:15:53 AM
Yea, choosing your most basic attack power to automatically attack enemies between powers is totally different than auto-attack. :oh_i_see:

It is.   I actually like auto attack the way WoW does it.   CoX sort of gets on my nerves because every swing you do is something fancy.  You don't actually EVER use the basic attack power in CoX because the animation time on it won't fit into a proper rotation.

I'm kind of annoyed that SW:TOR went this route but I guess it will depend on the animations.


Title: Re: SWTOR
Post by: Malakili on June 12, 2011, 10:14:15 AM
Yea, choosing your most basic attack power to automatically attack enemies between powers is totally different than auto-attack. :oh_i_see:

It is.   I actually like auto attack the way WoW does it.   CoX sort of gets on my nerves because every swing you do is something fancy.  You don't actually EVER use the basic attack power in CoX because the animation time on it won't fit into a proper rotation.

I'm kind of annoyed that SW:TOR went this route but I guess it will depend on the animations.

I look at is like this - if there is no auto attack, that means I am going to have to be actively choosing what to do every global cooldown.  It didn't come across in the videos I've seen, but that means to me that combat is much more interactive.  This is probably more important at lower levels because you have fewer abilities.  In WoW at lower levels an absurd amount of the time is sitting there watching auto attacks, for example.  More active combat would be more engaging to me and is one of the few things I've heard so far that makes the game sound fun to *actually play*.   Now, I might be inserting way too many assumptions into how it actually plays in reality based on this one idea, but I think its a good thing generally speaking.


Title: Re: SWTOR
Post by: eldaec on June 12, 2011, 11:13:38 AM
To make my point more explictly, I go into every MMOG assuming that auto attack will not be a major feature of combat. I've expected this for over 5 years. You don't get extra points for this any more than for dropping corpse runs.

WoW is only remaining relevant mmog where this isn't true, presumably because the core game was designed a decade ago.

Global cooldowns are something I've never seen the attraction or value of. Attacks take some amount of time, finish one, you get to choose the next.


Title: Re: SWTOR
Post by: Nebu on June 12, 2011, 11:18:15 AM
Global cooldowns are something I've never seen the attraction or value of. Attacks take some amount of time, finish one, you get to choose the next.

I've always assumed that GCD's served a few purposes:

1) they are a way to equalize latency differences

2) They eliminate the ability of some classes to have ridiculous spike damage (hit all instas at the same time)

3) They force more strategic use of abilities.


Title: Re: SWTOR
Post by: eldaec on June 12, 2011, 11:49:47 AM
Assuming your game doesn't rely on autoattack, I'd have thought that could all be done in a less intrusive way by balancing the time each specific attack takes to execute - especially as without autoattacks you don't want pauses between moves. But not really a big deal.


Title: Re: SWTOR
Post by: Amaron on June 12, 2011, 12:11:45 PM
I look at is like this - if there is no auto attack, that means I am going to have to be actively choosing what to do every global cooldown.  It didn't come across in the videos I've seen, but that means to me that combat is much more interactive.  This is probably more important at lower levels because you have fewer abilities.  In WoW at lower levels an absurd amount of the time is sitting there watching auto attacks, for example.  

You know it's interesting but the way I see things are actually totally reversed now.   Perchance have you maybe not played both games recently?   In CoX with set bonus enhancements you basically need less powers and so you cherry pick a few that are best and rotate them constantly in a prescribed manner.    Literally you take roughly 3 attacks and hit the buttons in the same order over and over no matter what.

WoW has also completely eliminated that stupid auto attack watching as well.   Even at level 1 you no longer sit there very much.   By the time you are 15~20 they basically have it setup so mostly every class is constantly doing something.   It's not a set rotation nor is it smashing the same buttons over and over.   They basically changed the mechanics so there is something you're always watching for and reacting too.   They started that with a lot of classes in Wrath and now it's basically across the board.  Some of the classes are a bit more "sedate" but I suspect that is simply to support different player types.

Some won't agree with me on all of that maybe but there is no doubt in my mind that the above proves taking out auto attack will not = better.  It's just a choice and how they do the rest of it is what really matters.   I personally prefer auto attack as a singular element.   Even if DCUO has ruined me.


Title: Re: SWTOR
Post by: Malakili on June 12, 2011, 12:42:35 PM
Assuming your game doesn't rely on autoattack, I'd have thought that could all be done in a less intrusive way by balancing the time each specific attack takes to execute - especially as without autoattacks you don't want pauses between moves. But not really a big deal.

I always saw it as part of the underlying assumption that MMO combat was a real time version of what was originally turn based combat.  Do this thing, resolve it, wait until you can do another thing, resolve it.  A hold over from pencil and paper games.  I think most action games already do what you've said, but MMO combat seems to me still largely influenced by that inherited combat model.


Title: Re: SWTOR
Post by: eldaec on June 12, 2011, 12:59:12 PM
Only the heavily WoW influenced games. Even EQ era games didn't need the global cooldown turn structure - they just had very few specials that you'd spam when they were up.

WoW's long gestation created a strange effect where the other games that launched at the same time already solved this (and many other) problems, but then the pressure to be like WoW has stopped others learning from WoW's contemporaries.

I'd definitely agree that WoW is iterating away from this particular issue and is now almost as strong as other 2004 era games. It is just hard to patch in fixes for something as fundamental to design as this.


Title: Re: SWTOR
Post by: Amaron on June 12, 2011, 01:03:47 PM
Assuming your game doesn't rely on autoattack, I'd have thought that could all be done in a less intrusive way by balancing the time each specific attack takes to execute - especially as without autoattacks you don't want pauses between moves. But not really a big deal.

That's what CoX does and the end result is that CoX combat is now slower paced than WoW combat.  The length of the animations is longer than WoW's GCD in almost all cases.  It also prevents them from doing quick animations that would look better on many moves.


Title: Re: SWTOR
Post by: SurfD on June 12, 2011, 01:24:26 PM
WoW's "auto attack" system is also really nothing to write home about, seeing as it is nothing more then swinging at whatever happens to be in mele range with your currently equipped weapon (or shooting at range if you are a hunter).   Which generally amounts to squat.   In most cases, an equal level mob will kill you before you kill it through auto attack damage alone, especially at higher levels.  And if you are a caster class, you might as well not even bother.

None of your "abilities" can be used as an auto attack, or auto cast.  It's the eqivilent of simply prodding stuff with a pointy stick.  Hell, Auto attack in WoW does not even invoke the GCD, it happens constantly, in the background, and is only superceded for mele classes by stuff like "on next swing" attacks, where the ability you push replaces the next auto attack swing you would normally do with a buffed special hit.


Title: Re: SWTOR
Post by: luckton on June 12, 2011, 01:31:02 PM
@CoX 'auto-attack': I agree with Amaron that turning on one ability to repeat itself is not the same as my automatically swinging my fist/weapon at the speed stat of said fist/weapon, regardless of whatever other ability I actively executed.

CoX way: You've got 5 abilities, #2 is set to auto-execute.  Assuming I don't queue up another ability, #2 will auto fire when ready, otherwise it enters the queue behind the skills I key up first.  If nothing is set to auto-execute, my hero will just stand there until I click something.

WoW way: My DK's speed stat is 3.0.  Every three seconds he swings his weapon, no matter how GCD-locked I am mashing hotkey skills.

ToR is following the CoX way.  Like Amaron said, it allows for fancier animations instead of my character looking like he's in the Matrix attempting to contort his arms in a way that shows he trying to auto-attack and use the special attack at the same time.  Let's not even talk about how frivolous it looks should I get a parry or dodge in there  :uhrr:

Also on the subject, I know they've changed it since then, but one of the reasons LotRO turned me off was it's combat handling.  The time between me pressing the hotkey to execute the skill, the skill getting queued up for my character to do it, actually executing it, and then making ready before executing the next skill was mind-numbing.  


Title: Re: SWTOR
Post by: Merusk on June 12, 2011, 01:33:26 PM
WoW's "auto attack" system is also really nothing to write home about, seeing as it is nothing more then swinging at whatever happens to be in mele range with your currently equipped weapon (or shooting at range if you are a hunter).   Which generally amounts to squat.   In most cases, an equal level mob will kill you before you kill it through auto attack damage alone, especially at higher levels.  And if you are a caster class, you might as well not even bother.

None of your "abilities" can be used as an auto attack, or auto cast.  It's the eqivilent of simply prodding stuff with a pointy stick.  Hell, Auto attack in WoW does not even invoke the GCD, it happens constantly, in the background, and is only superceded for mele classes by stuff like "on next swing" attacks, where the ability you push replaces the next auto attack swing you would normally do with a buffed special hit.


Yeah it's invisible, except for a long, long while there Auto-Attack was the largest or 2nd largest portion of damage dealt by melee and hunters.   Even now it can make-up 19% or better of total damage dealt. That's not insignificant.


Title: Re: SWTOR
Post by: Sky on June 12, 2011, 01:47:35 PM
For mechanics, I prefer EQ2's way of doing it. Each ability had a refresh and recast timer that was unique to it, so you could make some abilities actually slow your entire "GCD", some speed it up, and you could take talents to affect individual abilities without throwing others out of whack or being up against the hard-coded GCD wall.

Also something that came up in Rift, I hope they have a 1-ahead queue. Rift originally didn't have one, then put in a limited one, I think they released with a decent version. But EQ2's is really well done so that you're not watching your hotbar for cooldowns quite as much. You hit ability A and then immediately hit ability B and when you see B firing off, hit C. Makes things nice and fluid. I really hope TOR has that feature.


Title: Re: SWTOR
Post by: Venkman on June 12, 2011, 02:06:34 PM
Someone eating blaster shots at point blank range bothers me more.

Can you name a workable solution that doesn't fall apart when fighting multiple people, and that allows you to continue attacking?  

Assassin's Creed 2? Though it's far too late in development to implement something like that in SWTOR. And I agree with Eldaec that in part it's due to WoW having reset the genre back to before some of the early-2000s games had already started solving some of this.

I hope they have a 1-ahead queue.

I think it did in the PAX demo? But if not, yes, I'd like one. Rift put it in late and it was kinda servicable, but I agree EQ2's was superior.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 12, 2011, 02:19:40 PM
There was a new "ruined FOREVER!" announcement: Romance subplots for Jedi is a Dark Side action - which seems to have annoyed the 'roleplayers'.
   There is no emotion, there is peace.
    ...
    There is no passion, there is serenity.

That's one of the things that gives roleplaying a bad name, when it gets co-opted by cybertards looking for wank material, ignoring the lore the rp is supposed to be based on.

I understand it's the 'lore' and lord knows I'm not going to be roleplaying in a star wars game but the whole 'jedi cannot love' shit that I think was instigated in the prequels? That's right next to mitichlorians when it comes to biggest donkey turd in the series.


Title: Re: SWTOR
Post by: Amaron on June 12, 2011, 02:31:09 PM
ToR is following the CoX way.  Like Amaron said, it allows for fancier animations instead of my character looking like he's in the Matrix attempting to contort his arms in a way that shows he trying to auto-attack and use the special attack at the same time.  Let's not even talk about how frivolous it looks should I get a parry or dodge in there  :uhrr:

That's not what I'm saying at all.   I'm saying it's better to have those auto attacks because at least you get to see some normal attacks that way.    All you'll ever see your jedi doing is executing elaborate scripted melee abilities over and over.   Never will you get to see him swing his sword in quick slices for decent damage.  At least (thank god) they are using a GCD.  I don't even want to get into the nightmare that is animation time = damage.  Make no mistake though I agree with Malakili on how much this form of combat needs to change.  

I'm simply saying in WoW auto attack is a completely visual mechanic.   It's there simply to make this sort of combat LOOK BETTER.   Taking it out and doing everything else the same way is just stupid.


Title: Re: SWTOR
Post by: Velorath on June 12, 2011, 02:44:53 PM
Someone eating blaster shots at point blank range bothers me more.

Can you name a workable solution that doesn't fall apart when fighting multiple people, and that allows you to continue attacking?  

Assassin's Creed 2? Though it's far too late in development to implement something like that in SWTOR.

The "everybody politely takes turns attacking one at a time" combat system?  Which also still uses a health bar?  That's just trading one form of immersion breaking for another, and would look absolutely terrible when you're fighting a bunch of guys with blasters.  It could be kinda cool for Jedi vs. Sith combat, but that's about it.  It also wouldn't work very well in PVP.


Title: Re: SWTOR
Post by: caladein on June 12, 2011, 03:05:21 PM
See: MxO's first combat system.

Page 200! :awesome_for_real:


Title: Re: SWTOR
Post by: tmp on June 12, 2011, 03:40:21 PM
That's just trading one form of immersion breaking for another, and would look absolutely terrible when you're fighting a bunch of guys with blasters.
How often do 3+ people fire their guns at exactly the same time? Other than when working as part of execution squad, anyway.

Not sure why having one guy fire a second after another so the results could be animated properly would be such an immersion breaking deal or look terrible. It happens often enough as it is, when "fire at will" is in place.

(and if that has a side-effect of reducing impact of 5v1 gang bang approach in PvP then that's more of a plus in my book than a disadvantage...)


Title: Re: SWTOR
Post by: Samprimary on June 12, 2011, 04:23:59 PM
Tho that still doesn't explain why clubs and stone spears took out an entire legion of the Empire's best troops.  :oh_i_see:

now hold on there were also some pretty ingenious logs used there, to be fair to the geurilla prowess of the cute and cuddly early indicators of lucas' cinematic dementia


Title: Re: SWTOR
Post by: tmp on June 12, 2011, 04:39:43 PM
They also start to take some good beating after the initial surprise factor wears out. That part is just unmercifully short.


Title: Re: SWTOR
Post by: Sheepherder on June 12, 2011, 04:53:44 PM
You don't even have to have every attack proc a dodge animation.  The logical course is to check what animation is currently playing, and if it cannot be interrupted or cut short to insert a dodge/parry animation without making the result look spastic then simply set the destination of the upcoming bolt/blade attack so that it is visually a very near miss.


Title: Re: SWTOR
Post by: luckton on June 12, 2011, 04:59:23 PM
Page 200!   :drill:

Where's our subforum unlock? :grin:


Title: Re: SWTOR
Post by: ezrast on June 12, 2011, 05:11:21 PM
Global cooldowns are something I've never seen the attraction or value of. Attacks take some amount of time, finish one, you get to choose the next.

I've always assumed that GCD's served a few purposes:

1) they are a way to equalize latency differences

2) They eliminate the ability of some classes to have ridiculous spike damage (hit all instas at the same time)

3) They force more strategic use of abilities.
Without GCD's, every combat ability has a cast time. When every ability has a cast time, everyone at f13 complains that the combat feels floaty/underwater and isn't as responsive as WoW's.

I really don't know what you could replace them with that would work better. GCD's are just a way to stick the activation time onto the end of an ability rather than the beginning, which makes melee feel snappier and also sidesteps pesky issues like "what if my target moves away (or behind me) during my melee ability cast?" People don't like having delays in their attack...
Not sure why having one guy fire a second after another so the results could be animated properly would be such an immersion breaking deal or look terrible.
Ohai.

I also can't fathom the concern for whether your psionic space laser-sword monk does sweet flippy attacks all the time, or only some of the time, and doges bullets like a total ninja, or only half a ninja. But then, I can't fathom most of the concern for this game.


Title: Re: SWTOR
Post by: Amaron on June 12, 2011, 05:21:04 PM
Without GCD's, every combat ability has a cast time. When every ability has a cast time, everyone at f13 complains that the combat feels floaty/underwater and isn't as responsive as WoW's.

People probably want stupid shit like frame canceling.   Of course if we had frame canceling everyone would just cheat.   When you get right down to it there really are technical reasons why the system hasn't changed much.   Unless some law comes out where internet nut punchers are mandatory for all internet related activities.


Title: Re: SWTOR
Post by: Velorath on June 12, 2011, 05:22:18 PM
That's just trading one form of immersion breaking for another, and would look absolutely terrible when you're fighting a bunch of guys with blasters.
How often do 3+ people fire their guns at exactly the same time? Other than when working as part of execution squad, anyway.

Not sure why having one guy fire a second after another so the results could be animated properly would be such an immersion breaking deal or look terrible. It happens often enough as it is, when "fire at will" is in place.

(and if that has a side-effect of reducing impact of 5v1 gang bang approach in PvP then that's more of a plus in my book than a disadvantage...)

Take a look at Assassin's Creed combat.  The way it works is that you've got a group of enemies, and only one at a time is the primary attacker.  The others hang back and do nothing.  The pacing of the combat is very slow compared to something like Star Wars, because it's heavily based on counter attacking and you need to give the player a window of opportunity to respond (would probably have to be an even bigger window in an MMO to account for lag).  In the case of three enemies with blasters, you'd have one take a shot, and then the player would react by dodging or blocking the shot and then reacting (or getting hit), all the while the other two guys are doing nothing.   I like the AC games and all, but anyone who thinks that the combat there looks any less ridiculous than the average MMO is crazy.


Title: Re: SWTOR
Post by: sam, an eggplant on June 12, 2011, 06:40:09 PM
As some already mentioned, autoattack is simply the old style of MMO combat, before several layers of recent innovation. It originates from the EQ days when latency was a major consideration and melee only occasionally hit buttons. Everquest1 warriors had two buttons upon release, for example; kick and taunt.

WoW released late 2004, and you didn't really have to worry much about supporting very high latency connections. Everybody had DSL or cable. Upon its release several melee classes were constrained by resources and expected to hit buttons in rapid succession, pooling those resources for a finishing move. Several were constrained by cooldowns, but those cooldowns tended to be fairly short. Melee had actual gameplay in 10s "rotations".

More recently in WoW, the developers modified melee mechanics so they worked on priorities rather than rotations, provided every spec with a resource (some more effectively than others, admittedly) and eliminated the majority of "dead" periods. Melee now hits buttons pretty much every global cooldown. You can't /afk to victory.

Question is, if you're already pressing a button every 1.0 to 1.5s, why do you need autoattack in the first place? Autoattack can be relegated to the lowest priority ability; whichever one gives the least bang for the buck. Makes perfect sense to me.


Title: Re: SWTOR
Post by: tmp on June 12, 2011, 07:09:59 PM
Take a look at Assassin's Creed combat.  The way it works is that you've got a group of enemies, and only one at a time is the primary attacker.  The others hang back and do nothing.
True, but then a page back or so i was suggesting not copying the combat from AC directly, but just the animation component -- that is, the idea that the fight is broken on the animation level into separate 1v1 bits, and these are played in sequence. Meaning you can have multiple people target the same person and hit their skill buttons, and these skills can all play one by one as the target animates rection to them. On the functional level this is no different from how these games already do their stuff, the only difference is in the game engine arranging the incoming attacks into a sequence (something it already needs to do under the hood anyway)

edit: when it comes specifically to figthing enemies with blasters the complaint feels especially hollow, as you can pretty much have single dodge/block take care of all of them at once. In fact, iirc it's how the single player KotOR games did it -- they had animation of the player waving the saber in a single flourish and that'd reflect all shots incoming at the given moment.


Title: Re: SWTOR
Post by: Ingmar on June 12, 2011, 07:38:42 PM
that is, the idea that the fight is broken on the animation level into separate 1v1 bits, and these are played in sequence

Aren't we then sitting around while it plays X different animations before we get to do our next ability then? That would never fly with people in general.


Title: Re: SWTOR
Post by: Sheepherder on June 12, 2011, 07:54:42 PM
The simpler argument is how the fuck is your server maintaining synchronicity.

Everybody had DSL or cable.

You are wrong.


Title: Re: SWTOR
Post by: tmp on June 12, 2011, 08:07:35 PM
Aren't we then sitting around while it plays X different animations before we get to do our next ability then? That would never fly with people in general.
Depends how often you get to do your next ability, i'd imagine. Or in other words, how many people have to attack the same target before you actually have to wait any longer than you have to wait anyway when attacking the same targets all on your own?

(to elaborate, i don't expect the game to do something like require the player to mash button for every single shot and/or saber swing their character takes. So in situation when it's three characters attacking rather than one, could easily see the regular animation of 2-3 swings be replaced with 3 separate sequences of single swing/parry each)


Title: Re: SWTOR
Post by: sam, an eggplant on June 12, 2011, 09:06:57 PM
You are wrong.
Thanks for the useful contribution, Professor. "Everybody" indeed did not have DSL in 2004. Your comment will be filed in the proper place.


Title: Re: SWTOR
Post by: Kageru on June 12, 2011, 10:40:31 PM

CO was dreadful before they finally put auto-attack in it. If I'm focused on something else or waiting to trigger a combo I don't want to be tapping "1" every .5 seconds and taking a latency penalty on each press. Auto-attack as a representation of your characters baseline damage seems fine to me and makes long MMO sessions more tolerable.

Is this some sort of console thing where if a couple of seconds pass without pressing the "hit it" key people get bored?


Title: Re: SWTOR
Post by: Ingmar on June 13, 2011, 01:03:47 AM
I'd rather have auto-attack than the Rift 'spam this single button when you're not doing anything else' model. A button press should have a meaningful result beyond 'generic swing', I think.


Title: Re: SWTOR
Post by: Zetor on June 13, 2011, 01:58:41 AM
Yeah, filler attacks suck. Same reason I can't play a hunter in WOW (that, and a 1sec global cooldown sucks with my 600+ ping), all that spamming of steady/cobra shot is a huge bother.


Title: Re: SWTOR
Post by: Samprimary on June 13, 2011, 02:09:09 AM
All this while the dessicated husk of FFXIV goes through a desperate, pathetic, song-and-dance routine to get autoattack in. Of course, it's not directly comparable because a good enough combat system doesn't really need autoattack, where XIV's combat system is such a dire piece of shit that autoattack is needed just even to make it slightly less painful to deal with.


Title: Re: SWTOR
Post by: Murgos on June 13, 2011, 04:28:44 AM
God damn, the last three pages suck.


Title: Re: SWTOR
Post by: Malakili on June 13, 2011, 04:49:14 AM
This would be good enough for me: http://www.youtube.com/watch?v=uQ_A95Vptvg


Title: Re: SWTOR
Post by: Sheepherder on June 13, 2011, 05:55:55 AM
Thanks for the useful contribution, Professor.

You're welcome.


Title: Re: SWTOR
Post by: Draegan on June 13, 2011, 06:24:38 AM
God damn, the last three pages suck.

You sure we don't need another 2 pages of neckbeards going back and forth about GCDs and Autoattacks?


Title: Re: SWTOR
Post by: Murgos on June 13, 2011, 06:30:15 AM
Oh, I'm sure we can segue into 4 or 5 pages of the importance/lack of importance of day/night cycles in an MMO (SWTOR will have set time of day lighting per planet).


Title: Re: SWTOR
Post by: UnSub on June 13, 2011, 06:38:51 AM
Oh, I'm sure we can segue into 4 or 5 pages of the importance/lack of importance of day/night cycles in an MMO (SWTOR will have set time of day lighting per planet).

SWOR will not have dynamic weather systems. Discuss.


Title: Re: SWTOR
Post by: Amaron on June 13, 2011, 06:41:43 AM
I think we should have neckbeard discussions of Taunting  :why_so_serious:.


Title: Re: SWTOR
Post by: Malakili on June 13, 2011, 06:56:00 AM
Oh, I'm sure we can segue into 4 or 5 pages of the importance/lack of importance of day/night cycles in an MMO (SWTOR will have set time of day lighting per planet).

SWOR will not have dynamic weather systems. Discuss.

This is an outrage, page 45 of the Star Wars: Worlds of the Republic Compendium clearly states that Alderaan has a yearly rainfall of  150cm, and that the majority of thing occurs during the planets wet season.  WHY IS BIOWARE RUINING STAR WARS


Title: Re: SWTOR
Post by: Draegan on June 13, 2011, 07:41:50 AM
Ok that wins page 200.


Title: Re: SWTOR
Post by: Bunk on June 13, 2011, 09:02:42 AM
That guild page isn't exactly full of win. Once I sat through five minutes of loading to actually pull up the roster, I tried to find a way to update my profile - no such luck. Apparently I am to be permanently undecided on which class I'm starting with.


Title: Re: SWTOR
Post by: Paelos on June 13, 2011, 09:11:39 AM
I signed up for tanking duty on the F13 guild. RAWR WARRIOR


Title: Re: SWTOR
Post by: Malakili on June 13, 2011, 09:13:39 AM
I'm impressed people have chosen a class already at all.


Title: Re: SWTOR
Post by: DraconianOne on June 13, 2011, 09:17:14 AM
I'm impressed people have chosen a class already at all.

A guy in my old SWG guild has a 20 page character background document for his Imperial Agent. He wrote it a year ago.  :ye_gods:


Title: Re: SWTOR
Post by: eldaec on June 13, 2011, 09:34:16 AM
This would be good enough for me: http://www.youtube.com/watch?v=uQ_A95Vptvg

She was a fucking bitch.

I seem to remember the trick being to use the platforms and force her to jump up to you. I have the high ground etc.


Title: Re: SWTOR
Post by: Sky on June 13, 2011, 09:43:50 AM
That guild page isn't exactly full of win. Once I sat through five minutes of loading to actually pull up the roster, I tried to find a way to update my profile - no such luck. Apparently I am to be permanently undecided on which class I'm starting with.
It's under "guild application" in My Account.
I'm impressed people have chosen a class already at all.
I saved proof-of-purchases to mail order a Boba Fett action figure when I was a kid. Also, ootini!

Guild cleanup note: pending apps from 4 people I don't recognize. Please sound off if it's you:

steak
Kagemushya
JohnOC
Meccan


Title: Re: SWTOR
Post by: caladein on June 13, 2011, 09:52:10 AM
I'm impressed people have chosen a class already at all.

Well I know...

... what side I'm going (because of my guild/friends): Sith Empire.  4 classes left.
... what role(s) I'd like to perform: Healing and Ranged Damage.  2 classes left.
... that I'd rather not be a Force user.  Bounty Hunter.

Honorable mentions to Agent/Inquisitor because a) they're healers and b) I have a great love of spy fiction.


Title: Re: SWTOR
Post by: Malakili on June 13, 2011, 10:06:57 AM
I saved proof-of-purchases to mail order a Boba Fett action figure when I was a kid. Also, ootini!


I don't begrudge anyone their Star Wars geekdom - goodness knows I'm one of them. Hell, I have an obscure star wars character as my name on these forums (and I've been using online for quite some time).  My objections to TOR have generally been that I don't think it looks like a very good MMORPG.   When it comes down to it though, even I might cave and buy it because I loved the KOTOR games and would probably get the 50 bucks worth for playing it as such.  I've scoffed at that argument elsewhere in this thread, saying stuff like "Meh, an MMO Needs to be more than that" etc, but Star Wars being Star Wars might over ride it in the end.

  Also, as people are probably well aware I'm often overly negative on these forums in general, which is as much because generally I come here when I'm fed up with doing X and just want to check out and talk about games for a few minutes...but of course the negativity usually follows me.  So (and I know you all do this already), my grumpy rants should be taken with a grain of salt.


Title: Re: SWTOR
Post by: Lantyssa on June 13, 2011, 10:13:38 AM
I saved proof-of-purchases to mail order a Boba Fett action figure when I was a kid. Also, ootini!
I did, too!  Sadly the version I got had already glued his missile in so it couldn't shoot your eye out.

I picked a class, but I figure when I get the game, I'll make several classes.  I like lightsabers, so both the Sith are likely.  The Inquisitor video was the best of the lot and it's purple, so I changed to it from the other Sith for the roster.

The initial stories and gameplay will determine what becomes my main.


Title: Re: SWTOR
Post by: Amaron on June 13, 2011, 10:55:05 AM
 I've scoffed at that argument elsewhere in this thread, saying stuff like "Meh, an MMO Needs to be more than that" etc, but Star Wars being Star Wars might over ride it in the end.

It needs to be the other way actually.   We need an endless stream of good MMO's that are nothing more than that so I can hop from one to another and thus avoid retarded catass endgame.


Title: Re: SWTOR
Post by: luckton on June 13, 2011, 11:00:40 AM
I actually wanna be a Trooper, but until this thing goes live and we a Republic-side guild going, I'll take the Trooper equivalent.

Besides, like was mentioned earlier, Bounty Hunter Voiced by Big-O's Smith?   :awesome_for_real:


Title: Re: SWTOR
Post by: Sjofn on June 13, 2011, 12:29:29 PM
I picked my class before this game was even confirmed, really. I want to be Han Solo goddammit. Well. Hannah Solo. But whatever!


Title: Re: SWTOR
Post by: Fordel on June 13, 2011, 01:08:24 PM
Whatever, I picked MY class before the game even existed!

NYAH!


Title: Re: SWTOR
Post by: 01101010 on June 13, 2011, 01:16:43 PM
So I haven't been interested in this game... I'll get it, play it, but really no interest in it so far. As far as race/class, are we able to make droids? I really have no clue.  :uhrr:


Title: Re: SWTOR
Post by: Azuredream on June 13, 2011, 01:21:33 PM
So I haven't been interested in this game... I'll get it, play it, but really no interest in it so far.

 :headscratch:


Title: Re: SWTOR
Post by: fuser on June 13, 2011, 01:48:27 PM
:headscratch:

It's f13, buy every MMO day one and quit two weeks later  :why_so_serious:


Title: Re: SWTOR
Post by: Malakili on June 13, 2011, 01:49:49 PM
So I haven't been interested in this game... I'll get it, play it, but really no interest in it so far.

 :headscratch:

We can't stop and think here, this is Bat Country.


Title: Re: SWTOR
Post by: Bunk on June 13, 2011, 01:54:41 PM

We can't stop and think here, this is Bat Country.

It is an apropos guild name for this bunch (myself included).


Title: Re: SWTOR
Post by: Cepheus on June 13, 2011, 03:50:37 PM
So I haven't been interested in this game... I'll get it, play it, but really no interest in it so far. As far as race/class, are we able to make droids? I really have no clue.  :uhrr:
So far, no the race classes are very limited too. You basically can only look like a human/near human. The most exotic races so far are Sith pure bloods and twileks. SWG had much more interesting races at launch and even more with jump to light speed.


Title: Re: SWTOR
Post by: Malakili on June 13, 2011, 03:52:11 PM
For the people wondering where Cepheus came from, he is a friend of mine.


Title: Re: SWTOR
Post by: Sky on June 13, 2011, 04:02:14 PM
So I haven't been interested in this game... I'll get it, play it, but really no interest in it so far. As far as race/class, are we able to make droids? I really have no clue.  :uhrr:
So far, no the race classes are very limited too. You basically can only look like a human/near human. The most exotic races so far are Sith pure bloods and twileks. SWG had much more interesting races at launch and even more with jump to light speed.
YES NEED TO PLAY THE ITS A TRAP FISH GUY  :oh_i_see:

Though I do wish my BH could be Trandoshan again.


Title: Re: SWTOR
Post by: Malakili on June 13, 2011, 04:06:28 PM
So I haven't been interested in this game... I'll get it, play it, but really no interest in it so far. As far as race/class, are we able to make droids? I really have no clue.  :uhrr:
So far, no the race classes are very limited too. You basically can only look like a human/near human. The most exotic races so far are Sith pure bloods and twileks. SWG had much more interesting races at launch and even more with jump to light speed.
YES NEED TO PLAY THE ITS A TRAP FISH GUY  :oh_i_see:

Though I do wish my BH could be Trandoshan again.

Bossk was always underrated IMO.


Title: Re: SWTOR
Post by: luckton on June 13, 2011, 04:07:38 PM
The rumor is there's one more race to be revealed: some kind of cyborg class  :uhrr:


Title: Re: SWTOR
Post by: Sky on June 13, 2011, 04:15:50 PM

Bossk was always underrated IMO.
Ascii should be allowed to play IG-88.


Title: Re: SWTOR
Post by: Merusk on June 13, 2011, 04:58:13 PM
Bossk was turned into such a fumbling joke in the EU. It was the first inklings I got that the EU was going to be total and complete shit. (This was back in 92, 93 when it all started up again.)


Title: Re: SWTOR
Post by: Malakili on June 13, 2011, 04:59:50 PM
Bossk was turned into such a fumbling joke in the EU. It was the first inklings I got that the EU was going to be total and complete shit. (This was back in 92, 93 when it all started up again.)

Luckily my "must read everything in the EU" phase only lasted about a year back in 95 or so and I think I was lucky enough to miss most of the crap during my run.  Phew, bullet. dodged.


Title: Re: SWTOR
Post by: Merusk on June 13, 2011, 05:08:54 PM
You must have just missed the Tales of the Bounty Hunters book, which is where it came to a head.  It was in Nov, 96 according to Amazon.  There were hints prior to that, though I can't recall them.


Title: Re: SWTOR
Post by: Cepheus on June 13, 2011, 05:31:41 PM
I skipped most of the EU too. Bossk still cool in my mind. :D

A cyborg? Really? REALLY? :ye_gods:

However C-3PO was a "human cyborg relations" driod... perhaps that could mean droid... though I would not hold my breath.


Title: Re: SWTOR
Post by: Venkman on June 13, 2011, 05:46:47 PM
Someone eating blaster shots at point blank range bothers me more.

Can you name a workable solution that doesn't fall apart when fighting multiple people, and that allows you to continue attacking?  

Assassin's Creed 2? Though it's far too late in development to implement something like that in SWTOR.

The "everybody politely takes turns attacking one at a time" combat system?  Which also still uses a health bar?  That's just trading one form of immersion breaking for another, and would look absolutely terrible when you're fighting a bunch of guys with blasters.  It could be kinda cool for Jedi vs. Sith combat, but that's about it.  It also wouldn't work very well in PVP.

I was focused on the sword play, but good point on the blasters. That would suck. But based on what I played it isn't all that great anyway. It's still stand-in-spot casting fireballs that are merely rendered as lasers, with the occasional cover mechanic to buff defense or evade. Assassin's Creed AI is a bit conservative, but they'll attack from flank or behind if you're engaged on a target. It's not perfect (it's fine for an RPG I guess) but it's a lot better than standing in one spot smacking each other with clubs rendered as lightsabers.

Separately, screw PvP in an MMO. I play MMOs for the RPG. I get my PvP in all the other genres that are built from the ground up to be better at it. There's some specific conditions that PvP works well in my opinion. But it's usually when levels don't matter, gear matters merely some what, uses a sessions-based system, and a completely separate economy and ranking system. Or, when most of the purpose of the MMO is set aside  :oh_i_see:

But that's just me.


Title: Re: SWTOR
Post by: Samprimary on June 13, 2011, 05:56:48 PM
Whatever, I picked MY class before the game even existed!

I picked my class before SWG existed. Which made it very convenient that SWG didn't HAVE my class, so I skip that firing line and set myself up for this!


Title: Re: SWTOR
Post by: Fordel on June 13, 2011, 06:24:40 PM
I never played SWG either, we should start a club.


Title: Re: SWTOR
Post by: Fabricated on June 13, 2011, 07:06:26 PM
I'd sign up for Bat Country but it's always like 30 people actually sign up and play, then half quit the first week, then the remaining over the next two.

I'll be playing with my former WoW guildmates that Cataclysm literally ran off.


Title: Re: SWTOR
Post by: Malakili on June 13, 2011, 07:44:57 PM
I'd sign up for Bat Country but it's always like 30 people actually sign up and play, then half quit the first week, then the remaining over the next two.

I'll be playing with my former WoW guildmates that Cataclysm literally ran off.

THIS TIME it will be different.


Title: Re: SWTOR
Post by: Samprimary on June 13, 2011, 08:28:06 PM
I'll be playing with my former WoW guildmates that Cataclysm literally ran off.

I get this image of, like, a cataclysm box literally chasing your friends away, and they're forced to run off and live in the woods cause cataclysm will bite their nuts off


Title: Re: SWTOR
Post by: Sky on June 13, 2011, 08:33:01 PM
THIS TIME it will be different.
Doubtful. The EQ2 guild would've been somewhat active, except the people who stuck around were all into raiding and whatnot, so they joined raid guilds.

I'd like to think we could hold together at least enough folks to run some raids, but history shows our guilds aren't 'serious' enough for mmo players. Bioware seems to be pushing guild alliances, so hopefully those of us who move into raid guilds will keep BC as an ally so we can fill in some raid slots down the road...assuming (HAH) that all these guilds end up on the same server, since there will probably be a pretty massive launch.

Not going to be helped by the schism with a Republic secondary guild running simultaneously.


Title: Re: SWTOR
Post by: Surlyboi on June 13, 2011, 08:45:46 PM
That guild page isn't exactly full of win. Once I sat through five minutes of loading to actually pull up the roster, I tried to find a way to update my profile - no such luck. Apparently I am to be permanently undecided on which class I'm starting with.
It's under "guild application" in My Account.
I'm impressed people have chosen a class already at all.
I saved proof-of-purchases to mail order a Boba Fett action figure when I was a kid. Also, ootini!

Guild cleanup note: pending apps from 4 people I don't recognize. Please sound off if it's you:

Kagemushya

That's either your mom or me. First guess doesn't count.


Title: Re: SWTOR
Post by: Amaron on June 13, 2011, 09:08:31 PM
and they're forced to run off and live in the woods cause cataclysm will bite their nuts off

This feels like a very good description for Cataclysm.   Frankly if SW:TOR is going to be anything but another single player game to me is totally dependent on them not pulling that sort of stupid shit.   Basically if they don't say FU to the "raiders deserve special fancy gear" crowd I'll be gone once I consume my single player content.


Title: Re: SWTOR
Post by: Surlyboi on June 13, 2011, 09:50:46 PM
Fuck raiders. I was one for a month and will never be one again. I like having a life.


Title: Re: SWTOR
Post by: Sheepherder on June 13, 2011, 11:14:34 PM
You must have just missed the Tales of the Bounty Hunters book, which is where it came to a head.  It was in Nov, 96 according to Amazon.  There were hints prior to that, though I can't recall them.

To be fair, those books had the best cyborg ever.  You know, the one who had his head removed to mount a laser cannon.


Title: Re: SWTOR
Post by: cironian on June 14, 2011, 01:10:18 AM
To be fair, those books had the best cyborg ever.  You know, the one who had his head removed to mount a laser cannon.

Is that the Sci-fi equivalent of the Head of Vecna (http://www.blindpanic.com/humor/vecna.htm)?


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 01:15:19 AM
Fuck raiders. I was one for a month and will never be one again. I like having a life.

They all have such winning personalities though  :why_so_serious:.  Why would you need a real social life?


Title: Re: SWTOR
Post by: Merusk on June 14, 2011, 03:32:40 AM
You must have just missed the Tales of the Bounty Hunters book, which is where it came to a head.  It was in Nov, 96 according to Amazon.  There were hints prior to that, though I can't recall them.

To be fair, those books had the best cyborg ever.  You know, the one who had his head removed to mount a laser cannon.

Honestly I thought that one was incredibly lame.  Mainly because it reminded me of the He-Man "design a character" contest that happened when I was 12.  "The Fearless Photog" won and was exactly that design.  A guy with a cannon for a head. I thought it was lame then and, well...

I just read that winner was also one of the original designers of Halo.  Explains so much.
http://www.he-man.org/forums/boards/showthread.php?t=144916


Title: Re: SWTOR
Post by: Fabricated on June 14, 2011, 03:37:21 AM
I'll be playing with my former WoW guildmates that Cataclysm literally ran off.

I get this image of, like, a cataclysm box literally chasing your friends away, and they're forced to run off and live in the woods cause cataclysm will bite their nuts off
That sounds about right.


Title: Re: SWTOR
Post by: Paelos on June 14, 2011, 06:49:19 AM
I'm playing with Bat Country as my Empire experience.

I'm playing a Trooper with my normal guild to raid.

Best of both worlds.


Title: Re: SWTOR
Post by: Bunk on June 14, 2011, 06:51:23 AM
]Doubtful. The EQ2 guild would've been somewhat active, except the people who stuck around were all into raiding and whatnot, so they joined raid guilds.

I'd like to think we could hold together at least enough folks to run some raids, but history shows our guilds aren't 'serious' enough for mmo players. Bioware seems to be pushing guild alliances, so hopefully those of us who move into raid guilds will keep BC as an ally so we can fill in some raid slots down the road...assuming (HAH) that all these guilds end up on the same server, since there will probably be a pretty massive launch.

Not going to be helped by the schism with a Republic secondary guild running simultaneously.

Raiding is not exactly my priority. Now if they implement it in a way that I can log in in the evening, see a guild broadcast that people need a couple more bodies for a raid, and jump in to help, with the expectation that it might take an hour or two - then I'm in. If it requires me to spend six hours studying mob attack patterns and scheduling a six hour block on a week night to participate - then fuck it.

I'm in it for the casual. If it's a good game I'll stick around, that's pretty much it.

I don't think the Rebel thing will be a big issue for me, the prequals pretty much solidified my hatred of that side of the war. Plenty to keep me busy on the Sith/Imperial side.


Title: Re: SWTOR
Post by: luckton on June 14, 2011, 06:56:05 AM
Raiding is not exactly my priority. Now if they implement it in a way that I can log in in the evening, see a guild broadcast that people need a couple more bodies for a raid, and jump in to help, with the expectation that it might take an hour or two - then I'm in. If it requires me to spend six hours studying mob attack patterns and scheduling a six hour block on a week night to participate - then fuck it.

I'm in it for the casual. If it's a good game I'll stick around, that's pretty much it.

I don't think the Rebel thing will be a big issue for me, the prequals pretty much solidified my hatred of that side of the war. Plenty to keep me busy on the Sith/Imperial side.

This is something else that's key...raiding needs to be highly accessible from the get go with this game if it's truly going to set some kind of standard or put up a fight against WoW. 


Title: Re: SWTOR
Post by: Draegan on June 14, 2011, 06:56:31 AM
Seriously some of you have a crazy image of what raiders actually do to "raid".
If it requires me to spend six hours studying mob attack patterns and scheduling a six hour block on a week night to participate - then fuck it.
:awesome_for_real:


Title: Re: SWTOR
Post by: luckton on June 14, 2011, 07:00:49 AM
Seriously some of you have a crazy image of what raiders actually do to "raid" post-Wrath.
If it requires me to spend six hours studying mob attack patterns and scheduling a six hour block on a week night to participate - then fuck it.
:awesome_for_real:


FTFY :grin:


Title: Re: SWTOR
Post by: Bunk on June 14, 2011, 07:08:48 AM
Seriously some of you have a crazy image of what raiders actually do to "raid".
If it requires me to spend six hours studying mob attack patterns and scheduling a six hour block on a week night to participate - then fuck it.
:awesome_for_real:


My "image" of raiding is based on knowing people that would decline doing anything with friends on the weekend for multiple month stretches, because they were scheduled to participate in raids to get their purples or some such, and would get kicked out of their guilds if they missed them.



Title: Re: SWTOR
Post by: Sky on June 14, 2011, 07:14:51 AM
My idea of raiding comes from PUGs in EQ2 (I know, I know) and more recently from some raids in Rift and my inability to meet the membership guidelines of two or three guilds I was hanging out with there. Gaming is extremely low priority for me irl and whatnot, and I have the adhd.

Whatever, I still hope to do some casual raiding with BC in TOR. I was even thinking of setting up a google calendar to coordinate stuffs  :grin:


Title: Re: SWTOR
Post by: luckton on June 14, 2011, 07:48:44 AM
I had a good thing going with the guild I found during the last patch of Wrath.  We ran 2 hours, 2 nights a week, and we still beat the Lich King.

And then Cata came along with all of the 'feedback' that they received saying that Wrath was 'too easy' and the entrance bar to ride the raid train was raised to "Fuck that" levels.

Bliz had a pretty good thing goin' with ICC by having the regular-mode decently accessible, and then made it hard via hardcore mode.  With Cata, they made regular-mode 'hard' and hard-mode 'hard++'.

The solution of providing a version of the raid for casual people and one for the hardcore still works, and is easily applied.  Hopefully BW can get this concept on day 1 instead of having to tweak shit later.


Title: Re: SWTOR
Post by: Montague on June 14, 2011, 08:24:39 AM
EA investor webcast quotes Riccitello as saying "high scale beta" is to start at the end of June. I'm not familiar with that term - is that stress testing/open beta?


Title: Re: SWTOR
Post by: luckton on June 14, 2011, 08:28:33 AM
EA investor webcast quotes Riccitello as saying "high scale beta" is to start at the end of June. I'm not familiar with that term - is that stress testing/open beta?

Only stock holders can get in  :why_so_serious:


Title: Re: SWTOR
Post by: Rasix on June 14, 2011, 08:35:04 AM
THIS TIME it will be different.
Doubtful. The EQ2 guild would've been somewhat active, except the people who stuck around were all into raiding and whatnot, so they joined raid guilds.

I'd like to think we could hold together at least enough folks to run some raids, but history shows our guilds aren't 'serious' enough for mmo players. Bioware seems to be pushing guild alliances, so hopefully those of us who move into raid guilds will keep BC as an ally so we can fill in some raid slots down the road...assuming (HAH) that all these guilds end up on the same server, since there will probably be a pretty massive launch.

Not going to be helped by the schism with a Republic secondary guild running simultaneously.


Of all folks, I thought you wouldn't care about raids. 

This seems like the ultimate game for the solo player.  Embrace it.  Bat Country will be good for having a few folks to talk to and maybe for doing a couple dungeons.  Then I'll just go back to being super casual, while everyone races ahead. 

It would be nice if we could get Bat Country on the same server as other folks guilds here, but that could be complicated if Bioware does a lot of shit to fragment the servers (RP, PVP, regional, etc).

Good thing is that unless word of mouth has this game pegged as absolute garbage, there should be a critical mass of people playing at launch.  Probably more than we've seen for any game yet.


Title: Re: SWTOR
Post by: Draegan on June 14, 2011, 08:53:32 AM
Seriously some of you have a crazy image of what raiders actually do to "raid".
If it requires me to spend six hours studying mob attack patterns and scheduling a six hour block on a week night to participate - then fuck it.
:awesome_for_real:


My "image" of raiding is based on knowing people that would decline doing anything with friends on the weekend for multiple month stretches, because they were scheduled to participate in raids to get their purples or some such, and would get kicked out of their guilds if they missed them.



So you had a bunch of neckbeards for friends.  That doesn't make all raiders neckbeards  :oh_i_see:


Title: Re: SWTOR
Post by: Nebu on June 14, 2011, 08:58:35 AM
So you had a bunch of neckbeards for friends.  That doesn't make all raiders neckbeards  :oh_i_see:

I think it's safe to assume that most raiders are neckbeards.  Particularly if they raided in any MMO before WoW. 


Title: Re: SWTOR
Post by: Rasix on June 14, 2011, 09:01:17 AM
Wrong term, the word you're looking for is "poopsocker".

Plus, it's not wrong to assume that raiding comes with schedules.  Those schedules will inevitably conflict with something else unless you have absolutely nothing else going on in your life.


Title: Re: SWTOR
Post by: Merusk on June 14, 2011, 09:08:08 AM
So you had a bunch of neckbeards for friends.  That doesn't make all raiders neckbeards  :oh_i_see:

I think it's safe to assume that most raiders are neckbeards.  Particularly if they raided in any MMO before WoW. 

Nope.  Raiding since EQ, and always have /played less than my non-raiding friends.   Even in EQ raids were only Sat/Sun from ~9am until noon or so in the guilds I joined.  We weren't doing cutting-edge but we were still raiding.

It's about finding the right guild for what you want to do.  In a game as large as WoW it's pretty easy, particularly since the demographic IS skewing older and people have other shit to do.   Are there still the 6-hour-daily "if you miss 2 in a week you're out" raid guilds out there? Of course, but they're nowhere near as numerous as the "Raid on weekends/ weeknights until 11.  Come if you want" guilds.

Fuck, even my "hardcore #5 on the server" guild took weekends and Friday nights off, and only raided for 3 hours Tues-Thurs.  Add in an hour to do dailies and zomg I was playing 16 hours a week! The horror!

Sometimes you guys sound like the people you vilify in politics, spouting off without education or research.

Plus, it's not wrong to assume that raiding comes with schedules.  Those schedules will inevitably conflict with something else unless you have absolutely nothing else going on in your life.

Exactly.  Or are we going to start vilifying folks whose golf game or softball league(s) interfere with going out as well?


Title: Re: SWTOR
Post by: Nebu on June 14, 2011, 09:11:18 AM
Sometimes you guys sound like the people you vilify in politics, spouting off without education or research.

The evidence on both sides is anecdotal.  Perhaps we can call it a draw.   :why_so_serious:


Title: Re: SWTOR
Post by: Murgos on June 14, 2011, 09:18:48 AM
Here are a couple of previews based on more extended (17 hours) playtimes:

Bounty Hunter
http://www.pcgamer.com/2011/06/13/17-hours-with-star-wars-the-old-republic/

Agent
http://www.pcgamer.com/2011/06/13/17-hours-with-star-wars-the-old-republic%E2%80%99s-agent

I haven't read these yet so I am interested in what they have to say.  17 hours should be more than enough to get out of the starter areas and well into an advanced class.


Title: Re: SWTOR
Post by: Merusk on June 14, 2011, 09:27:07 AM
Sometimes you guys sound like the people you vilify in politics, spouting off without education or research.

The evidence on both sides is anecdotal.  Perhaps we can call it a draw.   :why_so_serious:

If you want me to start linking guild websites I can.  Last I had to search the only reason I crossed off a number of them was they didn't need the class/ role I wanted to play or they were PST raiders.  I can't do 1am EST bedtimes anymore.  It wasn't hard to find folks with a schedule that didn't require me to play 30 hours a week.

And that was without paying a server transfer fee.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 09:33:38 AM
The real problem as I see it  with the raiding takes too much time argument isn't the raw amount of hours, so much as it is that the time must be interupted.  A lot of us probably spend the number of raw hours gaming that it would take to raid these days.  However, its the fact that those hours have to come at a specific time, and they must be uninterrupted.

That last part is the hardest part for me personally.  I used to be able to do that, but now I can't, and frankly don't want to.  Anything more than an hour in one sitting is more than I realistically want to put in.  I want to be able to get up and get a snack, go watch a TV show with my wife, come see the cute thing our cats are doing, just plain old play something different or whatever.   It isn't that I'd need to play DRASTICALLY more than I already do.  But it would change how and when those gaming hours happen, and thats the issue.  I used to raid pretty hardcore, and while I did play more hours than I do now, it wasn't drastically more, and there were people I was raiding with who played a lot less, and we were top 2 or 3 on our server for whatever that is worth.

I think the argument comes from people who say "3 hours isn't that much to ask"  WHich is true, but 3 hours in a row without interuption and at a specific time is actually a lot different thing to ask in my opinion.  I might play 3 hours of games during a day, but it'll probably be like, 30 minutes here, an hour there, 20 minutes with my coffee in the mornining, and so forth.  At the end of the day we might have played the same amount of time.  So I think its unfair to call anyone who raids, even people who are fairly advanced as poop sockers or to make raiding out as a lifestyle (maybe it used to be, but thats a different discussion). But neither is it fair to assume that the amount of time and more importantly the way that time must be organized/used/compiled is trivial for everyone, even those who can play the raw number of hours together.

That being said, I'm fine with not being able to raid, I don't think they need to make it so that someone who plays like I currently do can raid in a game.


Title: Re: SWTOR
Post by: Azuredream on June 14, 2011, 09:36:48 AM
The evidence on both sides is anecdotal.  Perhaps we can call it a draw.   :why_so_serious:

Guildprogress has 160,000 guilds registered to have killed a raid boss. How many do you think have attendance requirements?


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 09:51:35 AM
The evidence on both sides is anecdotal.  Perhaps we can call it a draw.   :why_so_serious:

Guildprogress has 160,000 guilds registered to have killed a raid boss. How many do you think have attendance requirements?

I think there is a difference between killing raid bosses and "raiding." Maybe I'm splitting hairs, but it seems to me that the discussion is about raiding as a consistent part of playing the game that makes it enjoyable/is the reason you play. I think its fair to say that if raiding is something that is the big draw for you, that is different than just having killed some bosses, or cobbling together a 10 man once a week.  That might be my competitive attitude sneaking in though, I don't derive a ton of enjoyment from that kind of thing generally speaking, unless I go "all in."  I'd generally speaking rather quit it altogether.


Title: Re: SWTOR
Post by: Murgos on June 14, 2011, 09:52:55 AM
Anecdotally, when I left Bat Country in EQ2 it was to join a large, organized guild that was capable of doing raids.  Not a 'raiding guild'.

They posted a schedule in the MOTD of when and where and if you wanted to go you showed up at the meeting place 15 minutes early.  The raid started on time or was cancelled due to lack of participation so you never spent lots of time sitting around waiting.  The raid would be done whenever it was done but once it managed to start going no one cared if you had to leave or showed up late (unless some in game mechanic made it impossible to synch up).  Typically they lasted about 2 hours.  Often there would be two raids offered at the same time to see which one generated more interest and occasionally they would both go off and then also there was usually an early raid and a later raid scheduled for EST vs PST.

If you didn't want to raid there were usually a number of groups going in different areas that you could just go slot in on.

I know there are more extreme versions of 'raid guilds' but really, they don't have to be that way and you don't have to be in the ones that are.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 09:59:39 AM
Right, Murgos is talking about the same thing as me.   I think its fair to raid that way (but it isn't my preference), but it doesn't strike me that raiding would be the biggest draw to the game or the feature that keeps you playing the game, if you raid in that fashion. 

F13 could probably manage that.


Title: Re: SWTOR
Post by: Azuredream on June 14, 2011, 10:01:54 AM
I think there is a difference between killing raid bosses and "raiding." Maybe I'm splitting hairs

Yeah, I'm not sure what the difference is between these two. If we define raiding as poopsocking, then yeah, 100% of raiders are poopsockers. Who knew?



Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 10:13:47 AM
Seriously some of you have a crazy image of what raiders actually do to "raid".

I've raided with several different types of groups from top 10 in the world all the way down to lots of Pugging.   I'm a consultant who sets my own hours so I still have time for it and even in my older age I'm still good enough to go with your average top guild on a server.  I won't do it though because raiding relies on several concepts that just aren't fun.

Rule #1:  You don't play with your friends.
Rule #2:  You don't play with your friends.
Rule #3:  These are your new Friends™ you play with them.
Rule #4:  You raid when scheduled or you don't raid at all.

All of the above makes perfect sense for a team sport.  Do I want to play a team sport?  FUCK NO.   I want to kill the Lich King in hardmode while pulling along my friend who's a baddie with ADD and can't even pay attention to the screen for very long.  I also want the best gear because I'm willing to put in the work and get the skills.   If some fucking elitist **** sucking "bro" doesn't like my anti team self entitlement view he can go suck his own.

What the hell is the point of team sports in an MMO if you have to change your friends anyways?


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 10:29:58 AM
I think there is a difference between killing raid bosses and "raiding." Maybe I'm splitting hairs

Yeah, I'm not sure what the difference is between these two. If we define raiding as poopsocking, then yeah, 100% of raiders are poopsockers. Who knew?


To me its the difference between "I go the YMCA to work out, and sometimes maybe if I feel like it I'll get involved in the pick up game of basketball going on" and "I go the YMCA to play pick up basketball"   That doesn't mean raiding= poopsocking.  That would be another category in my analogy. The poop sockers are = to the people who play in a competitive league.

Also, the team sports attitude is a good analogy actually, when I raided hardcore, that was precisely the way our GM liked to describe it. (so yea, guess I was poopsocking then, eh?)

I should also say that when I raided I had no friends that played the game with me already, so I didn't have to abandon my "real" friends to start raiding.  In fact, one of the reasons I looked for a raiding guild was to find like minded people to play with since I didn't have anyone to play with at the time.

One last edit:  I don't see how this whole discussion is super relevant to SWTOR though.  It seems like there is going to plenty of non raiding content to keep that actually want to play busy.  Bat Country is a community guild - here are some people you sort of know that are probably a bit more fun to chat with and play with than randoms.  That seems totally reasonable to me.


Title: Re: SWTOR
Post by: Paelos on June 14, 2011, 10:38:01 AM
What the hell is the point of team sports in an MMO if you have to change your friends anyways?

Blizzard's finding out it = lost subs.


Title: Re: SWTOR
Post by: sam, an eggplant on June 14, 2011, 10:46:09 AM
EA investor webcast quotes Riccitello as saying "high scale beta" is to start at the end of June. I'm not familiar with that term - is that stress testing/open beta?
Lots of people (although sadly not me, so far) are getting into closed beta recently. They're quickly scaling up to a full-fledged but still closed and NDA-bound beta, as opposed to the 3 day mini-betas they've been running for the past year.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 10:52:15 AM
One last edit:  I don't see how this whole discussion is super relevant to SWTOR though.  It seems like there is going to plenty of non raiding content to keep that actually want to play busy. 

Picture a million rabid star wars fans being told they basically can't kill the new equivalent of Darth Malak and loot his fancy stuff.  Really to me just the thought of it is a bit scary.   In WoW I only cared about the loot.   Here I'm going to feel some serious rage if I can't be a part of that story.



Title: Re: SWTOR
Post by: Rasix on June 14, 2011, 10:55:04 AM
Yah, I hadn't really thought about that much.  In a game so dependent on story, it sure would suck ass to be cut off from large/important parts of it because you don't want to put up with raiding.  This is where I beg for my "story mode" version of the raid, where I get a soloable version but without the shiny as to not anger the raiders.  :awesome_for_real:

I don't envision myself having time to raid in the foreseeable future. Casual or not. 


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 10:56:39 AM
One last edit:  I don't see how this whole discussion is super relevant to SWTOR though.  It seems like there is going to plenty of non raiding content to keep that actually want to play busy. 

Picture a million rabid star wars fans being told they basically can't kill the new equivalent of Darth Malak and loot his fancy stuff.  Really to me just the thought of it is a bit scary.   In WoW I only cared about the loot.   Here I'm going to feel some serious rage if I can't be a part of that story.



Hmm, that is a good point, I didn't think of it from a story standpoint.  Raiding is so dissociated from story in my head that I forget the "I want to experience that content" actually has often to do with the story part of it, which will obviously more important in TOR, which is emphasizing story so much.  


Title: Re: SWTOR
Post by: Koyasha on June 14, 2011, 11:26:08 AM
As to the 'uninterrupted' issue of time: 3 hours uninterrupted is about the same amount of time, maybe a little less, than it takes to watch a movie at the theater.  Counting time to get there, time standing in line(s) and time waiting for the previews, plus the 2 hour movie (give or take 20 minutes), you've got at least 3 hours dedicated solely to 'go watch that specific movie'.

As far as SWTOR?  I have no damn idea what their raiding will be like or if I will even care.  So far I don't think the game mechanics are all that interesting to me, but then I haven't even paid all that much attention because I know I'm buying and playing this game regardless - I want to see this story-focused MMO idea, and that's what's going to keep or lose me, nothing else.  If raiding is part of the story, I'll raid.  If not...maybe I will, maybe I won't.


Title: Re: SWTOR
Post by: Sky on June 14, 2011, 11:34:15 AM
My cat, guitar, fiancee, house, yard and phone are not present at the movie. It's also generally a date thing, we go out to dinner and a movie. We're not going out to dinner and then she can sit and watch me raid for 3 hours.

The plan is to shoot for something like Murgos is talking about. A couple nights a week where we plan on getting together, everyone shows up within 15 minutes of the start time or we call it off. I have no stomach for sitting around waiting for people to dick around, ironically the same reason I haven't grouped much in the past - I don't like inflicting my own adhd on others. If my fiancee walks in, I'm not going to ignore her to play a game, if I get a song idea, I'm not letting it die to play a game, if my cat walks in, I'm going to go play with him rather than ignore him for a game. She came home while I was in the middle of a BB game the other day and it SUCKED having to play the second half while not being able to concentrate on talking to her.

Anyway, rather than focus on how easy or not it is to have a casual raiding lifestyle, lets just say that's what we're shooting for with BCTOR and see where it goes.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 11:42:32 AM
As to the 'uninterrupted' issue of time: 3 hours uninterrupted is about the same amount of time, maybe a little less, than it takes to watch a movie at the theater.

A movie does not involve concentration.   A movie does not involve people being upset with you when you mess up.   A movie will let you pick among many time slots per day.   A movie is relaxing.  A movie has snacks.   A movie might even lead to you getting laid.

You are comparing machine guns and oranges.


Title: Re: SWTOR
Post by: Numtini on June 14, 2011, 11:43:57 AM
It's no different from a rec softball or soccer league either.

And you're likely to have all of those things.


Title: Re: SWTOR
Post by: Rasix on June 14, 2011, 11:46:33 AM
You're not likely to raid your way to physical fitness unless they add Kinect support.  :awesome_for_real:

Reminds me I haven't played tennis since my son was born.  :ye_gods:


Title: Re: SWTOR
Post by: 01101010 on June 14, 2011, 11:50:17 AM
My cat, guitar, fiancee, house, yard and phone are not present at the movie. It's also generally a date thing, we go out to dinner and a movie. We're not going out to dinner and then she can sit and watch me raid for 3 hours.

The plan is to shoot for something like Murgos is talking about. A couple nights a week where we plan on getting together, everyone shows up within 15 minutes of the start time or we call it off. I have no stomach for sitting around waiting for people to dick around, ironically the same reason I haven't grouped much in the past - I don't like inflicting my own adhd on others. If my fiancee walks in, I'm not going to ignore her to play a game, if I get a song idea, I'm not letting it die to play a game, if my cat walks in, I'm going to go play with him rather than ignore him for a game. She came home while I was in the middle of a BB game the other day and it SUCKED having to play the second half while not being able to concentrate on talking to her.

Anyway, rather than focus on how easy or not it is to have a casual raiding lifestyle, lets just say that's what we're shooting for with BCTOR and see where it goes.

Man good on you. I have never wanted to talk to someone I see on a daily basis that much - ever. In fact, I would purposely go play BB or go golfing just to NOT have to talk to someone.

I think this raiding issue fits nicely with the other thread on the aging demographic of gamers and how their play in-game has been changing. Most of us probably were hardcore poopsocking raiders at some point in time in some older game and yes, even in WoW. I am not going to speculate on ages of everyone here, but it should go without saying that our gaming age is roughly the same with some outliers. (Babyboomers of the online gaming community?) That said, this aging has shifted gaming priorities and game devs would do well to listen and not stick with traditional raid systems that do not fit the playing population mentality.

And if we can glean one thing from the other thread about gaming demographics, that should be, females do play online games and they should NEVER be put in charge of a guild or raiding group.  :why_so_serious:

In terms of SWTOR... (fuck why are you making me learn this shit) are we playing red or blue in BC? Since there are no god damn droids, I'll have to start looking at something sooner or later.

edit: spelng!


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 11:54:13 AM
As to the 'uninterrupted' issue of time: 3 hours uninterrupted is about the same amount of time, maybe a little less, than it takes to watch a movie at the theater.  Counting time to get there, time standing in line(s) and time waiting for the previews, plus the 2 hour movie (give or take 20 minutes), you've got at least 3 hours dedicated solely to 'go watch that specific movie'.


Its kind of fair kind of not as a comparison.  On the one hand, you are right, you could shut your office door, turn off your phone get a snack before hand and just say "this is my 3 hours of 'going to the movie.'"  On the other hand, do you really go to a movie 2-3 nights a week? Even once a week?

Let me say that if you are single this seems a lot more viable to me.  My wife doesn't begrudge me my gaming habits, but neither am I going to ignore a request she makes for 3 hours so I can game.  If I am in the middle of a round of a shooter and she asks me something and I say, can it wait 15 minutes, its no big deal, but I'm not going to ask her to wait until 11pm when the raid finishes to pick up our discussion about X, or to take care of Y, its just silly.  Its just inconsiderate.  I'm not going to put myself in a position where I have to either inconvenience her to that degree, or inconvenience my group while I get up and do something.  The only reasonable solution for me is just to refrain from doing it at all at this point in my life, and I'm fine with that.  

Again, I'm not saying raiding should be changed so that someone in my situation feels like they can raid, I'm fine with not raiding.  I'm just explaining why it isn't really a viable option for me.   ESPECIALLY when there are lots of other ways I can game that DO fit with the way I can play.  Maybe this last point is the most important.  Its not as if raiding = gaming, if it was that might be something different (aka rec soccer league mentioned below), but I can easily enjoy my gaming time without it interfering with other things as it is.


Title: Re: SWTOR
Post by: Ingmar on June 14, 2011, 11:56:13 AM
The only reasonable solution for me is just to refrain from doing it at all at this point in my life, and I'm fine with that.

The other reasonable solution is to get her to raid with you.  :-P


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 11:58:36 AM
The only reasonable solution for me is just to refrain from doing it at all at this point in my life, and I'm fine with that.

The other reasonable solution is to get her to raid with you.  :-P

I was actually thinking that after I wrote that, she isn't interested in video games outside of New Super Mario Bros. etc though :).  And thats fine, I'm not interested in watching her crappy vampire shows, so it evens out.


Title: Re: SWTOR
Post by: Cyrrex on June 14, 2011, 12:06:11 PM
One last edit:  I don't see how this whole discussion is super relevant to SWTOR though.  It seems like there is going to plenty of non raiding content to keep that actually want to play busy. 

Picture a million rabid star wars fans being told they basically can't kill the new equivalent of Darth Malak and loot his fancy stuff.  Really to me just the thought of it is a bit scary.   In WoW I only cared about the loot.   Here I'm going to feel some serious rage if I can't be a part of that story.


This is a very relevant point.  I've literally never raided in any MMO before, but it'll be different for this game...I'll want to do it just to see the story and go kill the bombad Jedi General.  I give roughly zero fucks for the shiny (okay, I want the shiny crystal that turns my lightsaber purple, but it'd be a secondary consideration).  Here's hoping they truly make it accessible.



Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 12:10:20 PM
Again, I'm not saying raiding should be changed so that someone in my situation feels like they can raid, I'm fine with not raiding.  

I don't think anyone feels raiding should be removed really.   For me I just want to see raiding changed into something ONLY for people who enjoy it.   There should be no special higher powered raider gear.   No raid only story etc etc etc.

Then after you do that give them real raiding gameplay.   Add ladders for starters.    Hell add a HARDCORE ladder (hell I might even play that).   Add a professional ladder with full blown EQ style progression.   You can add actually useful guild abilities only usable in a raid.   You can add raid only mechanics dependent on teamwork etc etc etc.   In all honesty the raiders suffer as much from the current system as we do.   All this stuff isn't allowed in WoW because normal players would scream bloody murder to be excluded from the rewards.


Title: Re: SWTOR
Post by: Numtini on June 14, 2011, 12:11:53 PM
What we've done is I've had a couple of guilds that had set raiding times. And I just stick to those and that time is set aside as if I had gone to a soccer match or something.

The problem with that is not a lot of guilds want to actually be reasonable and keep to a schedule. The 7pm-10pm guild wants to pull "just one more time because we're so close" as I look at the clock and see it's 11:30pm and when we finish they tell me I've lost my spot because I'm not coming to the "optional" raids. Or the guild that actually does keep to its 2 day a week stop promptly at 10pm schedule loses half its members because they want to raid 7 days a week and didn't think they really meant it was only two days.


Title: Re: SWTOR
Post by: Draegan on June 14, 2011, 12:14:59 PM
Seriously some of you have a crazy image of what raiders actually do to "raid".

I've raided with several different types of groups from top 10 in the world all the way down to lots of Pugging.   I'm a consultant who sets my own hours so I still have time for it and even in my older age I'm still good enough to go with your average top guild on a server.  I won't do it though because raiding relies on several concepts that just aren't fun.

Rule #1:  You don't play with your friends.
Rule #2:  You don't play with your friends.
Rule #3:  These are your new Friends™ you play with them.
Rule #4:  You raid when scheduled or you don't raid at all.

All of the above makes perfect sense for a team sport.  Do I want to play a team sport?  FUCK NO.   I want to kill the Lich King in hardmode while pulling along my friend who's a baddie with ADD and can't even pay attention to the screen for very long.  I also want the best gear because I'm willing to put in the work and get the skills.   If some fucking elitist **** sucking "bro" doesn't like my anti team self entitlement view he can go suck his own.

What the hell is the point of team sports in an MMO if you have to change your friends anyways?

Show me where the pixal touched you.

As to the 'uninterrupted' issue of time: 3 hours uninterrupted is about the same amount of time, maybe a little less, than it takes to watch a movie at the theater.

A movie does not involve concentration.   A movie does not involve people being upset with you when you mess up.   A movie will let you pick among many time slots per day.   A movie is relaxing.  A movie has snacks.   A movie might even lead to you getting laid.

You are comparing machine guns and oranges.

Man, when I raid I make sure I have snacks.  And beer.  Raids also let me pick when I want to raid, assuming the game is popular and has a lot of guilds playing it.  Just look at WOW.  Raids are fun, and relaxing to me.  I enjoy the challenge and concentration required to do it.

I also play with friends.  I also make new friends!

Raiding is fun.  Just because you don't like it, doesn't mean it's a shitty gameplay mechanic.

This is more of a generic statement, I have no idea how it's going to turn out in SWTOR.  I'm probably not going to raid in TOR, but other have good points as to cutting people off from the story in raids.  Hopefully they don't do that.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 12:19:31 PM
Show me where the pixal touched you.

 :cry2:  I was totally serious about the ADD friend.  He'll only play priest and he watches TV.


Title: Re: SWTOR
Post by: Soln on June 14, 2011, 12:50:46 PM
Malakili said a lot I agree with.  Raiding isn't just a personality trait, it's a learned skill demanding lots of practice time.  Usually practicing to wait around -- for people to show up, to make decisions, to help people get gear, to decide who's turn it is to do what.

I find raiding is more about social exchange -- "you owe me on my alt for the time I helped you get your boots and shoulders, and the time I dropped to play my healer" -- than it is problem solving, team work, etc.  i just don't find that kind of commerce fun in a game.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 12:52:53 PM
So, getting away from the raiding discussion if I may, I was reading through the PC Gamer articles linked on page 202 of the thread and found this which sounds pretty neat actually, its about cover for the agent class.

Quote
Taking cover
What Kaliyo and I lacked in kindred spirits, we made up for in kindred bullets. Kaliyo’s bullet-spray-and-hand-grenade combat style was the perfect complement to the Agent’s long-distance, precision attacks. The Agent’s key combat mechanic—taking cover—is activated by holding Shift. When you do so, all nearby cover locations are highlighted in real-time; you can tap R to roll into the one you’re looking at.

Cover functions fairly realistically: it isn’t a flat percent-damage reduction. If you’re behind it (based on line-of-sight) when someone shoots at you, it misses completely. If you’re standing up and shooting at them, you’re going to get hit. Cover degrades as it gets shot, and some abilities are designed specifically to shoot over cover or knock you out of it, so complacency could cost you.

I'm kind of interested that you can shoot "at" someone who is behind cover and miss them because they were behind the cover.  This doesn't strike me as "normal" for your standard MMO targeted combat systems. I'm not sure how this mechanic works in actual combat, but it sounds neat. 


Title: Re: SWTOR
Post by: 01101010 on June 14, 2011, 12:55:58 PM
Man, when I raid I make sure I have snacks.  And beer.  Raids also let me pick when I want to raid, assuming the game is popular and has a lot of guilds playing it.  Just look at WOW.  Raids are fun, and relaxing to me.  I enjoy the challenge and concentration required to do it.

I also play with friends.  I also make new friends!

Raiding is fun.  Just because you don't like it, doesn't mean it's a shitty gameplay mechanic.

This is more of a generic statement, I have no idea how it's going to turn out in SWTOR.  I'm probably not going to raid in TOR, but other have good points as to cutting people off from the story in raids.  Hopefully they don't do that.

Aren't you recently married?  :why_so_serious:


Title: Re: SWTOR
Post by: Sky on June 14, 2011, 12:58:59 PM
I'm kind of interested that you can shoot "at" someone who is behind cover and miss them because they were behind the cover.  This doesn't strike me as "normal" for your standard MMO targeted combat systems. I'm not sure how this mechanic works in actual combat, but it sounds neat. 
Sure, in pvp in Rift I'd duck behind a building or something to break LoS, pop out to shoot, pop back in.


Title: Re: SWTOR
Post by: Ingmar on June 14, 2011, 12:59:57 PM
I'm kind of interested that you can shoot "at" someone who is behind cover and miss them because they were behind the cover.  This doesn't strike me as "normal" for your standard MMO targeted combat systems. I'm not sure how this mechanic works in actual combat, but it sounds neat. 
Sure, in pvp in Rift I'd duck behind a building or something to break LoS, pop out to shoot, pop back in.

That's just simple LOS though rather than an actual cover mechanic.


Title: Re: SWTOR
Post by: luckton on June 14, 2011, 01:01:38 PM
I'm kind of interested that you can shoot "at" someone who is behind cover and miss them because they were behind the cover.  This doesn't strike me as "normal" for your standard MMO targeted combat systems. I'm not sure how this mechanic works in actual combat, but it sounds neat. 
Sure, in pvp in Rift I'd duck behind a building or something to break LoS, pop out to shoot, pop back in.

That's just simple LOS though rather than an actual cover mechanic.

I know, right?  It's like having a tower shield that deflects ALL the damage instead of some of it...or some crazy shit  :why_so_serious:


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 01:04:11 PM
I'm kind of interested that you can shoot "at" someone who is behind cover and miss them because they were behind the cover.  This doesn't strike me as "normal" for your standard MMO targeted combat systems. I'm not sure how this mechanic works in actual combat, but it sounds neat.  
Sure, in pvp in Rift I'd duck behind a building or something to break LoS, pop out to shoot, pop back in.

Well thats what I'm wondering, in most games it just seems to cut LOS and cancel their spell or whatever.  So, is this just a fancied up version of that but it lets them target and fire at you anyway (and just have a 100% miss chance, or whatever %), or is there something more to it.  What if the laser shot is 1/2 way to me when I pop out, does it hit me?  This seems like more than just playing LOS games.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 01:14:10 PM
Just because you don't like it, doesn't mean it's a shitty gameplay mechanic.

I made it pretty clear it's not a shitty gameplay mechanic.   I said I want the game to make it so I can get all the raid rewards and story and content without doing the raids.   Really it's stupid that raiders try to stop this every time.   It's an elitist knee jerk reaction that only hurts them.   Raiding could be made far better for what raiders want if it didn't have to support people who hate it.


Title: Re: SWTOR
Post by: 01101010 on June 14, 2011, 01:30:42 PM
Just because you don't like it, doesn't mean it's a shitty gameplay mechanic.

I made it pretty clear it's not a shitty gameplay mechanic.   I said I want the game to make it so I can get all the raid rewards and story and content without doing the raids.   Really it's stupid that raiders try to stop this every time.   It's an elitist knee jerk reaction that only hurts them.   Raiding could be made far better for what raiders want if it didn't have to support people who hate it.

When your game has no ending and no winner at the end, the players will fill that void with whatever they deem the golden calf - for the most part in recent history, it has been the purples.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 01:42:58 PM
When your game has no ending and no winner at the end, the players will fill that void with whatever they deem the golden calf - for the most part in recent history, it has been the purples.

Exactly that's why raiders are better off without having a gear advantage.


Title: Re: SWTOR
Post by: Draegan on June 14, 2011, 01:46:48 PM
Man, when I raid I make sure I have snacks.  And beer.  Raids also let me pick when I want to raid, assuming the game is popular and has a lot of guilds playing it.  Just look at WOW.  Raids are fun, and relaxing to me.  I enjoy the challenge and concentration required to do it.

I also play with friends.  I also make new friends!

Raiding is fun.  Just because you don't like it, doesn't mean it's a shitty gameplay mechanic.

This is more of a generic statement, I have no idea how it's going to turn out in SWTOR.  I'm probably not going to raid in TOR, but other have good points as to cutting people off from the story in raids.  Hopefully they don't do that.

Aren't you recently married?  :why_so_serious:

My wife goes to bed early because she has to get up real early for work.  I go to bed real late because I don't need much sleep.  So there is a time of about 4-5 hours where I'm up and she's asleep.  Gamer's paradise!


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 01:48:39 PM
When your game has no ending and no winner at the end, the players will fill that void with whatever they deem the golden calf - for the most part in recent history, it has been the purples.

Exactly that's why raiders are better off without having a gear advantage.

Basically what you seem to be talking about is Diablo - grouping totally optional.  Sounds ok, but I do think it would totally destroy raiding.


Title: Re: SWTOR
Post by: Draegan on June 14, 2011, 01:51:33 PM
Just because you don't like it, doesn't mean it's a shitty gameplay mechanic.

I made it pretty clear it's not a shitty gameplay mechanic.   I said I want the game to make it so I can get all the raid rewards and story and content without doing the raids.   Really it's stupid that raiders try to stop this every time.   It's an elitist knee jerk reaction that only hurts them.   Raiding could be made far better for what raiders want if it didn't have to support people who hate it.

Without getting into the whole shitty reward for difficult content discussion, my belief is that different content should reward different things and the relative power of those things should be based on it's relative difficulty that isn't based on time spent doing the same thing (i.e. not letting solo players grind out something over the space of 4 months and get equal power rewards).

So I want really cool things from more difficult content that makes my character stronger.  If you can come up with equally challenging content that is solo, 2 man, 5 man whatever-man based, then that's awesome and I'll play that game too.

Side note:  I'd love to see an MMOG with challenging 5 man content progression much like 10-20 man raiding progression.  That would be pretty awesome.


Title: Re: SWTOR
Post by: Soln on June 14, 2011, 01:56:27 PM
hasn't the problem always been the reward mechanics?  If you offered raiders intangibles/BOA like cosmetics, titles, pets instead of blues/purples that create mudflation and basic inequality (those items don't level down outside the raid instance -- good anywhere on anything) I wonder if that would help.  Keep the time sink and group complexity -- just remove the gear inequality.  Feel free to throw a shoe at me for what I'm missing, like the probable fact that people would not like this approach.


Title: Re: SWTOR
Post by: palmer_eldritch on June 14, 2011, 01:57:57 PM
Just because you don't like it, doesn't mean it's a shitty gameplay mechanic.

I made it pretty clear it's not a shitty gameplay mechanic.   I said I want the game to make it so I can get all the raid rewards and story and content without doing the raids.   Really it's stupid that raiders try to stop this every time.   It's an elitist knee jerk reaction that only hurts them.   Raiding could be made far better for what raiders want if it didn't have to support people who hate it.

Without getting into the whole shitty reward for difficult content discussion, my belief is that different content should reward different things and the relative power of those things should be based on it's relative difficulty that isn't based on time spent doing the same thing (i.e. not letting solo players grind out something over the space of 4 months and get equal power rewards).

So I want really cool things from more difficult content that makes my character stronger.  If you can come up with equally challenging content that is solo, 2 man, 5 man whatever-man based, then that's awesome and I'll play that game too.

Side note:  I'd love to see an MMOG with challenging 5 man content progression much like 10-20 man raiding progression.  That would be pretty awesome.

EQ2 has a series of hard, hard dungeons at max level (90) for six-person groups which are comparable to a raid for difficulty and also have raid-like gear progression (you need gear from the easy level 90 dungeons to make the hard level 90 dungeons possible). And they give nice loot, as they should.


Title: Re: SWTOR
Post by: Azuredream on June 14, 2011, 01:58:38 PM
Why stop there? Why not have a challenging solo/duo/trio progression?


Title: Re: SWTOR
Post by: palmer_eldritch on June 14, 2011, 02:13:54 PM
hasn't the problem always been the reward mechanics?  If you offered raiders intangibles/BOA like cosmetics, titles, pets instead of blues/purples that create mudflation and basic inequality (those items don't level down outside the raid instance -- good anywhere on anything) I wonder if that would help.  Keep the time sink and group complexity -- just remove the gear inequality.  Feel free to throw a shoe at me for what I'm missing, like the probable fact that people would not like this approach.

It's a nice idea but if those titles, pets and other cosmetic things are actually considered desirable then the people who aren't getting them because they are not raiding will still be unhappy. On the other hand, if the non-raiders only care about items with stats then you probably also need to give them stats for the raiders to feel proud of having them.

The problem with raiding as a concept is that it is supposed to involve a big epic fight against massively powerful bosses - dragons, demons etc - and it doesn't make sense in fictional terms to hand out the same reward for that as a player can get for killing lots and lots of gnolls solo. It also doesn't make sense in gameplay terms because raiding is actually harder - not just harder because it takes 24 people instead of one but harder because what each individual member of the raid has to do is harder than what a solo player has to do killing stuff solo.

Draegan's idea of making solo content which is just as hard would make sense if it is workable, but I don't know if it is (I appreciate he's not actually saying it's possible either). Playing an important role as part of a team of people where different members play different roles at various points in the fight, and have to work together and communicate with each other, is just inherently harder than playing on your own.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 02:19:00 PM
Without getting into the whole shitty reward for difficult content discussion, my belief is that different content should reward different things and the relative power of those things should be based on it's relative difficulty that isn't based on time spent doing the same thing (i.e. not letting solo players grind out something over the space of 4 months and get equal power rewards).

As you say that's an entirely different discussion.    Game devs haven't figured out how to do this though.  Until they do the only sane decision is to set some sort of moderate skill bar that players have to jump over to get the best loot.   Something like short but sort of difficult 5 man hardmodes you can do once a day.

Then you can take the raids and make them 40 man wipefests again like the raiders want.

Basically what you seem to be talking about is Diablo - grouping totally optional.  Sounds ok, but I do think it would totally destroy raiding.

No I'm not opposed to grouping at all.   I'm saying put the Esport in some sort of special esport system and develop it into it's own thing that's fun for those people.   Then put in normal raids that aren't so heinous that have the same rewards as the esports.   Maybe make it so the Esport people get first crack at it for 3 weeks or whatever.

Wrath actually came pretty close to this at the end.  They were making the raid easier and easier with an increasing buff.  Problem is that buff was being applied to the esport people too so they didn't really like it.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 02:23:43 PM


Side note:  I'd love to see an MMOG with challenging 5 man content progression much like 10-20 man raiding progression.  That would be pretty awesome.

Isn't WoW getting DESTROYED for having heroic 5 mans being too difficult?


Title: Re: SWTOR
Post by: Sky on June 14, 2011, 02:25:43 PM
Make raid rewards only usable in raid instances.


Title: Re: SWTOR
Post by: Ashamanchill on June 14, 2011, 02:27:43 PM


Side note:  I'd love to see an MMOG with challenging 5 man content progression much like 10-20 man raiding progression.  That would be pretty awesome.

Isn't WoW getting DESTROYED for having heroic 5 mans being too difficult?

Yeah but to be fair to Draegan those aren't progression content, those are (or should have been) farm content.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 02:30:36 PM


Side note:  I'd love to see an MMOG with challenging 5 man content progression much like 10-20 man raiding progression.  That would be pretty awesome.

Isn't WoW getting DESTROYED for having heroic 5 mans being too difficult?

Yeah but to be fair to Draegan those aren't progression content, those are (or should have been) farm content.

Shouldn't that distinction been by player, not by content?  I don't see why for some people heroic 5mans couldn't be their "Progression" content, or at least some rough equivalent.   I dunno, I guess instead of talking in isolation about raiding we'd need to spend some time laying out all the possible "stuff" to do at end game and what rewars you would get for what, but I honestly think that would be worth having a separate thread for if we really wanted to try and hash it out.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 02:31:38 PM
Isn't WoW getting DESTROYED for having heroic 5 mans being too difficult?

More that they put in these heroic 5 mans which are absolutely horrible and give absolutely horrible gear.   You get blue drops and tokens to buy blue stuff.   The normal 5 mans are just mostly leveling content.    So basically they didn't put in ANY sort of semi-difficult 5 man content for normal players.   The hardcore players who don't raid hate it too because they get crap gear for doing it and they are better off just doing a 10 man raid which is far far easier than the 5 mans.


Title: Re: SWTOR
Post by: Ingmar on June 14, 2011, 02:32:25 PM


Side note:  I'd love to see an MMOG with challenging 5 man content progression much like 10-20 man raiding progression.  That would be pretty awesome.

Isn't WoW getting DESTROYED for having heroic 5 mans being too difficult?

Yeah but to be fair to Draegan those aren't progression content, those are (or should have been) farm content.

Shouldn't that distinction been by player, not by content?  I don't see why for some people heroic 5mans couldn't be their "Progression" content, or at least some rough equivalent.   I dunno, I guess instead of talking in isolation about raiding we'd need to spend some time laying out all the possible "stuff" to do at end game and what rewars you would get for what, but I honestly think that would be worth having a separate thread for if we really wanted to try and hash it out.

The reason it doesn't work like that in WoW is the gear from 5 man heroics is a prerequisite to non-heroic raiding. That was the big mistake they made in amping the difficulty of heroics this time around.

Amaron: the fact that the gear is blue is meaningless. Gear stats are purely based off of ilvl now (as of Cataclysm) in WoW, so purple 346s would be no different from blue 346s if they existed.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 02:38:32 PM
Amaron: the fact that the gear is blue is meaningless. Gear stats are purely based off of ilvl now (as of Cataclysm) in WoW, so purple 346s would be no different from blue 346s if they existed.

That's sort of beside the point.   It was still shitty gear.   They removed the concept of getting entry level raid gear as drops from the last boss.


Title: Re: SWTOR
Post by: Numtini on June 14, 2011, 02:40:29 PM
Quote
Why stop there? Why not have a challenging solo/duo/trio progression?

That would be a solo game. People will take the path of least resistance. When they made the dungeons in LOTRO optional solo, that was it, it was impossible to find anyone to do them other than solo. And hasn't 10/25 gear equalization effectively killed WoW 25 man raiding?


Title: Re: SWTOR
Post by: Ingmar on June 14, 2011, 02:41:50 PM
Amaron: the fact that the gear is blue is meaningless. Gear stats are purely based off of ilvl now (as of Cataclysm) in WoW, so purple 346s would be no different from blue 346s if they existed.

That's sort of beside the point.   It was still shitty gear.   They removed the concept of getting entry level raid gear as drops from the last boss.

The gear is as good as you need to do the content and start the 'next' tier of content, and those final fights do still drop the chaos orbs you need to craft the starter tier of raid gear (and gave you faction needed for the 359s at the top of the various factions as well.) The problem was entirely difficulty, not what was dropped. (And the difficulty issue has largely been fixed.)


Title: Re: SWTOR
Post by: Sky on June 14, 2011, 02:43:14 PM
Quote
Why stop there? Why not have a challenging solo/duo/trio progression?

That would be a solo game. People will take the path of least resistance. When they made the dungeons in LOTRO optional solo, that was it, it was impossible to find anyone to do them other than solo. And hasn't 10/25 gear equalization effectively killed WoW 25 man raiding?
If people don't want to raid, then why bother putting in raids?


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 02:45:52 PM
Quote
Why stop there? Why not have a challenging solo/duo/trio progression?

That would be a solo game. People will take the path of least resistance. When they made the dungeons in LOTRO optional solo, that was it, it was impossible to find anyone to do them other than solo. And hasn't 10/25 gear equalization effectively killed WoW 25 man raiding?
If people don't want to raid, then why bother putting in raids?

If you gave people items for free upon login they wouldn't play the solo content either.  Why make content at all?


Title: Re: SWTOR
Post by: Rasix on June 14, 2011, 02:51:13 PM
I'm sure people won't want to use their shinies to kill stuff harder.   :oh_i_see: People like progression.  An entire genre is built upon it.  Game sell rather well, too.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 02:52:22 PM
I'm sure people won't want to use their shinies to kill stuff harder.   :oh_i_see: People like progression.  An entire genre is built upon it.  Game sell rather well, too.

I think the prospect of progression keeps people playing a lot more than the actual progression.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 03:13:49 PM
Found this on Reddit:

Quote
Hey folks,

There will be, at launch, five unique companion characters per class. Plus your resident butler/crafting/welcome home droid on the ship which is different per faction.

That means over forty CCs in the game with more than a dozen romances, intricate plotlines and hundreds of hours of development. Plus some surprises including a character with 100% different story content and skills depending on how you brought them into your party, one with drastically different forms, etc.

That’s as specific as I can be without spoilers but they’re deep, fun, and you can do a great deal with them. There is no limit to how many CCs you can possibly have in the long run and there is a reason you have far more slots than there are revealed CCs.

Hope that helps!

Daniel

http://www.swtor.com/community/showthread.php?p=6802595#edit6802595

5 per class isn't bad.  The romances make my eyes role, but whatever.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 03:19:47 PM
And hasn't 10/25 gear equalization effectively killed WoW 25 man raiding?

No. DIFFICULTY equalization killed 25 man raiding.   Ten man raiding is basically harder than 25 man raiding when they are of equal difficulty.   Simply because there is no slack.  Yet at the same time it's easier to put a group together for it so some people see it as easier since they think that is part of the difficulty.  If they had simply manned up and kept 25 man raiding as harder but kept the gear equalization then 25 man raiding would still exist.


Title: Re: SWTOR
Post by: Azuredream on June 14, 2011, 03:20:43 PM
Quote
Why stop there? Why not have a challenging solo/duo/trio progression?

That would be a solo game. People will take the path of least resistance. When they made the dungeons in LOTRO optional solo, that was it, it was impossible to find anyone to do them other than solo. And hasn't 10/25 gear equalization effectively killed WoW 25 man raiding?

Even if it was completely different content? Don't even bother scaling them up or down, just make separate dungeons for each group size.

edit; and while I'm at it my fairyland MMO would stop at 10 people. Any more than that is just a headache.


Title: Re: SWTOR
Post by: tmp on June 14, 2011, 03:22:03 PM
The romances make my eyes role, but whatever.
Hey, they had to make a separate forum sub-section for ME3 just to contain the romance folks in their own ghetto. Don't underestimate that factor when it comes to BioWare audience. :why_so_serious:


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 03:24:33 PM
Edit: Woops wrong thread.


Title: Re: SWTOR
Post by: 01101010 on June 14, 2011, 03:26:37 PM
Found this on Reddit:

http://www.swtor.com/community/showthread.php?p=6802595#edit6802595

5 per class isn't bad.  The romances make my eyes role, but whatever.

Wait... Hold on... you are saying I get my own droid BUTLER? Holy shit please tell me I can name him Benson


Title: Re: SWTOR
Post by: tmp on June 14, 2011, 03:31:15 PM
He will probably require at least two digits in the name. So maybe B3ns0n.


Title: Re: SWTOR
Post by: Lantyssa on June 14, 2011, 03:46:33 PM
It would be nice if we could get Bat Country on the same server as other folks guilds here, but that could be complicated if Bioware does a lot of shit to fragment the servers (RP, PVP, regional, etc).

Good thing is that unless word of mouth has this game pegged as absolute garbage, there should be a critical mass of people playing at launch.  Probably more than we've seen for any game yet.
At some point we're supposed to be able to assign opposition guilds.  If more than one is allowed I don't see why our little personal guilds couldn't designate Bat Country as opposition and end up on the same server.  At least those willing to be on an RP server.  Maybe a PvP chapter could be made for those that are partial to that style, since we have a few of those players, too.

I'd kill an ewok to not have to server hop.


Title: Re: SWTOR
Post by: Fordel on June 14, 2011, 03:52:07 PM
The romances make my eyes role, but whatever.
Hey, they had to make a separate forum sub-section for ME3 just to contain the romance folks in their own ghetto. Don't underestimate that factor when it comes to BioWare audience. :why_so_serious:


I don't know why people always act surprised or whatever when it comes to Bioware games and romances. They've been doing it since at least BG2 and people have loved it and wanted more of them ever since.


Really, I'm surprised Bioware hasn't gone full steam ahead and just made a westernized dating sim. It would make BANK. No Question.


Title: Re: SWTOR
Post by: tmp on June 14, 2011, 03:53:42 PM
Really, I'm surprised Bioware hasn't gone full steam ahead and just made a westernized dating sim. It would make BANK. No Question.
Their community manager would blow a gasket.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 03:55:27 PM
The romances make my eyes role, but whatever.
Hey, they had to make a separate forum sub-section for ME3 just to contain the romance folks in their own ghetto. Don't underestimate that factor when it comes to BioWare audience. :why_so_serious:


I don't know why people always act surprised or whatever when it comes to Bioware games and romances. They've been doing it since at least BG2 and people have loved it and wanted more of them ever since.


Really, I'm surprised Bioware hasn't gone full steam ahead and just made a westernized dating sim. It would make BANK. No Question.

I'm not surprised its in there, its just whenever I've seen those parts of Bioware's games it seems forced and awkward, they generally just make me feel vaguely uncomfortable.


Title: Re: SWTOR
Post by: Amaron on June 14, 2011, 03:58:08 PM
I'm not surprised its in there, its just whenever I've seen those parts of Bioware's games it seems forced and awkward, they generally just make me feel vaguely uncomfortable.

I can agree with what they've done lately.  The Bastila romance in Kotor felt fully a part of the story though.   From what I remember the ending was pretty much far less dramatic if you didn't engage in it.


Title: Re: SWTOR
Post by: Sky on June 14, 2011, 06:14:23 PM
At some point we're supposed to be able to assign opposition guilds.  If more than one is allowed I don't see why our little personal guilds couldn't designate Bat Country as opposition and end up on the same server.  At least those willing to be on an RP server.  Maybe a PvP chapter could be made for those that are partial to that style, since we have a few of those players, too.
I figured we'd launch with BC and set up the Republic guild ASAP on the server we're tossed onto. But I do think that if some folks here have other guilds they intend to play with, that they encourage them to set up BC as an ally/opposition in hope that we all get sent to the same server (as you say, assuming ruleset compatibility).

One thing Daniel let slip about my boy (?) Blizz: with the cheated-up Bounty Hunter he was using on Tatooine (lvl25 iic) he said he wouldn't normally have access to Blizz at that point in the story, so some stuff will be a long time in the coming.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 07:11:56 PM
I'm not surprised its in there, its just whenever I've seen those parts of Bioware's games it seems forced and awkward, they generally just make me feel vaguely uncomfortable.

I can agree with what they've done lately.  The Bastila romance in Kotor felt fully a part of the story though.   From what I remember the ending was pretty much far less dramatic if you didn't engage in it.

Yea, that was better done than recent stuff in my experience.  Now a days its kind of "Choose which awkwardly animated sex scene you'd like to play"


Title: Re: SWTOR
Post by: Fordel on June 14, 2011, 07:18:47 PM
The Allistair Romance to DA:O is pretty much on par with the Bastila romance in KOTOR, in terms of story importance and emotional impact.


Title: Re: SWTOR
Post by: Miasma on June 14, 2011, 07:32:00 PM
Really, I'm surprised Bioware hasn't gone full steam ahead and just made a westernized dating sim. It would make BANK. No Question.
Their community manager would blow a gasket.
Actually SomethingAwful did a pretty terrifying weekend web a couple weeks ago (http://www.somethingawful.com/d/weekend-web/bioware-social-forums.php) pulling posts off of bioware's site, don't click that link unless you want to be depressed.


Title: Re: SWTOR
Post by: Fordel on June 14, 2011, 07:44:32 PM
Yea, none of that is remotely shocking or surprising.


Title: Re: SWTOR
Post by: tmp on June 14, 2011, 08:09:32 PM
Oh man, i thought that Tali sweat thing was urban legend. At the least i didn't expect charts.


Title: Re: SWTOR
Post by: Malakili on June 14, 2011, 08:13:57 PM
Oh man, i thought that Tali sweat thing was urban legend. At the least i didn't expect charts.

My favorite thing was the quote a few pages in that was something like "Sometimes being obsessively in love with a fictional character makes me feel so....superior..."  :awesome_for_real:


Title: Re: SWTOR
Post by: Paelos on June 14, 2011, 08:18:19 PM
 :ye_gods:


Title: Re: SWTOR
Post by: Fordel on June 14, 2011, 08:33:04 PM
Are you all new to the internet, or humanity in general?  :oh_i_see:


Title: Re: SWTOR
Post by: Azuredream on June 14, 2011, 08:36:37 PM
Yeah, that link was more amusing than depressing.


Title: Re: SWTOR
Post by: Sjofn on June 14, 2011, 08:38:45 PM
The Alistair romance >>> Bastila romance for me, personally. It's like I'm a straight woman or something! You could also argue the Morrigan romance is pretty well entwined, although not quite to the degree of Alistair. The Mass Effect romances are generally pretty yawn, though. I skip them a lot of the time.

The lady romances have been either boring or crazy (although I <3 Isabela in DA2) since KotOR, I guess, but the male romantic interests in Dragon Age have been refreshingly not-shitty, and even the Mass Effect dudes more have the problem of Lady Shep sounding like a creepy sexual harrasser when she talks to them than anything else (although, Jacob and Carth Kaiden are victims of being human in a space game + being the WELL ADJUSTED DUDE which winds up being pretty boring).


Title: Re: SWTOR
Post by: WindupAtheist on June 15, 2011, 03:29:53 AM
Oh man, Bastila. Yum. My number one video game hottie of all time. The hell with all those half-naked giant-tittied hoes in other games. Romance her and then turn to the Dark Side with her.

"I will be uttuhly yours, mastah!"

Fuck. Yessssssssss.  :awesome_for_real:

You can actually take the prissy love interest and turn her into some kind of evil bloodthirsty black-clad bondage whore. And then team up with her to kill all those pussy Jedi and take over the universe. Those are real things that can really happen in the game. I loved KOTOR so much. So much. If I could have just murdered Carth in some sort of horrible way it would have been perfect, though butchering his son before his eyes was a decent consolation prize. This SWTOR shit can't possibly be as good.


Title: Re: SWTOR
Post by: calapine on June 15, 2011, 04:07:21 AM
Oh man, Bastila. Yum. My number one video game hottie of all time. The hell with all those half-naked giant-tittied hoes in other games. Romance her and then turn to the Dark Side with her.

"I will be uttuhly yours, mastah!"

Fuck. Yessssssssss.  :awesome_for_real:

You can actually take the prissy love interest and turn her into some kind of evil bloodthirsty black-clad bondage whore. And then team up with her to kill all those pussy Jedi and take over the universe. Those are real things that can really happen in the game. I loved KOTOR so much. So much. If I could have just murdered Carth in some sort of horrible way it would have been perfect, though butchering his son before his eyes was a decent consolation prize. This SWTOR shit can't possibly be as good.


Oh but what you miss here is that Carth is the perfect womens Bastila. The ideal pet and plaything for a female Revan ruling the galaxy!
Especially after the butch-but-dopey apprentice didn't work out. You know Carth would never backstab you...

Instead of being forced to kill him, I'd wish for the option to capture and torture him, break his will until he loves the evil you. Happy Ending!  :heart:

Cala


Title: Re: SWTOR
Post by: Murgos on June 15, 2011, 04:21:17 AM
Future is cloudy, I see.  Dark path this thread is headed down.  Hmm?   :ye_gods:


Title: Re: SWTOR
Post by: luckton on June 15, 2011, 04:31:49 AM
"Captain, someone mentioned SomethingAwful in the thread!  It's getting derailed into hell!"

"Bullocks!  Fire some fresh content into it!"

SWTOR Dev Clarifies "High Scale Beta" (http://darthhater.com/2011/06/14/EA-William-Blair-Growth-Conference/)


"Steady as she goes, Mr. Norton."


Title: Re: SWTOR
Post by: calapine on June 15, 2011, 06:00:31 AM
Look, windup started it! I was just going with the crowd. :pedobear:

On-topic:

Apperently one can get paid for trolling. It's called being an analyst:

Analyst calls SWTOR a “highly derivative” clone of WoW and likely to miss 2011 (http://www.vg247.com/2011/06/14/analyst-calls-swtor-a-“highly-derivative”-clone-of-wow-and-likely-to-miss-2011/)

Quote
“We got hands-on time with the game, and were largely unimpressed,” stated Creutz. “Despite promises from EA/Bioware that the title represents a major step forward in MMO design, what we saw was essentially a World of Warcraft clone with Star Wars character skins and the BioWare RPG nice/nasty dialogue tree mechanism bolted on for non-player character conversations.


Title: Re: SWTOR
Post by: palmer_eldritch on June 15, 2011, 07:22:52 AM
I'm playing a stormtrooper who never takes off his helmet. Romance? What is this thing called romance?


Title: Re: SWTOR
Post by: tazelbain on June 15, 2011, 07:25:41 AM
A platonic romance with a fellow trooper no need to remove your armor.


Title: Re: SWTOR
Post by: Simond on June 15, 2011, 07:31:24 AM
Light-side Sith Inquisitor with a Puritan view: "It was this sort of filth that lost us the last war!"  :grin:


Title: Re: SWTOR
Post by: Outlawedprod on June 15, 2011, 09:44:14 AM
Apperently one can get paid for trolling. It's called being an analyst:
Analyst calls SWTOR a “highly derivative” clone of WoW and likely to miss 2011 (http://www.vg247.com/2011/06/14/analyst-calls-swtor-a-“highly-derivative”-clone-of-wow-and-likely-to-miss-2011/)
Quote
“We got hands-on time with the game, and were largely unimpressed,” stated Creutz. “Despite promises from EA/Bioware that the title represents a major step forward in MMO design, what we saw was essentially a World of Warcraft clone with Star Wars character skins and the BioWare RPG nice/nasty dialogue tree mechanism bolted on for non-player character conversations.

Sounds like he summarized the 200 pages of this thread for investors! =p

The questions isn't did they deliver what they talked.  The question is will the people buy it.  Judging by Rift's success swtor will have massive sales.  No whether they can retain them past 3 months or whenever Diablo hits ...


Title: Re: SWTOR
Post by: luckton on June 15, 2011, 09:49:52 AM
Wait, so they were playing the same Tatooine demo that they showed at E3?  The same one stripped of everything but what was essential to whatever they needed to do for the area?  And, based off of dev commentary to fansites at E3, stripped of a lot of the polish they claim is in the internal builds?

 :uhrr:


Title: Re: SWTOR
Post by: Rendakor on June 15, 2011, 09:50:17 AM
I'm playing a stormtrooper who never takes off his helmet. Romance? What is this thing called romance?
Tonite, you pukes will sleep with your blasters. You will give your blaster a girl's name, because this is the only pussy you people are going to get!


Title: Re: SWTOR
Post by: eldaec on June 15, 2011, 09:56:32 AM

Apperently one can get paid for trolling. It's called being an analyst:
Analyst calls SWTOR a “highly derivative” clone of WoW and likely to miss 2011 (http://www.vg247.com/2011/06/14/analyst-calls-swtor-a-“highly-derivative”-clone-of-wow-and-likely-to-miss-2011/)
Quote
“We got hands-on time with the game, and were largely unimpressed,” stated Creutz. “Despite promises from EA/Bioware that the title represents a major step forward in MMO design, what we saw was essentially a World of Warcraft clone with Star Wars character skins and the BioWare RPG nice/nasty dialogue tree mechanism bolted on for non-player character conversations.

This seems like a reasonable analysis based on what everyone has said.

Combat seems well presented but as shallow as WoW.

They appear to try to compensate with sheer volume of story.

/shrug



Title: Re: SWTOR
Post by: WindupAtheist on June 15, 2011, 10:26:13 AM
Wait, so they were playing the same Tatooine demo that they showed at E3?  The same one stripped of everything but what was essential to whatever they needed to do for the area?  And, based off of dev commentary to fansites at E3, stripped of a lot of the polish they claim is in the internal builds?

 :uhrr:

Gee maybe they shouldn't have fucking displayed it in public in such condition then.

"Silly analyst taking note of public demonstrations! Haven't they read the dev posts promising miraclepatch bla bla bla..."

 :uhrr: :uhrr: :uhrr:


Title: Re: SWTOR
Post by: Soln on June 15, 2011, 10:27:44 AM
The one thing that struck me with that 45min Tatooine demo was "What a helluva lot of travel...."

so  :oh_i_see:


Title: Re: SWTOR
Post by: Amaron on June 15, 2011, 10:48:47 AM
Combat seems well presented but as shallow as WoW.

I don't think WoW combat is all that great but calling it shallow isn't correct at all.   It's fairly complicated and has a very high skill cap.    The amount of twitch they've managed to work into something with a GCD is rather impressive in fact.  For those of us who would like to see something more action oriented (with like aiming) it's not going to do us any good to be deluded about what WoW combat really is. 


Title: Re: SWTOR
Post by: eldaec on June 15, 2011, 10:54:59 AM
I don't think anyone was expecting aiming.


Title: Re: SWTOR
Post by: Draegan on June 15, 2011, 11:58:25 AM


Side note:  I'd love to see an MMOG with challenging 5 man content progression much like 10-20 man raiding progression.  That would be pretty awesome.

Isn't WoW getting DESTROYED for having heroic 5 mans being too difficult?

Yeah but to be fair to Draegan those aren't progression content, those are (or should have been) farm content.

Shouldn't that distinction been by player, not by content?  I don't see why for some people heroic 5mans couldn't be their "Progression" content, or at least some rough equivalent.   I dunno, I guess instead of talking in isolation about raiding we'd need to spend some time laying out all the possible "stuff" to do at end game and what rewars you would get for what, but I honestly think that would be worth having a separate thread for if we really wanted to try and hash it out.

Progression content has many levels.  Kind of like Rift has it.  There are a set of Tier 1 5 man dungeons.  Then there are a set of Tier 2 5 man dungeons.  Then another tier and so on.  That's progression.  WOW just has a set of "hard mode" dungeons.

Each tier should get progressively harder requiring gear and stuff from previous tiers.


Title: Re: SWTOR
Post by: Sjofn on June 15, 2011, 12:08:30 PM
WoW is flirting with tiers for the five man stuff, actually, I just don't think they're capable of putting out enough for anyone to actually notice. It currently goes regular dungeons -> heroics of those dungeons -> the revamped Zul'Whatever heroics.


Title: Re: SWTOR
Post by: Ingmar on June 15, 2011, 12:09:49 PM
They explicitly don't want you to have to play catchup if you come along later, too, so I wouldn't expect a progression model for 5s exactly.


Title: Re: SWTOR
Post by: Paelos on June 15, 2011, 12:18:26 PM
People would be more forgiving of a progression for 5s though when you have access to a matching system than they are for raids.


Title: Re: SWTOR
Post by: sam, an eggplant on June 15, 2011, 12:53:57 PM
Analysts basically make educated guesses. They support these reports as best they can, but ultimately, they're guessing just like the rest of us. The main difference is that nobody bases their investments upon you thinking SWTOR looks like a WoW clone. It's not a bad gig, if you can get it.


Title: Re: SWTOR
Post by: eldaec on June 15, 2011, 01:00:59 PM
Each tier should get progressively harder requiring gear and stuff from previous tiers.

Heh, Mark Jacobs has some ward gear to sell you....


Title: Re: SWTOR
Post by: Paelos on June 15, 2011, 01:02:32 PM
I need to start making guesses about how much games will suck, make up a few charts, and toss my CPA cert behind it. I could be a fancy analyst.


Title: Re: SWTOR
Post by: Montague on June 15, 2011, 01:06:10 PM
Analysts basically make educated guesses. They support these reports as best they can, but ultimately, they're guessing just like the rest of us. The main difference is that nobody bases their investments upon you thinking SWTOR looks like a WoW clone. It's not a bad gig, if you can get it.

That and the guy must be a real nobody. Any analyst with any sort of clout would go to Austin and see development firsthand instead of at E3.


Title: Re: SWTOR
Post by: Draegan on June 15, 2011, 01:13:41 PM
Where they show the same demos?  When I went to Trion's Studios in San Fran to check out Rift, they had the same shit they were showing the press at all big shows.


Title: Re: SWTOR
Post by: Malakili on June 15, 2011, 01:14:08 PM
I need to start making guesses about how much games will suck, make up a few charts, and toss my CPA cert behind it. I could be a fancy analyst.

Is that what we do here? Minus the CPA cert at least.


Title: Re: SWTOR
Post by: Merusk on June 15, 2011, 01:31:25 PM
I need to start making guesses about how much games will suck, make up a few charts, and toss my CPA cert behind it. I could be a fancy analyst.

Is that what we do here? Minus the CPA cert at least.

Yes, but we're neither visible, marketing ourselves or collecting money for it.


Title: Re: SWTOR
Post by: Paelos on June 15, 2011, 01:34:13 PM
My point was to do what I'm already doing while leveraging the alphabet soup behind my name to make money off being a giant nay-saying douche.

Btw, I think this game will be successful from a normal MMO standpoint, but probably fail horribly in the "recovery of investment" area.


Title: Re: SWTOR
Post by: Murgos on June 15, 2011, 02:00:17 PM
Origin not required to play:

Quote
While Origin will be the exclusive digital retailer for Star Wars: The Old Republic (in other words, if you want to buy it online and download it, you’ll do so through Origin) that does not mean that Origin is required for you to access or play The Old Republic.

Origin is a digital storefront, and the desktop application is there to give you quick access to Origin exclusives and deals.

However, you won’t need to launch the Origin application to run The Old Republic, nor will you patch the game via Origin. Once the game is on your hard disk, you’ll be connecting to our servers to patch and launch the game, and Origin does not have to be running to do that.

To answer another question - boxed versions of the game will include the client on DVD(s)

http://www.swtor.com/community/showthread.php?p=6823172#edit6823172


Title: Re: SWTOR
Post by: luckton on June 15, 2011, 02:04:20 PM
Origin not required to play:

Quote
While Origin will be the exclusive digital retailer for Star Wars: The Old Republic (in other words, if you want to buy it online and download it, you’ll do so through Origin) that does not mean that Origin is required for you to access or play The Old Republic.

Origin is a digital storefront, and the desktop application is there to give you quick access to Origin exclusives and deals.

However, you won’t need to launch the Origin application to run The Old Republic, nor will you patch the game via Origin. Once the game is on your hard disk, you’ll be connecting to our servers to patch and launch the game, and Origin does not have to be running to do that.

To answer another question - boxed versions of the game will include the client on DVD(s)

http://www.swtor.com/community/showthread.php?p=6823172#edit6823172

Good.  Now we just have to wait for the pre-order bullshit EA will pull out of their ass for TOR  :grin:

Let's start a guess-game for the exclusives..

GameStop: Exclusive yoda-race companion

Best Buy: Some kind of trinket that increases your primary stat by 50.

Origin: Light-saber that you can change the color of to whatever you want.


Title: Re: SWTOR
Post by: Malakili on June 15, 2011, 02:11:50 PM
Origin not required to play:

Quote
While Origin will be the exclusive digital retailer for Star Wars: The Old Republic (in other words, if you want to buy it online and download it, you’ll do so through Origin) that does not mean that Origin is required for you to access or play The Old Republic.

Origin is a digital storefront, and the desktop application is there to give you quick access to Origin exclusives and deals.

However, you won’t need to launch the Origin application to run The Old Republic, nor will you patch the game via Origin. Once the game is on your hard disk, you’ll be connecting to our servers to patch and launch the game, and Origin does not have to be running to do that.

To answer another question - boxed versions of the game will include the client on DVD(s)

http://www.swtor.com/community/showthread.php?p=6823172#edit6823172

Good.  Now we just have to wait for the pre-order bullshit EA will pull out of their ass for TOR  :grin:

Let's start a guess-game for the exclusives..

GameStop: Exclusive yoda-race companion

Best Buy: Some kind of trinket that increases your primary stat by 50.

Origin: Light-saber that you can change the color of to whatever you want.

Access to special headstart and/or special princess Leia hairdo for female characters.


Title: Re: SWTOR
Post by: tmp on June 15, 2011, 02:30:19 PM
Origin: Light-saber that you can change the color of to whatever you want.
Why put more effort than necessary.

Origin: exclusive access to the red and purple lightsaber crystals.


Title: Re: SWTOR
Post by: luckton on June 15, 2011, 02:33:02 PM
Origin: Light-saber that you can change the color of to whatever you want.
Why put more effort than necessary.

Origin: exclusive access to the red and purple lightsaber crystals.

That would be how EA 'would' do it.  I just say any color due to how the TOR boards always have at least 2-5 threads running about how if they can't customize their lightsaber the way they want, they'd write Lucas a very angry letter.  :why_so_serious:


Title: Re: SWTOR
Post by: Malakili on June 15, 2011, 02:50:39 PM
Origin: Light-saber that you can change the color of to whatever you want.
Why put more effort than necessary.

Origin: exclusive access to the red and purple lightsaber crystals.

That would be how EA 'would' do it.  I just say any color due to how the TOR boards always have at least 2-5 threads running about how if they can't customize their lightsaber the way they want, they'd write Lucas a very angry letter.  :why_so_serious:

I went over there to confirm this claim and found this gem:
http://www.swtor.com/community/showthread.php?t=342508

Quote
am a hero, and supposidly master of my domain by the time I'm level 50... but someone is going to tell me what color lightsaber I am going to use? I'm a Darth, I want a green lightsaber...

 :drill:


Title: Re: SWTOR
Post by: luckton on June 15, 2011, 03:11:59 PM
I went over there to confirm this claim and found this gem:
http://www.swtor.com/community/showthread.php?t=342508

Quote
am a hero, and supposidly master of my domain by the time I'm level 50... but someone is going to tell me what color lightsaber I am going to use? I'm a Darth, I want a green lightsaber...

 :drill:

I only wish I could make this shit up.   :why_so_serious:


Title: Re: SWTOR
Post by: tmp on June 15, 2011, 03:30:17 PM
That thing has 46 pages and counting. Bet the guy who said on the first page it's not prada handbags feels really stupid now.


Title: here's some schadenfreude for you fuckwits from #hate
Post by: sam, an eggplant on June 15, 2011, 03:57:40 PM
Here's some schadenfreude for ya. Feast upon my tears, and be satiated.

So I just got an email from Bioware, subject "STAR WARS: The Old Republic Testing Opportunity". I SQUEEEEEEE like a 13 year old girl the captain of the varsity team just invited to homecoming, and click the link, nipples fully erect. It sends me to fill out a 10 page long survey, which I diligently spend 15 minutes or so doing, then at the end posts a screen saying the following:

"Survey Completed: Thank you!

We’re sorry, but you do not qualify for this particular test. This does not exclude you from future tests however, and if future tests occur you may be contacted to participate. Thanks for your time and may the force be with you!"

Clearly whoever is running the beta program has succumbed to the dark side of the force. Have you ever heard of such a sadistic cocktease?


Title: Re: SWTOR
Post by: Lucas on June 15, 2011, 04:02:21 PM
What the f....? For real, man  :ye_gods: :ye_gods: :ye_gods:

In other news, TOR Community Manager Stephen Reid said that european invitations may go out pretty soon (even though the scale of the test will be kept somewhat smaller than the U.S. one, which is going to get bigger within the next month).


Title: Re: SWTOR
Post by: SnakeCharmer on June 15, 2011, 04:05:07 PM
Harsh.


Title: Re: SWTOR
Post by: sam, an eggplant on June 15, 2011, 04:26:52 PM
http://twitter.com/#!/Rockjaw/status/81131085781671936

QQ


Title: Re: SWTOR
Post by: luckton on June 15, 2011, 04:38:58 PM
http://twitter.com/#!/Rockjaw/status/81131085781671936

QQ

Nothing popped up in my inbox.  I call shenanigans  :oh_i_see:

As for the survey, it's legit that it's how they're handling applicants, which is extremely  :uhrr:


Title: Re: SWTOR
Post by: Malakili on June 15, 2011, 04:43:18 PM
I can't decide if I should even beta games anymore.  On the one hand, it keeps me from purchasing games I won't like, on the other hand, it ruins games for me that I will like.


Title: Re: here's some schadenfreude for you fuckwits from #hate
Post by: luckton on June 15, 2011, 04:48:45 PM
Here's some schadenfreude for ya. Feast upon my tears, and be satiated.

So I just got an email from Bioware, subject "STAR WARS: The Old Republic Testing Opportunity". I SQUEEEEEEE like a 13 year old girl the captain of the varsity team just invited to homecoming, and click the link, nipples fully erect. It sends me to fill out a 10 page long survey, which I diligently spend 15 minutes or so doing, then at the end posts a screen saying the following:

"Survey Completed: Thank you!

We’re sorry, but you do not qualify for this particular test. This does not exclude you from future tests however, and if future tests occur you may be contacted to participate. Thanks for your time and may the force be with you!"

Clearly whoever is running the beta program has succumbed to the dark side of the force. Have you ever heard of such a sadistic cocktease?

Don't suppose you'd be interested in filling us in on some of those survey questions, eh?  :grin:


Title: Re: SWTOR
Post by: Ingmar on June 15, 2011, 04:48:59 PM
I went over there to confirm this claim and found this gem:
http://www.swtor.com/community/showthread.php?t=342508

Quote
am a hero, and supposidly master of my domain by the time I'm level 50... but someone is going to tell me what color lightsaber I am going to use? I'm a Darth, I want a green lightsaber...

 :drill:

I only wish I could make this shit up.   :why_so_serious:

As a Colorblind-American I would like to point out that Vader's saber looks like it could be green to me.


Title: Re: SWTOR
Post by: Malakili on June 15, 2011, 04:58:13 PM
I went over there to confirm this claim and found this gem:
http://www.swtor.com/community/showthread.php?t=342508

Quote
am a hero, and supposidly master of my domain by the time I'm level 50... but someone is going to tell me what color lightsaber I am going to use? I'm a Darth, I want a green lightsaber...

 :drill:

I only wish I could make this shit up.   :why_so_serious:

As a Colorblind-American I would like to point out that Vader's saber looks like it could be green to me.

Man, this must totally alter your entire Star Wars world view.


Title: Re: SWTOR
Post by: 01101010 on June 15, 2011, 05:23:18 PM
I can't decide if I should even beta games anymore.  On the one hand, it keeps me from purchasing games I won't like, on the other hand, it ruins games for me that I will like.

I originally applied site-unseen. But now that I look at this a bit more, no way do I beta something story-ridden. No reason to ruin it before my free month.


Title: Re: SWTOR
Post by: Malakili on June 15, 2011, 05:25:52 PM
I can't decide if I should even beta games anymore.  On the one hand, it keeps me from purchasing games I won't like, on the other hand, it ruins games for me that I will like.

I originally applied site-unseen. But now that I look at this a bit more, no way do I beta something story-ridden. No reason to ruin it before my free month.

To be fair, that first month is actually the most expensive.  But I actually agree with what you are saying, I'm just nit picking.


Title: Re: here's some schadenfreude for you fuckwits from #hate
Post by: Surlyboi on June 15, 2011, 06:03:43 PM
Here's some schadenfreude for ya. Feast upon my tears, and be satiated.

So I just got an email from Bioware, subject "STAR WARS: The Old Republic Testing Opportunity". I SQUEEEEEEE like a 13 year old girl the captain of the varsity team just invited to homecoming, and click the link, nipples fully erect. It sends me to fill out a 10 page long survey, which I diligently spend 15 minutes or so doing, then at the end posts a screen saying the following:

"Survey Completed: Thank you!

We’re sorry, but you do not qualify for this particular test. This does not exclude you from future tests however, and if future tests occur you may be contacted to participate. Thanks for your time and may the force be with you!"

Clearly whoever is running the beta program has succumbed to the dark side of the force. Have you ever heard of such a sadistic cocktease?

Got the same survey, but they didn't shoot me down outright, so we'll see what happens.


Title: Re: SWTOR
Post by: Malakili on June 16, 2011, 09:59:54 AM
Why you should care about Companions (http://www.torreport.com/279/why-you-should-care-about-companions/)

Quote
To begin, companions are essentially full fledged party members. Unlike in World of Warcraft where a Hunter needs put little thought into his pet beyond acquiring it, your companions in TOR have full gear slots like  playable characters. You’ll have to equip all of them with armor and weapons, the droids with their separate droid equipment.

As each class has five companions, and they’ll all be fulfilling different roles, you now have six slots of equipment to juggle. On the plus side this means that any random drop you get is not worthless if its not for your class. A Jedi Consular who manages to pick up a green blaster can now give it to one of his companions, and gain actual benefit from it, instead of being forced to sell it for a pittance.

I didn't realize it was like this.  This is actually really neat.  I like the idea of companions being able to use all that loot I'd normally just vendor or AH a lot actually. Definitely adds a lot of interest.


Title: Re: SWTOR
Post by: 01101010 on June 16, 2011, 10:04:21 AM

I didn't realize it was like this.  This is actually really neat.  I like the idea of companions being able to use all that loot I'd normally just vendor or AH a lot actually. Definitely adds a lot of interest.

Oh god I can hear the crying now:
"That ninja stole that blue blaster! He's a fucking jedi!!"
'I needed it for my companion - it's an upgrade'

Followed by thread upon thread on the topic of GEAR: PLAYERS > COMPANIONS!!

:popcorn:


Title: Re: SWTOR
Post by: Rasix on June 16, 2011, 10:05:33 AM
That'll probably be a setting in the loot roller, unless the devs are completely retarded.


Title: Re: SWTOR
Post by: cironian on June 16, 2011, 10:10:43 AM
That'll probably be a setting in the loot roller, unless the devs are completely retarded.

Or you could just spawn a private set of drops from the loot list for each player (Player A has a 5% chance of getting that piece of uber-loot, but player B still has the same 5% chance even if player A has already gotten it). Then the kids don't have to fight over the toys. I mean, quest rewards already work something like that and no one is really complaining about that.


Title: Re: SWTOR
Post by: Lantyssa on June 16, 2011, 10:13:41 AM
Outfitting my heroes in Guild Wars is a huge draw for me.  I approve of this.


Title: Re: SWTOR
Post by: Amaron on June 16, 2011, 10:42:11 AM
I was simply excited to have NPC's around to toss in dialog now and then.  Getting to equip them with gear is a big bonus.


Title: Re: SWTOR
Post by: 01101010 on June 16, 2011, 10:45:02 AM
Outfitting my heroes in Guild Wars is a huge draw for me.  I approve of this.

I am not opposed to this at all, I am just saying that if not handled correctly, it will lead ot very bad things. In fact, I really enjoyed being able to equip my drone crew in STO... As long as the devs have a plan on how to dole out the goodies that is.


Title: Re: SWTOR
Post by: Abelian75 on June 16, 2011, 10:52:50 AM
To be fair, that first month is actually the most expensive.

Man, so good to see someone else who realizes this.  Mind you, I'm generally only irritated by the term when I see people using it as a justification for why you aren't entitled to complain about server downtime and such because the first month is "free" (which it isn't).


Title: Re: SWTOR
Post by: Lantyssa on June 16, 2011, 11:15:37 AM
I am not opposed to this at all, I am just saying that if not handled correctly, it will lead ot very bad things. In fact, I really enjoyed being able to equip my drone crew in STO... As long as the devs have a plan on how to dole out the goodies that is.
Since I rarely group, and only then with friends who are mature enough to be able to talk about who needs loot, those issues are irrelevant to me.  Now sure it might be clownshoes for the game at large, but I'm not concerned with them at this point.

But conveniently, GW assigns loot, too.  No idea how SWTOR will do it.


Title: Re: SWTOR
Post by: Sky on June 16, 2011, 11:18:14 AM
Outfitting my heroes in Guild Wars is a huge draw for me.  I approve of this.
Remember that non-humans and droids only get kit upgrades for visual effect. So Blizz the awesome will have a set of models/textures rather than displaying the gear you put on him (except maybe weapons?). I think the humanoids will upgrade visually, though. Daniel talked about it during the Tatooine walkthrough.


Title: Re: SWTOR
Post by: Amaron on June 16, 2011, 03:19:21 PM
You know speaking of the whole lightsaber color thing.

What happens if you're a Sith Jedi and you decide to go light side?  Do you stop using lighting bolts and force choking people?  Originally I just assumed they'd sort the Jedi powers by faction.


Title: Re: SWTOR
Post by: tmp on June 16, 2011, 04:24:15 PM
If it's anything like the single player KotOR then you can use the powers no matter the alignment, but certain powers cost more to use if you're on the "wrong" side of the morality scale.


Title: Re: SWTOR
Post by: caladein on June 16, 2011, 05:16:02 PM
Yeah, if that happens I'll eat my hat.


Title: Re: SWTOR
Post by: Azuredream on June 16, 2011, 05:23:55 PM
You know speaking of the whole lightsaber color thing.

What happens if you're a Sith Jedi and you decide to go light side?  Do you stop using lighting bolts and force choking people?  Originally I just assumed they'd sort the Jedi powers by faction.

As long as you only force choke the bad guys I would think you'd be alright.


Title: Re: SWTOR
Post by: Amaron on June 16, 2011, 05:26:24 PM
If it's anything like the single player KotOR then you can use the powers no matter the alignment, but certain powers cost more to use if you're on the "wrong" side of the morality scale.

Honestly that could seriously suck so I hope they aren't doing that.  I can easily see that sort of system devolving into "Raid LF dps Jedi must be dark side!".


Title: Re: SWTOR
Post by: tmp on June 16, 2011, 05:57:22 PM
I can easily see that sort of system devolving into "Raid LF dps Jedi must be dark side!".
I can just as easily see any sort of system devolving into that :why_so_serious:


Title: Re: SWTOR
Post by: UnSub on June 16, 2011, 06:23:09 PM
Followed by thread upon thread on the topic of GEAR: PLAYERS > COMPANIONS!!

It also throws a spanner in the idea of a functional player crafting economy. A player won't be crafting just for themselves, they are potentially crafting for all their companions too.

(Not that I think SWOR was going to actually succeed in implementing the fully player driven economy, but this is something that makes it harder.)


Title: Re: SWTOR
Post by: Ingmar on June 16, 2011, 06:25:59 PM
I'm not sure I follow - doesn't it just increase the size of the market essentially?


Title: Re: SWTOR
Post by: Amaron on June 16, 2011, 06:36:13 PM
I'm not sure I follow - doesn't it just increase the size of the market essentially?

Yea that post lost me a bit too.   Is it some logic like more crafters = bad?


Title: Re: SWTOR
Post by: Murgos on June 16, 2011, 07:13:13 PM
Post by Damion Schubert that touches on a lot of the stuff that's been discussed here in the last few pages:

http://www.swtor.com/community/showthread.php?p=6819747#edit6819747

Quote from: Damion Schubert
When we started out this project, we decided to make an MMO with Bioware-quality story. Perhaps y'all have kind of picked up on that – we’ve been known to mention it from time to time.

A point here is that we decidedly didn’t want to make ‘standard MMO with Glowsticks’. There are some areas where we wanted to take some big chances. One of which is the story, which is really a two-part feature. Most people talk about the high-quality plots and characters, reminiscent of the best Bioware has to offer - but lots of games have good story. The bigger focus is actually on the delivery mechanism for the story: the camera-work, the full VO, the feeling of choice and ramifications, the companions interjecting their two cents from time to time – when we say ‘story’, we don’t just mean ‘we’re telling a good tale’ (although we usually are), what we mean is that ‘we’re using our Bioware-best-practices to make you feel like you actually are living the Bounty Hunter experience through the story we invite you to take part in’.

We took some chances with this design, and most worked. There are some that, quite frankly, didn’t do so great (some of which we took out, a few we’re working to change before ship). However, in the case of the story stuff – and I realize I sound like I’m tooting our own horn here – the sense I get from my own playthroughs, and from the feedback from those who have gotten to test the game, is that we have, for the most part, nailed the story experience. Put it this way - a lot of testers say things like ‘gamechanging for the MMO genre’.

So that’s pretty cool.

Anyway, one of the things about game design is that the designer is continually forced to make choices – decisions in terms of which way the design can go. Despite what some armchair designers with absolutist opinions might tell you, these choices rarely are black and white. For example, a game design idea that is excellent in one MMO might be a terrible idea to add to another MMO, and maybe an even worse idea to add to a third game. Every game is trying to do radically different things. Every game has communities that value different things. Every game is, ultimately, striving for different things.

And so it is with us.

As I’ve written about previously, we consider community to be a very important aspect of the game’s design – on equal footing as to the ‘game-y’ aspects and the ‘world-y’ aspects of the MMO. We devote a lot of time -- and a ton of energy --to being sure that we have features that build and encourage community in the game. Some of these features are tightly integrated with the story, such as the multiplayer conversation and social points systems. Other features are wholly separate from the story, and designed to encourage and be bolstered by the community. Our Crew Skills/Crafting/Economy design, for example, really comes into its own for players willing to socialize and trade with each other, and other than leveraging the companions you gather, intersects little with the story.

Are there limitations that are imposed on our design because of story? Sure. One of the key reasons we don’t have Republic Bounty Hunters (for example) is that then we’d have to create an all-new Republic side class quest line, and create full scripted responses and VO for all of the Republic Bounty Hunter quests in the game. Given the intricacies of Bioware-style quest content, this is an enormously expensive and complicated proposition, and despite what the naysayers say, we do not have infinite resources at our disposal, and we’d really like to ship this game before 2035.

Do I think this hurts community? I reject that. I note that ‘other’ MMOs have limitations in terms of which side can play Bright Wizards and Minotaurs, for example, and they still seem to have loyal followings. All games, ultimately, constrain player actions in certain ways. Hopefully, in most cases, these decisions elevate the game design.

Are there elements of our story experience that are non-congruent with being in a shared space? Possibly. However, ultimately, all story-based games – and this goes for even single-player games – require a certain suspension of disbelief. So far, our testers don’t seem to have any problems doing so. In fact, I’d say the community makes the Bioware story experience more interesting.

As one example, a lot of people I talk to about The Old Republic initially think it’s weird that two Bounty Hunters can both have essentially the same story, with the same key moments, the same key bounties, win the same titles, and both be called, by their story NPCs, effectively the best single bounty hunter in the galaxy. Isn’t that kind of dissonant? The players that play the game don’t see it that way. Two Bounty Hunters playing the same story are having a very unique communal experience. I’ve seen them congratulate each other, share tips, help with bosses, and even compare notes about key decision points in the story (“I killed him, you saved him, what happened to you?”). Put another way, the fact that two people are walking the same path means that they have something to talk about. And this is good for community.

TLDR Version: What is going to be good for any particular MMO’s community is going to be wildly divergent between MMOs, depending on each MMO’s focus and feature set. We’re continually keeping an eye on our community to be sure that they remain healthy, but for the most part, there are some really neat interactions going on.


Title: Re: SWTOR
Post by: Malakili on June 16, 2011, 08:40:06 PM
Quote
As one example, a lot of people I talk to about The Old Republic initially think it’s weird that two Bounty Hunters can both have essentially the same story, with the same key moments, the same key bounties, win the same titles, and both be called, by their story NPCs, effectively the best single bounty hunter in the galaxy. Isn’t that kind of dissonant? The players that play the game don’t see it that way. Two Bounty Hunters playing the same story are having a very unique communal experience. I’ve seen them congratulate each other, share tips, help with bosses, and even compare notes about key decision points in the story (“I killed him, you saved him, what happened to you?”). Put another way, the fact that two people are walking the same path means that they have something to talk about. And this is good for community.


This right here has generally been my biggest worry about this game.  I'm still not convinced it won't be an issue, but frankly, it isn't an issue in WoW, and I doubt it will be here in the big picture.  To me its come to the STORY IN and MMO and the HISTORY OF an MMO.  There will be very little history of SWTOR, compared to something like EVE where you could write a history dissertation on the history of the in game galaxy - like, actions by real people. 

I think what he says is actually right though.  For all it makes me uncomfortable about the fact that my imperial agent has the exact same story as every othr imperial agent plus or minus a few details, most people are going to be totally 100% happy with just experiencing the content and sharing that experience with friends.  If I buy this game and enjoy it, it will be totally based upon my ability to put myself into the mindset of enjoying the experience for what it is without getting hung up on this sort of thing.


Title: Re: SWTOR
Post by: Azuredream on June 16, 2011, 10:30:48 PM
It's not an issue for me. If anything it's a plus like he was saying; I remember talking about DA:O with my friends and discussing what choices we made. It'd be cool to have those kinds of discussions in /guild or /party.


Title: Re: SWTOR
Post by: Rasix on June 16, 2011, 11:00:32 PM
We've done that plenty here for all recent Bioware releases.  Water cooler talk for RPG nerds.

A guy I work with just loves to talk about Mass Effect 2.  It's fun and has the bonus effect of making my officemate really uncomfortable (officemate doesn't game at all).


Title: Re: SWTOR
Post by: cironian on June 17, 2011, 03:23:19 AM
Yeah, everyone being the one true hero of the story never much bothered anyone in LOTRO so I don't think it's going to be a problem here.


Title: Re: SWTOR
Post by: Malakili on June 17, 2011, 05:03:34 AM
Yeah, everyone being the one true hero of the story never much bothered anyone in LOTRO so I don't think it's going to be a problem here.


Its never stopped me from playing an MMO in practice, but it always rubs me the wrong way anyway.  I think it dates back to the earlier days when I saw MMOs as potentially being the ultimate RP experience.  This was over a decade ago, but I really thought in those days that there would be 1000s of people living out their unique lives in a virtual game world.  Obviously I know the genre didn't go in that direction, and I've raided, meta gamed and in fact effectively given up RP all together and gone for that more "hardcore" number crunching style precisely because RP in the MMO genre turns out to actually be paying 15 bucks a month for a glorified chat room.  But there is still just this little tiny remnant in my mind of that original hope for the genre that still pops up any time a new game is coming out, especially when they go on and on about how RP and story matter - my definitions just aren't the same though.


Title: Re: SWTOR
Post by: Bunk on June 17, 2011, 05:56:40 AM
It's not an issue for me. If anything it's a plus like he was saying; I remember talking about DA:O with my friends and discussing what choices we made. It'd be cool to have those kinds of discussions in /guild or /party.

Hmm, wonder if they will integrate a spoiler tag system in to the chat? (only half kidding)


Title: Re: SWTOR
Post by: Malakili on June 17, 2011, 06:15:16 AM
It's not an issue for me. If anything it's a plus like he was saying; I remember talking about DA:O with my friends and discussing what choices we made. It'd be cool to have those kinds of discussions in /guild or /party.

Hmm, wonder if they will integrate a spoiler tag system in to the chat? (only half kidding)

[General]DarthWanker: I'm stuck on the Tatoonie quest where you have to fine the holocron, can anyone help.
[General]DerpSkywalker: Dude, that quest line sucks, I can't believe the Sith backstory is X,Y,Z.

Good times, good times.


Title: Re: SWTOR
Post by: luckton on June 17, 2011, 06:19:13 AM
Generally when I see people in General crying for help on something that everyone and their brother could figure out or solo, my response:

"It's 2011.  If you haven't figured out how to Goggle this shit by now, you're playing the wrong kind of game."


Title: Re: SWTOR
Post by: Surlyboi on June 17, 2011, 06:28:08 AM
I generally beer goggle the shit instead.


Title: Re: SWTOR
Post by: eldaec on June 17, 2011, 08:00:28 AM
I suspect the mmo nature of the game will actually help instill a little discipline on the writers, who can no longer rely on the crutch of destroying a city or planet just to give an event impact.

Benefit of this is likely to outweigh the issue of team members being on a contradictory storyline.

The more interesting question for me will be whether in a group setting anyone can be persuaded to RP the conversations rather than just click through, and how much wow combat limitations compromise the overall experience.

This design is literally attempting to trick mmorpg players into roleplaying, EA have bet hundreds of millions on bioware achieving this. It is a brave choice.


Title: Re: SWTOR
Post by: Malakili on June 17, 2011, 08:31:18 AM


This design is literally attempting to trick mmorpg players into roleplaying, EA have bet hundreds of millions on bioware achieving this. It is a brave choice.

If RPing just means putting a small amount of thought into which dialog choice you want, then yes.  My feeling is that for the average player they will take it in stride, lots of people that will play this have played Dragon Age or Mass Effect and it will feel familiar.  The "harder core" people will probably end up boiling it down to some kind of optimization, but I don't know that doing that will really make the experience any worse though, it'll just be another mechanic to be analyzed for those who want to, and a bit more interaction than the normal "click accept and then run to where is says on my map" questing method for everyone else.


Title: Re: SWTOR
Post by: Mnemon on June 17, 2011, 08:54:55 AM
Why you should care about Companions (http://www.torreport.com/279/why-you-should-care-about-companions/)

Quote
To begin, companions are essentially full fledged party members. Unlike in World of Warcraft where a Hunter needs put little thought into his pet beyond acquiring it, your companions in TOR have full gear slots like  playable characters. You’ll have to equip all of them with armor and weapons, the droids with their separate droid equipment.

As each class has five companions, and they’ll all be fulfilling different roles, you now have six slots of equipment to juggle. On the plus side this means that any random drop you get is not worthless if its not for your class. A Jedi Consular who manages to pick up a green blaster can now give it to one of his companions, and gain actual benefit from it, instead of being forced to sell it for a pittance.

I didn't realize it was like this.  This is actually really neat.  I like the idea of companions being able to use all that loot I'd normally just vendor or AH a lot actually. Definitely adds a lot of interest.

thanks for the link ;-) that's actually my site.


Title: Re: SWTOR
Post by: luckton on June 17, 2011, 09:43:42 AM
I'm smelling some fresh cake in the air.. :grin:


Title: Re: SWTOR
Post by: Comstar on June 17, 2011, 09:57:46 AM
Are there NPC romances?

For that matter, what companions can you get? I saw a smuggler with a droid and a jedi with a parawan. Is it the same companions for everyone, or 5 different ones for each class?


Title: Re: SWTOR
Post by: sam, an eggplant on June 17, 2011, 10:06:32 AM
Every class gets different companions.


Title: Re: SWTOR
Post by: caladein on June 17, 2011, 10:09:13 AM
Some of the companions can be romanced, yes.  (I think that's what you were asking.)


Title: Re: SWTOR
Post by: 01101010 on June 17, 2011, 10:25:04 AM
Jedi's can get a padawan? Can we abuse it as well? In fact, can we abuse any of the companions? Will they go away if we do?


Title: Re: SWTOR
Post by: Shatter on June 17, 2011, 10:27:16 AM
Jedi's can get a padawan? Can we abuse it as well? In fact, can we abuse any of the companions? Will they go away if we do?

Gonna make em clean your lightsaber?


Title: Re: SWTOR
Post by: luckton on June 17, 2011, 10:28:52 AM
Jedi's can get a padawan? Can we abuse it as well? In fact, can we abuse any of the companions? Will they go away if we do?

I've gotten mixed messages from fansite commentary that companions can actually be killed/disbanded.  Some say yes, other no.  I think you can shit your relationship with them to the point where they won't talk to you, but since they're making companions such an integral part of the experience (crafting/grouping/storyline),  I doubt you can actually get rid of them.

For Jedi, you'd probably get a padawan later in level life, assuming that you're starting out at level 1 as a padawan yourself.


Title: Re: SWTOR
Post by: sam, an eggplant on June 17, 2011, 10:29:52 AM
From what I read, you can indeed piss off companions sufficiently for them to take a hike, but the game provides very explicit warnings before allowing you to do so.

This seems like the kind of thing they'll remove before going live. If you play a ranged damage dealer and piss off the tank companion, for example, you could end up screwed.


Title: Re: SWTOR
Post by: Lucas on June 17, 2011, 11:56:46 AM
Nice "before & after" pics of Nar Shaddaa Promenade from today's dev blog ("The Post-Writing Polish Process"):

http://www.swtor.com/news/blog/20110617

Before


After



Title: Re: SWTOR
Post by: Mnemon on June 17, 2011, 12:29:45 PM
Are there NPC romances?

For that matter, what companions can you get? I saw a smuggler with a droid and a jedi with a parawan. Is it the same companions for everyone, or 5 different ones for each class?

Right now we only know one companion for almost every class. We actually don't know any of the Consular's companions, but know two for the Bounty Hunter.

these are the ones we know ...

- Bowdaar (Smuggler): Wookiee arena champion.

- Tanno Vik (Trooper): Weequay military demo specialist with a criminal background.

- T7-01 (Jedi Knight): An astrotech droid.

- Mako (Bounty Hunter): Slicing and technology expert. Also a healer.

- Blizz (Bounty Hunter): The jawa companion unveiled at E3.

- Vette (Sith Warrior): Former twi'lek slave who became a pirate.

- Kaliyo Djannis (Imperial Agent): Rattatak assassin/enforcer.

- Khem Val (Sith Inquisitor): Force resistant troll type thing (called a Dashade).

one of the Jedi also likely gets a padawan based on the features trailer we saw before E3.


Title: Re: SWTOR
Post by: Murgos on June 17, 2011, 01:41:28 PM
There is a dev tracker post, or maybe something that was said in a Q&A at E3 that says there are 5 companions per class and a total of 40 available.


Title: Re: SWTOR
Post by: Amaron on June 17, 2011, 02:19:00 PM
I thought I read something that said companions can die due to your choices.  I know I read they can be pissed off to the point of them leaving or whatever.


Title: Re: SWTOR
Post by: luckton on June 17, 2011, 02:22:48 PM
I thought I read something that said companions can die due to your choices.  I know I read they can be pissed off to the point of them leaving or whatever.

Like I mentioned above, conflicting things from various sources.  Games been in development hell since '07-'08.  Things are bound to get changed around a lot, but as it stands, I really don't see how they would allow you to shoot yourself in the foot by letting you shoot your companion in the face.


Title: Re: SWTOR
Post by: 01101010 on June 17, 2011, 02:23:57 PM
I thought I read something that said companions can die due to your choices.  I know I read they can be pissed off to the point of them leaving or whatever.

Like I mentioned above, conflicting things from various sources.  Games been in development hell since '07-'08.  Things are bound to get changed around a lot, but as it stands, I really don't see how they would allow you to shoot yourself in the foot by letting you shoot your companion in the face.

It's all about the RPs man... the R Peeeeesss..


Title: Re: SWTOR
Post by: luckton on June 17, 2011, 02:27:31 PM
I thought I read something that said companions can die due to your choices.  I know I read they can be pissed off to the point of them leaving or whatever.

Like I mentioned above, conflicting things from various sources.  Games been in development hell since '07-'08.  Things are bound to get changed around a lot, but as it stands, I really don't see how they would allow you to shoot yourself in the foot by letting you shoot your companion in the face.

It's all about the RPs man... the R Peeeeesss..

RPs be damned.  It works in offline games where you can do practically anything you wanna do, because you can just hit the reset button on the whole universe.  MMOs don't have reset buttons (unless you're Sony, of course  :why_so_serious:).  Again, as I stated above, companions are too intricate to how your character gets shit done. 

Put it another way: Would a Ret Pally really be effective if he decided he wasn't going to use two-handed weapons?


Title: Re: SWTOR
Post by: Lantyssa on June 17, 2011, 03:20:31 PM
Well, since they were saying it at this year's E3, I'm going to assume losing companions is still in.


Title: Re: SWTOR
Post by: sam, an eggplant on June 17, 2011, 04:02:00 PM
Indeed. There's just no way it'll stay in, unless companion roles are duplicated and they don't plan to use them for live game content updates and further expansion pack questlines/stories.


Title: Re: SWTOR
Post by: Amaron on June 17, 2011, 04:05:18 PM
There's just no way it'll stay in, unless companion roles are duplicated and they don't plan to use them for live game content updates and further expansion pack questlines/stories.

You get 5 and you're not going to like at least 1 of them so why on earth would it be a problem if you "lost" that companion by repeatedly kicking him in the nuts?


Title: Re: SWTOR
Post by: eldaec on June 17, 2011, 04:06:31 PM
Or they could just add a quest line to recover a lost companion.

Or they could simply not make expansion quests limited to specific companions.

Or they could say fuck it, make an alt or run the quests for one of the several other companions you have.



This seems like it will be an alt heavy game so honestly I can't see any reason they wouldn't let players chase companions off, though I imagine it'll involve going out of your way to piss them off before explictly telling them to fuck the hell off, much like in a Bioware single player rpg.


Title: Re: SWTOR
Post by: sam, an eggplant on June 17, 2011, 04:38:38 PM
You get 5 and you're not going to like at least 1 of them so why on earth would it be a problem if you "lost" that companion by repeatedly kicking him in the nuts?
Because you can permanently gimp your character if that companion's role isn't duplicated, and since the game is fully voiced, allowing players to use whatever companion they want isn't always an option.


Title: Re: SWTOR
Post by: Sky on June 17, 2011, 06:58:13 PM
You'll have to go out of their way to do it, and they've said they're pretty blatant about the point where the companion will get killed/shove off/whatever.

I'm ok with people getting gimped if they push it that far with the companion they need to complete their playstyle. Don't be a retard and it should be fine.


Title: Re: SWTOR
Post by: luckton on June 17, 2011, 07:02:01 PM
You'll have to go out of their way to do it, and they've said they're pretty blatant about the point where the companion will get killed/shove off/whatever.

I'm ok with people getting gimped if they push it that far with the companion they need to complete their playstyle. Don't be a retard and it should be fine.

Don't get me wrong, I have no problem with games punishing retards.  I just don't see how BW in good faith would allow it to happen in a MMO like this, especially with the inevitable backlash of "Derp, my companion is gone and now I can't do blah!  BW, fix it or I'm cancelling en masse!"

Although, the BW devs are credited for saying that players can sometimes be idiots...


Title: Re: SWTOR
Post by: Sky on June 17, 2011, 07:07:51 PM
They should just post in any whine thread, a screenshot of the plot point where they put in a giant warning flag *If you do this, YOUR ONLY HEALER will leave FOR GOOD and there is NO RETURN from this decision.* And then mock them for doing it anyway and then having the audacity to whine about it publicly.


Title: Re: SWTOR
Post by: Abelian75 on June 17, 2011, 07:30:04 PM
There just doesn't seem much point in including the option unless there's something that we're missing in the discussion here.  Why not just add an option to ask the companion to return?  There'd be more of a case for the feature if you couldn't keep all your companions or something.  That would still be potentially very problematic (as it would essentially be like having no respecs), but there would at least be some gameplay value added.  The option to just kind of eliminate flexibility with no gain is sort of pointless.


Title: Re: SWTOR
Post by: Lantyssa on June 17, 2011, 07:52:38 PM
Maybe because some players would want to do so, or they really just don't like that one companion.

You've got five, they have slots for ten with expansions, and each class can perform several rolls.  If someone really, really, really wants to kill all five of their companions then more power to them.

Ultimately all they have to do is give a Hire Mercenary option so people can have a custom companion for dungeons or raiding or whatever.


Title: Re: SWTOR
Post by: Malakili on June 17, 2011, 08:00:33 PM
Maybe because some players would want to do so, or they really just don't like that one companion.

You've got five, they have slots for ten with expansions, and each class can perform several rolls.  If someone really, really, really wants to kill all five of their companions then more power to them.

Ultimately all they have to do is give a Hire Mercenary option so people can have a custom companion for dungeons or raiding or whatever.

It sounds good on paper, but come on, you KNOW that this will be a point of contention.  MMORPG players seem to HATE when their decisions are final.   Hell, I don't even personally care that much, but I've been around the genre to know its a bad idea to make a one click decision final, even if there is an insane confirmation warning.   Even best case scenario, on day one there is a "my cat walked across my keyboard at the confirmation window and now I lost my companion"


Title: Re: SWTOR
Post by: Amaron on June 17, 2011, 08:09:22 PM
Because you can permanently gimp your character if that companion's role isn't duplicated, and since the game is fully voiced, allowing players to use whatever companion they want isn't always an option.

I doubt you'd be gimping yourself since you can't raid with them or use them in seriously difficult content anyways.   I can see your point though.  It would suck if you gave up a combat pet you could of used to solo some daily group quest or some such.

They could theoretically add new max level "alien speaker" companions if it becomes a problem.


Title: Re: SWTOR
Post by: Fabricated on June 17, 2011, 08:20:00 PM
The thing I'm looking forward to is people complaining endlessly about the RP stuff when they've run a dungeon before, or when they're playing a new character if the RP shit is one-time only per character. Also bagging on new players if they take too long making their decision. Even if there's a timer, using it up will drive the "srs bzns" people insane.

"Why the fuck did you take so long deciding you faggot, it doesn't matter" etc etc


Title: Re: SWTOR
Post by: Merusk on June 17, 2011, 08:23:10 PM
This page has been pure Hilarity.

To reiterate what was said earlier:

Players: "We want change, we want something different! We want choices that matter!"
*something different given*
Players: "WTF Why is this different. Why did you change this. Why did this fuck me?!"

 :awesome_for_real: :facepalm:


Title: Re: SWTOR
Post by: Amaron on June 17, 2011, 08:34:57 PM
Also bagging on new players if they take too long making their decision. Even if there's a timer, using it up will drive the "srs bzns" people insane.

"Why the fuck did you take so long deciding you faggot, it doesn't matter" etc etc

Yea this shit is why I see being able to solo everything as a serious matter.  I was pretty irked that they even considered taking out the ability to use companions in anything story related.


Title: Re: SWTOR
Post by: Sky on June 17, 2011, 09:02:48 PM
There just doesn't seem much point in including the option unless there's something that we're missing in the discussion here.  Why not just add an option to ask the companion to return?  There'd be more of a case for the feature if you couldn't keep all your companions or something.  That would still be potentially very problematic (as it would essentially be like having no respecs), but there would at least be some gameplay value added.  The option to just kind of eliminate flexibility with no gain is sort of pointless.
Story? You're thinking like an mmo powergamer, not a roleplayer. Not every path should be an optimal one.

Will the powergamers min/max it anyway? Sure. But for the rest of us, it allows some interesting choices. Do I put up with that annoying companion to get the benefit of their assistance or do I speak my mind and risk losing their help? My bet would be there is a lot of flexibility in the companion stories and some cross over in roles, so a Dark Jedi would lose the most goody-good of their companions, but be able to corrupt (and maybe even enhance) one with darker tendencies. That kind of thing.

Sure the fuck beats summoning a pet, either way.


Title: Re: SWTOR
Post by: tmp on June 17, 2011, 09:09:50 PM
Also something to keep on mind, the option to send away and/or kill a number of available companions is par for the course for BioWare RPGs. They pretty much build the encounters with this in mind and you can likely expect similar approach used here. Although this level of leeway may come as shock to the MMO crowd used to min-maxing for literally 0.5% advantage.


Title: Re: SWTOR
Post by: Amaron on June 18, 2011, 01:27:51 AM
Will the powergamers min/max it anyway? Sure.

I'm a serious min/maxer but if I get saddled with some Kreia bitch I'll lop her head off right away.   Some characters are so annoying they need to die immediately.


Title: Re: SWTOR
Post by: Simond on June 18, 2011, 03:20:59 AM
Kreia was awesome. She wanted to kill The Force so that all sentients were free to make their own decisions. Also she called out how stupid the generic good/bad choices in typical RPGs are: "You gave that beggar with a sob story 100 credits. Now watch him get murdered by a thug for the cash. Nice job breaking it, hero".


Title: Re: SWTOR
Post by: Samprimary on June 18, 2011, 03:26:24 AM
This page has been pure Hilarity.

To reiterate what was said earlier:

Players: "We want change, we want something different! We want choices that matter!"
*something different given*
Players: "WTF Why is this different. Why did you change this. Why did this fuck me?!"

 :awesome_for_real: :facepalm:


it really emphasizes that the reason we don't yet have the changes that we clamor for is that the move from theory to practice creates a lot of "see, this is why you can't have nice things"

MMO's kind of enforce that. THE MASSES etc

also, re: new nar shaddaa: i like big hutts and I can not lie


Title: Re: SWTOR
Post by: Malakili on June 18, 2011, 05:16:47 AM
The thing I'm looking forward to is people complaining endlessly about the RP stuff when they've run a dungeon before, or when they're playing a new character if the RP shit is one-time only per character. Also bagging on new players if they take too long making their decision. Even if there's a timer, using it up will drive the "srs bzns" people insane.

"Why the fuck did you take so long deciding you faggot, it doesn't matter" etc etc

There is an easy solution - never ever play with random people. 


Title: Re: SWTOR
Post by: 01101010 on June 18, 2011, 06:02:05 AM
The thing I'm looking forward to is people complaining endlessly about the RP stuff when they've run a dungeon before, or when they're playing a new character if the RP shit is one-time only per character. Also bagging on new players if they take too long making their decision. Even if there's a timer, using it up will drive the "srs bzns" people insane.

"Why the fuck did you take so long deciding you faggot, it doesn't matter" etc etc

This happened a lot in FFXI back in the day... Cut scenes would autorun on entering certain places and you'd have to click through the dialog or it would hang. Granted, there was only one line to take in those so it was a mash-thru, but if you were new and interested in the story, it could take a bit of time over say someone who already banged thru it and zoned in unabated. Luckily, the masses weren't overly douchebags about waiting - I think that's mainly because FFXI beat everyone into submission in that dept.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 18, 2011, 09:12:20 AM
The thing I'm looking forward to is people complaining endlessly about the RP stuff when they've run a dungeon before, or when they're playing a new character if the RP shit is one-time only per character. Also bagging on new players if they take too long making their decision. Even if there's a timer, using it up will drive the "srs bzns" people insane.

"Why the fuck did you take so long deciding you faggot, it doesn't matter" etc etc

There is an easy solution - never ever play with random people. 

Then you ought not be playing online games. Gone are the days of grouping with friends every time you do a dungeon/log in.

Also as to making companions leave? As said before, it's all well and dandy in a game where you can quicksave at every turn but a persistant world? Even if I don't mind it myself it'll be a CS nightmare.  Just imagine, gearing out all your companions and then through drunken dickery on your or someone elses part you loose one or two.


Title: Re: SWTOR
Post by: Rasix on June 18, 2011, 09:22:28 AM
How is it Bioware's responsibility to keep you sober and keep people off your account?  I can write boilerplate response right now for them, I won't even charge.

I'm sure they'll have some limp dicked method for backing out of your terrible decisions.  Plus, I imagine there's a healer (which is probably all you need for the solo/small group stuff) that you cannot piss off or kill. 



Title: Re: SWTOR
Post by: Malakili on June 18, 2011, 09:47:42 AM
The thing I'm looking forward to is people complaining endlessly about the RP stuff when they've run a dungeon before, or when they're playing a new character if the RP shit is one-time only per character. Also bagging on new players if they take too long making their decision. Even if there's a timer, using it up will drive the "srs bzns" people insane.

"Why the fuck did you take so long deciding you faggot, it doesn't matter" etc etc

There is an easy solution - never ever play with random people. 

Then you ought not be playing online games. Gone are the days of grouping with friends every time you do a dungeon/log in.


I was probably overstating it really, but let me put it this way, my enjoyment of WoW skyrocketed after I stopped putting up with randoms.  Bullshit happening, leave the group, annoying guy chatting in /party, leave the group, group just sucks, leave the group.   I just don't care enough to put up with it anymore.  Its really especially relevant for these kinds of MMOs because your enjoyment of that content REALLY depends on your group, and I found that I was way more stress free when instead of trying to plow through in non optimal situations, just quitting and playing something else or playing alone was far more enjoyable.

Also, I simply don't attempt anything resembling hard content without a tank and healer that I know (I am usually one of those two).  Heroics ONLY with that requirement met in WoW, for example.  Leveling or doing normals, I'll random because the content is trivial, but I'm not trusting randoms when wipes are possible.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 18, 2011, 10:17:41 AM
It's not their responsibility but it will be their problem. 


Title: Re: SWTOR
Post by: Murgos on June 18, 2011, 10:30:58 AM
I really doubt that you only can have one particular companion with one particular absolutely necessary skill.

Anyway, I'm pretty sure that in this case healing is kit you equip your companion with.


Title: Re: SWTOR
Post by: Count Nerfedalot on June 18, 2011, 11:10:22 AM
The thing I'm looking forward to is people complaining endlessly about the RP stuff when they've run a dungeon before, or when they're playing a new character if the RP shit is one-time only per character. Also bagging on new players if they take too long making their decision. Even if there's a timer, using it up will drive the "srs bzns" people insane.

"Why the fuck did you take so long deciding you faggot, it doesn't matter" etc etc

There is an easy solution - never ever play with random people. 

Then you ought not be playing online games. Gone are the days of grouping with friends every time you do a dungeon/log in.


This is bullshit.  Saying soloers and people who only play with others they know in MMOs "ought not be playing online games" is just stupid.  Pick any subset of playstyle preferences and say the same thing, and it's still bullshit.  Get over yourself and your preferred way of playing, be it solo, duo, PUG, premade, pvp, carebear or whatever, and deal with the fact that the vast majority of games are going to (have to) support all of those playstyles.  The only playstyles that might possibly be reasonably restricted by the developers are those that actively drive away other customers.  And the soloers and friends-only folks are at the far other extreme of that spectrum.  And TOR is most definitely NOT going to be implementing anything that makes it any kind of hardcore niche (unless it turns out "story" makes them niche  :why_so_serious:).  Encourage community, yes.  Drive off casual non-social types, not if they want to make money.


Title: Re: SWTOR
Post by: Amaron on June 18, 2011, 12:06:34 PM
Kreia was awesome. She wanted to kill The Force so that all sentients were free to make their own decisions.

That's nice.  Maybe if she had spent less time whining like a child and more time killing the force it might of worked.


Title: Re: SWTOR
Post by: Ingmar on June 18, 2011, 12:12:51 PM
Kreia was awesome. She wanted to kill The Force so that all sentients were free to make their own decisions.

That's nice.  Maybe if she had spent less time whining like a child and more time killing the force it might of worked.

Whining? Did you get Kreia confused with Carth or something?


Title: Re: SWTOR
Post by: Amaron on June 18, 2011, 12:34:15 PM
Whining? Did you get Kreia confused with Carth or something?

What else do you call it when she never does anything?  She doesn't go back and try to fix what she thinks you did wrong.  She just sits there constantly whining that you should of done something else.  Nevermind that the game doesn't give you any options that she'd find acceptable.   Carth is indeed a super whiner but he is in fact not as bad as Kreia because he has a line you can cross and he'll actually try to back up his words.


Title: Re: SWTOR
Post by: Mosesandstick on June 18, 2011, 12:55:35 PM
Isn't Kreia the manipulator? She tries to get others to do her dirty work.


Title: Re: SWTOR
Post by: eldaec on June 18, 2011, 01:00:27 PM
I honestly have no idea who Kreia was as all the party characters in that game, most espeicially Bao Dur, had rendered me comatose within half an hour of installation.


Title: Re: SWTOR
Post by: Sjofn on June 18, 2011, 01:18:18 PM
Bao Dur was the only character I thought was incredibly boring in KotOR2. But he had a hot voice, so at least he had that going for him.

Calling Kreia a whiner is just ... I don't get it. I guess it's more evidence that unless a character is sucking your metaphorical cock 24/7, thilled to death with all you are doing and all you will do, they are "whining."


Title: Re: SWTOR
Post by: tmp on June 18, 2011, 02:07:08 PM

What else do you call it when she never does anything?  She doesn't go back and try to fix what she thinks you did wrong.  She just sits there constantly whining that you should of done something else.
She isn't whining you did something wrong or that you should do something else. She just tries to teach you there's consequences to everything you do and they aren't as easy and straightforward as "i did the blue choice, so group hug!"

Well, that and manipulating you into doing her bidding, but that's another story.


Title: Re: SWTOR
Post by: eldaec on June 18, 2011, 03:34:31 PM
I just looked Kriea up and am reminded she was the one bearable party member in Kotor2, if only because hating the entire crew and being driven to want to destroy the galaxy or whatever was an entirely reasonable reaction to being stuck with that mob for an extended period.


Title: Re: SWTOR
Post by: Azuredream on June 18, 2011, 04:11:36 PM
What else do you call it when she never does anything? 

That time she nuked all the Jedi masters in the enclave as they were about to cut you off from the force doesn't count?

I loved KOTOR 2's party members. The writing was that game's biggest strength.


Title: Re: SWTOR
Post by: Amaron on June 18, 2011, 06:33:14 PM
She isn't whining you did something wrong or that you should do something else. She just tries to teach you there's consequences to everything you do and they aren't as easy and straightforward as "i did the blue choice, so group hug!"

Horse crap.   The main character of Kotor 2 is an adult and doesn't need guidance you'd give a teenager.   If you were giving advice to a fellow adult you wouldn't let him fuckup then say "Gee you just fucked up here's why".  You'd try and stop him before hand.   She's just a whiner.


Title: Re: SWTOR
Post by: Azuredream on June 18, 2011, 06:48:13 PM
Horse crap.   The main character of Kotor 2 is an adult and doesn't need guidance you'd give a teenager.   If you were giving advice to a fellow adult you wouldn't let him fuckup then say "Gee you just fucked up here's why".  You'd try and stop him before hand.   She's just a whiner.

Comparing Star Wars master/apprentice methodology to the real world?


Title: Re: SWTOR
Post by: Amaron on June 18, 2011, 07:37:47 PM
Comparing Star Wars master/apprentice methodology to the real world?

It's not a master/apprentice situation.   I don't remember ever saying "ok tutor me in the force".


Title: Re: SWTOR
Post by: Azuredream on June 18, 2011, 07:55:39 PM
I think we played two different games.


Title: Re: SWTOR
Post by: Amaron on June 18, 2011, 08:18:41 PM
I think we played two different games.

Exactly.   You're only looking at it from your point of view.   My character never agreed to be her apprentice.  I was already no longer a padiwan or a teenager.  Thus she was annoying.


Title: Re: SWTOR
Post by: Rasix on June 18, 2011, 08:29:24 PM
 :dead_horse: :dead_horse: :dead_horse: :dead_horse:


Title: Re: SWTOR
Post by: tmp on June 18, 2011, 08:40:51 PM
Horse crap.   The main character of Kotor 2 is an adult and doesn't need guidance you'd give a teenager. If you were giving advice to a fellow adult you wouldn't let him fuckup then say "Gee you just fucked up here's why".  You'd try and stop him before hand.   She's just a whiner.
The stopping beforehand is what you're expected to do with the kids, i believe. Not adults, whom you generally trust to either know better or to understand what they're doing. Until they show that they don't, then you can tell them they fucked up. They still should clean up their own shit though, rather than expect an old woman do it for them.

edit: as far as tutoring goes, i believe you actually do request her to guide you or something gets arranged very much to that effect, because your character initially is cut off from the Force and can't use it at all. But it's been a while i played it.


Title: Re: SWTOR
Post by: Malakili on June 18, 2011, 08:42:15 PM
This thread is really starting to deliver again.


Title: Re: SWTOR
Post by: Amaron on June 18, 2011, 09:21:08 PM
The stopping beforehand is what you're expected to do with the kids, i believe.
Take everything out of context please.  Suggesting to your leader (the Exile) that a beggar might get killed over the $5 dollars you're about to give him is far more acceptable than waiting and mentioning it afterwards.   Of course saying it at all is retarded but there you go.  I'm going to stop beating the dead horse now.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 18, 2011, 10:35:53 PM
At least she wasn't a mon calamari. That wouldn't have made sense in the context of the game and been really jarring.


Title: Re: SWTOR
Post by: rk47 on June 19, 2011, 01:30:23 AM
Whining? Did you get Kreia confused with Carth or something?

What else do you call it when she never does anything?  She doesn't go back and try to fix what she thinks you did wrong.  She just sits there constantly whining that you should of done something else.  Nevermind that the game doesn't give you any options that she'd find acceptable.   Carth is indeed a super whiner but he is in fact not as bad as Kreia because he has a line you can cross and he'll actually try to back up his words.

Right.

(http://dl.dropbox.com/u/829607/darkside/DS012.jpg)

he'll actually try to back up his words.

(http://dl.dropbox.com/u/829607/darkside/DS013.jpg)
(http://dl.dropbox.com/u/829607/darkside/DS015.jpg)
(http://dl.dropbox.com/u/829607/darkside/DS016.jpg)


Title: Re: SWTOR
Post by: Amaron on June 19, 2011, 06:35:31 AM
You're images aren't working because you used the https in the links.


Title: Re: SWTOR
Post by: UnSub on June 19, 2011, 07:00:06 AM
:dead_horse: :dead_horse: :dead_horse: :dead_horse:

And onwards to page 300! We can do it before SWOR launches - I have faith in you all.


Title: Re: SWTOR
Post by: Pennilenko on June 19, 2011, 07:21:14 AM
:dead_horse: :dead_horse: :dead_horse: :dead_horse:

And onwards to page 300! We can do it before SWOR launches - I have faith in you all.

This place does a good job of hiding its quantity of neck hair, at least until somebody brings up anything related to star wars.


Title: Re: SWTOR
Post by: Simond on June 19, 2011, 10:28:31 AM
She isn't whining you did something wrong or that you should do something else. She just tries to teach you there's consequences to everything you do and they aren't as easy and straightforward as "i did the blue choice, so group hug!"

Horse crap.   The main character of Kotor 2 is an adult and doesn't need guidance you'd give a teenager.   If you were giving advice to a fellow adult you wouldn't let him fuckup then say "Gee you just fucked up here's why".  You'd try and stop him before hand.   She's just a whiner.
So letting people learn from experience is juvenile, but simply telling people what to do (or else) is mature?

An additional point: KOTOR2 is, in part, a deconstruction of the typical (Bioware-style) RPG. It's Planescape to KOTOR's Balder's Gate.


Title: Re: SWTOR
Post by: Sjofn on June 19, 2011, 10:30:11 AM
Yeah, I'm pretty sure it's the teenagers (or child) you stop from doing something idiotic, wheras you simply discuss it with the adult. Because the adult is, you know. An adult.


Title: Re: SWTOR
Post by: Amaron on June 19, 2011, 11:34:20 AM
Quote
wheras you simply discuss it with the adult

I think you misunderstood what I meant by "stop".   Stop means saying "Hey that's a bad idea I don't think you should do that".   Also known as discussing.   I'm not sure how you could get any other idea than that.


Title: Re: SWTOR
Post by: tmp on June 19, 2011, 12:46:04 PM
But there's an extra factor to consider, ultimately Kreia is dark side character. Why would she want to stop you from doing stupid things when she can instead watch you do them and then berate you for it? Old ladies have right to have some fun, too :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on June 19, 2011, 07:00:57 PM
I think ultimately the problem is you don't actually know what the word whining means. Kreia is lecturing you.


Title: Re: SWTOR
Post by: Fordel on June 19, 2011, 07:31:33 PM
I think ultimately the problem is you don't actually know what the word whining means. Kreia is lecturing you.


It must pain you SO MUCH that you can't be a protocol droid.


Title: Re: SWTOR
Post by: Sjofn on June 19, 2011, 07:39:37 PM
It pains me, because I would love to watch him be one. The RP server people would think he was the best roleplayer around, without him having to RP at all. :heart:

That said, Ingmar is right. "Whiner" and "whining" are charges leveled at characters all the time, for seemingly no reason other than "they are not emotionally stunted manchildren and/or not actively kissing my ass."


Title: Re: SWTOR
Post by: Malakili on June 19, 2011, 07:44:30 PM
"they are not emotionally stunted manchildren and/or not actively kissing my ass."

Game developers have trained us well what to expect from NPCs


Title: Re: SWTOR
Post by: Sky on June 19, 2011, 09:05:24 PM
"Whiner" and "whining" are charges leveled at characters all the time, for seemingly no reason other than "they are not emotionally stunted manchildren and/or not actively kissing my ass."
:Love_Letters:


Title: Re: SWTOR
Post by: rk47 on June 19, 2011, 09:26:27 PM
Nah, Carth is just shit. And there's barely a development with him as the plot goes on.

'I've been betrayed and fear of being betrayed again' is all his selling point about. Which makes fucking him over so much sweeter...

"I won't let you win... *runs away*"

 :grin: Yeah, that's what i thought, bitch.


Title: Re: SWTOR
Post by: Sheepherder on June 20, 2011, 01:03:34 AM
...

Damn you, Mission. The Republic and the Jedi might pride themselves on being just and righteous, but under their rule you grew up living in a sewer and eating garbage. Who pulled you out of that shithole? Who whisked you off the planet just before it got bombed into the stone age? Who took time out from his very important quest to dick around in the middle of the fucking desert rescuing your worthless piece of shit brother from sand people? Without me, you never would have learned about your brother's death at their hands, because the garbage dump you lived in would have come down around your ears in a fucking holocaust of orbital bombardment.

And how do you pay me back? You spit in my fucking face with that silly "But the Sith are EVIL!" bullshit. I expected that sort of crap from Jolee and Juhani, and that simpering dipshit Carth, but not from you. You might not be "evil" but I had come to think of you as at least being halfway smart. (You were so damned pragmatic when we slit the throat of that silly blind leader of your old gang on Taris!) I mean I was prepared to tolerate a little bit of lip, but when it became clear that even your emo throw-rug of a wookie wasn't going to back you, it was time to quit sticking up for a regime that never gave a shit about you and throw your chips in with the only people who ever did you any favors.

But no, instead you call me out. Right there in front of my brand new apprentice and the rest of my followers. You force me to kill you, no pun intended. You ignorant little bitch, what made you think I even had the option of backing out at that point? The die had been cast, blood had already been shed. What the hell did you think was going to happen?

But it's all right. I don't really blame you.

I blame Carth.

Maybe you didn't know better, but he should have. In fact he certainly did, given the way ran for the hills once he realized what was happening. I blame him for not buying your life with his own. All that wannabe-hero horseshit he talked, and in the end he ran like a coward and left a teenage girl to face two Sith alone, with little more than a cry of "Run away!" over his shoulder as he fled. It ought to have been HE who stayed behind to die extolling the virtues of the Republic while YOU ran off into the woods.

The new Emperor of the Galaxy will not be kind to Carth, when he finally catches up to him.


Title: Re: SWTOR
Post by: Megrim on June 20, 2011, 05:12:11 AM
I think we played two different games.

Exactly.   You're only looking at it from your point of view.   My character never agreed to be her apprentice.  I was already no longer a padiwan or a teenager.  Thus she was annoying.

When you played BG2, did you complain that you had to play a child of Bhaal?


Title: Re: SWTOR
Post by: Kail on June 20, 2011, 05:25:06 AM
Part of it might be peoples alignments.  I played through light side KotOR and didn't really mind Carth, he fit pretty well with the whole vibe of the group, it was Canderous who got on my nerves.  Kreia is kind of the opposite, in that she's kind of a dick to light side players ("Oho, you think you're sooo nice giving money to beggars, eh?") and a better fit for the dark side story ("Bitch set me up, time to punch her") than the light side one ("Quick, murder that blind old woman before she kills God").

I know someone's going to chime in with "I played light side and I hated Carth, too!" but I do think he was a much more solid character in the light side story than in the dark side one.  In the light side story, he's a guy who gradually grows to respect and admire you, while in the dark side story his role is to complain every time you set someone on fire.


Title: Re: SWTOR
Post by: Samprimary on June 20, 2011, 05:30:17 AM
That said, Ingmar is right. "Whiner" and "whining" are charges leveled at characters all the time, for seemingly no reason other than "they are not emotionally stunted manchildren and/or not actively kissing my ass."

A lot of my friends who had played KOTOR extensively all insisted that Kaidan was a massive fucking whiner who whined all the time about everything.

I had the hardest time understanding this, because he wasn't ever really doing anything that you could call whining. When you talked to him about his history, he largely says 'yea, I mean, shit's shit, but I got over this stuff a long time ago, you know?" Hell, he's got this backstory of having these L2 implants that torture him and give him migraines and shit but you hardly even HEAR about this from him. You find out about it from Dr. Chakwas if you ask about him.

Later on I played KOTOR and I realized, oh, wait, I see. They can't mentally disassociate him from Carth.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 20, 2011, 05:45:37 AM
That said, Ingmar is right. "Whiner" and "whining" are charges leveled at characters all the time, for seemingly no reason other than "they are not emotionally stunted manchildren and/or not actively kissing my ass."

A lot of my friends who had played KOTOR extensively all insisted that Kaidan was a massive fucking whiner who whined all the time about everything.

I had the hardest time understanding this, because he wasn't ever really doing anything that you could call whining. When you talked to him about his history, he largely says 'yea, I mean, shit's shit, but I got over this stuff a long time ago, you know?" Hell, he's got this backstory of having these L2 implants that torture him and give him migraines and shit but you hardly even HEAR about this from him. You find out about it from Dr. Chakwas if you ask about him.

Later on I played KOTOR and I realized, oh, wait, I see. They can't mentally disassociate him from Carth.

 :oh_i_see:


Title: Re: SWTOR
Post by: eldaec on June 20, 2011, 08:38:31 AM
Kaiden's inability to talk about anything that didn't happen more than 15 years ago made me associate him more with bao dur than Carth.

Didn't really see as a whiner, just an uninteresting waste of time.


Title: Re: SWTOR
Post by: Paelos on June 20, 2011, 08:46:11 AM
Kaiden was just bland.


Title: Re: SWTOR
Post by: Merusk on June 20, 2011, 09:40:47 AM
Kaiden was so bland I had to think for a moment to realize you all had switched to ME.  I couldn't even remember the fuckers name and I did a play-thorugh not more than 6 months ago.

Some companions won't tweak your interest, some will.  I thought the old Jedi dude in KOTOR was boring and worthless.. I never talked to him and only dragged him along because Jedi were so damn overpowered.  Mandalor wasn't exactly an inspiration, either, I much preferred the fixer-guy with the cybernetic appendage.. but he sucked in combat.

Mission. I don't know why anyone gave a fuck about her one way or another.  Even making her wookiee buddy choke her was more for the dark side points and the culetlty to the wookiee than any real need or want to on her part.   SHE was whiny, annoying and far too trusting.


Title: Re: SWTOR
Post by: Sky on June 20, 2011, 09:43:25 AM
I agree about Mission. That dark side twist always made me feel like shit about Big Z, not the obnoxious Twilek.


Title: Re: SWTOR
Post by: eldaec on June 20, 2011, 10:26:50 AM
I really had no problem with Mission. Probably I was being over influenced by the fact that she was interesting I'm combat (backstab mechanic mostly) because I can't see any rational reason not to hate her.

Kotor1  could carry pretty much any character. Even Carth never bothered me that much.

Also did Merusk just give props to Bao Dur? If so remind me never to pay any attention to your bizarre taste in boring ass writing ever again. Jesus Christ.


Title: Re: SWTOR
Post by: Ingmar on June 20, 2011, 11:11:07 AM
Not only that he gave props to Bao-Dur while dissing Jolee, who was awesome. (Not that they're in the same game.)


Title: Re: SWTOR
Post by: Sky on June 20, 2011, 11:11:51 AM
Bao-Dur was one of the companions I liked quite a bit, too  :grin:


Title: Re: SWTOR
Post by: Paelos on June 20, 2011, 11:13:02 AM
I liked Mandalore and HK.


Title: Re: SWTOR
Post by: Sky on June 20, 2011, 11:28:32 AM
Just watched Stargate SG-1 season 3 ep Dead Man Switch (http://www.hulu.com/watch/73478/stargate-sg-1-dead-man-switch#s-p4-n3-so-i0) and the Bounty Hunter made me think of Canderous.


Title: Re: SWTOR
Post by: Sjofn on June 20, 2011, 01:29:17 PM
That said, Ingmar is right. "Whiner" and "whining" are charges leveled at characters all the time, for seemingly no reason other than "they are not emotionally stunted manchildren and/or not actively kissing my ass."

A lot of my friends who had played KOTOR extensively all insisted that Kaidan was a massive fucking whiner who whined all the time about everything.

I had the hardest time understanding this, because he wasn't ever really doing anything that you could call whining. When you talked to him about his history, he largely says 'yea, I mean, shit's shit, but I got over this stuff a long time ago, you know?" Hell, he's got this backstory of having these L2 implants that torture him and give him migraines and shit but you hardly even HEAR about this from him. You find out about it from Dr. Chakwas if you ask about him.

Later on I played KOTOR and I realized, oh, wait, I see. They can't mentally disassociate him from Carth.

To be fair to your friends, the dude who voiced them both did not try even a teeny tiny bit to have Kaiden sound even the slightest bit different from Carth. Shit, I refer to Kaiden as Carth all the time because of it.  :grin:

But yeah, Kaiden was one of the ones I was thinking of being accused of being a whiner when he barely even complains about anything. Fordel was going on and on about how Kaiden whines about his headaches while I was playing through ME1 the first time, so I kept expecting it to come up. The person who told me he had them at all was Dr. Chakwas, and there was a single elevator banter between Kaiden and ... Boring Blue Girl whose name just fled my memory. And he was all "Meh, it's fine, I'm used to them." That's it. He never mentioned them to me directly at all!


Also anyone who doesn't see Jolee as the awesome crabby old man sitting on a porch that he is makes me sad. I fucking loved Jolee.


Title: Re: here's some schadenfreude for you fuckwits from #hate
Post by: sam, an eggplant on June 20, 2011, 02:58:58 PM
Here's some schadenfreude for ya. Feast upon my tears, and be satiated.
Psych!

I just got in. Wooooo.


Title: Re: SWTOR
Post by: Ingmar on June 20, 2011, 03:08:55 PM
I probably wasn't going to want to spoiler myself anyway, but I've never been able to get their PC specs scan thing to work on my home machine.


Title: Re: SWTOR
Post by: Lantyssa on June 20, 2011, 03:30:13 PM
They should let me in to stop me making wise-cracks about the game.  It's their only hope.


Title: Re: SWTOR
Post by: Sjofn on June 20, 2011, 03:33:27 PM
I probably wasn't going to want to spoiler myself anyway, but I've never been able to get their PC specs scan thing to work on my home machine.

That beta is sour!


Title: Re: here's some schadenfreude for you fuckwits from #hate
Post by: Surlyboi on June 20, 2011, 03:57:14 PM
Here's some schadenfreude for ya. Feast upon my tears, and be satiated.
Psych!

I just got in. Wooooo.

Aren't you not supposed to mention that you got in? You know :nda: and all?


Title: Re: SWTOR
Post by: sam, an eggplant on June 20, 2011, 04:01:02 PM
You're allowed to say you're in the beta, you just can't talk about anything else.


Title: Re: SWTOR
Post by: Merusk on June 20, 2011, 04:03:21 PM
Oh noes F13 dislikes something not dark, gritty and written for a 13 year old's "i'mma be a man someday" mentality. Stop the presses.

Bao-Dur was one of the companions I liked quite a bit, too  :grin:

He had an interesting story and more depth than "rawr, don't do that" or "rawr, kick that puppy" so I'm not surprised.  

Jolee was a caricature of a grumpy old black man and didn't do it with even 1/3 of the style or cantankerousness Red Foxx had.  He was a pale shadow of what they were trying to achieve and irritating because of it.  It came off as George Jefferson and Cliff Huxtible's love child.


Title: Re: SWTOR
Post by: Modern Angel on June 20, 2011, 05:51:48 PM
Hahaha, the size of this install. You only wish it was 40GB. This is going to blow your fucking mind.


Title: Re: SWTOR
Post by: Murgos on June 20, 2011, 06:09:22 PM
Hahaha, the size of this install. You only wish it was 40GB. This is going to blow your fucking mind.

Bah.  Bah, I say. 


Title: Re: SWTOR
Post by: Fordel on June 20, 2011, 06:15:03 PM
But yeah, Kaiden was one of the ones I was thinking of being accused of being a whiner when he barely even complains about anything. Fordel was going on and on about how Kaiden whines about his headaches while I was playing through ME1 the first time, so I kept expecting it to come up. The person who told me he had them at all was Dr. Chakwas, and there was a single elevator banter between Kaiden and ... Boring Blue Girl whose name just fled my memory. And he was all "Meh, it's fine, I'm used to them." That's it. He never mentioned them to me directly at all!


Kaiden didn't shut up about them to me! Don't make me replay ME1 to check!  :why_so_serious:


Title: Re: SWTOR
Post by: UnSub on June 20, 2011, 06:24:54 PM
I don't really remember Kaiden whining about anything either. The conversation options were all about you finding out his history, so that's what he talked about. The other options are the romance for the FemShep or getting his opinion about how things are going.

It's like complaining that all Thane talked about was his kid and illness - he mentions him and it is a mission arc, but there's a context to it as well.

Of course, the real reason that Kaiden was a lousy biotic was because he didn't have boobs.


Title: Re: SWTOR
Post by: Fabricated on June 20, 2011, 06:26:47 PM
...

Damn you, Mission. The Republic and the Jedi might pride themselves on being just and righteous, but under their rule you grew up living in a sewer and eating garbage. Who pulled you out of that shithole? Who whisked you off the planet just before it got bombed into the stone age? Who took time out from his very important quest to dick around in the middle of the fucking desert rescuing your worthless piece of shit brother from sand people? Without me, you never would have learned about your brother's death at their hands, because the garbage dump you lived in would have come down around your ears in a fucking holocaust of orbital bombardment.

And how do you pay me back? You spit in my fucking face with that silly "But the Sith are EVIL!" bullshit. I expected that sort of crap from Jolee and Juhani, and that simpering dipshit Carth, but not from you. You might not be "evil" but I had come to think of you as at least being halfway smart. (You were so damned pragmatic when we slit the throat of that silly blind leader of your old gang on Taris!) I mean I was prepared to tolerate a little bit of lip, but when it became clear that even your emo throw-rug of a wookie wasn't going to back you, it was time to quit sticking up for a regime that never gave a shit about you and throw your chips in with the only people who ever did you any favors.

But no, instead you call me out. Right there in front of my brand new apprentice and the rest of my followers. You force me to kill you, no pun intended. You ignorant little bitch, what made you think I even had the option of backing out at that point? The die had been cast, blood had already been shed. What the hell did you think was going to happen?

But it's all right. I don't really blame you.

I blame Carth.

Maybe you didn't know better, but he should have. In fact he certainly did, given the way ran for the hills once he realized what was happening. I blame him for not buying your life with his own. All that wannabe-hero horseshit he talked, and in the end he ran like a coward and left a teenage girl to face two Sith alone, with little more than a cry of "Run away!" over his shoulder as he fled. It ought to have been HE who stayed behind to die extolling the virtues of the Republic while YOU ran off into the woods.

The new Emperor of the Galaxy will not be kind to Carth, when he finally catches up to him.
Not gonna lie, this gave me douchechills.


Title: Re: SWTOR
Post by: Modern Angel on June 20, 2011, 07:01:19 PM
Bah.  Bah, I say. 

It's so big after patching that it's going to literally (LITERALLY) eliminate them from digital sales in most countries with a monthly cap. There are going to be tears.


Title: Re: SWTOR
Post by: Malakili on June 20, 2011, 07:05:49 PM
Well, thats one way to move boxes off shelves.


Title: Re: SWTOR
Post by: Modern Angel on June 20, 2011, 07:09:08 PM
I would only agree if I thought most potential buyers didn't view the computer as a magic box which just does things because of fairy dust. There are going to be people who buy this digitally that can't get it on their machines, have no idea why and it's going to be fucking amazing. I'm certain there will be a resounding cry of IT IS BETA STFU but they could halve this fucking thing and I still don't know how they manage digital installs.


Title: Re: SWTOR
Post by: 01101010 on June 20, 2011, 07:20:04 PM
/apply miracle installer along with patch?  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on June 20, 2011, 07:22:38 PM
Oh I'm sure with something this big we'll 'eventually' get a streaming client akin to Guild Wars/WoW Cata.  Shame we couldn't get one to start, but I understand how those work.


Title: Re: SWTOR
Post by: Surlyboi on June 20, 2011, 07:47:55 PM
Hahaha, the size of this install. You only wish it was 40GB. This is going to blow your fucking mind.

Fucking this.

It's gonna take about two goddamn days at this rate. My connection would choose to shit the bed this of all weeks.


Title: Re: SWTOR
Post by: Rasix on June 20, 2011, 07:49:03 PM
 :tantrum: :cry2: :angryfist: :mob: :cthulu:


Title: Re: SWTOR
Post by: tmp on June 20, 2011, 08:08:28 PM
Of course, the real reason that Kaiden was a lousy biotic was because he didn't have boobs.
He also dares to speak his mind when his opinion differs from Shepard's which is a grave mistake for NPC to make (see: Sjofn's theory of sucking the player's dick, which i happen to agree with)


Title: Re: SWTOR
Post by: Rasix on June 20, 2011, 08:12:58 PM
I never really got to know Kaiden.  He didn't have boobs, and he was a biotic.  Ash had boobs, a badonkadonk, an assault rifle, and a smattering of xenophobia. Liara was blue with blue boobs. 

Poor white dude in space, he never stood a chance.

 


Title: Re: SWTOR
Post by: Amaron on June 20, 2011, 08:40:23 PM
I think ultimately the problem is you don't actually know what the word whining means. Kreia is lecturing you.

I agree I'm using the word whining differently than all of you.   To me it means "bitches nagging me with telepathic lectures while I rack up light side points to feel good about myself"  :why_so_serious:.   I am still very bitter about the telepathic bit.  Bitch was supposed to stfu and stay in the cargo hold. 


Title: Re: SWTOR
Post by: sam, an eggplant on June 20, 2011, 08:51:56 PM
they could halve this fucking thing and I still don't know how they manage digital installs.
Well 20GB is much easier to swallow than 40GB, but regardless, it's clearly a huge problem. Maybe they'll put free "trial" DVDs in stores and whatnot for digital purchases-- but we're still talking 5 dual-layer DVDs. That's an expensive proposition. And of course the game will only grow with live patches and expansions.


Title: Re: SWTOR
Post by: Zetor on June 20, 2011, 09:53:51 PM
Are the clients going to be different for US/EU / is there going to be region locking?

I always end up going for the digital DL option for MMOs since that's the easiest way of getting the US version... looks like this time it may be better to have one of my guildies buy the box and snail-mail it instead  :awesome_for_real:


Title: Re: SWTOR
Post by: Sky on June 20, 2011, 10:16:19 PM
40GB would run me about 28 hours or so  :awesome_for_real:

Yeah, this whole Origin debacle should be fun to watch.


Title: Re: SWTOR
Post by: Amaron on June 20, 2011, 10:50:57 PM
I was assuming that 40gb is the install size right?  There's no way the actual download is going to be that big.   That's gotta be at least under 20 gigs.


Title: Re: SWTOR
Post by: Sheepherder on June 20, 2011, 10:52:51 PM
Not gonna lie, this gave me douchechills.

Use warmer water? :why_so_serious:

What have we come to if a nerd isn't free to preen his luxurious neckmane in a KOTOR thread?

EDIT: The YouTube video I watched of that ending is goddamn hilarious.  He really does just run off like a bitch, abandoning Mission.

EDIT2: I blame Amaron.


Title: Re: SWTOR
Post by: WindupAtheist on June 21, 2011, 12:40:41 AM
He also dares to speak his mind when his opinion differs from Shepard's which is a grave mistake for NPC to make (see: Sjofn's theory of sucking the player's dick, which i happen to agree with)

I'm cool with this in an NPC, but only if I'm able to cut their fucking head off on a whim. That's why they'll never top the Baldur's Gate series. You could just do any goddamn thing you wanted. Pickpocket quest items, sack towns, mind control people and make them fight to the death, whatever.

The magical "Can't kill me, I'm story-relevant!" field only extended to a bare handful of characters, none of whom were party members. Which isn't to say party members didn't have stories. They did, but BioWare just wasn't anal enough yet to scream "Wasted content!" if you happened to murder a few of them. There were way more of them than you could possibly recruit at once anyway.

If KOTOR had been built with the freedom of BG, Carth would have lived for about five fucking seconds after Revan woke up on Taris in my game. Mission would have been abandoned by Biff the Understudy.


Title: Re: SWTOR
Post by: Sjofn on June 21, 2011, 02:19:40 AM
But yeah, Kaiden was one of the ones I was thinking of being accused of being a whiner when he barely even complains about anything. Fordel was going on and on about how Kaiden whines about his headaches while I was playing through ME1 the first time, so I kept expecting it to come up. The person who told me he had them at all was Dr. Chakwas, and there was a single elevator banter between Kaiden and ... Boring Blue Girl whose name just fled my memory. And he was all "Meh, it's fine, I'm used to them." That's it. He never mentioned them to me directly at all!


Kaiden didn't shut up about them to me! Don't make me replay ME1 to check!  :why_so_serious:

I think you better, because he seriously did not once mention them to me himself in either playthrough I did.


Title: Re: SWTOR
Post by: WindupAtheist on June 21, 2011, 03:23:57 AM
Not gonna lie, this gave me douchechills.

I'd like to think that Carth sat there on that planet, trapped without a ship of his own, for the rest of the war. That maybe he salvaged a receiver out of that temple and sat there for months, eating rats and wiping his ass with leaves, listening helplessly as Revan gutted his precious Republic, screaming in frustration as Canderous and his Mandalorians dropped onto Coruscant and executed the Galactic Senate at the command of their Sith master.

Then, once it's all over except for the cleaning up, the Ebon Hawk appears over that planet one more time. Right over the temple where Carth can see it, because he's supposed to see it, so he can start running. Revan and Bastila step out of the ship calmly, unconcerned, and Bastila pouts like the overgrown schoolgirl she is when Revan tells her to stay with the ship. Then he lopes off into the woods and begins stalking Carth.

It would have been much simpler to just have a cruiser stop by and glass the entire vicinity of the temple at any point over the last few months, but Revan's been saving this, waiting for this, waiting until the war was won and he could tear himself away to take care of some personal business. He has his lightsaber with him, but only because he's resolved never to trust Bastila. He doesn't plan to use it. A lightsaber is too quick, too clean, too good for his victim.

When he finally catches up to an exhausted Carth some hours later, it'll be a plain ordinary knife he guts him with. Not even a vibroblade, just a bit of cold steel. He won't say a word as he does it, but as Carth fades for the last time he'll know why Revan chose to do this so personally. He'll know.

Bastila won't. She'll wonder why Revan bothered to go to all the trouble, given that Carth never managed to actually oppose him in any meaningful way. Revan won't explain either, because while Bastila is a powerful and useful pet, he knows that she's basically an idiot, an infant infatuated with the most banal aspects of the Sith, and would view his motivations as weakness. He'll just get back in the ship and take off, content, feeling no need to justify himself to anyone.

And that's why he was truly evil. Not because he carried a red lightsaber, or kicked a lot of puppies, or because he chose to overthrow the previous "good" political regime, but because he could murder a teenage girl in cold blood and then perform flawlessly the mental gymnastics required to pin sole responsibility for the act on someone who had already fled the scene before the fatal blow was ever struck. If he were stronger, if he were better, he would have hit Mission over the head, left her sitting on the beach alive, and then dared Bastila or anyone else to so much as say boo about it before going on with his conquest of the galaxy.

At least, that's why my Revan was evil.  :awesome_for_real:


Title: Re: SWTOR
Post by: luckton on June 21, 2011, 03:46:46 AM
 :popcorn:

These last couple pages of fanboy-ism continue to deliver.  Please, continue.


Title: Re: SWTOR
Post by: Shatter on June 21, 2011, 04:16:41 AM
F the digital download on this game then, Im going CE box(assuming they have one).  I'll makeup some dumb excuse to leave work early like my mom is having surgery then drive my ass to the local Gamestop to get my reserved copy while the stupid clerk looks at me wondering what the hell game is this.  Gimme that, I'll get in my car and speed home while I drive with my knees and rip that package open so I can find the game manual open it up and sniff the fresh ink.  This will be the highlight of SWTOR.


Title: Re: SWTOR
Post by: Malakili on June 21, 2011, 04:20:41 AM
F the digital download on this game then, Im going CE box(assuming they have one).  I'll makeup some dumb excuse to leave work early like my mom is having surgery then drive my ass to the local Gamestop to get my reserved copy while the stupid clerk looks at me wondering what the hell game is this.  Gimme that, I'll get in my car and speed home while I drive with my knees and rip that package open so I can find the game manual open it up and sniff the fresh ink.  This will be the highlight of SWTOR.

Games don't come with manuals anymore, sorry to ruin your fantasy.


Title: Re: SWTOR
Post by: Surlyboi on June 21, 2011, 04:32:25 AM
Yeah, but the CEs generally tend to come with art and lore books these days, so he can sniff the ink on those.


Title: Re: SWTOR
Post by: Lantyssa on June 21, 2011, 06:11:49 AM
This is an EA game.  You'll be lucky to get an insert...


Title: Re: SWTOR
Post by: luckton on June 21, 2011, 06:16:48 AM
This is an EA game.  You'll be lucky to get an insert...

Yeah, an insert of Origin up in your  :awesome_for_real:


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 06:26:18 AM
Well 20GB is much easier to swallow than 40GB

You're not following me, sir. I'm telling you that, after patching, it is a bigger install than most affordable hard drives in 2007. It is not 40GB. It is not 60GB. A *patch* might be 20GB. I'm not saying what it is because I think people should guess.

The size of the install has eliminated the following people:

1) Digital purchasers with slow connections
2) All digital purchasers outside the US
3) People with a computer older than three years
4) People with mid-range "WoW" computers now.

I'm not remotely bullshitting when I say that I've *never* seen anything approaching the size of this install. My head is still buzzing. I don't want to prognosticate because maybe they trim it drastically but I don't see how this game is a success at this size. Not for any quality reasons in-game but because it might be just that prohibitive. I mean, I can't even install the fucking thing unless I decide I'm going to ONLY play this game.


Title: Re: SWTOR
Post by: cironian on June 21, 2011, 06:26:45 AM
5 DVDs rattling around in a flimsy cardboard box? Wouldn't surprise me, judging from the last EA boxes I remember.


Title: Re: SWTOR
Post by: Malakili on June 21, 2011, 06:35:25 AM
Well 20GB is much easier to swallow than 40GB

You're not following me, sir. I'm telling you that, after patching, it is a bigger install than most affordable hard drives in 2007. It is not 40GB. It is not 60GB. A *patch* might be 20GB. I'm not saying what it is because I think people should guess.
[/quote]

Ok, I'll guess 100GB, there, someone has guessed, can we stop playing games and have you just tell us now please?


Title: Re: SWTOR
Post by: Shatter on June 21, 2011, 06:42:45 AM
I guess I'll start purging my hard drive now...


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 06:46:19 AM
138, after patching.


Title: Re: SWTOR
Post by: Malakili on June 21, 2011, 06:51:53 AM
138, after patching.

Sweet sassy malassy.



Title: Re: SWTOR
Post by: Surlyboi on June 21, 2011, 06:58:08 AM
Fuuuuuck. I don't have that kind of space on my partition.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 21, 2011, 07:04:33 AM
Yup, I'm out.

Sure I could get a 1tb pretty cheap but I have never really needed more than 300g and switching hard drives is annoying to me.


Title: Re: SWTOR
Post by: Reg on June 21, 2011, 07:07:39 AM
Holy shit! I can do it but I'll have to nuke LOTRO and WoW. No great loss I guess. Maybe it would be easier just to add another hard drive.


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 07:15:00 AM
Someone needs to help me make sense of this because this really does strike me as completely insane. Arguably the biggest PC release since WoW and they have eliminated people in any area with a digital download cap. Right? There's no way to patch this behemoth without paying outrageous sums in, say, Canada?

Picture the scenario where average Canadian gamer snags this on Steam or D2D or wherever without seeing the size. They start to download/patch and they can't. They go to D2D for a refund on a game they literally cannot play. They don't get it. Multiply that by a million. Is that a misreading or is this actually the most hilarious gun to the head moment in gaming this decade?


Title: Re: SWTOR
Post by: sam, an eggplant on June 21, 2011, 07:15:06 AM
138, after patching.
Jesus, is that right? Man, I've got a lot of patching left to do.

I'm just happy I didn't decide to put it on the SSD. The thought of starting patching over from the beginning makes me wince like watching someone get kicked in the nuts on TV.


Title: Re: SWTOR
Post by: Sky on June 21, 2011, 07:15:12 AM
I'd like to think that Carth sat there on that planet, trapped without a ship of his own, for the rest of the war. That maybe he salvaged a receiver out of that temple and sat there for months, eating rats and wiping his ass with leaves, listening helplessly as Revan gutted his precious Republic, screaming in frustration as Canderous and his Mandalorians dropped onto Coruscant and executed the Galactic Senate at the command of their Sith master.
I think along the same lines, but that the isolation drives him insane and he recovers the Twilek's corpse and makes a mannequin out of it that he marries and talks to like Wilson. And he tries making a starship out of debris that falls on the planet.

About the install: welp, looks like time to add a data drive. I could swing it (on my 4-1/2 yr old pc!) but I'd rather not winnow out my steam library yet.

Sweet sassy malassy.
There's a Google certified trainer out of Long Island who looks and sounds exactly like Ray Romano. It was wicked distracting, because I kept expecting him to do lines from that bit.

Picture the scenario where average Canadian gamer snags this on Steam or D2D or wherever without seeing the size. They start to download/patch and they can't. They go to D2D for a refund on a game they literally cannot play. They don't get it. Multiply that by a million.

C'mon, that's outrageous.

There aren't a million people in Canada!

 :grin:


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 07:17:45 AM
I have a 220 on my four year old warhorse. I would have to basically clear my Steam library, my pdfs and my music. I could do it but I've found that I pick up so much *stuff* on my drive that it would push it too close.

They almost had me. I watched the original trilogy at the beach on Father's Day and my mind started drifting to Jedis and light sabers... then the install. Jesus, the install.


Title: Re: SWTOR
Post by: tmp on June 21, 2011, 07:28:09 AM
138, after patching.

My largest partition is 149, but unless it's all streaming i'd have to fit the install somewhere, too... :ye_gods:

edit: the more i think about it, the more crazy it seems. Did they put all voice files in raw .wavs or smth? I can't imagine how it could take this sort of space otherwise.


Title: Re: SWTOR
Post by: DraconianOne on June 21, 2011, 07:30:45 AM
Someone needs to help me make sense of this because this really does strike me as completely insane. Arguably the biggest PC release since WoW and they have eliminated people in any area with a digital download cap. Right? There's no way to patch this behemoth without paying outrageous sums in, say, Canada?

Picture the scenario where average Canadian gamer snags this on Steam or D2D or wherever without seeing the size. They start to download/patch and they can't. They go to D2D for a refund on a game they literally cannot play. They don't get it. Multiply that by a million. Is that a misreading or is this actually the most hilarious gun to the head moment in gaming this decade?


I'm more surprised that this news hasn't already leaked out and had a big deal made of it. Also, I have a hard time believing that you're the only person who would have noticed this and that others who have tested it haven't already flagged it as being an issue.  I would be interested to know if there's been any official response about it but not interested enough to bother signing up. As they're apparently looking to role out testing to the EU, I'm sure it'll become more of an issue.

It would also beggar belief that they haven't done proper market research and looked at the average stats at somewhere like http://store.steampowered.com/hwsurvey/ (http://store.steampowered.com/hwsurvey/) Then again, it beggared beleif that Disney wouldn't remember to renew the Club Penguin domain name but that happened too.


Title: Re: SWTOR
Post by: Kail on June 21, 2011, 07:31:01 AM
Perhaps the retail install will be lighter?  I hope?  There's no way they're seriously shipping a game that's a seventh of a terabyte over a digital distribition service, right?  The internet is not something that you can just dump something on, it's not a big truck, I mean, holy fuck.  I really, really want to get this game, but between this and "only on ORIGIN" it's getting fucking difficult.


Title: Re: SWTOR
Post by: Mrbloodworth on June 21, 2011, 07:32:44 AM
Wow.


Title: Re: SWTOR
Post by: Rasix on June 21, 2011, 07:33:40 AM
Thankfully I seem to have a hard drive failure every other year.  This'll fit easy even with my lack of efficiency on my current drive (1tb). 

I'll be able to hand this beta if I ever manage to get in.   :oh_i_see:


Title: Re: SWTOR
Post by: DraconianOne on June 21, 2011, 07:36:25 AM
edit: the more i think about it, the more crazy it seems. Did they put all voice files in raw .wavs or smth? I can't imagine how it could take this sort of space otherwise.

From what I understand, DA2 was only a 7Gb install and was full of voice files. DA1 was 15-20Gb apparently? (I own neither so can't comment). If that's the case then I presume the worked on their compression since releasing DA1.


Title: Re: SWTOR
Post by: sam, an eggplant on June 21, 2011, 07:38:13 AM
Yeah I can handle it too, the question isn't whether enthusiast-level gamers can handle the game, obviously we can. The issue is that SWTOR was supposed to be mass-market. It has a light cartoonish graphics engine, much like WoW for that specific reason. Then they come in with this news, which just blows that out of the water. The install size is just flat-out astonishing. I can imagine this is the elephant in the room at all their internal marketing and sales meetings. Nobody brings it up, nobody talks about it. It just sits, in the background, generating continual waves of dread.

The install size could kill SWTOR's chances. Very possible.


Title: Re: SWTOR
Post by: tmp on June 21, 2011, 07:41:39 AM
From what I understand, DA2 was only a 7Gb install and was full of voice files. DA1 was 15-20Gb apparently? (I own neither so can't comment). If that's the case then I presume the worked on their compression since releasing DA1.
Yup which is why i don't get how that... thing could be so bloated. DA2 was much smaller because it didn't have much in term of environments, not because their compression got so much better. Still, it does show the full voice (and that's with three separate fully voiced paths per gender, something i doubt they're doing with TOR) doesn't take that much space. It's crazy.


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 07:46:50 AM
Look, even if it's lighter it's not going to be THAT much lighter. Suppose optimization shaves 20GB off that, which I think sounds awfully optimistic considering they're probably still adding content. That's still a fucking 120GB install. That's lunacy.


Title: Re: SWTOR
Post by: fuser on June 21, 2011, 07:48:03 AM
I've moved in the past year to a smaller SSD (90GB) + NAS storage. I know i'm not the typical person but really I'd have to buy another $50-75 HDD just for this game. There's no way that's happening when every other game I want to play (including WoW/EQ2/Rift) easily fits inside the SSD constraints.


Title: Re: SWTOR
Post by: sam, an eggplant on June 21, 2011, 07:48:58 AM
Voice doesn't consume that much space. If you assume they're using 128kbps static bitrate MP3s (which they probably aren't, they're likely using variable bitrate at least, which saves a ton of space on speech with pauses between words), one hour of voice is 56 megabytes. All we know is that SWTOR has "hours of voice", but even 500 hours of speech is "only" 28GB. Keep in mind that 500 hours of speech is literally 21 days of talking, straight through, so that seems unlikely.


Title: Re: SWTOR
Post by: Malakili on June 21, 2011, 07:52:31 AM
Voice doesn't consume that much space. If you assume they're using 128kbps static bitrate MP3s (which they probably aren't, they're likely using variable bitrate at least, which saves a ton of space on speech with pauses between words), one hour of voice is 56 megabytes. All we know is that SWTOR has "hours of voice", but even 500 hours of speech is "only" 28GB. Keep in mind that 500 hours of speech is literally 21 days of talking, straight through, so that seems unlikely.

How many planets are there?  Quite a few I think, do we have an idea of how big this game world actually is when its all mashed together?

Edit: Also, how big is Mass Effect 2? We've seen them say stuff like "This game is like KOTOR 3-9 all in one game!"  Could it really be like 6 or 7 or their normal RPGs?


Title: Re: SWTOR
Post by: tmp on June 21, 2011, 07:56:09 AM
If you assume they're using 128kbps static bitrate MP3s (which they probably aren't, they're likely using variable bitrate at least, which saves a ton of space on speech with pauses between words), one hour of voice is 56 megabytes.
They've used FMod for their DA audio, going by project files for it they're using variable bit rate for they voice work, yup. Doubt that'd change really.

edit: ME2 is 15 gb.


Title: Re: SWTOR
Post by: fuser on June 21, 2011, 07:56:49 AM
Solution is to have an option not to install voice overs!  :awesome_for_real:


Title: Re: SWTOR
Post by: sam, an eggplant on June 21, 2011, 08:08:02 AM
138, after patching.
I run the risk of violating NDA saying this, but I don't think Bioware will care in this specific case-- I finally finished patching and am sitting at a considerably smaller install size, much more comparable to WoW with all its expansions installed.

I'm not calling you a liar; maybe I'm in a more limited beta or something. But take that astonishing 138GB number with a grain of salt, people.


Title: Re: SWTOR
Post by: Sky on June 21, 2011, 08:14:43 AM
Modern Angel is a Jerkface!


Title: Re: SWTOR
Post by: Lakov_Sanite on June 21, 2011, 08:17:17 AM
Oh for fucks' sake, if you are going to tip toe around the nda just say it. For a game coming out this year it would be real nice to know ahead of time if we have to save for new hard drives or not.


Title: Re: SWTOR
Post by: eldaec on June 21, 2011, 08:26:50 AM
Clearly you won't need a 200GB install at retail launch, because EA really like money.


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 08:27:49 AM
I'm not in. I had the 138 confirmed by two different friends who don't know each other. So now I don't know what's going on. How much smaller?


Title: Re: SWTOR
Post by: Rasix on June 21, 2011, 08:31:58 AM
Well, if we go by sam's ballpark number, you're north by about 100 GB.


Title: Re: SWTOR
Post by: VainEldritch on June 21, 2011, 08:35:02 AM
138, after patching.

 :ye_gods:

There shall be much wailing and thrashing of hard drives.


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 08:35:59 AM
I'm venturing there's some gross misunderstanding on my part, but I'm trying to figure how, say, 138 downloaded would translate to a still 40GB install. That would still present a whole HOST of issues outside of the US, mind you, but at least it wouldn't be a retarded install.


Title: Re: SWTOR
Post by: Bunk on June 21, 2011, 08:37:08 AM
138, after patching.


 :ye_gods:

This actually needs a good "blinking in disbelief" smiley.

Really, at the price of 1TB drives these days (under $100) its not a big deal to slap another drive in to a bay if you need to.

*edit: wow - five responses in the time it took me to write this post. Apparently people are very serious about their giggabites.


Title: Re: SWTOR
Post by: luckton on June 21, 2011, 08:37:57 AM
Again, I'm not really seeing a problem with this.  Who doesn't have at least a 1TB drive in their rig, if not as the main drive but as a backup?  EA doesn't give a flying frack about how your 32GB SSD is so  :awesome_for_real:.  They want this thing to have 10x the polish WoW had, and polish like that doesn't come on flash drives.



Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 08:41:28 AM
*I* don't have 1TB on my rig. But even then, it's not about you. It's about Joe WoW-Player. if Joe WoW-Player can't play this game or (since it's sounding like it may be a download limit issue and not an install size issue) can't get it installed, then that's a 100mil disaster. They can't cut a profit if their subscriber base is nothing but Yous.


Title: Re: SWTOR
Post by: tmp on June 21, 2011, 08:44:48 AM
Who doesn't have at least a 1TB drive in their rig, if not as the main drive but as a backup?
lot of people (http://store.steampowered.com/hwsurvey)

more precisely, only 25% has over 1tb of space total. ~35-50% has enough free space to fit that alleged install.


Title: Re: SWTOR
Post by: eldaec on June 21, 2011, 08:46:47 AM
I heard information sets you free.

(http://dl.dropbox.com/u/318368/harddrives.jpg)

'Most' people have less than 250Gb of hard disk space free.

SWTOR will be built on that assumption.

It not surprising to hear that the beta install is bigger.

EDIT : Fuck all ninja posting tmps.


Title: Re: SWTOR
Post by: Sky on June 21, 2011, 08:48:42 AM
By brother Joey and cousin Vito BOTH told me it's 100TB.

(http://www.mediamarketjournal.com/wp-content/uploads/2011/05/anthony-crisp-200x150.jpg)


Title: Re: SWTOR
Post by: eldaec on June 21, 2011, 08:51:01 AM
There is also a more problematic issue than disk space here, 99% of the playerbase can't download a 40Gb patch every month, plus I suspect EA would rather like Origin to be a viable way to purchase the game.

They will make it smaller.


Title: Re: SWTOR
Post by: luckton on June 21, 2011, 08:51:10 AM
And *I* don't have a video card that can play Crysis at a level that's decent, yet the game still makes bank.

It's the evolution of technology, which has always been driven primarily by games (pron comes a close second).  It's gaming that's led to faster processors, better video cards and larger hard drives.  Frankly, I'm surprised it's taken this long for the hard drive part of that triangle to be exploited to the current generation of storage.


Title: Re: SWTOR
Post by: Miasma on June 21, 2011, 08:53:31 AM
I want to run it on an ssd, I can't go back to playing games on disk, this would really suck.  Maybe they haven't bothered to compress all the audio and such yet *wishful thinking*?

Edit: 256G ssd drives cost at least $400 right now, I'm not buying one of those to dedicate to one game.  If that's the real size then I might just wind up skipping on the game.


Title: Re: SWTOR
Post by: sam, an eggplant on June 21, 2011, 08:55:46 AM
I'm venturing there's some gross misunderstanding on my part, but I'm trying to figure how, say, 138 downloaded would translate to a still 40GB install. That would still present a whole HOST of issues outside of the US, mind you, but at least it wouldn't be a retarded install.
I'm not saying either way, as I've bent the NDA enough already, but it logically follows that you won't have to download 138GB for an installed size comparable to WoW with all its expansions. Also, WoW with all its expansions installed consumes significantly less space than 40GB.


Title: Re: SWTOR
Post by: eldaec on June 21, 2011, 08:57:56 AM
I'm venturing there's some gross misunderstanding on my part, but I'm trying to figure how, say, 138 downloaded would translate to a still 40GB install. That would still present a whole HOST of issues outside of the US, mind you, but at least it wouldn't be a retarded install.

They are making you install it as dozens of incremental patches. This will always take vastly more space than a single gold install set. The 138 Gb is probably equivalent to what they'll ask to to download over several years post launch. All as modifications to the same 40-60 GBs of actual files.


Title: Re: SWTOR
Post by: sam, an eggplant on June 21, 2011, 09:00:46 AM
They are making you install it as dozens of incremental patches. This will always take vastly more space than a single gold install set. The 138 Gb is probably equivalent to what they'll ask to to download over several years post launch. All as modifications to the same 40-60 GBs of actual files.
:facepalm:


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 09:03:18 AM
Yeah, caught one of my friends. After upbraiding him* for making me look like an idiot, he confirmed that it was about a 28GB install. HOWEVER, he did download 138GB and it took him about 14 hours to do it.

So there are still several problems with this, though a final install isn't one of them. You still presumably need 138GB free for the download prior to it condensing. It's fucking weird that you have to download that much for a 28GB install. And people with a download cap are still highly fucked.

Why would you have to download that much for an install 1/4 that size?


*I didn't actually do this


Title: Re: SWTOR
Post by: eldaec on June 21, 2011, 09:03:54 AM
I want to run it on an ssd, I can't go back to playing games on disk, this would really suck.  Maybe they haven't bothered to compress all the audio and such yet *wishful thinking*?

Edit: 256G ssd drives cost at least $400 right now, I'm not buying one of those to dedicate to one game.  If that's the real size then I might just wind up skipping on the game.

Death to all spinning discs.

As it is impractical to get SSDs over 250Gb, my own strategy will be to salvage my existing drive when I upgrade the laptop and double up on the next machine.

But there is literally no way EA spent this much money in order to limit themselves to the top 25% of PC ubermensch. This game will be smaller.


Title: Re: SWTOR
Post by: luckton on June 21, 2011, 09:04:11 AM
They are making you install it as dozens of incremental patches. This will always take vastly more space than a single gold install set. The 138 Gb is probably equivalent to what they'll ask to to download over several years post launch. All as modifications to the same 40-60 GBs of actual files.

Oh sure, derail me with your logic  :awesome_for_real:

Actually this does make sense...consider someone's WoW install folder prior to Cata.  Assume they started with vanilla, and patched up with every incremental patch up until 3.3.  Just those patches alone that sit in the WoW patches or root folder make up more than the game does.


Title: Re: SWTOR
Post by: luckton on June 21, 2011, 09:05:58 AM
So there are still several problems with this, though a final install isn't one of them. You still presumably need 138GB free for the download prior to it condensing. It's fucking weird that you have to download that much for a 28GB install. And people with a download cap are still highly fucked.

Why would you have to download that much for an install 1/4 that size?

This game 'has' been in development hell since 2008, right?  Assuming no grand engine meltdowns and rebuilds from the ground up, that's a lot of modifications...


Title: Re: SWTOR
Post by: sam, an eggplant on June 21, 2011, 09:07:07 AM
he did download 138GB
I have a bandwidth monitor on my router with tomato firmware and actually checked before leaving for work this morning. This is not accurate. Maybe he was torrenting massive quantities of HD fetish erotica at the same time?


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 09:08:38 AM
Sure, but that's still just so fucking big. I can't think, off hand, of another game with that big a difference, either in development, beta or release.

I can ask him about the erotica. I'll have to ask my other friend who came out at the same number, too.


Title: Re: SWTOR
Post by: sam, an eggplant on June 21, 2011, 09:13:58 AM
Even if my router's graphs were wrong, my internet connection is not capable of transferring 138GB over the time period in question. Your friends are totally full of shit.


Title: Re: SWTOR
Post by: Reg on June 21, 2011, 09:18:12 AM
Well if the game isn't to be doomed by it's install size I'm sure it will still be a massive failure because of unskippable quest text!


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 09:23:11 AM
Even if my router's graphs were wrong, my internet connection is not capable of transferring 138GB over the time period in question. Your friends are totally full of shit.

He senses weakness, moving in for the kill, after lulling his prey into a false sense of security with a hedging conversation...



He's claiming this is what the installer said. So I'm banking on an installer display issue, maybe an issue where parts are redownloaded if they fuck up. In which case, crisis averted if they get that fixed by release.


Title: Re: SWTOR
Post by: tmp on June 21, 2011, 09:24:34 AM
This game 'has' been in development hell since 2008, right?  Assuming no grand engine meltdowns and rebuilds from the ground up, that's a lot of modifications...
Maybe they subscribe to Steam school of patching.


Title: Re: SWTOR
Post by: Sky on June 21, 2011, 09:34:06 AM
How many pages can the TOR thread generate about inaccurate information? Dominoes should be taking notes on this level of delivery.


Title: Re: SWTOR
Post by: sam, an eggplant on June 21, 2011, 09:43:08 AM
How many pages can the TOR thread generate about inaccurate information? Dominoes should be taking notes on this level of delivery.
I cybered Modern Angel's friends in the beta's "#jedis4tweens" chat channel. They told me in confidence that both sith and darkside jedi can hypnotize then daterape their companions and force them to have third trimester abortions.

Problem?


Title: Re: SWTOR
Post by: Murgos on June 21, 2011, 09:45:01 AM
Well if the game isn't to be doomed by it's install size I'm sure it will still be a massive failure because of unskippable quest text!

You can skip all the dialog.  Apparently hitting the space bar skips you through it.


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 09:58:22 AM
I cybered Modern Angel's friends in the beta's "#jedis4tweens" chat channel. They told me in confidence that both sith and darkside jedi can hypnotize then daterape their companions and force them to have third trimester abortions.

Problem?

Wasn't aware it was using the FATAL ruleset.


Title: Re: SWTOR
Post by: Outlawedprod on June 21, 2011, 10:58:03 AM
This game 'has' been in development hell since 2008, right?  Assuming no grand engine meltdowns and rebuilds from the ground up, that's a lot of modifications...
Maybe they subscribe to Steam school of patching.

Witcher 2 9GB patches amirite?


Title: Re: SWTOR
Post by: Ingmar on June 21, 2011, 10:59:29 AM
I cybered Modern Angel's friends in the beta's "#jedis4tweens" chat channel. They told me in confidence that both sith and darkside jedi can hypnotize then daterape their companions and force them to have third trimester abortions.

Problem?

Wasn't aware it was using the FATAL ruleset.

You're supposed to call it The Game That Shall Not Be Mentioned.


Title: Re: SWTOR
Post by: luckton on June 21, 2011, 11:37:20 AM
*the smell of fresh cake fills the air*


Title: Re: SWTOR
Post by: Bunk on June 21, 2011, 11:57:44 AM
How many pages can the TOR thread generate about inaccurate information? Dominoes should be taking notes on this level of delivery.
I cybered Modern Angel's friends in the beta's "#jedis4tweens" chat channel. They told me in confidence that both sith and darkside jedi can hypnotize then daterape their companions and force them to have third trimester abortions.

Problem?
Do the companions have sickles? Are there cows involved?


Title: Re: SWTOR
Post by: Sky on June 21, 2011, 12:16:34 PM
I hesitate to admit I was thinking the same cross-pollination...


Title: Re: SWTOR
Post by: Malakili on June 21, 2011, 12:18:34 PM
Don't cross the streams!


Title: Re: SWTOR
Post by: Amaron on June 21, 2011, 01:17:48 PM
He's claiming this is what the installer said. So I'm banking on an installer display issue, maybe an issue where parts are redownloaded if they fuck up. In which case, crisis averted if they get that fixed by release.

It's got to be a display error.   There's no way he actually downloaded 100+gigs.   Shit I can't believe any of you believed that would be the retail size in the first place.   It's not like this game is supporting some sort of super detailed textures.    You all can do the simple math on compressed audio as well.   You probably have 4 days worth of audio on your nano's or whatever sitting on your desk at this very moment.


Title: Re: SWTOR
Post by: VainEldritch on June 21, 2011, 01:19:00 PM
*nudge nudge*

*wink wink*


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 03:12:15 PM
It's got to be a display error.   There's no way he actually downloaded 100+gigs.   Shit I can't believe any of you believed that would be the retail size in the first place.   It's not like this game is supporting some sort of super detailed textures.    You all can do the simple math on compressed audio as well.   You probably have 4 days worth of audio on your nano's or whatever sitting on your desk at this very moment.

I never put gross incompetence past any MMO developer.

I'm actually banking on it redownloading bad data. Same thing happened with AoC prior to release, albeit with a much smaller size. Some folks might remember having to redownload the same 8 gigs or so three or four times in a loop before it would randomly get straight.


Title: Re: SWTOR
Post by: Ingmar on June 21, 2011, 03:14:53 PM
Yeah it could very easily just be patcher bugs of some kind causing stuff like that. I remember having to download CoH 4 times over during that beta before it decided it wasn't corrupt.


Title: Re: SWTOR
Post by: Amaron on June 21, 2011, 05:01:37 PM
I'm actually banking on it redownloading bad data.

How long did it take him to download?  Doing a little math it should of taken at least:

138 GB -
FIOS 25 MBIT 12.6 hours
UVERSE 12 MBIT 26 hours
Generic 8 MBIT 40 hours

My guess is he was reading "amount patched" and it kept patching the same huge data file over and over with a slew of incremental updates.   Either that or a display bug.


Title: Re: SWTOR
Post by: WindupAtheist on June 21, 2011, 05:41:15 PM
of

(http://i38.photobucket.com/albums/e121/GrimDysart/haveslap.png)


Title: Re: SWTOR
Post by: UnSub on June 21, 2011, 06:27:31 PM
Clearly you won't need a 200GB install at retail launch, because EA really like money.

Which is why EA is also releasing the SWOR 1TB HD that comes with a customised SWOR skin, a Darth Malgus miniature and SWOR pre-loaded, all yours for a bargin price of $599.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 21, 2011, 07:19:41 PM
Clearly you won't need a 200GB install at retail launch, because EA really like money.

Which is why EA is also releasing the SWOR 1TB HD that comes with a customised SWOR skin, a Darth Malgus miniature and SWOR pre-loaded, all yours for a bargin price of $599.

$150 I would buy a pre-loaded 1tb swtor HD maybe even $199


Title: Re: SWTOR
Post by: Megrim on June 21, 2011, 07:31:34 PM
138, after patching.

That's one way to justify a development budget.


Title: Re: SWTOR
Post by: tmp on June 21, 2011, 07:31:41 PM
Which is why EA is also releasing the SWOR 1TB HD that comes with a customised SWOR skin, a Darth Malgus miniature and SWOR pre-loaded, all yours for a bargin price of $599.
Don't forget the SWTOR keyboard (http://www.razerzone.com/swtor/keyboard).


Title: Re: SWTOR
Post by: Fordel on June 21, 2011, 08:05:12 PM
There are people who have no intention of playing SWTOR who are salivating at that keyboard apparently.  :why_so_serious:


Title: Re: SWTOR
Post by: Modern Angel on June 21, 2011, 08:05:31 PM


How long did it take him to download?  Doing a little math it should of taken at least:

138 GB -
FIOS 25 MBIT 12.6 hours
UVERSE 12 MBIT 26 hours
Generic 8 MBIT 40 hours

My guess is he was reading "amount patched" and it kept patching the same huge data file over and over with a slew of incremental updates.   Either that or a display bug.

14 hours. REDACTED: I think this skirts the NDA too much, even if I'm not under it.


Title: Re: SWTOR
Post by: Amaron on June 21, 2011, 10:09:18 PM

Haha thanks for that actually.

14 hours. REDACTED: I think this skirts the NDA too much, even if I'm not under it.

So unless he has really fast internet that sounds like 28 gigs to me.


Title: Re: SWTOR
Post by: eldaec on June 22, 2011, 03:58:19 AM
There are people who have no intention of playing SWTOR who are salivating at that keyboard apparently.  :why_so_serious:

Keyboard looks decent enough and Razer generally make good shit. I would unironically consider this if looking for a keyboard.


Title: Re: SWTOR
Post by: Murgos on June 22, 2011, 04:15:42 AM
I'm just waiting for the toy tie ins when this thing is successful.  Lego version of my spaceship?  Yes, please.


Title: Re: SWTOR
Post by: Malakili on June 22, 2011, 04:58:40 AM
There are people who have no intention of playing SWTOR who are salivating at that keyboard apparently.  :why_so_serious:

Keyboard looks decent enough and Razer generally make good shit. I would unironically consider this if looking for a keyboard.

The only problem I can see with it is that its way over on the right side of the keyboard.  I like the idea of a dynamic screen like that, but the positioning seems really odd.  IN principle though, I could imagine a decade from now all keyboards just being like across their entire surface.


Title: Re: SWTOR
Post by: DraconianOne on June 22, 2011, 05:46:13 AM
I'm just waiting for the toy tie ins when this thing is successful. 

http://shop.starwars.com/catalog/product.xml?topcatID=461;product_id=1321306 (http://shop.starwars.com/catalog/product.xml?topcatID=461;product_id=1321306)


Title: Re: SWTOR
Post by: Pezzle on June 22, 2011, 06:50:53 AM
The Tron keyboard on Razor's site is slick.  Not worth $150, but slick. 


Title: Re: SWTOR
Post by: luckton on June 22, 2011, 12:23:26 PM
If anyone's going to Comic Con, BW's setting up a demo for ya'll.  Maybe we'll get more info then too?


Title: Re: SWTOR
Post by: pxib on June 22, 2011, 01:54:09 PM
Bounty Hunter Figurine (http://shop.starwars.com/catalog/product.xml?topcatID=461;product_id=1321306)
Fail. She's not poseable and that is not a Star Wars pose.


Title: Re: SWTOR
Post by: eldaec on June 22, 2011, 02:16:44 PM
The Tron keyboard on Razor's site is slick.  Not worth $150, but slick. 

I'll tell you what I really like about both of them. They somehow avoid the temptation of giant Tron/StarWars/Disney/Lucasarts/EA logos.

On closer examination, the Star wars one has no keypad, and the mousepad/programmable section on the right should really be detachable.


Title: Re: SWTOR
Post by: Sky on June 22, 2011, 03:27:30 PM
The only thing I use a keypad for are Civ IV and work. Not sure I'd want it detachable, given my unique gaming setup, but having on the right side does hamper usefulness, especially the hotkeys. Be nice if they were programmable number keys or, better yet, a row of programmable keys between the number keys and function keys.


Title: Re: SWTOR
Post by: VainEldritch on June 23, 2011, 05:49:28 AM
'Cake > pie


Title: Re: SWTOR
Post by: Malakili on June 23, 2011, 05:57:10 AM
This screenshot is nice, the graphics are unimpressive, but it captures the right tone IMO



Title: Re: SWTOR
Post by: Murgos on June 23, 2011, 06:20:53 AM
It's hard to tell how graphics are going to age before you actually get the passage of time.  Team Fortress 2, for example, still looks fine 4 years later but other games from around the same period already look dated.  For me, personally, WoW looks so dated that I find it very difficult to appreciate it.

Currently I like the look of SWTOR so I hope that this was a good decision and it ages gracefully so that several years from now when they introduce some new expansion I can find it in me to load it up and enjoy it without being distracted by it's appearance (assuming it's actually, you know, good).

Also, these graphics apparently have the benefit that the game runs pretty well on low end hardware, according to internet rumor.


Title: Re: SWTOR
Post by: Malakili on June 23, 2011, 06:28:03 AM
It's hard to tell how graphics are going to age before you actually get the passage of time.  Team Fortress 2, for example, still looks fine 4 years later but other games from around the same period already look dated.  For me, personally, WoW looks so dated that I find it very difficult to appreciate it.

Currently I like the look of SWTOR so I hope that this was a good decision and it ages gracefully so that several years from now when they introduce some new expansion I can find it in me to load it up and enjoy it without being distracted by it's appearance (assuming it's actually, you know, good).

Also, these graphics apparently have the benefit that the game runs pretty well on low end hardware, according to internet rumor.

I don't mean the graphics are bad for their style, I just think they could have a few spiffier things like nicer shadows or something.  Not really worried about it though, graphics aren't going to be what makes or breaks it


Title: Re: SWTOR
Post by: luckton on June 23, 2011, 06:52:32 AM

I don't mean the graphics are bad for their style, I just think they could have a few spiffier things like nicer shadows or something.  Not really worried about it though, graphics aren't going to be what makes or breaks it

Oh don't even (re)start that debate...

And yes, they are designing the game so that circa 2008ish graphic cards can handle this game.  DX9 isn't dead yet, at least not until WinXP dies in a fire.


Title: Re: SWTOR
Post by: SnakeCharmer on June 23, 2011, 08:55:30 AM
The sooner XP dies, the better.


Title: Re: SWTOR
Post by: Murgos on June 23, 2011, 09:07:15 AM
Gabe at Penny Arcade has been allowed by Bioware to break his NDA and talk about the SWTOR Beta.

http://www.penny-arcade.com/2011/6/22/

Quote from: gabe@penny-arcade.com
So I was actually able to get into the current friends and family beta for Star Wars: The Old Republic. It wasn’t too hard since technically I do have a friend over there. The tricky part is that Bioware, like a lot of places thinks of PA as “media” and they don’t want media playing it yet. I explained that we aren’t media, we prefer to think of ourselves as “enthusiasts”. They let me in but I had to pinkie swear that I wouldn’t talk about the game here on the site, or anywhere else for that matter. I’ve been playing it for a little over a month now and last week I asked if I could share some of my impressions with you all. It took some begging but finally they agreed and to their credit they didn’t ask to see what I was going to write first. Honestly they had no idea what I was going to say which must have been a little scary considering this is PA, but lucky for them I actually really like their game. So this isn’t a review or anything even close. What I’m playing is the beta and honestly changing all the time. I just wanted to share some of my impressions.

e: more permanent link.


Title: Re: SWTOR
Post by: palmer_eldritch on June 23, 2011, 09:13:18 AM
Gabe at Penny Arcade has been allowed by Bioware to break his NDA and talk about the SWTOR Beta.

http://www.penny-arcade.com/

Quote from: gabe@penny-arcade.com
So I was actually able to get into the current friends and family beta for Star Wars: The Old Republic. It wasn’t too hard since technically I do have a friend over there. The tricky part is that Bioware, like a lot of places thinks of PA as “media” and they don’t want media playing it yet. I explained that we aren’t media, we prefer to think of ourselves as “enthusiasts”. They let me in but I had to pinkie swear that I wouldn’t talk about the game here on the site, or anywhere else for that matter. I’ve been playing it for a little over a month now and last week I asked if I could share some of my impressions with you all. It took some begging but finally they agreed and to their credit they didn’t ask to see what I was going to write first. Honestly they had no idea what I was going to say which must have been a little scary considering this is PA, but lucky for them I actually really like their game. So this isn’t a review or anything even close. What I’m playing is the beta and honestly changing all the time. I just wanted to share some of my impressions.
He makes it sound like a great game.

I'm actually pretty excited about it now.


Title: Re: SWTOR
Post by: Malakili on June 23, 2011, 09:13:44 AM

I don't mean the graphics are bad for their style, I just think they could have a few spiffier things like nicer shadows or something.  Not really worried about it though, graphics aren't going to be what makes or breaks it

Oh don't even (re)start that debate...

And yes, they are designing the game so that circa 2008ish graphic cards can handle this game.  DX9 isn't dead yet, at least not until WinXP dies in a fire.

I don't think anything I said was particularly controversial there, just that it seemed like some of the normal graphics options we see these days weren't turned on there, like nice shadows.  I didn't mean to start anything.  In fact, I LIKE the screenshot, as I said.


Title: Re: SWTOR
Post by: Merusk on June 23, 2011, 09:22:54 AM
Goddamnit why isn't this game out yet. /whinge.

Also, Holoprojector quest acceptance sounds awesome.


Title: Re: SWTOR
Post by: Sky on June 23, 2011, 09:25:16 AM
No kidding. I mean, "when it's "done"" and all, but....

Should be interesting to see if they can maintain my fanboy at 11, it was at a cautious 10 for years...so maybe.


Title: Re: SWTOR
Post by: Murgos on June 23, 2011, 09:34:01 AM
No kidding. I mean, "when it's "done"" and all, but....

Should be interesting to see if they can maintain my fanboy at 11, it was at a cautious 10 for years...so maybe.

I wish they would announce pre-orders so I could just give them my money and (try to) forget about it until it comes in the mail.


Title: Re: SWTOR
Post by: luckton on June 23, 2011, 09:50:26 AM

I don't mean the graphics are bad for their style, I just think they could have a few spiffier things like nicer shadows or something.  Not really worried about it though, graphics aren't going to be what makes or breaks it

Oh don't even (re)start that debate...

And yes, they are designing the game so that circa 2008ish graphic cards can handle this game.  DX9 isn't dead yet, at least not until WinXP dies in a fire.

I don't think anything I said was particularly controversial there, just that it seemed like some of the normal graphics options we see these days weren't turned on there, like nice shadows.  I didn't mean to start anything.  In fact, I LIKE the screenshot, as I said.

Apologies, I inferred your mentioning of graphics 'making or breaking a game' as the typical war-cry of the never-ending debate between graphics and gameplay.    I too am excited about the game, and it's a great screenshot for sure.  Will probably look better on my DX11 card with everything cranked too  :awesome_for_real:

@PA preview: Yeah, there's nothing really NDA ground-shaking there.  BW took the gamble of having PA speak about there stuff openly to their masses of fans, and it looks like they're winning right now.

And if you're got PA onboard, that's an easy, what, 500k subscribers right there?  :grin:


Title: Re: SWTOR
Post by: Rasix on June 23, 2011, 10:02:53 AM
Hey buddy, we don't "@" around here.  Trippy will kill you dead for it.  As I tell my son, "use your words".  :awesome_for_real:

I'm way too psyched for this game.  I should know better.  I haven't said "Bioware AUSTIN" in a while, have I?   :geezer:


Title: Re: SWTOR
Post by: LK on June 23, 2011, 10:13:09 AM
Gabe pointing out that you can join in quest cinematics via Holoprojector is, I think, brilliant on Bioware's part. That is a pretty significant "little touch" there.


Title: Re: SWTOR
Post by: Samprimary on June 23, 2011, 10:22:54 AM
Okay. Between the blatantly NDA busting bits I've watched, the Q&A's, the discussions I've had with people actually making the game, the general consensus of beta testers, and what's been released by way of outlets like PA (as well as the fact that it seems like the only negative reviews/commentary that's been released in a while seems to all be universally shit writing by shit commenters) I think I'm in for sure now.

I would have never imagined I would be in on launch day, given all I know and say about MMO's.


Title: Re: SWTOR
Post by: caladein on June 23, 2011, 10:26:33 AM
Gabe pointing out that you can join in quest cinematics via Holoprojector is, I think, brilliant on Bioware's part. That is a pretty significant "little touch" there.

Pretty sure they've had that as part of earlier demos/walkthroughs/whatever.  It does lead to some awkwardness because you still do "Kill him."-type actions in dialogue through the hologram.

Awesome holograms are awesome apparently.


Title: Re: SWTOR
Post by: Reg on June 23, 2011, 10:30:56 AM
I've spent the last few years here laughing my ass off at the F13ers not bright enough to wait 3 months before diving into a new MMO. Oh well, so much for that.

I think we need someone to bring us all back down to reality.  Paging Margalis!


Title: Re: SWTOR
Post by: luckton on June 23, 2011, 10:38:29 AM

Pretty sure they've had that as part of earlier demos/walkthroughs/whatever.  It does lead to some awkwardness because you still do "Kill him."-type actions in dialogue through the hologram.

Awesome holograms are awesome apparently.

Not true, from what I understand.  If a holo-player wins the roll to kill someone, a player that's actually there in the real will execute the action, even if that person chose to spare the NPC.


Title: Re: SWTOR
Post by: Murgos on June 23, 2011, 10:42:01 AM
What I read was that was a 'humorous bug' that was long since squashed and now Holograms can not even select any option that results in a physical action.


Title: Re: SWTOR
Post by: caladein on June 23, 2011, 10:48:17 AM
Yeah, from a quick search a mention of killer holograms has the disclaimer that that's supposed to get/is patched out.  So we'll go with that.


Title: Re: SWTOR
Post by: Riggswolfe on June 23, 2011, 11:09:55 AM
I'm ready to preorder this myself. I only have a few remaining worries at this point:

1) End game. All they've mentioned is raiding or pvp. Both of them have little long term interest for me.
2) Expansions, how the hell will they successfully do expansions to this game?
3) Other players. I want to do the story. I won't be skipping cutscenes or anything of the sort. I worry that the game will be filled with typical MMO players going "hurry up dude and just click kill him" or whatever. For this reason I suspect I will pug much less in this game than in previous games.


Title: Re: SWTOR
Post by: luckton on June 23, 2011, 11:17:11 AM
I'm ready to preorder this myself. I only have a few remaining worries at this point:

1) End game. All they've mentioned is raiding or pvp. Both of them have little long term interest for me.
2) Expansions, how the hell will they successfully do expansions to this game?
3) Other players. I want to do the story. I won't be skipping cutscenes or anything of the sort. I worry that the game will be filled with typical MMO players going "hurry up dude and just click kill him" or whatever. For this reason I suspect I will pug much less in this game than in previous games.

1) Daily repeatables are in there too.  But they claim that their PvP and raiding will be "sooooooo awsome".
2) Probably just like any other MMO at this point...but with a story  :grin:
3) The consensus I'm seeing is BW wants those typical MMO players to go DIAF.  Story is what's driving this game, and they aren't bending just yet to those people.


Title: Re: SWTOR
Post by: Murgos on June 23, 2011, 11:21:17 AM
2) Expansions, how the hell will they successfully do expansions to this game?
This is something I have been sort of wondering about myself.  Do they have all their VAs on extended contracts so that no one can back out in three years?  What happens if someone gets hit by a bus?  

I guess the only thing I can think of is that they have made a conscious decision to cross that bridge when they get to it.  It will be a little weird to have your characters voice change when you ding 51 if you've just spent a year or more listening to him/her but if they can swap Darrens or Beckys between seasons without everyone freaking out maybe it doesn't really matter.


Title: Re: SWTOR
Post by: luckton on June 23, 2011, 11:23:20 AM
2) Expansions, how the hell will they successfully do expansions to this game?
This is something I have been sort of wondering about myself.  Do they have all their VAs on extended contracts so that no one can back out in three years?  What happens if someone gets hit by a bus?  

I guess the only thing I can think of is that they have made a conscious decision to cross that bridge when they get to it.  It will be a little weird to have your characters voice change when you ding 51 if you've just spent a year or more listening to him/her but if they can swap Darrens or Beckys between seasons without everyone freaking out maybe it doesn't really matter.

Kinda like how there's 3-4 different Gandalfs across the expansions and patches?   :awesome_for_real:


Title: Re: SWTOR
Post by: sam, an eggplant on June 23, 2011, 11:24:09 AM
I would have never imagined I would be in on launch day, given all I know and say about MMO's.
Don't think of it as a MMO, think of it as a bioware game with diku-style combat.

Most people don't play these things as multiplayer games anyway. That's the secret to WoW's initial success, the solo leveling-up game is awesome, always moving on to explore new fresh content, and there's plenty of it. When you hit max level, maybe you quit, maybe you start raiding, maybe you PvP, but all of those are entirely different games than leveling-up.

I wouldn't expect SWTOR to be any different-- from what I've read they don't have a brilliant innovative answer for the elder game, they've just improved that leveling experience by acknowledging that, yeah, it's really a single-player game, and bioware makes awesome story-based single-player RPGs, so make a bunch of them and use that.


Title: Re: SWTOR
Post by: amiable on June 23, 2011, 11:51:09 AM
PA just put up a post about swtor.  My wife got into beta and she emphatically agrees with the assessment(which was positive).


Title: Re: SWTOR
Post by: Rasix on June 23, 2011, 11:52:26 AM
PA just put up a post about swtor.  My wife got into beta and she emphatically agrees with the assessment(which was positive).


 :facepalm:


Title: Re: SWTOR
Post by: luckton on June 23, 2011, 11:58:31 AM
PA just put up a post about swtor.  My wife got into beta and she emphatically agrees with the assessment(which was positive).


 :facepalm:

Pre-emptive excuse of "I can't be expected to read 200+ pages of  :uhrr:." here.


Title: Re: SWTOR
Post by: Velorath on June 23, 2011, 12:35:41 PM
2) Expansions, how the hell will they successfully do expansions to this game?
This is something I have been sort of wondering about myself.  Do they have all their VAs on extended contracts so that no one can back out in three years?  What happens if someone gets hit by a bus?  

The same thing that happens if someone gets hit by a bus before Mass Effect 3 is finished I guess, or the same thing that would happen if Daniel Radcliffe had been hit by a bus somewhere between Harry Potter's 1 and 8.


Title: Re: SWTOR
Post by: Riggswolfe on June 23, 2011, 12:40:16 PM
I'm ready to preorder this myself. I only have a few remaining worries at this point:

1) End game. All they've mentioned is raiding or pvp. Both of them have little long term interest for me.
2) Expansions, how the hell will they successfully do expansions to this game?
3) Other players. I want to do the story. I won't be skipping cutscenes or anything of the sort. I worry that the game will be filled with typical MMO players going "hurry up dude and just click kill him" or whatever. For this reason I suspect I will pug much less in this game than in previous games.

1) Daily repeatables are in there too.  But they claim that their PvP and raiding will be "sooooooo awsome".
2) Probably just like any other MMO at this point...but with a story  :grin:
3) The consensus I'm seeing is BW wants those typical MMO players to go DIAF.  Story is what's driving this game, and they aren't bending just yet to those people.


1) they can make them as awesome as they want but I get very, very bored grinding a raid over and over. I just don't have enough mouse in me to get enjoyment out of hitting the pedal to maybe get 1/8th of a piece of cheese if I beat the other mice to it. I generally suck at pvp. I play it for awhile but get bored/pissed when I can't hit the guy spazzing around me in tight circles.
2) Yes but the story will mean expansions will either A) have subpar stories, think the DA expansion compared to DA:O or will be on a time table more akin to Blizzard's than to other MMOS.
3) I agree with BW. My big worry is the forums will fill with these guys whining "I had to wait 5 minutes for another player to listen to the cutscene. WTF?" and it may have some kind of in-game effect after the EA suits get worried about retention of these people.


Title: Re: SWTOR
Post by: Sky on June 23, 2011, 12:42:52 PM
Pre-emptive excuse of "I can't be expected to read 200+ pages of  :uhrr:." here.
But it's so fun to read the older parts of the thread.
From the same article:

Quote
We're not talking about any of that today, of course. The even bigger questions, such as whether complex storylines and AI buddies will work in MMOs, won't be answered until the game is released - and that could be years from now.

SWOR, the hottest MMO of 2011!  :why_so_serious:
:why_so_serious:
That of course is the problem itself and the reason saying nothing at all is better than the bits they've said so far.
Ordinarily I'd agree, but this is Star Wars, so they have to give us plenty of time to reach page 100.
I think I linked to my first post in the thread when someone mentioned people getting more cynical as the thread went on:
Star Wars MMO? Eh, why bother? It's an mmo. Just put your balls in a vice and throw in the New Hope DVD.


Title: Re: SWTOR
Post by: amiable on June 23, 2011, 01:02:18 PM
PA just put up a post about swtor.  My wife got into beta and she emphatically agrees with the assessment(which was positive).


 :facepalm:

Pre-emptive excuse of "I can't be expected to read 200+ pages of  :uhrr:." here.

Yeah, but I probably should have read the previous page!  Mea culpa.


Title: Re: SWTOR
Post by: Simond on June 23, 2011, 01:16:50 PM
I'm ready to preorder this myself. I only have a few remaining worries at this point:

1) End game. All they've mentioned is raiding or pvp. Both of them have little long term interest for me.
2) Expansions, how the hell will they successfully do expansions to this game?
3) Other players. I want to do the story. I won't be skipping cutscenes or anything of the sort. I worry that the game will be filled with typical MMO players going "hurry up dude and just click kill him" or whatever. For this reason I suspect I will pug much less in this game than in previous games.

1) Daily repeatables are in there too.  But they claim that their PvP and raiding will be "sooooooo awsome".
2) Probably just like any other MMO at this point...but with a story  :grin:
3) The consensus I'm seeing is BW wants those typical MMO players to go DIAF.  Story is what's driving this game, and they aren't bending just yet to those people.


1) they can make them as awesome as they want but I get very, very bored grinding a raid over and over. I just don't have enough mouse in me to get enjoyment out of hitting the pedal to maybe get 1/8th of a piece of cheese if I beat the other mice to it. I generally suck at pvp. I play it for awhile but get bored/pissed when I can't hit the guy spazzing around me in tight circles.
So what would you like as an endgame instead? Not being sarcastic, I'd like to know.


Title: Re: SWTOR
Post by: Riggswolfe on June 23, 2011, 01:29:41 PM
I'm ready to preorder this myself. I only have a few remaining worries at this point:

1) End game. All they've mentioned is raiding or pvp. Both of them have little long term interest for me.
2) Expansions, how the hell will they successfully do expansions to this game?
3) Other players. I want to do the story. I won't be skipping cutscenes or anything of the sort. I worry that the game will be filled with typical MMO players going "hurry up dude and just click kill him" or whatever. For this reason I suspect I will pug much less in this game than in previous games.

1) Daily repeatables are in there too.  But they claim that their PvP and raiding will be "sooooooo awsome".
2) Probably just like any other MMO at this point...but with a story  :grin:
3) The consensus I'm seeing is BW wants those typical MMO players to go DIAF.  Story is what's driving this game, and they aren't bending just yet to those people.


1) they can make them as awesome as they want but I get very, very bored grinding a raid over and over. I just don't have enough mouse in me to get enjoyment out of hitting the pedal to maybe get 1/8th of a piece of cheese if I beat the other mice to it. I generally suck at pvp. I play it for awhile but get bored/pissed when I can't hit the guy spazzing around me in tight circles.
So what would you like as an endgame instead? Not being sarcastic, I'd like to know.

Well, here is how I usually do things at End Game:

1) Run a raid or two on occasion, generally with the hope of getting a title and maybe getting lucky on a roll. Note this is usually after said Raids have become PUGable since I never seem to get into a guild that is large enough to do raids.
2) Try pvp. Get spanked and irritated by people running in circles around me. Stop after a week or two. Note that I usually play melee classes which is code for "target" in most Pvp setups unless you're a master of the running in circles around people thing I mentioned.
3) Finish up stuff I wanted to do while leveling but didn't. In LOTRO this was deed grinding, rep grinding, going back to old instances I missed "just because", running skirmishes, etc.
4) Get bored and unsubscribe until an expansion comes out.

MMOS almost always bore me at the end game. I suspect TOR will do the same. Thankfully with the story I will be slower to get there and also will end up playing other  alts as well which I usally don't do.

Speaking of LOTRO, I'd love it if their repeatable dailies were similar to the LOTRO skirmish system. Mini instanced battles that give rewards which can be bartered for other stuff.

Edit: TLDR version: I don't know. I have never been satisfied with MMO endgames and I'd love TOR to be different but don't think it will be. The one game that has come closest for me is LOTRO.


Title: Re: SWTOR
Post by: Reg on June 23, 2011, 01:39:03 PM
My plan for endgame is just to roll an alt. If SWTOR has something other than that for me to do that I'd actually enjoy I'll be pleasantly surprised.


Title: Re: SWTOR
Post by: Sky on June 23, 2011, 01:52:45 PM
The only games that have good endgames are non-diku. That's where the diku/EQ style progression breaks down...because it's all about progression.


Title: Re: SWTOR
Post by: ghost on June 23, 2011, 01:57:28 PM
The only games that have good endgames are non-diku.

Such as.......?


Title: Re: SWTOR
Post by: Mrbloodworth on June 23, 2011, 01:57:47 PM
Was about to say, why does it need an end game? But that covers it.


Title: Re: SWTOR
Post by: Soln on June 23, 2011, 02:12:32 PM
re-running everything again, but as a girl troll, is also a frequent end game.  Some titles are built around just alts.


Title: Re: SWTOR
Post by: Surlyboi on June 23, 2011, 04:37:04 PM
All I can say is I'm definitely preordering.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 23, 2011, 05:25:48 PM
While that's a very positive review it's not very in depth. It really boils down to gabe saying "I really like this game and remember, its still beta!"

which means as always, there are issues. The question is, will this year be enough time to iron out all the wrinkles?

I'm gonna buy this game, play it and enjoy it but past the first month? All depends on how 'done' it is.


Title: Re: SWTOR
Post by: Malakili on June 23, 2011, 05:35:28 PM
While that's a very positive review it's not very in depth. It really boils down to gabe saying "I really like this game and remember, its still beta!"

which means as always, there are issues. The question is, will this year be enough time to iron out all the wrinkles?

I'm gonna buy this game, play it and enjoy it but past the first month? All depends on how 'done' it is.

Thats actually one of the advantages to this game actually.  If this was *just* DIKU Star Wars I'd honestly probably not care.  But they really have done a lot towards winning me over with the Bioware story/RPG thing because I figure that just for that its probably going to be worth the box price, where as most MMORPGs don't seem worth that to me (see: Rift).  If they manage to pull me in with the MMO stuff and keep me around (and others), they have a good shot at a lot of subs.  Then again, thats not particularly unique in the MMO space, most of them seem to sell a lot of boxes.


Title: Re: SWTOR
Post by: Ratman_tf on June 23, 2011, 06:25:06 PM
2) Expansions, how the hell will they successfully do expansions to this game?
This is something I have been sort of wondering about myself.  Do they have all their VAs on extended contracts so that no one can back out in three years?  What happens if someone gets hit by a bus?  

The same thing that happens if someone gets hit by a bus before Mass Effect 3 is finished I guess, or the same thing that would happen if Daniel Radcliffe had been hit by a bus somewhere between Harry Potter's 1 and 8.

Or if the guy who plays Dumbledore croaks?


Title: Re: SWTOR
Post by: Amaron on June 23, 2011, 06:37:43 PM
So Penny Arcade sort of seals the deal on SW:TOR giving WoW at least a very hard kick in the nuts.   What I'm more confused about at this point is there's nothing really coming out in the media about Blizzard's plans.  In the past they've always been fairly competent at pulling something out of their pocket to at least steal some spotlight back.   This time it's like they don't even think anything is going to happen.

Then again, thats not particularly unique in the MMO space, most of them seem to sell a lot of boxes.

A lot of them have really poor pull in the start of the game though. DIKU has always had a huge problem with "the game doesn't even start till you're max level".    With SW:TOR if the single player just sort of floats you to max level without you even noticing it then that's a large advantage.   At max level you have a lot of investment in your character and the community.


Title: Re: SWTOR
Post by: caladein on June 23, 2011, 06:45:01 PM
I assume you're ignoring the boss-on-the-box raid patch for Cataclysm, Diablo III, and Starcraft II: The Zergening.


Title: Re: SWTOR
Post by: luckton on June 23, 2011, 06:45:48 PM
So Penny Arcade sort of seals the deal on SW:TOR giving WoW at least a very hard kick in the nuts.   What I'm more confused about at this point is there's nothing really coming out in the media about Blizzard's plans.  In the past they've always been fairly competent at pulling something out of their pocket to at least steal some spotlight back.   This time it's like they don't even think anything is going to happen.

Which is probably one reason why BW's been keeping their release date so close to the chest.  Just look at how Rift and WoW have been arming up their content patches this month.  ActiBliz is afraid...they probably have a weapon ready, but without a date to compete with, they're having trouble setting up their own time-tables.


Title: Re: SWTOR
Post by: Fabricated on June 23, 2011, 06:52:15 PM
I assume you're ignoring the boss-on-the-box raid patch for Cataclysm, Diablo III, and Starcraft II: The Zergening.
It took them like 6 months and change to get to the SECOND tier of raiding in Cataclysm. Well wait, Firelands isn't even out yet. So possibly 7 months! Unless they turn around and drop the Deathwing raid in another 5-6 months (meaning the expansion is pretty much over) they've got nothing WoW-wise to counter-release. I don't think SC2 scratches the same itch as SWTOR. D3? Maybe.

As for SWTOR, the graphics look fine to me. Stylized, like WoW which holds up pretty well today if you ask me (and it holds up better than EQ2/etc ever did).

I'm officially in. Launch is going to be a hilarious clusterfuck but I'm kinda used to that at this point.


Title: Re: SWTOR
Post by: luckton on June 23, 2011, 06:53:56 PM
I'll go out on a limb and say that within 72 hours of TOR's release date being revealed, Project Titan will be unveiled as well.   :awesome_for_real:


Title: Re: SWTOR
Post by: Fabricated on June 23, 2011, 07:06:07 PM
I'll go out on a limb and say that within 72 hours of TOR's release date being revealed, Project Titan will be unveiled as well.   :awesome_for_real:
I don't know if a non-product will somehow hurt SWTOR's sub numbers. It's Blizzard; people will be like, "Man that's gonna be fucking awesome when it comes out like 5 years from now!" and play whatever else in the meanwhile.


Title: Re: SWTOR
Post by: Fordel on June 23, 2011, 07:07:25 PM
We'll all be to busy romancing Bastila 2.0 to care.


Title: Re: SWTOR
Post by: Amaron on June 23, 2011, 07:09:16 PM
I assume you're ignoring the boss-on-the-box raid patch for Cataclysm, Diablo III, and Starcraft II: The Zergening.

By "plan's" I meant "stuff that will come out in time to protect our nuts from SW:TOR".    Boss patch as usual isn't really a plan.


Title: Re: SWTOR
Post by: Rasix on June 23, 2011, 07:11:15 PM
Other two games don't even compete in the same space for me. And yah, WoW has a lot of convincing to do in order get me to come back this time.  I don't raid and you're going to compete with my Star-Wars-Shep? HAH.



Title: Re: SWTOR
Post by: Malakili on June 23, 2011, 08:08:56 PM
I'll go out on a limb and say that within 72 hours of TOR's release date being revealed, Project Titan will be unveiled as well.   :awesome_for_real:

Is everyone forgetting they haven't announced Diablo 3 release yet.  Blizzard holds the biggest card this year in their hands, they just haven't played it yet. 


Title: Re: SWTOR
Post by: caladein on June 23, 2011, 08:24:12 PM
Well, that's sort of locked into early the first half of 2012 unless they're willing to step on another big Activision release to get a spot closer to the holidays.  Maybe squeeze it in between SC2's expansion and MW3?


Title: Re: SWTOR
Post by: Lantyssa on June 23, 2011, 09:02:27 PM
Beta would be sufficient to steal some thunder.


Title: Re: SWTOR
Post by: Sjofn on June 23, 2011, 09:11:32 PM
My plan for endgame is just to roll an alt.

Ayep.


Title: Re: SWTOR
Post by: Amaron on June 23, 2011, 09:25:06 PM
Beta would be sufficient to steal some thunder.

A D3 beta would have to be quite limited though.  Plus phat lewts farming is sort of no fun looking down the barrel of a beta wipe.   I'm thinking maybe Blizz/Activision just has their pants down.  They shifted too many people to Titan and EA has surprised them with the earlier release.  


Title: Re: SWTOR
Post by: Rasix on June 23, 2011, 09:36:40 PM
My plan for endgame is just to roll an alt.

Ayep.

I'm almost frightened at the amount of hours you will put into this one. I won't be able to gasp at it sufficiently if it's not offered on Steam, however.  :awesome_for_real:


Title: Re: SWTOR
Post by: UnSub on June 23, 2011, 09:45:45 PM
From the same article:

Quote
We're not talking about any of that today, of course. The even bigger questions, such as whether complex storylines and AI buddies will work in MMOs, won't be answered until the game is released - and that could be years from now.

SWOR, the hottest MMO of 2011!  :why_so_serious:
:why_so_serious:

I should have said the hottest MMO of 2012 then.  :awesome_for_real:


Title: Re: SWTOR
Post by: Sjofn on June 24, 2011, 01:57:27 AM
My plan for endgame is just to roll an alt.

Ayep.

I'm almost frightened at the amount of hours you will put into this one. I won't be able to gasp at it sufficiently if it's not offered on Steam, however.  :awesome_for_real:

Shit, you didn't actually look at my DA:O stats, did you?  :why_so_serious:


Title: Re: SWTOR
Post by: Murgos on June 24, 2011, 04:32:03 AM
Beta would be sufficient to steal some thunder.
I posted in the Diabo III thread that there is a pretty solid rumor that a D3 beta announcement is coming on Aug 1.  I will bet you that that date ends up being very close to a major SWTOR announcement, and that the D3 launch date ends up being right on top of SWTORs and the next WoW patch is right around then as well.

Knocking your competitors news off the radar or at least taking the edge off of it is something Blizzard & Co have shown they are masters at.


Title: Re: SWTOR
Post by: Samprimary on June 24, 2011, 06:05:00 AM
So, Bioware will have their convention and generate a lot of press, and EA will subvert that by planning the timed release of the announcement that sarah palin is their nod for VP.


Title: Re: SWTOR
Post by: Sky on June 24, 2011, 06:17:28 AM
All the WoW patch/D3 stuff is funny for someone outside the Blizzard Bubble. Unless they're patching in lightsabers, WoW is an old and tired mess. Didn't Diablo 2 come out back around when Duke 3D came out?  :why_so_serious:


Title: Re: SWTOR
Post by: Bunk on June 24, 2011, 06:21:38 AM
My plan for endgame is just to roll an alt.

Ayep.

I'm almost frightened at the amount of hours you will put into this one. I won't be able to gasp at it sufficiently if it's not offered on Steam, however.  :awesome_for_real:

Yea, I had the same thought. I'm picturing her multiboxing multiple characters, just to see if their stories interact somehow.


Title: Re: SWTOR
Post by: Amaron on June 24, 2011, 06:27:29 AM
D3 is a single player game and is supposed to sell something like 7~10x the boxes of SW:TOR.    I don't really see why SW:TOR can't just change their release date and play merry hell with Blizzard if they intend to try that.


Title: Re: SWTOR
Post by: Draegan on June 24, 2011, 07:22:31 AM
The only thing D3 can do to SWTOR (or vice versa) is compete with the PR/News cycle.  I don't think either game will effect the other's box sales in the medium/long term.  Perhaps the first month if they launch within 3 months of each other.


Title: Re: SWTOR
Post by: Mnemon on June 24, 2011, 07:35:08 AM
Indeed. There's just no way it'll stay in, unless companion roles are duplicated and they don't plan to use them for live game content updates and further expansion pack questlines/stories.
they'll stay in.

Bioware folks have said before you do something unchangeable like kill your companion, you'll get a dialogue box asking you to confirm you really really want to do that. so its not like you'll be able to accidentally kill a companion. it has to be a conscious decision.


Title: Re: SWTOR
Post by: Malakili on June 24, 2011, 07:38:16 AM
The only thing D3 can do to SWTOR (or vice versa) is compete with the PR/News cycle.  I don't think either game will effect the other's box sales in the medium/long term.  Perhaps the first month if they launch within 3 months of each other.

Honestly, if Diablo 3 release before SWTOR (which is admittedly a major if), I highly doubt I'll buy SWTOR simply because D3 has the potential to be one of those "one" games that just keeps me busy for years.  I did't play any other RPGs for about 3 years after Diablo 2 came out.


Title: Re: SWTOR
Post by: Dren on June 24, 2011, 07:45:41 AM
The only thing D3 can do to SWTOR (or vice versa) is compete with the PR/News cycle.  I don't think either game will effect the other's box sales in the medium/long term.  Perhaps the first month if they launch within 3 months of each other.

Honestly, if Diablo 3 release before SWTOR (which is admittedly a major if), I highly doubt I'll buy SWTOR simply because D3 has the potential to be one of those "one" games that just keeps me busy for years.  I did't play any other RPGs for about 3 years after Diablo 2 came out.

Ditto.  Maybe not 3 years, but it will knock me out of the market for a new game for several month if not up to a year.


Title: Re: SWTOR
Post by: Mnemon on June 24, 2011, 07:46:24 AM
138, after patching.

where are you getting this info?

because two different sources have said 30 to 40 GB.


Title: Re: SWTOR
Post by: Azuredream on June 24, 2011, 07:52:58 AM
I think it was established that was bullshit.


Title: Re: SWTOR
Post by: Mnemon on June 24, 2011, 07:54:30 AM
gotcha - haven't been here in a bit so I was catching up ;-)


Title: Re: SWTOR
Post by: Rasix on June 24, 2011, 08:17:25 AM
(http://dl.dropbox.com/u/82533/ChipperJones.gif)


Title: Re: SWTOR
Post by: Draegan on June 24, 2011, 08:41:48 AM
(http://dl.dropbox.com/u/82533/ChipperJones.gif)

(http://www.fohguild.org/forums/attachments/screenshots/175096d1308905339-animated-gif-thread-10y2wlk.gif)


Title: Re: SWTOR
Post by: Montague on June 24, 2011, 09:41:16 AM
Battle for Alderaan (http://www.swtor.com/media/trailers/alderaan-highlights)

New instance video is up. Some cool animations and abilities but nothing earth-shattering.


Title: Re: SWTOR
Post by: Malakili on June 24, 2011, 09:46:29 AM
Battle for Alderaan (http://"http://www.swtor.com/media/trailers/alderaan-highlights")

New instance video is up. Some cool animations and abilities but nothing earth-shattering.

Looks similar to stuff they showed at e3, which is fine, just a bit more streamlined for trailer form.

One thing it reminded me of that I like those is that the trooper can shot and move at the same time.


Title: Re: SWTOR
Post by: Sky on June 24, 2011, 09:49:24 AM
Yeah, we saw the extended version of that in the interview with Daniel. I want to stop watching every video!


Title: Re: SWTOR
Post by: Mrbloodworth on June 24, 2011, 10:34:35 AM
Just watched the Tatooine Developer Walkthrough. Pooping a speeder bothers me. Much prefer the SWG system.


Title: Re: SWTOR
Post by: Malakili on June 24, 2011, 10:40:51 AM
Just watched the Tatooine Developer Walkthrough. Pooping a speeder bothers me. Much prefer the SWG system.

The speeder in that video also looks REALLY slow to me, but maybe you need to wait to get your epic speeder. :awesome_for_real:


Title: Re: SWTOR
Post by: tmp on June 24, 2011, 10:56:59 AM
D3 is a single player game and is supposed to sell something like 7~10x the boxes of SW:TOR.    I don't really see why SW:TOR can't just change their release date and play merry hell with Blizzard if they intend to try that.
They probably need it to release when it's supposed to in order to have some sort of income in this fiscal year.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 24, 2011, 11:20:39 AM
Indeed. There's just no way it'll stay in, unless companion roles are duplicated and they don't plan to use them for live game content updates and further expansion pack questlines/stories.
they'll stay in.

Bioware folks have said before you do something unchangeable like kill your companion, you'll get a dialogue box asking you to confirm you really really want to do that. so its not like you'll be able to accidentally kill a companion. it has to be a conscious decision.

$10 they won't keep perma death for companions. That's exactly what we're talking about here, permanently fucking over your character in a persistent world, not gonna happen. 


Title: Re: SWTOR
Post by: Bunk on June 24, 2011, 11:26:40 AM
Everyone is all doom and gloom over the idea that you could fuck up and lose your companions. What you guys are missing, is that we are not the norm for MMO players. Normal MMO players will not be making a single plotline decision past newbie level without first consulting Alakakotor/SWTOWIKI/etc. to find out which option gives them the 100% best advancement scenario.

Most players won't care about bad things happening to NPCs, because they'll simply look things up first and won't make those choices.


Title: Re: SWTOR
Post by: Reg on June 24, 2011, 11:30:14 AM
Bioware would be awfully foolish if they let a player get a companion perma-killed for all the reasons Lakov is giving. It'd be a lot more sensible for them to be unkillable like the player character itself. You should however be able to drive them away and then have to go through a long arduous quest process to get them back if you change your mind.

Perma gimping your character just shouldn't be possible in this day and age but if you insist on making a foolish decision after being warned of the consequences it's OK to make the player jump through some hoops to reverse it.


Title: Re: SWTOR
Post by: Azuredream on June 24, 2011, 11:31:56 AM
Alakakotor/SWTOWIKI

SWottbot? TORHead?

Also I dunno, unless it's really well documented/presented (like WoW's DBs) I don't think most people would even bother looking stuff up unless it's something they really want to know.


Title: Re: SWTOR
Post by: Sky on June 24, 2011, 11:42:48 AM
Just watched the Tatooine Developer Walkthrough. Pooping a speeder bothers me. Much prefer the SWG system.
I forget the SWG system. The SWG swoop bikes were so much cooler. I'm pretty sure they just brushed up so close to feature lock they wanted to just get something in there. And I'm sure there will be gradients of segways to grind for...

How many times does someone have to point out that companions have kits and you get enough that there should definitely be some overlap between companion roles. Need healing for your BH but killed off Mako? Slap a healing kit on Blizz. It's INTERESTING.


Title: Re: SWTOR
Post by: Kail on June 24, 2011, 11:55:37 AM
Everyone is all doom and gloom over the idea that you could fuck up and lose your companions. What you guys are missing, is that we are not the norm for MMO players. Normal MMO players will not be making a single plotline decision past newbie level without first consulting Alakakotor/SWTOWIKI/etc. to find out which option gives them the 100% best advancement scenario.

Most players won't care about bad things happening to NPCs, because they'll simply look things up first and won't make those choices.

Really?  I'd assume it would be the other way around, with players who are researching the game on external sites being the minority.  Otherwise, you wouldn't hear the phrase "Mankrik's Wife" so often.


Title: Re: SWTOR
Post by: Mrbloodworth on June 24, 2011, 11:59:53 AM
Just watched the Tatooine Developer Walkthrough. Pooping a speeder bothers me. Much prefer the SWG system.
I forget the SWG system. The SWG swoop bikes were so much cooler.

The whole system was cooler. Nothing like beating down some ones bike as they lay on the ground.


Title: Re: SWTOR
Post by: 01101010 on June 24, 2011, 12:02:28 PM
Just watched the Tatooine Developer Walkthrough. Pooping a speeder bothers me. Much prefer the SWG system.

The speeder in that video also looks REALLY slow to me, but maybe you need to wait to get your epic speeder. :awesome_for_real:

Needs power converters...duh.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 24, 2011, 12:41:44 PM
Just watched the Tatooine Developer Walkthrough. Pooping a speeder bothers me. Much prefer the SWG system.
I forget the SWG system. The SWG swoop bikes were so much cooler. I'm pretty sure they just brushed up so close to feature lock they wanted to just get something in there. And I'm sure there will be gradients of segways to grind for...

How many times does someone have to point out that companions have kits and you get enough that there should definitely be some overlap between companion roles. Need healing for your BH but killed off Mako? Slap a healing kit on Blizz. It's INTERESTING.

No shit it would be interesting, still won't stop people from harassing gm's to bring back their crew members.  I'm not arguing with the idea, just saying it will never fly.


Title: work work
Post by: Sjofn on June 24, 2011, 01:12:24 PM
My plan for endgame is just to roll an alt.

Ayep.

I'm almost frightened at the amount of hours you will put into this one. I won't be able to gasp at it sufficiently if it's not offered on Steam, however.  :awesome_for_real:

Yea, I had the same thought. I'm picturing her multiboxing multiple characters, just to see if their stories interact somehow.

Nonsense!

That's what Ingmar is for.  :why_so_serious:


Title: Re: SWTOR
Post by: Rasix on June 24, 2011, 01:15:26 PM
Ok, SWG death chat in SWG death thread.  Thread surgery is tedious.


Title: Re: SWTOR
Post by: Murgos on June 24, 2011, 01:24:57 PM
No shit it would be interesting, still won't stop people from harassing gm's to bring back their crew members.  I'm not arguing with the idea, just saying it will never fly.

I don't think you can just stick a gun to a companions head and pull the trigger to kill them off.  Or, god forbid, right click->delete character->popup(yes/no).

I imagine it's the result of a story arc where you have to make a decision at the end of a lot of build-up.  So, if it is an 'in character' decision that had a effect on your personal story I can see it being not as lightly reversed (or even asked to be reversed) as you would think.

What if it's something like a betrayal arc?  Where at the end you have the decision to execute the companion character, who has royally screwed you over, or allow him/her/it to live?  If you chose to kill the character after something like that would you really be bitching up a storm to get it back?  Or, all your companions are in trouble, you can only save 4 of them and but in so doing you complete some major plot point of a major quest arc or you can save all five but get a lesser ending (like killing the bigbad or letting him get away but never to return)?

Particularly if you have enough other companions that you aren't missing any functionality?  I think it's a concept that, if handled well, could easily be, not only accepted, but welcomed by the vast majority of the player base.  Think about how Bioware usually handles these sorts of decisions, they are usually MAJOR story attraction and not something most people dislike at all.  Heck, WUA still bitches about the whole Mission/Wookie thing.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 24, 2011, 01:39:05 PM
It could be a process that takes over 40 hours, involves hundreds of "are you sure?" questions and even quite literally say "this will cause your companion to NEVER come back" and people would still bitch once they lost their companion character.


Title: Re: SWTOR
Post by: Rasix on June 24, 2011, 01:57:27 PM
Seems like a potential goldmine for RMT.  :grin:  "You want your companion back?  You clicked through all three of the death confirmations?  Well, we have a "restore option" you can buy for $10. Ok.. is that MasterCard or Visa?"


Title: Re: SWTOR
Post by: Koyasha on June 24, 2011, 03:14:08 PM
Yeah, from a quick search a mention of killer holograms has the disclaimer that that's supposed to get/is patched out.  So we'll go with that.
They should definitely leave this option in for Sith, via force-choking.  Vader did it!

Kinda like how there's 3-4 different Gandalfs across the expansions and patches?   :awesome_for_real:
Unlike an NPC, even a major NPC, I think it'll be a pretty big deal when my character's voice changes - and I hope they're planning to avoid that for as long as possible.  Eventually it's probably going to happen, but once I'm used to my character sounding one way, if she suddenly sounds totally different it's going to bug me.  Possibly for quite a while.  Inevitable if the game lasts long enough though, I figure.


Title: Re: SWTOR
Post by: Sky on June 24, 2011, 03:19:00 PM
Seems like a potential goldmine for RMT.  :grin:  "You want your companion back?  You clicked through all three of the death confirmations?  Well, we have a "restore option" you can buy for $10. Ok.. is that MasterCard or Visa?"
I like it. Dumbass tax.


Title: Re: SWTOR
Post by: Malakili on June 24, 2011, 03:21:42 PM
Seems like a potential goldmine for RMT.  :grin:  "You want your companion back?  You clicked through all three of the death confirmations?  Well, we have a "restore option" you can buy for $10. Ok.. is that MasterCard or Visa?"

And we already know Bioware is willing to have NPCs selling DLC - want to find out whats up with Morrigan - pay up mother fucker.


Title: Re: SWTOR
Post by: Amaron on June 24, 2011, 03:47:04 PM
They probably need it to release when it's supposed to in order to have some sort of income in this fiscal year.

Their fiscal year ends March 2012.   It's just not going to happen.   I think it's a bit of a stretch to even believe Blizz can upset all their release plans just to take a potshot at SWTOR with a single player game anyways.


Title: Re: SWTOR
Post by: Ingmar on June 24, 2011, 03:52:12 PM
It is also (gasp!) possible that the timing of other Blizzard stuff wasn't some vast evil conspiracy to derail other games in the first place.


Title: Re: SWTOR
Post by: Venkman on June 24, 2011, 03:56:50 PM
Everyone is all doom and gloom over the idea that you could fuck up and lose your companions. What you guys are missing, is that we are not the norm for MMO players. Normal MMO players will not be making a single plotline decision past newbie level without first consulting Alakakotor/SWTOWIKI/etc. to find out which option gives them the 100% best advancement scenario.

Most players won't care about bad things happening to NPCs, because they'll simply look things up first and won't make those choices.

Err, WE are the crowd that will do that. The masses they hope to attract are console gamers and quasi RPG folks who are either bored of WoW endgame or quit when they hit the cap but never found anything approaching WoW's level of polish. They're core gamers but not HARD core games min/maxing their way to foozle.

Whatever happens with companions will be decided by the frequency of bad decisions made by the ignorant. Which likely means there will be no way to cause permadeath to them by launch.


Title: Re: SWTOR
Post by: Simond on June 24, 2011, 04:49:10 PM
It is also (gasp!) possible that the timing of other Blizzard stuff wasn't some vast evil conspiracy to derail other games in the first place.
Yes, I'm sure that is was all purely a coincidence that every single time a new MMO launched there was a WoW patch a week each way of the launch date.   :grin:


Title: Re: SWTOR
Post by: Sjofn on June 24, 2011, 04:50:38 PM
If your game can get knocked out by a WoW patch, you had no fucking business releasing anyway, frankly.


Title: Re: SWTOR
Post by: Venkman on June 24, 2011, 05:24:25 PM
It is also (gasp!) possible that the timing of other Blizzard stuff wasn't some vast evil conspiracy to derail other games in the first place.
Yes, I'm sure that is was all purely a coincidence that every single time a new MMO launched there was a WoW patch a week each way of the launch date.   :grin:

January, January, December. Or, two that were meant for December and a third that made it. Because the time to sell entertainment and product is in December. When everyone else in entertainment and product is doing the same.

That's the market, not a conspiracy :)

What Blizzard does get away with is promising December and still managing to get the shelf space even after missing it a month. That's market support that few other companies can touch.

If you can't beat a WoW expansion. it's not because Blizzard is out to get you. It's because you weren't good enough to be on the market against competition at all.

Diablos and the *craft RTSes are different, but neither has launched anything in such a long time, I'm curiious if they'll keep to the March and July (respectively) release timing. They can't launch everything with a Blizzard name in the same month.


Title: Re: SWTOR
Post by: Amaron on June 24, 2011, 06:09:29 PM
Oh they'll definitely do the patch thing.   Patches don't have release dates.   They don't sell boxes and they don't have to be shipped to stores.    They will definitely try to release D3 in some way that it causes problems for SWTOR too.   I just think it's a huge stretch to think they can even manage releasing it within 2~3 weeks of SWTOR.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 24, 2011, 06:46:55 PM
Wow patch 4.2 is next week. That would mean the next major raid would be 5 months from now and that is just WAY too fast for a wow patch.


Title: Re: SWTOR
Post by: Azuredream on June 24, 2011, 06:51:33 PM
That's the market, not a conspiracy :)

What he said. I do not believe there are any meetings between Blizzard heads where the topic of discussion is "how can we time the release of this product to undermine our competition?"


Title: Re: SWTOR
Post by: Merusk on June 24, 2011, 07:25:27 PM
It is also (gasp!) possible that the timing of other Blizzard stuff wasn't some vast evil conspiracy to derail other games in the first place.

Yes, but that's why you're not in marketing and sales.

That type of thing is considered, analyzed and parsed into tiny data bits over projects that generate less revenue than a multi-billion dollar MMO franchise.


Title: Re: SWTOR
Post by: Merusk on June 24, 2011, 07:28:13 PM
Wow patch 4.2 is next week. That would mean the next major raid would be 5 months from now and that is just WAY too fast for a wow patch.


Unless it was another "We promise we won't do this again.." ToC type patch.


Title: Re: SWTOR
Post by: caladein on June 24, 2011, 09:15:49 PM
Wow patch 4.2 is next week. That would mean the next major raid would be 5 months from now and that is just WAY too fast for a wow patch.

Five to six months is on the long side for a raid but leaves them where they can either counter a holiday release or let Firelands last until January which leaves Deathwing's raid out for a bit less time (a good thing).



Title: Re: SWTOR
Post by: Chimpy on June 24, 2011, 11:04:32 PM
If your game can get knocked out by a WoW patch, you had no fucking business releasing anyway, frankly.

This time 1000 billion.

If a fuckiing patch to an existing game can make people shy away from yours, you need to either fucking make a decent game or at least hire some marketing folks who know how to sell something new.

A god damn incremental patch to old stuff should not cause people to avoid you in droves.

(jesus, I typed that all when drunk with no apparent errors.)


Title: Re: SWTOR
Post by: tmp on June 25, 2011, 05:46:23 AM
If a fuckiing patch to an existing game new content for a game people have been playing religiously for 5+ years can make people shy away from yours (..)
fixed.


Title: Re: SWTOR
Post by: Malakili on June 25, 2011, 05:52:29 AM

A god damn incremental patch to old stuff should not cause people to avoid you in droves.


The problem is in MMOs there is a ton that goes into it(edit: it being the decision of which to play).  Going back to WoW costs 15 bucks, picking up TOR will cost at least 50.  People have their communities to do said content already built in WoW, and they have their characters already the way they like them.  They probably also have a history of knowing they like WoW's content patches, whereas Bioware is new to the MMO space.

Its also not like a shooter where you're like, well, whatever I'll pick up a few different shooter and install/play whatever I'm in the mood for, because MMORPGs have quite a bit of time investment built into them and people aren't generally speaking going to have 5 (Pay to play) MMORPGs installed and subbed to on their machine at any given time, whereas I could with a few hours of installing stuff on Steam that I already own have about 5-6 shooters with active communities installed and running.


Title: Re: SWTOR
Post by: Sky on June 25, 2011, 06:38:44 AM
Unless you hate WoW and elves.


Title: Re: SWTOR
Post by: Malakili on June 25, 2011, 07:19:28 AM
Unless you hate WoW and elves.

This is true, but I really only think that is going to get you so far.  I mean, the people we're hypothetically talking about, who would be potentially dissuaded from buying TOR because of a WoW patch probably don't hate WoW and elves.  If wanting something other than fantasy is your main criterion, then no WoW patch is going to matter, but WoW certainly isn't aiming at that demographic with their patch anyway.


Title: Re: SWTOR
Post by: Amaron on June 25, 2011, 07:32:44 AM
This is true, but I really only think that is going to get you so far.  I mean, the people we're hypothetically talking about, who would be potentially dissuaded from buying TOR because of a WoW patch probably don't hate WoW and elves. 

SWTOR isn't going to lose much to a WoW patch though.   It's the shitty games like WAR and AoC that had to actually worry about that.


Title: Re: SWTOR
Post by: VainEldritch on June 25, 2011, 07:54:47 AM
Just watched the Tatooine Developer Walkthrough. Pooping a speeder bothers me. Much prefer the SWG system.

Agreed. SWG did a lot of things very well and while I understand that SWTOR is not that game, BW have touted taking the best from current MMORPG's - yet they seem to have excluded obvious and widely applauded SWG systems from their cherry-picking. To my mind they should have lifted space and crafting from SWG. Heigh-ho.


Title: Re: SWTOR
Post by: Reg on June 25, 2011, 09:00:19 AM
I hope and pray that Bioware continues to ignore suggestions from Bloodworth and the rest of the sad "haven't gotten over the NGE" crowd.


Title: Re: SWTOR
Post by: Malakili on June 25, 2011, 09:03:03 AM
I hope and pray that Bioware continues to ignore suggestions from Bloodworth and the rest of the sad "haven't gotten over the NGE" crowd.

You really don't have anything to worry about.


Title: Re: SWTOR
Post by: Sky on June 25, 2011, 09:46:27 AM
BW have touted taking the best from current MMORPG's
That's dev talk for WoW.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 25, 2011, 11:04:36 AM
This is true, but I really only think that is going to get you so far.  I mean, the people we're hypothetically talking about, who would be potentially dissuaded from buying TOR because of a WoW patch probably don't hate WoW and elves. 

SWTOR isn't going to lose much to a WoW patch though.   It's the shitty games like WAR and AoC that had to actually worry about that.

I'm not saying it won't be a fun game but I think it's way too early to be putting swtor on this kind of pedestle.


Title: Re: SWTOR
Post by: Sjofn on June 25, 2011, 01:37:36 PM
This is true, but I really only think that is going to get you so far.  I mean, the people we're hypothetically talking about, who would be potentially dissuaded from buying TOR because of a WoW patch probably don't hate WoW and elves.

SWTOR isn't going to lose much to a WoW patch though.   It's the shitty games like WAR and AoC that had to actually worry about that.

That was my point, yes. The box sales of those games showed plenty of people are willing to drop 50 bucks on a new MMO. Patches to WoW emptying out those games showed they were Not Good Enough.


EDIT: Well, minus the "SWTOR won't lose to a patch" part. It has to be good to not lose. I think it will be, but if it's not, it goes in the "you had no fucking business releasing, then" pile.


Title: Re: SWTOR
Post by: Amaron on June 25, 2011, 03:11:42 PM
SWTOR isn't going to lose much to a WoW patch though.   It's the shitty games like WAR and AoC that had to actually worry about that.
I'm not saying it won't be a fun game but I think it's way too early to be putting swtor on this kind of pedestle.

Actually I'm not really saying SWTOR is going to be amazing with that.   I'm more saying WoW is kind of screwed up right now and I don't really believe they have enough time to unfuck it in a single patch 4~5 months from now.


Title: Re: SWTOR
Post by: Venkman on June 25, 2011, 05:06:06 PM
Man I hope you don't need to buy every incremental speeder bike and can skip ahead if you horde your cash. Even with the video editing there was just too much time spent on a speeder, especially at halfway through the levels. Reminded me of what it felt like to be running in Rift.


Title: Re: SWTOR
Post by: Sky on June 25, 2011, 05:17:33 PM
How does GW2 handle it? Their design decisions seem to be based on not annoying their customers.


Title: Re: SWTOR
Post by: Evildrider on June 25, 2011, 06:22:25 PM
Man I hope you don't need to buy every incremental speeder bike and can skip ahead if you horde your cash. Even with the video editing there was just too much time spent on a speeder, especially at halfway through the levels. Reminded me of what it felt like to be running in Rift.

I'll take that speeder at launch, I still remember running across the damn planets in SWG.  Now that was migraine inducing.


Title: Re: SWTOR
Post by: Lantyssa on June 25, 2011, 06:50:26 PM
Even worse if you weren't a Scout.  (Thank the Maker I was.)


Title: Re: SWTOR
Post by: Venkman on June 25, 2011, 07:28:54 PM
I'll take that speeder at launch, I still remember running across the damn planets in SWG.  Now that was migraine inducing.

Well, ok, I'm with you there. But if we go down this path, this is the very reason I became a Bard in EQ1  :grin:


Title: Re: SWTOR
Post by: Murgos on June 26, 2011, 06:49:13 AM
How does GW2 handle it? Their design decisions seem to be based on not annoying their customers.
It looks like you pull up the map and click on a marker and it instantly loads and takes you there.  It's hard to tell if that's just 'demo power' or if it's how travel will be handled in general.


Title: Re: SWTOR
Post by: eldaec on June 26, 2011, 06:53:55 AM
One of Dev videos implied they use quick-travel, ie: once you discover a place you can click on it once in the world map to teleport there.


Title: Re: SWTOR
Post by: eldaec on June 26, 2011, 12:52:19 PM
Do we have any signal on the cost plan for this thing?

Seeing how EA generally insist on RMT cheat mode gear in *single player* games, it is hard to imagine that this won't be lousy with RMT.


Pay-per-storyline could actually be reasonable model in this game, though I suspect EA wll want to go the easier shittier route and pay per +2 Lightsabre of Swishiness. I haven't decided whether this bothers me given that it seems more of a single player game with other people, rather than a traditional MMOG.


Title: Re: SWTOR
Post by: Malakili on June 26, 2011, 12:56:32 PM
Ugh, I hope not. 


Title: Re: SWTOR
Post by: Sky on June 26, 2011, 02:37:13 PM
I haven't decided whether this bothers me given that it seems more of a single player game with other people, rather than a traditional MMOG.
Yeah, they should put in group quests, warfronts, open pvp and raids. They so stupid.


Title: Re: SWTOR
Post by: Ratman_tf on June 26, 2011, 03:19:52 PM
They should charge people to play solo, and make the multiplayer stuff free.

Fucking moneyhats made out of moneyhats.


Title: Re: SWTOR
Post by: Threash on June 26, 2011, 03:42:21 PM
Leveling in MMOs is always a single player game with other people, this one attempts to at least make it a good single player game.


Title: Re: SWTOR
Post by: sam, an eggplant on June 26, 2011, 04:59:02 PM
Not always, just post-WoW. Earlier dikus (meaning basically Everquest) forced player dependence to level.


Title: Re: SWTOR
Post by: eldaec on June 26, 2011, 05:05:40 PM
I haven't decided whether this bothers me given that it seems more of a single player game with other people, rather than a traditional MMOG.
Yeah, they should put in group quests, warfronts, open pvp and raids. They so stupid.

I wasn't bitching about it - just saying it means I care less about the RMT stuff. It doesn't bother me (much) in Dragon Age, and I guess the same applies here.


Title: Re: SWTOR
Post by: Murgos on June 26, 2011, 05:51:03 PM
Not always, just post-WoW. Earlier dikus (meaning basically Everquest) forced player dependence to level.

And everyone bitched about it constantly.  Except Necros and Druids, of course.


Title: Re: SWTOR
Post by: Sky on June 26, 2011, 05:54:51 PM
I did play a necro.... :awesome_for_real:

Then they made us mana clerics  :mob:


Title: Re: SWTOR
Post by: sam, an eggplant on June 26, 2011, 06:19:43 PM
Yeah, this is 2011, player dependence for initial progression is obviously archaic design. Rereading my post, I was being annoyingly pedantic. Sorry.

As for SWTOR's business model, you can read the beta testing agreement here (http://www.swtor.com/game-testing-agreement). Start reading at section H.

That doesn't necessarily mean they definitively will be using microtransactions; that page hasn't changed since 2009 and I'm not saying the beta has them (or that it doesn't). They're definitely thinking about it, that's all.

I doubt anyone is surprised, it's EA, they'd pry the fillings out of your teeth if they thought they could get away with it.


Title: Re: SWTOR
Post by: Malakili on June 26, 2011, 06:31:56 PM
If they do a transactions things I hope they at least do it LOTRO style where I could still just sub and be done with it.


Title: Re: SWTOR
Post by: sam, an eggplant on June 26, 2011, 06:44:50 PM
There's no way in hell SWTOR will be F2P at release.


Title: Re: SWTOR
Post by: Malakili on June 26, 2011, 06:49:22 PM
There's no way in hell SWTOR will be F2P at release.

I'm assuming at the very least a box buy either way.  Buy I suppose what you are really saying is monthly fee + buying shit, and thats entirely possible, hell even Champions Online tried to pull that off on release, and they didn't have 1/10th the interest this game does. 


Title: Re: SWTOR
Post by: UnSub on June 26, 2011, 06:53:19 PM
Box cost (plus probably 5 different collector's editions) + sub fee + microtrans on cosmetics / transfer tokens + paid expansions down the line.

EA needs this game to pay.

A major problem with that model is that players aren't as patient with sub-based games as they once were, especially with everything else going F2P.


Title: Re: SWTOR
Post by: Evildrider on June 26, 2011, 08:50:09 PM
So 60 bucks for a lightsaber hilt that looks like Darth Vader's?   :why_so_serious:


Title: Re: SWTOR
Post by: Amaron on June 26, 2011, 08:54:59 PM
I doubt they'll really deviate from WoW's MT model.   Sparkle pony + subscription is pretty much top of the line.


Title: Re: SWTOR
Post by: Tannhauser on June 27, 2011, 03:25:39 AM
So 60 bucks for a lightsaber hilt that looks like Darth Vader's?   :why_so_serious:

Don't be stupid, no one is crazy/greedy enough to charge $60 on a vanity item!

/strolls away whistling


Title: Re: SWTOR
Post by: Merusk on June 27, 2011, 03:57:26 AM
I doubt they'll really deviate from WoW's MT model.   Sparkle pony + subscription is pretty much top of the line.

No.  Watch the presentation about f2p and specifically Battlefield Heroes Ginaz posted in the PC gaming forum: http://forums.f13.net/index.php?topic=20961.0

EA learned that people will bitch and froth but really won't unsubscribe enmasse.  Even if the ones who bitch DO unsubscribe it's only 1/4 of your userbase that ever sees that bitching because they're the ones who use the forums.   They also specifically mention powerups, so I expect to see at least a few of those in the inevitable shop.

The day is quickly coming that I'm going to stop playing new games, because it's going to be pay to win or compete, as I knew it would.



Title: Re: SWTOR
Post by: Amaron on June 27, 2011, 04:55:01 AM
Watch the presentation about f2p and specifically Battlefield Heroes Ginaz posted in the PC gaming forum: http://forums.f13.net/index.php?topic=20961.0

 :headscratch: I'm watching it and it is indeed interesting but Battlefield Heroes was never a subscription game was it?   I thought it was always supported by MT.   I never played it or even payed attention to it so bear with me.


Title: Re: SWTOR
Post by: Lantyssa on June 27, 2011, 06:09:38 AM
So 60 bucks for a lightsaber hilt that looks like Darth Vader's?   :why_so_serious:
Don't be stupid, no one is crazy/greedy enough to charge $60 on a vanity item!
What ever do you mean, good chap?

*cleans her monocle*


Title: Re: SWTOR
Post by: Sky on June 27, 2011, 07:39:43 AM
The day is quickly coming that I'm going to stop playing new games, because it's going to be pay to win or compete, as I knew it would.
To cautiously play devil's advocate, it's always been that way, but previously the currency has been time and willingness to put up with nerd drama and cat herding.

I'm almost of a mind to say I'd rather drop a reasonable amount (I think $25 for a mount is NOT reasonable) to bypass that raid nonsense and just be able to play with cool toys.


Title: Re: SWTOR
Post by: Malakili on June 27, 2011, 07:52:30 AM
The day is quickly coming that I'm going to stop playing new games, because it's going to be pay to win or compete, as I knew it would.
To cautiously play devil's advocate, it's always been that way, but previously the currency has been time and willingness to put up with nerd drama and cat herding.

I'm almost of a mind to say I'd rather drop a reasonable amount (I think $25 for a mount is NOT reasonable) to bypass that raid nonsense and just be able to play with cool toys.

Thats fine with cosmetic stuff and quality of life stuff like a cool mount, but take away loot progression and it seems like you are taking away one of the key reasons to even play diku games.


Title: Re: SWTOR
Post by: tmp on June 27, 2011, 07:53:43 AM
I'm almost of a mind to say I'd rather drop a reasonable amount (I think $25 for a mount is NOT reasonable) to bypass that raid nonsense and just be able to play with cool toys.
What cool toys?


Title: Re: SWTOR
Post by: eldaec on June 27, 2011, 07:57:24 AM
Watch the presentation about f2p and specifically Battlefield Heroes Ginaz posted in the PC gaming forum: http://forums.f13.net/index.php?topic=20961.0

 :headscratch: I'm watching it and it is indeed interesting but Battlefield Heroes was never a subscription game was it?   I thought it was always supported by MT.   I never played it or even payed attention to it so bear with me.

I never fully see why people would expect a firewall between RMT and subscription games.

Total cost? People seem more than happy to drop a lot more cash on RMT games (see M:tG), so much so they make a monthly sub look irrelevant.

I suspect it is the fact that most subs games are CRPGs that makes it feel wrong. Having the player buy shit for a character breaks the distinction between the two. In a game like Magic, or even a more sport based mmo like GW, the character is less critical, and so as long as RMT is driving variety more than pure power, you can build a sustainable game regardless of whether there is also a subscription.

I have no strong feelings about pay for char slots pay for quests or new classes. But pay for gear as in DA or the Sony exchange nonsense seems completely out of place in swtor. Ignoring it may be viable though, in which whatever.


Title: Re: SWTOR
Post by: Merusk on June 27, 2011, 08:31:02 AM
I'm no 'purist' who demands time in game > all and I don't disagree with RMT in theory.  It's the practice and pricing that are driving me away from games.

I agree that $25 for a useless trinket like that is too much, but the market disagrees and would probably even support up to $35 for the same mount.  

When it begins to add advantage power-ups like extra armor, health and such is when I'll be done with PVP.  When it moves on to exclusive classes/ abilities and the best weaponry, etc. is when I'll be done with the games as a whole.

Some might say, "Well it makes it no different than MTG or LoL where you have to spend a bunch to compete."  Yeah, I don't play those games anymore, either.  I'll drop a few bucks for a short time, but I'm long past spending that kind of cash for an electronic game.  I want something tangible in return for my expense.  At least if I took up golf I'd be able to use it in the business world.

Watch the presentation about f2p and specifically Battlefield Heroes Ginaz posted in the PC gaming forum: http://forums.f13.net/index.php?topic=20961.0

 :headscratch: I'm watching it and it is indeed interesting but Battlefield Heroes was never a subscription game was it?   I thought it was always supported by MT.   I never played it or even payed attention to it so bear with me.

It was not, no.  It was, however, a testbed and you can bet that its lessons will be spread throughout the EAverse, including sub games.   They'll start small and when they learn what will make sub players bitch but not flee and they'll begin expanding it quickly.  

$15/month has been the price point for far too long. Consider that $9.75 moved to $15 in less time than we've lived with the $15 price point and our budgets are much larger these days.  This is how they'll generate additional revenue without raising the price, much like airlines keeping ticket prices artifically low by charging you add-on fees for what used to be included as part of the package.


Title: Re: SWTOR
Post by: Malakili on June 27, 2011, 08:42:18 AM


$15/month has been the price point for far too long. Consider that $9.75 moved to $15 in less time than we've lived with the $15 price point and our budgets are much larger these days.  This is how they'll generate additional revenue without raising the price, much like airlines keeping ticket prices artifically low by charging you add-on fees for what used to be included as part of the package.

I think this is ultimately roughly why its happened, but I'd frankly rather pay 20 bucks a month for a game if I really wanted to play it rather than feeling pressure to pick up incidentals in addition to my 15.  I think in some cases I am a purist though.  One of the appeals to me in video games was that it sort of levels out real life economic advantages.  I know that is in part a fantasy on  my part, but there is something nice about 15 bucks being a relatively low bar, and then its what you do in game that counts.  You might be in the lower 50% of earners, but you can be in the top 5% of players.


Title: Re: SWTOR
Post by: eldaec on June 27, 2011, 09:22:09 AM
The issue of "oh noes poor people!" is also over done.

If you are playing a specific game/hobby 10-20 hours a week, only the destitute can't afford more than $5 a week. You spend much more on beer, tv, cinema etc.

The bigger issue is how the under 10 hour/week crew stay interested. But this is a design problem that exists with time= power as well. Most RMT models do a bad job at scaling cost to time, when really this should be one of their advantages over subscription. Again MtG is an exception.


Title: Re: SWTOR
Post by: UnSub on June 27, 2011, 09:34:41 AM
It's never really about the $ amount, it's about value.

You charge $20 a month and you are over the psychological price point that the majority of MMO players see as the top level for a sub fee. At $20 a month, you are saying your title is $5 a month better than WoW and players are going to be brutal about that difference.

From memory, the first MMO that hit the $15 a month was Lineage, which copped the flak for being an overpriced Korean title, then the other competitors raised their prices after it had become more familiar to players.

At one point the market might have accepted a $20 a month sub fee for a new title (EQ had their premium pass, didn't they?) but the growth of F2P means that it probably wouldn't be a sustainable price point. The question isn't, "Can I afford $20 a month?", it's "Can I afford $20 a month, and is that $20 best spent on that one title that costs $20 a month, that one title that costs $15 a month or that F2P I can probably get away with only spending $10 a month on, or not spending a dime on if I don't want to?". Even if the $20 a month game is better than the F2P title, free is free and you can make accommodations for it.



Title: Re: SWTOR
Post by: Malakili on June 27, 2011, 09:41:54 AM
The issue of "oh noes poor people!" is also over done.

If you are playing a specific game/hobby 10-20 hours a week, only the destitute can't afford more than $5 a week. You spend much more on beer, tv, cinema etc.

The bigger issue is how the under 10 hour/week crew stay interested. But this is a design problem that exists with time= power as well. Most RMT models do a bad job at scaling cost to time, when really this should be one of their advantages over subscription. Again MtG is an exception.

It isn't so much "oh noes poor people" as it is just a principled thing.  I prefer as little real life cross over as possible in terms of social standing.  This is probably a hold over from my liking of the old virtual worlds model.    I'm willing to back off this line though because its actually incidental to a bigger issue for me personally:

Being able to log in and leave the "real world" behind while in game is a significant part of why I liked MMORPGs in the first place.   Adding in cash shops in generally shatters that as its constantly posing a real world financial question to me, where as normally I make that financial decision one a month and then thats it.  I'd rather pay 20 bucks a month for the "privilige" of not having to think about it anymore than pay 10 bucks (total) a month while being constantly confronted with questions of "what should I buy."   


Title: Re: SWTOR
Post by: Simond on June 27, 2011, 01:09:21 PM
As long as the DLC is purely cosmetic, I give zero shits. Someone wants to pay dollars for lightsaber colours or mount/speeder/etc. skins or a kickin' rad paint job for their Not-YT1300, more power to 'em.


Title: Re: SWTOR
Post by: Lakov_Sanite on June 27, 2011, 01:24:38 PM
It's not about DLC impacting gameplay directly though, it's about getting an inferior product and still paying a company money. Things like art assets and designers are starting to be focused on the dlc where the people paying regular, non premium get a sub-standard product.


Title: Re: SWTOR
Post by: luckton on June 27, 2011, 02:13:22 PM
It's not about DLC impacting gameplay directly though, it's about getting an inferior product and still paying a company money. Things like art assets and designers are starting to be focused on the dlc where the people paying regular, non premium get a sub-standard product.

I agree.  If I'm paying 15 bones a month to grind through a game into to get phat loots, they better be damned good looking phat loots.  If all their quality is going to go to DLC "cosmetic" stuff, why do I want to play a game that would make me look like a pleb?


Title: Re: SWTOR
Post by: Sky on June 27, 2011, 02:16:21 PM
I agree.  If I'm paying 15 bones a month to grind through a game into to get phat loots, they better be damned good looking phat loots.  If all their quality is going to go to DLC "cosmetic" stuff, why do I want to play a game that would make me look like a pleb?
I find myself thinking the same thing about the amount of time I invest in an mmo and looking like a plebe because I don't raid.  :oh_i_see:


Title: Re: SWTOR
Post by: Malakili on June 27, 2011, 02:24:41 PM
I agree.  If I'm paying 15 bones a month to grind through a game into to get phat loots, they better be damned good looking phat loots.  If all their quality is going to go to DLC "cosmetic" stuff, why do I want to play a game that would make me look like a pleb?
I find myself thinking the same thing about the amount of time I invest in an mmo and looking like a plebe because I don't raid.  :oh_i_see:

There is a difference though, one is actually in game and one isn't.  I remember some people I knew back in vanilla WoW who loved gold sellers because they were like "I could just work a few extra hours at my job and make WAY more gold than if I actually farmed in game for that same time"  RMT makes that a normal mentality, and like I said earlier, I like leaving the real world behind as much as possible when playing these things.


Title: Re: SWTOR
Post by: Amaron on June 27, 2011, 03:00:44 PM
It was not, no.  It was, however, a testbed and you can bet that its lessons will be spread throughout the EAverse, including sub games.   They'll start small and when they learn what will make sub players bitch but not flee and they'll begin expanding it quickly.  

I was reading about it a bit and honestly it sounds more like they went from free to play to psuedo-subscription by sort of forcing you to rent important stuff.    I'm curious how they'll translate that but knowing EA they'll do it with incompetence and end up with the worst policies possible.    Either way I'm still not too worried.   Sparkle ponies made millions.    Probably the sparkle pony all by itself made more money than any F2P MT game has ever made over a similar time period.    It would be 10 kinds of crazy to risk losing that sort of easy money to test a pay2win scheme.


Title: Re: SWTOR
Post by: Merusk on June 27, 2011, 04:58:11 PM
  It would be 10 kinds of crazy to risk losing that sort of easy money to test a pay2win scheme.

E.A.


Title: Re: SWTOR
Post by: Amaron on June 27, 2011, 06:07:29 PM
E.A.

That's true.  E.A. is very good at fucking up game development.   In general though they aren't quite that fail at milking people for money.   A pay2win SWTOR would make shit for money compared to subscription + sparkle ponies.   I don't doubt they could try it of course.   I just think in general they have the shining example of WoW and they are simply going to try and steal some of that pie first.


Title: Re: SWTOR
Post by: Murgos on June 28, 2011, 05:08:40 AM
Imma wait until it actually happens to get my panties wadded up about it.


Title: Re: SWTOR
Post by: Draegan on June 28, 2011, 06:46:10 AM
Imma wait until it actually happens to get my panties wadded up about it.

You sure you don't want to miss out on some good F13 panty twisting?  I mean, we should all take little details and blow them completely out of proportion. 


Title: Re: SWTOR
Post by: jakonovski on June 28, 2011, 07:19:25 AM
Putting RMT in your game just makes me compare the prices of virtual crap to actual games I could be buying. RMT trinkets invariably lose and I just chuck the whole shitty game and go play something else. SWTOR is dead to me if that happens. Dead.

the panties do nothing


Title: Re: SWTOR
Post by: Lakov_Sanite on June 28, 2011, 08:10:52 AM
Putting RMT in your game just makes me compare the prices of virtual crap to actual games I could be buying. RMT trinkets invariably lose and I just chuck the whole shitty game and go play something else. SWTOR is dead to me if that happens. Dead.

the panties do nothing


I wouldnt even bother buying the game. I'll call it right now, day one RMT


Title: Re: SWTOR
Post by: Reg on June 28, 2011, 08:15:18 AM
And the panty twisting continues...


Title: Re: SWTOR
Post by: Draegan on June 28, 2011, 08:22:05 AM
And the panty twisting continues...

It doesn't count when its Lakov.  He panty twists about everything.  I'm not sure how he goes about his daily life really.


Title: Re: SWTOR
Post by: Simond on June 28, 2011, 10:10:05 AM
Putting RMT in your game just makes me compare the prices of virtual crap to actual games I could be buying. RMT trinkets invariably lose and I just chuck the whole shitty game and go play something else. SWTOR is dead to me if that happens. Dead.

the panties do nothing

So what MMOs do you play?


Title: Re: SWTOR
Post by: Lakov_Sanite on June 28, 2011, 10:16:44 AM
And the panty twisting continues...

It doesn't count when its Lakov.  He panty twists about everything.  I'm not sure how he goes about his daily life really.

How's rift doing these days, f2p yet?


Quote
I wouldnt even bother buying the game. I'll call it right now, day one RMT
  "should read "I wouldn't bother if I were you"  Because I personally am buying this game rmt or not.


Title: Re: SWTOR
Post by: jakonovski on June 28, 2011, 10:49:36 AM
So what MMOs do you play?

None at the moment.


Title: Re: SWTOR
Post by: Draegan on June 28, 2011, 11:02:54 AM
And the panty twisting continues...

It doesn't count when its Lakov.  He panty twists about everything.  I'm not sure how he goes about his daily life really.

How's rift doing these days, f2p yet?

 

That's just a bad attempt man.  I'll let you try again.


Title: Re: SWTOR
Post by: Paelos on June 28, 2011, 12:21:22 PM
I'm going to buy it. I didn't buy Rift.


Title: Re: SWTOR
Post by: Sky on June 28, 2011, 01:21:33 PM
I didn't buy Rift.
It's definitely worth $10!  :grin:


Title: Re: SWTOR
Post by: Evildrider on June 28, 2011, 01:30:51 PM
I didn't buy Rift.
It's definitely worth $10!  :grin:

Rift was the first MMO I bought where I wish I could have gotten my money back.  It just did nothing for me., and this is from someone who played WAR for over a year.


Title: Re: SWTOR
Post by: Rasix on June 28, 2011, 01:42:17 PM
I don't see how the 2 games equate.  Unless you're admitting to playing something you thought sucked for an entire year.


Title: Re: SWTOR
Post by: Paelos on June 28, 2011, 01:52:43 PM
I played Rift. I did the Beta. It confused me with all the options and shit. Plus the story was ass, so I didn't buy it.

I say I'll buy SWTOR but if I get in the beta and it's crap, I would bail. Probably a solid reason to NOT let me in a beta.


Title: Re: SWTOR
Post by: Rasix on June 28, 2011, 01:54:32 PM
Not letting us in beta is definitely a good way to maximize the f13 revenue.  Of course, even if there are giant warning sirens going off all over the place, 90% of the folks here having second thoughts will still buy it.


Title: Re: SWTOR
Post by: sam, an eggplant on June 28, 2011, 02:05:17 PM
Eh? Obviously they're going to drop the NDA closer to release, and there will be lots of NDA breakage as the testing volume expands. You'll hear all you could possibly want to hear about the game. They'll probably have a stress test also. There'll be a swtorhead and allakaswtor and swtor.curse.com and SWTOR Insider. Some guy with a lisp will livecast the beta on justin.tv as he levels up to 50.

You won't go into SWTOR sight-unseen unless you really want to.


Title: Re: SWTOR
Post by: Paelos on June 28, 2011, 02:12:20 PM
Watching someone play WoW when it came out didn't do me any good, though. In fact, watching any MMO that's ever come out in the history of time has always left me with the same impression of "wow, that's terrible."

Playing it, however, is something else. It's not terrible when it's your moisture farms out there on the planet.


Title: Re: SWTOR
Post by: Ingmar on June 28, 2011, 02:17:46 PM
Watching someone play WoW when it came out didn't do me any good, though. In fact, watching any MMO that's ever come out in the history of time has always left me with the same impression of "wow, that's terrible."

Playing it, however, is something else. It's not terrible when it's your moisture farms out there on the planet.

I was totally different, coming from DAOC and just watching some guy's feed wandering around in Elwynn Forest, doing quests, killing spiders, etc., made me go "holy shit that looks so much better."

SWTOR isn't quite giving me the same feeling, but I'm still just about certain I'll enjoy it.


Title: Re: SWTOR
Post by: Malakili on June 28, 2011, 02:32:38 PM
Watching someone play WoW when it came out didn't do me any good, though. In fact, watching any MMO that's ever come out in the history of time has always left me with the same impression of "wow, that's terrible."

Playing it, however, is something else. It's not terrible when it's your moisture farms out there on the planet.

This has been my experience, by and large, as well. 

SWTOR *sounds* a lot better than it looks to me.  And what people have said about playing it and the feel they get sounds much more promising to me than the actual gameplay videos (for example, Penny Arcade write up).


Title: Re: SWTOR
Post by: Paelos on June 28, 2011, 04:37:42 PM
My new MMOG test model is "can it survive the first 3 months with polish and thrive?"

If it can, it will live. If not, it will die a slow painful death and I will know it after the first month, never to return. The last time that happened was WAR.


Title: Re: SWTOR
Post by: Surlyboi on June 28, 2011, 07:21:18 PM
Bought Rift on the recommendations of some people here, Meh.

Will certainly buy SWTOR.



Title: Re: SWTOR
Post by: Amaron on June 28, 2011, 09:12:36 PM
Putting RMT in your game just makes me compare the prices of virtual crap to actual games I could be buying. RMT trinkets invariably lose and I just chuck the whole shitty game and go play something else.

Does that include stuff like sparkle ponies or are you talking about stuff that matters?


Title: Re: SWTOR
Post by: Hoax on June 28, 2011, 10:07:07 PM
Bought Rift on the recommendations of some people here, Meh.

Will certainly buy SWTOR.



Rift > Aion > SWTOR

All three still very bad.


Title: Re: SWTOR
Post by: jakonovski on June 29, 2011, 03:03:05 AM
Putting RMT in your game just makes me compare the prices of virtual crap to actual games I could be buying. RMT trinkets invariably lose and I just chuck the whole shitty game and go play something else.

Does that include stuff like sparkle ponies or are you talking about stuff that matters?

I suppose it comes down to whether the sparkle pony takes resources away from subscriber stuff. In case of WoW, copy pasting gear graphics is/was rampant, and that was indeed one of the reasons I quit.


Title: Re: SWTOR
Post by: Amaron on June 29, 2011, 03:24:27 AM
I suppose it comes down to whether the sparkle pony takes resources away from subscriber stuff. In case of WoW, copy pasting gear graphics is/was rampant, and that was indeed one of the reasons I quit.

I am very confused.  Don't sparkle ponies generate resources?  Also thank god this is F13 or we'd already be drowning in pony image macros.


Title: Re: SWTOR
Post by: Surlyboi on June 29, 2011, 03:40:31 AM
Bought Rift on the recommendations of some people here, Meh.

Will certainly buy SWTOR.



Rift > Aion > SWTOR

All three still very bad.

And you know this how?


Title: Re: SWTOR
Post by: Murgos on June 29, 2011, 03:43:19 AM
It's Hoax, he doesn't ever know anything he just asserts it very strongly.


Title: Re: SWTOR
Post by: jakonovski on June 29, 2011, 03:56:40 AM
I am very confused.  Don't sparkle ponies generate resources?  Also thank god this is F13 or we'd already be drowning in pony image macros.

Yeah, more resources to the profit margin.

"What do you mean build more content? They got the sparkle pony, that's content!"




Title: Re: SWTOR
Post by: Paelos on June 29, 2011, 05:45:02 AM
I suppose it comes down to whether the sparkle pony takes resources away from subscriber stuff. In case of WoW, copy pasting gear graphics is/was rampant, and that was indeed one of the reasons I quit.

I am very confused.  Don't sparkle ponies generate resources?  Also thank god this is F13 or we'd already be drowning in pony image macros.

Sparkle ponies generate revenue. Whether or not the company decides to apply that money to actual development resources and production of future product is a question for the upper management and the lifetime of the game itself.

Right now, I think the general consensus is that they are applying that revenue to development of other projects and are milking the cash cow while they can before they cannibalize their game.


Title: Re: SWTOR
Post by: Hoax on June 29, 2011, 10:34:56 AM
It's Hoax, he doesn't ever know anything he just asserts it very strongly.

Hey look I'm sure that there will be people who like star wars but aren't fanboi enough to be insulted by the fact that there is an off tank jedi class and a buffing jedi class AND who want to play what is essentially a half baked single player RPG with other people despite the fact that the combat systems are unresponsive diku drivel (same as they ever are) because they like being able to auto attack and auto pilot AND don't care that lewtz really aren't as cool in a scifi let alone star wars setting.

Those people might like it more than Aion. Really though who is watching 10 minutes of gameplay and thinking: "can't wait to buy it!"

What the fuck is the appeal? That they are shoving a square IP into a round hole? It has SW music? Laser swords?

*edit* this video was what sealed it for me, its not trying to pan the game at all but just look at it, what the fuck is exciting about that combat? How does it not look like <generic_mmo> reskinned with Star Wars trappings?

http://www.youtube.com/watch?v=sL4il3SZ_Hc (http://www.youtube.com/watch?v=sL4il3SZ_Hc)

I dare someone to say that this game is worth playing because we have 3 dialogue options during quests. I fucking dare you.  :mob:


Title: Re: SWTOR
Post by: Paelos on June 29, 2011, 10:46:46 AM
The game is worth buying for the dialogue options. Options are good. You are insane.


Title: Re: SWTOR
Post by: VainEldritch on June 29, 2011, 10:58:59 AM
The game is worth buying for the dialogue options. Options are good. You are insane.

Beat me to it...  :why_so_serious:

On the other hand, I'm having doubts of my own about SWTOR. The lack sandboxy goodness coupled by my renewed interest in actually playing Eve has put SWTOR off my "must try" list. Think I'll see the reaction on release before I buy.


Title: Re: SWTOR
Post by: Murgos on June 29, 2011, 11:10:03 AM
It's Hoax, he doesn't ever know anything he just asserts it very strongly.
*edit* this video was what sealed it for me, its not trying to pan the game at all but just look at it, what the fuck is exciting about that combat? How does it not look like <generic_mmo> reskinned with Star Wars trappings?

I dare someone to say that this game is worth playing because we have 3 dialogue options during quests. I fucking dare you.  :mob:

Do I really need to quote myself?

I mean it's nice that you have an opinion and all.  But, dude, it's your opinion no matter how strongly you assert it.  Trying to strawman it down to 'three dialog options' though?  That's pretty weak.  With that criteria no one should play Mass Effect or Dragon Age either.  I mean what would be the magic number of dialog options?  4, 5, 1000?  Oh, that's right it doesn't matter because it's a non-sense argument.


Title: Re: SWTOR
Post by: Surlyboi on June 29, 2011, 11:37:25 AM
It's Hoax, he doesn't ever know anything he just asserts it very strongly.

Hey look I'm sure that there will be people who like star wars but aren't fanboi enough to be insulted by the fact that there is an off tank jedi class and a buffing jedi class AND who want to play what is essentially a half baked single player RPG with other people despite the fact that the combat systems are unresponsive diku drivel (same as they ever are) because they like being able to auto attack and auto pilot AND don't care that lewtz really aren't as cool in a scifi let alone star wars setting.

Those people might like it more than Aion. Really though who is watching 10 minutes of gameplay and thinking: "can't wait to buy it!"

What the fuck is the appeal? That they are shoving a square IP into a round hole? It has SW music? Laser swords?

*edit* this video was what sealed it for me, its not trying to pan the game at all but just look at it, what the fuck is exciting about that combat? How does it not look like <generic_mmo> reskinned with Star Wars trappings?

http://www.youtube.com/watch?v=sL4il3SZ_Hc (http://www.youtube.com/watch?v=sL4il3SZ_Hc)

I dare someone to say that this game is worth playing because we have 3 dialogue options during quests. I fucking dare you.  :mob:

So basically, you ARE going with your gut and have nothing solid to base that on. Ok, remind me to ignore you on this subject from now on.


Title: Re: SWTOR
Post by: Malakili on June 29, 2011, 12:08:18 PM

What the fuck is the appeal?

I was more or less of this opinion until I got over being bitter the game was not SWG 2.0 (or, 1.0, or well you get the point).  Then i realized for the box price I'll get at least a KOTOR game out of it, and if the MMO parts end up decent all the better.   This is a new approach for me, so we'll see how it goes.  So thats the appeal to me.


Title: Re: SWTOR
Post by: Hoax on June 29, 2011, 12:32:49 PM
So basically, you ARE going with your gut and have nothing solid to base that on. Ok, remind me to ignore you on this subject from now on.

That's not gut, that's what I see with my eyes. Its been 15 years I can recognize reskinned generic diku gameplay just fine without spending a month playing a given game. Any of you insulted by me telling you why this game is going to be trash are welcome to tell me what I'm wrong about.
-the loot tables will suck, how are you supposed to enjoy dressing your character when most classes have a very iconic and specific look? What is the loot progression on a light saber exactly?
-a jedi class that is balanced to the han solo class and the random clone special forces trooper is going to feel stupid, not as stupid as a support buffing jedi though.
-questing will be reinvented by adding more voice over (lulz) and giving storyline quests dialogue options.
-how taking a good rpg and gutting its gameplay (kotor) and replacing that gameplay with drab as fuck mmo gameplay is going to be great.

If I love rpg elements I'd rather play an rpg like ME3 or DA2. If I like mmo's I'd rather have lewtz and combat that is a little more amazing looking than what we had in 2001 with AO.

If your position is, I'll buy anything set in the Star Wars universe no matter how half baked the game is, go with fucking god but don't jump down my throat for pointing out this game is stupid.


Title: Re: SWTOR
Post by: Sky on June 29, 2011, 12:35:06 PM
Because KotOR was all about the awesome combat and the loot was amazing.


Title: Re: SWTOR
Post by: Paelos on June 29, 2011, 12:55:45 PM
That's not gut, that's what I see with my eyes. Its been 15 years I can recognize reskinned generic diku gameplay just fine without spending a month playing a given game. Any of you insulted by me telling you why this game is going to be trash are welcome to tell me what I'm wrong about.

If the story is good, the polish is there, and the community is solid, the combat won't be the issue. It's never been the issue that kept this type of game from being successful.


Title: Re: SWTOR
Post by: sam, an eggplant on June 29, 2011, 01:25:11 PM
Because KotOR was all about the awesome combat and the loot was amazing.
Exactly. Diku combat is old hat to us these days, but keep in mind that combat in KOTOR was limited to queueing a few buff or damage spells and banging on the target with your lightsabre. It wasn't tactical at all; it wasn't anything like mass effect 2's combat on harder modes. SWTOR's combat is much better than KOTOR's.


Title: Re: SWTOR
Post by: SnakeCharmer on June 29, 2011, 01:27:16 PM
If the story is good, the polish is there, and the community is solid, the combat won't be the issue. It's never been the issue that kept this type of game from being successful.

The story will be good.  Glorious, even.
The polish?  Maybe.
The community?  Total shit.

1.5 out of 3 ain't bad.


Title: Re: SWTOR
Post by: Malakili on June 29, 2011, 01:29:16 PM
If the story is good, the polish is there, and the community is solid, the combat won't be the issue. It's never been the issue that kept this type of game from being successful.

The story will be good.  Glorious, even.
The polish?  Maybe.
The community?  Total shit.

1.5 out of 3 ain't bad.

If we have enough Bat Country people sticking around past the initial month (a fairly big if), then community shouldn't be a problem.  The real key is not having to interact with too many randoms.


Title: Re: SWTOR
Post by: Reg on June 29, 2011, 01:37:27 PM
Hah I seriously wouldn't count on much of a Bat Country presence past the first month.  EVE is the only F13 game that has lasted so far.


Title: Re: SWTOR
Post by: Samprimary on June 29, 2011, 01:39:55 PM
*edit* this video was what sealed it for me, its not trying to pan the game at all but just look at it, what the fuck is exciting about that combat? How does it not look like <generic_mmo> reskinned with Star Wars trappings?

http://www.youtube.com/watch?v=sL4il3SZ_Hc (http://www.youtube.com/watch?v=sL4il3SZ_Hc)

I dare someone to say that this game is worth playing because we have 3 dialogue options during quests. I fucking dare you.  :mob:

I could tell pretty easily watching that video that the combat difficulty was tuned way down. Probably on account of the fact that the bioware event holders knew that it was going to be played by scrubs who hadn't even gotten to do the tutorial section of the game yet and adjusted the challenge accordingly. That way, people could trial the game going 'um, let's try this button! and how about this button!' all Out Of This World tank combat scene, without wiping over and over again.

In addition, even had the combat NOT been dialed down to derp challenge level, you're watching combat. You're watching someone else fight in an MMO. That is pretty much always boring as shit. It does not speak to how actually entertaining or engrossing the act of actually playing the game is. Remember that. Ergh, actually, watching this video is more painful than normal because the Jedi Guardian really does not know what he's doing at all.

Also, dare accepted. Quest dialogue trees work.


Title: Re: SWTOR
Post by: Paelos on June 29, 2011, 01:41:57 PM
I mean watching combat in a shooter doesn't exactly inspire me either, so I have no reason why people looking at combat played by someone else in an mmo is supposed to be any more inspiring.


Title: Re: SWTOR
Post by: SnakeCharmer on June 29, 2011, 01:58:36 PM
If the story is good, the polish is there, and the community is solid, the combat won't be the issue. It's never been the issue that kept this type of game from being successful.

The story will be good.  Glorious, even.
The polish?  Maybe.
The community?  Total shit.

1.5 out of 3 ain't bad.

If we have enough Bat Country people sticking around past the initial month (a fairly big if), then community shouldn't be a problem.  The real key is not having to interact with too many randoms.

To be fair and in the interest of clarity, I was talking about TOR community at large and not BC.


Title: Re: SWTOR
Post by: Crumbs on June 29, 2011, 02:13:17 PM
That's not gut, that's what I see with my eyes. Its been 15 years I can recognize reskinned generic diku gameplay just fine without spending a month playing a given game. Any of you insulted by me telling you why this game is going to be trash are welcome to tell me what I'm wrong about.

If the story is good, the polish is there, and the community is solid, the combat won't be the issue. It's never been the issue that kept this type of game from being successful.

I know it's not the same people, but after reading this it strikes me as funny that a main gripe in the SWG thread was that combat sucked compared to the rest of the game.


Title: Re: SWTOR
Post by: Merusk on June 29, 2011, 02:32:36 PM
That's because the combat was a huge issue. It made nonsense changes to health bars while keeping the DIKU format. 

Had all characters attacked the same HP bar in SWG you wouldn't see, at a minimum, half of the gripes you do.  Even if the abilities used continued to drain your own health at the same time.


Title: Re: SWTOR
Post by: Paelos on June 29, 2011, 03:24:40 PM
The issue was the bars, not the combat.


Title: Re: SWTOR
Post by: DraconianOne on June 29, 2011, 04:08:40 PM
That's not gut, that's what I see with my eyes. Its been 15 years I can recognize reskinned generic diku gameplay just fine without spending a month playing a given game. Any of you insulted by me telling you why this game is going to be trash are welcome to tell me what I'm wrong about.
-the loot tables will suck, how are you supposed to enjoy dressing your character when most classes have a very iconic and specific look? What is the loot progression on a light saber exactly?
-a jedi class that is balanced to the han solo class and the random clone special forces trooper is going to feel stupid, not as stupid as a support buffing jedi though.
-questing will be reinvented by adding more voice over (lulz) and giving storyline quests dialogue options.
-how taking a good rpg and gutting its gameplay (kotor) and replacing that gameplay with drab as fuck mmo gameplay is going to be great.

If I love rpg elements I'd rather play an rpg like ME3 or DA2. If I like mmo's I'd rather have lewtz and combat that is a little more amazing looking than what we had in 2001 with AO.

If your position is, I'll buy anything set in the Star Wars universe no matter how half baked the game is, go with fucking god but don't jump down my throat for pointing out this game is stupid.

(http://www.dor-lomin.com/wp-content/uploads/2009/03/lebowski-opinion.jpg)


Title: Re: SWTOR
Post by: Merusk on June 29, 2011, 04:11:07 PM
The issue was the bars, not the combat.

Yeah, I said that in a much more roundabout way, didn't I.


Title: Re: SWTOR
Post by: Rasix on June 29, 2011, 04:12:17 PM
We will not discuss HAM here.   :cthulu:


Title: Re: SWTOR
Post by: tmp on June 29, 2011, 04:41:37 PM
I dare someone to say that this game is worth playing because we have 3 dialogue options during quests. I fucking dare you.  :mob:
That's basically what people been buying BioWare games for. Well, that and cybering the NPCs, but that's in too.


Title: Re: SWTOR
Post by: Lucas on June 29, 2011, 05:52:17 PM
I think Devs already covered this in the recent past, but here's another article:

http://massively.joystiq.com/2011/06/29/ea-200-hours-of-gameplay-per-class-in-swtor/


Title: Re: SWTOR
Post by: Montague on June 29, 2011, 11:10:02 PM
So basically, you ARE going with your gut and have nothing solid to base that on. Ok, remind me to ignore you on this subject from now on.

That's not gut, that's what I see with my eyes. Its been 15 years I can recognize reskinned generic diku gameplay just fine without spending a month playing a given game. Any of you insulted by me telling you why this game is going to be trash are welcome to tell me what I'm wrong about.
-the loot tables will suck, how are you supposed to enjoy dressing your character when most classes have a very iconic and specific look? What is the loot progression on a light saber exactly?
-a jedi class that is balanced to the han solo class and the random clone special forces trooper is going to feel stupid, not as stupid as a support buffing jedi though.
-questing will be reinvented by adding more voice over (lulz) and giving storyline quests dialogue options.
-how taking a good rpg and gutting its gameplay (kotor) and replacing that gameplay with drab as fuck mmo gameplay is going to be great.

If I love rpg elements I'd rather play an rpg like ME3 or DA2. If I like mmo's I'd rather have lewtz and combat that is a little more amazing looking than what we had in 2001 with AO.

If your position is, I'll buy anything set in the Star Wars universe no matter how half baked the game is, go with fucking god but don't jump down my throat for pointing out this game is stupid.

Seriously. Even worse, why would any company make an MMO out of an RTS. Talk about stupid...


Title: Re: SWTOR
Post by: Surlyboi on June 29, 2011, 11:52:33 PM
So basically, you ARE going with your gut and have nothing solid to base that on. Ok, remind me to ignore you on this subject from now on.

That's not gut, that's what I see with my eyes. Its been 15 years I can recognize reskinned generic diku gameplay just fine without spending a month playing a given game. Any of you insulted by me telling you why this game is going to be trash are welcome to tell me what I'm wrong about.
-the loot tables will suck, how are you supposed to enjoy dressing your character when most classes have a very iconic and specific look? What is the loot progression on a light saber exactly?
-a jedi class that is balanced to the han solo class and the random clone special forces trooper is going to feel stupid, not as stupid as a support buffing jedi though.
-questing will be reinvented by adding more voice over (lulz) and giving storyline quests dialogue options.
-how taking a good rpg and gutting its gameplay (kotor) and replacing that gameplay with drab as fuck mmo gameplay is going to be great.

If I love rpg elements I'd rather play an rpg like ME3 or DA2. If I like mmo's I'd rather have lewtz and combat that is a little more amazing looking than what we had in 2001 with AO.

If your position is, I'll buy anything set in the Star Wars universe no matter how half baked the game is, go with fucking god but don't jump down my throat for pointing out this game is stupid.

That's a lot of words to say, "I've got nothing"


Title: Re: SWTOR
Post by: Megrim on June 30, 2011, 01:00:37 AM
Oh wow, two at once. Working the shaft and balls there boys.


Title: Re: SWTOR
Post by: Sjofn on June 30, 2011, 01:41:40 AM
I dare someone to say that this game is worth playing because we have 3 dialogue options during quests. I fucking dare you.  :mob:
That's basically what people been buying BioWare games for. Well, that and cybering the NPCs, but that's in too.

If there is a faux Han Solo for me to faux make out with, I am so there. I would even give up playing the smuggler for whatever class gets to make out with him.


Title: Re: SWTOR
Post by: Fordel on June 30, 2011, 01:42:30 AM
What if you can make out with Solo while BEING Solo?


Title: Re: SWTOR
Post by: Megrim on June 30, 2011, 02:18:55 AM
What if you can make out with Solo while BEING Solo?

That's not really going at it solo, now is it?


Title: Re: SWTOR
Post by: rk47 on June 30, 2011, 02:19:19 AM
Then you'd be Hand Solo.  :uhrr:

Talks of hate is premature at this point, but I've no interest in SWTOR. It's WoW in Space with some added in-game cinematics and RP choices between quests. Like a branching quest. Wheeee.
Let me just wait for something else.


Title: Re: SWTOR
Post by: luckton on June 30, 2011, 04:30:09 AM
I think Devs already covered this in the recent past, but here's another article:

http://massively.joystiq.com/2011/06/29/ea-200-hours-of-gameplay-per-class-in-swtor/

If it's 200 hours of 'unique' gameplay, as in 'a Trooper is going to get 200 hours of gameplay/story that no other class is going to see EVAR', then yeah, wow...that's a lot.

Signs though are pointing to EA's fancy way of articulating things.  It may just be 200 hours of gameplay regardless.  Which, compared to a standard WoW character, isn't all that fancy.


Title: Re: SWTOR
Post by: jakonovski on June 30, 2011, 05:42:25 AM
Maybe they're adopting Tabula Rasa's endgame mechanics, ie. once you hit cap, content is done so just reroll.


Title: Re: SWTOR
Post by: Nebu on June 30, 2011, 06:08:49 AM
Maybe they're adopting Tabula Rasa's endgame mechanics, ie. once you hit cap, content is done so just reroll.

If that's their plan, they have zero shot at capturing much of WoW's market.  Current MMO gamers see the leveling mechanic as preparation for the endgame.  With no endgame, most won't understand the point of enjoying the journey.  Just look at the WoW forums.  If you post anything longer than two sentences, noone will bother to read the post.  You're expecting these people to get immersed in 200 hrs of story?  I think not. 

Blizzard has trained a whole generation of gamers to enjoy their skinner boxes.  Any deviation will cost them dearly in subscription numbers.  Without something to grind for, you really have little more than CoH on rails with a less interesting character generator. 


Title: Re: SWTOR
Post by: Malakili on June 30, 2011, 06:15:54 AM
Maybe they're adopting Tabula Rasa's endgame mechanics, ie. once you hit cap, content is done so just reroll.

If that's their plan, they have zero shot at capturing much of WoW's market.  Current MMO gamers see the leveling mechanic as preparation for the endgame.  With no endgame, most won't understand the point of enjoying the journey.  Just look at the WoW forums.  If you post anything longer than two sentences, noone will bother to read the post.  You're expecting these people to get immersed in 200 hrs of story?  I think not. 

Blizzard has trained a whole generation of gamers to enjoy their skinner boxes.  Any deviation will cost them dearly in subscription numbers.  Without something to grind for, you really have little more than CoH on rails with a less interesting character generator. 

It seems like they have a pretty damned standard dungeons with bosses and loot game built into this.


Title: Re: SWTOR
Post by: Nebu on June 30, 2011, 06:20:21 AM
It seems like they have a pretty damned standard dungeons with bosses and loot game built into this.

The video footage that I've watched looked like pretty standard WoW-diku stuff in star warsy skins (4 person groups with tank/heals/dps/cc).  I though maybe jakonovski saw soemthing that I missed.


Title: Re: SWTOR
Post by: DraconianOne on June 30, 2011, 06:27:23 AM
Nope - that's pretty spot on from what I can tell.

The differences with WoW are the conversation options, companions, crafting (in that you can get companions to do it) and romances. Plus I gathered that there would be a few solo instances a la LOTRO/GW.

End game is raids, pvp, dailies or re-roll.


Title: Re: SWTOR
Post by: jakonovski on June 30, 2011, 07:10:49 AM
Oh was just talking out of my ass on the weird "200 hours of gameplay per class" statement. Now it might be they won't have the endgame content and after (200/24) days people will start rerolling, but I'm sure that's not where they're aiming.


Title: Re: SWTOR
Post by: tmp on June 30, 2011, 08:19:19 AM
If there is a faux Han Solo for me to faux make out with, I am so there. I would even give up playing the smuggler for whatever class gets to make out with him.
By the looks of it not only it's going to be Han Solo, but a Han Solo wearing Indiana Jones' hat.


Title: Re: SWTOR
Post by: eldaec on June 30, 2011, 10:46:43 AM
Oh was just talking out of my ass on the weird "200 hours of gameplay per class" statement. Now it might be they won't have the endgame content and after (200/24) days people will start rerolling, but I'm sure that's not where they're aiming.

Why not?

Noone has ever found another way to keep vets interacting with new players.


Title: Re: SWTOR
Post by: Samprimary on June 30, 2011, 11:02:29 AM
Ah, yeah, and I just saw this.

-a jedi class that is balanced to the han solo class and the random clone special forces trooper is going to feel stupid, not as stupid as a support buffing jedi though.

What, pray tell, is the alternative? Not balancing the classes for the sake of some sort of thematic power structure?


Title: Re: SWTOR
Post by: Malakili on June 30, 2011, 11:04:59 AM
Ah, yeah, and I just saw this.

-a jedi class that is balanced to the han solo class and the random clone special forces trooper is going to feel stupid, not as stupid as a support buffing jedi though.

What, pray tell, is the alternative? Not balancing the classes for the sake of some sort of thematic power structure?

Making Jedi really powerful, but not having them as a base class.  Instead, players can unlock this ability, mainly through playing a ton and luck.  The number of Jedi would be incredibly low, and to make sure the number didn't grow TOO much, they would be permadeath characters.  I'm pretty sure this novel solution to the problem would cause no problems.


Title: Re: SWTOR
Post by: tmp on June 30, 2011, 11:10:03 AM
Making Jedi really powerful, but not having them as a base class.  Instead, players can unlock this ability, mainly through playing a ton and luck.
They could maybe have special items, say, holocrons offering the players hints on how to achieve the unlock.


Title: Re: SWTOR
Post by: Reg on June 30, 2011, 11:12:22 AM
What an awesome idea!!


Title: Re: SWTOR
Post by: 01101010 on June 30, 2011, 12:04:21 PM
Ah, yeah, and I just saw this.

-a jedi class that is balanced to the han solo class and the random clone special forces trooper is going to feel stupid, not as stupid as a support buffing jedi though.

What, pray tell, is the alternative? Not balancing the classes for the sake of some sort of thematic power structure?

Making Jedi really powerful, but not having them as a base class.  Instead, players can unlock this ability, mainly through playing a ton and luck.  The number of Jedi would be incredibly low, and to make sure the number didn't grow TOO much, they would be permadeath characters.  I'm pretty sure this novel solution to the problem would cause no problems.

So, not sure how this is any different than leveling and getting epics and gaining an advantage in the game. Besides, didn't SWG try this. One is not just born a jedi ... One must...oh wait


Title: Re: SWTOR
Post by: Lakov_Sanite on June 30, 2011, 12:12:30 PM
What an awesome idea!!

I think I'm suffering from PTSD


Title: Re: SWTOR
Post by: jakonovski on June 30, 2011, 12:20:54 PM
A raid boss could drop a Jar of Midichlorians that could be used to turn your character into a Jedi.


Title: Re: SWTOR
Post by: Sky on June 30, 2011, 12:25:24 PM
So, not sure how this is any different than leveling and getting epics and gaining an advantage in the game. Besides, didn't SWG try this. One is not just born a jedi ... One must...oh wait
You been tricked!


Title: Re: SWTOR
Post by: DraconianOne on June 30, 2011, 12:26:55 PM
Making Jedi really powerful, but not having them as a base class.  Instead, players can unlock this ability, mainly through playing a ton and luck.
They could maybe have special items, say, holocrons offering the players hints on how to achieve the unlock.

What would be really awesome is if Bounty Hunters could pick up bounties on player jedi. Say from a mission terminal or something...


Title: Re: SWTOR
Post by: luckton on June 30, 2011, 01:18:07 PM
(http://i.imgur.com/TyJVl.png)


Title: Re: SWTOR
Post by: Amaron on June 30, 2011, 01:51:50 PM
It seems like they have a pretty damned standard dungeons with bosses and loot game built into this.

The video footage that I've watched looked like pretty standard WoW-diku stuff in star warsy skins (4 person groups with tank/heals/dps/cc). 

I think it's worth noting that means modern WoW.   There are obviously a lot of people in here who haven't touched WoW in a longggg time (with good reason of course).


Title: Re: SWTOR
Post by: Sjofn on June 30, 2011, 02:03:30 PM
If there is a faux Han Solo for me to faux make out with, I am so there. I would even give up playing the smuggler for whatever class gets to make out with him.
By the looks of it not only it's going to be Han Solo, but a Han Solo wearing Indiana Jones' hat.

Rawr, hook mama up.


Title: Re: SWTOR
Post by: Nevermore on June 30, 2011, 04:00:26 PM
I don't see a problem with Jedi being balanced with other classes.  The table top Star Wars RPG i got talking into playing recently does this and it works out just fine.


Title: Re: SWTOR
Post by: luckton on June 30, 2011, 04:04:33 PM
The whole "Jedi should be a rare thing" worked in SWG because in that timeline (paperback books be damned), there were no Jedi except two Sith lords, Yoda, Obi, Luke and Leia.  Jedi WERE rare.

This is TOR.  Jedi in this era are like the Navy Seals of the Republic Army, complete with armor, ranks and titles.  Get over yourselves and lets move on.


Title: Re: SWTOR
Post by: Malakili on June 30, 2011, 04:16:26 PM
The whole "Jedi should be a rare thing" worked in SWG because in that timeline (paperback books be damned), there were no Jedi except two Sith lords, Yoda, Obi, Luke and Leia.  Jedi WERE rare.

This is TOR.  Jedi in this era are like the Navy Seals of the Republic Army, complete with armor, ranks and titles.  Get over yourselves and lets move on.

 :why_so_serious:


Title: Re: SWTOR
Post by: Amaron on June 30, 2011, 04:31:30 PM
This is TOR.  Jedi in this era are like the Navy Seals of the Republic Army, complete with armor, ranks and titles.  Get over yourselves and lets move on.

(http://www.coveredincathair.com/sites/coveredincathair.com/files/OMG%20whats%20that%20over%20your%20head.jpg)


Title: Re: SWTOR
Post by: jakonovski on June 30, 2011, 04:31:39 PM
Get over yourselves and lets move on.

http://www.youtube.com/watch?v=xFGfWrJR5Ck&feature=related


Title: Re: SWTOR
Post by: Rishathra on June 30, 2011, 04:34:15 PM
Rawr, hook mama up.

(http://dl.dropbox.com/u/7351206/Hey_baby.jpg)


Title: Re: SWTOR
Post by: jakonovski on June 30, 2011, 04:37:32 PM
What's Jim Raynor got to do with SWTOR?


Title: Re: SWTOR
Post by: luckton on June 30, 2011, 04:41:09 PM
What's Jim Raynor got to do with SWTOR?

 :oh_i_see: :grin:


Title: Re: SWTOR
Post by: Lantyssa on June 30, 2011, 05:08:18 PM
This is TOR.  Jedi in this era are like the Navy Seals of the Republic Army, complete with armor, ranks and titles.  Get over yourselves and lets move on.
I kind of agree.  Not even SEALs though.  Jedi could be of all different Force levels in this game.  One might have enough connection with the Force to lift a pebble, but that's not going to make them a Sith-killing bad-ass.


Title: Re: SWTOR
Post by: Sjofn on June 30, 2011, 08:21:39 PM

Oh right, him. Yeah, I'd hit it.  :why_so_serious:


Title: Re: SWTOR
Post by: Sheepherder on June 30, 2011, 10:18:09 PM
Jedi in this era are like the Navy Seals of the Republic Army, complete with armor, ranks and titles.  Get over yourselves and lets move on.

http://www.youtube.com/watch?v=h6sj89xgnl4&t=1m49s


Title: Re: SWTOR
Post by: Lucas on July 01, 2011, 08:38:14 AM
Yep, Bounty Hunter looks badass (new progression video):

http://www.swtor.com/media/trailers/bounty-hunter-character-progression


Title: Re: SWTOR
Post by: Malakili on July 01, 2011, 08:43:05 AM
Yep, Bounty Hunter looks badass (new progression video):

http://www.swtor.com/media/trailers/bounty-hunter-character-progression

That was actually probably the best gameplay trailer they've made so far.


Title: Re: SWTOR
Post by: Lucas on July 01, 2011, 08:49:35 AM
Also, while there is probably still some work to be done on that front, animations (and melee confrontations) seem less awkward and "off-sync" compared to earlier footage.


Title: Re: SWTOR
Post by: Sky on July 01, 2011, 09:28:02 AM
I was so sold on powertech....but mercs get the backpack rocket launcher!

I hope they put in some kind of Rift-esque role system. As Scott promised, the game has been changed. I want to be able to switch up to fit the situation, but I think BW is too far down the path of companions filling that role.


Title: Re: SWTOR
Post by: Lantyssa on July 01, 2011, 09:48:09 AM
I want to play a mantis warrior.


Title: Re: SWTOR
Post by: Merusk on July 01, 2011, 09:50:53 AM
The Verpine! (They designed the B-wing with Ackbar, y'know... You can see one in the background of the Cantina Scene.)

 :grin:

I agree, they'd be fun.


Title: Re: SWTOR
Post by: Sky on July 01, 2011, 10:43:14 AM
(http://images.wikia.com/starfrontiers/images/e/e7/Vrusk.jpg)
 :awesome_for_real:


Title: Re: SWTOR
Post by: 5150 on July 01, 2011, 12:06:18 PM
The whole "Jedi should be a rare thing" worked in SWG because in that timeline (paperback books be damned), there were no Jedi except two Sith lords, Yoda, Obi, Luke and Leia.  Jedi WERE rare.

This is TOR.  Jedi in this era are like the Navy Seals of the Republic Army, complete with armor, ranks and titles.  Get over yourselves and lets move on.

Makes you wonder why they bothered with the other classes......


Title: Re: SWTOR
Post by: Reg on July 01, 2011, 02:15:27 PM
The other classes look fairly awesome. I'm planning an Imperial Agent for my first Empire guy and probably a Trooper as my first Republic character. Of course, I'll have a Jedi eventually but I'm in no hurry.


Title: Re: SWTOR
Post by: Ingmar on July 01, 2011, 02:29:01 PM
The only reason I'm even planning on playing a Consular at all is because we need someone in our guild who ISN'T a smuggler or Fordel.


Title: Re: SWTOR
Post by: 01101010 on July 01, 2011, 02:30:03 PM
The only reason I'm even planning on playing a Consular at all is because we need someone in our guild who ISN'T a smuggler or Fordel.

I got Droid. Oh wait... GOD DAMN IT!


Title: Re: SWTOR
Post by: Ingmar on July 01, 2011, 02:37:16 PM
 :sad_panda:


Title: Re: SWTOR
Post by: Morfiend on July 01, 2011, 02:56:19 PM
I love the Bounty Hunters is Star Wars lore, but they looked pretty damn dull in that video. Not to mention the Mercenary armor looked very oddly proportioned.


Title: Re: SWTOR
Post by: Sjofn on July 01, 2011, 03:13:57 PM
Yeah I'm not planning to really touch any of the Jedi classes until I'm on my later alts, because YAWN JEDI. Unless they get to make out with Han Solo, then I will be doing them earlier. Gimme those dark side points, baby.  :heart:


Title: Re: SWTOR
Post by: Mazakiel on July 01, 2011, 04:46:24 PM
I'd pretty much written off rolling anything other than a Jedi/Sith to start, but that video makes bounty hunters pretty tempting looking. 


Title: Re: SWTOR
Post by: Sky on July 01, 2011, 05:47:36 PM
The only reason I'm even planning on playing a Consular at all is because we need someone in our guild who ISN'T a smuggler or Fordel.
I vote Ingmar for GM of the f13 Republic guild!  :why_so_serious:


Title: Re: SWTOR
Post by: Fabricated on July 01, 2011, 07:10:55 PM
I'll probably end up playing the trooper tank class. Ranged tanks, el oh el.


Title: Re: SWTOR
Post by: Paelos on July 01, 2011, 08:07:34 PM
Sith WAAAAARGHior


Title: Re: SWTOR
Post by: UnSub on July 01, 2011, 09:39:50 PM
Yep, Bounty Hunter looks badass (new progression video):

http://www.swtor.com/media/trailers/bounty-hunter-character-progression

I'm a little amused by their ability to shoryuken.


Title: Re: SWTOR
Post by: Surlyboi on July 02, 2011, 07:27:23 AM
Trooper with the dos/healer spec. Will probably be my first healer in an MMO ever.

That and a jedi sentinel, 'cause, two lightsabers, bitches.

On the Empire side, BH and Warrior.


Title: Re: SWTOR
Post by: Kail on July 02, 2011, 11:05:52 AM
I'm looking at Sith inquisitor, but I'm not sure which sub spec.  I haven't been following the game too closely (don't want to spoil it) but have the devs said anything about healing?  Will non-healing spec inquisitors be at all useful, or will they be WoW Rogues with lightsabers?


Title: Re: SWTOR
Post by: 01101010 on July 02, 2011, 11:47:21 AM
Since I can't be a fucking droid, I'll probably go full emo healer, whatever class that is.


Title: Re: SWTOR
Post by: tmp on July 02, 2011, 01:45:34 PM
Since I can't be a fucking droid, I'll probably go full emo healer, whatever class that is.
I hear the Sith heal animation involves pacing and brooding. That seems right up that alley.


Title: Re: SWTOR
Post by: Murgos on July 02, 2011, 02:56:30 PM
Since I can't be a fucking droid, I'll probably go full emo healer, whatever class that is.
I hear the Sith heal animation involves pacing and brooding. That seems right up that alley.

That's the self heal.  Think Darth Maul in the fight scene at the end where he and quigon are separated by the force field.  It actually fits pretty well.


Title: Re: SWTOR
Post by: tmp on July 02, 2011, 05:38:03 PM
It actually fits pretty well.
Yeah, it's hillarious and brilliant at the same time. May make a Sith at some point just for that. :grin:


Title: Re: SWTOR
Post by: Malakili on July 02, 2011, 07:04:38 PM
I think they showed it in the e3 gameplay demo, it looked a tad silly, but none the less totally appropriate.  It was like the Sith was so indignant that someone had the gall to attack him that it just made him feel better to be all emo about it.


Title: Re: SWTOR
Post by: luckton on July 02, 2011, 07:31:25 PM
I had an epiphany today regarding the crafting schemes and how you'll employ your minions to go out, do shit, and come back later.  Depending on how long and how much you invest in their mission/task, the greater the return.

The epiphany was how this is no different than how many Facebook games operate when it comes to cooking/growing/construction type games, and that in those FB games, there's a little button in every one that allows me to, in exchange for real money, speed that shit up.

...and that, knowing that EA loves money, such a button would one day make it's appearance in TOR  :ye_gods:


Title: Re: SWTOR
Post by: Reg on July 03, 2011, 01:57:16 AM
OH MY GOD!  EA may someday do something inappropriate in SWTOR for cash!!  Let the panty twisting commence!!!


Title: Re: SWTOR
Post by: tmp on July 03, 2011, 04:33:24 AM
Better yet, let's share this idea with the EVE thread, since their ship building and research uses the same model and they're at the peak of RMT introduction craze atm :oh_i_see:


Title: Re: SWTOR
Post by: Pennilenko on July 03, 2011, 09:59:36 PM
221 Pages of hopes dreams and concerns, with some information here and there. I just hope this thing turns out fun. I just want a nice star wars mmo i can kick it in for a while and pretend that I am a nefarious bounty hunter feared across the republic.


Title: Re: SWTOR
Post by: Threash on July 04, 2011, 12:47:10 PM
221 Pages of hopes dreams and concerns, with some information here and there. I just hope this thing turns out fun. I just want a nice star wars mmo i can kick it in for a while and pretend that I am a nefarious bounty hunter feared across the republic.

Everyone here thought the first twenty levels of Age of Conan was incredibly fun because they did with Tortage a very basic version of what SWTOR is trying to do for the entire game, we already tried the voiced over storyline based leveling experience and it WAS incredibly fun.


Title: Re: SWTOR
Post by: Modern Angel on July 04, 2011, 01:39:59 PM
It was incredibly fun for that 20 levels. We'll find out if it works for 50. I'm all :nda: so I can't say one way or another...


Title: Re: SWTOR
Post by: Murgos on July 04, 2011, 03:55:12 PM
So, who thinks we can get this baby to 300 by release day?


Title: Re: SWTOR
Post by: Fordel on July 04, 2011, 04:30:12 PM
I can post my Trooper Gif another 50 times at least!


Title: Re: SWTOR
Post by: Lucas on July 04, 2011, 04:52:42 PM
Whoa, I've just seen some "unofficial" pics (on a website where I guess 99% of people who are interested in the game currently go for a daily visit, but hey, NDA is NDA :P) of a certain SWTOR planet with maxed out graphics in high-res, and the visuals at least look simply breathtaking and very immersive. Can't wait to set foot on it :)


Title: Re: SWTOR
Post by: Merusk on July 04, 2011, 06:10:56 PM
So, who thinks we can get this baby to 300 by release day?

Easily. Once beta starts picking up and there's more open discussion allowed those last 75 pages will fly by.


Title: Re: SWTOR
Post by: Samprimary on July 04, 2011, 06:39:21 PM
One hundred pages of mad libs once the NDA loosens.

I'm really digging EVENT that the CLASS goes through, and COMPANION is well done. I've been having a lot of fun on WORLD but the GAME COMPONENT doesn't seem fleshed out very well. Hopefully they will be looking at it soon after they finish polishing OTHER GAME COMPONENT.

Surely it's not impossible that one of you can get me in the beta, ay? My eight hojillion dollars of computer parts arrive tomorrow and I want to turn swtor into a comic.


Title: Re: SWTOR
Post by: Sky on July 04, 2011, 06:41:49 PM
a certain SWTOR planet with maxed out graphics in high-res, and the visuals at least look simply breathtaking and very immersive.
I have yet to be in an alpha or beta where the graphics weren't WAY better before they got gutted, err, optimized. I'd much rather see the EQ2 route of releasing with a ton of headroom than have things artificially cut out. Really sucks seeing an area where you knew you could once see for miles, and now you can only see for a couple hundred meters.


Title: Re: SWTOR
Post by: Rasix on July 04, 2011, 08:19:15 PM
I've really never encountered what you're claiming. 


Title: Re: SWTOR
Post by: Fabricated on July 04, 2011, 08:39:38 PM
I just want SWTOR to be good since the majority of the people I played with in my "Killed by Catacylsm" WoW guild love Star Wars and are going to play it.


Title: Re: SWTOR
Post by: rk47 on July 04, 2011, 09:10:43 PM
Nope - that's pretty spot on from what I can tell.

The differences with WoW are the conversation options, companions, crafting (in that you can get companions to do it) and romances. Plus I gathered that there would be a few solo instances a la LOTRO/GW.

End game is raids, pvp, dailies or re-roll.

I won't believe it till I see a video


Title: Re: SWTOR
Post by: DraconianOne on July 05, 2011, 02:38:48 AM
Nope - that's pretty spot on from what I can tell.

The differences with WoW are the conversation options, companions, crafting (in that you can get companions to do it) and romances. Plus I gathered that there would be a few solo instances a la LOTRO/GW.

End game is raids, pvp, dailies or re-roll.

I won't believe it till I see a video

Won't believe that there are actually romances or that the devs intend for their to be romances? They've spent a couple of years talking about it and as pretty much every game they've made contains the options, I'd be surprised if they didn't.


Title: Re: SWTOR
Post by: Amaron on July 05, 2011, 03:22:42 AM
So, who thinks we can get this baby to 300 by release day?

I figure if I look up random EU shit and insult it then we can maybe hit 400.


Title: Re: SWTOR
Post by: Sky on July 05, 2011, 06:42:46 AM
I've really never encountered what you're claiming.  
I'm not talking about WoW.  :grin:

The first time I remember it was in EQ1. You could sit at Felwithe palace and see the texture of the entrance hall rear wall at the full clip plane. After release, the far clip plane didn't extend that far and you saw sky in the tunnel instead of a wall.

The last time is  :nda:


Title: Re: SWTOR
Post by: Rasix on July 05, 2011, 08:29:03 AM
You have EQ1 and a phase of beta for  :nda: where there were like 50 people playing? Yah, I'm still not buying it.  As for  :nda: (if I'm assuming correctly), view distance is one thing the game seems to have going for it.  I can see for miles.  

Isn't view distance something that tends to be a big performance hit once populations hit "live" levels?

edit: Not that you aren't right, I'm very skeptical.  Draw distance and graphics for me have only been an issue in MMOs where I've been playing with a system that needs a serious upgrade.  Nothing sucks worse than only seeing a small distance in front of you while playing on ugly mode, because any higher setting is a slide show.  I'm pretty confident this won't be the case with SWTOR, but their style of graphics makes this less of a concern anyhow.




Title: Re: SWTOR
Post by: Sky on July 05, 2011, 09:42:53 AM
Remember I'm a graphics whore. If at one point, the draw-in was waaay out there and now I can see things popping in a couple hundred meters away, it bugs me. Constantly.

Yeah, it's a performance hit. But let /me/ make that call of what to balance (and include a good LoD system). It sucks pegging all the graphics sliders to the right and still having tons of popping structures. I can dial down a lot of things to be able to see a barn three hundred yards away imo.


Title: Re: SWTOR
Post by: Abelian75 on July 05, 2011, 12:58:25 PM
I have seen that happen a couple times with draw distances specifically, and that's probably because for dynamic entities (like mobs and players and shit), that's not just a client-side hit, but also server-side.  That happened with Rift for instance.  For other aspects of graphics prettiness, though, I really haven't seen things "degrade" during betas.

I do agree with you though, pop-in is horrible.  And actually that's one thing WoW does really well.  I still cannot stand to play EQ2 because of the LOD popping.  I wouldn't really consider myself a graphics whore, though.  In fact I'd rather the game look vastly less impressive as long as it looks smooth and clean when you're actually playing it.


Title: Re: SWTOR
Post by: Sheepherder on July 06, 2011, 12:13:14 AM
Isn't view distance something that tends to be a big performance hit once populations hit "live" levels?

Think back to when they taught you how to compute the volume of a cylinder in geometry (technically it should be a sphere, but cylinder is probably a closer approximation in practice).


Title: Re: SWTOR
Post by: Sky on July 06, 2011, 07:00:47 AM
I have seen that happen a couple times with draw distances specifically, and that's probably because for dynamic entities (like mobs and players and shit), that's not just a client-side hit, but also server-side.
Yep, I get that. Though EQ2 was pretty good about letting you use primitive LoD to fill in a lot of the distance, it was a server hit for sure (since you still needed the positionals).

But with Rift, it's not drawing static objects. I took a couple screenshots to demonstrate how immersion-breaking it is, forgot to upload them last night. I'd rather see a low-res, low-poly version of an object than have it suddenly appear out of thin air a football field length away.


Title: Re: SWTOR
Post by: Abelian75 on July 06, 2011, 08:36:38 PM
But with Rift, it's not drawing static objects. I took a couple screenshots to demonstrate how immersion-breaking it is, forgot to upload them last night. I'd rather see a low-res, low-poly version of an object than have it suddenly appear out of thin air a football field length away.

Yeah, I agree with you.  From an outside perspective it looks like they just have some data that needs to be tweaked.  They clearly have the ability to have different objects be assigned different LOD distances (probably a multiple of whatever value you set your draw distance to), and indeed they have some objects that will draw waaaay in the distance.  But then there will be the occasional enormous boulder that pops up at the same distance that a bench does.


Title: Re: SWTOR
Post by: Mrbloodworth on July 07, 2011, 10:38:01 AM
I have seen that happen a couple times with draw distances specifically, and that's probably because for dynamic entities (like mobs and players and shit), that's not just a client-side hit, but also server-side.  That happened with Rift for instance.  For other aspects of graphics prettiness, though, I really haven't seen things "degrade" during betas.

I do agree with you though, pop-in is horrible.  And actually that's one thing WoW does really well.  I still cannot stand to play EQ2 because of the LOD popping.  I wouldn't really consider myself a graphics whore, though.  In fact I'd rather the game look vastly less impressive as long as it looks smooth and clean when you're actually playing it.

I don't believe Wow uses LOD unless you force it too. The objects are low enough already. Also draw distance normally only pertains to landscape, LOD is tied to pixel height.


Title: Re: SWTOR
Post by: Sky on July 07, 2011, 11:05:55 AM
Just want to take a break from this side topic to insert: I fear for when TOR is released. It looks so epically amazing.

Ok, back to draw distance. I was looking at those screenshots last night. Landscape and trees were fine. There were a couple major pieces visible at a decent distance - I was looking at the Freemarch newb area, so you could see the Bomani portals, for instance. But just about everything else had hellish pop-in.

It's starting to make me crazy, because otherwise the game looks great. And if I can fully max everything at 1080p on my 4-1/2yr old machine (excepting the gtx460), then it's already dated.


Title: Re: SWTOR
Post by: Ingmar on July 07, 2011, 11:12:03 AM
FWIW there is some wacky stuff there with WoW too. For example, flying around Dragonblight, you can see the Scarlet Crusade cathedral from all the way across the zone, but the much larger dragon tower thing will fade in between you and the cathedral, I think because the cathedral is 'terrain' and the tower is not. It might also be due to phasing of some kind, that messes with things too.


Title: Re: SWTOR
Post by: Mrbloodworth on July 07, 2011, 11:27:41 AM
Not uncommon to set some items outside the rules. 


Title: Re: SWTOR
Post by: Abelian75 on July 07, 2011, 12:24:19 PM
Sorry, I was indeed referring to the way they fade objects and creatures in rather than just suddenly popping them in.  This isn't anything revolutionary now, but at the time it was really nice.  Both LOD "popping" (like in EQ2 when you take a step forward and suddenly a dude pops into high-detail mode and his cape becomes cloth simulated and falls into position) and actual popping in of a new object irritate me in the same way and I would consider them two elements of the same shitty problem.  Basically, the world not looking smooth as you move through it at normal speeds.


Title: Re: SWTOR
Post by: Mrbloodworth on July 07, 2011, 12:27:20 PM
Oh, I feel you, have been trying to get them to add a fade in in Wurm. Vanguard had a really unnoticeable system when I was playing it.


Title: Re: SWTOR
Post by: Surlyboi on July 07, 2011, 12:37:16 PM
That was the one thing Vanguard did right. Oh man, would I have loved to have played a decent game in that world.


Title: Re: SWTOR
Post by: Samprimary on July 07, 2011, 11:01:30 PM
If Bat Country is pegging itself to Sith and/or a PvP server, know that I'm going to be helping run a guild idea with someone that pitched the idea to me

I just registered X Com on US West Republic, set for a PvE server.

http://www.swtor.com/guilds/115888/x-com

If anyone is interested in signing up with us loons and work towards an affiliate guild structure for endgame content, and just otherwise quest and ~flashpoint~ together, please feel free to sign up!


Title: Re: SWTOR
Post by: eldaec on July 07, 2011, 11:39:53 PM
Do we have any idea what the pve / pvp rulesets are?


Title: Re: SWTOR
Post by: luckton on July 08, 2011, 02:42:02 AM
Do we have any idea what the pve / pvp rulesets are?

They commented on that this week.  Right now the beta is open PvP.  They say they'll certainly have PvE servers, and maybe soft-RP servers (RP is encouraged, but not enforced by CSMs).


Title: Re: SWTOR
Post by: Merusk on July 08, 2011, 04:35:52 AM
If Bat Country is pegging itself to Sith and/or a PvP server, know that I'm going to be helping run a guild idea with someone that pitched the idea to me

RP Server, not PVP.  We're too old and cranky for dealing with the ganking nonsense and RP keeps a decent segment of the baseborn away.


Title: Re: SWTOR
Post by: Lucas on July 08, 2011, 06:15:12 AM
If Bat Country is pegging itself to Sith and/or a PvP server, know that I'm going to be helping run a guild idea with someone that pitched the idea to me

RP Server, not PVP.  We're too old and cranky for dealing with the ganking nonsense and RP keeps a decent segment of the baseborn away.

(http://nonciclopedia.altervista.org/phpBB3/images/smilies/vecchio.gif) :geezer:(http://spsracing.net/forum/templates/default/smilies/bastone.gif)


Title: Re: SWTOR
Post by: eldaec on July 08, 2011, 06:59:25 AM
Open pvp is rather vague, I'm guessing they don't mean free for all, all the time. Just rebels and imperial can shoot on sight? Just how much cause do opposing factions have to be in same place? Isn't it mostly in pvp instances anyway?


Title: Re: SWTOR
Post by: luckton on July 08, 2011, 08:10:50 AM
Open pvp is rather vague, I'm guessing they don't mean free for all, all the time. Just rebels and imperial can shoot on sight? Just how much cause do opposing factions have to be in same place? Isn't it mostly in pvp instances anyway?

My understanding is, on beta right right now, open PvP is faction based.  If you're a Sith on Tatooine and spot a Jedi in the cantina, it's game on.
If Bat Country is pegging itself to Sith and/or a PvP server, know that I'm going to be helping run a guild idea with someone that pitched the idea to me

RP Server, not PVP.  We're too old and cranky for dealing with the ganking nonsense and RP keeps a decent segment of the baseborn away.

I concur.


Title: Re: SWTOR
Post by: Merusk on July 08, 2011, 08:31:44 AM
Isn't it mostly in pvp instances anyway?

Yes, like WoW.  Which is yet another reason to not bother with a PVP server.  All you're doing is making your day-to-day harder/ more time consuming for no gain. 


Title: Re: SWTOR
Post by: Crumbs on July 08, 2011, 09:03:35 AM
I like the smuggler starship, it's like the Millenium Falcon with two motor homes welded to it

http://www.swtor.com/info/holonet/starships/xs-freighter


Title: Re: SWTOR
Post by: Sky on July 08, 2011, 09:07:36 AM
Or the Ebon Hawk.


Title: Re: SWTOR
Post by: Crumbs on July 08, 2011, 09:22:07 AM
Or the Ebon Hawk.

The motor homey features are much more accentuated on the XS. 


Title: Re: SWTOR
Post by: eldaec on July 08, 2011, 09:26:23 AM
Detecting a firefly influence on the interior video.


Title: Re: SWTOR
Post by: Abelian75 on July 08, 2011, 09:34:15 AM
Detecting a firefly influence on the interior video.

Also, on the smugger himself.


Title: Re: SWTOR
Post by: Nebu on July 08, 2011, 10:16:56 AM
I like the smuggler starship, it's like the Millenium Falcon with two motor homes welded to it

http://www.swtor.com/info/holonet/starships/xs-freighter

An homage to Spaceballs?  :why_so_serious:


Title: Re: SWTOR
Post by: Lucas on July 08, 2011, 12:02:15 PM
Today's update is the map interface in TOR:

http://www.swtor.com/news/blog/20110708


Title: Re: SWTOR
Post by: Amaron on July 08, 2011, 12:50:24 PM
I spy a guy on a classic speeder in that dev blog:

(http://cdn-www.swtor.com/sites/all/files/en/db/map/db_map_07_800x450.jpg)


Title: Re: SWTOR
Post by: Paelos on July 08, 2011, 01:04:54 PM
Pretty.


Title: Re: SWTOR
Post by: HaemishM on July 08, 2011, 01:25:14 PM
That big arch thing in the background reminds me of the Dwarven area in WoW.  :grin:


Title: Re: SWTOR
Post by: Samprimary on July 08, 2011, 03:35:12 PM
Quote
Bonus feature: The map goes semi-transparent once you start moving, so you can keep it up to navigate as necessary.

smart.


Title: Re: SWTOR
Post by: Sky on July 08, 2011, 05:49:14 PM
Rift does that :) Just another thing that's 'state of the art' and will only be noticed if you don't include it.

Swoop bike: hell yeah!


Title: Re: SWTOR
Post by: Abelian75 on July 08, 2011, 06:20:14 PM
Rift does that :) Just another thing that's 'state of the art' and will only be noticed if you don't include it.

Yeah, I wet myself with excitement over that feature in Rift.  I will say though that it perks my interest that they recognize the coolness of the feature enough to not just steal it, but to bother mentioning it in a post.  Presumably that means there's more than one dude there able to recognize that it's a worth-mentioning feature, which is good.


Title: Re: SWTOR
Post by: Surlyboi on July 08, 2011, 06:33:16 PM
For what it's worth, SWG let you turn on a semi-transparent map that laid over your hud and turned when you did.


Title: Re: SWTOR
Post by: ezrast on July 08, 2011, 06:34:57 PM
I thought it was annoying in Rift and turned it off. *shrug*


Title: Re: SWTOR
Post by: Merusk on July 08, 2011, 06:42:21 PM
I did after a while in the beta, too.  If I've got the map open and I'm traveling I'm looking at other things on the actual map that the fade-out makes hard to see.  I'm not using it to navigate to the quest objective, that's what compass-map indicators are for.

The Swg Diablo-esque map, however, I'd make regular use of.


Title: Re: SWTOR
Post by: sam, an eggplant on July 08, 2011, 06:55:58 PM
I spy a guy on a classic speeder in that dev blog:
A taxi.


Title: Re: SWTOR
Post by: Lantyssa on July 08, 2011, 07:35:03 PM
I'll be nice to SWTOR today and say those maps look pretty slick.


Title: Re: SWTOR
Post by: Surlyboi on July 08, 2011, 09:47:53 PM
I spy a guy on a classic speeder in that dev blog:
A taxi.

That


Title: Re: SWTOR
Post by: DraconianOne on July 09, 2011, 03:01:39 AM
I will say though that it perks my interest that they recognize the coolness of the feature enough to not just steal it, but to bother mentioning it in a post.  Presumably that means there's more than one dude there able to recognize that it's a worth-mentioning feature, which is good.

The map fading while you move was shown at PAX last September so it's not new or just been implemented after Rifts release. Source. (http://darthhater.com/2010/09/17/pax-general-information-learned/)


Title: Re: SWTOR
Post by: Abelian75 on July 09, 2011, 08:45:21 AM
The map fading while you move was shown at PAX last September so it's not new or just been implemented after Rifts release. Source. (http://darthhater.com/2010/09/17/pax-general-information-learned/)

Ah, cool.  To be clear, I didn't mean to imply any negative connotation with the word "steal."  Stealing is almost as good as inventing.


Title: Re: SWTOR
Post by: eldaec on July 09, 2011, 12:02:31 PM
Overlayed maps in rpgs aren't exactly new.


Title: Re: SWTOR
Post by: Draegan on July 11, 2011, 07:30:47 AM
Speaking of RIFT features, every game needs to steal their AOE loot ability.  Looting one corpse at a time is so 2010.


Title: Re: SWTOR
Post by: eldaec on July 11, 2011, 07:38:04 AM
Fuck aoe looting.

Just have loot drop directly into inventory (see : CoX and others).


Title: Re: SWTOR
Post by: Nija on July 11, 2011, 07:48:59 AM
That ________ in the background reminds me of ________ in WoW.  :grin:

Repeat about 500 times in your first 15 minutes of game play.


Title: Re: SWTOR
Post by: Sky on July 11, 2011, 07:54:54 AM
Speaking of RIFT features, every game needs to steal their AOE loot ability.  Looting one corpse at a time is so 2010.
Yep. Having AE autoloot is so nice, and being able to shift-loot to bring up the dialog (like in dungeons where space is at a premium) rounds it out nicely.


Title: Re: SWTOR
Post by: luckton on July 13, 2011, 12:10:41 PM
http://www.gamereactor.eu/news/8053/GRTV:+Star+Wars:+The+Old+Republic/

Apparently Game Reactor's been sitting on this video for a while since E3, and decided to put it out.  Doesn't give us too much new info that we didn't already get from various E3 sources, but the fanboys now have a direct quote from the lead writer saying "This is our launch year."   :awesome_for_real:


Title: Re: SWTOR
Post by: Sky on July 13, 2011, 01:33:23 PM
Lot of pro-group 'traditional' mmo talk in that interview. Some good things, but as someone who's not in a raiding guild, some pretty awful things as well.


Title: Re: SWTOR
Post by: Surlyboi on July 13, 2011, 01:40:26 PM
You'll be ok Sky. Trust me.  :grin:


Title: Re: SWTOR
Post by: luckton on July 13, 2011, 01:42:26 PM
It's a mixed thing so far with the traditional/non-traditional thing they've been doing so far.  Combat mechanic-wise, they're going non-traditional by providing every class with an out-of-combat rez to use on others, and giving all Consular Sages and Sith Sorcs in-combat rez (regardless of them specing in their respective healing/support trees)

We're just going to have to wait and see how it plays out for real.  I don't doubt that as a first-time company trying to get a wrangle on the whole 'raiding' thing is going to get into pit-falls, esp. when the people that brought us DAoC and WAR got merged into 'em halfway through production.


Title: Re: SWTOR
Post by: Reg on July 13, 2011, 03:02:53 PM
Since I've already decided that my the endgame will involve rolling an alt I'm not going to be a jerk and complain about the devs spending a little time on the raiding endgame for people that don't want to play exactly like me.


Title: Re: SWTOR
Post by: Amaron on July 13, 2011, 03:06:13 PM
He dropped a hint in there that there's going to be some endgame thing that we haven't seen before which they haven't revealed.   They must be worried they won't get it in by release or something.   Would be nice if they did think of something new though.


Title: Re: SWTOR
Post by: luckton on July 13, 2011, 03:11:26 PM
He dropped a hint in there that there's going to be some endgame thing that we haven't seen before which they haven't revealed.   They must be worried they won't get it in by release or something.   Would be nice if they did think of something new though.

It does seem that they're trying to play everything they consider to be 'new and exciting' (besides the whole 'It's got a STORY' deal) pretty close to the chest.  That fear of Bliz stealing their thunder must be pretty large. 


Title: Re: SWTOR
Post by: Surlyboi on July 13, 2011, 04:02:13 PM
He dropped a hint in there that there's going to be some endgame thing that we haven't seen before which they haven't revealed.   They must be worried they won't get it in by release or something.   Would be nice if they did think of something new though.

It does seem that they're trying to play everything they consider to be 'new and exciting' (besides the whole 'It's got a STORY' deal) pretty close to the chest.  That fear of Bliz stealing their thunder must be pretty large. 

Because that's what Blizz does. They don't make great games out of whole cloth, they make solid, polished affairs cribbed from the failures and successes of other games.


Title: Re: SWTOR
Post by: Sky on July 13, 2011, 04:58:26 PM
Since I've already decided that my the endgame will involve rolling an alt I'm not going to be a jerk and complain about the devs spending a little time on the raiding endgame for people that don't want to play exactly like me.
Yeah, I was thinking that, too. Until he started talking about raiding being the way you find out the story /behind/ the story. And grouping being the way you wrap up big plots.

So casual players, don't expect to be seeing any big name characters or really digging too deep into the story.


Title: Re: SWTOR
Post by: Paelos on July 13, 2011, 05:06:19 PM
Since I've already decided that my the endgame will involve rolling an alt I'm not going to be a jerk and complain about the devs spending a little time on the raiding endgame for people that don't want to play exactly like me.
Yeah, I was thinking that, too. Until he started talking about raiding being the way you find out the story /behind/ the story. And grouping being the way you wrap up big plots.

So casual players, don't expect to be seeing any big name characters or really digging too deep into the story.

I think I see a flaw in their story-based system.  :oh_i_see:


Title: Re: SWTOR
Post by: Velorath on July 13, 2011, 06:25:14 PM
Depending on whether or not raids will be viable for casual or PUGs, I think I can at least stomach doing each raid or flashpoint once for the story.  I'm not going to bother farming them for gear though (unless they happen to be really fun somehow).


Title: Re: SWTOR
Post by: Amaron on July 13, 2011, 06:40:56 PM
Yea they haven't really revealed anything about raid difficulty yet.   It's certainly possible they are going to shoot for a more casual friendly approach.


Title: Re: SWTOR
Post by: Velorath on July 13, 2011, 07:50:10 PM
Hopefully. It's not really the idea of raids I hate, it's raid progression.  I don't like the concept of doing the same content over and over until I have the gear I need to do the next piece of raid content.  Also, while I can see flashpoints having a heavy story focus still, I don't see raids really working story-wise, or rather since the dialogue system would pretty much be pointless with more than one group of people, I don't see story in raids going beyond cut scenes.


Title: Re: SWTOR
Post by: Stabs on July 13, 2011, 10:01:08 PM
What disappoints me with raids is how fast the gear gets superceded. I raided in Rift and I had two guilds collapse as people simply couldn't be bothered to raid (we were doing well, no dramas).

After thinking about it I put it down to how fast the gear becomes obsolete. In Rift there was a new raid instance every 6 weeks so what's the point of killing yourself to get the Sword of Mightiness when in a couple of weeks a) it will be no longer Best In Slot and b) you'll be able to farm it in a pug full of terrible players with no effort.

Now back in the old days when your Priest got a Benediction from Molten Core you had it for a couple of years before it became bank filler. That is worth raiding for.

However in the current MMO climate Rift is mocking WoW for being slow to provide new content which may create an arms race that SWTOR gets sucked into. And we'll have the issue of why raid when a) you can't even remember the name of the dungeon you're raiding b) you could get the shiny next month in a pug and c) the world is essentially a lobby where no one outside your guild ever cares what you're wearing.


Title: Re: SWTOR
Post by: Rasix on July 13, 2011, 10:03:35 PM
That cart lapped the horse. 


Title: Re: SWTOR
Post by: Numtini on July 14, 2011, 05:05:56 AM
Quote
After thinking about it I put it down to how fast the gear becomes obsolete. In Rift there was a new raid instance every 6 weeks so what's the point of killing yourself to get the Sword of Mightiness when in a couple of weeks a) it will be no longer Best In Slot and b) you'll be able to farm it in a pug full of terrible players with no effort.

Yeah, I love raiding because I love working with other people, but the speed of progression is insane. I think the entire concept of "tiers" of gear is a big contributor. I'd also add that it's not just that the gear isn't special, it's also that it means that old content is worthless. EQ2 had this very shallow slow progression so raids were good for two full expansions (they only raised the level cap every other expansion) and then occasionally beyond that. We used to two group the shard of hate long after we outgrew it because it had a couple of really fantastic items, the pink sparkly cleric shield, which I never got, being one of them. It was a low pressure fun thing to do with friends. Slower progression also means you're not under the same "gotta get gear now" pressure.

Also agree on the "is this a world or a game lobby" thing. Honestly, for diku dungeons and raiding, I'd be happy with a game lobby.


Title: Re: SWTOR
Post by: 01101010 on July 14, 2011, 07:08:56 AM
When the carrot overshadows the story... I recall my first MC run and thought it was fucking awesome that we were there to destroy Rags. Epics were fun to see, but that wasn't my impetus for being there... same with BWL - and there you actually took the dragon head back for a little song and dance that made it feel like doing the dungeon had a purpose rather than for the shinies. Of course, running it after was all about the shinies and the story had no replay value - well a little if someone was doing it for the first time. That eventually lead to group runs with people that only knew the dungeon for the sole purpose of gaining the shinies and thus split things...at least in the guilds I was apart of.

Purpose has little replay value unless you reroll and make a different class with different choices to see a slight bend on the story. Then again, with the ravenous hordes of MMO players who's only purpose is the dress up their virtual dolls and chase carrots, it will inevitably devolve into the same chase.


Title: Re: SWTOR
Post by: Malakili on July 14, 2011, 07:38:29 AM


Purpose has little replay value unless you reroll and make a different class with different choices to see a slight bend on the story. Then again, with the ravenous hordes of MMO players who's only purpose is the dress up their virtual dolls and chase carrots, it will inevitably devolve into the same chase.

Loot collection meta games are fun.  Hell, people have been enjoying fancy loot in games since table top days.  The real issue is that in those games you could create an unique dungeon every single time, even on the fly if the DM REALLY had to.  When you go to a CRPG, you're going to have to repeat content if you want continued progression.  I guess Torchlight tried to do it differently, (endless endgame dungeon, loot earned from randomly generated "bosses" that appear on each level), and it might have worked had their actual loot have been worth farming for in the first place.

I guess my point is, the RPG genre is popular in a large part because of character progression (hell, include story progression if you want).  Insofar as story progression can't possible keep up with demand, character progression has to take over, and you can't possible create enough content that people don't end up farming.  If you don't like loot collecting to begin with, I don't know there there is a multiplayer RPG on PC that will satisfy you for longer than the duration of one play through.


Title: Re: SWTOR
Post by: Sky on July 14, 2011, 07:47:40 AM
I just settled into really enjoying Rift again a couple days ago (about two weeks in), when I stopped worrying about rushing to get things done and just took time to relax and enjoy the activities. I've done one dungeon run and luckily it's one I did in beta (IT), because if I didn't know the script, I'd have been left way behind. It was just a marathon to get it over with and get your loot dispenser. At that point I was wondering where the enjoyment was, it's the event that set off my reset switch to relax and get casual again.

And the folks I was playing with invited me into their guild because my rogue's dps was apparently +++...but mandatory 3x/wk raid attendance 7pm EST is just lulz imo. It's funny that every time I find a group I click with for grouping...it's a strict raid guild. It's happened probably a good 8 or 9 times in Rift.


Title: Re: SWTOR
Post by: 01101010 on July 14, 2011, 07:48:15 AM


Purpose has little replay value unless you reroll and make a different class with different choices to see a slight bend on the story. Then again, with the ravenous hordes of MMO players who's only purpose is the dress up their virtual dolls and chase carrots, it will inevitably devolve into the same chase.

Loot collection meta games are fun.  Hell, people have been enjoying fancy loot in games since table top days.  The real issue is that in those games you could create an unique dungeon every single time, even on the fly if the DM REALLY had to.  When you go to a CRPG, you're going to have to repeat content if you want continued progression.  I guess Torchlight tried to do it differently, (endless endgame dungeon, loot earned from randomly generated "bosses" that appear on each level), and it might have worked had their actual loot have been worth farming for in the first place.

I guess my point is, the RPG genre is popular in a large part because of character progression (hell, include story progression if you want).  Insofar as story progression can't possible keep up with demand, character progression has to take over, and you can't possible create enough content that people don't end up farming.  If you don't like loot collecting to begin with, I don't know there there is a multiplayer RPG on PC that will satisfy you for longer than the duration of one play through.

Completely agree. It's not that I don't like chasing the carrot... I just don't make it a priority any longer. Chalk it up to age, less free time, whatever else...


Title: Re: SWTOR
Post by: eldaec on July 14, 2011, 08:00:07 AM
With the right authoring tools, the focus on bioware style story as content, and relatively lightweight wow+ combat mechanics, I don't see any reason a content authoring team couldn't outpace my ability to consume content. If, as advertised, the primary campaign for a class is equivalent to a DA or ME game, that means Bioware have to churn out one new campaign every couple of months, and they have at least a year's head start while I burn through the first 8 campaigns.

If they are genuinely set up for that it seems achievable. They won't be able to outpace *everyone*. But they only need to outpace people who hate repetitive raiding. Those people want to repeat raids for shiny are easiest to serve.

Personally I like occaisional raiding but repeated content bores me to tears. My biggest fear with swtor raiding isn't repetition though. My biggest concern is how much they'll rely on traditional dialog rather than player interaction to deliver the story. In a multiplayer session I'm primarily interested in how the team works together, not how we chat with the npc. In a story driven raid I'd ideally want exposition and team decision points to come through ongoing play. For instance, explain the upcoming decision over a comlink while we fight the first wave, then instead of choice by clicking, have us choose between orphan saving or kitten drowning by shooting the red shirt or blue shirt, or following the bridge or the tunnel.


Title: Re: SWTOR
Post by: Malakili on July 14, 2011, 08:44:36 AM
With the right authoring tools, the focus on bioware style story as content, and relatively lightweight wow+ combat mechanics, I don't see any reason a content authoring team couldn't outpace my ability to consume content. If, as advertised, the primary campaign for a class is equivalent to a DA or ME game, that means Bioware have to churn out one new campaign every couple of months, and they have at least a year's head start while I burn through the first 8 campaigns.


If it was possible to crank out content this fast, someone would've been doing it already I think.


Title: Re: SWTOR
Post by: Pezzle on July 14, 2011, 08:51:01 AM
More organic plot development would be fantastic.  Not possible in an MMO like this.  Someone in your group will invariably grenade the wrong spot and muck things up for everyone.  The majority of your player base will be enraged by not having concise enough control over destiny or whatever.  


Title: Re: SWTOR
Post by: eldaec on July 14, 2011, 09:51:05 AM
With the right authoring tools, the focus on bioware style story as content, and relatively lightweight wow+ combat mechanics, I don't see any reason a content authoring team couldn't outpace my ability to consume content. If, as advertised, the primary campaign for a class is equivalent to a DA or ME game, that means Bioware have to churn out one new campaign every couple of months, and they have at least a year's head start while I burn through the first 8 campaigns.


If it was possible to crank out content this fast, someone would've been doing it already I think.

It obviously is possible. You get 15 of my dollars every month, you don't need to develop an engine, any new game mechanics, you don't need to distribute anything, and authoring tools already exist.

15 dollars is the price of an expansion pack. So you clearly have the resources for a content team large enough, if that is how you want to spend the money you're getting.

Most development houses have a laughable approach to efficient content generation, because they are set up for the push to one big release, not organised for continuous output. But it clearly is possible. Especially given the advantage a mmog team has, that it knows it will need to produce post launch content. A one off title will never be able to justify spending money preparing for expansion that might never happen, a mmog team should be laughed out the door if it isn't central to their entire organisation.


Title: Re: SWTOR
Post by: pxib on July 14, 2011, 10:48:46 AM
It obviously is possible. You get 15 of my dollars every month, you don't need to develop an engine, any new game mechanics, you don't need to distribute anything, and authoring tools already exist.

15 dollars is the price of an expansion pack. So you clearly have the resources for a content team large enough, if that is how you want to spend the money you're getting.
You're getting into Mythical Man-Month (http://en.wikipedia.org/wiki/The_Mythical_Man-Month) territory. Throwing more money at a project doesn't work any better than throwing more people at it. Worthwhile creative impulse doesn't work that way.

I believe that a project could be designed, from the ground up, with constant updating in mind. RIFT, LotRO, and Asheron's Call have all done pretty passable jobs of it. That doesn't mean that getting an expansion pack worth of cash every month automatically allows any company to do so with any game they happen to be running.


Title: Re: SWTOR
Post by: sam, an eggplant on July 14, 2011, 10:55:31 AM
You're getting into Mythical Man-Month (http://en.wikipedia.org/wiki/The_Mythical_Man-Month) territory.
The most obvious solution is to maintain multiple small live teams and release content updates in a staggered fashion.


Title: Re: SWTOR
Post by: eldaec on July 14, 2011, 10:58:14 AM
You obviously need a game large enough, and you obviously would have multiple content teams working on different campaigns to allow for longer elapsed time.

As I mentioned to keep up with me you'd need a campaign every couple of months. EA seem to be able to put out a DA campaign every six months or so. Meaning you'd only need 3 teams to be able to publish every two months. You have 180 of my dollars each year to fund that.

People asked earlier in this thread what made it ok to pay a subscription for a game based on solo play. This would be it.


Title: Re: SWTOR
Post by: Sky on July 14, 2011, 10:58:55 AM
Daniel did say in that last interview that the writers have been projecting out for future updates. He didn't pin a timeline on it but they're definitely putting their chips on enough success to continue development.


Title: Re: SWTOR
Post by: ajax34i on July 14, 2011, 12:16:04 PM
Eldaec, the reason why it's not done has been ranted about on the EVE boards.  CCP made a statement that creating a new game brings in more revenue than updating, expanding, or patching an old game.  According to whatever source or research they have, not sure.

Looking at the current MMO development cycles (from the outside, I'm not a dev), it seems like the preferred method is to work hard (and creatively) for 5 years, release the game, then reap the benefits / pass it on to the operations team.  Then start the same process for a new game.  Your "continued content development" thing would mean having to put in hard work for the 10+ years of an MMO's lifespan, to stay ahead of the playerbase, while someone else does the "fun" job of developing the next thing.

In any case, it's 10+ years of hard work instead of only 5.


Title: Re: SWTOR
Post by: Velorath on July 14, 2011, 12:47:18 PM
Eldaec, the reason why it's not done has been ranted about on the EVE boards.  CCP made a statement that creating a new game brings in more revenue than updating, expanding, or patching an old game.  According to whatever source or research they have, not sure.

I'm not sure CCP is the company to look towards for solid financial advice right now.  Keeping people interested in spending money on a successful game you already released seems like a fairly safe business model to me.


Title: Re: SWTOR
Post by: eldaec on July 14, 2011, 01:20:16 PM
What CCP actually keep saying is that adding features increases subs more than enhancing existing features. What we're talking about here has nothing to do with the new game / old game balance, it's about what the live team of whatever size are focussed on.

You clearly can make a choice to focus that effort on content instead of mechanics and features, and if you want to sell the game as story focussed, that is pretty much the only way to maintain that line.


Title: Re: SWTOR
Post by: sam, an eggplant on July 14, 2011, 02:29:42 PM
People asked earlier in this thread what made it ok to pay a subscription for a game based on solo play. This would be it.
Major new solo content patches every 2 months is extremely ambitious, and it doesn't serve the traditional MMO endgame needs. If it were me I would build out four content teams.

Story
Responsible for releasing two major story updates per year. Think of them as new chapters for each class quest line.

Casual
Two casual content releases per year. New group content, daily quests, minigames, socializer pandering, exploration bonuses, integration with new social media, cosmetic itemshop items, minipets, etc.

Hardcore Progression
Two major endgame raids per year. Standard MMO fare.

PvP
Two major PvP content releases per year. New warfronts, shared PvP flashpoints, conflict areas, territory and asset control, etc.

And then of course you'd have a larger fifth team focused on expansions on a rigid 18 month release schedule.


Title: Re: SWTOR
Post by: eldaec on July 14, 2011, 03:11:31 PM
People asked earlier in this thread what made it ok to pay a subscription for a game based on solo play. This would be it.
Major new solo content patches every 2 months is extremely ambitious, and it doesn't serve the traditional MMO endgame needs. If it were me I would build out four content teams.

Seriously, in the context of SWTOR, fuck the traditional MMO endgame. People need to stop bitching that all these games end up the same while at the same time suggesting that copying WoW is the only possible approach.

CoX has the most fun endgame of any MMO ever, and the most suitable for this game. Start an alt.


I'm not saying the content they are adding has to be exclusively solo, adding raids etc is fine in sensible proportions, raids contain some amount of story content. It takes me a couple of months to casually work my way through a Bioware RPG. I play through once and once only. Maybe the design means helping friends out these campaigns will take slightly longer. Anyway, once I'm done, I'll happily move on to the next. If I find other campaigns contain the same basic content, I'll stop and move on to the next straight away (those Sith Warrior/Inquisitor starter videos look awful similar). If I run out of things to do for the first time I'll be unsubbing, because I'm sure as hell not staying for World of Warcraft's combat model.

The format makes SWTOR quests inherently less repeatable than say WoW. I don't want to hear the 5 minute cutscene 50 times.


Also, fuck daily quests. They would be fucking tiresome in the fully voiced dialog wheel format.


Btw, I love the full on MMO sandbox endgame of EVE. So I have nothing against endgames in general. But SWTOR's design isn't suitable for it; it's great that they are trying something different, but if they chicken out and start pandering to "endgame" guilds they are going to end up with a shitty game.


Title: Re: SWTOR
Post by: Murgos on July 15, 2011, 04:42:15 AM
You're getting into Mythical Man-Month (http://en.wikipedia.org/wiki/The_Mythical_Man-Month) territory.
The most obvious solution is to maintain multiple small live teams and release content updates in a staggered fashion.

It would be very hard to maintain that schedule for an indefinite period.  Key people coming and going, being unable to find enough 'good' people to fill the roles of that large a team, schedule slips for various reasons, ideas that just don't work and etc... unless the content being released is fairly trivial and formulaic so as to be easily scheduled and flexible.  Which would then beg the question of if it would be worth it at that point?


Title: Re: SWTOR
Post by: Sky on July 15, 2011, 06:35:22 AM
Btw, I love the full on MMO sandbox endgame of EVE. So I have nothing against endgames in general. But SWTOR's design isn't suitable for it; it's great that they are trying something different, but if they chicken out and start pandering to "endgame" guilds they are going to end up with a shitty game.

Sorry, eldaec, but I agree with you. Putting in tired old mmo tropes, raiding and dailies and warfronts oh my, is just a cop-out.  From that last interview, it really sounds like they've got some hardcore mmo people in the test group. Same thing happened with Rift, and this Summer Update from Scott is the first whisper of supporting non-hardcore gameplay over there (and even that is only a slice of the overall raid/pvp endgame enhancement he's talking about).

But that team was pretty obviously pvp/raid oriented and the game reflects it with a linear level grind to the cap and then sport pvp/raid/daily. It's really my main concern with TOR, and I get the feeling this current phase of testing is giving them some bad ideas about what to focus on.

On the other hand, can an mmo afford to /not/ launch with all the wowtard features that wowtards expect, when you have pointy-headed suits saying 'make me wow money!'?


Title: Re: SWTOR
Post by: Malakili on July 15, 2011, 07:24:36 AM

On the other hand, can an mmo afford to /not/ launch with all the wowtard features that wowtards expect, when you have pointy-headed suits saying 'make me wow money!'?

There needs to be stuff to do when people blow through the story line.  It *will* happen, and whether or not we want to write it off as wowtards or whatever, the fact remains that if they don't have some kind of endgame at launch, they are going to be dealing with a lot of bad press/word of mouth because there  is "nothing to do"

I still fully expect most people to spam through voice overs and run to quest objectives on their map.  Whether people should, or whether or not that makes them a vocal minority of poopsockers or anything else is to miss the point I think.  Otherwise, they are taking a HUGE risk on assuming that Mass Effect with co-op is worth 15 bucks a month to people.  Maybe it is, but I think they are feeling some pressure to include some proven types of content.


Title: Re: SWTOR
Post by: Nija on July 15, 2011, 07:35:38 AM
CoX has the most fun endgame of any MMO ever, and the most suitable for this game. Start an alt.

An alt won't be much fun. If I've rescued one padawan from a cage I've rescued a hundred. How people can repeat the same terrible content so many times is beyond me.


Title: Re: SWTOR
Post by: 01101010 on July 15, 2011, 07:57:44 AM
CoX has the most fun endgame of any MMO ever, and the most suitable for this game. Start an alt.

An alt won't be much fun. If I've rescued one padawan from a cage I've rescued a hundred. How people can repeat the same terrible content so many times is beyond me.

Depends on how similar the content is for say a bounty hunter vs a sith warrior. I concur with you as rolling an alt in a lot of games is trundling through the same exact quests. WoW was sorta fun in that there are several starting points each with their own story, but say in Rift were you start with the exact same questlines... yeah, it can be rough to do that more than once. I gotta feeling the story will be different for each class - how different is the question.


Title: Re: SWTOR
Post by: Numtini on July 15, 2011, 08:00:04 AM
COX gameplay is fun. Blasting dozens of enemies and all that. That's why rolling alts works.

In a solo-quest-grind like WoW it would be torture.


Title: Re: SWTOR
Post by: WindupAtheist on July 15, 2011, 08:01:14 AM
So I haven't been following this thread. Have we talked about last month's rumor that this game's budget is up around half a billion dollars?


Title: Re: SWTOR
Post by: Malakili on July 15, 2011, 08:06:38 AM
So I haven't been following this thread. Have we talked about last month's rumor that this game's budget is up around half a billion dollars?

I don't think so, but then again, we've had several discussions about the cost throughout.  I just don't know if we talked about that specific rumor.

So let me start:

500 million dollars, at 50 bucks a pop, well, they only need to sell 10 million copies to break even!


Title: Re: SWTOR
Post by: Paelos on July 15, 2011, 08:07:27 AM
So I haven't been following this thread. Have we talked about last month's rumor that this game's budget is up around half a billion dollars?

It came up somewhere in the hundreds. We mocked it roundly.


Title: Re: SWTOR
Post by: WindupAtheist on July 15, 2011, 08:39:47 AM
Mocked it for not being true, or for being way too fucking much? Because there was that self-proclaimed "whistleblower" who said it was up around $300 million last year, and then this $500 million rumor last month.


Title: Re: SWTOR
Post by: Lantyssa on July 15, 2011, 08:45:40 AM
Mocked it for being too much.  I think the number we settled on, given better verification, was $200m for development, and another sizable chunk for marketing.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 15, 2011, 08:47:33 AM
For anywhere upwards of 100mil what we are being shown is disappointing.  It'll probably be a fun game still but I would have expected more.


Title: Re: SWTOR
Post by: WindupAtheist on July 15, 2011, 09:01:47 AM
Two-hundred million bucks is still way too fucking much, but personally I don't have a hard time believing it's spiralled way past that. A big company with deep pockets chasing dreams of a multi-billion dollar prize that would make virtually any budget easily recoverable? I could see them signing off on way the hell more than they ever planned, knowing that to get cold feet halfway in would just guarantee the loss of everything invested thus far.

I just don't know WTF the money has been spent ON, whether it be half a billion or a quarter. Wasn't WoW made for like fifty to eighty million?


Title: Re: SWTOR
Post by: 01101010 on July 15, 2011, 09:03:51 AM
Two-hundred million bucks is still way too fucking much, but personally I don't have a hard time believing it's spiralled way past that. A big company with deep pockets chasing dreams of a multi-billion dollar prize that would make virtually any budget easily recoverable? I could see them signing off on way the hell more than they ever planned, knowing that to get cold feet halfway in would just guarantee the loss of everything invested thus far.

I just don't know WTF the money has been spent ON, whether it be half a billion or a quarter. Wasn't WoW made for like fifty to eighty million?

Probably all the people they have to pay to read into the microphones.


Title: Re: SWTOR
Post by: WindupAtheist on July 15, 2011, 09:07:58 AM
So DraconianOne was just saying in the SWG thread how LA were originally going to jointly publish with EA, until the end of last year when it came out that EA was going to be sole publisher. That does sound like LA getting the fuck out from under a budget that's out of control.


Title: Re: SWTOR
Post by: DraconianOne on July 15, 2011, 09:22:07 AM
Figures need to be tempered here though. This is EA we're talking about who have just bought PopCap for $1.3bn. EA turn over a $1bn every year already so $200m is pocket change and $500m (spread over 3 - 5 years) is going to be a headache for their investors but I don't think it'll sink the company. They'll just sell more hats in Battlefield 3 to recoup some of the cost.

Some figures on WSJ here (http://online.wsj.com/article/SB10001424052748703445904576118512196497454.html) may be of interest (article from Feb 2011 - a few months after EA became sole publisher)

Quote
EA said its net loss for the period jumped to $322 million, or 97 cents a share, from $82 million, or 25 cents a share, in the same period a year earlier. The company said the loss reflected a big increase in deferred revenue stemming from online sales associated with its games, which EA recognizes over a period of six months.

Some of that may well be from development on Origin but I'm guessing a significant chunk will be related to SWTOR. Unfortunately, while I recognise it's written in English, most of it reads like gibberish to me.


Title: Re: SWTOR
Post by: Merusk on July 15, 2011, 09:25:14 AM
I just don't know WTF the money has been spent ON, whether it be half a billion or a quarter. Wasn't WoW made for like fifty to eighty million?

Meetings.  Lots and lots of meetings.

You know the drill.  The bigger the team, the more progress meetings have to happen.  Then the pre and post-meetings with your team so you can be updated on status and then update them on their new marching orders.  Then the bigger pre and post meetings at that upper level before the actual meeting with the decision makers, which also involves more pre and post meetings with your team.

Ah, "efficiency."


Title: Re: SWTOR
Post by: UnSub on July 15, 2011, 09:30:27 AM
A number of movie studios are getting out of video games for pretty much anything that isn't an iApp or Facebook game. Disney is a big one - they keep dumping staff and studios that release 'traditional' titles. LucasArts could be following the same idea. More than happy to sell the IP rights to develop a title, but they aren't going to put their hand in their pocket for it anymore for it.

The figure I've seen thrown about more recently is US$80m plus US$20m in marketing and distribution costs, which came from Patcher (http://www.industrygamers.com/news/star-wars-mmo-costs-an-estimated-80-million-to-develop/).

The more I look at that figure, the more I think it is wrong because US$20 for marketing is a pittance for EA's biggest game ever. If EA wants to have TV ads - and they will if they want SWOR in the mainstream - then that US$20m will disappear in the blink of an eye, even in just the US. A national (or even international) ad campaign for that budget isn't going to happen.

Call of Duty: Modern Warfare 2 allegedly had US$200 million spent on its launch (http://www.industrygamers.com/news/call-of-duty-modern-warfare-2s-launch-budget--200-million/); EA may not want to go that high, but a worldwide campaign isn't cheap.


Title: Re: SWTOR
Post by: sam, an eggplant on July 15, 2011, 09:38:18 AM
COX gameplay is fun. Blasting dozens of enemies and all that. That's why rolling alts works.

In a solo-quest-grind like WoW it would be torture.
You're still collecting 10 jawa uterii, but you don't get the quest by clicking on an exclamation point and selecting accept. You're part of an ongoing story, whether that be your personal class story or a local one, and each quest is bracketed by fully voiced dialogue. Quite a few take place in small solo instances allowing for scripted encounters and some even offer choices beyond accept/decline. I find that concept attractive, even if I would prefer not to collect 12 rancor penises, at least I'm entertained in between seeking out monster cock.


Title: Re: SWTOR
Post by: Malakili on July 15, 2011, 09:57:52 AM
COX gameplay is fun. Blasting dozens of enemies and all that. That's why rolling alts works.

In a solo-quest-grind like WoW it would be torture.
You're still collecting 10 jawa uterii, but you don't get the quest by clicking on an exclamation point and selecting accept. You're part of an ongoing story, whether that be your personal class story or a local one, and each quest is bracketed by fully voiced dialogue. Quite a few take place in small solo instances allowing for scripted encounters and some even offer choices beyond accept/decline. I find that concept attractive, even if I would prefer not to collect 12 rancor penises, at least I'm entertained in between seeking out monster cock.

I sort of agree, but there is still that nagging voice in the back of my mind that just says "Watch the star wars movies if you want to watch star wars movies."  Luckily I don't *hate* Diku gameplay, I've gotten a lot out of it over the years, and I do think that their model could change the pacing of the game to make it more enjoyable.  Lately Diku games have become a sprint for me.  Log in, gogogogogoggogogo do as much as you can until you log off and then done until the next play session.   I know part of that is on me, but it also seems developers have come to encourage that kind of play as well.  The fact that Bioware doesn't seem to be is at least worth a look I figure.


Title: Re: SWTOR
Post by: Murgos on July 15, 2011, 10:02:34 AM
So DraconianOne was just saying in the SWG thread how LA were originally going to jointly publish with EA, until the end of last year when it came out that EA was going to be sole publisher. That does sound like LA getting the fuck out from under a budget that's out of control.

Blah, someone on NeoGAF pulled 775 million out of their ass.  Rumor speculation about cost is rampant and pretty much ancillary to everything relevant in a reasonable timeline anyway.


Title: Re: SWTOR
Post by: Lantyssa on July 15, 2011, 11:06:04 AM
If EA paid $80 million, how much was spent before EA bought Bioware?


Title: Re: SWTOR
Post by: Amaron on July 15, 2011, 11:24:28 AM
Voice actors are expensive but not that expensive.     It's obvious that it's been a great deal more expensive than WoW.   Probably they tried to spend too little at first then had to spend a lot more later to make up for it.   Beyond that though the numbers quoted here and there are silly.  700 million?  Maybe if they prepaid every voice actor for 10 years of future updates.


Title: Re: SWTOR
Post by: Malakili on July 15, 2011, 11:37:19 AM
There also are a LOT of planets, I don't know how much those things take to make, but theres got to be a metric load of art, writing, texturing, whatever.


Title: Re: SWTOR
Post by: Sky on July 15, 2011, 11:44:56 AM
I'm so glad we're getting away from discussing the actual gameplay.


Title: Re: SWTOR
Post by: 01101010 on July 15, 2011, 12:05:26 PM
There also are a LOT of planets, I don't know how much those things take to make, but theres got to be a metric load of art, writing, texturing, whatever.

That is what copypasta is for - just reverse the orientation...  :why_so_serious:

What?


Title: Re: SWTOR
Post by: Reg on July 15, 2011, 12:43:33 PM
Hey! It worked for FFXIV didn't it?


Title: Re: SWTOR
Post by: Simond on July 15, 2011, 12:44:43 PM
For anywhere upwards of 100mil what we are being shown is disappointing.  It'll probably be a fun game still but I would have expected more.
Such as?


Title: Re: SWTOR
Post by: Rasix on July 15, 2011, 12:46:05 PM
Handjobs.


Title: Re: SWTOR
Post by: Surlyboi on July 15, 2011, 12:46:49 PM
You get those with the Collector's Edition.


Title: Re: SWTOR
Post by: tmp on July 15, 2011, 12:50:50 PM
Handjobs.
Aren't these part of the "lrn2rp and DIY" component...


Title: Re: SWTOR
Post by: Goumindong on July 15, 2011, 01:06:00 PM
Mocked it for being too much.  I think the number we settled on, given better verification, was $200m for development, and another sizable chunk for marketing.

200m for development is ~300 people all of whom work for a full 7 years at an average salary of 100k each.

You would have to be amazingly inefficient to have not finished by now if that number was true.

Note: Bioware has about 800 people but is also doing dragon age 3 and mass effect 3 right now(all according to wikipedia).


Title: Re: SWTOR
Post by: Fordel on July 15, 2011, 01:09:12 PM
I very much doubt everyone is getting 100k a year too.


Title: Re: SWTOR
Post by: Goumindong on July 15, 2011, 01:12:44 PM
I very much doubt everyone is getting 100k a year too.

Or that the entire team has been working for a full seven years on the project or that the project was started 3 years before it was announced.... [any more than a few people putting together design documents]. The prospect that this has cost 200m is ludicrous. At an average of 50k, 400 people for three years and 200 for two years you get a number of 80m in development. And even that seems like a lot of people working full time.

edit: I take that back, 100k is not too unreasonable after all benefits are factored in.


Title: Re: SWTOR
Post by: Amaron on July 15, 2011, 01:13:39 PM
I very much doubt everyone is getting 100k a year too.

That's the number for salary + benefits + etc I'm sure.


Title: Re: SWTOR
Post by: eldaec on July 15, 2011, 01:15:25 PM
Please don't feed the Goumindong. Yes his post is stupid for a number of obvious reasons, but his 8th followup will miss the point just as badly.


Title: Re: SWTOR
Post by: sam, an eggplant on July 15, 2011, 01:27:45 PM
I'm so glad we're getting away from discussing the actual gameplay.
Half of us watched the videos on that leak site but can't talk about them here. The other half are under NDA. So why not wildly speculate on how much shareholder value EA invested in SWTOR?


Title: Re: SWTOR
Post by: Malakili on July 15, 2011, 02:10:29 PM
I'm so glad we're getting away from discussing the actual gameplay.
Half of us watched the videos on that leak site but can't talk about them here. The other half are under NDA. So why not wildly speculate on how much shareholder value EA invested in SWTOR?

This seems like a fairly accurate description of the situation.


Title: Re: SWTOR
Post by: Lantyssa on July 15, 2011, 02:24:31 PM
200m for development is ~300 people all of whom work for a full 7 years at an average salary of 100k each.
That was the rumor number.


Title: Re: SWTOR
Post by: LC on July 15, 2011, 02:33:41 PM
Without forcing me to read the last 20 pages, do most people still actually believe SWToR will be good?


Title: Re: SWTOR
Post by: Sky on July 15, 2011, 02:34:39 PM
Without forcing me to read the last 20 pages, do most people still actually believe SWG will be good?
You don't disappoint, do you?


Title: Re: SWTOR
Post by: Rasix on July 15, 2011, 02:35:05 PM
Without forcing me to read the last 20 pages, do most people still actually believe SWG will be good?

(http://dl.dropbox.com/u/82533/103tok7.jpg)


Title: Re: SWTOR
Post by: LC on July 15, 2011, 02:36:20 PM
Not-So-Ninja Edit.


Title: Re: SWTOR
Post by: Fordel on July 15, 2011, 03:31:43 PM
Without forcing me to read the last 20 pages, do most people still actually believe SWToR will be good?


I don't think anyone thinks it will be good, they just HOPE it will be.


I've said it a few times, if SWTOR is actually WoW in Space, then it will be great.

I'm not convinced it will be WoW in space though, I'm still guessing it will be WAR in space instead.



Expectations are extremely low, but I hope I am pleasantly surprised.


Title: Re: SWTOR
Post by: Ingmar on July 15, 2011, 03:32:29 PM
I think it will be good. I don't know if it will be great.


Title: Re: SWTOR
Post by: Rasix on July 15, 2011, 03:44:20 PM
He's not serious, guys.


Title: Re: SWTOR
Post by: Ingmar on July 15, 2011, 03:45:11 PM
Why would I let that stop me from a chance to argue with Fordel?  :why_so_serious:


Title: Re: SWTOR
Post by: Fordel on July 15, 2011, 04:01:56 PM
You have a terrible definition of good though, you liked auto-assault.


Title: Re: SWTOR
Post by: Amaron on July 15, 2011, 04:16:57 PM
It's going to be good enough that WoW and SWTOR will be forced to compete with each other for some decent chunk of the market.     It's going to be good enough that my initial 50 bucks will be worth it.


Title: Re: SWTOR
Post by: Merusk on July 15, 2011, 06:19:20 PM
I'm so glad we're getting away from discussing the actual gameplay.
Half of us watched the videos on that leak site but can't talk about them here. The other half are under NDA. So why not wildly speculate on how much shareholder value EA invested in SWTOR?

What about the half that don't know what fucking leak site.  :mob:

I've really let this one slide because obsessing just gets me in trouble.


Title: Re: SWTOR
Post by: Margalis on July 15, 2011, 08:34:48 PM
Quote
I'm so glad we're getting away from discussing the actual gameplay.

For better or for worse everyone seems to agree that the moment-to-moment gameplay is pretty much just WoW. What exactly is there to discuss?


Title: Re: SWTOR
Post by: Sky on July 15, 2011, 08:59:08 PM
Sirrah, there are horses to be beaten and damn the man who stands in the way!


Title: Re: SWTOR
Post by: Margalis on July 15, 2011, 09:11:18 PM
I'm not even trying to be dismissive. It's just that there isn't much to discuss gameplay-wise that I'm aware of.


Title: Re: SWTOR
Post by: WindupAtheist on July 15, 2011, 10:57:56 PM
I don't even especially want to play this, I just want to see it come out and see what it does against WoW. Either it flops harder than anything has ever flopped, or Blizzard gets some comeuppance. It's win/win.

I mean, I know I get painted as That Star Wars Guy because I actually liked those prequels everyone the internet hated, but I've only ever bought like four Star Wars games and didn't like two of them. (And I mean ever, in history. One of them was Tie Fighter, that's how far back I'm talking.) Plus I still have this two-month WoW card I got for Christmas just sitting here gathering dust while I fuck around with Baldur's Gate for the billionth time. I can't even be bothered to play this sort of game for free.


Title: Re: SWTOR
Post by: Rasix on July 15, 2011, 11:40:44 PM
I mean, I know I get painted as That Star Wars Guy because I actually liked those prequels everyone the internet hated,

We don't think that (at least I don't).  You're a professional internet forum troll.  Your weapons of choice are George Lucas and lore.  At least you're not a complete dickhead like douchematic.  So, you got that going for you.

I've liked four Star Wars games offhand and 3 of them I don't even consider that good.  KOTOR is good.  KOTOR2 is typical LOL-Obsidian fare. Rebellion and SWG were amusing for what they were, but essentially crappy where it counts.  The rest? Didn't do much for me.  This coming from a guy that named his work machines after Star Wars planets and has the imperial march as his ringtone.  Yah, I'm a catch.

I'm not sure how I wouldn't like this game, unless it's just REALLY bad. I like(d) WoW . I still like DIKU since playing Rift currently.  I adore Bioware.  Even their less than stellar efforts manage to entertain me greatly.  If they had something nitpicky for me like LOTRO's combat pace; I'd have issues, but likely still get through it.  

Will it succeed? I really can't find it within myself to care. I'd like it not to shut down while I'm playing, and I don't think that'll be a possibility (unless it's REALLY, REALLY bad).  


Title: Re: SWTOR
Post by: WindupAtheist on July 15, 2011, 11:49:45 PM
We don't think that (at least I don't).  You're a professional internet forum troll.  Your weapons of choice are George Lucas and lore.  At least you're not a complete dickhead like douchematic.  So, you got that going for you.

Actually, my WoW lore ranting was almost all legit and straightfaced. Yes I know that makes it worse than just trolling.  :awesome_for_real:


Title: Re: SWTOR
Post by: Lakov_Sanite on July 16, 2011, 12:38:40 AM
WUA - worse than trolling


Title: Re: SWTOR
Post by: eldaec on July 16, 2011, 01:42:46 AM
I'm so glad we're getting away from discussing the actual gameplay.
Half of us watched the videos on that leak site but can't talk about them here. The other half are under NDA. So why not wildly speculate on how much shareholder value EA invested in SWTOR?

There is nothing on those videos you can't get from the official ones.

The game has well presented combat but mechanics are ultimately as shallow as WOW.

It has bioware story content of indeterminate quantity but seemingly similar style/quality to Mass Effect.

You can pretty much decide if you are likely to enjoy the game on that basis. Personally I think it stands a good chance of being fun until the content runs out, so long as you don't have a philosophical problem with paying subs for a bioware rpg.


Title: Re: SWTOR
Post by: UnSub on July 16, 2011, 04:07:56 AM
Regarding SWOR's budget - it would include other things, like those licensing royalties, toolset development / licenses (BioWare had tapped Perpetual Studios toolset as their MMO engine (http://kotaku.com/280217/bioware-taps-perpetual-mmo-engine) before moving at least in part to the Hero Engine (http://kotaku.com/5106618/bioware-taps-heroengine-for-old-republic-mmo)) and possibly a ton of prototyping.

If the impression was given that SWOR was so important that money was no object, it would be very possible for budgets to be blown wide open on a title that is (allegedly) filled with enough content for 8 games.


Title: Re: SWTOR
Post by: LC on July 17, 2011, 10:33:37 AM
I'm not sure how I wouldn't like this game, unless it's just REALLY bad. I like(d) WoW . I still like DIKU since playing Rift currently.  I adore Bioware.  Even their less than stellar efforts manage to entertain me greatly.  If they had something nitpicky for me like LOTRO's combat pace; I'd have issues, but likely still get through it.  

Does Rift have miners for you to grief?


Title: Re: SWTOR
Post by: Merusk on July 17, 2011, 01:06:51 PM
Thanks for the links, all who threw me PMs.  I was too late to get in on the vids as EA had already smacked them offline.

Regarding SWOR's budget - it would include other things, like those licensing royalties, toolset development / licenses (BioWare had tapped Perpetual Studios toolset as their MMO engine (http://kotaku.com/280217/bioware-taps-perpetual-mmo-engine) before moving at least in part to the Hero Engine (http://kotaku.com/5106618/bioware-taps-heroengine-for-old-republic-mmo)) and possibly a ton of prototyping.

If the impression was given that SWOR was so important that money was no object, it would be very possible for budgets to be blown wide open on a title that is (allegedly) filled with enough content for 8 games.

Your mention of the Hero Engine made me remember the now-dead Hero's Journey MMO so I went investigating.  Apparently Bioware only licensed the HE for the ability to some of their tools, but aren't actually running on HE itself.


Title: Re: SWTOR
Post by: sam, an eggplant on July 17, 2011, 01:41:22 PM
You can pretty much decide if you are likely to enjoy the game on that basis.
Well, sure, but there are many more fine points than that, which we can't talk about.


Title: Re: SWTOR
Post by: eldaec on July 18, 2011, 11:39:34 AM
I've watched those videos, and must have missed the various 'fine points' that aren't equally visible on the developer walk through videos.


Title: Re: SWTOR
Post by: Velorath on July 18, 2011, 12:31:06 PM
I've watched those videos, and must have missed the various 'fine points' that aren't equally visible on the developer walk through videos.

True.  However some of the beta tester Q&A's they have on that same site go into some details about various things that haven't been discussed.  I had to avoid reading any of that stuff though when I saw that they put massive story spoilers in with everything else without any sort of warning.


Title: Re: SWTOR
Post by: Sky on July 18, 2011, 01:14:22 PM
I'm trying to boycott the leaks. I know I'm going to play it, I'm pretty sure I'll enjoy it quite a bit, even if it ends up devolving into standard mmo tripe at some point. No point on spoiling it, too.

I did peek at the full companion list. Keeping it to officially released infos (out of Daniel's mouth when playing with Blizz); I wonder how big of an impact the kits will have. He made it sound like putting different kits on the companions would change their roles, like dropping a medic kit on Blizz would make him a healer (I think that was the example he gave). I hope that's still the case.

And to echo something I said in the Rift subforum, playing Rift is really making me wary about going into another locked-role system. Since story isn't (apparently) affected by Advanced Class, there should really be cheap respecs and the ability to use a role system like Rift to switch up on the fly, beyond what you can (supposedly) do with companions.


Title: Re: SWTOR
Post by: eldaec on July 18, 2011, 01:31:34 PM
massive story spoilers in with everything else without any sort of warning.

Incidentally, this is also exactly why beta has no attraction at all for me.


Title: Re: SWTOR
Post by: Reg on July 18, 2011, 02:03:43 PM
Same with me. Massive story spoilers and half finished game play hold no attraction at all. I didn't even apply.


Title: Re: SWTOR
Post by: Mrbloodworth on July 18, 2011, 02:37:48 PM
Did they ever give a release date?


Title: Re: SWTOR
Post by: 01101010 on July 18, 2011, 02:42:38 PM
Did they ever give a release date?

 internet meme- soon.jpg


Title: Re: SWTOR
Post by: eldaec on July 18, 2011, 02:43:11 PM
And to echo something I said in the Rift subforum, playing Rift is really making me wary about going into another locked-role system. Since story isn't (apparently) affected by Advanced Class, there should really be cheap respecs and the ability to use a role system like Rift to switch up on the fly, beyond what you can (supposedly) do with companions.

The thing that doesn't worry me about this, is that unlike other mmogs, I can't really concieve of being tied to a main in SWTOR. The whole point being to play through the 8 stories means having a bus load of alts. Fuck all endgames.

OTOH, it looks a lot like advanced class choices are actually all solo spec vs group spec. I can't really imagine that Juggernaughts/Sorcerers/Operatives etc are not prefered in groups and less strong solo than Assassins/Snipers/Whatever etc. Which will probably be annoying.

Did they ever give a release date?

2011. They'd have been more specific by now if they meant August or September. So Q4 2011.

I can't imagine they want this to get lost in christmas noise, so if I were to guess I'd say late October.


Title: Re: SWTOR
Post by: Samprimary on July 18, 2011, 02:54:52 PM
It's november. Razor goofed and released the date, and that's what most were suspecting anyway.


Title: Re: SWTOR
Post by: sam, an eggplant on July 18, 2011, 03:38:12 PM
EA hedged their bets in an earnings call and admitted it may slip to 2012, so don't get your hopes up.

And yes, there are discussion points not covered by leaks, lots of them. Is anyone really surprised by that?


Title: Re: SWTOR
Post by: Amaron on July 18, 2011, 04:36:12 PM
It's november. Razor goofed and released the date, and that's what most were suspecting anyway.

He was talking about their products and he said "hopefully november" after implying they were trying to match dates with SWTOR.   From RAZOR's point of view anything but november is probably a disaster though.   Earlier than Nov would be bad for them for sure.  That said though it sure looks like november.   I guess nobody told EA that using a release date near D3's probable release is fucking crazy.


Title: Re: SWTOR
Post by: Paelos on July 18, 2011, 04:58:03 PM
Developers should want to release these types of games in the Fall. WoW launched in November. WAR was in September. DAOC was in October. It would make sense to have SWTOR in November. Holidays and everyone's stopped going outside for the summer.


Title: Re: SWTOR
Post by: sam, an eggplant on July 18, 2011, 05:11:00 PM
I don't think that really needs to be said. Mid-november is the traditional holiday release window, they want to hit it. Will they? Remains to be seen.


Title: Re: SWTOR
Post by: Ingmar on July 18, 2011, 05:12:00 PM
It's november. Razor goofed and released the date, and that's what most were suspecting anyway.

He was talking about their products and he said "hopefully november" after implying they were trying to match dates with SWTOR.   From RAZOR's point of view anything but november is probably a disaster though.   Earlier than Nov would be bad for them for sure.  That said though it sure looks like november.   I guess nobody told EA that using a release date near D3's probable release is fucking crazy.

You think it will slip to Q2 2012?  :oh_i_see:


Title: Re: SWTOR
Post by: sam, an eggplant on July 18, 2011, 05:26:04 PM
No, EA said it may slip to Q1 2012 at the latest. They've got to be applying immense pressure on bioware austin to make 2011, though.


Title: Re: SWTOR
Post by: Merusk on July 18, 2011, 05:32:51 PM
I figure it's going to be out Q1 2012 at the latest, regardless of how done it is or isn't.


Title: Re: SWTOR
Post by: Shatter on July 19, 2011, 04:24:47 AM
I figure it's going to be out Q1 2012 at the latest, regardless of how done it is or isn't.

This, I'll be shocked if this comes out 2011


Title: Re: SWTOR
Post by: kaid on July 19, 2011, 06:45:47 AM
I'm trying to boycott the leaks. I know I'm going to play it, I'm pretty sure I'll enjoy it quite a bit, even if it ends up devolving into standard mmo tripe at some point. No point on spoiling it, too.

I did peek at the full companion list. Keeping it to officially released infos (out of Daniel's mouth when playing with Blizz); I wonder how big of an impact the kits will have. He made it sound like putting different kits on the companions would change their roles, like dropping a medic kit on Blizz would make him a healer (I think that was the example he gave). I hope that's still the case.

And to echo something I said in the Rift subforum, playing Rift is really making me wary about going into another locked-role system. Since story isn't (apparently) affected by Advanced Class, there should really be cheap respecs and the ability to use a role system like Rift to switch up on the fly, beyond what you can (supposedly) do with companions.

From what I have gleaned that is indeed how the kits work. Also I think the kits for the more unique looking companions such as the jawa influences their look although this may be a different item. The humanoid companions also can accept normal gear to improve them and to change their looks where droids/jawa/non standard humanoids have specialty gear upgrades for them.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 09:20:16 AM
~Reputable websites~ are now reporting the pre-order bonus leak and box art.

http://massively.joystiq.com/2011/07/19/rumor-polish-retailer-leaks-swtor-pre-order-info/
(http://dl.dropbox.com/u/318368/star-wars-the-old-republic-pre-order-edycja-kolekcjonerska-pc-bp1044290448.jpg)

The wording presumably means all energy weapons get colour crystals, not just jedi, which is kind if neat I guess. Dress up is important etcetera.

Honestly this NDA is reaching the stage where Bioware need to just say 'fuck it' because it is becoming laughable.


Title: Re: SWTOR
Post by: WindupAtheist on July 19, 2011, 09:31:03 AM
Is there any reason why someone who hasn't entered into a non-disclosure agreement with EA (that is to say pretty much everyone here, I assume) isn't blabbing all the details for me to read without having to go to another site? It's an NDA that we're not a party to, not a death-pact to keep secrets from the Nazis.


Title: Re: SWTOR
Post by: Amaron on July 19, 2011, 09:36:50 AM
The wording presumably means all energy weapons get colour crystals, not just jedi, which is kind if neat I guess. Dress up is important etcetera.

All items get stat "slots" and have no stats themselves from what I understood.   Better quality items slowly get more slots or something.   I can't seem to remember where I read this for some reason.

Also you forgot the good pic:

(http://3.bp.blogspot.com/-7eZipqlB3lk/TiWxzQFzXUI/AAAAAAAABVo/anBR3A1l8Y0/s1600/portada9401.jpeg)

I spy 4 DVD discs.   :why_so_serious:


Title: Re: SWTOR
Post by: Rasix on July 19, 2011, 09:39:51 AM
Is there any reason why someone who hasn't entered into a non-disclosure agreement with EA (that is to say pretty much everyone here, I assume) isn't blabbing all the details for me to read without having to go to another site? It's an NDA that we're not a party to, not a death-pact to keep secrets from the Nazis.

We don't do that here. 

This item is not up for discussion. 


Title: Re: SWTOR
Post by: Sky on July 19, 2011, 09:50:55 AM
http://forums.f13.net/index.php?topic=13793.0

Want to see the STAP.


Title: Re: SWTOR
Post by: Paelos on July 19, 2011, 09:59:26 AM
If that's what's in the Collector's Edition, I'm getting that.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 09:59:57 AM
I spy 4 DVD discs.   :why_so_serious:

Actually the full install set is about 15 discs.

SWTOR's install size is 138 Gb or so I heard.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 10:01:36 AM
I'm also shocked that EA have resisted the temptation stuff 8 class specific cheat mode weapons into that box.

EDIT: Oh silly me I missed the very last bullet point on the list.


Title: Re: SWTOR
Post by: Ashamanchill on July 19, 2011, 10:03:14 AM
~Reputable websites~ are now reporting the pre-order bonus leak and box art.

http://massively.joystiq.com/2011/07/19/rumor-polish-retailer-leaks-swtor-pre-order-info/
(http://dl.dropbox.com/u/318368/star-wars-the-old-republic-pre-order-edycja-kolekcjonerska-pc-bp1044290448.jpg)

So, are there any happy looking sith? Like, even smugly happy, or grinning cause they just killed an enemy or something.

I dunno why that was the first thing that came to me when I saw that box art, but there you go.

Edit: Fucking there and their. Gets me every time.


Title: Re: SWTOR
Post by: Lantyssa on July 19, 2011, 10:06:47 AM
Fuck.  Bullet-point six is the one that'll get me to buy this.  Damn them all.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 10:09:35 AM
First thing that came to my mind from the art was 'why is neo-Bastilla's lightsaber hilt both longer and thicker than her forearm? I mean, wielding that thing must cause severe cramp in the abductor pollicis brevis'.

But the happy Sith thing is good too.


Title: Re: SWTOR
Post by: Morat20 on July 19, 2011, 10:12:08 AM
I spy 4 DVD discs.   :why_so_serious:

Actually the full install set is about 15 discs.

SWTOR's install size is 138 Gb or so I heard.
Seriously? Jesus.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 10:12:53 AM
Fuck.  Bullet-point six is the one that'll get me to buy this.  Damn them all.

The mouse droid is good but I can't decide if access to the cheat mode store nullifies the cool factor it would have.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 10:13:35 AM
I spy 4 DVD discs.   :why_so_serious:

Actually the full install set is about 15 discs.

SWTOR's install size is 138 Gb or so I heard.
Seriously? Jesus.

Someone here has confirmed it independently with two friends they have in beta.


Title: Re: SWTOR
Post by: Rasix on July 19, 2011, 10:25:10 AM
Not this again.  You are an evil man, eldaec.


Title: Re: SWTOR
Post by: Reg on July 19, 2011, 10:32:36 AM
Oh well. I've already decided to break all of my rules and play the game at release. I might as well go full retard and get the Collector's Edition.


Title: Re: SWTOR
Post by: tmp on July 19, 2011, 10:33:17 AM
First thing that came to my mind from the art was 'why is neo-Bastilla's lightsaber hilt both longer and thicker than her forearm?
Nah, it looks bit weird because of all the blending going on, but the lower forearm is visibly thicker.

Also, i don't know what you guys are talking about re: Sith. The cover guy is obviously grinning from ear to ear behind that mask.


Title: Re: SWTOR
Post by: Ashamanchill on July 19, 2011, 10:35:01 AM
Nuh uh. Look at his scowly eyes.


Title: Re: SWTOR
Post by: Reg on July 19, 2011, 10:36:04 AM
Sith always scowl when they giggle.


Title: Re: SWTOR
Post by: tmp on July 19, 2011, 10:51:42 AM
^_^


Title: Re: SWTOR
Post by: Morat20 on July 19, 2011, 11:07:29 AM
140gb. Jesus. They're really banking on people upgrading their PCs, aren't they?

I know hard drive space is cheap and all, but 140gb is a solid chunk of most people's hard drives. The PC I was idly speccing came with a terabyte, so one game is asking me to fork over 14% of it?

It better be robot jesus, because sooner or later I'm going to need the space.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 11:07:49 AM
First thing that came to my mind from the art was 'why is neo-Bastilla's lightsaber hilt both longer and thicker than her forearm?
Nah, it looks bit weird because of all the blending going on, but the lower forearm is visibly thicker.

You're including the flared gauntlet in as part of her arm.

Jedi in the Old Republic era clearly use the girth of their almighty hilts to determine social standing.


Title: Re: SWTOR
Post by: 01101010 on July 19, 2011, 11:09:46 AM
I can not bring myself to ever get a CE of anything. Those figurines just end up on a shelf and gives me more shit to dust off IF I get around to dusting shit. The other stuff is ok... but being poor makes my choices a bit easier (read: LIMITED  :why_so_serious:)

What side of the fence are the majority of F13 going to play? Either way, I feel a great need to play a fucking psycho/sociopath in the next game which will probably be this one.


Title: Re: SWTOR
Post by: Sky on July 19, 2011, 11:13:27 AM
Natalie Portman is my cousin and she said it's a 138GB install. Also, I have experience with shops and pixels and eldaec can't see a forearm.

Mouse droid, soundtrack, authenticator all sound cool. I hope the mount is a swoop bike  :grin: I'm probably also going full ritard on this one.

Binaryguy, BC is Imperial. Republic guild TBA, I'd assume it would be good to establish the pre-launch guild and then someone can start a Republic guild on the server BC is assigned.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 11:14:12 AM
140gb. Jesus. They're really banking on people upgrading their PCs, aren't they?

I know hard drive space is cheap and all, but 140gb is a solid chunk of most people's hard drives. The PC I was idly speccing came with a terabyte, so one game is asking me to fork over 14% of it?

It better be robot jesus, because sooner or later I'm going to need the space.

Download is going to be an issue as well, back when this came up originally in the thread the same guy was reporting that the regular content patches are expected to come above 20Gb a time. Since it is already in the thread I assume we are allowed to repeat it despite ~NDA~.


Title: Re: SWTOR
Post by: Sky on July 19, 2011, 11:15:38 AM
More reliable sources have placed the install at ~40GB. Let's not do this whole thing over again.


Title: Re: SWTOR
Post by: Ashamanchill on July 19, 2011, 11:16:53 AM
If this thing really is 138gbs then that is scuttling it right then and there for me. i thought AoC was ridiculous at 40gb, but fine I said. I'll bite the bullet just this once. 138 is a bit beyond the pale.

Oh well, no time traveling Lando.

Edit: Just saw Sky's post. That sounds a bit better.


Title: Re: SWTOR
Post by: Modern Angel on July 19, 2011, 11:20:01 AM
Yep, the info I got was wrong. My bad. I told my friend he was retarded. Plus I'm all up in there now so I :NDA:

Some things were correct, though.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 11:20:48 AM
Fuck you guys are no fun.


Title: Re: SWTOR
Post by: Morat20 on July 19, 2011, 11:22:42 AM
More reliable sources have placed the install at ~40GB. Let's not do this whole thing over again.
That's more sane.

I wonder how those memrister hard drives are coming along.


Title: Re: SWTOR
Post by: 01101010 on July 19, 2011, 11:43:36 AM
Wonder when the day will come when games are that big and come preloaded on their own external HDD (or SSD). Data rates aside, I can see it happening down the road with memory dropping in price, what seems like every fucking 12 hours.


Title: Re: SWTOR
Post by: Murgos on July 19, 2011, 12:04:42 PM
Wonder when the day will come when games are that big and come preloaded on their own external HDD (or SSD). Data rates aside, I can see it happening down the road with memory dropping in price, what seems like every fucking 12 hours.

A big enough USB 2.0 thumb drive would still add $30 or so to the price.  So, uh not for a while yet.


Also, NeoGaf and SA forums both have people claiming that the CE will be priced at $149.99...  I think that put's it out of my comfort zone.


Title: Re: SWTOR
Post by: Hutch on July 19, 2011, 12:05:07 PM
Wonder when the day will come when games are that big and come preloaded on their own external HDD (or SSD). Data rates aside, I can see it happening down the road with memory dropping in price, what seems like every fucking 12 hours.

(http://dl.dropbox.com/u/1217291/Misc/atari.png)


Title: Re: SWTOR
Post by: Sky on July 19, 2011, 12:08:56 PM
BIOWARE PLEASE TO PUT PRELOAD ON SSD FOR COLLECTOR EDITION

I COLLECT IT

THANK FOR TIME


Title: Re: SWTOR
Post by: tmp on July 19, 2011, 12:38:03 PM
Jedi in the Old Republic era clearly use the girth of their almighty hilts to determine social standing.
You gotta hand it to them, it's more sensible than using the length.


Title: Re: SWTOR
Post by: Rasix on July 19, 2011, 01:00:23 PM
Wonder when the day will come when games are that big and come preloaded on their own external HDD (or SSD). Data rates aside, I can see it happening down the road with memory dropping in price, what seems like every fucking 12 hours.

A big enough USB 2.0 thumb drive would still add $30 or so to the price.  So, uh not for a while yet.


Also, NeoGaf and SA forums both have people claiming that the CE will be priced at $149.99...  I think that put's it out of my comfort zone.

Anything over a hundred is out for me.  I was hoping for $80.   :oh_i_see:


Title: Re: SWTOR
Post by: Amaron on July 19, 2011, 01:02:52 PM
Why are we not showing the picture of the collectors edition contents?   That doesn't have anything to do with the NDA.


Title: Re: SWTOR
Post by: Fordel on July 19, 2011, 01:12:43 PM
Is the Authenticator just bundled in the fancy collectors edition, or do you think they'll just put one in every box right from the get go?


Title: Re: SWTOR
Post by: Merusk on July 19, 2011, 01:32:47 PM
Why are we not showing the picture of the collectors edition contents?   That doesn't have anything to do with the NDA.

Because your workplace is blocking wherever it's hosted.  I see it fine.

$150?  Fuck you, EA.  Goddamnit.


Title: Re: SWTOR
Post by: Velorath on July 19, 2011, 01:34:39 PM
Wonder when the day will come when games are that big and come preloaded on their own external HDD (or SSD). Data rates aside, I can see it happening down the road with memory dropping in price, what seems like every fucking 12 hours.

A big enough USB 2.0 thumb drive would still add $30 or so to the price.  So, uh not for a while yet.


Also, NeoGaf and SA forums both have people claiming that the CE will be priced at $149.99...  I think that put's it out of my comfort zone.

Anything over a hundred is out for me.  I was hoping for $80.   :oh_i_see:

Yeah, I'm kinda hoping they do a digital deluxe version on Origin for a sub-$100 price since I don't really need shit like a Darth Malgus statue or an Art Book.


Title: Re: SWTOR
Post by: Malakili on July 19, 2011, 01:36:55 PM
No need for a collectors on this game anyway.  Now Diablo 3, that'll be another story.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 19, 2011, 02:02:47 PM
Where'd you get the $150 number? makes me worry about the cost of the normal edition.


Title: Re: SWTOR
Post by: Surlyboi on July 19, 2011, 02:04:22 PM
Wonder when the day will come when games are that big and come preloaded on their own external HDD (or SSD). Data rates aside, I can see it happening down the road with memory dropping in price, what seems like every fucking 12 hours.

A big enough USB 2.0 thumb drive would still add $30 or so to the price.  So, uh not for a while yet.


Also, NeoGaf and SA forums both have people claiming that the CE will be priced at $149.99...  I think that put's it out of my comfort zone.

Anything over a hundred is out for me.  I was hoping for $80.   :oh_i_see:

Yeah, I'm kinda hoping they do a digital deluxe version on Origin for a sub-$100 price since I don't really need shit like a Darth Malgus statue or an Art Book.

The $150 is for the Force Handjob.

And yes, I'm getting the collector's bitch on day One.

Aaaand Neo Bastila is Satele, Bastila's Granddaughter.


Title: Re: SWTOR
Post by: Lantyssa on July 19, 2011, 02:21:11 PM
Mouse droid, soundtrack, authenticator all sound cool. I hope the mount is a swoop bike  :grin: I'm probably also going full ritard on this one.
The STAP is more of a single person hover platform (http://www.starwars.com/databank/vehicle/stap/index.html).  It's Clone Wars era.

They seem to be offering a lot of modern Star Wars stuff.  Be nice if they made some, I dunno, Old Republic age items.

I kind of hope it is $150.  Then I can justify not getting it for the mouse droid.


Title: Re: SWTOR
Post by: tmp on July 19, 2011, 02:30:42 PM
Does exclusive mouse droid means there will be no player-crafted mouse droids? I'd imagine lot of disappointed SWG survivors if that's the case...  :grin:


Title: Re: SWTOR
Post by: Bunk on July 19, 2011, 02:37:22 PM


Aaaand Neo Bastila is Satele, Bastila's Granddaughter.

Interesting. Course the real question being, who is her Grandfather?

(I'm voting for HK)


Title: Re: SWTOR
Post by: Mazakiel on July 19, 2011, 02:41:32 PM
Mouse droid, soundtrack, authenticator all sound cool. I hope the mount is a swoop bike  :grin: I'm probably also going full ritard on this one.
The STAP is more of a single person hover platform (http://www.starwars.com/databank/vehicle/stap/index.html).  It's Clone Wars era.

They seem to be offering a lot of modern Star Wars stuff.  Be nice if they made some, I dunno, Old Republic age items.



Based on the KOTOR games talking about technological progress growing stagnant, and how TOR seems to using a lot of tech that at least looks like stuff from the 'modern' Star Wars era, I think they're pushing the idea that the era the game's taking place in is the last hurrah of, well, the Old Republic before things devolve into a dark age that the galaxy only recovers from around the time of the movies.  I think someone else in the thread put forth the idea a bunch of posts back.  


All that aside, it's also a good way to draw fans in, no matter what they liked about the other iterations of the IP.  Either way, I'll be there day one.  I just hope the CE isn't really $150.  


As to what happened to Bastila and how a descendant of hers would be around, that'll probably get dealt with in the Revan book that comes out on I believe November 15.  Which is what I'm guessing is the release date for the game as well. 


Title: Re: SWTOR
Post by: Lakov_Sanite on July 19, 2011, 03:24:25 PM
Mouse droid, soundtrack, authenticator all sound cool. I hope the mount is a swoop bike  :grin: I'm probably also going full ritard on this one.
The STAP is more of a single person hover platform (http://www.starwars.com/databank/vehicle/stap/index.html).  It's Clone Wars era.

They seem to be offering a lot of modern Star Wars stuff.  Be nice if they made some, I dunno, Old Republic age items.

I kind of hope it is $150.  Then I can justify not getting it for the mouse droid.

Anyone thinking this game would try and be original is crazy. KOTOR and SWTOR are not original settings in the least, it doesn't make them any less fun but we all know they are just a flimsy excuse to be able to skirt around star wars canon. I'd rather it be some sort of elseworld alternate timeline though, rather than think their tech is so backwards and stunted over the course of centuries.


Title: Re: SWTOR
Post by: TripleDES on July 19, 2011, 03:27:20 PM
What's this NDA bullshit about?! Is the beta up and running, or what?


Title: Re: SWTOR
Post by: Rasix on July 19, 2011, 03:33:45 PM
(http://dl.dropbox.com/u/82533/Futurama_Fry_Looking_Squint.jpg)


Title: Re: SWTOR
Post by: 01101010 on July 19, 2011, 03:39:22 PM
What's a Nubian?  :why_so_serious:


Title: Re: SWTOR
Post by: TripleDES on July 19, 2011, 03:57:56 PM
I'm not following SWTOR that close, but someone was referring a NDA earlier in the client size discussion. So, yes?


Title: Re: SWTOR
Post by: Sky on July 19, 2011, 04:00:11 PM
The STAP is more of a single person hover platform (http://www.starwars.com/databank/vehicle/stap/index.html).  It's Clone Wars era.
DO NOT WANT SW SEGWAY

My cousin Todd says it's a dollar a GB for the collectors edition. So like $450.


Title: Re: SWTOR
Post by: Merusk on July 19, 2011, 04:01:56 PM
It's not a segway.

Segways throw their riders over cliffs..


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 04:28:50 PM
A great many of the SWTOR videos feature people being thrown off of cliffs. So you don't know that the Space-Segway doesn't do the same.

Anyway, fuck all CE items that are not mouse droids. They all always end up being pointless or cheat modes. Or both.


Title: Re: SWTOR
Post by: Amaron on July 19, 2011, 04:47:27 PM
Why are we not showing the picture of the collectors edition contents?   That doesn't have anything to do with the NDA.

Because your workplace is blocking wherever it's hosted.  I see it fine.


No I posted the second pic of the contents inside the CE box.   Figurine, discs, box etc.   Some mod nuked the post though.   I was just curious why.


Title: Re: SWTOR
Post by: eldaec on July 19, 2011, 04:49:47 PM
I'm not following SWTOR that close, but someone was referring a NDA earlier in the client size discussion. So, yes?

Hey guys, I haven't read a single post in this thread do you think that MMOG that Bioware are working on might be a star wars title?

KOTORO maybe?


Title: Re: SWTOR
Post by: Surlyboi on July 19, 2011, 04:53:12 PM


Aaaand Neo Bastila is Satele, Bastila's Granddaughter.

Interesting. Course the real question being, who is her Grandfather?

(I'm voting for HK)

According to the the Aurabesh on the SWTOR site, Revan.


Title: Re: SWTOR
Post by: Amaron on July 19, 2011, 04:58:55 PM
According to the the Aurabesh on the SWTOR site, Revan.

I hope nobody actually thought a POS game written by Chris Avellone was going to be considered canon.  :why_so_serious:

Let's shoot for 300 pages here.


Title: Re: SWTOR
Post by: Merusk on July 19, 2011, 05:11:19 PM
Why are we not showing the picture of the collectors edition contents?   That doesn't have anything to do with the NDA.

Because your workplace is blocking wherever it's hosted.  I see it fine.


No I posted the second pic of the contents inside the CE box.   Figurine, discs, box etc.   Some mod nuked the post though.   I was just curious why.


You mean this one that I see here on the wife's laptop so I know it's not just saved in my work cache?



Title: Re: SWTOR
Post by: Amaron on July 19, 2011, 05:20:06 PM
Ok I guess I skipped a page or something.


Title: Re: SWTOR
Post by: Chimpy on July 19, 2011, 05:24:05 PM
Didn't the same set of people whine about the alleged install size and how it would destroy their computer like 40 pages ago? :headscratch:


Title: Re: SWTOR
Post by: WindupAtheist on July 19, 2011, 05:36:47 PM
What's this NDA bullshit about?! Is the beta up and running, or what?

It is, but it's still under NDA. That NDA has been blown to bits all over the fucking internet like Wikileaks, but hasn't revealed anything worth giving a damn about unless you're so hardcore that you care about how many sliders there are to control asscheek size at character creation and shit like that. Nevertheless, we're pretending none of that happened because... I don't know but it's not worth getting excited about. Yes it's Space WoW with Mass Effect conversation scenes, exactly like everyone knew it would be from day one.


Title: Re: SWTOR
Post by: Surlyboi on July 19, 2011, 09:56:02 PM
What's this NDA bullshit about?! Is the beta up and running, or what?

It is, but it's still under NDA. That NDA has been blown to bits all over the fucking internet like Wikileaks, but hasn't revealed anything worth giving a damn about unless you're so hardcore that you care about how many sliders there are to control asscheek size at character creation and shit like that. Nevertheless, we're pretending none of that happened because... I don't know but it's not worth getting excited about. Yes it's Space WoW with Mass Effect conversation scenes, exactly like everyone knew it would be from day one.

Except that I'll play this whereas I wouldn't touch WoW with your dick.


Title: Re: SWTOR
Post by: Fordel on July 19, 2011, 10:10:00 PM
Why are you holding his dick?  :ye_gods:


Title: Re: SWTOR
Post by: lamaros on July 19, 2011, 10:14:48 PM
What's this NDA bullshit about?! Is the beta up and running, or what?

It is, but it's still under NDA. That NDA has been blown to bits all over the fucking internet like Wikileaks, but hasn't revealed anything worth giving a damn about unless you're so hardcore that you care about how many sliders there are to control asscheek size at character creation and shit like that. Nevertheless, we're pretending none of that happened because... I don't know but it's not worth getting excited about. Yes it's Space WoW with Mass Effect conversation scenes, exactly like everyone knew it would be from day one.

Except that I'll play this whereas I wouldn't touch WoW with your dick.

More fool you.


Title: Re: SWTOR
Post by: Rasix on July 19, 2011, 11:10:59 PM
Why are you holding his dick?  :ye_gods:

Comes free with a lifetime sub to Star Trek Online.


Title: Re: SWTOR
Post by: Velorath on July 19, 2011, 11:16:15 PM
Yes it's Space WoW with Mass Effect conversation scenes, exactly like everyone knew it would be from day one.

If you look back at the early pages of this thread, expectations on day 1 were actually quite a bit different.


Title: Re: SWTOR
Post by: Ingmar on July 19, 2011, 11:42:43 PM
The thread was just all "Bioware AUSTIN lul lul lulz" then.


Title: Re: SWTOR
Post by: caladein on July 19, 2011, 11:51:44 PM
The thread was just all "Bioware AUSTIN lul lul lulz" then.

Admittedly, my expectations for the Live Team are still along those lines.


Title: Re: SWTOR
Post by: Surlyboi on July 20, 2011, 12:08:13 AM
What's this NDA bullshit about?! Is the beta up and running, or what?

It is, but it's still under NDA. That NDA has been blown to bits all over the fucking internet like Wikileaks, but hasn't revealed anything worth giving a damn about unless you're so hardcore that you care about how many sliders there are to control asscheek size at character creation and shit like that. Nevertheless, we're pretending none of that happened because... I don't know but it's not worth getting excited about. Yes it's Space WoW with Mass Effect conversation scenes, exactly like everyone knew it would be from day one.

Except that I'll play this whereas I wouldn't touch WoW with your dick.

More fool you.

Sez you. My estimation of WoW has been that it's audiovisual ass since beta.


Title: Re: SWTOR
Post by: Sjofn on July 20, 2011, 12:23:42 AM


Aaaand Neo Bastila is Satele, Bastila's Granddaughter.

Interesting. Course the real question being, who is her Grandfather?

(I'm voting for HK)

It's Carth.  :why_so_serious:


Title: Re: SWTOR
Post by: eldaec on July 20, 2011, 12:37:44 AM
What's this NDA bullshit about?! Is the beta up and running, or what?

It is, but it's still under NDA. That NDA has been blown to bits all over the fucking internet like Wikileaks, but hasn't revealed anything worth giving a damn about unless you're so hardcore that you care about how many sliders there are to control asscheek size at character creation and shit like that. Nevertheless, we're pretending none of that happened because... I don't know but it's not worth getting excited about. Yes it's Space WoW with Mass Effect conversation scenes, exactly like everyone knew it would be from day one.

Except that I'll play this whereas I wouldn't touch WoW with your dick.

More fool you.

Sez you. My estimation of WoW has been that it's audiovisual ass since beta.

Adding passable graphics/sound and some kind of reason to grind through quests to wow is a fairly significant thing. I mean, you don't play Dragon Age purely for the awesome combat mechanics. As others have said - still plenty of room to bring this down to WoW's level pre and post launch if they lose their nerve and decide that what the world really needs is another game about shallow and characterless raids.


Title: Re: SWTOR
Post by: Velorath on July 20, 2011, 01:45:46 AM
The thread was just all "Bioware AUSTIN lul lul lulz" then.

I think the "this isn't an MMO and they're just calling it that to get subscriptions" stuff carried on for dozens of page.


Title: Re: SWTOR
Post by: luckton on July 20, 2011, 01:51:19 AM
I'm going to leave this here and let hater's hate.

(http://img98.imageshack.us/img98/8928/121us.jpg)


Title: Re: SWTOR
Post by: Sky on July 20, 2011, 06:34:14 AM
Pre-order Thursday! Let's all get drunk!


Title: Re: SWTOR
Post by: Stabs on July 20, 2011, 08:04:43 AM
Please don't fire Sandra, Ea. Thanks.


Title: Re: SWTOR
Post by: Stabs on July 20, 2011, 08:06:46 AM

Comes ..... to Star Trek Online.

This would be hilarious if I could just refrain from picturing it mentally. Please let no one here ever buy WUP a webcam for his birthday.


Title: Re: SWTOR
Post by: Tearofsoul on July 20, 2011, 08:26:54 AM
I just tried the EA support chat, No ETA on pre-order is what they told me  :ye_gods:


Title: Re: SWTOR
Post by: Mosesandstick on July 20, 2011, 08:32:50 AM
There seems to be a lot of hype over this.


Title: Re: SWTOR
Post by: Sky on July 20, 2011, 08:38:41 AM
http://www.youtube.com/watch?v=LK8sxngSWaU


Title: Re: SWTOR
Post by: Outlawedprod on July 20, 2011, 10:11:18 AM
Quote from: http://kotaku.com/5822741/rumor-star-wars-the-old-republic-collectors-edition-details-leak-limited-pre+orders-start-thursday
A source claiming to have knowledge of EA's plans for Star Wars: The Old Republic tells Kotaku that pre-orders for the game will begin this Thursday, July 21 at 2am CST.  Pre-orders for The Old Republic will come in two flavors, the basic edition and the special Collector's Edition. The total number of pre-orders EA is purportedly taking caps out at 500,000, with only the first 50,000 pre-orders guaranteed, the rest queued in a prioritized waiting list.

Origin pre-orders capped?!


Title: Re: SWTOR
Post by: eldaec on July 20, 2011, 10:27:37 AM
Remember when you guys were wringing your hands at how the CE costs $150?

Well don't worry, it is actually 150 EUROS. $180.


Title: Re: SWTOR
Post by: Surlyboi on July 20, 2011, 10:37:01 AM
http://www.youtube.com/watch?v=LK8sxngSWaU

Ah, the days when Chuck D could keep Flav somewhat in check...


Title: Re: SWTOR
Post by: tmp on July 20, 2011, 10:59:29 AM
Origin pre-orders capped?!
Virtual shortages for virtual items. Worked fine for Blizzard when peddling their sparkly pony.


Title: Re: SWTOR
Post by: Amaron on July 20, 2011, 11:21:48 AM
I'm hoping there is a CE sans stupidly expensive figurine.


Title: Re: SWTOR
Post by: Murgos on July 20, 2011, 11:27:11 AM
I'm hoping there is a CE sans stupidly expensive figurine.

Yeah, a ce for $80 without the figure would be in my range.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 20, 2011, 11:28:05 AM

Adding passable graphics/sound and some kind of reason to grind through quests to wow is a fairly significant thing.

There's a lot of things wrong with this assessment, first and foremost that this game is somehow an improvement over wow. I'm not saying it won't be better but let's not start sucking SWTOR's dick before we've even looked at it with the lights on.  There's no reason to believe this will be a far superior product any more than there is to believe it'll be inferior.

Yes they added voice acting, but that doesn't mean it'll be great throughout, nor does it mean the reasons for questing will be any less inane or tedious.  The very fact that there will be any 'collect ten X' quests sort of rules out the exciting part, no matter how well they voice it.

edit to add: I don't think the figure is where they are making their money on the CE, it's all the essentially free digital items that are inflating the price. Collectors editions come with figures and the rest of the physical merch all the time and cost <$100




Title: Re: SWTOR
Post by: Sky on July 20, 2011, 11:34:46 AM
4 DVDs of data per download sold, all to be delivered on day -3 (or whatever the headstart is)? Of course there will be a cap. And queue, that's rich. Now you queue to even start downloading the client! There is pretty much no way EA is going to pull this off without a trainwreck of a launch. 50k guarantee is clown shoes when you're shooting for millions of subs.

And...2am CST? Stupid west coast.

Hope Amazon can come through with a solid pre-order supply chain. Isn't that the whole point of a pre-order, so you can know the demand ahead of time and plan to meet it accordingly? Oh, EA.


Title: Re: SWTOR
Post by: Simond on July 20, 2011, 11:34:54 AM
Jedi in the Old Republic era clearly use the girth of their almighty hilts to determine social standing.
You gotta hand it to them, it's more sensible than using the length.
(http://i.imgur.com/5Dg9F.png)


Title: Re: SWTOR
Post by: eldaec on July 20, 2011, 11:47:50 AM
4 DVDs of data per download sold, all to be delivered on day -3 (or whatever the headstart is)? Of course there will be a cap.

Something like this they'd be crazy not to have it available for 2 weeks or more on preload.

A capped prerelease still makes sense to roadtest the live infrastructure though.


Title: Re: SWTOR
Post by: Amaron on July 20, 2011, 11:52:52 AM
FUCK.  I'm going to stab someone if headstart is Origin only.


Title: Re: SWTOR
Post by: SnakeCharmer on July 20, 2011, 12:03:33 PM
I would bet that the 50K guarantee is due to the little sith figurine they're looking to package with it and what the vendor can commit to supply.  I would definately buy it if it weren't for that thing.  I easily would pay 100 bucks for the CE without the sith barbie doll.  Don't know if I'm willing to stay up to Godawful hours of the morning to order it, with or without confirmation from Bioware.


Title: Re: SWTOR
Post by: Sky on July 20, 2011, 12:47:47 PM
Figured I would make sure my EA account is set to go JUST IN CASE I'M UP AT 3AM because I totally don't intend on it and really would like to buy it through Amazon but hey you never know and whatnot....


Aaaanyway. Signing into my old ea.com "Hey, we noticed that you do not have an EA Master ID yet! Let's create one for you." Also:

"Over 50 Million Profiles!

  • This will become the web address of your EA profile.
  • Love it because you can't change it.
  • This is how you will be known on EA sites... forever."

Then for every permutation of my normal logins that I've ever used in conjunction with online gaming:

"This Master ID is invalid or already exists."

So now I'm going to have to use some esoteric one-off name from some mmo or something. Even my fucking cat's name (Bartolomeus) is taken. And best of all, you can't skip this step to just log into Origin with your existing account. The clown car has left the station!

edit: Jawohl! After no less than 50 tries, I got in using a bit of deutsch, ffs.


Title: Re: SWTOR
Post by: Velorath on July 20, 2011, 12:57:07 PM
Quote from: http://kotaku.com/5822741/rumor-star-wars-the-old-republic-collectors-edition-details-leak-limited-pre+orders-start-thursday
A source claiming to have knowledge of EA's plans for Star Wars: The Old Republic tells Kotaku that pre-orders for the game will begin this Thursday, July 21 at 2am CST.  Pre-orders for The Old Republic will come in two flavors, the basic edition and the special Collector's Edition. The total number of pre-orders EA is purportedly taking caps out at 500,000, with only the first 50,000 pre-orders guaranteed, the rest queued in a prioritized waiting list.

Origin pre-orders capped?!

Given that there's a SWTOR panel at comic-con at 3:30pm tomorrow where they could conceivably announce pre-order information, wouldn't this rumor make more sense if pre-orders started early on Friday instead?


Title: Re: SWTOR
Post by: Mazakiel on July 20, 2011, 01:03:08 PM
On the chance that the rumor's valid, I tried logging into Origin to make sure my account info was correct and still working, and every time I hit the log-in button, it loads for a bit, and then drops me back at the main page without letting me input my info.  Whee. 


Title: Re: SWTOR
Post by: Malakili on July 20, 2011, 01:36:11 PM
On the chance that the rumor's valid, I tried logging into Origin to make sure my account info was correct and still working, and every time I hit the log-in button, it loads for a bit, and then drops me back at the main page without letting me input my info.  Whee. 

Had the same problem.  I was able to login by going through the cart page or something stupid.


Title: Re: SWTOR
Post by: eldaec on July 20, 2011, 01:53:16 PM
Quote from: All prior Orgin Discussions on f13
Fuck Origin
Quote from: http://kotaku.com/5822741/rumor-star-wars-the-old-republic-collectors-edition-details-leak-limited-pre+orders-start-thursday
he total number of pre-orders EA is purportedly taking caps out at 500,000.

Origin pre-orders capped?!
FUCK.  I'm going to stab someone if headstart is Origin only.
Figured I would make sure my EA account is set to go JUST IN CASE
On the chance that the rumor's valid, I tried logging into Origin 
Had the same problem.  I was able to login by going through the cart page or something stupid.

Quote from: EA Exec
DANCE MY PUPPETS! DANCE!! MUAHAHAHA!


Title: Re: SWTOR
Post by: eldaec on July 20, 2011, 01:54:15 PM
From now on, yellow text should be the official colour of evil text on f13.


Title: Re: SWTOR
Post by: Amaron on July 20, 2011, 02:03:14 PM
I'm pretty sure Headstart is not origin only because I just saw pictures of a pre-order box from gamestop or something that has headstart on it.


Title: Re: SWTOR
Post by: eldaec on July 20, 2011, 02:09:10 PM
I too, doubt that the figurine displayed above is download only, no matter how evil EA is.


Title: Re: SWTOR
Post by: SnakeCharmer on July 20, 2011, 02:27:55 PM
Been waiting on Origin to approve my desired name for 10 minutes.  Way to go, EA.

Quote
This is how you will be known on EA sites... forever.


Title: Re: SWTOR
Post by: Reg on July 20, 2011, 02:33:08 PM
Hah, I'm glad I went through this rigmarole a couple weeks ago when it first looked as if Origin was going to be required to play.


Title: Re: SWTOR
Post by: Amaron on July 20, 2011, 03:46:05 PM
On the off chance that god hates me I went to check my ea sign in.   Apparently my masterID is taken which surprised me because it's a basically one of my names + some old guild initials.   It looks like though maybe PSN/Xbox tags are already reserved so that's probably why nobody can get a masterID that matches.


Title: Re: SWTOR
Post by: Merusk on July 20, 2011, 05:41:02 PM
"This Master ID is invalid or already exists."

Didn't you already have an EA account from ME2 or some other previous game like Spore or Hellgate?  Mine's dated 2007 so lord knows why I've got one.  

All the old names are reserved for Origin, I'd suspect, based on this header on my EA login.

Quote
Important Notice: In the coming months your EA Account and profile will be upgraded to a new Origin™ Account. Your identity, order history and preferences will remain unchanged and we will notify you via email when this transition takes place. Learn more about Origin™

ed: Come to think of it.. you needed an EA account to register one of the Dragon Age games for some of the goodies, IIRC.


Title: Re: SWTOR
Post by: UnSub on July 20, 2011, 06:09:56 PM
And EA wanted you to sign in for ME2 as well.


Title: Re: SWTOR
Post by: Sky on July 20, 2011, 06:47:24 PM
Didn't you already have an EA account from ME2 or some other previous game like Spore or Hellgate?  Mine's dated 2007 so lord knows why I've got one.  
Oh yeah, there's a whole thing with EA/Bioware logins. Had one under an old email, ME1 and DA, I think. Then when ME2 came out, I used a current email which was apparently not the one I had used before so no DA perks for ME2. And for TOR I have yet another new email I'm using, so it's also a different login. And apparently you can't merge the accounts, even if all info but email is the same.

I fucking hate the Bioware social network (and bioware's dlc handling), it's the only problem I've had with the whole 'log in to a secondary network to play your game' thing. Aaaand we're back with TOR.

So whatever TOR promotions might come with ME3, I won't see. And I have to remember to use a defunct password when I get DA2. I like having three separate logins to play Bioware games. Sure, in a way it's my own fault for forgetting my old login, but not being able to move my DLC to the actual account I want to use sucks.

In general I really dislike the whole movement to use email for login name. Especially if you dispose of old email accounts without going back to a couple hundred websites to update your login info. It's also making it much easier to guess half of the login information, rather than having to guess the username as well as the password.


Title: Re: SWTOR
Post by: Chimpy on July 20, 2011, 06:57:58 PM
In general I really dislike the whole movement to use email for login name. Especially if you dispose of old email accounts without going back to a couple hundred websites to update your login info. It's also making it much easier to guess half of the login information, rather than having to guess the username as well as the password.

Preach it brother hippy, preach it!



Title: Re: SWTOR
Post by: Merusk on July 20, 2011, 07:23:55 PM

In general I really dislike the whole movement to use email for login name. Especially if you dispose of old email accounts without going back to a couple hundred websites to update your login info. It's also making it much easier to guess half of the login information, rather than having to guess the username as well as the password.

I agree on the login part. Though I've also never used anything but webmail for game accounts.  I've been using the same yahoo e-mail for something like 13 years now.   :ye_gods:   Sure it gets tons of spam, but I only use it for this purpose so I don't have to update a bunch of sites with new info when I move providers.


Title: Re: SWTOR
Post by: Paelos on July 20, 2011, 08:21:30 PM
Been waiting on Origin to approve my desired name for 10 minutes.  Way to go, EA.

Quote
This is how you will be known on EA sites... forever.

I'm glad my name wasn't taken... forever.


Title: Re: SWTOR
Post by: luckton on July 21, 2011, 12:31:38 AM
Well, it happened.  Pre-orders are now being accepted on Origin and all major/minor brick and mortar stores.

(insert something about dancing for EA here)


Title: Re: SWTOR
Post by: Amaron on July 21, 2011, 01:07:09 AM
There's no real life delux edition without the bullshit figurine.   :oh_i_see:   Also really irritating is that the normal box is 60 bucks.


Title: Re: SWTOR
Post by: eldaec on July 21, 2011, 01:29:33 AM
Well, it happened.  Pre-orders are now being accepted on Origin and all major/minor brick and mortar stores.

(insert something about dancing for EA here)

US only as far as I can tell.

Death to all capitalist pigdogs.


Title: Re: SWTOR
Post by: Evildrider on July 21, 2011, 01:38:00 AM
I got my pre-order... and yes I got the digital deluxe edition.   :drill:

That CE was just way too expensive for a statue I don't want.


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 01:45:03 AM
UK prices are through the roof: http://www.rockpapershotgun.com/2011/07/21/origin-charging-45-for-swtor-pre-orders/

If that sort of pricing is expanded to rest of the EU, making SWTOR cost 70 euros, I will not touch it with a ten foot pole. Fuck your diku.


Title: Re: SWTOR
Post by: Evildrider on July 21, 2011, 01:51:09 AM
Isn't that the equivalent of $65, because that's what the US pre-order costs.  Sounds like you are paying the same as I am.


Title: Re: SWTOR
Post by: Velorath on July 21, 2011, 01:51:44 AM
Also got digital deluxe, although since it doesn't have the special in-game store the collector's edition has, I'm a little disappointed.  I'm somewhat tempted to just try to cancel and reorder the standard version since the Digital Deluxe really doesn't have anything too impressive (maybe the Holo Cam depending on how it's implemented, or the STAP).  No way in hell though I'm dropping $150 on the Collector's Edition for a bunch of Star Wars clutter.


Title: Re: SWTOR
Post by: Evildrider on July 21, 2011, 01:53:42 AM
You are paying for the statue with the CE, I could care less about that.  I wanted the mouse droid more than that CE vendor lol.


Title: Re: SWTOR
Post by: Ingmar on July 21, 2011, 01:54:28 AM
I'm just going to buy a regular copy, too big to download.

Also $60 is the new $50, have we not learned this yet?


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 01:56:10 AM
Isn't that the equivalent of $65, because that's what the US pre-order costs.  Sounds like you are paying the same as I am.

The standard UK retail price is around £30-35 AFAIK. Someone in the RPS comments said the euro price is 55€. If true, it would be more in line with US pricing.  



Title: Re: SWTOR
Post by: eldaec on July 21, 2011, 01:58:43 AM
A lot of overreaction going on in that article.

New games in the UK are often priced at 40GBP, 45 is above average but not earthshattering.

Saving any potential outrage until I know the full subscription and RMT plan.

I doubt I will bother to preorder. I don't really go in for preordering mass produced junk that will be easily available upon release.


Title: Re: SWTOR
Post by: Evildrider on July 21, 2011, 02:00:16 AM
I preorder because I like headstarts so I can get my names and junk.  The extra few bucks is way worth it for me.


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 02:04:35 AM
Personally, I'm starting to question paying full price for any game. EA just adds special shenanigans to the mix, presumably to be a dick.


Title: Re: SWTOR
Post by: eldaec on July 21, 2011, 02:08:13 AM
Wait, what? People are paying above launch day rrp in order to pay *in advance*?

My mind is blown.


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 02:09:20 AM
Hahaha, preorders to Finland are not available due to reasons of "quality of service". Clownshoes.


Title: Re: SWTOR
Post by: Velorath on July 21, 2011, 02:12:31 AM
I doubt I will bother to preorder. I don't really go in for preordering mass produced junk that will be easily available upon release.

According to a post from one of their community people, "the order in which you pre-order and redeem your code at The Old Republic’s Code Redemption Center is the order in which we let players in during Early Game Access".


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 02:14:16 AM
According to a post from one of their community people, "the order in which you pre-order and redeem your code at The Old Republic’s Code Redemption Center is the order in which we let players in during Early Game Access".

So your "pre-order fee" may or may not net you a slight benefit? Oh EA...



Title: Re: SWTOR
Post by: DraconianOne on July 21, 2011, 02:19:14 AM
Pre-order fee at Origin? Ha ha no. Amazon UK have got standard pre-order at £35. With, from what I can tell, no pre-order fee. CE is £130 at Game. Lots of people all over the place not very happy although, yeah seems like an overreaction. Steam wouldn't necessarily be better - they charged full whack for Portal 2 when it came out. I waited a week and got it from Amazon for a tenner less.

I could care less about an early start. That sort of thinking leads to the "MUST BE FIRST TO 50!" mentality, followed closely by the "So, 48 hours poopsocking later and I have no content left to play and no-one else is level capped. WHY, Bioware, WHY?"



Title: Re: SWTOR
Post by: Velorath on July 21, 2011, 02:19:25 AM
According to a post from one of their community people, "the order in which you pre-order and redeem your code at The Old Republic’s Code Redemption Center is the order in which we let players in during Early Game Access".

So your "pre-order fee" may or may not net you a slight benefit? Oh EA...


I can't speak for anywhere outside the U.S., but if you want the Collector's Edition or a physical copy of the Standard Edition, you can pre-order them from all the typical places without the deposit Origin requires.


Title: Re: SWTOR
Post by: Mosesandstick on July 21, 2011, 02:22:41 AM
Isn't being early unnecessary on a game focussed on story, replayability and alts?


Title: Re: SWTOR
Post by: Velorath on July 21, 2011, 02:26:33 AM
Isn't being early unnecessary on a game focussed on story, replayability and alts?

They're free extra days, plus it allows me to play the game that much sooner.  I'm not really seeing a downside to pre-ordering.


Title: Re: SWTOR
Post by: Mosesandstick on July 21, 2011, 02:31:14 AM
Ah, sure, it just seems like its getting out of hand with that comment above about queues and access being determined by when you pre-order. Nothing wrong with wanting to pre-order, but my impression is EA are being dicks about it.


Title: Re: SWTOR
Post by: Velorath on July 21, 2011, 02:36:41 AM
Somewhat I suppose.  Certainly I've never seen any other MMO that had a pre-order head start allowing people in according to the order in which they pre-ordered.  On the other hand, I can see the sense in doing it this way in order to keep the servers from dying when everyone tries to get in at once.


Title: Re: SWTOR
Post by: ajax34i on July 21, 2011, 02:53:55 AM
What do you suppose the effect of server lag is?  You try to get a quest, and you get "cellphone going through a tunnel" voice quality?


Title: Re: SWTOR
Post by: Evildrider on July 21, 2011, 02:59:09 AM
What do you suppose the effect of server lag is?  You try to get a quest, and you get "cellphone going through a tunnel" voice quality?

Constant zone/server crashes, slow login servers, loot lag, quest lag, etc...


Title: Re: SWTOR
Post by: Amaron on July 21, 2011, 03:06:04 AM
I just said fuck it and did instore pickup at gamestop for a normal box.   The $60 bucks thing is bullshit though.   I know there have been two or three games that brought that BS to PC games but this is the first one I wanted to actually buy.


Title: Re: SWTOR
Post by: Surlyboi on July 21, 2011, 03:07:44 AM
Collector's Edition all up in your shit.

Where's my handjob?


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 03:08:19 AM
I feel liberated that I was unable to preorder SWTOR. No pressure now, and I can live the inevitable launch clusterfuck vicariously through this thread.  


Title: Re: SWTOR
Post by: Ingmar on July 21, 2011, 03:11:17 AM
Gas was under a dollar a gallon when I got my license. Prices go up. It had to happen to PC games eventually. /shrug


Title: Re: SWTOR
Post by: Reg on July 21, 2011, 03:15:57 AM
I backed out on the collector's edition and just went with the digital deluxe. No drama, no problems. Eighty bucks Canadian is a high price but I remember spending almost 100 for Civilization back in the Neolithic.  :grin:


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 03:17:17 AM
Gas was under a dollar a gallon when I got my license. Prices go up. It had to happen to PC games eventually. /shrug

Seems like a bad idea for sub-based, make or break kind of game. Pessimistic people have suggested that EA is sending this game to die and are trying to profit up front from the hype buildup.


Title: Re: SWTOR
Post by: Reg on July 21, 2011, 03:22:47 AM
Oh yes. That must be their evil plan.


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 03:25:09 AM
Oh yes. That must be their evil plan.

Don't tase the messenger bro.


Sorry, couldn't resist.


Title: Re: SWTOR
Post by: Evildrider on July 21, 2011, 03:30:59 AM
I just said fuck it and did instore pickup at gamestop for a normal box.   The $60 bucks thing is bullshit though.   I know there have been two or three games that brought that BS to PC games but this is the first one I wanted to actually buy.

2 or 3?  Have you not bought video games in the last few years?


Title: Re: SWTOR
Post by: Lucas on July 21, 2011, 04:14:07 AM
Hmm, still undecided between the CE and a physical, standard copy (in any case, I won't take part in the pre-order crazyness) I will purchase on release day: I have an ADSL 6MB connection (max. around 640kb/s) and in this case the download wait would be unbearable, at least for me, even though I have a 1 terabyte HD (so no reason to remove it from my HD once it's installed, considering that the majority of it it's composed by other games, no software related to job or anything of that kind).


Title: Re: SWTOR
Post by: Shatter on July 21, 2011, 04:16:43 AM
I did the CE from Amazon.  Considering most games on at least the first day are a registering / server nightmare anyhow I dont even care if I get to play day 1 cause it will probably be very limited anyhow :P  Ive learned not to take the launch day off from work cause that usually becomes disappointing.  


Title: Re: SWTOR
Post by: luckton on July 21, 2011, 04:21:42 AM
(http://i.imgur.com/uaU81.png)


Title: Re: SWTOR
Post by: Merusk on July 21, 2011, 04:24:08 AM
I just said fuck it and did instore pickup at gamestop for a normal box.   The $60 bucks thing is bullshit though.   I know there have been two or three games that brought that BS to PC games but this is the first one I wanted to actually buy.

2 or 3?  Have you not bought video games in the last few years?

Yeah, even on Steam new games cost me more than $50. This is not new or news.  $60 for an EA game is pretty standard nowadays and I know I paid around that for DA2 and ME2.

No ability to Preorder anything other than the Vanilla edition at BB and I don't see anything at all at Target. /shrug


Title: Re: SWTOR
Post by: Stabs on July 21, 2011, 04:25:12 AM
So what's the ETA on this being £10 in the Steam store?


Title: Re: SWTOR
Post by: VainEldritch on July 21, 2011, 04:26:47 AM
 Considering most games on at least the first day are a registering / server nightmare anyhow I dont even care if I get to play day 1 cause it will probably be very limited anyhow :P  Ive learned not to take the launch day off from work cause that usually becomes disappointing.  

I would one day like to have your will to power, but I'm weak. Weak! I bought the standard digital from EA Origin.

It's funny you know, at these times I still feel like an excited child. I hope I always do.


Title: Re: SWTOR
Post by: Velorath on July 21, 2011, 04:30:00 AM
So what's the ETA on this being £10 in the Steam store?

Well, it's not going to be sold on Steam so I'd say you'll probably be waiting quite a while.


Title: Re: SWTOR
Post by: luckton on July 21, 2011, 04:33:35 AM
I'm hitting Best Buy myself...their gamer's club deal is hell of a lot better than GS, and they pay out more for trade-ins.


Title: Re: SWTOR
Post by: Lucas on July 21, 2011, 04:33:44 AM
 Considering most games on at least the first day are a registering / server nightmare anyhow I dont even care if I get to play day 1 cause it will probably be very limited anyhow :P  Ive learned not to take the launch day off from work cause that usually becomes disappointing.  

I would one day like to have your will to power, but I'm weak. Weak! I bought the standard digital from EA Origin.

It's funny you know, at these times I still feel like an excited child. I hope I always do.

Hehe, same here: now, regarding TOR I'm not getting too over-excited because of the mass of people that will swarm the servers, so I know I'll have to be patient, but I often have the same "child" feeling (I hope I'll always feel it too)  whenever a game that I'm eagerly anticipating comes out. That will happen again quite soon with "Deus Ex: Human Revolution" :)


Title: Re: SWTOR
Post by: 01101010 on July 21, 2011, 04:41:57 AM
Normally I'd jump all over pre-order/headstart but given the story-driven content and everything else that has been said in this thread, I'll gladly wait till the faux-line behind the velvet rope departs the area before I go to the club. This time...


Title: Re: SWTOR
Post by: Amaron on July 21, 2011, 04:56:43 AM
2 or 3?  Have you not bought video games in the last few years?

We are talking PC here right?   I'm looking at Steam right now and I'm not seeing any of this proliferation of 60 dollar games everyone is claiming.   In fact if I do something nifty like sorting by price there's only four currently released and half of those are ARMA.


Title: Re: SWTOR
Post by: Reg on July 21, 2011, 05:14:38 AM
Is there anyone here who was actually planning to play the game who is NOT going to fork over the 60 dollars to buy it because it's just too expensive?


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 05:17:38 AM
I might wait umtil it's cheaper, but that's just because I hate being treated as a second class customer.


Title: Re: SWTOR
Post by: Merusk on July 21, 2011, 05:19:57 AM
Best Buy wouldn't take my credit card with an exp date of 11/11 because it was within 15 days of the release date.  :oh_i_see:


Title: Re: SWTOR
Post by: Murgos on July 21, 2011, 05:26:35 AM
I might wait umtil it's cheaper, but that's just because I hate being treated as a second class customer.

Oh, god.  Irony.

I bought the Origin standard edition pre-order.  I looked at the Digital Deluxe ed and then noticed that the STAP looks like a jock-strap and there is no mouse droid so decided I didn't care enough about the rest to blow another 20 bucks on some virtual things that will quickly be forgotten.


Title: Re: SWTOR
Post by: Malakili on July 21, 2011, 06:01:20 AM
Is there anyone here who was actually planning to play the game who is NOT going to fork over the 60 dollars to buy it because it's just too expensive?

Well, I wasn't dead set on playing, then saw 60 and changed my mind.  But it definitely made me pause.  Had it been 50 I might have bought the pre-order impulsively.  Its kind of like gog.com.  Over there so many things are 5.99, but if they were 4.99 I'd buy everything.  Rationally, the difference isn't much, but it does take it out of my impulse buy zone in both cases for no *good* reason.  Oh, also the fact that they are limiting the supply artificially pisses me off, so I don't feel like playing their game.


Title: Re: SWTOR
Post by: luckton on July 21, 2011, 06:09:05 AM
I still predict a grand gnashing of teeth from all of ya when Origin starts selling your info and otherwise violates your privacy in a way only EA could do.


Title: Re: SWTOR
Post by: Murgos on July 21, 2011, 06:18:20 AM
Oh, also the fact that they are limiting the supply artificially pisses me off, so I don't feel like playing their game.

I don't think their reasoning is 'artificial'.  We've all been part of launch day server meltdowns, it just sounds like Bioware is trying to be pro-active at addressing the problem and doing it in such a way that those who are MOST bothered the problem have an available, if time sensitive, remedy.

Quote
we’ve taken the difficult but necessary decision to limit our initial launch supply for the game. BioWare and LucasArts are completely focused on building an exceptional game and an exceptional game service to go with it. We decided to constrain our launch capacity to ensure we deliver a great experience to every player.



Title: Re: SWTOR
Post by: Hawkbit on July 21, 2011, 06:24:05 AM
Is there anyone here who was actually planning to play the game who is NOT going to fork over the 60 dollars to buy it because it's just too expensive?

I think the product looks to be worth about $20.  That's what I'll pay, if it ever drops that low. 

Most games the extra $10 doesn't bother me, but it does sting little more when you get a shitty game for $60 instead of $50. 


Title: Re: SWTOR
Post by: Paelos on July 21, 2011, 06:26:44 AM
I preordered the regular edition on Amazon. It said 59.95, but it's applying a $10 promotion to it when I put in my order, so it's only $49.95 when I check out.

Just FYI


Title: Re: SWTOR
Post by: Lantyssa on July 21, 2011, 06:27:26 AM
Is there anyone here who was actually planning to play the game who is NOT going to fork over the 60 dollars to buy it because it's just too expensive?
Me.  $60 is the price point I wait for a sale.  $60 for a sub game?  Hahahaha.  Fuck them.   Sub-based games should automatically deduct $20 from the base price.

Also they call it a mouse droid, but it looks like a Roomba.


Title: Re: SWTOR
Post by: Hawkbit on July 21, 2011, 06:39:04 AM
Actually, if they catch me at a time when I'm bored with what I'm playing, I'd shell out $40.  But I'm not paying full price on this one. 

Ever since I started budgeting $100/month on entertainment I've become a whole lot pickier about what I dump cash on.   


Title: Re: SWTOR
Post by: ajax34i on July 21, 2011, 06:45:17 AM
This being a subscription game, for me the $60 is less important than what the monthly fee will be.  In any case, I am not getting a preorder, and in fact will wait until maybe a month after release, to let them sort out some of the bugs.


Title: Re: SWTOR
Post by: Sky on July 21, 2011, 06:49:40 AM
Dammit, I even stayed up I MEAN I WAS AWAKE LATE DOING IMPORTANT THINGS but fell asleep a bit after 3am, still wasn't available. Probably activated about 5 seconds after I drifted off. I blame my cat and his cozy sleepy ways.

So probably not in the head-start, but whatchagonnado. I preordered via amazon, hopefully the 1-day shipping isn't too bad. Amazon isn't newegg when it comes to quick delivery.

Merusk's 11/11 issue is interesting, amazon sez "Estimated delivery January 3, 2012"  :why_so_serious:

We need 4 pre-orders to get the BC pre-launch guild thingy going.


Title: Re: SWTOR
Post by: SnakeCharmer on July 21, 2011, 07:02:04 AM
Sometimes being an early riser isn't so bad.  I caved at bought the CE version.  Got my confirmation that I indeed will be the owner of the Sith barbie doll  :drill:.


Title: Re: SWTOR
Post by: Threash on July 21, 2011, 07:09:45 AM
I don't care about any of the deluxe items, but is there any word on what that CE edition store will have? I won't pay extra for flavor items, but if it offers any actual in game advantage I might consider it.


Title: Re: SWTOR
Post by: Malakili on July 21, 2011, 07:11:15 AM
I don't care about any of the deluxe items, but is there any word on what that CE edition store will have? I won't pay extra for flavor items, but if it offers any actual in game advantage I might consider it.

There looks to be nothing that will give you a real advantage.  As it should be I might add.


Title: Re: SWTOR
Post by: Merusk on July 21, 2011, 07:21:35 AM
Sometimes being an early riser isn't so bad.  I caved at bought the CE version.  Got my confirmation that I indeed will be the owner of the Sith barbie doll  :drill:.

Yeah I bought the CE too. I'm a sucker for SW crap, as my game room shows.  Took a bit of hunting to find it on BB's website, but I finally did.  Now I'm expecting to get a cancel notice from them saying they couldn't fulfill the order.  :awesome_for_real:

Though if they do a midnight release like they did for Cata, that could work in my favor.  The preorder line for cata boxes took 30 mins for me to get through and there were still people behind me when I left. Meanwhile, every single one of the people who showed up without an order were in and out in 10 mins and there were till CE's sitting there waiting.


Title: Re: SWTOR
Post by: Outlawedprod on July 21, 2011, 07:24:19 AM
I don't care about any of the deluxe items, but is there any word on what that CE edition store will have? I won't pay extra for flavor items, but if it offers any actual in game advantage I might consider it.

All items listed here: http://www.swtor.com/preorder/faq/

I'm kind of curious what the holocam does.  Is it just some screenshot maanager that copies stuff on the server or does it actually record npc scripted conversations to review later.


Title: Re: SWTOR
Post by: Arrrgh on July 21, 2011, 07:25:48 AM
I got the CE from Amazon. Normally they're slow to provide any associated codes, but the pre-order code and the order confirmation arrived in my in box at the same time.


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 07:31:27 AM

Oh, god.  Irony.


Also cheaper and gives me time to do more worthwhile things.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 21, 2011, 07:37:12 AM
I knew EA was going to try and bend people over for this game but they started in hard and without lube.  Can't wait to see where this goes, RMT's away!


Title: Re: SWTOR
Post by: Outlawedprod on July 21, 2011, 07:49:55 AM
People are claiming if you pre-ordered through origin and then applied the code to your swtor site account your EA/Origin master account password HAS BEEN changed to your SWTOR site password.
This is assuming the same e-mail address is used for SWTOR site and Origin.
http://www.swtor.com/community/showthread.php?t=383789


Title: Re: SWTOR
Post by: Murgos on July 21, 2011, 07:52:26 AM
Also cheaper and gives me time to do more worthwhile things.

There is nothing wrong with voting with your dollars.  It's just that the logic of, "I'll show them to treat me as a second class customer by showing them I absolutely am a second class customer." that made me raise an eyebrow.

Not buying is a statement.  Buying later, at a discount, pretty much just means you aren't in their primary market demographic but you are in a secondary market i.e. a second class customer.


Title: Re: SWTOR
Post by: Murgos on July 21, 2011, 07:53:33 AM
People are claiming if you pre-ordered through origin and then applied the code to your swtor site account your EA/Origin master account password has not been changed to your SWTOR site password.
This is assuming the same e-mail address is used for SWTOR site and Origin.
http://www.swtor.com/community/showthread.php?t=383789

Uh, yeah?  They are two different accounts.  One is EA/Origin and their entire world of products and the other is an MMO named SWTOR.


Title: Re: SWTOR
Post by: luckton on July 21, 2011, 07:55:44 AM
Words out now that in September, they will be having invitation-only testing events.


Title: Re: SWTOR
Post by: Outlawedprod on July 21, 2011, 07:59:33 AM
People are claiming if you pre-ordered through origin and then applied the code to your swtor site account your EA/Origin master account password HAS BEEN changed to your SWTOR site password.
This is assuming the same e-mail address is used for SWTOR site and Origin.
http://www.swtor.com/community/showthread.php?t=383789

Uh, yeah?  They are two different accounts.  One is EA/Origin and their entire world of products and the other is an MMO named SWTOR.

oops fixed.


Title: Re: SWTOR
Post by: DraconianOne on July 21, 2011, 08:02:39 AM
Latest rumour:

The CE Exclusive Store is confirmation of there going to be a standard store, selling items using Bioware Points.

 :facepalm:

The EA marketing team should be taken out back and shot over a lot this. They've announced a pre-order which they've said is limited but when you read the press release, it pretty much implies that it's limited early access. They call it a store (implying microntransactions) rather than vendor which confuses the easily confused too. But - if it is a BP based microtransaction store (designed to fleece those with obviously too much money) then what a way to announce it.


Title: Re: SWTOR
Post by: Outlawedprod on July 21, 2011, 08:05:20 AM
People are claiming if you pre-ordered through origin and then applied the code to your swtor site account your EA/Origin master account password HAS BEEN changed to your SWTOR site password.
This is assuming the same e-mail address is used for SWTOR site and Origin.
http://www.swtor.com/community/showthread.php?t=383789

Confirmed this happened for two of my friends and just now myself. I see their infrastructure migration for Origin is causing more than just DLC problems with Bioware games =p


Title: Re: SWTOR
Post by: Outlawedprod on July 21, 2011, 08:08:28 AM
Latest rumour:
The CE Exclusive Store is confirmation of there going to be a standard store, selling items using Bioware Points.
 :facepalm:
The EA marketing team should be taken out back and shot over a lot this. They've announced a pre-order which they've said is limited but when you read the press release, it pretty much implies that it's limited early access. They call it a store (implying microntransactions) rather than vendor which confuses the easily confused too. But - if it is a BP based microtransaction store (designed to fleece those with obviously too much money) then what a way to announce it.

Well at least we pretty much have unofficial confirmation by how shoddy and quickly they tried to do this pre-order that they are in desperate need of CASH MONEY.  Most expensive game EVAR confirmed?


Title: Re: SWTOR
Post by: 01101010 on July 21, 2011, 08:14:03 AM
Words out now that in September, they will be having invitation-only testing events.

So open beta then....  :why_so_serious:


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 08:22:31 AM
Also cheaper and gives me time to do more worthwhile things.

There is nothing wrong with voting with your dollars.  It's just that the logic of, "I'll show them to treat me as a second class customer by showing them I absolutely am a second class customer." that made me raise an eyebrow.

Not buying is a statement.  Buying later, at a discount, pretty much just means you aren't in their primary market demographic but you are in a secondary market i.e. a second class customer.

I am in fact unable to even be a first class customer. Their response to availability in Finland and other affected areas is this: http://www.swtor.com/community/showthread.php?t=383239
They are seemingly unaware that Finland is part of Europe.

But you're right, I straight up shouldn't buy the game.



Title: Re: SWTOR
Post by: Lucas on July 21, 2011, 08:23:17 AM
Latest rumour:
The CE Exclusive Store is confirmation of there going to be a standard store, selling items using Bioware Points.
 :facepalm:
The EA marketing team should be taken out back and shot over a lot this. They've announced a pre-order which they've said is limited but when you read the press release, it pretty much implies that it's limited early access. They call it a store (implying microntransactions) rather than vendor which confuses the easily confused too. But - if it is a BP based microtransaction store (designed to fleece those with obviously too much money) then what a way to announce it.

Well at least we pretty much have unofficial confirmation by how shoddy and quickly they tried to do this pre-order that they are in desperate need of CASH MONEY.  Most expensive game EVAR confirmed?

"Use the lube, Lukeeee"


Title: Re: SWTOR
Post by: ghost on July 21, 2011, 08:25:11 AM
Is there anyone here who was actually planning to play the game who is NOT going to fork over the 60 dollars to buy it because it's just too expensive?
Me.  $60 is the price point I wait for a sale.  $60 for a sub game?  Hahahaha.  Fuck them.   Sub-based games should automatically deduct $20 from the base price.

Also they call it a mouse droid, but it looks like a Roomba.

You should be stolid and wait for the F2P that will inevitably happen in 6-9 months.


Title: Re: SWTOR
Post by: Pezzle on July 21, 2011, 08:25:28 AM
Preordered the standard from Amazon.  Extra items might be nice but not worth the $

It sounds like the preorder gets me the ability to download the client for early access anyway so no need to pay for shipping on my end.  Not that I want to choke my bandwidth on SWTOR, but it is an option.  

Now we wait and see how traumatic the release is. :why_so_serious:


Title: Re: SWTOR
Post by: Lucas on July 21, 2011, 08:27:39 AM
Gee, given the anticipation currently going on, it looks like they're going to skyrocket to 3-4 million subs during the first month. That's gonna be an interesting launch  :drill:


Title: Re: SWTOR
Post by: Outlawedprod on July 21, 2011, 08:29:46 AM
"Use the lube, Lukeeee"

Now that everyone's pre-ordered they can announce the 19.99 subscription rate on the last day of Comiccon!


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 08:31:07 AM
Oh my lord, the "unavailability" in Finland is because their fucking link is broken. The area code is "fi-FL" when it should be "fi-FI". Just change that little detail and you can preorder all you want. Bioware/EA are apparently blissfully unaware of this and direct people to the "soz we may not be releasing outside US/Europe" statement.

Clownshoes.


Title: Re: SWTOR
Post by: 01101010 on July 21, 2011, 08:35:18 AM
"Use the lube, Lukeeee"

Now that everyone's pre-ordered they can announce the 19.99 subscription rate on the last day of Comiccon!

HEHE...

That would be fitting...and the downfall.


Title: Re: SWTOR
Post by: Lucas on July 21, 2011, 08:38:39 AM
bold is mine

Quote
As anticipation grows, BioWare also proudly announced today that Star Wars: The Old Republic will open "Beta Test Weekends" starting this September. These weekend play sessions will be open to selected players worldwide and create an opportunity for fans to get a sneak peek of the epic stories, worlds, quests, battles and characters in the game. Please visit www.StarWarsTheOldRepublic.com to register for game testing and to stay tuned throughout the summer for more details as they become available.

"We are targeting Star Wars: The Old Republic to be one of the biggest launches of holiday 2011," said Dr. Ray Muzyka, Group General Manager and Co-Founder, BioWare and Senior Vice President, Electronic Arts. "Our teams at BioWare and EA, along with our partners at LucasArts, are laser-focused on creating a high quality game, but just as importantly, they are resolute in delivering a high quality service. We are taking all of the necessary steps to make sure The Old Republic has a thriving community built on a stable online foundation from day one, including limiting supply at launch to ensure that players easily transition into the servers. So whether you're waiting to join the Empire or the Republic, pre-order now to ensure you can enter the galaxy at launch!"

link: http://investor.ea.com/releasedetail.cfm?ReleaseID=593263


Title: Re: SWTOR
Post by: Merusk on July 21, 2011, 08:48:46 AM
"Use the lube, Lukeeee"

Now that everyone's pre-ordered they can announce the 19.99 subscription rate on the last day of Comiccon!

Yeah, I fully expect this to be the case. Won't kill me but I won't leave it hanging around without logging in for a few weeks when I get bored like I have games in the past.


Title: Re: SWTOR
Post by: Rasix on July 21, 2011, 08:59:33 AM
Preordered the standard from Amazon.  Extra items might be nice but not worth the $

Yah, that ended up being the case for me.  No mouse droid, and I don't want to be like the people in Rift riding on the same damn 2 headed turtle as everyone else. Hopefully there's decent mount choices in game.

And, $20 dollars wouldn't break me, but it's veering close into the "hard to justify" sub price area.


Title: Re: SWTOR
Post by: Shatter on July 21, 2011, 09:17:28 AM
bold is mine

Quote
As anticipation grows, BioWare also proudly announced today that Star Wars: The Old Republic will open "Beta Test Weekends" starting this September. These weekend play sessions will be open to selected players worldwide and create an opportunity for fans to get a sneak peek of the epic stories, worlds, quests, battles and characters in the game. Please visit www.StarWarsTheOldRepublic.com to register for game testing and to stay tuned throughout the summer for more details as they become available.

"We are targeting Star Wars: The Old Republic to be one of the biggest launches of holiday 2011," said Dr. Ray Muzyka, Group General Manager and Co-Founder, BioWare and Senior Vice President, Electronic Arts. "Our teams at BioWare and EA, along with our partners at LucasArts, are laser-focused on creating a high quality game, but just as importantly, they are resolute in delivering a high quality service. We are taking all of the necessary steps to make sure The Old Republic has a thriving community built on a stable online foundation from day one, including limiting supply at launch to ensure that players easily transition into the servers. So whether you're waiting to join the Empire or the Republic, pre-order now to ensure you can enter the galaxy at launch!"

link: http://investor.ea.com/releasedetail.cfm?ReleaseID=593263

I my whole pants


Title: Re: SWTOR
Post by: Cyrrex on July 21, 2011, 09:18:20 AM
bold is mine

Quote
As anticipation grows, BioWare also proudly announced today that Star Wars: The Old Republic will open "Beta Test Weekends" starting this September. These weekend play sessions will be open to selected players worldwide and create an opportunity for fans to get a sneak peek of the epic stories, worlds, quests, battles and characters in the game. Please visit www.StarWarsTheOldRepublic.com to register for game testing and to stay tuned throughout the summer for more details as they become available.

"We are targeting Star Wars: The Old Republic to be one of the biggest launches of holiday 2011," said Dr. Ray Muzyka, Group General Manager and Co-Founder, BioWare and Senior Vice President, Electronic Arts. "Our teams at BioWare and EA, along with our partners at LucasArts, are laser-focused on creating a high quality game, but just as importantly, they are resolute in delivering a high quality service. We are taking all of the necessary steps to make sure The Old Republic has a thriving community built on a stable online foundation from day one, including limiting supply at launch to ensure that players easily transition into the servers. So whether you're waiting to join the Empire or the Republic, pre-order now to ensure you can enter the galaxy at launch!"

link: http://investor.ea.com/releasedetail.cfm?ReleaseID=593263

I my whole pants

I my whole pants, too.


Title: Re: SWTOR
Post by: tmp on July 21, 2011, 09:25:03 AM
Quote
We are taking all of the necessary steps to make sure The Old Republic has a thriving community built on a stable online foundation from day one, including limiting supply at launch to ensure that players easily transition into the servers. So whether you're waiting to join the Empire or the Republic, pre-order now to ensure you can enter the galaxy at launch!"
Yo dawg, we've heard you like queues...


Title: Re: SWTOR
Post by: 01101010 on July 21, 2011, 09:28:44 AM
Quote
We are taking all of the necessary steps to make sure The Old Republic has a thriving community built on a stable online foundation from day one, including limiting supply at launch to ensure that players easily transition into the servers. So whether you're waiting to join the Empire or the Republic, pre-order now to ensure you can enter the galaxy at launch!"
Yo dawg, we've heard you like queues...

Well played...



Title: Re: SWTOR
Post by: Riggswolfe on July 21, 2011, 09:35:17 AM
Well, like the Star Wars nerd I am I preordered CE and have my code typed in already. I am wondering how it'll work with the headstart. Will we have to download the client since it is likely the game won't arrive early? What about all our little perks which probably get activated by a code in the box?

Oh well, here's hoping the game is worth it.


Title: Re: SWTOR
Post by: Nebu on July 21, 2011, 09:47:51 AM
I preordered the standard edition.  I'm such a sucker when it comes to playing the newest MMO. 


Title: Re: SWTOR
Post by: Merusk on July 21, 2011, 09:48:25 AM
Well, like the Star Wars nerd I am I preordered CE and have my code typed in already. I am wondering how it'll work with the headstart. Will we have to download the client since it is likely the game won't arrive early? What about all our little perks which probably get activated by a code in the box?

Oh well, here's hoping the game is worth it.

Yes, you'll have to D/L the whole game, like every other beta/ preorder.  The perks will probably be activated through Bioware's live site via a code like the DA & ME stuff was.

You're SW geek enough to have ordered the CE, so you already know that barring any A/O-level fuckups it'll be worth it for you, personally.  Just learn to ignore the bitching from everyone else like WoW fans have had to do.  :grin:


Title: Re: SWTOR
Post by: Morfiend on July 21, 2011, 09:54:19 AM
I preordered the standard edition.  I'm such a sucker when it comes to playing the newest MMO. 

Me too, except I got the Digital Delux. Fuckit. Whats $20 for basically P2W items. I think I have spent more than that in AoC already.

Also, if you guys notice, Origin pre-order isnt $5 more. Its pay $5 now, and then the remaining amount later. Just like Gamestop.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 21, 2011, 09:56:10 AM
I think people really don't understand how hard 3-4 million subs is to get


Title: Re: SWTOR
Post by: Nebu on July 21, 2011, 10:10:18 AM
I think people really don't understand how hard 3-4 million subs is to get

My bet is that this game sells 2 million boxes and retains about 750k subs after 3 months. 

Any takers?


Title: Re: SWTOR
Post by: Surlyboi on July 21, 2011, 10:16:57 AM
According to Amazon, it'll be OS X as well.

I'll take that with a grain of salt, but it would be nice to not have to hop into the bootcamp partition.


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 10:24:30 AM
Apologies if this has been already posted, but my Finnish sources tell me that the head start is 3 days for normal serials, 7 days for CE. 25 bucks per day for early access past three days!


Title: Re: SWTOR
Post by: 01101010 on July 21, 2011, 10:29:20 AM
Apologies if this has been already posted, but my Finnish sources tell me that the head start is 3 days for normal serials, 7 days for CE. 25 bucks per day for early access past three days!

And how much downtime is going to be involved... server restarts, crashes, network outages... Nope, not getting involved in that mess, let alone paying for it.


Title: Re: SWTOR
Post by: Nebu on July 21, 2011, 10:31:10 AM
And how much downtime is going to be involved... server restarts, crashes, network outages... Nope, not getting involved in that mess, let alone paying for it.

Rift's launch went quite well.  If Bioware/EA learned anything from that, things will go well. 


Title: Re: SWTOR
Post by: Reg on July 21, 2011, 10:32:36 AM
I didn't buy for the headstart. I just thought the silly digital toys were cool and worth an extra 20 bucks to me.  I think they were pretty smart actually to come up with a way to limit the number of people trying to log in in that crucial first week.


Title: Re: SWTOR
Post by: jakonovski on July 21, 2011, 10:44:42 AM
Dude on Neogaf confirmed from EA support that if you buy after release, the game will indeed be 5 monetary units of your choice lower.


Title: Re: SWTOR
Post by: Shatter on July 21, 2011, 10:50:23 AM
I got the CE so I can sniff the shit out of the new


Title: Re: SWTOR
Post by: 01101010 on July 21, 2011, 10:52:52 AM
And how much downtime is going to be involved... server restarts, crashes, network outages... Nope, not getting involved in that mess, let alone paying for it.

Rift's launch went quite well.  If Bioware/EA learned anything from that, things will go well. 

Oh I agree with ya, Rift was very smooth... but one in the past "a lot" does not bode well - of course, if EA is gating everything including waiting to create an EA ID, it might go as smooth, but then again, I recall queues of 4 hours which actually grew over time which locked some people out entirely for the first day of release. That might happen, regardless of game, but I'd rather not get a lucky roll and get on while half the server not being able to log in is pouring kerosene on the forums and lighting it.


Title: Re: SWTOR
Post by: Lucas on July 21, 2011, 11:06:06 AM
Oh, two items some of you probably already read, but I'll post them anyway, just to be sure. From the official pre-order FAQ:

Quote
I live in North America but my friend lives in Europe. Will we be able to play together on the same server?

Yes, it will be possible to play on the same server as your friends. Any player of Star Wars: The Old Republic can choose to play on any server. However, if you choose to play on a server outside of your own region (i.e., – playing on European servers from North America, and vice versa), because of natural latency caused by the distance between your client and the game servers, you may find your game performance is impacted.

Also, minimum requirements:

Quote
I am interested in pre-ordering Star Wars: The Old Republic, but do not know if my PC can support it. What are the minimum system requirements needed to run the game?

Processor:

AMD Athlon 64 X2 Dual-Core 4000+ or better
Intel Core 2 Duo Processor 2.0GHz or better

Operating System:

Windows XP or later

RAM:

Windows XP: 1.5GB RAM
Windows Vista and Windows 7: 2GB RAM
Note: PCs using a built-in graphical chipset are recommended to have 2GB of RAM.

Video Card:

Star Wars: The Old Republic requires a video card that has a minimum of 256MB of on-board RAM as well as support for Shader 3.0 or better. Examples include:
ATI X1800 or better
nVidia 7800 or better
Intel 4100 Integrated Graphics or better

DVD-ROM drive - 8x speed or better (required for installation from physical editions only)

Internet connection required to play.


Title: Re: SWTOR
Post by: Sky on July 21, 2011, 11:13:47 AM
My bet is that this game sells 2 million boxes and retains about 750k subs after 3 months. 

Any takers?
Depends on companions. Since multi-boxing is so rampant in WoW, nobody knows how many unique players there are in this 'expanded' market. So it's hard to say what the actual 'mmo market' actually is, but it's definitely not what WoW's subscription is leading some to think it is.

The OSX compatibility makes me kinda skeered, I fear for my productivity. Luckily the nvidia 320M is probably way to wimpy for real gaming.


Title: Re: SWTOR
Post by: Rasix on July 21, 2011, 11:17:38 AM
Since multi-boxing is so rampant in WoW

It is?


Title: Re: SWTOR
Post by: sam, an eggplant on July 21, 2011, 11:19:34 AM
Rift's launch went quite well.  If Bioware/EA learned anything from that, things will go well. 
Rift had 12+ hour long queues in its first several weeks. It didn't have a ton of downtime, but they hugely oversold capacity. I don't count that as a smooth launch.


Title: Re: SWTOR
Post by: eldaec on July 21, 2011, 11:39:44 AM
Oh, two items some of you probably already read, but I'll post them anyway, just to be sure. From the official pre-order FAQ:

Quote
I live in North America but my friend lives in Europe. Will we be able to play together on the same server?

Yes, it will be possible to play on the same server as your friends. Any player of Star Wars: The Old Republic can choose to play on any server. However, if you choose to play on a server outside of your own region (i.e., – playing on European servers from North America, and vice versa), because of natural latency caused by the distance between your client and the game servers, you may find your game performance is impacted.

Also, minimum requirements:

Quote
I am interested in pre-ordering Star Wars: The Old Republic, but do not know if my PC can support it. What are the minimum system requirements needed to run the game?

Processor:

AMD Athlon 64 X2 Dual-Core 4000+ or better
Intel Core 2 Duo Processor 2.0GHz or better

Operating System:

Windows XP or later

RAM:

Windows XP: 1.5GB RAM
Windows Vista and Windows 7: 2GB RAM
Note: PCs using a built-in graphical chipset are recommended to have 2GB of RAM.

Video Card:

Star Wars: The Old Republic requires a video card that has a minimum of 256MB of on-board RAM as well as support for Shader 3.0 or better. Examples include:
ATI X1800 or better
nVidia 7800 or better
Intel 4100 Integrated Graphics or better

DVD-ROM drive - 8x speed or better (required for installation from physical editions only)

Internet connection required to play.

They aren't posting HD requirements, may want to be careful if you have less than 138Gb free.


Title: Re: SWTOR
Post by: Rasix on July 21, 2011, 11:44:08 AM
No more of that, mister.


Title: Re: SWTOR
Post by: Cadaverine on July 21, 2011, 11:46:28 AM
Also, if you guys notice, Origin pre-order isnt $5 more. Its pay $5 now, and then the remaining amount later. Just like Gamestop.

Negative.  It may say that on the site, but according to my bank balance, they charged me the full amount.


Title: Re: SWTOR
Post by: Modern Angel on July 21, 2011, 11:50:00 AM
No more of that, mister.

 :grin:

They've already dropped 1.5mil preorders, according to something or other I read.

I'll go 4mil boxes, 1mil subs after three months.


Title: Re: SWTOR
Post by: Outlawedprod on July 21, 2011, 11:51:03 AM
Negative.  It may say that on the site, but according to my bank balance, they charged me the full amount.

http://en.wikipedia.org/wiki/Authorization_hold ?


Title: Re: SWTOR
Post by: Montague on July 21, 2011, 11:54:40 AM
Preordering SWTOR is like banging the easy chubby chick down the street. You tell everybody you're not gonna do it but deep down you know you will, and you just hope nobody you know finds out.


Title: Re: SWTOR
Post by: Rasix on July 21, 2011, 11:59:46 AM
Preordering SWTOR is like banging the easy chubby chick down the street. You tell everybody you're not gonna do it but deep down you know you will, and you just hope nobody you know finds out.

http://www.youtube.com/watch?v=lQlIhraqL7o


Title: Re: SWTOR
Post by: eldaec on July 21, 2011, 12:03:18 PM
With all these 1M+ subs predictions, just keep in mind that WoW only achieved about 3M western subs after however many years, and honestly, Star Wars is not a helpful IP for a huge portion of that 3M. It'll guarantee 2M box sales, but will also make a significant number of the WoW people believe the game is 'not for them'. As for the more important parts of the world, Bioware rpgs don't sell like crazy in Asia.


Title: Re: SWTOR
Post by: VainEldritch on July 21, 2011, 12:06:09 PM
No more of that, mister.

 :grin:

They've already dropped 1.5mil preorders, according to something or other I read.

I'll go 4mil boxes, 1mil subs after three months.

It may not be so easy to guestimate, since it appears that they ae limiting the initial release to 50% of the world.

Truth is, I'm really hoping this goes cosmic. It may not and yet my visits to the cake shop to pig-out failed to persuade me otherwise. I think retention will be helped by the story approach and the staggered release to other territories will tilt churn in BW's favor and avert shock headlines like "SWTOR subs plummet after 3 months!". I think SWTOR will be big, really big - and I hope it deserves to be.


Title: Re: SWTOR
Post by: Paelos on July 21, 2011, 12:08:12 PM
SWTOR will crush WoW!  :awesome_for_real:

(http://24.media.tumblr.com/tumblr_lkb3jfOhFG1qj4hgno1_500.jpg)


Title: Re: SWTOR
Post by: 01101010 on July 21, 2011, 12:08:48 PM
Quote
Note: PCs using a built-in graphical chipset are recommended to have 2GB of RAM.

 :ye_gods:


Title: Re: SWTOR
Post by: Mosesandstick on July 21, 2011, 12:08:59 PM
I thought f13 was full of cynics. I think box sales will do well but subs will fall off quickly after a while.


Title: Re: SWTOR
Post by: fuser on July 21, 2011, 12:12:39 PM
Canada Gamestop has the regular edition (http://www.gamestop.ca/pc/games/star-wars-the-old-republic-online/307087) on for $39.99 (god know's if you get it for that price).


Title: Re: SWTOR
Post by: Merusk on July 21, 2011, 12:26:37 PM
I thought f13 was full of cynics. I think box sales will do well but subs will fall off quickly after a while.

Even the cynic has an inner child.

For a lot of 30-somethings that inner child wants a fucking laszer sward or koo spaseship unna ray gun.


Title: Re: SWTOR
Post by: sam, an eggplant on July 21, 2011, 12:27:24 PM
I'll go 4mil boxes, 1mil subs after three months.
4 million boxes at 138GB apiece is five hundred thirty-nine terabytes of disk space! Weesa gonna haveta invest in seagate-a and westerna digital-a!


Title: Re: SWTOR
Post by: eldaec on July 21, 2011, 12:38:38 PM
Your maths is off.

138 Gigabytes x 4 milllion is 539 Petabytes.

Increasing at a rate of 80 Petabytes for each 20Gb patch, reaching 1 Exabyte after around 6 months.


Title: Re: SWTOR
Post by: Lucas on July 21, 2011, 12:40:59 PM
 :headscratch:


Title: Re: SWTOR
Post by: sam, an eggplant on July 21, 2011, 12:41:50 PM
You're right, it's five hundred thirty-nine thousand terabytes!

That's just over 22 million 25GB canadian bandwidth caps!


Title: Re: SWTOR
Post by: Merusk on July 21, 2011, 12:49:54 PM
Now figure how much money AT&T would make on that client given a home-user cap of 150gb/month a subscriber base of 300k, an average pre-download usage rate of 70gb/month and penalties of $10/50gb over the limit.


Title: Re: SWTOR
Post by: Morat20 on July 21, 2011, 12:50:08 PM
I really need a new PC. I'm going to be stuck here reading about people playing it.


Title: Re: SWTOR
Post by: Modern Angel on July 21, 2011, 12:52:25 PM
I thought f13 was full of cynics. I think box sales will do well but subs will fall off quickly after a while.

I'm totally cynical. I just think that there are very few more dedicated, eat whatever shit comes their way regardless of quality fanbases than Lucas'.

Let me put it this way, because nothing about the following breaks the NDA: I am in the beta. I am not planning on pre-ordering. I still think it will get @ 1mil subs.


Title: Re: SWTOR
Post by: sam, an eggplant on July 21, 2011, 12:59:33 PM
I'm in the beta too, and I did pre-order. So there.


Title: Re: SWTOR
Post by: Mosesandstick on July 21, 2011, 01:00:03 PM
I didn't know we could do that.

I'm in as well. No pre-order.


Title: Re: SWTOR
Post by: Surlyboi on July 21, 2011, 01:04:29 PM
The OSX compatibility makes me kinda skeered, I fear for my productivity. Luckily the nvidia 320M is probably way to wimpy for real gaming.

I'm in beta. pre-ordered the CE. And Modern Angel was the one that told us it was 138 gigabeezles, so... yeah.

Radeon HD 6750M should eat it for lunch.  :drill:


Title: Re: SWTOR
Post by: Modern Angel on July 21, 2011, 01:05:01 PM
You can say whether or not you're in the beta. That's basically it. Everything else is locked down. Obviously if I said WHY I'm not preordering, that would be different.

EDIT: I said that before I got in and was relating what a friend told me. My friend was wrong, I was wrong for conveying it. An admission of being wrong is better than about 95% of f13 posters would give you.  :why_so_serious:


Title: Re: SWTOR
Post by: 01101010 on July 21, 2011, 01:05:30 PM
I didn't know we could do that.

I'm in as well. No pre-order.

No droid class, NO BETA! /chant


Title: Re: SWTOR
Post by: Samprimary on July 21, 2011, 01:16:10 PM
Preordering SWTOR is like banging the easy chubby chick down the street. You tell everybody you're not gonna do it but deep down you know you will, and you just hope nobody you know finds out.

I'm going to tweet how hard I'm hitting that

/fake edit - with wua's dick


Title: Re: SWTOR
Post by: Fordel on July 21, 2011, 01:18:10 PM
Canada Gamestop has the regular edition (http://www.gamestop.ca/pc/games/star-wars-the-old-republic-online/307087) on for $39.99 (god know's if you get it for that price).


It's already changed it looks like. 59.99


Title: Re: SWTOR
Post by: Simond on July 21, 2011, 01:32:44 PM
I still predict a grand gnashing of teeth from all of ya when Origin starts selling your info and otherwise violates your privacy in a way only EA could do.
Hahaha you mean 'Activision'. right?  :awesome_for_real:


Title: Re: SWTOR
Post by: Sky on July 21, 2011, 01:47:07 PM
Amazon now out of CEs. http://www.amazon.com/gp/product/B005B8DRVU

Just checking Best Buy, they still have it...but I find it funny they have 6mo financing available  :awesome_for_real:


Title: Re: SWTOR
Post by: Modern Angel on July 21, 2011, 01:52:41 PM
That... is awesome.


Title: Re: SWTOR
Post by: Merusk on July 21, 2011, 01:53:52 PM
Amazon now out of CEs. http://www.amazon.com/gp/product/B005B8DRVU

Just checking Best Buy, they still have it...but I find it funny they have 6mo financing available  :awesome_for_real:


Best Buy knows American consumer habits.  They'd let you 6mo finance a $7.99 CD if they could be certain people wouldn't just pay it off at the end.

BB also likes to take way more preorders for things than they can actually ship.  Amazon used to be guilty of that as well. (He said, testily remembering the Burning Crusade debacle.)

Ed: I love that games still get the "Will this have a monthly fee??" question in the top questions on Amazon.


Title: Re: SWTOR
Post by: luckton on July 21, 2011, 03:50:48 PM
Everytime you finance something with the BB, they make money.  It's actually a goal that they hold associates to everyday to try and get as many "Branded Payments" as possible.  They sweeten the deal now by giving you bonus member's points if you make said branded payment and then pay it off within a month.

I suppose if you go/buy often enough, you could get some good discounts, but it does boil down to another scheme.  Besides, BB is the only place you can 36 month financing on an $1100 HDMI cable (http://www.bestbuy.com/site/AudioQuest+-+Chocolate+65.6'+HDMI+Cable+-+Platinum+White/9892794.p?id=1218202121644&skuId=9892794)  :why_so_serious: :why_so_serious: :why_so_serious:


Title: Re: SWTOR
Post by: Evildrider on July 21, 2011, 03:53:13 PM
Tidbit from the Comic-con Panel.


Title: Re: SWTOR
Post by: Surlyboi on July 21, 2011, 03:53:43 PM
Ed: I love that games still get the "Will this have a monthly fee??" question in the top questions on Amazon.

Yeah, I'm always tempted to post a "Yes, much like your mom." reply to those. But then I remember I only feel like I'm 12.


Title: Re: SWTOR
Post by: tmp on July 21, 2011, 04:03:55 PM
I'd imagine that's a given for any class. The alternative would probably generate enough tears to extinguish the Sun.


Title: Re: SWTOR
Post by: Evildrider on July 21, 2011, 04:07:56 PM
Well the ability to change appearance is new, as well as them adding the ability to change the AI of the characters like in Dragon Age 2.


Title: Re: SWTOR
Post by: luckton on July 21, 2011, 04:11:05 PM
Jebus...900+ voice actors and 2+ years of recording...I can see why they'd want to charge $60+ right off the bat  :ye_gods:


Title: Re: SWTOR
Post by: tmp on July 21, 2011, 04:17:15 PM
Well the ability to change appearance is new, as well as them adding the ability to change the AI of the characters like in Dragon Age 2.
Well, aside from the skin colour the customization on this level was in DAO and ME. I'm happy they're going to have it in SWTOR too though, the more limiting way they went about it in ME2/DA2 was... well, limiting. :uhrr:


Title: Re: SWTOR
Post by: Miasma on July 21, 2011, 08:29:36 PM
Could someone remind me which retailer screwed up an MMO launch a year or two ago (I forget which game even) by selling more preorders for the collector's edition than they were actually due to receive, screwing a bunch of people?  If I get the swtor CE I want to avoid them.


Title: Re: SWTOR
Post by: Hawkbit on July 21, 2011, 09:30:43 PM
I know for a fact that Best Buy oversells.  They'll keep selling anything as long as they get preorders.  Don't matter if they actually get any in stock or not. 

Also, it would be silly for them not to sell extra CEs... it's pure cash.  It's not like my WoW 1.0 CE is worth anything as a collector's now that it's open.


Title: Re: SWTOR
Post by: Nonentity on July 21, 2011, 09:51:37 PM
Apparently tying a pre-order key to an account makes a new Origin account.

My email account on my SWTOR account was separate than my Origin account.

I now have two Origin accounts. One with everything I've ever done with EA and one with SWTOR.

Fuck.

That.

Shit.

I'm banging at the doors of the "site down" message EA site to make them consolidate my goddamn accounts.


Title: Re: SWTOR
Post by: eldaec on July 21, 2011, 09:58:40 PM
I know for a fact that Best Buy oversells.  They'll keep selling anything as long as they get preorders.  Don't matter if they actually get any in stock or not. 

Also, it would be silly for them not to sell extra CEs... it's pure cash.  It's not like my WoW 1.0 CE is worth anything as a collector's now that it's open.

Depends what you mean by oversell. From best buy's pov the point of a presale is that you want to pay in advance for a product they will eventually have limitless stock of. I imagine they are barely even aware that they are selling paid beta access as well.


Title: Re: SWTOR
Post by: Hawkbit on July 21, 2011, 11:09:30 PM
To clarify, because I worded that poorly:  If BB knows they're only getting 5 copies of a CE in stock, they'll gladly take preorders for 1000 of them, then base it on first come, first serve.  And often, the first served are employees of that store.  The other 995 are out of luck. 

Gamestop has occasionally messed this up, but it's usually on more obscure products that they're only getting a few copies of.  For a major title like this one, they'll get a pretty good idea of their stock-preorder numbers.  9 times out of 10, though, I find going into Target/Walmart the next day to yield what you're looking for. 


Title: Re: SWTOR
Post by: eldaec on July 22, 2011, 12:04:55 AM
I'd imagine that's a given for any class. The alternative would probably generate enough tears to extinguish the Sun.

Devs already indicated they have "dozens" of these storylines in the game, and I think most people have assumed you have the standard straight, alien, and gay option on every character as soon as it was established that they really are taking a bioware rpg approach despite Austinlol.


Title: Re: SWTOR
Post by: FieryBalrog on July 22, 2011, 12:34:53 AM
My bet is that this game sells 2 million boxes and retains about 750k subs after 3 months. 

Any takers?
Depends on companions. Since multi-boxing is so rampant in WoW, nobody knows how many unique players there are in this 'expanded' market.

What.


Title: Re: SWTOR
Post by: VainEldritch on July 22, 2011, 12:37:17 AM
Let me put it this way, because nothing about the following breaks the NDA: I am in the beta. I am not planning on pre-ordering. I still think it will get @ 1mil subs.


I'm in as well. No pre-order.

I'm in beta. pre-ordered the CE.


 :ye_gods:


Title: Re: SWTOR
Post by: Merusk on July 22, 2011, 04:12:48 AM
Why the yegods?  Those are fairly predictable positions based on the members in question.  MA's the only one I'm curious as to why, though my first guess is Diku burnout on his part.


Title: Re: SWTOR
Post by: 01101010 on July 22, 2011, 04:30:19 AM
To clarify, because I worded that poorly:  If BB knows they're only getting 5 copies of a CE in stock, they'll gladly take preorders for 1000 of them, then base it on first come, first serve.  And often, the first served are employees of that store.  The other 995 are out of luck. 

Gamestop has occasionally messed this up, but it's usually on more obscure products that they're only getting a few copies of.  For a major title like this one, they'll get a pretty good idea of their stock-preorder numbers.  9 times out of 10, though, I find going into Target/Walmart the next day to yield what you're looking for. 

Well to be fair, they have come a long way since then. BB went through a major recentering starting about 4 years ago to put the emphasis on media and media related items. Coincidentally, the CEO is also heads up the ESRB, so I am told by my buddy who still works there in the media dept. Their latest push is in buy-back options for console games. Their poor handling of releases prior do give them a black mark, but they have done much better with accounting for the numbers of preordering games recently. The main problems they had years ago, and might still have (since I have never preordered from them) was shipping numbers to the wrong stores - some stores received wrong order numbers leading to pissed off people. However, I recall when I was employed there, when a game came in with preordered items - the store had a check sheet with the number of preorders and that amount was marked on the boxes and kept in the warehouse/customer service and held. Employees had their pick of the not preordered stock. This is based on what I had to handle with the release of Halo3...


Title: Re: SWTOR
Post by: Murgos on July 22, 2011, 05:11:39 AM
Ed: I love that games still get the "Will this have a monthly fee??" question in the top questions on Amazon.

Yeah, I'm always tempted to post a "Yes, much like your mom." reply to those. But then I remember I only feel like I'm 12.

ToR is attracting enough attention that I've seen people posting on pretty jaded enthusiast sites like SA and NeoGaf about how they have never played an MMO before but they've pre-orderd and don't have a clue what X,Y and Z means.

Because some of us here have lived in MMO land for 12+ years now doesn't mean it's still not a pretty small niche.


Title: Re: SWTOR
Post by: shiznitz on July 22, 2011, 06:21:14 AM
A message board post from an internet friend in the UK:

Quote
So I decide to pre-order SW:TOR. (NOT the collectors edition).

Go to the EA shop.
Create account: fail - already an account with that email.
There is? OK, maybe from Dragon Age.
Reset password - receive email
Enter new password.
Log onto EA site. Notice there is some name not connected with my email. Never mind.
Lots of guff about how I can log onto Origins using my EA password.
Validate email address.
Receive email and click the validate link.
Hooray. Now I can order.

Next day - receipt with pre-order registration instructions.
Log onto the SW:TOR site to register - OK, I have an ID there, I can do that.
Now download the origins downloader and log in to origins.
Install the thing and start it.
It doesn't recognise my password.
Click on reset password.
Get email with code.
Enter reset code. Not recognised.
Cut'n'paste put a space on the end. Remove space.
Enter new password. Twice.
Not valid - must be between 8 and 16 characters. IT IS!!!
Try various passwords using combinations of characters, numbers, punctuation.

Go back to the EA site - I still seem to be logged on.
Go to help. Nothing helpful.
Go to contact us. Please log on using your screen name - WTF is that??
Try the odd name noticed earlier. No help.
Click the "recover my screen name". Enter email address. Nothing received.
Try again. Nothing. Again - too many attempts, try later.

EA!


Title: Re: SWTOR
Post by: Bunk on July 22, 2011, 06:29:41 AM
That pretty much would be the reason for my plan of pre-ordering at Gamestop and waiting a few months before touching anything account wise.


Title: Re: SWTOR
Post by: Shatter on July 22, 2011, 06:34:51 AM
Hey you can get it for $299 now

http://www.amazon.com/gp/product/B005B8DRVU

sold!


Title: Re: SWTOR
Post by: 01101010 on July 22, 2011, 06:37:05 AM
Video game speculators... how quaint.


Title: Re: SWTOR
Post by: Sky on July 22, 2011, 06:40:03 AM
Not sure why people are replying like that to the topic of wow multiboxing. Do a GIS. It's nothing new, hell I dualboxed in UO and EQ. But the larger numbers of WoW and low sys reqs translate to a whole lot of boxers.

That's not even counting the gold farmers and spammers, which I'm sure Blizz is counting in their sub numbers.


Title: Re: SWTOR
Post by: Paelos on July 22, 2011, 06:41:00 AM
DAOC buffbots.  :facepalm:


Title: Re: SWTOR
Post by: Merusk on July 22, 2011, 07:39:25 AM
Not sure why people are replying like that to the topic of wow multiboxing. Do a GIS. It's nothing new, hell I dualboxed in UO and EQ. But the larger numbers of WoW and low sys reqs translate to a whole lot of boxers.

That's not even counting the gold farmers and spammers, which I'm sure Blizz is counting in their sub numbers.

Ah, we see your confusion now.  Lots of images != rampant, as you put it.   There's multi-boxers as there are in any game, but it's not enough of WoW's playerbase to be seen as anything but a novelty/ oddity when you come across one.   On my entire battlegroup (6 servers) I've only seen 4 people multibox in the entire time I've played WoW.

Plus, it's not like EQ where you did it to maintain sanity.  The guys I've seen doing it always run 5 of the same character - typically a shaman.  Maybe you'll get 4 shaman and a tank of some sort for PvE.  However, you're not seeing legions of guys running PvE encounters that way.   Even in PVP it's only useful if you want to roll PUGs in battlegrounds. Organized teams will eat them alive because they're one-trick-ponies with a very big alpha.

There's the one guy who runs 25-man raids with his wife, but he's such an oddity that you may as well say everyone who multiboxed in EQ had a similar bedroom-dungeon setup as that one freak whose pictures were going around in 2001.


Title: Re: SWTOR
Post by: FieryBalrog on July 22, 2011, 07:47:32 AM
I've come across maybe 7 or 8 multiboxers across 4 servers in 6 years of WoW. The idea that it accounts for a significant chunk of WoW's NA/EU subs is pretty laughable- people still treated them as a novelty even 3 months ago when I quit playing. You know, you can run around any given server for yourself and immediately get an idea of how many multiboxers there are; they're not exactly hard to spot.  

This just sounds like the typical kotaku commenter "lol WoW subs r fake = 50% gold farmers lol" (not that Blizzard would give a flying toss, its still $)


Title: Re: SWTOR
Post by: Sky on July 22, 2011, 07:54:20 AM
Well, I didn't play WoW much after launch, so I'm going on my experience in EQ2 and now Rift. I see at least a few dualboxers on Rift every night.

This just sounds like the typical kotaku commenter
Aren't you cute?


Title: Re: SWTOR
Post by: Surlyboi on July 22, 2011, 08:23:46 AM
Can we keep him?


Title: Re: SWTOR
Post by: Sky on July 22, 2011, 08:34:31 AM
Well, I was making a side point about subs vs actual players (not bots, not boxers, not gold merchants/slaves) and rampant wasn't a word I chose after much careful consideration. I disagree with the notion that there has ever been 11 million people playing WoW concurrently. But the main point of total # of subs, I guess they all count.

And just to clarify, I am definitely saying that half of all WoW subs are gold farmers. The other half are raid 20-boxers. There are actually 6 people playing WoW in the world.


Title: Re: SWTOR
Post by: Surlyboi on July 22, 2011, 08:43:14 AM
And all six of them will now descend upon you with righteous anger and vengeance to smite you for your heresy against the One True Game.


Title: Re: SWTOR
Post by: Rasix on July 22, 2011, 08:44:12 AM
All of your cool kid snarkiness doesn't stop you from being wrong.  

Sky made a dumb comment about WoW based on his extensive time playing EQ2 and Rift.  Yah, let's flay the lurker over that.  How about we just move on instead?

edit: in != and.  I type good.


Title: Re: SWTOR
Post by: Paelos on July 22, 2011, 08:49:17 AM
All of your cool kid snarkiness doesn't stop you from being wrong.  

Sky made a dumb comment about WoW based on his extensive time playing EQ2 in Rift.  Yah, let's flay the lurker over that.  How about we just move on instead?

Cheer up, it's Friday!

Also, yeah both points were meaningless.


Title: Re: SWTOR
Post by: kildorn on July 22, 2011, 08:50:40 AM
Logging in to Origin for a laugh to check the preorder system.

First note: So there's a game cost, and a preorder cost. The preorder cost does not seem to be a down payment needed, it actually appears to be an additional fee for ordering early?

Second note: lol, your new store apparently cannot process orders for your products, and it just makes a long assed queue. Hah.


Title: Re: SWTOR
Post by: Rasix on July 22, 2011, 08:51:59 AM
Gives you a lot of confidence in the account servers when the game goes live, doesn't it?


Title: Re: SWTOR
Post by: Surlyboi on July 22, 2011, 08:55:25 AM
All of your cool kid snarkiness doesn't stop you from being wrong.  

Sky made a dumb comment about WoW based on his extensive time playing EQ2 and Rift.  Yah, let's flay the lurker over that.  How about we just move on instead?

edit: in != and.  I type good.

Didn't say I was right, just waited for a snarky response to my snarky response. Which you provided quite quickly.  :why_so_serious:


Title: Re: SWTOR
Post by: kildorn on July 22, 2011, 08:55:35 AM
We have received your login request. Based on our estimates you will receive your login token. You will receive a character selection screen within 48 hours.


Title: Re: SWTOR
Post by: 01101010 on July 22, 2011, 08:56:45 AM
Can't wait till you have to login to queue to login in order to get in queue to play.  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on July 22, 2011, 09:32:57 AM
New trailer showing off quite a bit of new combat footage of every class, in a montage fashion that attempts to drive the hype to super-epic proportions   :drill: (http://www.swtor.com/media/trailers/join-fight)



Title: Re: SWTOR
Post by: Merusk on July 22, 2011, 09:41:35 AM
Second note: lol, your new store apparently cannot process orders for your products, and it just makes a long assed queue. Hah.

So is this based on people not getting charged, or just not recognizing all the people who preordered?  All they can do right now is put the hold on your card. It's illegal for them to submit the whole charge until the product is actually available.


Title: Re: SWTOR
Post by: 01101010 on July 22, 2011, 09:44:35 AM
Wait, so imperial agents get an orbital strike? ... hmm, that might be interesting.  :awesome_for_real:


Title: Re: SWTOR
Post by: kildorn on July 22, 2011, 09:47:38 AM
Second note: lol, your new store apparently cannot process orders for your products, and it just makes a long assed queue. Hah.

So is this based on people not getting charged, or just not recognizing all the people who preordered?  All they can do right now is put the hold on your card. It's illegal for them to submit the whole charge until the product is actually available.

It's the text on the origin store page when you go to order. Once ordered, it processes pretty fast, they just have a "GIVE US 48 HOURS LOL" message up still. They do not charge your card until the order goes through, I just find it hilarious.

It also gives you a note when you order that "by our estimates, your preorder will probably be processed!"


Title: Re: SWTOR
Post by: Murgos on July 22, 2011, 09:49:07 AM
Logging in to Origin for a laugh to check the preorder system.

First note: So there's a game cost, and a preorder cost. The preorder cost does not seem to be a down payment needed, it actually appears to be an additional fee for ordering early?

Second note: lol, your new store apparently cannot process orders for your products, and it just makes a long assed queue. Hah.

Uh, no.  Not one word of this is true.

Really, what's the point?  I mean, fuck Origin.  But really, at least be honest.


Title: Re: SWTOR
Post by: kildorn on July 22, 2011, 09:56:06 AM
Logging in to Origin for a laugh to check the preorder system.

First note: So there's a game cost, and a preorder cost. The preorder cost does not seem to be a down payment needed, it actually appears to be an additional fee for ordering early?

Second note: lol, your new store apparently cannot process orders for your products, and it just makes a long assed queue. Hah.

Uh, no.  Not one word of this is true.

Really, what's the point?  I mean, fuck Origin.  But really, at least be honest.

Every word of that was true. The first was an impression of the store's purchase page (would you like me to screencap it? Preorder is a line item, worth $5 on the digital deluxe version, and is added to the total. If this means the core game is reduced by $5 fine, but it looks from a line item basis like an additional fucking charge)

The second is the entire HALF A PAGE text at the top of the page when you click the preorder link.


Title: Re: SWTOR
Post by: kildorn on July 22, 2011, 09:57:11 AM
Here, the paste from the order confirmation email:

Product SKU: 71185
Product Name: STAR WARS(TM): The Old Republic(TM) Digital Deluxe Edition Pre-Order
Qty Ordered: 1
Amount: $5.00


Product SKU: 71199
Product Name: STAR WARS(TM): The Old Republic(TM) Digital Deluxe Edition (Pre-Ordered)
Anticipated Released Date: Targeting Holiday 2011
Qty Ordered: 1
Amount: $74.99


The preorder is it's own SKU, priced at $5.

edit: the text of the top of the preorder page on origin:

Due to high demand and limited quantities of Star Wars™: The Old Republic™,
the pre-order process will be as follows:
1Complete the order form below.
2You will be sent an email confirming your pre-order request has been received.
3Pre-order requests will be processed in the order they are received, while quantities last.
4An email will be sent within 48 hours to let you know if your pre-order request was successful.
If your request is successful, your credit card will be charged for the pre-order. Your card will be charged for the price of the edition you ordered when the game is released. If you have questions, please see our pre-order FAQ.


Title: Re: SWTOR
Post by: jakonovski on July 22, 2011, 10:01:57 AM
Also this:

Dude on Neogaf confirmed from EA support that if you buy after release, the game will indeed be 5 monetary units of your choice lower.



Title: Re: SWTOR
Post by: luckton on July 22, 2011, 10:19:04 AM
Interesting tidbit from ComicCon.  A legacy system is being introduced that rewards you for rerolling new toons after you 'beat the (leveling) game'.  When you do, you get access to races that you can't choose from the start.  This is to show others that you're not a newb when you group up and gives you a little more flair.

Maybe playable Droids aren't completely out after all  :grin:


Title: Re: SWTOR
Post by: Nonentity on July 22, 2011, 10:21:12 AM
Apparently tying a pre-order key to an account makes a new Origin account.

My email account on my SWTOR account was separate than my Origin account.

I now have two Origin accounts. One with everything I've ever done with EA and one with SWTOR.

Fuck.

That.

Shit.

I'm banging at the doors of the "site down" message EA site to make them consolidate my goddamn accounts.

So, in an example of what exactly I wanted not to happen happening, they couldn't consolidate the accounts without being fucking sloppy as hell. They rolled the names and everything into my new account that was created for SWTOR, but random game keys (like Bad Company 2) are still tied to the old account and couldn't be transfered, because they are incompetent fuckwits.

My EA accounts are now randomly scattered between the two.

Fuck you, Origin.


Title: Re: SWTOR
Post by: jakonovski on July 22, 2011, 10:33:08 AM
This is funny.

(http://i.imgur.com/R3OK8.jpg)


Title: Re: SWTOR
Post by: Threash on July 22, 2011, 10:35:00 AM
I don't get it, when i checked out the price i was paying was clearly displayed.  Was this not the case for everyone?


Title: Re: SWTOR
Post by: Mrbloodworth on July 22, 2011, 10:39:11 AM
News flash: Frantic star wars fans click yes to everything!


Title: Re: SWTOR
Post by: Cyrrex on July 22, 2011, 10:40:40 AM
Yeah, I just ordered an am under the impression that I will be billed the full amount.  The 5 bucks isn't a reservation fee...it's the cost of the pre-order goodies, it seems.

I got the Deluxe edition, because I like some shiny.  Would have like to have the Malgus figurine, but not at that price.

Moving to Europe in three days.  Here's hoping that I won't have any problems with Origin and/or playing on US servers...


Title: Re: SWTOR
Post by: luckton on July 22, 2011, 10:41:38 AM
I'm still  :roflcopter: over ya'll actually thinking this whole Origin thing was not gonna be a big deal.

It's f-cking EA.

They are here for your money.

They are here.  For your.  Money.

Just pre-order it 5 bucks at a brick 'n mortar and be done with it. 


Title: Re: SWTOR
Post by: Threash on July 22, 2011, 10:43:38 AM
Exactly what is every other company in the world after?


Title: Re: SWTOR
Post by: Paelos on July 22, 2011, 10:46:07 AM
Guys, buy at Amazon. $49.99 regular edition with guarantees. No BS.

Done.


Title: Re: SWTOR
Post by: kildorn on July 22, 2011, 10:52:36 AM
I don't get it, when i checked out the price i was paying was clearly displayed.  Was this not the case for everyone?

Mine displayed the full price, my only annoyance was the multiple SKUs, but the total was the total. I wasn't trying anything funky about only putting some money down though, I just said "buy gaem" and made a snarky comment about them seemingly charging a $5 early access fee with it.


Title: Re: SWTOR
Post by: Malakili on July 22, 2011, 10:53:04 AM
Guys, buy at Amazon. $49.99 regular edition with guarantees. No BS.

Done.

I think I'm just going to check my local best buy on release day if I feel like I want to play it.  That plan has served me well for the last 3 years or so and I've never left without the game I wanted for a big release w/no pre-order.


Title: Re: SWTOR
Post by: Sky on July 22, 2011, 10:57:47 AM
New trailer showing off quite a bit of new combat footage of every class, in a montage fashion that attempts to drive the hype to super-epic proportions   :drill: (http://www.swtor.com/media/trailers/join-fight)
Like the VO actor for agent and inquisitor.

More from the comic con. Confirmed:

Speeder bikes and landspeeders! :)
No Mac version, Amazon is wrong
No costume slots :(


Title: Re: SWTOR
Post by: tmp on July 22, 2011, 10:58:26 AM
Can't wait till you have to login to queue to login in order to get in queue to play.  :why_so_serious:
Queue indicators are the new progress bars.


Title: Re: SWTOR
Post by: Merusk on July 22, 2011, 11:02:08 AM
I don't get it, when i checked out the price i was paying was clearly displayed.  Was this not the case for everyone?

When I tried to preorder from Origin I got a notice saying "Your bank will hold the full amount of this fee if you are charged."  It was quite clear, and even mentioned it on the page where you chose the edition you wanted to preorder.  It was showing the full preorder+tax cost so I expected that full amount to go on hold.  That was the morning of the 21st at about 7:00edt, though, so no idea if they'd added that info after getting slammed at 4am.

Then again, I'm also not a 21-year-old college kid who thinks he doesn't have to read everything presented to him on a purchase page.



Title: Re: SWTOR
Post by: Malakili on July 22, 2011, 11:04:25 AM
New trailer showing off quite a bit of new combat footage of every class, in a montage fashion that attempts to drive the hype to super-epic proportions   :drill: (http://www.swtor.com/media/trailers/join-fight)
Like the VO actor for agent and inquisitor.


I liked the agent as well.

It seems like the animations have also been improving a LOT in the last few months.  Combat looks a lot more fluid than it used to.


Title: Re: SWTOR
Post by: luckton on July 22, 2011, 11:05:28 AM
Getting away from the pre-order drama for a moment/page, does anyone else miss how DAoC seemed to be the only MMO that showed their actual server pop. numbers, and do you think EA/BW-Mythic will try and bring that back in order to flaunt just how awesome they think their game is going to be?


Title: Re: SWTOR
Post by: Malakili on July 22, 2011, 11:06:27 AM
Getting away from the pre-order drama for a moment/page, does anyone else miss how DAoC seemed to be the only MMO that showed their actual server pop. numbers, and do you think EA/BW-Mythic will try and bring that back in order to flaunt just how awesome they think their game is going to be?

I'd be shocked if they do.


Title: Re: SWTOR
Post by: tmp on July 22, 2011, 11:08:18 AM
More from the comic con. Confirmed:

No costume slots :(
:mob:


Title: Re: SWTOR
Post by: luckton on July 22, 2011, 11:09:26 AM
More from the comic con. Confirmed:

No costume slots :(
:mob:

It's Star Wars.  You 'are' the costume  :why_so_serious:


Title: Re: SWTOR
Post by: 01101010 on July 22, 2011, 11:13:18 AM
Exactly what is every other company in the world after?

Blood or souls?  :why_so_serious:


Title: Re: SWTOR
Post by: 01101010 on July 22, 2011, 11:15:56 AM
I don't get it, when i checked out the price i was paying was clearly displayed.  Was this not the case for everyone?

When I tried to preorder from Origin I got a notice saying "Your bank will hold the full amount of this fee if you are charged."  It was quite clear, and even mentioned it on the page where you chose the edition you wanted to preorder.  It was showing the full preorder+tax cost so I expected that full amount to go on hold.  That was the morning of the 21st at about 7:00edt, though, so no idea if they'd added that info after getting slammed at 4am.

Then again, I'm also not a 21-year-old college kid who thinks he doesn't have to read everything presented to him on a purchase page.


So does that mean the bank holds that amount until the game is released?  :uhrr:


Title: Re: SWTOR
Post by: Murgos on July 22, 2011, 11:16:55 AM

Every word of that was true. The first was an impression of the store's purchase page (would you like me to screencap it?

Actually what I want you to do is screencap the bottom of that same page and post it here.

Quote
The second is the entire HALF A PAGE text at the top of the page when you click the preorder link.

It doesn't say what you think it does.  It says that you will receive the email confirming your order within 48 hours.  There is no mention of a queue.  Mentioning that there will be a delay between clicking purchase and receiving the confirmation order is SOP for all online purchases.  That they gave themselves 48 hours of grace is besides the point.  That there are limited numbers of pre-orders that they are willing to accept also has nothing to do with a queue.  If what you are whining about is, "Orders will be processed in the order they are received."  Uh, well fuck off.


Title: Re: SWTOR
Post by: Sky on July 22, 2011, 11:21:56 AM
More from the comic con. Confirmed:

No costume slots :(
:mob:
On the one hand, I get the "Vision". Since you have slotted items, you can keep the one you like the visuals on and change the components. But in practice, I want to set my appearance to anything I have access to. It's one of those things that once you're used to it, it sucks not to have it. Sacrificing style for power sucks.


Title: Re: SWTOR
Post by: luckton on July 22, 2011, 11:24:44 AM
On the one hand, I get the "Vision". Since you have slotted items, you can keep the one you like the visuals on and change the components. But in practice, I want to set my appearance to anything I have access to. It's one of those things that once you're used to it, it sucks not to have it. Sacrificing style for power sucks.
You wanna cry about vanity items?  I'm going to miss being able to switch my role to adapt to the group I'm with in Rift, being able to fully customize my UI like WoW, and enjoy an awesome story line like LoTR...oh wait, it does have a story...well, two out of three then!   :mob:


Title: Re: SWTOR
Post by: Merusk on July 22, 2011, 11:30:08 AM
So does that mean the bank holds that amount until the game is released?  :uhrr:

Might depend on the bank & company.  My Cataclysm Preorder would fall off after 2 weeks then renewed itself a day or 2 later until launch.  That was on my Visa via Best Buy.  Since my Exp. date was too close to the date, I had to use my bank debit.  It just shows as a pending transaction and reduces the amount of my balance available for purchase.It hasn't come out of my account, so at least I'm the one making interest on it and not my bank, but I can't spend it either.

That's why you're supposed to do these with a CC, not the debit card you're using on a day-to-day basis.  If it's a CC you're not fucked when the hold goes on after you've paid your rent.  :why_so_serious: (Not that I am anyway, but there were times in my life -some quite recent- I would have been.)


Title: Re: SWTOR
Post by: Outlawedprod on July 22, 2011, 11:43:52 AM
Getting away from the pre-order drama for a moment/page, does anyone else miss how DAoC seemed to be the only MMO that showed their actual server pop. numbers, and do you think EA/BW-Mythic will try and bring that back in order to flaunt just how awesome they think their game is going to be?


“Look at us six weeks out. If we’re not adding servers, we’re not doing well.”


Title: Re: SWTOR
Post by: UnsGub on July 22, 2011, 11:50:40 AM
does anyone else miss how DAoC seemed to be the only MMO that showed their actual server pop. numbers, ...

World of Tanks shows current server population in game.


Title: Re: SWTOR
Post by: SnakeCharmer on July 22, 2011, 11:54:46 AM
I don't get it, when i checked out the price i was paying was clearly displayed.  Was this not the case for everyone?

Yeah, it was.  But somehow...somewhere...it's someone else's fault.


Title: Re: SWTOR
Post by: Cyrrex on July 22, 2011, 11:56:10 AM
For any of you Bat Country folks who don't know how to change your class selection so that it appears in the roster - simply select Guild Application (under My Account).  Just update that one option and leave the rest alone, save it, and bingo....good to go.


Title: Re: SWTOR
Post by: Paelos on July 22, 2011, 11:56:27 AM
More from the comic con. Confirmed:

No costume slots :(
:mob:
On the one hand, I get the "Vision". Since you have slotted items, you can keep the one you like the visuals on and change the components. But in practice, I want to set my appearance to anything I have access to. It's one of those things that once you're used to it, it sucks not to have it. Sacrificing style for power sucks.

Is this an appearance tab thing?


Title: Re: SWTOR
Post by: Malakili on July 22, 2011, 11:58:30 AM

That's why you're supposed to do these with a CC, not the debit card you're using on a day-to-day basis.  If it's a CC you're not fucked when the hold goes on after you've paid your rent.  

Well, if you ARE using a money source that you are using to pay your rent directly, AND you know that its sort of "close" when it comes to your rent..welll... Well, I know that I'd be paying VERY close attention to whether or not the purchase I was about to make was going to put me over the edge.   Frankly if I was within a couple hundred bucks of making rent every month, I sure as hell wouldn't be pre-ordering a video game for all my friends  in the first place.


Title: Re: SWTOR
Post by: Sky on July 22, 2011, 12:27:56 PM
Is this an appearance tab thing?
Yes. I think Rift has multiple slots for costumes, which is a great idea. I gave them some crap in beta for not having an appearance tab, so I'll give them kudos for implementing it in a good way.


Title: Re: SWTOR
Post by: eldaec on July 22, 2011, 12:43:43 PM
The CoX/Rift system has the advantage that you can store appearances and flip between them the mood takes you.

As I understand it SWTOR is effectively allowing you to build a costume from whatever parts you find, but not giving you any help switching it around?

Still better than everything except CoX and Rift I guess. So long as we get past the EQ/WoW bullshit where gear stats and appearance are locked together then it'll do.

does anyone else miss how DAoC seemed to be the only MMO that showed their actual server pop. numbers, ...

World of Tanks shows current server population in game.

Also EQ, AC, EVE, I think I'm right in saying SWG was the first major team without enough confidence in their product to display actual numbers.


Title: Re: SWTOR
Post by: Threash on July 22, 2011, 12:44:55 PM
I think an appearance tab is necessary in a game like WoW were armor is designed as part of a set and frankly looks ridiculous when mismatched.  Rift ironically had more realistic looking armor AND you could dye it so it always looked like you matched.


Title: Re: SWTOR
Post by: Rasix on July 22, 2011, 12:46:52 PM
Is this an appearance tab thing?
Yes. I think Rift has multiple slots for costumes, which is a great idea. I gave them some crap in beta for not having an appearance tab, so I'll give them kudos for implementing it in a good way.

Appearance tabs/costume slots help a lot with the whole "Clown Suit Syndrome" you tend to fall in with other DIKUs.  It allso helps if you play female characters at times and don't want to dress like Slave Leia.


Title: Re: SWTOR
Post by: kildorn on July 22, 2011, 12:47:55 PM

Every word of that was true. The first was an impression of the store's purchase page (would you like me to screencap it?

Actually what I want you to do is screencap the bottom of that same page and post it here.

Quote
The second is the entire HALF A PAGE text at the top of the page when you click the preorder link.

It doesn't say what you think it does.  It says that you will receive the email confirming your order within 48 hours.  There is no mention of a queue.  Mentioning that there will be a delay between clicking purchase and receiving the confirmation order is SOP for all online purchases.  That they gave themselves 48 hours of grace is besides the point.  That there are limited numbers of pre-orders that they are willing to accept also has nothing to do with a queue.  If what you are whining about is, "Orders will be processed in the order they are received."  Uh, well fuck off.

I sent you the part where the preorder is a $5 additional charge, that part is 100% entirely true, and verifiable by simply going to their web store and clicking the item.

The second part absolutely means what I think it does: I get an immediate email confirming that I ordered product X. I get a second email confirming that they can fill that order. That is NOT SOP in a web ordering system, because said system knows it's inventory already. The disconnect with Origin is that they're giving themselves 48 hours after confirming they got the order request to validate that they actually posses the product in question. It's silly, and implies their inventory tracking cannot keep up with the order volume, or more specifically could not on the day this was announced.

It's made even more obvious that this isn't SOP because they bother putting up a note that due to the volume and demand for this product, here's the abnormal process we're going to follow. I've purchased shit from EA before, there is no confirmation of the confirmation normally. I hit buy, they process it, and send me a confirmation. With SWTOR, I hit buy, they sent me a confirmation that I hit buy, and then sent me a confirmation that they actually have the product.

This isn't exactly hard to follow, and I'm not bitching out the product in any way, I'm laughing at the web store.


Title: Re: SWTOR
Post by: DraconianOne on July 22, 2011, 12:48:37 PM
I think an appearance tab is necessary in a game like WoW were armor is designed as part of a set and frankly looks ridiculous when mismatched.  Rift ironically had more realistic looking armor AND you could dye it so it always looked like you matched.

They mentioned something about clown outfit armour sets yesterday and how they're trying to steer clear of that by having armour appearance largely depend on class. I also recall (but it's probably :nda:) that there's the ability to colour match or dye or something.


Title: Re: SWTOR
Post by: Rasix on July 22, 2011, 12:51:44 PM
I think an appearance tab is necessary in a game like WoW were armor is designed as part of a set and frankly looks ridiculous when mismatched.  Rift ironically had more realistic looking armor AND you could dye it so it always looked like you matched.

I've gotten into some pretty awful mismatch situations in Rift.  The different level tiers of cleric suits have very noticeable differences and don't match well.   But then, the wardrobe came to the rescue. 


Title: Re: SWTOR
Post by: caladein on July 22, 2011, 12:55:54 PM
Might depend on the bank & company.  My Cataclysm Preorder would fall off after 2 weeks then renewed itself a day or 2 later until launch.  That was on my Visa via Best Buy.  Since my Exp. date was too close to the date, I had to use my bank debit.  It just shows as a pending transaction and reduces the amount of my balance available for purchase.It hasn't come out of my account, so at least I'm the one making interest on it and not my bank, but I can't spend it either.

At least in my case, they authorized the full charge (so it goes against my limit but not my balance) right when I pre-ordered and this morning negated that authorization and posted a $5 charge.


Title: Re: SWTOR
Post by: kildorn on July 22, 2011, 12:56:10 PM
Wardrobes also avoid the whole "this mid level armor looks AWESOME and will never ever be seen outside a two hour window" issue with art assets.


Title: Re: SWTOR
Post by: 01101010 on July 22, 2011, 01:07:16 PM
if you play female characters at times and don't want to dress like Slave Leia.

And when do you NOT want this?

edit: and on the armor note... what armor? At least in terms of Jedi, if I rewatch the movies I don't really see a whole lot of difference other than his robe is cleaner than the other guy's robe. Likewise for troopers for both sides. Just saying btw, I am not opposed to having style nor do I not understand having character customization is one of the cogs in the machine, but just being itchy.

double edit: FUCK FRIDAYS


Title: Re: SWTOR
Post by: Sky on July 22, 2011, 01:15:57 PM
It allso helps if you play female characters at times and don't want to dress like Slave Leia.
Or if you DO want to dress that way. Don't you judge my slutty Kelari rogue, sirrah!

Actually, the slave Leia outfit was the direct quote the dev on the panel made (paraphrasing here) "You will lose some combat effectiveness if you want to dress like Slave Leia"


Title: Re: SWTOR
Post by: Lucas on July 22, 2011, 01:20:24 PM
You know, I always looked at the "appearance tab" argument in another way (so it's a personal approach): I'm primarily a roleplayer and my preference is toward sandbox MMOs (but I love Bioware games and I appreciate well done theme parks), so I always took the approach: "hey, I'm in town, there is no reason I should wear a military outfit (unless I'm roleplaying a security guy or the story leads me to wear a certain apparel), let's switch to "commoner" clothes". Then, when I get out of town, I wear my "combat outfit" because it makes sense and I'm supposed to do that, I shouldn't go around killing stuff in shorts, flip-flops or whatever if I'm a trooper :P


Title: Re: SWTOR
Post by: Sky on July 22, 2011, 01:41:00 PM
Sure, but this is not that kind of game :)

And making me  :angryfist: is James Ohlen: "We do have set bonuses in the game. We really want to encourage players to wear the same set so that when you're running around in Star Wars: The Old Republic you're seeing lots of other players who really look like the iconic classes."

Hey...it's a lot easier to effect an iconic look IF YOU CAN WEAR WHATEVER YOU WANT TO. Ye gods. I'll just figure it'll be a post-launch add once enough people bitch about it, just like it was for Rift.


Title: Re: SWTOR
Post by: Ingmar on July 22, 2011, 02:16:20 PM
The sensible way to do it from a design perspective IMO is to not have legs/arms/chest/etc all be separate items, at least for things like a suit of armor.


Title: Re: SWTOR
Post by: Malakili on July 22, 2011, 02:24:31 PM
The sensible way to do it from a design perspective IMO is to not have legs/arms/chest/etc all be separate items, at least for things like a suit of armor.

But thats like 20% LESS epics I'll eventually have if they take away those!


Title: Re: SWTOR
Post by: Lakov_Sanite on July 22, 2011, 02:30:38 PM
I just want to make sure we're clear here. Everyone buying the digital deluxe pack is paying for $20 of day one DLC right? And anyone pre-ordering is dropping $5 on a head start of undetermined time?


Title: Re: SWTOR
Post by: Cyrrex on July 22, 2011, 02:32:36 PM
I just want to make sure we're clear here. Everyone buying the digital deluxe pack is paying for $20 of day one DLC right? And anyone pre-ordering is dropping $5 on a head start of undetermined time?

Presumably exclusive DLC?  Better be.  But yeah, pretty much.


Title: Re: SWTOR
Post by: Morfiend on July 22, 2011, 02:37:56 PM
I just want to make sure we're clear here. Everyone buying the digital deluxe pack is paying for $20 of day one DLC right? And anyone pre-ordering is dropping $5 on a head start of undetermined time?

The $5 is pat of the total price. It looks like you are paying an extra $5, but then the item costs -$5 total.

Like they listed the Digital Delux at $79. If you preorder you have to pay two items. $5 preorder, and $74.99 game. So really its not the $5 extra people are claiming.


Title: Re: SWTOR
Post by: eldaec on July 22, 2011, 02:42:33 PM
And making me  :angryfist: is James Ohlen: "We do have set bonuses in the game. We really want to encourage players to wear the same set so that when you're running around in Star Wars: The Old Republic you're seeing lots of other players who really look like the iconic classes."

The sad thing about SWTOR is that I've heard enough of this sort of bullshit and 'don't worry it is like wow' bullshit to be fairly confident the game won't last.

Strong first 6 months no doubt. But while they've convinced me they've got a better Kotor game than Kotor 2, I still honestly don't think they have any idea how to make it into a sustainable multiplayer game.

Note to Bioware : Hey dipshits, bonuses for looking the same as other people are not a good idea.


Title: Re: SWTOR
Post by: eldaec on July 22, 2011, 02:44:08 PM
The sensible way to do it from a design perspective IMO is to not have legs/arms/chest/etc all be separate items, at least for things like a suit of armor.

Just let players dye the individual parts and have them do whatever the fuck they want.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 22, 2011, 02:55:00 PM
I just want to make sure we're clear here. Everyone buying the digital deluxe pack is paying for $20 of day one DLC right? And anyone pre-ordering is dropping $5 on a head start of undetermined time?

The $5 is pat of the total price. It looks like you are paying an extra $5, but then the item costs -$5 total.

Like they listed the Digital Delux at $79. If you preorder you have to pay two items. $5 preorder, and $74.99 game. So really its not the $5 extra people are claiming.

I think you are contradicting yourself here. If you have to pay $79.99 now and $74.99 after release then yes, you are paying $5 for a pre-order, it shouldn't matter how they itemize it on the invoice.


edit: also isn't diablo coming out this christmas season?


Title: Re: SWTOR
Post by: Rasix on July 22, 2011, 02:56:08 PM
So what?


Title: Re: SWTOR
Post by: Fordel on July 22, 2011, 03:04:47 PM
It feels weird that the game is finally going to actually release. It's been in development for how long now?


Title: Re: SWTOR
Post by: Tyrnan on July 22, 2011, 03:05:39 PM
The $5 is pat of the total price. It looks like you are paying an extra $5, but then the item costs -$5 total.

Like they listed the Digital Delux at $79. If you preorder you have to pay two items. $5 preorder, and $74.99 game. So really its not the $5 extra people are claiming.

I think you are contradicting yourself here. If you have to pay $79.99 now and $74.99 after release then yes, you are paying $5 for a pre-order, it shouldn't matter how they itemize it on the invoice.


edit: also isn't diablo coming out this christmas season?
No, he's saying if you pre-order it then you pay the $5 right now and the $74.99 when the game is shipped. Or if you don't pre-order and buy at release it's $79.99. So it's the same price either way. At least that's what I got from it.


Title: Re: SWTOR
Post by: Malakili on July 22, 2011, 03:07:20 PM
One of my friends pre-ordered from gamestop and they sent him extra pre-order codes, so now I've got that applied to my account, weee.


Title: Re: SWTOR
Post by: Reg on July 22, 2011, 03:16:11 PM
For any of you Bat Country folks who don't know how to change your class selection so that it appears in the roster - simply select Guild Application (under My Account).  Just update that one option and leave the rest alone, save it, and bingo....good to go.


I tried that and now all of my passwords are randomized, my bank account is zeroed out and all of my credit cards have been maxed.


Title: Re: SWTOR
Post by: Ingmar on July 22, 2011, 03:28:45 PM
Diablo 3 isn't going to come out until Q2 2012, mark my words.


Title: Re: SWTOR
Post by: Amaron on July 22, 2011, 03:48:33 PM
Wardrobes also avoid the whole "this mid level armor looks AWESOME and will never ever be seen outside a two hour window" issue with art assets.

Battleforge on my human female paladin!  :drill:


Title: Re: SWTOR
Post by: Sjofn on July 22, 2011, 04:56:06 PM
if you play female characters at times and don't want to dress like Slave Leia.

And when do you NOT want this?

All the fucking time. But that is why appearance tabs are awesome. If Rift hadn't had one, I doubt I would've even bought the game. I am too old and cranky to be forced into skank armor against my will these days (WoW has mostly veered away from that since vanilla ... you'll still have the occassional plate thong drop, but generally everything will cover your ass and the plate sports bra tops are fixable with shirts and tabards). I don't care if other people want to wear it, so long as I never have to.


Title: Re: SWTOR
Post by: Paelos on July 22, 2011, 05:02:13 PM
Bastila wasn't whoring it up in her armor. I think we'll be fine.


Title: Re: SWTOR
Post by: fuser on July 22, 2011, 05:12:43 PM
Canada Gamestop has the regular edition (http://www.gamestop.ca/pc/games/star-wars-the-old-republic-online/307087) on for $39.99 (god know's if you get it for that price).


It's already changed it looks like. 59.99

Yeah sorry about that it looks like it was a pricing error for a 3-5hr window. Got my order in and they haven't cancelled it yet and still received the preorder codes from Gamestop  :drill:


Title: Re: SWTOR
Post by: Merusk on July 22, 2011, 06:53:12 PM
So what?

Don't you know you can only ever own and play one game at a time, EVER?!   :why_so_serious:


Title: Re: SWTOR
Post by: Lakov_Sanite on July 22, 2011, 08:34:19 PM
Ok, I guess I'm just confused about that "$5 less once it's been released" comments. Right now it's 79.99 - 5 to 74.99 but will it be 69.99 on release day? If so it's essentially the same thing, paying extra for a pre-order but it could all be a rumor.

I only mention diablo because first off, I'll get SWTOR but the blizzard release calender that was leaked has recently proven to be right again with the release of wow brazil so that puts D3 this holiday season as well.  Let's face it, if that's accurate its really gonna put the wind out of the swtor sails.


Title: Re: SWTOR
Post by: Malakili on July 22, 2011, 08:39:42 PM
  Let's face it, if that's accurate its really gonna put the wind out of the swtor sails sales.

FTFY.

Seriously though.  Diablo 3 is going to nuke the possibility of me playing any DIKU MMO after its release.  It does literally everything I want out of a game like that, but better than most MMOs, and without the shitty parts. 

On the topic of SWTOR though, if it comes out at least a month before D3 is arguably still worth a buy.  Despite my pun, D3 threatens subs, not sales for TOR.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 22, 2011, 09:32:43 PM
Possibly but for people on a budget(me) even a month apart means I have to choose one or the other.  I'm still really waiting to see what sub costs for swtor are going to be.


Title: Re: SWTOR
Post by: eldaec on July 22, 2011, 10:20:44 PM
More interested in dota2 than diablo, because, you know, Valve.

Either way, it's a tough year for PC game producers.


Title: Re: SWTOR
Post by: Ingmar on July 22, 2011, 10:40:29 PM
I really doubt it is accurate. They're not going to release until like 6 months after beta starts, and to my knowledge it hasn't started. It might have been the plan back then, but it is Blizzard, the big titles will slip.


Title: Re: SWTOR
Post by: Sjofn on July 22, 2011, 10:45:59 PM
Bastila wasn't whoring it up in her armor. I think we'll be fine.

I wasn't actually worried, but I am contractually obligated to respond whenever someone expresses doubt there's anyone out there that doesn't want to dress up as a space whore.


Title: Re: SWTOR
Post by: Rasix on July 22, 2011, 11:41:28 PM
Ok, I guess I'm just confused about that "$5 less once it's been released" comments. Right now it's 79.99 - 5 to 74.99 but will it be 69.99 on release day? If so it's essentially the same thing, paying extra for a pre-order but it could all be a rumor.


Does this help?  Because I really have no idea what you're going on about.

Quote
ORDER SUMMARY

Product SKU: 71065
Product Name: STAR WARS(TM): The Old Republic(TM) Digital Standard Edition Pre-Order
Qty Ordered: 1
Amount: $5.00
Digital Rights: HA-HA-FU


Product SKU: 71074
Product Name: STAR WARS(TM): The Old Republic(TM) Digital Standard Edition (Pre-Ordered)
Estimated Release Date: Targeting Holiday 2011
Qty Ordered: 1
Amount: $54.99


SubTotal: $59.99
Shipping & Handling: $0.00


Tax: $3.96
Total: $63.95

Only $5 has hit my actual CC statement.  The rest shows as pending.  If they some how double dip me for the $5 dollars, I'll bitch then.



Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 04:13:59 AM
As I understand it SWTOR is effectively allowing you to build a costume from whatever parts you find, but not giving you any help switching it around?

Essentially.  From what I understand you can't just build a suit of level 1 gear and wear it forever.   The lower gear has less potential or something.   I'm guessing anything purple is basically free reign or whatever.   I think it's an interesting compromise.   A superhero style costume system is awesome but it does loose some of that "I'm wearing phat lewts" feeling.


Title: Re: SWTOR
Post by: eldaec on July 23, 2011, 05:01:57 AM
Nothing stops you only wearing phat lewts in the CoX or Rift systems.

I assume by 'purple' you mean some arbitrary wowtard convention for 'good shit'? I'd have thought that given the nature of shit in SWTOR, effectiveness would be be determined by the good, medicore or bad shit that you slot into the costume piece, and that the only limitation on the costume piece itself (making it tier 1/2 etc) would be how many slots you get. Sounds like they've just taken the KOTOR system to its logical conclusion.


Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 05:25:09 AM
Nothing stops you only wearing phat lewts in the CoX or Rift systems.
Yea but you don't get that feeling of showing off the phat lewts to people around you.   DCUO tried to solve this but it didn't work very well.

Quote
I'd have thought that given the nature of shit in SWTOR, effectiveness would be be determined by the good, medicore or bad shit that you slot into the costume piece, and that the only limitation on the costume piece itself (making it tier 1/2 etc) would be how many slots you get. Sounds like they've just taken the KOTOR system to its logical conclusion.

Yea essentially better items eventually get more slots.   No clue on what qualifies as "better" in their system though.   I'm assuming they won't screw the whole thing up by constantly adding more slots to higher tier gear.


Title: Re: SWTOR
Post by: eldaec on July 23, 2011, 05:33:02 AM
I have a suspicion what you really mean is that people with phat lewts don't get to feel superior because other people still look pretty good. Well honestly, fuck those guys.


Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 05:47:41 AM
I have a suspicion what you really mean is that people with phat lewts don't get to feel superior because other people still look pretty good. Well honestly, fuck those guys.

No I'm talking about the feeling you get when you're wearing decent gear instead of scrubby leveling stuff.   Maybe you don't get it but it exists.    Like at least having heroic 5 man gear or whatever.   That's nothing to feel superior about but it still feels like a decent accomplishment when you finish the set.


Title: Re: SWTOR
Post by: eldaec on July 23, 2011, 05:54:46 AM
Nothing wrong with having specific costume pieces as rewards, that you can choose to use if you want that feeling, both CoX and Rift do it. SWTOR too.


Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 06:26:40 AM
When did CoX add costume pieces as rewards?  It didn't have anything like that when I played a year or two ago.


Title: Re: SWTOR
Post by: luckton on July 23, 2011, 06:46:16 AM
They've had unique costume rewards for a long time...I recall doing a TF one time that afterwards, I had access to some really hot pants  :awesome_for_real:


Title: Re: SWTOR
Post by: Miasma on July 23, 2011, 08:46:34 AM
There are a lot of games I want to play coming out around November, December.  I won't be upset if I'm a few weeks late on the levelling curve.  I really can't remember the last time I was excited about Christmas releases.


Title: Re: SWTOR
Post by: tmp on July 23, 2011, 09:05:54 AM
No I'm talking about the feeling you get when you're wearing decent gear instead of scrubby leveling stuff.   Maybe you don't get it but it exists.    Like at least having heroic 5 man gear or whatever.   That's nothing to feel superior about but it still feels like a decent accomplishment when you finish the set.
How does simply being able to wear something else if the decent gear happens to look hideous take that feeling from you?


Title: Re: SWTOR
Post by: Sky on July 23, 2011, 09:20:31 AM
BEcause he should get to look cool because he deserves it, he worked for it. Not like you, you fucking second class casual scrub. You should be happy you're even allowed to wear the cast-off rags the real players don't need. How dare you even question such a worthy player?


Title: Re: SWTOR
Post by: Paelos on July 23, 2011, 09:34:37 AM
Bastila wasn't whoring it up in her armor. I think we'll be fine.

I wasn't actually worried, but I am contractually obligated to respond whenever someone expresses doubt there's anyone out there that doesn't want to dress up as a space whore.

I always figured you'd be all over the space whore type...if it was space belf mancandy.


Title: Re: SWTOR
Post by: eldaec on July 23, 2011, 09:38:27 AM
Have you seen her Blood Bowl team?

 :drillf:


Title: Re: SWTOR
Post by: Outlawedprod on July 23, 2011, 10:59:05 AM
Actually, the slave Leia outfit was the direct quote the dev on the panel made (paraphrasing here) "You will lose some combat effectiveness if you want to dress like Slave Leia"

Should increase mobility!
http://www.collegehumor.com/video/6550847/female-armor-sucks


Title: Re: SWTOR
Post by: Sjofn on July 23, 2011, 01:43:48 PM
Bastila wasn't whoring it up in her armor. I think we'll be fine.

I wasn't actually worried, but I am contractually obligated to respond whenever someone expresses doubt there's anyone out there that doesn't want to dress up as a space whore.

I always figured you'd be all over the space whore type...if it was space belf mancandy.

All the more reason for costume slots! I don't want to force you guys into wearing nothing but furry panties against your will.  :why_so_serious:

Ingmar doesn't want me to play a hot dude in this game, I can't imagine why that is. :(

Have you seen her Blood Bowl team?

 :drillf:

I PICKED THEM FOR PUNCHING PURPOSES I SWEAR


Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 02:13:20 PM
How does simply being able to wear something else if the decent gear happens to look hideous take that feeling from you?

Uhh it doesn't?  I was talking about how an appearance tab is better than the CoX costume system where gear doesn't have any looks at all.   Some of you guys are pretty touchy about this.  I'd like you all to show me on the doll where the fashion conscious raiders touched you.  :why_so_serious:


Title: Re: SWTOR
Post by: Nevermore on July 23, 2011, 02:16:59 PM
I have a suspicion what you really mean is that people with phat lewts don't get to feel superior because other people still look pretty good. Well honestly, fuck those guys.

No I'm talking about the feeling you get when you're wearing decent gear instead of scrubby leveling stuff.   Maybe you don't get it but it exists.    Like at least having heroic 5 man gear or whatever.   That's nothing to feel superior about but it still feels like a decent accomplishment when you finish the set.

And what happens when that 'phat lewt' not only makes you like identical to everyone else, but also makes you look worse than the gear you upgraded from?

Edit:

Some of you guys are pretty touchy about this.  I'd like you all to show me on the doll where the fashion conscious raiders touched you.  :why_so_serious:

On the head, where WoW makes people wear fish heads as they're 'cool' armor.  :oh_i_see:


Title: Re: SWTOR
Post by: Ingmar on July 23, 2011, 02:24:50 PM
Why are we all piling on the guy who thinks wardrobe slots are OK?


Title: Re: SWTOR
Post by: Malakili on July 23, 2011, 02:28:08 PM
Why are we all piling on the guy who thinks wardrobe slots are OK?

The real reason is that it is because he said he liked collecting the 5man heroic dungeon gear in WoW.  Such a person must surely be evil.


Title: Re: SWTOR
Post by: Sjofn on July 23, 2011, 02:30:40 PM
Meh, half the reason I started PvPing in WoW again is because I wanted armor that matched and didn't look like ass.


Title: Re: SWTOR
Post by: eldaec on July 23, 2011, 02:35:07 PM
How does simply being able to wear something else if the decent gear happens to look hideous take that feeling from you?

Uhh it doesn't?  I was talking about how an appearance tab is better than the CoX costume system where gear doesn't have any looks at all.   Some of you guys are pretty touchy about this.  I'd like you all to show me on the doll where the fashion conscious raiders touched you.  :why_so_serious:

In CoX you get a bunch of costume parts when you start the game, then a bunch more as loot from doing ~things~.

Some gear is looks. Other gear is other things.

This is basically another example of WoW unsolving a problem that was solved in a perfectly reasonable way before collective industry memory of all other games was somehow wiped.


Title: Re: SWTOR
Post by: eldaec on July 23, 2011, 02:36:24 PM
Seriously, you know how people like to say you can't uninvent nuclear weapons? Well that is bullshit, just convince Blizzard to enter the WMD business and they'll be gone within a year.


Title: Re: SWTOR
Post by: Ingmar on July 23, 2011, 02:41:05 PM
The last section of this thread:

Amaron: I like wardrobe slots better than CoH costume pieces because I can still stand around in town with my epics showing if I want to.

Everyone else: WHY DO YOU THINK WARDROBE SLOTS ARE STUPID, I HATE WOW DON'T LET THIS BE LIKE THAT

Ingmar:  :facepalm:


Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 02:55:45 PM
Boy I was only joking about the doll but the amount of rage appears to be making people unable to even finish reading posts.   :why_so_serious:


Title: Re: SWTOR
Post by: Sky on July 23, 2011, 02:59:04 PM
I PICKED THEM FOR PUNCHING PURPOSES THE MANTIES I SWEAR


Title: Re: SWTOR
Post by: Sjofn on July 23, 2011, 03:53:57 PM
Their glorious pink manties.  :heart:


The RAEG is a little understandable, I take it to be bitterness that WoW still doesn't have this fucking awesome feature. I can only assume it's because the art department would cry if people elected NOT to wear some of their hideous creations.


Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 04:03:20 PM
You aren't ascribing enough evil to them.  Armor is an important part of their skinner box.  Giving you an appearance tab is like letting you pull a lever where the food always comes out from their point of view.


Title: Re: SWTOR
Post by: Paelos on July 23, 2011, 04:17:28 PM
I'm still against the appearance tabs without first subjecting the people who receive them to a battery of tests, including IQ, EQ, and an age limit.


Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 04:29:21 PM
I'm still against the appearance tabs without first subjecting the people who receive them to a battery of tests, including IQ, EQ, and an age limit.

But what about my Neon Dye?!  :why_so_serious:


Title: Re: SWTOR
Post by: kildorn on July 23, 2011, 04:35:23 PM
Ingmar doesn't want me to play a hot dude in this game, I can't imagine why that is. :(

Because at least according to your druid's track record, you make an irresistible dude to the local female population.

edit: and WoW lacks an appearance tab for the same reason you can't turn off shoulders: the art team would be suicidal if they suddenly found out we only wore outfits designed 3 art teams ago.


Title: Re: SWTOR
Post by: Sjofn on July 23, 2011, 04:45:06 PM
Ingmar doesn't want me to play a hot dude in this game, I can't imagine why that is. :(

Because at least according to your druid's track record, you make an irresistible dude to the local female population.

My BE paladin is even MORE popular with the ladies, if you can believe it. Especially ladies that are also playing BE dudes.  :grin:


Title: Re: SWTOR
Post by: Paelos on July 23, 2011, 04:59:48 PM
Ingmar doesn't want me to play a hot dude in this game, I can't imagine why that is. :(

Because at least according to your druid's track record, you make an irresistible dude to the local female population.

edit: and WoW lacks an appearance tab for the same reason you can't turn off shoulders: the art team would be suicidal if they suddenly found out we only wore outfits designed 3 art teams ago.

I don't think many people would cry if the current WoW art team went out back and shot themselves.


Title: Re: SWTOR
Post by: tmp on July 23, 2011, 05:12:22 PM
Uhh it doesn't?  I was talking about how an appearance tab is better than the CoX costume system where gear doesn't have any looks at all.
Ah, since you said supehero i thought you were also including the system from that DC Universe Online thing or whatever it's called, which is basically LotRO-like with the appearance slots and items having their own looks.


Title: Re: SWTOR
Post by: Merusk on July 23, 2011, 05:37:56 PM

I don't think many people would cry if the current WoW art team went out back and shot themselves.

I might just throw a party.  Even the DK and Warlock stuff is looking pretty bad.  How do you fuck up skulls and spikes?!


Title: Re: SWTOR
Post by: 01101010 on July 23, 2011, 05:38:43 PM

I don't think many people would cry if the current WoW art team went out back and shot themselves.

I might just throw a party.  Even the DK and Warlock stuff is looking pretty bad.  How do you fuck up skulls and spikes?!

Put them in WoW circa 2011?  :why_so_serious:


Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 06:18:00 PM
Ah, since you said supehero i thought you were also including the system from that DC Universe Online thing or whatever it's called, which is basically LotRO-like with the appearance slots and items having their own looks.

Yea the DCUO system works well for a super hero game although the iconic epic costume pieces were poorly made in terms of fitting in with other pieces.    Frankly I think this SWTOR system is going to be more fun than an appearance tab for me.     Instead of pretending your favorite blaster is the blaster you're actually using this way it actually will be.  Of course that's just all in my head but sometimes that still matters.


Title: Re: SWTOR
Post by: Sky on July 23, 2011, 06:29:43 PM
If that's how it actually worked it would be great.

I have a feeling that's not how it works.


Title: Re: SWTOR
Post by: Outlawedprod on July 23, 2011, 06:42:19 PM
Saw a vid of the Q&A panel at comic con. I noticed they referred to the CE store DLC as a VIP in-game location that only CE people would have access to.  It was pretty amusing that 2 of the 4 devs said they liked playing the Agent.  Amusing that none of them said Jedi.  Superior Bounty Hunter and Empire gaming experience confirmed! =p

Sounds like they plan to do some heavy instancing on launch to alleviate zone problems.  I'm guessing the starter experiences are highly linear as they said they have the tech but don't plan to use it once populations normalize.  At least we won't have 200 people competing to kill the same 5 mob spawns.


Title: Re: SWTOR
Post by: sam, an eggplant on July 23, 2011, 09:52:54 PM
You guys talking about the possible lack of cosmetic-only options aren't thinking it through.

MMO players like to dress up their characters like little girls playing with dolls. Costumes and non-combat pets are highly valued by these budding fashionistas and being cosmetic-only are completely non-controversial to sell for real money.

Reducing the discussion down to its essentials, it reads as follows-- is EA going to leave money on the table?


Title: Re: SWTOR
Post by: Amaron on July 23, 2011, 10:15:36 PM
If that's how it actually worked it would be great.

I have a feeling that's not how it works.

What do you mean?  From what they've said the gear has slots and you put the things with the stats into the slots.   The gear itself has no stats.


Title: Re: SWTOR
Post by: UnSub on July 23, 2011, 11:47:09 PM
Just found out that Australia is on the not coming out at NA / EU launch (http://kotaku.com/5823736/star-wars-the-old-republic-wont-launch-in-asia-australasia) list.

I'll think about getting a US copy, but I'm also happy to watch and laugh from the sidelines.


Title: Re: SWTOR
Post by: Mosesandstick on July 23, 2011, 11:56:21 PM
If you do want to play, there'll be no IP restrictions so you'll have no problems getting on.


Title: Re: SWTOR
Post by: eldaec on July 24, 2011, 12:06:45 AM
You guys talking about the possible lack of cosmetic-only options aren't thinking it through.

MMO players like to dress up their characters like little girls playing with dolls. Costumes and non-combat pets are highly valued by these budding fashionistas and being cosmetic-only are completely non-controversial to sell for real money.

Reducing the discussion down to its essentials, it reads as follows-- is EA going to leave money on the table?

EA is a company that insists on selling cheat mode gear, for money, at launch, on a single player rpg.

I'll be surprised if they aren't doing the same with swtor within a year - and this won't be limited to cosmetic. Best you can hope for is "equivalent" to items found in game.


Title: Re: SWTOR
Post by: Amaron on July 24, 2011, 12:14:30 AM
You guys are hilarious with the DLC stuff.   I'm not ruling it out but even Koprick doesn't seem to think he can get away with it on a major subscription MMO.


Title: Re: SWTOR
Post by: kildorn on July 24, 2011, 12:21:25 AM
If they're smart, they'll launch with a large pet system, and make premium DLC pets later. Because if there's one thing we learned over the years, it's that we'll pay shitloads of money for vanity pets.


Title: Re: SWTOR
Post by: eldaec on July 24, 2011, 12:31:46 AM
If I was EA, RMT companions would be my first move post launch.

You can justify it as a content expansion rather than RMT for game advantage, since it would include a few companion missions.

Then you move on to Warden's Keep style 'expansions' sold nominally as access to a 15 minute instance with a heavy undertone of 'LOOK AT THIS COOL ARMOUR THAT DROPS'.


Title: Re: SWTOR
Post by: Ingmar on July 24, 2011, 03:07:19 AM
If I was EA, RMT companions would be my first move post launch.

You can justify it as a content expansion rather than RMT for game advantage, since it would include a few companion missions.

Then you move on to Warden's Keep style 'expansions' sold nominally as access to a 15 minute instance with a heavy undertone of 'LOOK AT THIS COOL ARMOUR THAT DROPS'.


I think EQ2 called those "Adventure Packs".


Title: Re: SWTOR
Post by: eldaec on July 24, 2011, 03:15:15 AM
And I don't mean to single out EA here, Sony do exactly the same.


Title: Re: SWTOR
Post by: Simond on July 24, 2011, 03:21:27 AM
Their glorious pink manties.  :heart:


The RAEG is a little understandable, I take it to be bitterness that WoW still doesn't have this fucking awesome feature. I can only assume it's because the art department would cry if people elected NOT to wear some of their hideous creations.
IIRC, Blizzard all-but-admitted to this one of the previous times this came up. Mainly because it's true - most classes have at least one armour set that is head and shoulders above everything else (T2 paladin, T5 warlock, etc).


Title: Re: SWTOR
Post by: Reg on July 24, 2011, 04:00:46 AM
And I don't mean to single out EA here, Sony do exactly the same.

I can't imagine why EA would immediately jump to DLC of such a controversial kind right off that bat when they know perfectly well that they can sell lots of pets and cosmetic items for lots of money without potentially offending their playerbase.


Title: Re: SWTOR
Post by: Evildrider on July 24, 2011, 04:27:17 AM
I can't wait til they try to sell a new companion.   :why_so_serious:


Title: Re: SWTOR
Post by: eldaec on July 24, 2011, 05:25:57 AM
If you want to see why they would do this, compare the take up rate for Kasumi (companion + 1 mission + best submachine gun) with the takeup rate for the alternate appearance packs in mass effect.


Title: Re: SWTOR
Post by: Merusk on July 24, 2011, 06:24:18 AM
You guys are hilarious with the DLC stuff.   I'm not ruling it out but even Koprick doesn't seem to think he can get away with it on a major subscription MMO.

Kotick is, in all likelihood, being fought on the Blizzard side. Probably with arguments that the other games that do it are F2P, so they're different and trying it in their cash cow will drive players away in droves that make the Cataclysm dropoff look minor.

However, if any sub. game starts selling more than cosmetics and doesn't get huge backlash, ACTI-B will follow that lead. They'll have to, unless the shareholders vote and say, "no, it's really ok you didn't pursue that revenue stream, guys."


Title: Re: SWTOR
Post by: Reg on July 24, 2011, 06:30:17 AM
What with the complete lack of evidence (other than the usual EA fear and loathing) I think I'll just write off all his DLC speculation as the usual SWTOR panty twisting. EA has a huge opportunity here. I just don't see them taking unnecessary risks.

Now, I can see them charging 20 bucks a month for the subscription though.  If they weren't planning something like that I think they would have already told us it was going to be the standard 15 a month.


Title: Re: SWTOR
Post by: Sky on July 24, 2011, 06:40:36 AM
What do you mean?  From what they've said the gear has slots and you put the things with the stats into the slots.   The gear itself has no stats.
Ok, let's say the cool blaster that you love the look of only has 3 slots. Then you get the blaster that everyone and their wookiee is using...because it has 5 slots. (edit to add) There's also the angle of starting a new set of armor once you've gained a set. x slots times y pieces of armor before you'd even be able to wear it? I wonder how that works, especially at high levels.

On power-differential gear: they've already confirmed the CE shop has more than cosmetic gear, but that it's not more powerful than gear you can acquire through normal gameplay (I wonder how much of the comic con Q&A was making PR pull their hair).


Title: Re: SWTOR
Post by: Malakili on July 24, 2011, 06:49:52 AM
What with the complete lack of evidence (other than the usual EA fear and loathing) I think I'll just write off all his DLC speculation as the usual SWTOR panty twisting. EA has a huge opportunity here. I just don't see them taking unnecessary risks.

Now, I can see them charging 20 bucks a month for the subscription though.  If they weren't planning something like that I think they would have already told us it was going to be the standard 15 a month.

I dunno, I wouldn't be surprised if its still the standard 15.  I don't think they want the game to live or die on the game itself, not on something like a pricing structure people might not accept.  If its 20 bucks a month, it would have to be absolutely groundbreaking for me to consider playing it past the free month.


Title: Re: SWTOR
Post by: Cyrrex on July 24, 2011, 08:34:51 AM
If the game actually plays out as KOTORs part 3 through whatever, I could see myself paying 20 bucks a month.  It'd still be a bad move on their part, because I'm probably an outlier.


Title: Re: SWTOR
Post by: Malakili on July 24, 2011, 09:09:56 AM
If the game actually plays out as KOTORs part 3 through whatever, I could see myself paying 20 bucks a month.  It'd still be a bad move on their part, because I'm probably an outlier.

I won't say flat out that I wouldn't, but like I said, it would have to be really something special.  Its not that 20 bucks a month would break the bank, but its whether I'd like to put that much towards just this game, especially with things like steam sales meaning that you can get a lot of bang for your (20) buck(s).


Title: Re: SWTOR
Post by: Abelian75 on July 24, 2011, 10:37:58 AM
What with the complete lack of evidence (other than the usual EA fear and loathing) I think I'll just write off all his DLC speculation as the usual SWTOR panty twisting. EA has a huge opportunity here. I just don't see them taking unnecessary risks.

Now, I can see them charging 20 bucks a month for the subscription though.  If they weren't planning something like that I think they would have already told us it was going to be the standard 15 a month.

I think pretty much every game has refused to say what they are charging until very shortly before release.  I assume this is just one of those obnoxious things the business/marketing side of things insists on.  Granted, this doesn't mean it won't be 20 dollars, as presumably the flexibility to raise the price is exactly why companies don't want to commit to the standard price before they have to.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 24, 2011, 11:04:49 AM


On power-differential gear: they've already confirmed the CE shop has more than cosmetic gear, but that it's not more powerful than gear you can acquire through normal gameplay (I wonder how much of the comic con Q&A was making PR pull their hair).

Normal gameplay = You can try raiding with a guild for a 1 in 5 shot at that blaster when and if it drops OR you can pay us $10


Title: Re: SWTOR
Post by: Hoax on July 24, 2011, 11:44:53 AM
What with the complete lack of evidence (other than the usual EA fear and loathing) I think I'll just write off all his DLC speculation as the usual SWTOR panty twisting. EA has a huge opportunity here. I just don't see them taking unnecessary risks.

 :roll:

If you want to see why they would do this, compare the take up rate for Kasumi (companion + 1 mission + best submachine gun) with the takeup rate for the alternate appearance packs in mass effect.

What were the numbers?


Title: Re: SWTOR
Post by: Sky on July 24, 2011, 11:46:03 AM
On power-differential gear: they've already confirmed the CE shop has more than cosmetic gear, but that it's not more powerful than gear you can acquire through normal gameplay (I wonder how much of the comic con Q&A was making PR pull their hair).
Normal gameplay = You can try raiding with a guild for a 1 in 5 shot at that blaster when and if it drops OR you can pay us $10
I have been informed and my concerns more or less mollified. This game is really looking (and sounding!) amazing.


Title: Re: SWTOR
Post by: SnakeCharmer on July 24, 2011, 11:50:28 AM


On power-differential gear: they've already confirmed the CE shop has more than cosmetic gear, but that it's not more powerful than gear you can acquire through normal gameplay (I wonder how much of the comic con Q&A was making PR pull their hair).

Normal gameplay = You can try raiding with a guild for a 1 in 5 shot at that blaster when and if it drops OR you can pay us $10

That is assuming, of course, that it drops every time from that specific boss, yeah?


Title: Re: SWTOR
Post by: LK on July 24, 2011, 12:24:49 PM
I've got a large group of friends who are going apeshit over this game and can't wait to make their personal Star Wars character. I guess I'll have to join them. The way things are going, SWTOR could be the first real competitor against WoW and I blame that solely on it being Bioware + Star Wars.


Title: Re: SWTOR
Post by: Velorath on July 24, 2011, 12:58:14 PM
They made a couple interesting comments during this Q & A (http://darthhater.com/2011/07/23/sdcc-2011-day-3-live-blog-coverage/) about the endgame.  In particular they mentioned that there is a planet devoted entirely to single player endgame content (in addition to the raids, PVP Warzones, and Space stuff).  Also that they are working on putting some sort of system in place to prevent endgame from being a "gear war" as the person asking the question put it, but they weren't going to talk about it yet.


Title: Re: SWTOR
Post by: Amaron on July 24, 2011, 03:12:13 PM
If I was EA, RMT companions would be my first move post launch.

They'd have to be things like droids which don't speak or have voice acting.  Any normal companion would require new voice acting for future content.  I'm sure they'll do things like vehicles first.


Title: Re: SWTOR
Post by: eldaec on July 24, 2011, 04:18:56 PM
Alll future content will have that issue, and as the players are all voiced by Bioware regulars I doubt it'll be a big issue, at least not in the short term.

Honestly I'll be surprised if they haven't held back a chunk of the original content and VO for post-launch, much like Shale/Kasumi/Exiled-Prince.

That's what I would have done, and I am not as evil as EA.


Title: Re: SWTOR
Post by: sam, an eggplant on July 24, 2011, 05:33:34 PM
What with the complete lack of evidence (other than the usual EA fear and loathing) I think I'll just write off all his DLC speculation as the usual SWTOR panty twisting. EA has a huge opportunity here. I just don't see them taking unnecessary risks.
Hmm, unnecessary risks. Have you watched this presentation yet? If not, you really should.

http://www.slideshare.net/bcousins/paying-to-win

He's talking about a F2P game, but the gates have been opened. I don't see EA leaving money on the table.


Title: Re: SWTOR
Post by: Amaron on July 24, 2011, 05:33:47 PM
I think you're missing the point.   Nobody bothers with MMO cash items which actually cost money to make.   Even in-house voice acting would bring the cost up to something 100's of times more expensive than creating sparkle ponies.   What you see in single player DLC where the potential customer base is far larger isn't going to apply here.


Title: Re: SWTOR
Post by: UnSub on July 24, 2011, 10:53:26 PM
You guys are hilarious with the DLC stuff.   I'm not ruling it out but even Koprick doesn't seem to think he can get away with it on a major subscription MMO.

This is EA's most expensive project ever. The internal demand will be for maximisation of all revenue streams.

Overall I think raising the sub fee to $16+ would probably do more damage to long-term sub rates than paid DLC. $20 a month is $20 a month; you don't have to buy DLC.

The big twist would be if SWOR launched sub-less, but with full paid DLC releases from day 1. Fixes come for free, but if you want more content from launch, you have to pay for it. (It won't - much more likely to be a sub fee AND paid DLC.)


Title: Re: SWTOR
Post by: Velorath on July 24, 2011, 11:14:38 PM
I think if there were going to be Day 1 DLC releases, they likely would have been included in the Collector's Edition at least.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 24, 2011, 11:48:36 PM
I think if there were going to be Day 1 DLC releases, they likely would have been included in the Collector's Edition at least.

Collector's edition IS the day 1 DLC or do you not understand that people are paying $20+ for digital shinies?


Title: Re: SWTOR
Post by: Amaron on July 25, 2011, 12:52:38 AM
Overall I think raising the sub fee to $16+ would probably do more damage to long-term sub rates than paid DLC. $20 a month is $20 a month; you don't have to buy DLC.

Oh there will be DLC but the "lol companion as prelude to raid gear cash shop" conspiracies are ridiculous.   EA suits probably barely comprehend the difference between sparkle ponies and pay2win.   If competitive advantage items make their way into the game it's going to be because the designers themselves thought it was a good idea and pitched it.


Title: Re: SWTOR
Post by: Stabs on July 25, 2011, 02:04:49 AM
The history of paid downloadable content is a history of one way traffic with occasional bumps in the road. The horse barding in Obsidian, adventure packs in EQ2, the $10 horse in Runes of Magic, the Sparkle Pony in WoW and most recently monocles in Eve were all genuine problems at the time for the games companies. However each battle has seen some players capitulate and any internal dialogue must be shaped by "some players hate it for a while, once that settles it's free bonus extra money for sod all work".

And there are just as many, if not more, cash shop items that have slipped in with scarcely a murmur from the affected players. Experience potions are pay to win if leveling is the game (for most players it isn't), PLEX in Eve is totally pay to win and most players consider it to improve the game.

Also every battle that is won in any game wins it for every game. Sparkle ponies? The purists have fought that battle and lost. PLEX? The purists have fought that battle and lost. As long as you make it clear that your cash shop stuff is non-contentious standard fare not ground-breaking innovation people will swallow it.

Does anyone seriously think SWTOR players would object to purchased experience potions in a large way? They're in every MMO that has levels now except WoW and WoW has triple exp recruit-an-alt. If a vigorous and expansive cash shop is not doing a roaring trade in SWTOR by the end of its first year I'd be astonished. This stuff isn't contentious, it's normal now.


Title: Re: SWTOR
Post by: Amaron on July 25, 2011, 03:04:35 AM
How astonished?  Can we get a promise that you'll eat your shorts or something when it turns out the only thing they have in a year is harmless sparkle ponies and the like?


Title: Re: SWTOR
Post by: apocrypha on July 25, 2011, 03:39:47 AM
Make it interesting, turn it into a wager. If there stabs is wrong he eats his shorts. If he's right YOU eat his shorts.  :why_so_serious:


Title: Re: SWTOR
Post by: Margalis on July 25, 2011, 03:50:45 AM
Gamasutra recently ran a piece by I think EA the point of which was selling power makes players mad but it still makes money and the angry players keep playing and paying despite their protests.


Title: Re: SWTOR
Post by: Merusk on July 25, 2011, 04:39:39 AM
The EA Presentation on slideshare about Company of Heroes that was linked 2x already (Here's #3 (http://www.slideshare.net/bcousins/paying-to-win)) made the same point.  In fact, while forum posters will bitch to high heaven and back, they'll also shell out more than 10x the average per user.  So they're hypocrites or simply junkies knowing they're about to be offered a fix they can't resist.

I fully expect it.  I know it's going to be the wave of the future.  I also know that as soon as it becomes mandatory to achieve or the game is as grindy as the F2P games without the xp and  healing potions I'm done with the genre.  The question is how far away is that date.


Title: Re: SWTOR
Post by: Threash on July 25, 2011, 07:15:53 AM
People are currently paying almost as much for a permanent gun as a full game costs in APB, and that game is in beta and not very popular.


Title: Re: SWTOR
Post by: Kirth on July 25, 2011, 07:31:48 AM
The EA Presentation on slideshare about Company of Heroes that was linked 2x already (Here's #3 (http://www.slideshare.net/bcousins/paying-to-win)) made the same point.  In fact, while forum posters will bitch to high heaven and back, they'll also shell out more than 10x the average per user.  So they're hypocrites or simply junkies knowing they're about to be offered a fix they can't resist.


Favorite slide from that presentation: 78% of players don't use the forums, 20% never post and only 2% post.


Title: Re: SWTOR
Post by: Murgos on July 25, 2011, 07:56:51 AM
We always sort of knew that listening to people on forums was a waste of time.   :drill:


Title: Re: SWTOR
Post by: SnakeCharmer on July 25, 2011, 08:02:09 AM
So in other news...  Bat Country.  PvP or PvE server?


Title: Re: SWTOR
Post by: Malakili on July 25, 2011, 08:03:57 AM
So in other news...  Bat Country.  PvP or PvE server?

It says RP server on the guild page.


The EA Presentation on slideshare about Company of Heroes that was linked 2x already (Here's #3 (http://www.slideshare.net/bcousins/paying-to-win)) made the same point.  In fact, while forum posters will bitch to high heaven and back, they'll also shell out more than 10x the average per user.  So they're hypocrites or simply junkies knowing they're about to be offered a fix they can't resist.


Favorite slide from that presentation: 78% of players don't use the forums, 20% never post and only 2% post.

Yep.  I think thats the sort of thing that divides people from making game a hobby and just gaming cause they like playing games.   The difference is being willing to put in time aside from the actual doing of the thing (speaking generally about hobbies).   For example, I watch sports, but I don't really spend time outside of the actual sports watching doing anything with it (maybe once in a while I poke my head into the sports forum here).  The (obvious) thing being that the hobbyists are the most devoted to your game in the first place, so you actually have to do the least to keep them doing it.


Title: Re: SWTOR
Post by: SnakeCharmer on July 25, 2011, 08:17:25 AM
So in other news...  Bat Country.  PvP or PvE server?

It says RP server on the guild page.

No shit, Sherlock.  Dont be so obtuse.


Title: Re: SWTOR
Post by: eldaec on July 25, 2011, 08:18:21 AM
RP PvE seemed to be the consensus.


Title: Re: SWTOR
Post by: eldaec on July 25, 2011, 08:28:02 AM
How astonished?  Can we get a promise that you'll eat your shorts or something when it turns out the only thing they have in a year is harmless sparkle ponies and the like?


In the end we'll still be having this argument because by the time a year is up even age of innocence games such as EQ would have released an expansion, which is not qualitatively different to Warden's Keep in the sense that they both sell themselves by offering gear and levels, but justify it with a content wrapper.

In the end the balance between content and power is a matter of degree, but I would be amazed if EA don't try to push the envelope on this. Especially given how well it has worked for them on other games.


Title: Re: SWTOR
Post by: Malakili on July 25, 2011, 08:59:00 AM
Bioware says SWTOR will be running in 2025 - with 500 planets!

No, serously.

http://www.rockpapershotgun.com/2011/07/25/bioware-swtor-will-still-be-going-in-2025/

Quote
“We want to add dozens of worlds. Hundreds of worlds eventually. In 2025, we’ll hopefully have 500 worlds.”
:why_so_serious:


Title: Re: SWTOR
Post by: Merusk on July 25, 2011, 09:21:07 AM
RP PvE seemed to be the consensus.

Yes.  Because any meaningful PVP is going to be in instanced spaces and open world pvp will just be "gank the lowbies" -  which is most likely to be us.


Title: Re: SWTOR
Post by: Malakili on July 25, 2011, 09:27:00 AM
So in other news...  Bat Country.  PvP or PvE server?

It says RP server on the guild page.

No shit, Sherlock.  Dont be so obtuse.

Sorry I wasn't aware there were RP PvP and RP PvE servers.


Title: Re: SWTOR
Post by: Rendakor on July 25, 2011, 09:28:45 AM
So in other news...  Bat Country.  PvP or PvE server?

It says RP server on the guild page.

No shit, Sherlock.  Dont be so obtuse.
RP implies PVE, RP PVP servers are designated separately (if they even exist in SWTOR).


Title: Re: SWTOR
Post by: tmp on July 25, 2011, 10:02:38 AM
Quote
“We want to add dozens of worlds. Hundreds of worlds eventually. In 2025, we’ll hopefully have 500 worlds.”
:why_so_serious:
That'd mean roughly two planets made every month.

needs a bigger :why_so_serious:


Title: Re: SWTOR
Post by: jakonovski on July 25, 2011, 10:33:21 AM
I predict that SWOTR will be a game that will always be the best game ever, once they sort out the problems, in two years time, honest.


Title: Re: SWTOR
Post by: Reg on July 25, 2011, 10:52:54 AM
I thought your incredibly knowledgeable Finnish buddies told you that EA was sending SWTOR to die and just taking advantage of the hype? You aren't doubting your incredibly knowledgeable Finnish buddies are you?


Title: Re: SWTOR
Post by: jakonovski on July 25, 2011, 11:02:43 AM
I thought your incredibly knowledgeable Finnish buddies told you that EA was sending SWTOR to die and just taking advantage of the hype? You aren't doubting your incredibly knowledgeable Finnish buddies are you?

No, that was the cynical people at RPS.



Title: Re: SWTOR
Post by: SnakeCharmer on July 25, 2011, 11:20:36 AM
So in other news...  Bat Country.  PvP or PvE server?

It says RP server on the guild page.

No shit, Sherlock.  Dont be so obtuse.
RP implies PVE, RP PVP servers are designated separately (if they even exist in SWTOR).

No the hell it doesn't.  Every MMO in the last several years has PvP, PvE, RP-PvP and RP-PvE.  WoW, EQ2, AoC, Rift, Aion...


Title: Re: SWTOR
Post by: Paelos on July 25, 2011, 11:22:17 AM
There's PvP servers? What the hell is the point of that in a story game?


Title: Re: SWTOR
Post by: Malakili on July 25, 2011, 11:26:39 AM
There's PvP servers? What the hell is the point of that in a story game?

Because if they don't have them they would hear all manner of hell from the people who think they fun of the game will be pwning newb jedi.


Title: Re: SWTOR
Post by: SnakeCharmer on July 25, 2011, 11:27:27 AM
/neckbeard swtor fan
see, there's a treaty, but it's a tenuous one.  there are, occasionally skirmishes that break out from time to time, but in so far have been ONLY skirmishes and not full out war.
/unneckbeard swtor fan

I need a bath.


Title: Re: SWTOR
Post by: Merusk on July 25, 2011, 11:41:32 AM
You're thinking too hard.  Just pull a page from the WoW-must-be-open-pvp-folks who were around in 2004.

"There's WAR in the title, duh, noob."


Title: Re: SWTOR
Post by: Reg on July 25, 2011, 12:24:56 PM
I thought your incredibly knowledgeable Finnish buddies told you that EA was sending SWTOR to die and just taking advantage of the hype? You aren't doubting your incredibly knowledgeable Finnish buddies are you?

No, that was the cynical people at RPS.



Ah that's right. Your incredibly knowledgeable Finnish buddies were the first to put you on to the well known fact that when you get in to the early launch depends on the quality of your preorder purchase. I bet they all had to download 150 gig to play in the beta too.


Title: Re: SWTOR
Post by: Paelos on July 25, 2011, 12:35:52 PM
I don't want to be on the pvp server. It doesn't sound like the point of this game at all.


Title: Re: SWTOR
Post by: Rasix on July 25, 2011, 12:44:16 PM
The design of the game makes me want to be bothered by people even less.  Killing me or failing to kill me counts as bothering me.


Title: Re: SWTOR
Post by: Malakili on July 25, 2011, 12:54:55 PM
The design of the game makes me want to be bothered by people even less.  Killing me or failing to kill me counts as bothering me.

PvE servers are superior just because you get to choose in my opinion.  I leveled a character on my RP server in WoW a few years back, just flagged the whole the time just to see what it would be like.  Obviously not as much PvP as people would find on a PvP server for what are obvious reasons, but it seems like it lets the people who want to flag flag, and the rest can go about their business without the bother, as you say.   Sure, I got "bluewalled" a few times, but no big thing.  People say they want PvP servers because they like the tension of possibly being attacked at any given time, but I suspect most people like attacking more than being attacked, especially when you can get the former experience on a PvE server just as easily by choosing to flag yourself.


Title: Re: SWTOR
Post by: eldaec on July 25, 2011, 01:27:41 PM
As others have basically said, if the game was fundamentally built around PvP, then fine, but its not and I don't need it getting in my way.


Title: Re: SWTOR
Post by: Stabs on July 25, 2011, 01:29:40 PM

PvE servers are superior just because you get to choose in my opinion. 

But that's just it - some people want non-consensual pvp.

Not me, I'm with the crowd in thinking getting ganked while playing a choose-my-own adventure would not improve the experience. But seeing as how this is structurally the same game we've seen in WoW, AoC, Conan and Rift I don't see how anyone can be surprised they've have pvp and pve servers and that some players prefer one over the other.


Title: Re: SWTOR
Post by: Morfiend on July 25, 2011, 01:30:21 PM
So in other news...  Bat Country.  PvP or PvE server?

It says RP server on the guild page.

No shit, Sherlock.  Dont be so obtuse.
RP implies PVE, RP PVP servers are designated separately (if they even exist in SWTOR).

Don't worry, Schild will swoop in at the last second and demand a normal PVE server anyway.


Title: Re: SWTOR
Post by: Ingmar on July 25, 2011, 01:33:54 PM
Pretty sure the ganking would only be happening out in the more traditional Kill 10 Wamprats areas of the game world anyway, rather than in the story sections which are presumably instanced?


Title: Re: SWTOR
Post by: Merusk on July 25, 2011, 01:41:38 PM
Don't worry, Schild will swoop in at the last second and demand a normal PVE server anyway.

Who?   :why_so_serious:


Title: Re: SWTOR
Post by: Sky on July 25, 2011, 01:43:49 PM
Don't worry, Schild will swoop in at the last second and demand a normal PVE server anyway.
Bioware is picking where BC ends up.

Still plenty of time to fuck up the Republic version of BC, though.
Pretty sure the ganking would only be happening out in the more traditional Kill 10 Wamprats areas of the game world anyway, rather than in the story sections which are presumably instanced?
The ganking would happen right outside the story sections :)

Still, given the setting the idea is appealing. But my issue is that to enjoy a pvp server is to be in an organized guild of competent players who spend a lot of time in the game, or at least have enough numbers to ensure coverage when you're on.

So...not BC.  :grin:

SC, let us know where you end up so those wanting to dabble in open pvp can find a guild (at the risk of further fragmenting BC, it's normal doomcasting).


Title: Re: SWTOR
Post by: Malakili on July 25, 2011, 01:45:59 PM
Don't worry, Schild will swoop in at the last second and demand a normal PVE server anyway.
Bioware is picking where BC ends up.

Still plenty of time to fuck up the Republic version of BC, though.
Pretty sure the ganking would only be happening out in the more traditional Kill 10 Wamprats areas of the game world anyway, rather than in the story sections which are presumably instanced?
The ganking would happen right outside the story sections :)

Still, given the setting the idea is appealing. But my issue is that to enjoy a pvp server is to be in an organized guild of competent players who spend a lot of time in the game, or at least have enough numbers to ensure coverage when you're on.

So...not BC.  :grin:

SC, let us know where you end up so those wanting to dabble in open pvp can find a guild (at the risk of further fragmenting BC, it's normal doomcasting).

I'm guessing its going to be more like "Hey, big fight going on a Hoth, everyone come!"  I don't expect you'll need a guild if you want to participate, just show up and kill stuff. 


Title: Re: SWTOR
Post by: Lakov_Sanite on July 25, 2011, 02:11:14 PM

I'm guessing its going to be more like "Hey, big fight going on a Hoth, everyone come!"  I don't expect you'll need a guild if you want to participate, just show up and kill stuff. 

Translation: Five people showed up in orgrimmar and started killing guards and spamming local defense. Thirty horde show up to defend only to find the people are half dead or left.  Survivors of the initial assault are then camped for another hour.

Yeah, pvp in pve games = dumb


Title: Re: SWTOR
Post by: Malakili on July 25, 2011, 02:16:56 PM

I'm guessing its going to be more like "Hey, big fight going on a Hoth, everyone come!"  I don't expect you'll need a guild if you want to participate, just show up and kill stuff. 

Translation: Five people showed up in orgrimmar and started killing guards and spamming local defense. Thirty horde show up to defend only to find the people are half dead or left.  Survivors of the initial assault are then camped for another hour.

Yeah, pvp in pve games = dumb

I don't disagree, I'm just saying I expect thats how it'll be in this game.


Title: Re: SWTOR
Post by: kildorn on July 25, 2011, 05:19:43 PM
See, I link more Emain. "Hey guys, fight on Hoth", 300 Darth Vader001s running around as your 15 troopers zone in and go "hokaaay" and try to get through a space milegate while bitching on the forums about how the empire never brought overwhelming force to a fight and they should l2*randomgroupsize*

But really, pvp server + stealth classes = lolno.


Title: Re: SWTOR
Post by: Rendakor on July 25, 2011, 07:23:28 PM
No the hell it doesn't.  Every MMO in the last several years has PvP, PvE, RP-PvP and RP-PvE.  WoW, EQ2, AoC, Rift, Aion...
Ahem.
Quote from: Wowwiki
To allow for different play-styles, realms come in four types:

        * PvE (a.k.a. Normal) - Player vs. Environment
        * PvP - Player vs. Player
        * RP - Roleplaying version of a PvE realm. Additional behavior and naming rules apply.
        * RP-PvP - Roleplaying version of a PvP realm. Additional behavior and naming rules apply.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 25, 2011, 08:50:18 PM
Um....


Title: Re: SWTOR
Post by: SnakeCharmer on July 25, 2011, 08:53:43 PM
No the hell it doesn't.  Every MMO in the last several years has PvP, PvE, RP-PvP and RP-PvE.  WoW, EQ2, AoC, Rift, Aion...
Ahem.
Quote from: Wowwiki
To allow for different play-styles, realms come in four types:

        * PvE (a.k.a. Normal) - Player vs. Environment
        * PvP - Player vs. Player
        * RP - Roleplaying version of a PvE realm. Additional behavior and naming rules apply.
        * RP-PvP - Roleplaying version of a PvP realm. Additional behavior and naming rules apply.

You, ah, want to look at that list again?  I really don't want to state the obvious, so I'll just let you figure it out.

SC, let us know where you end up so those wanting to dabble in open pvp can find a guild (at the risk of further fragmenting BC, it's normal doomcasting).

I'll definately be hitting an east coast RP-PvP server.


Title: Re: SWTOR
Post by: ezrast on July 25, 2011, 09:02:13 PM
Uh, the point of contention is that RP-PvE servers are usually just referred to as RP servers. He's right.


Title: Re: SWTOR
Post by: SnakeCharmer on July 25, 2011, 09:14:27 PM
OMG it's shortened to RP and not RP-PvE so it's like totally different!!

It's the same fucking thing (ruleset), dipshit. 


Title: Re: SWTOR
Post by: ezrast on July 25, 2011, 09:16:48 PM
Then what the hell did you mean by this?
So in other news...  Bat Country.  PvP or PvE server?

It says RP server on the guild page.

No shit, Sherlock.  Dont be so obtuse.


Title: Re: SWTOR
Post by: Ratman_tf on July 25, 2011, 09:32:12 PM
I roleplay a psychotic murderer named Assface.


Title: Re: SWTOR
Post by: Stabs on July 25, 2011, 10:53:01 PM
I roleplay a psychotic murderer named Assface.

I know you - your parents were murdered by muggers orcs wookies when you were a boy, right?


Title: Re: SWTOR
Post by: Furiously on July 25, 2011, 11:10:39 PM
Ewoks.  Those things were deadly.


Title: Re: SWTOR
Post by: Simond on July 26, 2011, 12:16:17 AM
Good job they all died when the debris from the second Death Star fell flaming out of the sky then.


Title: Re: SWTOR
Post by: Shatter on July 26, 2011, 04:13:11 AM
Game is shit without Ewok Jedi


Title: Re: SWTOR
Post by: Malakili on July 26, 2011, 05:16:33 AM
OMG it's shortened to RP and not RP-PvE so it's like totally different!!

It's the same fucking thing (ruleset), dipshit. 

Thats what you got upset about in the first place.  I said "RP" and you got all bent out of shape that I didn't say RP-PvE.  The rest of that discussion was other people pointing out that RP usually means RP-PvE unless otherwise denoted as RP-PvP.  I don't know why you're getting so up in arms over this relatively small terminology issue.  BC is going to be on an RP server with a PvE ruleset.  There, now you have your answer and you can stop being cranky.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 26, 2011, 06:43:43 AM
Namiing my guy SithDood


Title: Re: SWTOR
Post by: Surlyboi on July 26, 2011, 06:51:46 AM
Naming my Smuggler Pluto Nash.


Title: Re: SWTOR
Post by: Paelos on July 26, 2011, 07:00:30 AM
So we have to RP? Like in chat and shit?



Title: Re: SWTOR
Post by: Sky on July 26, 2011, 07:12:31 AM
So we have to RP? Like in chat and shit?
:oh_i_see:

Yes, thou must verily useth yon olde Englishe.

Dibs on Jayne69 for my BH.


Title: Re: SWTOR
Post by: Merusk on July 26, 2011, 07:32:39 AM
Yeah, well I'm gonna name my BH Bubba Fatt.  He's from the Deep South of Mandalore.

He's had no tragedy in life.. he just thinks all you aliens are scum and not civilized enough to know your place.  :grin:


Title: Re: SWTOR
Post by: eldaec on July 26, 2011, 07:46:42 AM
So we have to RP? Like in chat and shit?
:oh_i_see:

Yes, thou must verily useth yon olde Englishe.

Dibs on Jayne69 for my BH.

-*Dr1zzt*- the smurf imperial agent approves of this gimmick.



Title: Re: SWTOR
Post by: Sky on July 26, 2011, 07:51:02 AM
Yeah, well I'm gonna name my BH Bubba Fatt.  He's from the Deep South of Mandalore.
Nice! I'm changing mine to Bossk Hogg. We have our BC RP theme, changed from the Imperial Local Steamfitters Union.

Companion death *redacted*. Everyone reading up on the SDCC stuff? Lots of info dribbling out. Something Rift could learn from: you'll be able to upgrade the armor of your speeder so you get knocked off by NPCs less.


Title: Re: SWTOR
Post by: Lantyssa on July 26, 2011, 08:17:09 AM
Save Daasey Duk'es for when I eventually pick it up.


Title: Re: SWTOR
Post by: 01101010 on July 26, 2011, 08:20:11 AM
Ross'ko P'Koaltrayn would work I suppose...


Title: Re: SWTOR
Post by: Lakov_Sanite on July 26, 2011, 08:26:16 AM
Companion death redacted - called it.

Rift also has upgraded mounts that let you get knocked off 'less' so this announcement doesn't mean anything until it's actually shown how easy it is to get or how bad npc's dismounting you is in the first place.  I am leary of anything that allows you to 'upgrade away from the suck' it implies that it sucks in the first place.


Title: Re: SWTOR
Post by: Montague on July 26, 2011, 08:32:17 AM
Rift just actually said fuck it and got rid of the stacking diismount debuff altogether. And isn't "upgrading from the suck" the whole point of diku?


Title: Re: SWTOR
Post by: Reg on July 26, 2011, 08:34:38 AM
Companion death redacted - called it.

Called what? Got a link?


Title: Re: SWTOR
Post by: Malakili on July 26, 2011, 08:36:19 AM
Rift just actually said fuck it and got rid of the stacking diismount debuff altogether. And isn't "upgrading from the suck" the whole point of diku?

Theres a difference between my character sucks because I need upgrades, and this mechanic sucks.


Title: Re: SWTOR
Post by: Stabs on July 26, 2011, 08:58:59 AM
Rift just actually said fuck it and got rid of the stacking diismount debuff altogether. And isn't "upgrading from the suck" the whole point of diku?

Theres a difference between my character sucks because I need upgrades, and this mechanic sucks.

I think he means in iterative game design terms. Ie there were the bad old days when folks had to walk to dungeons then we upgraded to being able to footzle around in Orgrimmar while a couple of shmucks run to the dungeon to summon everyone then we upgraded again to getting teleported in when the group filled.

Pretty soon dikus are going to be perfect.


Title: Re: SWTOR
Post by: kildorn on July 26, 2011, 09:32:47 AM
Game is shit without Ewok Jedi

DLC, man. DLC.

edit: and companion death made no sense in an MMO, imo. "I killed this douchebag, then a year later they patched him to be awesome, ZOMG APPEAL" is just something not worth dealing with. If you want to RP they're dead, just don't use them. But a lot of single player mechanics don't translate well to the MMO format.


Title: Re: SWTOR
Post by: Sky on July 26, 2011, 09:39:56 AM
Companion death redacted - called it.

Called what? Got a link?
Now don't go feeding him.

I need to find a thread for a game I dislike and start posting there. It makes so much sense.


Title: Re: SWTOR
Post by: Riggswolfe on July 26, 2011, 09:50:22 AM
OMG it's shortened to RP and not RP-PvE so it's like totally different!!

It's the same fucking thing (ruleset), dipshit. 

Thats what you got upset about in the first place.  I said "RP" and you got all bent out of shape that I didn't say RP-PvE.  The rest of that discussion was other people pointing out that RP usually means RP-PvE unless otherwise denoted as RP-PvP.  I don't know why you're getting so up in arms over this relatively small terminology issue.  BC is going to be on an RP server with a PvE ruleset.  There, now you have your answer and you can stop being cranky.

Why cater to him? He's just looking to argue or something or else has a very short memory and forgot his own replies to people.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 26, 2011, 10:19:42 AM
Companion death redacted - called it.

Called what? Got a link?
Now don't go feeding him.

I need to find a thread for a game I dislike and start posting there. It makes so much sense.
I was going by what you said about companion death like, five posts ago.


Title: Re: SWTOR
Post by: Reg on July 26, 2011, 10:25:22 AM
I should have asked Sky then.  What the hell does "Companion death redacted" mean?


Title: Re: SWTOR
Post by: Lantyssa on July 26, 2011, 10:34:02 AM
I think they're trying to say it's no longer possible to kill companions off, but they're dancing around it, so I don't know.


Title: Re: SWTOR
Post by: Sky on July 26, 2011, 11:15:37 AM
No, they said companion death is out, because people were killing their companions and going "wait, it's really dead forever?" And you guys wonder why I don't like grouping with these mouth-breathers.

But it also kind of revealed that the different kits for companions won't be effective in changing their roles. Which is too bad, would've been nice if they had more latitude in that, if you want healbot you deal with that companion even if you can't stand it. Guess I'm stuck with whatever it is Blizz does :)

Also, James Ohlen shouldn't be allowed to speak in public, he's like a walking leak :)


Title: Re: SWTOR
Post by: kildorn on July 26, 2011, 11:27:36 AM
I'm fine with companions just essentially having a class. So if you kit them you can advance class them, but not turn trooperdude into a jedi, or give them crazy skills no player can get (so hate *npc of same logical class as you* with abilities you can't get)


Title: Re: SWTOR
Post by: Lakov_Sanite on July 26, 2011, 11:28:57 AM
As I said, I called it.  There was just no way they'd allow permanent companion death in an mmo.

  I'm actually very critical of the game I know but I have little doubt I'm going to enjoy it for what it is.


Title: Re: SWTOR
Post by: Ingmar on July 26, 2011, 11:31:15 AM
I'm fine with companions just essentially having a class. So if you kit them you can advance class them, but not turn trooperdude into a jedi, or give them crazy skills no player can get (so hate *npc of same logical class as you* with abilities you can't get)

Like NPC thane monsters with evade.  :angryfist:


Title: Re: SWTOR
Post by: sam, an eggplant on July 26, 2011, 11:33:01 AM
As I said, I called it.
Yes, HRose, you broke the code.

Or did he post here as Abalieno?


Title: Re: SWTOR
Post by: kildorn on July 26, 2011, 11:42:16 AM
I'm fine with companions just essentially having a class. So if you kit them you can advance class them, but not turn trooperdude into a jedi, or give them crazy skills no player can get (so hate *npc of same logical class as you* with abilities you can't get)

Like NPC thane monsters with evade.  :angryfist:

Casters with parry were my favorite. <3


Title: Re: SWTOR
Post by: Hoax on July 26, 2011, 12:06:02 PM
As I said, I called it.
Yes, HRose, you broke the code.

Or did he post here as Abalieno?

Did someone say Viklas?


Title: Re: SWTOR
Post by: Sky on July 26, 2011, 12:17:47 PM
I'm fine with companions just essentially having a class. So if you kit them you can advance class them, but not turn trooperdude into a jedi, or give them crazy skills no player can get (so hate *npc of same logical class as you* with abilities you can't get)
I'm ok with them having access to their own skill list, in fact it would probably be better to give them unique skills so players DON'T get cranky the companions gets class X skills + awesome skill Y.

But I didn't mean your trooperdude companion would get a lightsaber. Just that he could tank (shield kit), dps (weapon kit), or heal (medic kit), within his own art/lore realm. So if you like trooperdude but can't stand whinyhealbitch, you could still have a healer without constantly being annoyed.


Title: Re: SWTOR
Post by: Paelos on July 26, 2011, 12:19:02 PM
I'm still confused as to what goes on in an RP server, but as long as I don't have to do anything different, I'm down!


Title: Re: SWTOR
Post by: Rasix on July 26, 2011, 12:21:43 PM
I'm still confused as to what goes on in an RP server, but as long as I don't have to do anything different, I'm down!

"Darth Balls" will be "Darth Bawhlz". That's probably about it.


Title: Re: SWTOR
Post by: Samprimary on July 26, 2011, 12:52:24 PM
In a good situation, the RP servers just mean a naming convention, and people don't get to keep dumb names like Darth Drizzt Muad'Dib or Master xxLegolasxx.

In a bad situation, you get The Crazies.


Title: Re: SWTOR
Post by: kildorn on July 26, 2011, 12:55:15 PM
I'm fine with companions just essentially having a class. So if you kit them you can advance class them, but not turn trooperdude into a jedi, or give them crazy skills no player can get (so hate *npc of same logical class as you* with abilities you can't get)
I'm ok with them having access to their own skill list, in fact it would probably be better to give them unique skills so players DON'T get cranky the companions gets class X skills + awesome skill Y.

But I didn't mean your trooperdude companion would get a lightsaber. Just that he could tank (shield kit), dps (weapon kit), or heal (medic kit), within his own art/lore realm. So if you like trooperdude but can't stand whinyhealbitch, you could still have a healer without constantly being annoyed.

I dislike being able to rig them that way if the players cannot do the same. If trooper players have a tank spec and a dps spec, trooper npc should have a tank kit and a dps kit. Giving him a heal kit would annoy me, because why can't my trooper spec for healing?

That would still in theory give you plenty of characters to pick if you dislike Healer A but want a healer. But would block you if the idea was I really like companion B, and want a role he can't fill.

Dunno why, it's just always annoyed me when NPCs are inherently better than my player can ever be, because they have access to things the devs have decided my identical class can't do.


Title: Re: SWTOR
Post by: Nija on July 26, 2011, 12:56:15 PM
This thing is so big I can't even give away my beta account. Nobody wants to download it since everyone's ISP has a bandwidth cap these days.


Title: Re: SWTOR
Post by: 01101010 on July 26, 2011, 12:57:19 PM
So no interest in a Space Balls naming convention?


Title: Re: SWTOR
Post by: Rasix on July 26, 2011, 12:57:39 PM
This thing is so big I can't even give away my beta account. Nobody wants to download it since everyone's ISP has a bandwidth cap these days.


I think Comcast's is something absurdly high.  Don't know.  I should probably check.  :awesome_for_real:

edit: 250 GB.  Most I've used in the past 3 months is 47.  I don't stream TV/movies at all and don't pirate games.  I imagine most of my bandwidth is MMO patching and Steam/PSN/XBL downloads.


Title: Re: SWTOR
Post by: Merusk on July 26, 2011, 01:00:11 PM
This thing is so big I can't even give away my beta account. Nobody wants to download it since everyone's ISP has a bandwidth cap these days.

Like hell you can't. I'll take it.

 :grin:


Title: Re: SWTOR
Post by: 01101010 on July 26, 2011, 01:09:58 PM
This thing is so big I can't even give away my beta account. Nobody wants to download it since everyone's ISP has a bandwidth cap these days.


I think Comcast's is something absurdly high.  Don't know.  I should probably check.  :awesome_for_real:

edit: 250 GB.  Most I've used in the past 3 months is 47.  I don't stream TV/movies at all and don't pirate games.  I imagine most of my bandwidth is MMO patching and Steam/PSN/XBL downloads.

This was a point of contention when I recently moved. I really had no clue how much I was using and saw the cap at 250g and was a bit tentative. So I unleashed Hulu and normal gaming use along with internet(read: PRON) usage and smartphone wi-fi through my wireless... June saw my usage @ 43g. Kinda shocked I only used that much. i guess I really overestimated my inner-dork. 


Title: Re: SWTOR
Post by: palmer_eldritch on July 26, 2011, 01:13:07 PM
This thing is so big I can't even give away my beta account. Nobody wants to download it since everyone's ISP has a bandwidth cap these days.


I'll have your beta account. Failing that, if anyone is able to get me into the beta by fair means or foul I'd be ever so grateful.


Title: Re: SWTOR
Post by: Evildrider on July 26, 2011, 01:29:41 PM
I'm still confused as to what goes on in an RP server, but as long as I don't have to do anything different, I'm down!

Log into WoW, make a character on the Moon Guard server, and head to the Goldshire tavern.   :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on July 26, 2011, 01:34:14 PM
As I said, I called it.
Yes, HRose, you broke the code.

Ahem:

LOL

I'm still confused as to what goes on in an RP server, but as long as I don't have to do anything different, I'm down!

You won't really have to do anything different, you just should probably avoid shrieking ROLEPLAYERS ARE GAAAAAAAAAAY over general chat or whatever. Main difference (Goldshires aside) is that there are less stupid names and once in a while if you're standing around in a congregation-ish point (like, say, an inn in Orgrimmar), there will be people roleplaying around you. If they're good at it, they might be interesting to SPY ON while you're waiting for BC to get its shit together to go on a mission or something, if they're bad at it, they are hilarious. That's my own experience, anyway.


Title: Re: SWTOR
Post by: 01101010 on July 26, 2011, 01:37:54 PM
And sometimes... just sometimes, when the stars align correctly, you can loiter about and hear some incredible player-driven dialog - but most of the time it's retarded banter.


Title: Re: SWTOR
Post by: Sky on July 26, 2011, 01:42:06 PM
Yeah, the stuff on Shadefallen on Rift is pretty weird for the most part. Some of the light roleplayers are fun, but I've run past some really bizarre shit. However, they're mostly harmless and (to me) much less annoying than Darth Azzgrabber. I dunno, I've just always enjoyed my experiences on RP servers more than on mainstream servers in any game I've played. Even something like Siege Perilous was so much better than Atlantic, which was a ghetto pit.

I still remember the puzzlement from people in EQ when I refused to group with a dark elf (I was a high elf at the time). I didn't launch into some shakespearean soliloquy about the tribulations of my people, but I do feel that there should be enough rp to realize that it's odd for two races who (in the game lore) hate each others guts to be hanging out together. But EQ itself beat most of the light rp out of me with its LCD moronity and a game design that actively punished rp. So...

I wouldn't get too hung up on that part of it. It's really pve vs pvp.


Title: Re: SWTOR
Post by: tmp on July 26, 2011, 01:42:18 PM
I'm still confused as to what goes on in an RP server
Slightly higher amount of wookie cybersex, i'd presume.

Slightly.


Title: Re: SWTOR
Post by: Simond on July 26, 2011, 01:45:04 PM
I'm still confused as to what goes on in an RP server, but as long as I don't have to do anything different, I'm down!
You troll the hell out of the rest of the playerbase but do so in a roleplaying manner so the GMs can't do anything about it.


Title: Re: SWTOR
Post by: Paelos on July 26, 2011, 02:01:25 PM
Forsooth! Where the wookie women at?

Something like that?


Title: Re: SWTOR
Post by: Malakili on July 26, 2011, 02:22:20 PM
Forsooth! Where the wookie women at?

Something like that?

RP servers only real advantage is that people that think RP is "faggy" tend to stay away, slightly improving the quality of the playerbase. 


Title: Re: SWTOR
Post by: tmp on July 26, 2011, 02:36:07 PM
Think it also attracts the part of the playerbase who think RP is "faggy" and feel tremendous need to let the "fags" in question know that, meaning the quality average remains about the same...


Title: Re: SWTOR
Post by: Ingmar on July 26, 2011, 02:36:38 PM
Think it also attracts the part of the playerbase who think RP is "faggy" and feel tremendous need to let the "fags" in question know that, meaning the quality average remains about the same...


Nah, honestly those people only show up when their own servers are down for the most part.


Title: Re: SWTOR
Post by: Paelos on July 26, 2011, 02:37:56 PM
But I can still make fun of people not being able to play droids right?


Title: Re: SWTOR
Post by: kildorn on July 26, 2011, 02:40:06 PM
I've never really been chided for talking game when in a group on an RP server, either. There's no actual expectation that you RP. It just seems to have a somewhat softer community.

And emoting. You walk past a LOT of out of context emotes in your chat log.


Title: Re: SWTOR
Post by: AutomaticZen on July 26, 2011, 02:43:33 PM
According to the financial report released today, SWTOR has shattered EA's preorder records.

Of course they don't mention what those numbers are specifically.

http://www.industrygamers.com/news/star-wars-the-old-republic--battlefield-are-eas-pre-order-kings/


Title: Re: SWTOR
Post by: Ingmar on July 26, 2011, 02:46:50 PM
The general rule is that group channels are OOC, for people who care about such things. There's always that one annoying guy who puts everything he says in OOC channels in double parentheses anyway, though. You will probably only ever get yelled at really if you interfere with people off doing their RP thing in says.


Title: Re: SWTOR
Post by: Soln on July 26, 2011, 02:49:58 PM
so...

1.  is there a BC server declared?
2.  is there a BC guild ready?  (if so who do I present myself to?)
3.  which side are we playing?
4.  is WUA playing?


Title: Re: SWTOR
Post by: Malakili on July 26, 2011, 02:56:54 PM
so...

1.  is there a BC server declared?
2.  is there a BC guild ready?  (if so who do I present myself to?)
3.  which side are we playing?
4.  is WUA playing?

1. Not yet
2. Yes, http://www.swtor.com/guilds/7040/bat-country (Sky, I think)
3. Empire
4. No idea.

:)


Title: Re: SWTOR
Post by: Sky on July 26, 2011, 03:55:11 PM
is there a BC guild ready?
Just let me know if your swtor.com name is sufficiently different from your f13 name that it is tough to recognize (I'm Komoto at swtor.com). I'm keeping a running list of oddball names on the private guild forum there, in the "Roster" thread.


Title: Re: SWTOR
Post by: Soln on July 26, 2011, 09:13:14 PM
is there a BC guild ready?
Just let me know if your swtor.com name is sufficiently different from your f13 name that it is tough to recognize (I'm Komoto at swtor.com). I'm keeping a running list of oddball names on the private guild forum there, in the "Roster" thread.

I have Tide reserved (http://www.swtor.com/community/member.php?u=494)
I will also register Soln at launch.

Empire really?  

EDIT: applied!


Title: Re: SWTOR
Post by: Sjofn on July 26, 2011, 09:24:13 PM
I believe it only lets you apply to one guild, and I applied to my WoW guild's ... guild. But they're playing Republic, so when the urge to Empire strikes me I will hope there's some form of Bat Country left to bother for that.  :awesome_for_real:


Title: Re: SWTOR
Post by: Paelos on July 26, 2011, 09:31:07 PM
I believe it only lets you apply to one guild, and I applied to my WoW guild's ... guild. But they're playing Republic, so when the urge to Empire strikes me I will hope there's some form of Bat Country left to bother for that.  :awesome_for_real:

Republic scum!  :grin:


Title: Re: SWTOR
Post by: Rake on July 27, 2011, 02:20:30 AM
You can even dress for the role now without making George even richer

http://www.bbc.co.uk/news/uk-14287864


Title: Re: SWTOR
Post by: Merusk on July 27, 2011, 04:30:41 AM
You can even dress for the role now without making George even richer

http://www.bbc.co.uk/news/uk-14287864

Only if you have folks in the UK buy it for you. It's still George's property in the US.

The guy also charges an obscene amount of money for the costumes - $3,000 - and has screwed Artists in general in pursuing the ruling.  If it can be deemed functional its no longer art and you can produce knockoffs in the UK after 15 years.  i.e. Anything produced by an Industrial Designer.  You can argue that Buckminster Fuller wasn't making art, or that the Dyson products aren't sculptural and have a distinctive look but I'll still say you're full of shit.

Hell, considering most folks who *really* want a ST uniform of Production quality and want to pay that kind of cash want that LA stamp, they'll still be buying from George.  All he's done is paved the way for folks to undercut him with their own molds.  Way to go, knob.   :why_so_serious:


Title: Re: SWTOR
Post by: ajax34i on July 27, 2011, 05:44:38 AM
George still has monopoly in the US, right?  And could theoretically choose to mass-produce and sell the costumes in quantities and at prices this guy can't compete with?


Title: Re: SWTOR
Post by: Wasted on July 27, 2011, 05:47:39 AM
I haven't been following this game very closely but I was probably goint to get it, until I found it wont be released in Australia at launch.  I really hate EA.

The stupid thing is that I probably would have imported it because I don't pay aussie RRP anymore but I'm still offended when they decide to pass us over.


Title: Re: SWTOR
Post by: Amaron on July 27, 2011, 05:49:08 AM
The guy also charges an obscene amount of money for the costumes - $3,000 - and has screwed Artists in general in pursuing the ruling. 

Are you trying to say there are some artists somewhere who actually own copyrights to works of commercial value?  :why_so_serious:


Title: Re: SWTOR
Post by: Surlyboi on July 27, 2011, 06:29:10 AM
Jesus.

Glad I just give the lightsabers I make away as gifts.


Title: Re: SWTOR
Post by: Mrbloodworth on July 27, 2011, 06:43:21 AM
So, wait, I can pre-order now, but when is launch?

EDIT: Amazon says This item will be released on December 31, 2011., that date seems odd.


Title: Re: SWTOR
Post by: kildorn on July 27, 2011, 06:46:06 AM
So, wait, I can pre-order now, but when is launch?

Targeted this holiday season (read: a week or two before christmas.)


Title: Re: SWTOR
Post by: Mrbloodworth on July 27, 2011, 06:48:54 AM
Ugg, so many other games could come out before then! I'm torn.


Title: Re: SWTOR
Post by: Draegan on July 27, 2011, 07:03:07 AM
The guild description has "Light Roleplaying" and it sounds creepy.


Title: Re: SWTOR
Post by: Sky on July 27, 2011, 07:09:31 AM
Says someone in FoH, har.

Mr. BW, I'm sure this game will not be up to the high standards of APB.

About the Stormtrooper armor guy...does Lucas sell the stuff directly? If not he should stop trying to shut the guy down.

And in guild notes...approved a couple more folks. Who are Tide and kalain? If you do not use your f13 nick or a reasonable fascimile, please pm me here letting me know who you are on swtor.com. Rejected Meccan, steak and JohnOC because their apps sat there for over a month without pming me (steak does sound familiar, but he's not registered here).


Title: Re: SWTOR
Post by: Malakili on July 27, 2011, 07:11:29 AM
Ugg, so many other games could come out before then! I'm torn.

No need to pre-order right away. 


Title: Re: SWTOR
Post by: Mrbloodworth on July 27, 2011, 07:12:27 AM
Yeah, I think ill see how launch goes and see what I'm into between now and then. But, I do love me some star wars.


Title: Re: SWTOR
Post by: Malakili on July 27, 2011, 07:15:12 AM
Yeah, I think ill see how launch goes and see what I'm into between now and then. But, I do love me some star wars.

Thats kind of how I feel as well.  Big Star Wars fan, the game looks decent not great, but I did like the KOTOR games.  My guess is I'll end up picking up a box from best buy on release.  Skyrim is coming out 11/11 too, so it should be a solid quarter for RPGs. 


Title: Re: SWTOR
Post by: Merusk on July 27, 2011, 07:42:41 AM
The guy also charges an obscene amount of money for the costumes - $3,000 - and has screwed Artists in general in pursuing the ruling. 

Are you trying to say there are some artists somewhere who actually own copyrights to works of commercial value?  :why_so_serious:

You're saying all designers everywhere are only employed by a corporation they hold no interest in?  :why_so_serious:


Sky - you should update the info page of the guild to have them PM you here when applying.


Title: Re: SWTOR
Post by: Sky on July 27, 2011, 08:14:23 AM
Sky - you should update the info page of the guild to have them PM you here when applying.
Good idea, and done. Also updated the quote. Bonus points to anyone who can identify it without google. Last quote was part of the Sith Code (there's a 100 character limit).

Checking on Lucas selling any trooper armor...they've shut down the entire starwars.com store!  :ye_gods:


Title: Re: SWTOR
Post by: Merusk on July 27, 2011, 08:40:58 AM
I'm not surprised because it's been horrible for several years.  I don't think they had anything exclusive anymore, beyond the Nagel-inspired giclee prints from last year.  Now I'm annoyed I didn't buy one.  Oh well.


Title: Re: SWTOR
Post by: Murgos on July 27, 2011, 09:18:01 AM
About the Stormtrooper armor guy...does Lucas sell the stuff directly? If not he should stop trying to shut the guy down.


So, you think Lucas should abandon the copyright on Star Wars?


Title: Re: SWTOR
Post by: Sky on July 27, 2011, 09:26:56 AM
So, you think Lucas should abandon the copyright on Star Wars?
Because that is the only imaginable option available, of course I do.

Actually, he should probably hand it off to the Drs Ray and Greg.


Title: Re: SWTOR
Post by: eldaec on July 27, 2011, 10:29:53 AM
About the Stormtrooper armor guy...does Lucas sell the stuff directly? If not he should stop trying to shut the guy down.


So, you think Lucas should abandon the copyright on Star Wars?

Personally I think copyright limitations, like patents, should expire after a limited period so that it acts to maximise works in the public domain, as per the US constitution.

15 years seems pretty reasonable.

Nobody ever made an investment decision regarding art on the grounds that it would turn a profit in year 16.


Title: Re: SWTOR
Post by: Paelos on July 27, 2011, 10:35:59 AM
I vehemently disagree, as a writer, with that assessment.


Title: Re: SWTOR
Post by: eldaec on July 27, 2011, 10:41:15 AM
Do you accept that patents should expire and if so what on earth is the difference?


Title: Re: SWTOR
Post by: Paelos on July 27, 2011, 10:44:33 AM
Do you accept that patents should expire and if so what on earth is the difference?

Because tangible property is different than a story.


Title: Re: SWTOR
Post by: 01101010 on July 27, 2011, 10:52:01 AM


Personally I think copyright limitations, like patents, should expire after a limited period so that it acts to maximise works in the public domain, as per the US constitution.

15 years seems pretty reasonable.

Nobody ever made an investment decision regarding art on the grounds that it would turn a profit in year 16.

Rebel scum...


Title: Re: SWTOR
Post by: Merusk on July 27, 2011, 10:54:29 AM
Do you accept that patents should expire and if so what on earth is the difference?

I accept patents and copyright expiring after my death. It's party of my body of work, why should I not be allowed to reap profit from it for the full duration of my life?  Perhaps even extending it as far as 10 years after death to support wives/ kids until they can get other revenue streams. Anything more than though I do not support.  The current 70 years after death timeframe is utter bullshit.


Title: Re: SWTOR
Post by: 01101010 on July 27, 2011, 10:56:44 AM
Do you accept that patents should expire and if so what on earth is the difference?

I accept patents and copyright expiring after my death. It's party of my body of work, why should I not be allowed to reap profit from it for the full duration of my life?  Perhaps even extending it as far as 10 years after death to support wives/ kids until they can get other revenue streams. Anything more than though I do not support.  The current 70 years after death timeframe is utter bullshit.

God damn it I am trying to save this from jumping the tracks... Patents are on the dark part of the forums.

REBEL SCUM pt. 2.....


Title: Re: SWTOR
Post by: Merusk on July 27, 2011, 11:01:28 AM
We have to hit 300 pages before September.  Derails must happen!


Title: Re: SWTOR
Post by: eldaec on July 27, 2011, 11:04:18 AM
Do you accept that patents should expire and if so what on earth is the difference?

Because tangible property is different than a story.

How is tangible property such as a book with printed words inside, different to tangible property such as a motor car with metal bent into the shape of a more efficient engine?


Title: Re: SWTOR
Post by: Pezzle on July 27, 2011, 11:05:50 AM
You are part of the rebel alliance and a traitor! 

Take them away!


Title: Re: SWTOR
Post by: Paelos on July 27, 2011, 11:14:35 AM
How is tangible property such as a book with printed words inside, different to tangible property such as a motor car with metal bent into the shape of a more efficient engine?

You know why, so don't ask silly questions. Besides, in case you haven't noticed, the natives don't like this discussion in this thread.


Title: Re: SWTOR
Post by: eldaec on July 27, 2011, 11:17:13 AM
Do you accept that patents should expire and if so what on earth is the difference?

I accept patents and copyright expiring after my death. It's party of my body of work, why should I not be allowed to reap profit from it for the full duration of my life?

I'm not a fan of lifetime based copyright because other supporting stakeholders like publishers are kind of screwed by it, and it prevents you selling the rights. Plus Disney Co will live forever. But sure, 'a bigger number than 15' years might be what you'd settle on.

However, you aren't the only stakeholder, you're also talking about the competing opportunity of others to benefit from building on or copying your work, and the consumer's opportunity to benefit from maximising work in the public domain. You need a system that will promote the Progress of Science and useful Arts, by securing for limited Times to Authors and Inventors the exclusive Right to their respective Writings and Discoveries, but Authors and Inventors are not the only consideration, putting work of any sort into the public domain also has a benefit.


Title: Re: SWTOR
Post by: eldaec on July 27, 2011, 11:19:04 AM
How is tangible property such as a book with printed words inside, different to tangible property such as a motor car with metal bent into the shape of a more efficient engine?

You know why, so don't ask silly questions. Besides, in case you haven't noticed, the natives don't like this discussion in this thread.

No. I don't. Most advances in modern engine technology require substantially more creative or intellectual investment than a single novel, why should the authors not benefit in perpetuity?


Title: Re: SWTOR
Post by: Paelos on July 27, 2011, 11:23:09 AM
How is tangible property such as a book with printed words inside, different to tangible property such as a motor car with metal bent into the shape of a more efficient engine?
You know why, so don't ask silly questions. Besides, in case you haven't noticed, the natives don't like this discussion in this thread.
No. I don't. Most advances in modern engine technology require substantially more creative or intellectual investment than a single novel, why should the authors not benefit in perpetuity?

 :oh_i_see:


Title: Re: SWTOR
Post by: Murgos on July 27, 2011, 11:29:37 AM
So, you think Lucas should abandon the copyright on Star Wars?
Because that is the only imaginable option available, of course I do.

Right, so you have no idea what I am talking about then?

If Lucas fails to enforce his IP he will eventually lose the ability to do so in the future.


Title: Re: SWTOR
Post by: Pezzle on July 27, 2011, 11:32:12 AM
So, I bothered to pick an Avatar for the SWTOR site.  You know, they have a shockingly large number of robot droid pictures for a game with no robo race.


Title: Re: SWTOR
Post by: eldaec on July 27, 2011, 11:32:55 AM
We have to hit 300 pages before September.  Derails must happen!

This is barely a wobble, call me when the thread has twice as many posts about texas toast as we do about the nominal subject.

 :geezer:



Title: Re: SWTOR
Post by: Murgos on July 27, 2011, 11:38:11 AM
So, who else is going to chose their first character based largely on which voice actor they like best?


Title: Re: SWTOR
Post by: Ingmar on July 27, 2011, 11:40:32 AM
So, you think Lucas should abandon the copyright on Star Wars?
Because that is the only imaginable option available, of course I do.

Right, so you have no idea what I am talking about then?

If Lucas fails to enforce his IP he will eventually lose the ability to do so in the future.

Pretty sure that is only true of trademarks, not copyright, and this was a copyright case.


Title: Re: SWTOR
Post by: Paelos on July 27, 2011, 11:40:53 AM
So, who else is going to chose their first character based largely on which voice actor they like best?

I'm going to make a Sith Juggernaught and turn up all the settings to Fat.


Title: Re: SWTOR
Post by: Pezzle on July 27, 2011, 11:47:45 AM
Funny, I was hoping for a Jawa Juggernaut.

Since that will not happen I am praying to the 12 Gods we have appearance tabs for clothing. 


Title: Re: SWTOR
Post by: eldaec on July 27, 2011, 11:58:26 AM
So, who else is going to chose their first character based largely on which voice actor they like best?

The sole reason I'm happy with the BC=empire direction is that it means I don't have put up with ridiculous American accents (except on the bounty hunter I gather).

I am praying to the 12 Gods we have appearance tabs for clothing. 

We did this a few pages back. There was much wailing and gnashing of teeth, but no appearance tab. They have the kotor system where most stats come from slottable components instead.

Pretty sure that is only true of trademarks, not copyright, and this was a copyright case.

Lucas *wishes* it was a copyright case. *Snark*


Title: Re: SWTOR
Post by: Bunk on July 27, 2011, 11:59:13 AM
So, who else is going to chose their first character based largely on which voice actor they like best?
I'm slightly less shallow - picking a character based on which companions look most interesting.


Title: Re: SWTOR
Post by: Malakili on July 27, 2011, 12:00:37 PM
Assuming I buy the game, I plan on playing whichever class looks under populated for the Imperials.  I'm expecting this to be Imperial Agent, but I've been wrong about this kind of thing before.


Title: Re: SWTOR
Post by: Mrbloodworth on July 27, 2011, 12:09:20 PM
So, who else is going to chose their first character based largely on which voice actor they like best?

There are no variations? :( Not even a pitch shift?


Title: Re: SWTOR
Post by: 01101010 on July 27, 2011, 12:15:21 PM
So, I bothered to pick an Avatar for the SWTOR site.  You know, they have a shockingly large number of robot droid pictures for a game with no robo race.

Do not go there... some of us are fairly bitter about that fact.  :oh_i_see:


Title: Re: SWTOR
Post by: Rasix on July 27, 2011, 12:18:17 PM
Assuming I buy the game, I plan on playing whichever class looks under populated for the Imperials.  I'm expecting this to be Imperial Agent, but I've been wrong about this kind of thing before.

This would be my plan as well, but I'm really drawn to their bounty hunter design.  Which I'm thinking might end up being the most popular class of all.  People love bounty hunters / assassins.



Title: Re: SWTOR
Post by: Paelos on July 27, 2011, 12:39:43 PM
My guess on the most popular to least popular classeses is based on lore, "badass" representations in the movies, and playstyles.

Most Popular - Bounty Hunter: It will be the WoW hunter at the release of this game. Fuckers will be everywhere and complaining they can't get groups. Several variations will have Fett, Feet, Ftt, Fatt, etc.
2nd Most - Sith Warrior: Everyone played a dark side Jedi in KOTOR at least once, so this is a natural. Plus Darth whoseits are going to be rampant.
3rd Most - Sith Inquisitor: The Warlock of SWTOR. I fully expect it to have tons of caster types playing the sorc build, but it's not going to be as popular as the warrior because it's not canon.
4th Most - Imperial Agent: Nobody knows what this is. They made it up. It's not in any movies and has no background. Oh and it has a healer spec nobody will ever use.


Title: Re: SWTOR
Post by: tmp on July 27, 2011, 12:49:55 PM
The current 70 years after death timeframe is utter bullshit.
I dunno, that's long enough period that it may deter to an extent these who could otherwise see immense financial benefits in shall we say, ending your patent coverage, now.


Title: Re: SWTOR
Post by: Mrbloodworth on July 27, 2011, 12:50:14 PM
Imperial Agent

(http://images2.wikia.nocookie.net/__cb20070305035114/starwars/images/thumb/e/eb/Tarkin1.jpg/565px-Tarkin1.jpg)


Title: Re: SWTOR
Post by: Rishathra on July 27, 2011, 12:52:18 PM
I'm going to play an agent because I saw one in that Tatooine gameplay video and she was wearing a duster, and wielding a SMG type blaster.  That's pretty much all the excuse I need.


Title: Re: SWTOR
Post by: tmp on July 27, 2011, 01:00:22 PM
Having played KGB (http://en.wikipedia.org/wiki/KGB_(video_game)) way back, not playing an agent is very much out of the question.


Title: Re: SWTOR
Post by: Bunk on July 27, 2011, 01:10:01 PM
Imperial Agent

(http://images2.wikia.nocookie.net/__cb20070305035114/starwars/images/thumb/e/eb/Tarkin1.jpg/565px-Tarkin1.jpg)

I was thinking more...
(http://s2.postimage.org/c570p0i9h/Adrianne_Curry_star_wars.jpg)


Title: Re: SWTOR
Post by: cironian on July 27, 2011, 01:45:15 PM
(tarkin)

Yeah, from http://www.swtor.com/news/blog/20100101_001 (http://www.swtor.com/news/blog/20100101_001) I think that's the kind of person they were going for. (The fact that he's namedropped in there helps)


Title: Re: SWTOR
Post by: Paelos on July 27, 2011, 01:50:54 PM
Tarkin's a GRAND FUCKING MOFF.

He is not an imperial agent. That's like saying the Governor of Texas is actually a sniper.


Title: Re: SWTOR
Post by: Merusk on July 27, 2011, 02:04:45 PM
Malwarebytes hates Tarkin's hotlinked site.


Title: Re: SWTOR
Post by: Mazakiel on July 27, 2011, 02:09:57 PM
Tarkin's a GRAND FUCKING MOFF.

He is not an imperial agent. That's like saying the Governor of Texas is actually a sniper.

He's a Grand Moff by the time of New Hope.  They've decided he was an Imperial Agent in his younger days.  When they name dropped him in some discussion about Imperial Agents, their said their goal is to show why a guy like Tarkin would be in charge/keeping Vader in line. 


Title: Re: SWTOR
Post by: Simond on July 27, 2011, 02:25:15 PM
So, who else is going to chose their first character based largely on which voice actor they like best?
Female Trooper because FemShep.


Title: Re: SWTOR
Post by: Paelos on July 27, 2011, 02:25:48 PM
And they can backpedal all they want. A lot of politicos have military pasts, but they weren't spies/assassins. That's a stupid reference point.

QUICK THINK OF AN IMPERIAL! Uhhhh TARKIN! Yeah he was totaly an agent, even though he is basically listed as a pirate-hunter and politician !  :facepalm:


Title: Re: SWTOR
Post by: 01101010 on July 27, 2011, 02:28:31 PM
Always thought of bounty hunters as the contracted military agents...


Title: Re: SWTOR
Post by: Malakili on July 27, 2011, 02:31:39 PM
I view  Imperial Agents as Mara Jade without the force sensitivity.


Title: Re: SWTOR
Post by: Riggswolfe on July 27, 2011, 02:41:16 PM
My guess on the most popular to least popular classeses is based on lore, "badass" representations in the movies, and playstyles.

Most Popular - Bounty Hunter: It will be the WoW hunter at the release of this game. Fuckers will be everywhere and complaining they can't get groups. Several variations will have Fett, Feet, Ftt, Fatt, etc.
2nd Most - Sith Warrior: Everyone played a dark side Jedi in KOTOR at least once, so this is a natural. Plus Darth whoseits are going to be rampant.
3rd Most - Sith Inquisitor: The Warlock of SWTOR. I fully expect it to have tons of caster types playing the sorc build, but it's not going to be as popular as the warrior because it's not canon.
4th Most - Imperial Agent: Nobody knows what this is. They made it up. It's not in any movies and has no background. Oh and it has a healer spec nobody will ever use.

If you're right this will be interesting since those classes are in order:

1) ranged tank
2) melee dps/melee tank
3) healing/ranged dps
4) ranged dps/stealth

Which means we'd see a game where tanks are everywhere (on one side at least)


Title: Re: SWTOR
Post by: tmp on July 27, 2011, 02:42:42 PM
And they can backpedal all they want. A lot of politicos have military pasts, but they weren't spies/assassins. That's a stupid reference point.
Depends on the country.

(http://upload.wikimedia.org/wikipedia/commons/d/d6/Vladimir_Putin_in_KGB_uniform.jpg)


Title: Re: SWTOR
Post by: Ingmar on July 27, 2011, 02:42:56 PM
Beat me to it.


Title: Re: SWTOR
Post by: Sobelius on July 27, 2011, 02:45:45 PM
And they can backpedal all they want. A lot of politicos have military pasts, but they weren't spies/assassins. That's a stupid reference point.
Depends on the country.

(http://upload.wikimedia.org/wikipedia/commons/d/d6/Vladimir_Putin_in_KGB_uniform.jpg)


Brilliant.


Title: Re: SWTOR
Post by: Lt.Dan on July 27, 2011, 03:11:48 PM
What's David McCullum got to do with all this?


Title: Re: SWTOR
Post by: Amaron on July 27, 2011, 04:39:56 PM
So, you think Lucas should abandon the copyright on Star Wars?

Copyright's exist to give incentive to create works.   There's really no reason Star Wars shouldn't of gone into the public domain a while ago.    The amount of money he's made is more than enough.   The problem of course is how do you judge "more than enough".  It's better to just use an amount of time that's reasonable but we've let Disney and company screw that over.


Title: Re: SWTOR
Post by: Soln on July 27, 2011, 07:47:28 PM
I know Origin was discussed, but is there any real disadvantage from Amazon or other?  Is Origin needed for patching?  I really hate that kind of SOE-Station-Client crap.   I'd prefer not to have Origin.


Title: Re: SWTOR
Post by: Malakili on July 27, 2011, 08:01:16 PM
I know Origin was discussed, but is there any real disadvantage from Amazon or other?  Is Origin needed for patching?  I really hate that kind of SOE-Station-Client crap.   I'd prefer not to have Origin.

Nope, if you buy a box you don't need origin

Quote
"Origin is a digital storefront, and the desktop application is there to give you quick access to Origin exclusives and deals. However, you won’t need to launch the Origin application to run The Old Republic, nor will you patch the game via Origin. Once the game is on your hard disk, you’ll be connecting to our servers to patch and launch the game, and Origin does not have to be running to do that."


Title: Re: SWTOR
Post by: caladein on July 27, 2011, 08:28:53 PM
If you're right this will be interesting since those classes are in order:

1) ranged tank
2) melee dps/melee tank
3) healing/ranged dps
4) ranged dps/stealth

Which means we'd see a game where tanks are everywhere (on one side at least)

Well, the top three classes on Paelos's list and their Republic equivalents can all tank.  The only one that can't heal is Sith Warrior/Jedi Knight.  Most players are going to take the damage-y talents and be damage dealers in groups even if their Advanced Class offers another option just because most players prefer not to tank or heal.

The point is that they're offering as much flexibility as possible so the players that are willing to heal or tank at some point in their careers are able to without having to reroll.


Title: Re: SWTOR
Post by: UnSub on July 27, 2011, 09:30:23 PM
The guild description has "Light Roleplaying" and it sounds creepy.

The safety word is "strawberries".


Title: Re: SWTOR
Post by: Sky on July 27, 2011, 09:34:15 PM
The point is that they're offering as much flexibility as possible so the players that are willing to heal or tank at some point in their careers are able to without having to reroll.
Still hope they come to their senses and at least ship with dual spec, even if they can't implement something like Rift's roles at the eleventh hour. Planning on Powertech BH, still. Hopefully tanks can solo ok, if not...let's hope BC stays active for a while :)

My BH race was newly inspired by a moist slice of cake.  :drill:
The safety word is "strawberries".
POPCORN (http://www.youtube.com/watch?v=bgAGAuQtvMw) (I wish that was a better quality video, damn SNL lawyers +2 pts if you rp CAROLE)


Title: Re: SWTOR
Post by: Ratman_tf on July 27, 2011, 09:48:57 PM
He's a Grand Moff by the time of New Hope.  They've decided he was an Imperial Agent in his younger days. 

I like to pretend he was a superhero.


Title: Re: SWTOR
Post by: apocrypha on July 28, 2011, 01:03:48 AM
Is there enough of a Euro presence here to make an EU chapter of BC a worthwhile endeavor?


Title: Re: SWTOR
Post by: eldaec on July 28, 2011, 01:48:48 AM
Suspect there will be a decent number if euros for the first 6 weeks until we decide the game is horrible, but I can't see any sensible reason to create a separate guild.


Title: Re: SWTOR
Post by: VainEldritch on July 28, 2011, 02:20:08 AM
Is there enough of a Euro presence here to make an EU chapter of BC a worthwhile endeavor?

I'd be up for that provided we can be goodie-two-shoes Republic since I'm liking the Jedi Consular.

 :grin:


Title: Re: SWTOR
Post by: Kail on July 28, 2011, 03:05:59 AM
What's the deal with the BC guild signup thing?  Is there some benefit for anyone for me to sign up / not sign up for it now, as opposed to when I get the game?  Or is it just like a pledge to show up or something?


Title: Re: SWTOR
Post by: Merusk on July 28, 2011, 03:38:42 AM
What's the deal with the BC guild signup thing?  Is there some benefit for anyone for me to sign up / not sign up for it now, as opposed to when I get the game?  Or is it just like a pledge to show up or something?

They're going to randomly assign guilds to their preferred server type on launch.  It saves us the "oh we're going here, no that's a dumb name for a server" arguments. 

There was also an earlier promo to let guilds into the beta as a whole group. I don't know if that's still the case.


Title: Re: SWTOR
Post by: apocrypha on July 28, 2011, 04:16:41 AM
but I can't see any sensible reason to create a separate guild.

Just practical reasons. Playing on a US server when you're in an EU timezone means a deserted server from our point of view. It often means downtimes scheduled for our peak times.

Do we know what the situation is with regards to server choice? I.e. will an EU box even allow US server selection? If you purchase an EU WoW account you can't play on US servers for instance.


Title: Re: SWTOR
Post by: Lucas on July 28, 2011, 04:21:21 AM
but I can't see any sensible reason to create a separate guild.

Just practical reasons. Playing on a US server when you're in an EU timezone means a deserted server from our point of view. It often means downtimes scheduled for our peak times.

Do we know what the situation is with regards to server choice? I.e. will an EU box even allow US server selection? If you purchase an EU WoW account you can't play on US servers for instance.

Yes, EU and US are not region locked, it's in the pre-order FAQ:

Quote
Yes, it will be possible to play on the same server as your friends. Any player of Star Wars: The Old Republic can choose to play on any server. However, if you choose to play on a server outside of your own region (i.e., – playing on European servers from North America, and vice versa), because of natural latency caused by the distance between your client and the game servers, you may find your game performance is impacted.


Title: Re: SWTOR
Post by: eldaec on July 28, 2011, 04:51:58 AM
Oh I see.

Fuck playing on EU servers tbh.

Being able to play with f13 dudes on the overlap beats having an overabundance of mouthbreathers in prime.


Title: Re: SWTOR
Post by: Sky on July 28, 2011, 06:57:16 AM
I'd be up for that provided we can be goodie-two-shoes Republic since I'm liking the Jedi Consular.
I can't get past the ability to call up endless oil tanks out of the ground to throw.


Title: Re: SWTOR
Post by: 01101010 on July 28, 2011, 07:03:08 AM
I am suddenly leaning very hard to Imperial Agent... why god why.


Title: Re: SWTOR
Post by: Reg on July 28, 2011, 07:05:40 AM
Hah me too. And a cute little red-haired girl Imperial Agent at that. And I never play females in MMOs.


Title: Re: SWTOR
Post by: Draegan on July 28, 2011, 07:06:18 AM
I am suddenly leaning very hard to Imperial Agent... why god why.

I wish Empire had troopers.  I love the look of Bounty Hunters but the flame thrower looks meh if that's the main attack for the Powertech.


Title: Re: SWTOR
Post by: Arrrgh on July 28, 2011, 07:15:03 AM
I know Origin was discussed, but is there any real disadvantage from Amazon or other?  Is Origin needed for patching?  I really hate that kind of SOE-Station-Client crap.   I'd prefer not to have Origin.

Nope, if you buy a box you don't need origin

Quote
"Origin is a digital storefront, and the desktop application is there to give you quick access to Origin exclusives and deals. However, you won’t need to launch the Origin application to run The Old Republic, nor will you patch the game via Origin. Once the game is on your hard disk, you’ll be connecting to our servers to patch and launch the game, and Origin does not have to be running to do that."

They'll route the pre-order head start download through origin to force everyone to sign up anyway.


Title: Re: SWTOR
Post by: apocrypha on July 28, 2011, 07:51:13 AM
Yes, EU and US are not region locked, it's in the pre-order FAQ:
Quote
Yes, it will be possible to play on the same server as your friends. Any player of Star Wars: The Old Republic can choose to play on any server. However, if you choose to play on a server outside of your own region (i.e., – playing on European servers from North America, and vice versa), because of natural latency caused by the distance between your client and the game servers, you may find your game performance is impacted.

Oh that's very cool. Nice one.

Although... Blizzard said *exactly* the same about WoW before launch and then reneged on that promise. Not saying I expect that to be the case, just saying. :)


Title: Re: SWTOR
Post by: eldaec on July 28, 2011, 08:33:09 AM
Pretty sure EA's prior mmog efforts have all been global. Only exception was Warhammer because the GOA deal was signed before Mythic were bought out.

Usually the only reason mmogs are region locked is because the publisher doesn't have a global operation.


Title: Re: SWTOR
Post by: Merusk on July 28, 2011, 08:34:28 AM
Blizzard was just Blizzard at the time.  They didn't have an international data center infrastructure set-up to service the Euros, did they? (Since they were initially NOT using Battle.net) If they had to offshore that, losing the ability to play trans-Atlanticly was probably part of the deal, to ensure the Euro publisher got enough sales.

It's probably the ONE and only advantage to having EA publishing.

Ed: yeah, what Eldaec said.


Title: Re: SWTOR
Post by: Murgos on July 28, 2011, 09:55:20 AM
I'd be up for that provided we can be goodie-two-shoes Republic since I'm liking the Jedi Consular.
I can't get past the ability to call up endless oil tanks out of the ground to throw.

I must be very shallow because I agree with this.  The really need to change that animation because, holy shades of CoH Batman!  Make it a kamehameha blast like in the one cgi movie on Coruscant and I will be much happier.


Title: Re: SWTOR
Post by: Merusk on July 28, 2011, 09:57:53 AM
It's not shallow, I've thought the same thing.  You can only suspend disbelief so far, after all.  That one is way past the line. 

I'll really enjoy videos of swimming Force-Adepts conjuring metal from the nothingness of the water.


Title: Re: SWTOR
Post by: Malakili on July 28, 2011, 09:59:38 AM
Somehow I missed this video, can anyone provide a link? That sounds really lulzy.


Title: Re: SWTOR
Post by: Merusk on July 28, 2011, 10:04:34 AM
I said I'll.. as in I Will - future tense.   I'm speculating that you'll be able to actually walk into water at some point.  To date I don't think we've seen anything about it, but if it does the current animation will have to do what I described.  It does it now, its just that the "appearance" happens beneath the walking surface.

Think of the DK ghoul summon in WoW.  If the DK is swimming the ghoul pops out of a hole from nowhere.  It looks ridiculous.


Title: Re: SWTOR
Post by: tmp on July 28, 2011, 10:33:15 AM
It's not shallow, I've thought the same thing.  You can only suspend disbelief so far, after all.  That one is way past the line. 
That ability seems to be conscious of environment actually. You pull out oil tanks in industrial areas, but when running around in more natural setting, it's rocks :why_so_serious:


Title: Re: SWTOR
Post by: Paelos on July 28, 2011, 10:34:24 AM
Where in the hell are we getting this oil tanks stuff?


Title: Re: SWTOR
Post by: sam, an eggplant on July 28, 2011, 10:37:11 AM
I'll really enjoy videos of swimming Force-Adepts conjuring metal from the nothingness of the water.
Sorry, no swimming in SWTOR.

GW2's got you covered though.


Title: Re: SWTOR
Post by: tmp on July 28, 2011, 10:39:11 AM
Where in the hell are we getting this oil tanks stuff?
It could be seen in the video they released recently, the one with group of 4 storming castle of some general guy.


Title: Re: SWTOR
Post by: Malakili on July 28, 2011, 10:43:29 AM
Found it, that description helped me find it.  I remember this video but I don't think I ever watched it all the way through:

http://www.youtube.com/watch?v=NM8GMXae2XM#t=7m

Seems like the time won't work when the video is embedded like this, skip to 7 minutes.


Title: Re: SWTOR
Post by: Kirth on July 28, 2011, 10:55:12 AM
That ability seems to be conscious of environment actually. You pull out oil tanks in industrial areas, but when running around in more natural setting, it's rocks :why_so_serious:

For some reason this makes me happy to hear, consistently grabbing the same oil tank would drive me nuts. The graphic still seems a bit large from the game play videos from comic con.


Title: Re: SWTOR
Post by: Mrbloodworth on July 28, 2011, 11:15:17 AM
Found it, that description helped me find it.  I remember this video but I don't think I ever watched it all the way through:

http://www.youtube.com/watch?v=NM8GMXae2XM#t=7m

Seems like the time won't work when the video is embedded like this, skip to 7 minutes.

Sideways bullets.  :ye_gods:


Title: Re: SWTOR
Post by: Sky on July 28, 2011, 11:34:45 AM
I saw a video where the tank came out of a wooded hillside. Maybe it was an industrial dump site, lots of pollution issues with the Republic. Or maybe that's why they're fighting the polluting Empire. (It was a very early video, one of the first I'd seen probably a year ago at least, so probably things have changed?).

Catching up on dev tracker, companion kits are out for sure: http://www.swtor.com/community/showthread.php?p=7679280#edit7679280


Title: Re: SWTOR
Post by: Paelos on July 28, 2011, 11:50:32 AM
What's a companion kit? Like gear?


Title: Re: SWTOR
Post by: luckton on July 28, 2011, 11:53:53 AM
What's a companion kit? Like gear?

Supposed to be like gear sets you could get for your crew to do different things, like a DPS set, heal set, nunchuk set, etc.


Title: Re: SWTOR
Post by: Sky on July 28, 2011, 11:54:07 AM
Well, it's nothing now :) They were going to have kits you assign your companions, medic kit, grenade kit, etc, that defined their roles. Looks like they've locked down the roles but are boosting the customization, via DA-style AI, though James got shut down when he started to talk about it a couple times.

I think I found our Republic chapter:

Quote
THE ROUGES GUILD
The treaty is broken my republic brothers we must stand together against the sith empire, we are the rouges,i am beadl the jedi knight, (its a strange name i know) but i need men and women for my army and squad one,lucky jedi will be my apprentice and 4 including my apprentice will be in my squad the 501st. The 501st will consist of me my apprentice jedi knight, a trooper, a smuggler and a jedi consular. I need to find a good smuggler for "special" missions.
PSST (I KNOW WHEN THE GAME WILL BE RELEASED, ONLY MEMBERS OF MY GUILD KNOW)
-May the force be with you
http://www.swtor.com/guilds/135657/rouges
Quote
Who i am as a leader
37 minutes ago, 0 replies

beadl
Jul 2011
I had one of the biggest guilds in star wars galaxies, it was one off the most exclusive also. But star wars galaxies is closing down for the old republic, and i received a message from Lucas and they trusted me with the release date of star wars the old republic, only members of my guild will have this information, i want to rebuild my guild from star wars galaxies and move it into the old republic, all i need is members.
I have the release date posted in the private forum which you cant see unless your a member.
-May the force be with you
Spamming comment sections, I'm sure he's legit.


Title: Re: SWTOR
Post by: Paelos on July 28, 2011, 11:59:17 AM
DA style AI meaning I pick a role for them? Or DA style AI when I have to customize all their spells and tactics into different micromanages so they stop acting like coked up children.


Title: Re: SWTOR
Post by: Ingmar on July 28, 2011, 12:01:19 PM
Hopefully both, I'd like to be able to get granular with their tactics.


Title: Re: SWTOR
Post by: luckton on July 28, 2011, 12:13:09 PM
Hopefully both, I'd like to be able to get granular with their tactics.

FFXII Gambit system?  :grin:


Title: Re: SWTOR
Post by: 01101010 on July 28, 2011, 12:14:26 PM
DA style AI meaning I pick a role for them? Or DA style AI when I have to customize all their spells and tactics into different micromanages so they stop acting like coked up children.

Speaking of drugs, is there consumption in SWTOR? I am talking something that would have crazy effects on your character, much like WoW did with booze.


Title: Re: SWTOR
Post by: Rasix on July 28, 2011, 12:16:39 PM

The AI will likely have generic priorities that may or may not mesh will with your build.  Being able to tailor that some will go a long ways.

And yes, if I'm (finally) remembering correctly, the gambit system is pretty close to the DA system.  Both unlock/open up a little differently.  Hopefully, it's opened up fully from the start and you don't have to wait for X levels to have all of your tactics set.  But I imagine it would be tied to levels, as more progression can only make the system more awesome.  :awesome_for_real:

edit: NM, was confusing my FFs.



Title: Re: SWTOR
Post by: Reg on July 28, 2011, 12:51:48 PM
God, that beadl guy is just embarassing. Do we have to let people like that play on the same server as us?


Title: Re: SWTOR
Post by: Sky on July 28, 2011, 01:03:16 PM
I don't think there's any info on the AI other than James tripping up and mentioning it a couple times before being shushed. But it will be refreshing to have something a bit more in-depth than Attack/Stay/Follow and Aggressive/Defensive/Passive. Which is what they'll probably end up shipping with :)


Title: Re: SWTOR
Post by: tazelbain on July 28, 2011, 01:05:26 PM
I don't think there's any info on the AI other than James tripping up and mentioning it a couple times before being shushed. But it will be refreshing to have something a bit more in-depth than Attack/Stay/Follow and Aggressive/Defensive/Passive. Which is what they'll probably end up shipping with :)
Why should the AI be more advanced than the PI?


Title: Re: SWTOR
Post by: luckton on July 28, 2011, 01:11:22 PM
I don't think there's any info on the AI other than James tripping up and mentioning it a couple times before being shushed. But it will be refreshing to have something a bit more in-depth than Attack/Stay/Follow and Aggressive/Defensive/Passive. Which is what they'll probably end up shipping with :)
Why should the AI be more advanced than the PI?
Why can't we have both?


Title: Re: SWTOR
Post by: Murgos on July 28, 2011, 01:11:38 PM

Why should the AI be more advanced than the PI?

It can't possibly be worse than that beadl guy.


Title: Re: SWTOR
Post by: Ingmar on July 28, 2011, 01:23:31 PM
I don't think there's any info on the AI other than James tripping up and mentioning it a couple times before being shushed. But it will be refreshing to have something a bit more in-depth than Attack/Stay/Follow and Aggressive/Defensive/Passive. Which is what they'll probably end up shipping with :)
Why should the AI be more advanced than the PI?
Why can't we have both?

PI = player intelligence, you might need to work on your FI.


Title: Re: SWTOR
Post by: shiznitz on July 28, 2011, 01:29:43 PM
Found it, that description helped me find it.  I remember this video but I don't think I ever watched it all the way through:

http://www.youtube.com/watch?v=NM8GMXae2XM#t=7m

Seems like the time won't work when the video is embedded like this, skip to 7 minutes.

That trooper laying down suppressing fire everywhere but at the enemies had me cringe.


Title: Re: SWTOR
Post by: Paelos on July 28, 2011, 01:38:37 PM
Yeah what is up with that suppressive fire? Reminds me of this:

http://www.youtube.com/watch?v=bKTqHsMqkb0 (http://www.youtube.com/watch?v=bKTqHsMqkb0)


Title: Re: SWTOR
Post by: Malakili on July 28, 2011, 01:44:23 PM
Found it, that description helped me find it.  I remember this video but I don't think I ever watched it all the way through:

http://www.youtube.com/watch?v=NM8GMXae2XM#t=7m

Seems like the time won't work when the video is embedded like this, skip to 7 minutes.

That trooper laying down suppressing fire everywhere but at the enemies had me cringe.

Its just true to the movies! When is the last time a trooper actually hit something?


Title: Re: SWTOR
Post by: sam, an eggplant on July 28, 2011, 02:10:19 PM
Yeah what is up with that suppressive fire?
Suppressive fire stops the targetted enemy from using abilities for a couple seconds. Think of it as a ranged stun and interrupt. However they were using a different ability in that clip, which was a ranged AE attack. You can see the tooltip.


Title: Re: SWTOR
Post by: WindupAtheist on July 28, 2011, 02:23:55 PM
4.  is WUA playing?

Nah. The only new MMO I've tried for the first time in the last ten years has been WoW, and only because literally every single person I played games with was playing it.

If you're right this will be interesting since those classes are in order:

1) ranged tank
2) melee dps/melee tank
3) healing/ranged dps
4) ranged dps/stealth

Which means we'd see a game where tanks are everywhere (on one side at least)

All specced DPS and bitching that there are no tanks. They could give every class in the game a tank spec and I doubt it would make a difference, based on my WoW experiences.


Title: Re: SWTOR
Post by: luckton on July 28, 2011, 03:28:50 PM
I don't think there's any info on the AI other than James tripping up and mentioning it a couple times before being shushed. But it will be refreshing to have something a bit more in-depth than Attack/Stay/Follow and Aggressive/Defensive/Passive. Which is what they'll probably end up shipping with :)
Why should the AI be more advanced than the PI?
Why can't we have both?

PI = player intelligence, you might need to work on your FI.

Not what I meant.  I meant give us a choice of two systems.
 A) Old hat MMO style of Attack/Follow/Stay||| Aggressive/Defensive/Passive
 B) New detailed style where we can tailor the AI to our desire a la Gambit system.


Title: Re: SWTOR
Post by: Tannhauser on July 28, 2011, 03:52:42 PM
I'd love DA2 tactics system adapted to companions.                                           


Title: Re: SWTOR
Post by: Paelos on July 28, 2011, 04:21:13 PM
I'd love DA2 tactics system adapted to companions.                                           

I'd love it as long as someone made a detailed list of how to program each one so I don't have to think about the best possible AI setting for mine.


Title: Re: SWTOR
Post by: Malakili on July 28, 2011, 04:22:32 PM
I'd love DA2 tactics system adapted to companions.                                           

I'd love it as long as someone made a detailed list of how to program each one so I don't have to think about the best possible AI setting for mine.

Yeah, it'll be more important too, since its not pausable.  I always pause like crazy in combat in Bioware games to issue orders.


Title: Re: SWTOR
Post by: caladein on July 28, 2011, 04:23:48 PM
I'd love DA2 tactics system adapted to companions.                                           

I'd love it as long as someone made a detailed list of how to program each one so I don't have to think about the best possible AI setting for mine.

A game this big and this PvE focused?  Not a problem, the theorycrafters are already going.


Title: Re: SWTOR
Post by: Sky on July 28, 2011, 05:00:59 PM
Nah. The only new MMO I've tried for the first time in the last ten years has been WoW, and only because literally every single person I played games with was playing it.
So...WUA will be playing TOR?  :grin:


Title: Re: SWTOR
Post by: Fordel on July 28, 2011, 06:22:52 PM
For what it's worth, I'll probably end up being a tanky Trooper, since it will be Fordel and his amazing Scoundrel friends at release.  :why_so_serious:


Title: Re: SWTOR
Post by: Viin on July 28, 2011, 06:53:06 PM
All specced DPS and bitching that there are no tanks. They could give every class in the game a tank spec and I doubt it would make a difference, based on my WoW experiences.

Aren't paladins tanks? I thought that was one of the most popular classes .. or did they change enough with the specializations that you can have a weak tank with high dps and that's what everyone does? (When WoW launched I remember people complaining that pali's had good DPS and good tank ability with the self heal - so why play anything else?).


Title: Re: SWTOR
Post by: Amaron on July 28, 2011, 06:57:55 PM
All specced DPS and bitching that there are no tanks. They could give every class in the game a tank spec and I doubt it would make a difference, based on my WoW experiences.
Aren't paladins tanks? I thought that was one of the most popular classes

That was his point really.  That they can be a tank doesn't matter when nobody wants to be a tank.


Title: Re: SWTOR
Post by: raydeen on July 28, 2011, 07:08:31 PM
I just went to Gamestop's site to see when the release date would be, and saw a listing for the Collector's Edition WITH BONUS!

Take a guess at how much it is before you click the link below. Go on. Take a guess.

http://www.gamestop.com/pc/games/star-wars-the-old-republic-online-collectors-edition/92635 (http://www.gamestop.com/pc/games/star-wars-the-old-republic-online-collectors-edition/92635)

Edit: Sorry. I've been busy lately and haven't been reading every single page. I should have known it wouldn't be news. Just shocked the shit out of me is all.



Title: Re: SWTOR
Post by: Rasix on July 28, 2011, 07:10:22 PM
I'm getting sick of this Rip Van Winkle shit.  If you think you know something new about SWTOR, we knew it 5 pages ago.



Title: Re: SWTOR
Post by: Amaron on July 28, 2011, 07:11:17 PM
Take a guess at how much it is before you click the link below. Go on. Take a guess.

Welcome to the SWTOR forums.


Title: Re: SWTOR
Post by: Sjofn on July 28, 2011, 07:16:04 PM
For what it's worth, I'll probably end up being a tanky Trooper, since it will be Fordel and his amazing Scoundrel friends at release.  :why_so_serious:

We should definitely consider changing the guild name to that. I might consider shooting people with healing bullets. Maybe.


Title: Re: SWTOR
Post by: Merusk on July 28, 2011, 07:17:10 PM
I'm getting sick of this Rip Van Winkle shit.  If you think you know something new about SWTOR, we knew it 5 pages ago.



I hear there's going to be NPC companions!


Title: Re: SWTOR
Post by: Rasix on July 28, 2011, 07:31:32 PM
Are they fully voiced? Because something has to be taking up that 138 gb install size.


Title: Re: SWTOR
Post by: Paelos on July 28, 2011, 08:05:04 PM
I heard we lost companion kits, and even though I never actually knew what they were, I'm devastated and considering canceling my preorder.


Title: Re: SWTOR
Post by: Surlyboi on July 28, 2011, 08:46:54 PM
I've got new news. But I'm not saying anything yet.


Title: Re: SWTOR
Post by: Sky on July 28, 2011, 08:55:22 PM
I know the release date, Lucas entrusted it to me and I'm only telling people in my guild Bad County.


Title: Re: SWTOR
Post by: Pezzle on July 28, 2011, 09:01:46 PM
For what it's worth, I'll probably end up being a tanky Trooper, since it will be Fordel and his amazing Scoundrel friends at release.  :why_so_serious:

+1 Scoundrel right here!


Title: Re: SWTOR
Post by: Draegan on July 28, 2011, 10:32:22 PM
We should get a calender and take bets on the release date.  Whoever wins can't yell Stawberries for a month.


Title: Re: SWTOR
Post by: luckton on July 29, 2011, 12:50:34 AM
Legit raid info!

http://darthhater.com/2011/07/28/gamestar-magazine-interview-with-gabe-amatangelo-on-operations/

Quote
Each Raid has 2 sizes, for 8 and 16 heros, as well as ajustable [sic] difficulty levels. The quality of the loot is based on the difficulty setting of the instance." After every bossfight EACH player gets a bag of Rewards", says Lead designer Gabe Amatangelo. "Inside that Bag you can find class specific Items, or Badges which can be used to buy items. You don't have to fight for your rewards."

http://imgur.com/a/O6IZ9

Quote
Obi-Wan: I felt a great disturbance in the Force, as if millions of hardcore raider's voices suddenly cried out in terror and were suddenly silenced.


Title: Re: SWTOR
Post by: Evildrider on July 29, 2011, 02:41:18 AM
I love that bag of goodies idea.  Especially when my guild is gonna be like 3/4th Sith Sorcerers.


Title: Re: SWTOR
Post by: caladein on July 29, 2011, 03:05:53 AM
Aside from generic live team-related concerns about balancing multiple raid sizes, that's about what I'd expect from a game that isn't either old or purposefully anachronistic.

Maybe 16 is a bit small for the larger size if you're going to bother having one anyway but eight seems large enough for the smaller one for a game with this sort of class count/design.


Title: Re: SWTOR
Post by: eldaec on July 29, 2011, 03:13:40 AM
Having big raid be exactly double the small raid doesn't seem especially clever - as Devs almost always underestimate the effort in building the larger group. Then people all end up running more smaller raids.

If the spilt was 8/12 or even 12/16 it is more likely the community would do whatever they have people for rather than min/max everything. But not a big deal.


Title: Re: SWTOR
Post by: Amaron on July 29, 2011, 03:36:19 AM
"Inside that Bag you can find class specific Items, or Badges which can be used to buy items. You don't have to fight for your rewards."

I hope they keep this as the only raid loot system.  I'm all for options but I think taking away master looter can only be a good thing.   Kind of disappointed that it's just flat higher difficulty = better gear but I'll reserve judgment till I see the highest difficulty I guess.


Title: Re: SWTOR
Post by: Fabricated on July 29, 2011, 03:48:53 AM
Wow already looks kinda silly with 25 people in a raid. 25 jedi hacking at the ankles of some ancient AT-ST knockoff would be blinding.


Title: Re: SWTOR
Post by: luckton on July 29, 2011, 04:11:30 AM
Wow already looks kinda silly with 25 people in a raid. 25 jedi hacking at the ankles of some ancient AT-ST knockoff would be blinding.

Agreed.  16 seems even far-fetched right now.  Undoubtedly there will be newer classes in the future to add to the mix, but right now, yeah... :why_so_serious:

As far as the loot system, it should work just fine for the casual "I'm here for the story, not to cut teeth, but I still like to get some trophies for my trouble" crowd.  Imagine if WoW went exclusively to this system  :ye_gods:


Title: Re: SWTOR
Post by: Merusk on July 29, 2011, 04:28:26 AM
I'd laugh and laugh and laugh.

The more I hear the more jazzed I am.  The loot system so far sounds like a variant of what I've always wanted to see and I've been a proponent of exactly this sort of loot system for years.  Limited loot and skinner boxes only says to me your encounters suck or your content cycle is so long you need that crutch to keep people coming back.


Title: Re: SWTOR
Post by: Nevermore on July 29, 2011, 04:30:47 AM
Wow, in DAoC the standard party size was 8.  In this it's a raid.  :geezer:


Title: Re: SWTOR
Post by: luckton on July 29, 2011, 05:26:28 AM
Wow, in DAoC the standard party size was 8.  In this it's a raid.  :geezer:

It took over a decade for them to realize that "Less people = less bullshit drama = fewer CSM tickets"


Title: Re: SWTOR
Post by: Rishathra on July 29, 2011, 05:41:09 AM
I'd laugh and laugh and laugh.

The more I hear the more jazzed I am.  The loot system so far sounds like a variant of what I've always wanted to see and I've been a proponent of exactly this sort of loot system for years.  Limited loot and skinner boxes only says to me your encounters suck or your content cycle is so long you need that crutch to keep people coming back.

This.  A thousand times this.


Title: Re: SWTOR
Post by: luckton on July 29, 2011, 05:50:19 AM
Imagine...gone are the days of DKP systems and loot councils.  You just go in, kill shit, and everyone gets a slice of the pie.

*wonders if FoH will still play this game*  :why_so_serious:


Title: Re: SWTOR
Post by: Murgos on July 29, 2011, 05:50:39 AM
I heard we lost companion kits, and even though I never actually knew what they were, I'm devastated and considering canceling my preorder.

You're joking but this is actually the reaction of some people on the official boards.  It's a feature that was only ever vaguely described and yet people have become so emotionally invested in the concept that they are rage-quitting.


Title: Re: SWTOR
Post by: Malakili on July 29, 2011, 05:53:34 AM
Seems pretty reasonable. It does seems like they are saying they think their content will be good enough that they don't need trick people into doing it for lots of big shiny over and over. On the other hand, the MMO genre has been built on repeating content over and over a LOT.  If their game really has enough content that this is a viable design decision, thats the most impressive news yet.   Either they or they are just jettisoning the hardcore crowd altogether, I suppose, which seems possible.  Kind of "fine, if you want to plow through everything in a week and then be bored, fuck off then"


Title: Re: SWTOR
Post by: Murgos on July 29, 2011, 05:56:00 AM
My guess on the most popular to least popular classeses is based on lore, "badass" representations in the movies, and playstyles.

Most Popular - Bounty Hunter: It will be the WoW hunter at the release of this game. Fuckers will be everywhere and complaining they can't get groups. Several variations will have Fett, Feet, Ftt, Fatt, etc.
2nd Most - Sith Warrior: Everyone played a dark side Jedi in KOTOR at least once, so this is a natural. Plus Darth whoseits are going to be rampant.
3rd Most - Sith Inquisitor: The Warlock of SWTOR. I fully expect it to have tons of caster types playing the sorc build, but it's not going to be as popular as the warrior because it's not canon.
4th Most - Imperial Agent: Nobody knows what this is. They made it up. It's not in any movies and has no background. Oh and it has a healer spec nobody will ever use.

If you're right this will be interesting since those classes are in order:

1) ranged tank
2) melee dps/melee tank
3) healing/ranged dps
4) ranged dps/stealth

Which means we'd see a game where tanks are everywhere (on one side at least)

Coming back to this.  One of the devs posted that in the randomly chosen beta populace 20% of all first characters are Jedi Knights (Luke and Obi-Wan) with only 8% being Smugglers (Han).  Remember that an equal breakdown would be 12.5%.

Also, betacake has seemingly been removed from existence.


Title: Re: SWTOR
Post by: Kirth on July 29, 2011, 06:00:49 AM
Imagine...gone are the days of DKP systems and loot councils.  You just go in, kill shit, and everyone gets a slice of the pie.

*wonders if FoH will still play this game*  :why_so_serious:

With guaranteed drops your spot in the raid becomes the commodity. I am still wondering why no one does scalable encounters, this type of drop system seems perfect for it.


Title: Re: SWTOR
Post by: Lucas on July 29, 2011, 06:07:16 AM


Quote
Obi-Wan: I felt a great disturbance in the Force, as if millions of hardcore raider's voices suddenly cried out in terror and were suddenly silenced.
[/quote]

Such a sweet, delicate sound for my ears  :drill: :drill: :drill:


Title: Re: SWTOR
Post by: Lucas on July 29, 2011, 06:10:39 AM
My guess on the most popular to least popular classeses is based on lore, "badass" representations in the movies, and playstyles.

Most Popular - Bounty Hunter: It will be the WoW hunter at the release of this game. Fuckers will be everywhere and complaining they can't get groups. Several variations will have Fett, Feet, Ftt, Fatt, etc.
2nd Most - Sith Warrior: Everyone played a dark side Jedi in KOTOR at least once, so this is a natural. Plus Darth whoseits are going to be rampant.
3rd Most - Sith Inquisitor: The Warlock of SWTOR. I fully expect it to have tons of caster types playing the sorc build, but it's not going to be as popular as the warrior because it's not canon.
4th Most - Imperial Agent: Nobody knows what this is. They made it up. It's not in any movies and has no background. Oh and it has a healer spec nobody will ever use.

If you're right this will be interesting since those classes are in order:

1) ranged tank
2) melee dps/melee tank
3) healing/ranged dps
4) ranged dps/stealth

Which means we'd see a game where tanks are everywhere (on one side at least)

Coming back to this.  One of the devs posted that in the randomly chosen beta populace 20% of all first characters are Jedi Knights (Luke and Obi-Wan) with only 8% being Smugglers (Han).  Remember that an equal breakdown would be 12.5%.

Also, betacake has seemingly been removed from existence.

Betacake [Super seekret outlaw terrorist beta leak site] is simply moving to a new host (read it on its facebook page).


Title: Re: SWTOR
Post by: caladein on July 29, 2011, 06:11:46 AM
The more I hear the more jazzed I am.  The loot system so far sounds like a variant of what I've always wanted to see and I've been a proponent of exactly this sort of loot system for years.  Limited loot and skinner boxes only says to me your encounters suck or your content cycle is so long you need that crutch to keep people coming back.

They mentioned both currency and items so I don't see how that part changes.  You still appear to be dealing with drop tables, getting the wrong item, and needing to run the place repeatedly (either for more currency or because the item you want is never in your bag).

It's just that instead of "Oh no, Agility Leather Boots dropped and we have no Rogues or Feral Druids." it's "Oh no, Damage Mercenary Boots were in my bag and I'm a healer."


Title: Re: SWTOR
Post by: Mrbloodworth on July 29, 2011, 06:12:17 AM
"Inside that Bag you can find class specific Items, or Badges which can be used to buy items. You don't have to fight for your rewards."

I hope they keep this as the only raid loot system.  I'm all for options but I think taking away master looter can only be a good thing.   Kind of disappointed that it's just flat higher difficulty = better gear but I'll reserve judgment till I see the highest difficulty I guess.

Isn't this like the WAR system?


Title: Re: SWTOR
Post by: Paelos on July 29, 2011, 06:15:11 AM
Yes, the first thing I thought of when I heard about the system was WAR PQs and bag rewards.


Title: Re: SWTOR
Post by: Zetor on July 29, 2011, 06:16:40 AM
"Inside that Bag you can find class specific Items, or Badges which can be used to buy items. You don't have to fight for your rewards."

I hope they keep this as the only raid loot system.  I'm all for options but I think taking away master looter can only be a good thing.   Kind of disappointed that it's just flat higher difficulty = better gear but I'll reserve judgment till I see the highest difficulty I guess.

Isn't this like the WAR system?
WAR had group pve content? :why_so_serious:

I think it's more akin to COH (kill boss/complete TF -> everyone gets a piece of 'appropriate' loot scaled to the difficulty slider), and it's a good thing, too.

e: WAR PQs were also competitive, with only the highest-ranked people getting the good stuff and the bottom half not even getting a bag with a green usually. Considering that the scoring system was half random and half idiotic at times... yeah.


Title: Re: SWTOR
Post by: UnSub on July 29, 2011, 06:22:52 AM
http://imgur.com/a/O6IZ9

Quote
Obi-Wan: I felt a great disturbance in the Force, as if millions of hardcore raider's voices suddenly cried out in terror and were suddenly silenced.

Hardcore raiders just flip to running the 16 player raid as often as possible.


Title: Re: SWTOR
Post by: Mrbloodworth on July 29, 2011, 06:24:08 AM
Yes, the first thing I thought of when I heard about the system was WAR PQs and bag rewards.

Yeah that part, but Not just that, WAR had all quest loot class appropriate. IIRCC. Does SWTOR have this part as well? That would be rad if it did.


Title: Re: SWTOR
Post by: caladein on July 29, 2011, 06:29:01 AM
With guaranteed drops your spot in the raid becomes the commodity. I am still wondering why no one does scalable encounters, this type of drop system seems perfect for it.

Because trying to balance the same encounter for multiple sizes above a trivial difficulty is hard.  Trying to do so without regurgitating the handful of mechanics that scale somewhat cleanly among group sizes that can be double/half of one another is even harder.  (Hint: Fire being bad isn't one of those mechanics.)


Title: Re: SWTOR
Post by: Kirth on July 29, 2011, 07:16:38 AM
With guaranteed drops your spot in the raid becomes the commodity. I am still wondering why no one does scalable encounters, this type of drop system seems perfect for it.

Because trying to balance the same encounter for multiple sizes above a trivial difficulty is hard.  Trying to do so without regurgitating the handful of mechanics that scale somewhat cleanly among group sizes that can be double/half of one another is even harder.  (Hint: Fire being bad isn't one of those mechanics.)

I wouldn't say its that hard, they have already designed around 2 group sizes. Just pick a 3rd or 4th milestone size between your min and max where you not only scale hp/dmg but you start adding the mechanics of the max group size fight. example

Fictional AT-AT raid in swtor:

8 man version - no extra gunners
16 man version - 2 side gunners to deal with
12+ - one side gunner

I has become tiresome to have to deal with hard limits on raid group sizes, with the need to over recruit for absenteeism or burnout and maintain rotations for raid spots.


Title: Re: SWTOR
Post by: Paelos on July 29, 2011, 07:18:57 AM
I too have been waiting for the flexible scaling raid system for a long time. It takes all the bricks out of the briefcase for a raid leader. The game that figures out how to do it is going to print money if it's polished well.


Title: Re: SWTOR
Post by: Draegan on July 29, 2011, 07:20:37 AM
Pretty cool loot system.

I just wonder how long "raid content" lasts then if you get loot every time.  I'd be curious if you get some loot for companions, and some side loot for yourself AND a badge.  

You then collect enough badges for the "Tier gear" so the life cycle of the raid content is the same as any other game, but this way everyone gets goodies every time you play which keeps people playing.  Slot machine mentality so to speak.

Kinda clever.


Title: Re: SWTOR
Post by: Draegan on July 29, 2011, 07:22:14 AM
I too have been waiting for the flexible scaling raid system for a long time. It takes all the bricks out of the briefcase for a raid leader. The game that figures out how to do it is going to print money if it's polished well.

Being able to appropriately balance a raid encounter in a dynamic fashion would probably be extremely difficult for any complex encounter.  I imagine it would be easier for simpler encounters but when you get to the truly challenging and fun fights, it would almost be impossible if you want to maintain a consistent level of difficulty and quality.


Title: Re: SWTOR
Post by: Sky on July 29, 2011, 07:29:34 AM
I'm quite happy about the loot bag announcement. And I hope Drae is right on the collection angle that could put longevity into the system. EQ2 seems to be really working that angle with their next expansion, hopefully BWA is taking notes.

And I figured someone was just moving the cake...but there's still that moment of OHNOES SOMEONE STOLE MAH CAKE


Title: Re: SWTOR
Post by: Paelos on July 29, 2011, 07:33:29 AM
Any time you take loot distribution out of the hands of people, that's a good thing in my view.


Title: Re: SWTOR
Post by: Malakili on July 29, 2011, 07:35:10 AM
Any time you take loot distribution out of the hands of people, that's a good thing in my view.

It seems to be the way of the future, even Diablo 3 is going to have individual loot drops in multiplayer.


Title: Re: SWTOR
Post by: Lantyssa on July 29, 2011, 07:40:37 AM
Because trying to balance the same encounter for multiple sizes above a trivial difficulty is hard.  Trying to do so without regurgitating the handful of mechanics that scale somewhat cleanly among group sizes that can be double/half of one another is even harder.  (Hint: Fire being bad isn't one of those mechanics.)
Like City of Heroes did six years ago?


Title: Re: SWTOR
Post by: Mrbloodworth on July 29, 2011, 07:42:46 AM
Because trying to balance the same encounter for multiple sizes above a trivial difficulty is hard.  Trying to do so without regurgitating the handful of mechanics that scale somewhat cleanly among group sizes that can be double/half of one another is even harder.  (Hint: Fire being bad isn't one of those mechanics.)
Like City of Heroes did six years ago?

Or LOTRO skirmishes.


Title: Re: SWTOR
Post by: Malakili on July 29, 2011, 08:02:32 AM
I dunno I think he has a point.  If the encounter has sufficiently complex mechanics to make it interesting it probably isn't trivial to make it scalable.  You can scale difficulty easily sure, but that doens't mean the fights are actually good.


Title: Re: SWTOR
Post by: Paelos on July 29, 2011, 08:09:40 AM
I dunno I think he has a point.  If the encounter has sufficiently complex mechanics to make it interesting it probably isn't trivial to make it scalable.  You can scale difficulty easily sure, but that doens't mean the fights are actually good.

All mechanics don't have to be scalable. In fact, you can bring in new mechanics as size increases while the rewards increase as well.


Title: Re: SWTOR
Post by: eldaec on July 29, 2011, 08:12:21 AM
Scaling for solo to 150 is tough. Scaling from 4 to 20... not so much.


Title: Re: SWTOR
Post by: Paelos on July 29, 2011, 08:48:51 AM
My ideal game would scale from 3-12, with mechanics changes at 6, 9, and 12.


Title: Re: SWTOR
Post by: Sky on July 29, 2011, 08:52:41 AM
They're using 4 as a minimum due to companions. "Solo" is actually two players, a duo is four. If you have three players, you pull out the most useful companion to fill the group. I actually expect to see a lot more tank and healer builds because dps seems much easier to automate with a companion. Tank/healer with two dps companions is probably going to be common.

The guy doing the Bounty Hunter VO is wolverine from the X-Men Legends/MUA series :)


Title: Re: SWTOR
Post by: luckton on July 29, 2011, 09:00:38 AM
They're using 4 as a minimum due to companions. "Solo" is actually two players, a duo is four. If you have three players, you pull out the most useful companion to fill the group. I actually expect to see a lot more tank and healer builds because dps seems much easier to automate with a companion. Tank/healer with two dps companions is probably going to be common.

The guy doing the Bounty Hunter VO is wolverine from the X-Men Legends/MUA series :)

I don't think they've said that companions will be allowed in raids...I could be wrong though.  They very well may allow it which means  you could 'maybe' do raids with just 8 people?

RE: BH VO: You speak of the great and talented Steve Blum (http://www.imdb.com/name/nm0089710/), good sir. 


Title: Re: SWTOR
Post by: fuser on July 29, 2011, 09:14:38 AM
Can companions fill out raid slots?


Title: Re: SWTOR
Post by: WindupAtheist on July 29, 2011, 09:15:42 AM
Nah. The only new MMO I've tried for the first time in the last ten years has been WoW, and only because literally every single person I played games with was playing it.
So...WUA will be playing TOR?  :grin:

Weirdly enough, I'm not hearing much about SWTOR outside of the usual places I'd expect to. That is to say here, WoW forum "I QUIT" threads, places like that. Now granted a lot of the MMO people I talk to on a personal basis are fellow near-oblivious UO diehards, but still, even those people noticed WoW.

This will be a big release, it might even do the million-plus sustained that has been heretofore unattainable for anyone but Blizzard, but I don't think it's going to be the universal gaming-culture milestone that WoW was by any measure.

Aren't paladins tanks? I thought that was one of the most popular classes .. or did they change enough with the specializations that you can have a weak tank with high dps and that's what everyone does? (When WoW launched I remember people complaining that pali's had good DPS and good tank ability with the self heal - so why play anything else?).

All classes have a DPS spec in addition to whatever tanking and healing they may be able to do, and that's the spec almost everyone takes.


Title: Re: SWTOR
Post by: Merusk on July 29, 2011, 09:37:56 AM
This will be a big release, it might even do the million-plus sustained that has been heretofore unattainable for anyone but Blizzard, but I don't think it's going to be the universal gaming-culture milestone that WoW was by any measure.

Depends on if we can get Geldon to doomcast it or not.   :awesome_for_real:


Title: Re: SWTOR
Post by: eldaec on July 29, 2011, 10:55:13 AM
This will be a big release, it might even do the million-plus sustained that has been heretofore unattainable for anyone but Blizzard, but I don't think it's going to be the universal gaming-culture milestone that WoW was by any measure.

Suspect you are right, I'd even say the Star Wars licence is probably a drag on sales once you get above that.

Also WoW only has, what 3 million subscribers in the west?

Doing over a million does put it in the same bracket in NA and Europe.

It would need to break through in Asia to do any better.


Title: Re: SWTOR
Post by: Ingmar on July 29, 2011, 10:59:47 AM
Because trying to balance the same encounter for multiple sizes above a trivial difficulty is hard.  Trying to do so without regurgitating the handful of mechanics that scale somewhat cleanly among group sizes that can be double/half of one another is even harder.  (Hint: Fire being bad isn't one of those mechanics.)
Like City of Heroes did six years ago?

CoH doesn't have to worry about things like "does this group have someone to interrupt" or "does this group have someone to remove this sort of debuff" etc. So while you could simplify all fights down to CoH style brawls and 'solve' the issue I think the game would lose something. I'm happy CoH still exists but I definitely don't want all my PVE games to be like that.


Title: Re: SWTOR
Post by: Lantyssa on July 29, 2011, 11:08:50 AM
Well, except CoH lets you tackle problems in different ways.  You can slug it out, you can use several types of control, you can AoE burn things down, etc. rather than "You must complete this fight in exactly this way.  Please bring 1 tank, 1 healer, and 3 dps.  The gods of DIKU have spoken!"

I'll grant you I'd like a little more complexity than CoH. but it does allow for variety.  Something sorely lacking in most other MMOs.  (And being locked into an advanced class isn't assuaging my concern about this in SWTOR.)


Title: Re: SWTOR
Post by: Sky on July 29, 2011, 11:17:23 AM
The AC limited respec, where right now they're saying it's easy at 10 (when you get your AC) but almost impossible at 20 or 30, is really a red flag. I'll enjoy the game for what it is, but when Rift is out there just allowing unprecedented flexiblity, it seems so archaic. But I think all mmo design is a bit odd when not viewed through the WoW filter.


Title: Re: SWTOR
Post by: Ginaz on July 29, 2011, 11:20:40 AM
This will be a big release, it might even do the million-plus sustained that has been heretofore unattainable for anyone but Blizzard, but I don't think it's going to be the universal gaming-culture milestone that WoW was by any measure.

Suspect you are right, I'd even say the Star Wars licence is probably a drag on sales once you get above that.

Also WoW only has, what 3 million subscribers in the west?

Doing over a million does put it in the same bracket in NA and Europe.

It would need to break through in Asia to do any better.

From what I've heard, the Star Wars franchise was never close to being as popular in Asia as it is in the West.  I don't expect huge numbers in Asia (partly due to the fact that it won't be released there at the same time as well) so it probably won't have as many overall players as WoW does.


Title: Re: SWTOR
Post by: Mosesandstick on July 29, 2011, 11:29:08 AM
SW is definitely not as popular in Asia as it is in the West, which is one of the reasons why it would be a miracle if SWTOR was as popular as WoW (in terms of sub numbers). Blizzard is also a much bigger name than Bioware in Asia.


Title: Re: SWTOR
Post by: Ingmar on July 29, 2011, 11:41:27 AM
Well, except CoH lets you tackle problems in different ways.  You can slug it out, you can use several types of control, you can AoE burn things down, etc. rather than "You must complete this fight in exactly this way.  Please bring 1 tank, 1 healer, and 3 dps.  The gods of DIKU have spoken!"

I'll grant you I'd like a little more complexity than CoH. but it does allow for variety.  Something sorely lacking in most other MMOs.  (And being locked into an advanced class isn't assuaging my concern about this in SWTOR.)

Yeah, I get where you're coming from, the problem is CoH doesn't really do boss fights in the traditional MMO sense so they don't have to worry about all the issues that come with complex scripted encounters, for the most part.


Title: Re: SWTOR
Post by: luckton on July 29, 2011, 12:02:47 PM
The AC limited respec, where right now they're saying it's easy at 10 (when you get your AC) but almost impossible at 20 or 30, is really a red flag. I'll enjoy the game for what it is, but when Rift is out there just allowing unprecedented flexiblity, it seems so archaic. But I think all mmo design is a bit odd when not viewed through the WoW filter.

The price to pay for that 4th column deal.  I don't mind...I'll get a tank to max level and reroll a DPS or healer as a new race ^_^


Title: Re: SWTOR
Post by: eldaec on July 29, 2011, 12:09:02 PM
CoH combat - espeicially support character mechanics - involve a damn sight more decision making in their brawls than just about anything except EQ2.

They don't have many 'follow this script for success' set pieces, but honestly I never missed them.

One thing that does disappoint me about SWTOR is I'm not seeing much in the way of interesting control or support abilities. It all seems to be direct damage or direct heal - hopefully something more interesting is hidden in the detail.


Title: Re: SWTOR
Post by: eldaec on July 29, 2011, 12:16:52 PM
Flashpoint video

http://www.swtor.com/news/news-article/20110729


Title: Re: SWTOR
Post by: luckton on July 29, 2011, 12:20:03 PM
One thing that does disappoint me about SWTOR is I'm not seeing much in the way of interesting control or support abilities. It all seems to be direct damage or direct heal - hopefully something more interesting is hidden in the detail.

They're probably trying to stay true to the movies and such along with the fast-pace combat.  At any point in the movies did you see Vader choke a bitch for 45+ seconds?  There were some moments, sure, but nothing like a polymorph or sap a la WoW.

Also, eat some fresh cake :grin:


Title: Re: SWTOR
Post by: Lantyssa on July 29, 2011, 12:52:07 PM
At what point do we see Darth Heel'r keep Darth Brikk healed to full while D-PS and Dame Aage take down their opponents?


Title: Re: SWTOR
Post by: palmer_eldritch on July 29, 2011, 12:57:25 PM
At what point do we see Darth Heel'r keep Darth Brikk healed to full while D-PS and Dame Aage take down their opponents?

I know you're being sarcastic but the moment they add playable robots to the game I am going to make a character called D-PSR


Title: Re: SWTOR
Post by: 01101010 on July 29, 2011, 01:03:01 PM
At what point do we see Darth Heel'r keep Darth Brikk healed to full while D-PS and Dame Aage take down their opponents?

I know you're being sarcastic but the moment they add playable robots to the game I am going to make a character called D-PSR

Line starts behind me buddy.


Title: Re: SWTOR
Post by: Draegan on July 29, 2011, 01:09:23 PM
I'll be D33-PS


Title: Re: SWTOR
Post by: caladein on July 29, 2011, 01:18:24 PM
Because trying to balance the same encounter for multiple sizes above a trivial difficulty is hard.  Trying to do so without regurgitating the handful of mechanics that scale somewhat cleanly among group sizes that can be double/half of one another is even harder.  (Hint: Fire being bad isn't one of those mechanics.)
Like City of Heroes did six years ago?

Or LOTRO skirmishes.

I never played CoH at a high level but LotRO is the case in point.  LotRO fudges its scaling by not introducing certain lieutenants until certain sizes but even then gets it wrong.  Duos are much harder than solos and trios and a lot of maps are simply not designed around having twelve players fighting in the same area (or are and the smaller sizes are designed to be much easier).


Title: Re: SWTOR
Post by: Lantyssa on July 29, 2011, 01:30:08 PM
At least they try and give players the option.


Title: Re: SWTOR
Post by: eldaec on July 29, 2011, 01:54:08 PM
Also, eat some fresh cake :grin:

That is exactly what my statement was based on.

The widely available skill trees look pretty limited.

The vanishingly small number of abilities on any character in official videos also don't inspire.


Ofc you don't play bioware games for the combat model etc...


Title: Re: SWTOR
Post by: SnakeCharmer on July 29, 2011, 02:02:53 PM
Why do you need 100 abilities or skills when 90 of them are redundant?


Title: Re: SWTOR
Post by: Sjofn on July 29, 2011, 02:05:40 PM
You know, I am totally cool with a limited number of abilities at this point. I'm sick of having 497453726354 abilities that are slightly different, but different enough that I need to remember they exist in case variant A is better than variants B and C for a particular situation.

Surely Guild Wars showed us that you don't need a bajillion abilities available at any given moment, right?


Title: Re: SWTOR
Post by: Rasix on July 29, 2011, 02:10:55 PM
Without its macro system, some builds in Rift would be damn near unplayable due to the plethora of abilities. Even then, with a tank setup you've got more buttons than a TBC era WoW shaman.

Too many abilities is something I can do without.  KOTOR played just fine with few active abilities.


Title: Re: SWTOR
Post by: eldaec on July 29, 2011, 02:15:17 PM
My EQ2 defiler had over 40 buttons to push. And it was beautiful.

My CoH defenders generally had less than 20, but CoH was much better at making them more situational and making position matter, so that made up for it.

It's not really about how many abilities but how much decision making is going on. EQ2 and CoH managed it in different ways, I'll be happy enough if swtor has some other method, it only has to outdo wow I guess.


Title: Re: SWTOR
Post by: sam, an eggplant on July 29, 2011, 02:38:42 PM
Without its macro system, some builds in Rift would be damn near unplayable due to the plethora of abilities.
I was just going to mention Rift in the same context. It's an abomination. Every button is a macro that casts between 3 and 12 abilities in strict order of priority. None of those abilities are interesting or spec-defining. Terrible, terrible design.

Rift designers need to get rid of pretty much every ability off the GCD and put their thinking caps on.


Title: Re: SWTOR
Post by: Evildrider on July 29, 2011, 02:51:58 PM
I'm pretty sure that during the Q&A's the devs said there are about 30 abilities that you will have at level 50.  Besides people are just going to keep cycling the highest damaging/healing abilities they can.


Title: Re: SWTOR
Post by: Furiously on July 29, 2011, 02:52:11 PM
I play League of Legends and realize how quickly just doing 6-7 buttons right is a lot more interesting for me.


Title: Re: SWTOR
Post by: Fabricated on July 29, 2011, 03:40:13 PM
Flashpoint video

http://www.swtor.com/news/news-article/20110729
I mean, I know it's just as dumb in WoW or any other DIKU when enemies just kinda stand there with 300 people hitting them but the end where there's 2 Jedi hacking at a badguy and a smuggler with the gun up his fucking nose...it just looks ridiculous.


Title: Re: SWTOR
Post by: Tannhauser on July 29, 2011, 03:49:43 PM
LOTRO has that problem where you have 10 skills, all with 20-30 minutes cooldowns.  Highly annoying.  BUT they have slightly improved it.



Title: Re: SWTOR
Post by: Nevermore on July 29, 2011, 03:51:27 PM
One thing that does disappoint me about SWTOR is I'm not seeing much in the way of interesting control or support abilities. It all seems to be direct damage or direct heal - hopefully something more interesting is hidden in the detail.

I hope there's nothing that's even remotely like a 'control' ability in this game, outside of maybe a snare.  Having no controls worked out just fine in GW and that game had hands down the most fun PvP.  It was miles head of the stunned/feared/rooted 80% of the time in WoW.

'Controls' are the worst, least fun aspect of dikus.  Even in PvE.


Title: Re: SWTOR
Post by: palmer_eldritch on July 29, 2011, 04:40:55 PM
One thing that does disappoint me about SWTOR is I'm not seeing much in the way of interesting control or support abilities. It all seems to be direct damage or direct heal - hopefully something more interesting is hidden in the detail.

I hope there's nothing that's even remotely like a 'control' ability in this game, outside of maybe a snare.  Having no controls worked out just fine in GW and that game had hands down the most fun PvP.  It was miles head of the stunned/feared/rooted 80% of the time in WoW.

'Controls' are the worst, least fun aspect of dikus.  Even in PvE.

There did seem to be some stun abilities in that film, such as the one that freezes the boss for a moment.


Title: Re: SWTOR
Post by: Merusk on July 29, 2011, 06:10:08 PM
Also, eat some fresh cake :grin:

The cake is no more. I knew I should have checked at work.


Title: Re: SWTOR
Post by: sam, an eggplant on July 29, 2011, 06:15:25 PM
I hope there's nothing that's
Imagine an ability from WoW. It doesn't matter which ability. It's in SWTOR.


Title: Re: SWTOR
Post by: Sky on July 29, 2011, 06:18:50 PM
It's been down since late last night/early this morning. Nothing to see at work :)

About abilities, on the one hand I liked the variety you got in EQ2, also the mechanics of how they worked. On the other hand, Rift has shown me I want a limited, GW2-style ability set, because I don't want to macro and at some point you either do what the hardcore do or you go roll an alt. So far macroing isn't in and I hope to hell it never goes in, it's an awful addition that ultimately hurts the game and splits the player base.

So leave out macros, give a limited amount of varied and useful abilities.


Title: Re: SWTOR
Post by: Sjofn on July 29, 2011, 06:41:53 PM
Eh, macros are fine, the problem is when you have to macro to make your class remotely playable. I can count the number of macros I use(d) in WoW on one hand, and I can only think of two that I needed to use (both were for specific raid thingies where you had to target something NOW NOW OMG NOW). But Rift sounds like it's pretty fuckin' mandatory.


Title: Re: SWTOR
Post by: Ingmar on July 29, 2011, 06:43:53 PM
My EQ2 defiler had over 40 buttons to push. And it was beautiful.

I realize this is entirely a matter of taste, but that sounds awful to me.

Point being, they can't make everyone happy, so I hope they pick me.  :awesome_for_real:


Title: Re: SWTOR
Post by: sam, an eggplant on July 29, 2011, 06:49:37 PM
Right, macros aren't the problem. Giving players two dozen abilities off the GCD is the problem.

It's such an obvious design flaw that I'm really surprised it's in Rift. They copied WoW so adroitely elsewhere.


Title: Re: SWTOR
Post by: Amaron on July 29, 2011, 06:50:51 PM
They'll use tricks to keep you getting gear at roughly the same rate I'm betting.   They might not give a bag for every boss for instance.   Probably something like super rare mounts/etc as well.


Title: Re: SWTOR
Post by: caladein on July 29, 2011, 07:49:12 PM
Point being, they can't make everyone happy, so I hope they pick me.  :awesome_for_real:

:Love_Letters:


Title: Re: SWTOR
Post by: Surlyboi on July 29, 2011, 09:04:12 PM
Point being, they can't make everyone happy, so I hope they pick me.  :awesome_for_real:

Too late. They picked me.  :why_so_serious:


Title: Re: SWTOR
Post by: Koyasha on July 29, 2011, 10:19:52 PM
'Controls' are the worst, least fun aspect of dikus.  Even in PvE.
While I agree in PvP, I disagree in PvE - EQ's most fun character classes for me were the bard and enchanter, and mezzing was a big part of that, and I rather dislike that pretty much every recent game that I can think of offhand has gone with the 'limited to one mez at a time' that wow introduced.


Title: Re: SWTOR
Post by: eldaec on July 29, 2011, 10:25:48 PM
Also, not all control is snare, message, stun, root. CoH did a decent job of soft control through knockback and buff/debuff, even DA didn't do badly in that regard.


Title: Re: SWTOR
Post by: Simond on July 30, 2011, 02:47:15 AM
Loot system is going to lead to rapid burnout and quitting. Let me drop my science on those assembled to explain why. (http://en.wikipedia.org/wiki/Reinforcement#Effects_of_different_types_of_simple_schedules)

tl;dr - the strongest behavioural reinforcement (read: most likely to keep people playing) is...

*drumroll*

...random rewards on an unpredictable schedule. Sound vaguely familiar to anyone?


Title: Re: SWTOR
Post by: luckton on July 30, 2011, 03:40:03 AM
It's random but guaranteed-for-everyone loot on a predictable schedule, assuming one's team can overcome the encounter on a regular basis.  I'll take that over loot councils/DKP or even just need/greed of the random and limited number rewards.  Play me out, Steven Reid!

Quote
http://www.swtor.com/community/showthread.php?p=7811164#edit7811164

'Loot containers' (name is still a work in progress!) do indeed exist and are designed to alleviate the frustration some feel around high-level loot drops.

As it's currently implemented, at the end of a key encounter within an Operation, upon looting a high-level opponent, everyone in the Operations group will get an individual container which has a chance to give you a random piece of loot that's specific to your class. It could be part of an armor set, a weapon, and so on. If you don't get loot, you'll get commendations which can be used to purchase gear.

Please note, this feature is currently in Game Testing and may well be modified before launch.


Title: Re: SWTOR
Post by: cironian on July 30, 2011, 03:49:20 AM
Having at least some guaranteed useful drops every time is also a great psychological aid for people first getting into this kind of thing.

While the classical unpredictable drops certainly keep stuff most addictive to those who already are hardcore raiders, those who first try raiding may stop entirely if they don't get anything worthwhile after their first three times through. After all, reinforcement won't kick in at all until you "won" for the first time, and players are asked for quite a time investment for each try.

So I guess it's another thing where you either make the few hardcore players happy or focus on making stuff more accessible to the broad masses.


Title: Re: SWTOR
Post by: eldaec on July 30, 2011, 03:53:10 AM
Most of time your bag of rewards will presumably contain worthless crap. I doubt this would affect the variability of raid rewards - but hopefully will at least make people feel it is 'fair'.


Title: Re: SWTOR
Post by: Amaron on July 30, 2011, 03:53:36 AM
Loot system is going to lead to rapid burnout and quitting.

You're reading too much into it.   They didn't say they were going to let you pick your gear at the end or something.   It doesn't even say you will get gear every time.   The tokens could easily be Blizz style Valor badges or whatever you wish to call them.


Title: Re: SWTOR
Post by: Lantyssa on July 30, 2011, 05:30:30 AM
It's semi-Diablo loot.  The boss will always drop something.  It may be good or it may be crap, but you're guaranteed to get something.  That's a fine system.  As critical as I've been of SWTOR, this is a Good Thing.


Title: Re: SWTOR
Post by: eldaec on July 30, 2011, 05:37:58 AM
My EQ2 defiler had over 40 buttons to push. And it was beautiful.

I realize this is entirely a matter of taste, but that sounds awful to me.

Point being, they can't make everyone happy, so I hope they pick me.  :awesome_for_real:

I really don't see why these games always insist on providing the same degree of involvement and decision making to everyone.

Starcraft is a pretty good example of how class choice can provide macro or micro focussed playstyles.

EQ2 went halfway there, the tanks still have 40 buttons but largely just use 10 of them on rotation, wheras most of the support characters had to assess the situation to a more detailed degree.

Dragon Age does it pretty well - a 2H warrior just sets his stances and goes for a sandwich, but a mage typically has to pick every spell and step manually. No reason designers couldn't make more people happy than just Ingmar.


Title: Re: SWTOR
Post by: Malakili on July 30, 2011, 06:14:06 AM
I think a lot of games already do this.  Not to the degree to 40 buttons vs. 10 buttons, but playing a warrior tank in wow v. playing a druid tank in WoW fills the same role but is WAY different, just for example.

As for Starcraft (2? I presume?), I don't know if thats the best example.  For a long time people thought zerg was the macro race, but now people are finding out that zerg can be extremely powerful as  "low econ" race too (July style).  The point being that I think what makes Starcraft a great game is that it allows for a variety of viable styles within each race, and then some differences in how those strategies actually work between races (i.e playing macro Protoss and macro Zerg is quite different).  I think MMOs would do well to copy that.  Want to push 40 buttons, make one spec "complex" and one "simple" but the problem is, I'm guessing 99% of your population, probably even higher, will choose the simple one assuming their output is the same, and if the output ISN'T the same then you're going to have the good old fashioned "must be speced X and able to play it well" in order to group for anything not trivially easy.


Title: Re: SWTOR
Post by: kildorn on July 30, 2011, 07:44:47 PM
'Controls' are the worst, least fun aspect of dikus.  Even in PvE.
While I agree in PvP, I disagree in PvE - EQ's most fun character classes for me were the bard and enchanter, and mezzing was a big part of that, and I rather dislike that pretty much every recent game that I can think of offhand has gone with the 'limited to one mez at a time' that wow introduced.

My annoyance with the whole "CC is strong in pve" thing is that when nerfed for pvp (because long controls in pvp are the anti-fun), is that the CC classes tend to, well, suck in pvp then. A class that was properly balanced around being able to lock down a target or two while killing them just dies if they can't lock things down. Easier to just have soft or short controls across the board and make the class viable with those short controls.

Or have completely different rulesets/skill stats in pvp.


Title: Re: SWTOR
Post by: kildorn on July 30, 2011, 07:47:28 PM
My EQ2 defiler had over 40 buttons to push. And it was beautiful.

I realize this is entirely a matter of taste, but that sounds awful to me.

Point being, they can't make everyone happy, so I hope they pick me.  :awesome_for_real:

I really don't see why these games always insist on providing the same degree of involvement and decision making to everyone.

Starcraft is a pretty good example of how class choice can provide macro or micro focussed playstyles.

EQ2 went halfway there, the tanks still have 40 buttons but largely just use 10 of them on rotation, wheras most of the support characters had to assess the situation to a more detailed degree.

Dragon Age does it pretty well - a 2H warrior just sets his stances and goes for a sandwich, but a mage typically has to pick every spell and step manually. No reason designers couldn't make more people happy than just Ingmar.


I agree in theory, but normally the "this class needs a lot of buttons and knowledge to play well" means they have to, if played awesomely, match a simpler class played normally. Because otherwise you get DAOC Sorcs/Minsts, and randomly throughout the game's history Warlocks. Where when played decently, they sucked, but when played well they were unkillable gods among men.

Basically, I don't mind having a skill requirement on a class, but the skill CAP has to stay equal to the easier to play classes. And that tends to piss off the people playing the complicated class.


Title: Re: SWTOR
Post by: Malakili on July 30, 2011, 08:05:59 PM

Basically, I don't mind having a skill requirement on a class, but the skill CAP has to stay equal to the easier to play classes. And that tends to piss off the people playing the complicated class.

Incidentally, this is exactly the problem with TF2 class balance.  The classes are sort of balanced when played decently, but the skill cap on demoman, soldier and scout is so disproportionately high that they are literally the only classes (besides medic) you see in competitive play, and you'll often see a good player with one of those classes utterly dominate a pub server.

Personally, I think a high skill ceiling is the key to longevity in a game.  But I'm fine with it not really mattering either.  If I can work my ass off and learn to play a bit better, it'll keep me more motivated than trying to get those epic pants I need.  But I'm perfectly happy people who are willing to put in less also getting those pants.  Note that of course this only really works in a PvE environment.  In PvE the lower end can dictate the required level of play, but in PvP the top end does.  In something like SWTOR which is really going to be PvE centered, it seems like they could find a best of both worlds solution if they put their mind to it.


Title: Re: SWTOR
Post by: Fordel on July 30, 2011, 09:10:22 PM
Yea, most people don't do that Malakili, they have no interest in really improving and will readily blame everything else for any shortcomings in their play.


You want mass market, keep the the ceiling low and the floor high with both of them being nice and level.


Fool them into thinking they are awesome  :why_so_serious:




Title: Re: SWTOR
Post by: Ingmar on July 30, 2011, 09:30:36 PM
It's semi-Diablo loot.  The boss will always drop something.  It may be good or it may be crap, but you're guaranteed to get something.  That's a fine system.  As critical as I've been of SWTOR, this is a Good Thing.

Sounds to me like it is *exactly* the Blizzard (WoW not Diablo) system, but without the psychological downside of someone outrolling you for a given piece of loot.


Title: Re: SWTOR
Post by: Ingmar on July 30, 2011, 09:33:09 PM

Basically, I don't mind having a skill requirement on a class, but the skill CAP has to stay equal to the easier to play classes. And that tends to piss off the people playing the complicated class.

Incidentally, this is exactly the problem with TF2 class balance.  The classes are sort of balanced when played decently, but the skill cap on demoman, soldier and scout is so disproportionately high that they are literally the only classes (besides medic) you see in competitive play, and you'll often see a good player with one of those classes utterly dominate a pub server.

Personally, I think a high skill ceiling is the key to longevity in a game.  But I'm fine with it not really mattering either.  If I can work my ass off and learn to play a bit better, it'll keep me more motivated than trying to get those epic pants I need.  But I'm perfectly happy people who are willing to put in less also getting those pants.  Note that of course this only really works in a PvE environment.  In PvE the lower end can dictate the required level of play, but in PvP the top end does.  In something like SWTOR which is really going to be PvE centered, it seems like they could find a best of both worlds solution if they put their mind to it.

TF2 is also a good example of why the skill cap conversation and the number of buttons conversations are essentially unrelated. Nothing in TF2 has a lot of buttons.


Title: Re: SWTOR
Post by: Lakov_Sanite on July 30, 2011, 10:48:15 PM
It's semi-Diablo loot.  The boss will always drop something.  It may be good or it may be crap, but you're guaranteed to get something.  That's a fine system.  As critical as I've been of SWTOR, this is a Good Thing.

Sounds to me like it is *exactly* the Blizzard (WoW not Diablo) system, but without the psychological downside of someone outrolling you for a given piece of loot.

Yeah, ragnaros dies you MAY get loot, you may just get a couple badges to buy loot.  The difference of course being that there is no longer a human factor to it, no loot councils, dkp or other player made system.  I'm cautiously optimistic about this system but I worry about going too far from a tried and true model, the more wow turned into a player-lobby game the less sticky is has become and this could be a change in that direction for swtor.


Title: Re: SWTOR
Post by: Sheepherder on July 30, 2011, 11:05:27 PM
Sounds to me like it is *exactly* the Blizzard (WoW not Diablo) system, but without the psychological downside of someone outrolling you for a given piece of loot.

This is not a bad thing.  I think I actually like it.

I also agree with your other post.


Title: Re: SWTOR
Post by: Furiously on July 30, 2011, 11:18:03 PM
Sounds to me like it is *exactly* the Blizzard (WoW not Diablo) system, but without the psychological downside of someone outrolling you for a given piece of loot.

This is not a bad thing.  I think I actually like it.

I also agree with your other post.

But can they make content quick enough to keep people playing?


Title: Re: SWTOR
Post by: Fordel on July 30, 2011, 11:20:42 PM
Non-stop, no, probably not.





Title: Re: SWTOR
Post by: eldaec on July 30, 2011, 11:37:20 PM
Sounds to me like it is *exactly* the Blizzard (WoW not Diablo) system, but without the psychological downside of someone outrolling you for a given piece of loot.

This is not a bad thing.  I think I actually like it.

I also agree with your other post.

But can they make content quick enough to keep people playing?

Originally I thought this was a core requirement of the whole swtor proposition.

However I'm coming to realise that even in a place like f13 people have remarkably low expectation of what their $15 a month should buy them. Maybe for most players it really is ok to be regrinding content and EA don't really have to focus on content outside of expansion packs after all.


Title: Re: SWTOR
Post by: UnSub on July 30, 2011, 11:37:51 PM
On a cognitive level I appreciate knowing that it takes 25 Sith Lord Hood badges to buy my next Smuggler hat. But it also means that I know I need to run Tatooine 7 times, Hoth 3 times or Corsucant 12 times to reach that goal.

The reward seeking part of me loves that random loot drop.

Not quite sure that it is a good sign that some of these decisions are still being made when SWOR is allegedly launching in 3 to 5 months from now (although I still think 2012 is more likely).


Title: Re: SWTOR
Post by: kildorn on July 30, 2011, 11:52:05 PM
Sounds to me like it is *exactly* the Blizzard (WoW not Diablo) system, but without the psychological downside of someone outrolling you for a given piece of loot.

This is not a bad thing.  I think I actually like it.

I also agree with your other post.

But can they make content quick enough to keep people playing?

Originally I thought this was a core requirement of the whole swtor proposition.

However I'm coming to realise that even in a place like f13 people have remarkably low expectation of what their $15 a month should buy them. Maybe for most players it really is ok to be regrinding content and EA don't really have to focus on content outside of expansion packs after all.

Comparative to other things I can do with $15 a month? MMOs are actually an amazingly good value proposition for the hours of entertainment provided.

That said, content outside of expansions is somewhat of a requirement to keep people for more than 6 months. Or really cheap and frequent expansions. But nobody is going to churn content fast enough to keep the players occupied unless you set your core player you want to entertain at something like 4 hours a week of playtime.

The hardcore are going to beat your month of written and designed content in under a day. You can't beat that without the kind of cockblocks that will just drive modern players away (you can only do 5 dailies a day to unlock content, you must do 500 of them in order to advance to the next boss! Yeah, fuck that.)


Title: Re: SWTOR
Post by: Sheepherder on July 30, 2011, 11:59:16 PM
But can they make content quick enough to keep people playing?

It took me the entire length of the TBC expansion in WoW to assemble 4/5 T4 gear on my main just because of luck of the dice and retarded guild politics which completely fucking collapsed the guild in WotLK.  Bioware can't do worse than that.

Then again, when I got my first TBC epic drop off of Aran someone on Ventrilo said "Another soul for Sam's wall," and I'm not entirely certain than they were completely wrong, although Sam (as the raid leader) is assuredly blameless in the matter.


Title: Re: SWTOR
Post by: Azuredream on July 31, 2011, 12:04:57 AM
I hope they thoroughly eradicate any need for player-run loot systems.


Title: Re: SWTOR
Post by: eldaec on July 31, 2011, 01:10:00 AM
But can they make content quick enough to keep people playing?

It took me the entire length of the TBC expansion in WoW to assemble 4/5 T4 gear on my main just because of luck of the dice and retarded guild politics which completely fucking collapsed the guild in WotLK.  Bioware can't do worse than that.

Then again, when I got my first TBC epic drop off of Aran someone on Ventrilo said "Another soul for Sam's wall," and I'm not entirely certain than they were completely wrong, although Sam (as the raid leader) is assuredly blameless in the matter.

This is you grinding not 'having suffcient content' (maybe this is your point as well, it can be hard to tell when people seem bizarrely comfortable with grinding in MMOs).

I've said it previously, but it is perfectly possible to generate enough content on $15 a month plus no doubt at least $60 a year of expansions, to keep ahead of me. Probably not possible for people who feel the urge to grind, but they don't need the content anyway.

As someone mentioned above: death to all daily quests. Daily quests are no less ridiculous than spawn point camping.

On a cognitive level I appreciate knowing that it takes 25 Sith Lord Hood badges to buy my next Smuggler hat. But it also means that I know I need to run Tatooine 7 times, Hoth 3 times or Corsucant 12 times to reach that goal.

I too appreciate knowing this, because it means I know that I won't bother and I am immediately able to reconcile myself to a life without that particular smuggler hat.


Title: Re: SWTOR
Post by: Simond on July 31, 2011, 03:24:19 AM
I've said it previously, but it is perfectly possible to generate enough content on $15 a month plus no doubt at least $60 a year of expansions, to keep ahead of me. Probably not possible for people who feel the urge to grind, but they don't need the content anyway.
Let me guess...anyone who consumes content faster than you personally do is a poopsocker. Right?  :awesome_for_real:


Title: Re: SWTOR
Post by: tmp on July 31, 2011, 03:40:02 AM
On a cognitive level I appreciate knowing that it takes 25 Sith Lord Hood badges to buy my next Smuggler hat. But it also means that I know I need to run Tatooine 7 times, Hoth 3 times or Corsucant 12 times to reach that goal.
Is that necessarily bad, though? The same applies to knowing the pace of your levelling process but it doesn't make people go "gee, i wish the xp rewards from mobs and quests were random, so i had no idea how long that next level is going to take me". If anything the opposite seems to be the case, with say, WoW addons trying to get the predictions of levelling rate down to Science.


Title: Re: SWTOR
Post by: eldaec on July 31, 2011, 03:44:00 AM
I've said it previously, but it is perfectly possible to generate enough content on $15 a month plus no doubt at least $60 a year of expansions, to keep ahead of me. Probably not possible for people who feel the urge to grind, but they don't need the content anyway.
Let me guess...anyone who consumes content faster than you personally do is a poopsocker. Right?  :awesome_for_real:

No, I'm saying I doubt most of you run much faster than I do and strongly suspect those who do enjoy raiding the same zone, in which case it doesn't really matter if you run out of content. For the stated approach of SWTOR to be a success, you only need to generate faster than the non-raiders.


Title: Re: SWTOR
Post by: Tannhauser on July 31, 2011, 03:47:54 AM
I may dip my toe in raiding, but my endgame will be to re-roll.  There will be seven more stories to experience, that should be more than enough for me before I'm sick of the game and move on.  

As far as loot, I like their system but I do hope the drops are useful to your class.  Remove the need for the group to swap out BoE items so folks get something more useful.  


Title: Re: SWTOR
Post by: eldaec on July 31, 2011, 03:50:49 AM
On a cognitive level I appreciate knowing that it takes 25 Sith Lord Hood badges to buy my next Smuggler hat. But it also means that I know I need to run Tatooine 7 times, Hoth 3 times or Corsucant 12 times to reach that goal.
Is that necessarily bad, though? The same applies to knowing the pace of your levelling process but it doesn't make people go "gee, i wish the xp rewards from mobs and quests were random, so i had no idea how long that next level is going to take me". If anything the opposite seems to be the case, with say, WoW addons trying to get the predictions of levelling rate down to Science.

I think the point he is making is that by making the length of grind visible, fewer people will attempt it. The random drop model means people get suckered into the raid schedule no matter whether they enjoy it or not - because they believe they will enjoy the smuggler hat (in reality they will neither achieve the hat, nor enjoy it if they did).

Being able to avoid bullshit grinds you will never complete is undeniably a good thing for making your life a happy one, but only a good thing for the publishers if, once you establish that this is too much grind for you, they have some other fun and non-repetitive content to direct you into.


Title: Re: SWTOR
Post by: Malakili on July 31, 2011, 05:56:12 AM
Sounds to me like it is *exactly* the Blizzard (WoW not Diablo) system, but without the psychological downside of someone outrolling you for a given piece of loot.

This is not a bad thing.  I think I actually like it.

I also agree with your other post.

But can they make content quick enough to keep people playing?

Originally I thought this was a core requirement of the whole swtor proposition.

However I'm coming to realise that even in a place like f13 people have remarkably low expectation of what their $15 a month should buy them. Maybe for most players it really is ok to be regrinding content and EA don't really have to focus on content outside of expansion packs after all.

If I go by myself, 15 bucks won't even pay for one movie in a movie theater.  15 bucks won't get you much entertainment almost anywhere.  MMOs are way more cost effective as entertainment than almost anything else I can think of.


Title: Re: SWTOR
Post by: Mosesandstick on July 31, 2011, 06:08:11 AM
I think the quality of entertainment is also important too, not just how much time you get out of it.


Title: Re: SWTOR
Post by: eldaec on July 31, 2011, 06:41:55 AM
I don't disagree with any of that, honestly computer games are ridiculously good value in any genre, and I don't always understand why people feel an increase to $20 a month would be unreasonable. I find it difficult to buy more than one round of drinks for $20.

If $20 was the price of continuous content updates I'd be ok with that (you pay more than that once you add expansions anyway)  But personally wouldn't see the attraction of staying subbed for a raid or daily grind no matter what the price.


Title: Re: SWTOR
Post by: Lantyssa on July 31, 2011, 06:53:29 AM
I can buy a huge bottle of Skyy, some cranberry, and lime for $20.  Bars are for the privilege of having a drunk audience.  You can get a month worth of Netflix for the cost of a movie at the theater.


Title: Re: SWTOR
Post by: Furiously on July 31, 2011, 11:42:08 AM
I can buy a huge bottle of Skyy, some cranberry, and lime for $20.  Bars are for the privilege of having a drunk audience.  You can get a month worth of Netflix for the cost of a movie at the theater.

I didn't figure you for a sea-breeze drinker... But can you get a huge bottle of Milagro, some agave nectar and some lime juice for $20.


Title: Re: SWTOR
Post by: Sheepherder on July 31, 2011, 12:14:28 PM
This is you grinding not 'having suffcient content' (maybe this is your point as well, it can be hard to tell when people seem bizarrely comfortable with grinding in MMOs).

You think that taking several years to get a near full set of gear is poopsocking?  Wat?

The point is, the loot system is shitty when people are jockying to get other people excluded from raids because they don't want to compete for the same shit.


Title: Re: SWTOR
Post by: eldaec on July 31, 2011, 01:37:53 PM
The jockeying will still happen in SWTOR - because the raid size is so inflexible.


Title: Re: SWTOR
Post by: Velorath on July 31, 2011, 02:19:40 PM
The jockeying will still happen in SWTOR - because the raid size is so inflexible.

But then if you don't get into one raid, it would probably be trivially easy to just form another one since you only need to find 7 other people.


Title: Re: SWTOR
Post by: Evildrider on July 31, 2011, 02:29:42 PM
I can buy a huge bottle of Skyy, some cranberry, and lime for $20.  Bars are for the privilege of having a drunk audience.  You can get a month worth of Netflix for the cost of a movie at the theater.

I didn't figure you for a sea-breeze drinker... But can you get a huge bottle of Milagro, some agave nectar and some lime juice for $20.

That's a Cape Codder, a seabreeze has grapefruit juice instead of lime. 

Being in the unemployed sector atm, 15 bucks is a big deal for me, and the main reason I stick to MMO's.  I can't afford to pay 60 bucks for stand alone games that maybe have 8 hours of single player play.


Title: Re: SWTOR
Post by: Merusk on July 31, 2011, 06:11:24 PM
I can buy a huge bottle of Skyy, some cranberry, and lime for $20.  Bars are for the privilege of having a drunk audience.  You can get a month worth of Netflix for the cost of a movie at the theater.

The Alcohol won't last you a month.  The Netflix will, but in both cases you're avoiding people.


Title: Re: SWTOR
Post by: UnSub on July 31, 2011, 08:43:19 PM
I don't disagree with any of that, honestly computer games are ridiculously good value in any genre, and I don't always understand why people feel an increase to $20 a month would be unreasonable.

Because $15 and under is the price anchor point. It's what I consider acceptable to pay as a monthly fee. You go over that level and what is on offer has to be exceptional.

Value is a funny thing. There are issues with trying to compare the price points of different entertainment experiences - it might be cheaper to pay $15 a month to play SWOR, but my date and I might appreciate it more if I spend $200 on a meal spread over a few hours.

On a $ per minute basis, any entertainment media that has a fixed price and can be played permanently from then on is the 'best' value, but its hard to say that buying 'Catwoman' on DVD for $1 is better long-term value than paying $150 then $20 a month on a SWOR CE.



Title: Re: SWTOR
Post by: Amaron on July 31, 2011, 09:20:30 PM
The jockeying will still happen in SWTOR - because the raid size is so inflexible.

With 8 man basically being a group I'm curious if we will see some larger guilds that just run 8 mans whenever enough people are on.


Title: Re: SWTOR
Post by: Sheepherder on July 31, 2011, 09:27:26 PM
The jockeying will still happen in SWTOR - because the raid size is so inflexible.

But it will be over raid size, not raid size and class composition.


Title: Re: SWTOR
Post by: Mrbloodworth on August 01, 2011, 06:19:04 AM
You guys are really going for that 300 pages A?


Title: Re: SWTOR
Post by: Malakili on August 01, 2011, 06:27:26 AM
You guys are really going for that 300 pages A?

What with Diablo 3 suddenly alienating people, the TOR thread is our last best hope!


Title: Re: SWTOR
Post by: Threash on August 01, 2011, 07:01:21 AM
You guys are really going for that 300 pages A?

This will be easily at 500 before the game launches, we are halfway there already and still have a long way to go.


Title: Re: SWTOR
Post by: Rasix on August 01, 2011, 07:45:13 AM
You guys are really going for that 300 pages A?

Is that a typo at the end or did you seriously just "A" an "eh"?

This thread will probably do 25+ pages the week the NDA drops.


Title: Re: SWTOR
Post by: Draegan on August 01, 2011, 07:54:11 AM
I say 370 before launch assuming the NDA drops a month prior to release.  I'm putting my money on a November release date.


Title: Re: SWTOR
Post by: Mrbloodworth on August 01, 2011, 07:54:27 AM
I just "A'ed" and "Eh" yes. But now I know.


Title: Re: SWTOR
Post by: Mosesandstick on August 01, 2011, 07:59:02 AM
Pretty sure the one-two of the NDA and release date will push this way past 300. Maybe we should aim for 400.


Title: Re: SWTOR
Post by: Sky on August 01, 2011, 08:22:02 AM
I just "A'ed" and "Eh" yes.
(http://media.thestar.topscms.com/images/77/72/bd95455a4b9297933603ec781014.jpeg)


Title: Re: SWTOR
Post by: UnSub on August 01, 2011, 07:39:34 PM
Pretty sure the one-two of the NDA and release date will push this way past 300. Maybe we should aim for 400.

If EA announce that SWOR is launching at anywhere over $15 a month, I suspect this thread could go over 9000.

*outdatedmeme5*


Title: Re: SWTOR
Post by: Soln on August 01, 2011, 08:10:25 PM
what's the latest speculation on when this will go live?


Title: Re: SWTOR
Post by: Tearofsoul on August 01, 2011, 09:40:37 PM
Nov


Title: Re: SWTOR
Post by: ajax34i on August 02, 2011, 02:34:28 AM
You guys are expecting $20 / month; I think it'll be $40.


Title: Re: SWTOR
Post by: luckton on August 02, 2011, 02:54:30 AM
$20 a month is a no-go for me, unless some EA intern is sent to my house on the 1st of every month to deliver a blow job prior to picking up the money.


Title: Re: SWTOR
Post by: Evildrider on August 02, 2011, 03:02:34 AM
I doubt that EA would risk going to a 20 dollar a month model on this big of a game.  I think most companies are gonna see who is brave/stupid enough to make that leap.


Title: Re: SWTOR
Post by: tmp on August 02, 2011, 03:39:32 AM
Maybe they'll price it at $10 for the first character and extra $5 for every one after that  :why_so_serious:


Title: Re: SWTOR
Post by: Mrbloodworth on August 02, 2011, 05:22:50 AM
$20 a month is a no-go for me, unless some EA intern is sent to my house on the 1st of every month to deliver a blow job prior to picking up the money.



Title: Re: SWTOR
Post by: Sky on August 02, 2011, 07:02:12 AM
How dare a subscription service adjust for inflation. Why, in my day we paid a SHINY QUARTER for our online worlds and WE FUCKING LIKED IT. Also, I lost my leg in the pvp so you goddamned hippy kids could sit around in yer pve server so don't you goddamned complain about some nancy boy bullshit, why if I had a good leg I'd come over there and whup the tarnation out of you, ya goddamned sonofa, I always knew yer daddy was trouble, tried to warn yer mama, but no she just had to go foolin' around and now you sit around crying about twenty bucks a month when the jump from $10 to $15 took just about the same amount of time and half of you pimple faced maroons were still in grade school then and whinin you'd have to mow an extra five yards to get the money (who are we fooling, you just cried and whined to yer mammy until she ponied up to shut yer trap) and now that yer all 'growed up' (so to speak, cuz you ain't), a measly $5 bucks is makin you all 'the sky is fallin' when you will probably only play the motherfucking thing for the free month and declare doom and go back to your shitty wow garbage anyway.


Title: Re: SWTOR
Post by: Malakili on August 02, 2011, 07:15:11 AM
How dare a subscription service adjust for inflation. Why, in my day we paid a SHINY QUARTER for our online worlds and WE FUCKING LIKED IT. Also, I lost my leg in the pvp so you goddamned hippy kids could sit around in yer pve server so don't you goddamned complain about some nancy boy bullshit, why if I had a good leg I'd come over there and whup the tarnation out of you, ya goddamned sonofa, I always knew yer daddy was trouble, tried to warn yer mama, but no she just had to go foolin' around and now you sit around crying about twenty bucks a month when the jump from $10 to $15 took just about the same amount of time and half of you pimple faced maroons were still in grade school then and whinin you'd have to mow an extra five yards to get the money (who are we fooling, you just cried and whined to yer mammy until she ponied up to shut yer trap) and now that yer all 'growed up' (so to speak, cuz you ain't), a measly $5 bucks is makin you all 'the sky is fallin' when you will probably only play the motherfucking thing for the free month and declare doom and go back to your shitty wow garbage anyway.

I don't think its a trivial concern.  I'll barely pay for an MMO anymore to begin with.  Its going to have to be pretty damned good just to get me to sub in the first place, and increased price per month only means its going to have to impress me even more.  Not to mention there are quite a lot of good games coming out this fall/winter, which means that its got to directly compete with those for my limited gaming time.  A 20 bucks a month price tag is only going to make me lean further away from it, fair or not.


Title: Re: SWTOR
Post by: luckton on August 02, 2011, 07:15:44 AM
How dare a subscription service adjust for inflation. Why, in my day we paid a SHINY QUARTER for our online worlds and WE FUCKING LIKED IT. Also, I lost my leg in the pvp so you goddamned hippy kids could sit around in yer pve server so don't you goddamned complain about some nancy boy bullshit, why if I had a good leg I'd come over there and whup the tarnation out of you, ya goddamned sonofa, I always knew yer daddy was trouble, tried to warn yer mama, but no she just had to go foolin' around and now you sit around crying about twenty bucks a month when the jump from $10 to $15 took just about the same amount of time and half of you pimple faced maroons were still in grade school then and whinin you'd have to mow an extra five yards to get the money (who are we fooling, you just cried and whined to yer mammy until she ponied up to shut yer trap) and now that yer all 'growed up' (so to speak, cuz you ain't), a measly $5 bucks is makin you all 'the sky is fallin' when you will probably only play the motherfucking thing for the free month and declare doom and go back to your shitty wow garbage anyway.

Shut up, old man.   :-P

If the game comes out and punches the 800 lbs. gorilla in the throat and takes the crown, they can certainly try justifying a cost increase down the road, because I believe "hey guys, we really want to keep these voice actors paid along with all the other high-end stuff that's new and modern compared to the previous generation, but we need a little more monies".  But right out of the gate?  Frack that.

And in reality, frack even trying to justify.  In an interview with SquareEnix a few months ago, they were quoted as saying that it doesn't really matter if they make a profit off of FFIX and XIV.  If there's an interest in the games, they just pour funding in from their OTHER game profits to keep the online stuff afloat.  And I'm pretty sure EA and BW make more than just MMOs.


Title: Re: SWTOR
Post by: Hawkbit on August 02, 2011, 08:03:13 AM
I put a $100 limit on my monthly media budget.  I figure that's one brand new game, one older used one and an MMO sub for the month.  That doesn't budget in for music, so sometimes I have to cut out one or two of the game options. 

I'm not saying I wouldn't spend the extra $5 if the game is worth it, but it gives me pause to consider whether I want to add that expenditure in every month. 

Also, since dropping MMOs in January, I've become much, much more productive in other aspects of my life.  Not trying to shit in anyone's cereal, but just saying from my personal experience, I never realized how much time I wasted spent in them until now. 


Title: Re: SWTOR
Post by: Merusk on August 02, 2011, 08:20:36 AM
Nobody ever does.  That's the funny part.

I don't play now like I did, but from Feb to May when I wasn't playing at all I had soooo much goddamn time.  I was driving my kids & wife nuts because I wouldn't leave them alone.


Title: Re: SWTOR
Post by: Sky on August 02, 2011, 09:07:30 AM
Yeah, since my fiancee got her laptop, she loves mmo. I sit and veg out playing that while she dicks around on facebook and good reads for hours. But I'm happy to mostly be done with Rift, I've gotten more shit done in the last week than I have in the last month.

But...I fear for my free time when TOR comes out.


Title: Re: SWTOR
Post by: Malakili on August 02, 2011, 09:40:25 AM
In terms of sheer time played, I'm much more concerened about myself with Diablo 3 than anything else.  I think I played more Diablo 2 than any MMO I've ever played, and thats saying something.


Title: Re: SWTOR
Post by: eldaec on August 02, 2011, 09:46:56 AM
If I were EA, I'd charge you $15.99/month.

Every six months an expansion pack at $40.

Content DLC at $10 a quarter, ramping up in year 2 and 3.

Total annual cost : $312 + Sparkle Ponies & XP potions



I might consider annual expansion packs and twice as much DLC - but the revenue works out the same.

This isn't what I'd like them to charge - I'd like the game to be entirely free and paid for by George Lucas as reparations for episode 2, however, if I was EA and liked money, this is what I would charge.


Title: Re: SWTOR
Post by: Shatter on August 02, 2011, 10:12:20 AM
Yeah, since my fiancee got her laptop, she loves mmo. I sit and veg out playing that while she dicks around on facebook and good reads for hours. But I'm happy to mostly be done with Rift, I've gotten more shit done in the last week than I have in the last month.

But...I fear for my free time when TOR comes out.

Ditto, first time Ive been looking forward to an MMO in years which doesnt bode well for my family ;)


Title: Re: SWTOR
Post by: Lucas on August 02, 2011, 10:49:00 AM
If I were EA, I'd charge you $15.99/month.

Every six months an expansion pack at $40.

Content DLC at $10 a quarter, ramping up in year 2 and 3.

Total annual cost : $312 + Sparkle Ponies & XP potions



I might consider annual expansion packs and twice as much DLC - but the revenue works out the same.

This isn't what I'd like them to charge - I'd like the game to be entirely free and paid for by George Lucas as reparations for episode 2, however, if I was EA and liked money, this is what I would charge.

And, on top of that, a 138GB client, don't forget that. Recipe for success.


Title: Re: SWTOR
Post by: eldaec on August 02, 2011, 11:10:42 AM
Taking the Seagate Momentus hybrid as a benchmark, you're looking at 20c per GB.

So that element is only $27.60 which we can amortise over 3 years. But if we're doing this, we should add the box cost, again over three years. So if we add in Darth Barbie edition and account for the 138 GB install we're at a total annual cost of $371.20 plus potions & mounts.



Title: Re: SWTOR
Post by: 01101010 on August 02, 2011, 11:11:34 AM
If I were EA, I'd charge you $15.99/month.

Every six months an expansion pack at $40.

Content DLC at $10 a quarter, ramping up in year 2 and 3.

Total annual cost : $312 + Sparkle Ponies & XP potions



I might consider annual expansion packs and twice as much DLC - but the revenue works out the same.

This isn't what I'd like them to charge - I'd like the game to be entirely free and paid for by George Lucas as reparations for episode 2, however, if I was EA and liked money, this is what I would charge.

And, on top of that, a 138GB client, don't forget that. Recipe for success.

:facepalm:


Title: Re: SWTOR
Post by: Nebu on August 02, 2011, 11:23:52 AM
And, on top of that, a 138GB client, don't forget that. Recipe for success.

Can I tell them that I'm deaf and get the 3 GB version without voice acting?  :grin:


Title: Re: SWTOR
Post by: Rasix on August 02, 2011, 11:25:15 AM
Got one!


Title: Re: SWTOR
Post by: Ingmar on August 02, 2011, 11:51:06 AM
I think a jump to something like $15.99 or $17.99 is a lot more likely than going a full $5 increment.


Title: Re: SWTOR
Post by: Paelos on August 02, 2011, 11:58:30 AM
I think a jump to something like $15.99 or $17.99 is a lot more likely than going a full $5 increment.

Nothing in that range scares me, especially if there are significant price breaks for 3 and 6 month plans.


Title: Re: SWTOR
Post by: Nebu on August 02, 2011, 12:11:38 PM
If the game is good, I'll gladly pay $25 a month... particularly if it rids me of the Runescape/WoW-tard crowd. 


Title: Re: SWTOR
Post by: luckton on August 02, 2011, 12:18:41 PM
If the game is good, I'll gladly pay $25 a month... particularly if it rids me of the Runescape/WoW-tard crowd. 

At that rate and on that logic, we might as well get political and say that we're separating the middle class/welfare gamers from the monetary elitists  :oh_i_see:


Title: Re: SWTOR
Post by: Mrbloodworth on August 02, 2011, 12:34:29 PM
If the game is good, I'll gladly pay $25 a month... particularly if it rids me of the Runescape/WoW-tard crowd. 

Do not say such things, or it will happen.

15 is a limit not to cross.


Title: Re: SWTOR
Post by: Ingmar on August 02, 2011, 12:36:04 PM
It has to go up eventually, just to give employees cost of living raises.  :-P


Title: Re: SWTOR
Post by: luckton on August 02, 2011, 01:27:06 PM
I just read about how Sith Inquisitors can be tanks, a la Death Knight/Rogueish tanks.

I may be changing my desire to be a force user  :grin:


Title: Re: SWTOR
Post by: Rokal on August 02, 2011, 02:39:51 PM
It has to go up eventually, just to give employees cost of living raises.  :-P

Cash shop is an alternative to sub fee increases. Sparkle ponies are $$$ and don't really divide the community.


Title: Re: SWTOR
Post by: eldaec on August 02, 2011, 02:57:31 PM
I just read about how Sith Inquisitors can be tanks, a la Death Knight/Rogueish tanks.

I may be changing my desire to be a force user  :grin:

afaik, everyone has a tank tree except smugglers and agents, and everyone has a heal tree except knights and warriors.


Title: Re: SWTOR
Post by: SnakeCharmer on August 02, 2011, 04:54:10 PM
It has to go up eventually, just to give employees cost of living raises.  :-P

Cash shop is an alternative to sub fee increases. Sparkle ponies are $$$ and don't really divide the community.

aaaaaaaaaaaaaahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha


Title: Re: SWTOR
Post by: Rokal on August 02, 2011, 05:36:24 PM
Depends on what the cash shop includes. Cosmetics like mounts? Not very divisive. It'll bug some people, sure, but what doesn't in an MMO? It's a pretty low-impact way to generate some extra revenue, and people that buy the cosmetics seem to like that they were offered. I have no problems with the Astral Pony or the Winged Lion in WoW.

If 5% of your population buys a sparkle pony one month for $20, that generates as much revenue that month as a $1 sub fee increase would.


Title: Re: SWTOR
Post by: eldaec on August 03, 2011, 02:06:41 AM
Xp potions are more interesting than ponies - always find it strange that potions get less discussion than mounts.


Title: Re: SWTOR
Post by: luckton on August 03, 2011, 04:07:56 AM
Xp potions are more interesting than ponies - always find it strange that potions get less discussion than mounts.

XP potions are pay-to-win.  Ponies are ponies...they aren't going to help you level any faster than the common man could.


Title: Re: SWTOR
Post by: Reg on August 03, 2011, 04:11:11 AM
Why would anyone want to rush to level in SWTOR? Not that I'm discouraging it mind you. The faster the "I'm in too much of a hurry to even read the quest text" crowd loses interest and quits the better.


Title: Re: SWTOR
Post by: Lucas on August 03, 2011, 04:27:38 AM
Heh, don't tell me: I would love to see an option (just an option, of course) to disable both combat experience and rested xp, but to each its own.


Title: Re: SWTOR
Post by: Murgos on August 03, 2011, 05:20:25 AM
I don't know about at launch.  I don't imagine there will be a lot of 'extra' stuff to explore right away.  After a few expansions though?  Certainly.


Title: Re: SWTOR
Post by: Mosesandstick on August 03, 2011, 05:27:16 AM
Missing out content isn't necessarily a bad thing, you can then have a fresh experience with an alt.


Title: Re: SWTOR
Post by: Lantyssa on August 03, 2011, 06:35:18 AM
Some people like to do it all on their main.

That was one of the huge debate points with Emmert on CoH.  He insisted people need to see that extra content on their alts to enjoy it.  Having enough content for several characters is important, but whether they see it with one or two isn't, as it's entirely dependent upon the person.

As stories are class-based, I'm not interested in running through with a second character of the same profession.  I am interested in taking my time to explore every nook and cranny they can throw at me.


Title: Re: SWTOR
Post by: Malakili on August 03, 2011, 06:57:13 AM
Why would anyone want to rush to level in SWTOR? Not that I'm discouraging it mind you. The faster the "I'm in too much of a hurry to even read the quest text" crowd loses interest and quits the better.

Its just the mentality MMO developers have created in the past.  The players have come to assume that this is the way to play.  Yes, not EVERYONE.  My point is that among my more casual friends who maybe played WoW but don't really think about game design or in fact ever really think about games very much at all except when they actually play them, SWTOR is just Star Wars WoW to them.  They want to collect loot because its STAR WARS loot.  They want to slice and dice shit with a light saber or set things on fire with a bounty hunter.  They aren't concerned about uncovering the subtle parts of the galactic civil war because they've been trained not to care about that stuff in an MMO.

I think Bioware is going to have a tough time with that mentality.   I don't want to play TOR that way, especially not when Diablo 3 is around the corner for all my loot collecting needs, but its easy for me to see why people see TOR and don't really care too much about the story or the leveling, etc.


Title: Re: SWTOR
Post by: luckton on August 03, 2011, 07:00:29 AM
I'm sure at least 1/3 of all TOR complaints from the get-go will be "WHY CAN'T WE SKIP THE CUTSCENES?!  OMG I'M CANCELLING!"


Title: Re: SWTOR
Post by: Nebu on August 03, 2011, 07:06:34 AM
I'm sure at least 1/3 of all TOR complaints from the get-go will be "WHY CAN'T WE SKIP THE CUTSCENES?!  OMG I'M CANCELLING!"

If I have an hour to play, I don't want to spend it sitting with my hands in my lap watching cutscenes.  That's why I have netflix.  If I pay for a game, I want to play a game.  I at least hope that we'll have the option to skip them after watching them once. 


Title: Re: SWTOR
Post by: Margalis on August 03, 2011, 07:08:55 AM
Why would anyone want to rush to level in SWTOR?

Because MMO devs have taught players the horrible lesson that the entire leveling game is a hurdle to getting to the real game, rather than the meat of the game.


Title: Re: SWTOR
Post by: Malakili on August 03, 2011, 07:21:10 AM
I'm sure at least 1/3 of all TOR complaints from the get-go will be "WHY CAN'T WE SKIP THE CUTSCENES?!  OMG I'M CANCELLING!"

If I have an hour to play, I don't want to spend it sitting with my hands in my lap watching cutscenes.  That's why I have netflix.  If I pay for a game, I want to play a game.  I at least hope that we'll have the option to skip them after watching them once. 

I really have to imagine you'll be able to skip listening to all the audio.  It solves this problem and it lets people who want to listen actually listen.  Unless they pull a "We spent 100 million on this, you'll listen and like it"  Not out of the question, but I hope they are smarter than that.


Title: Re: SWTOR
Post by: eldaec on August 03, 2011, 07:21:55 AM
I'm sure at least 1/3 of all TOR complaints from the get-go will be "WHY CAN'T WE SKIP THE CUTSCENES?!  OMG I'M CANCELLING!"

When you fail any specific thing for the 5th time it's not unreasonable to want to skip cutscenes.


Title: Re: SWTOR
Post by: Sky on August 03, 2011, 07:26:51 AM
You can skip them, but you have to wait for the others who haven't. I'm a definite non-skipper; but it just makes sense to skip if you're running an instance for the nth time for whatever reason.


Title: Re: SWTOR
Post by: luckton on August 03, 2011, 07:32:46 AM
You can skip them, but you have to wait for the others who haven't. I'm a definite non-skipper; but it just makes sense to skip if you're running an instance for the nth time for whatever reason.

This I'm cool with...I wish WoW did this with dungeons, as I got into the ToC party after they added the skips.


Title: Re: SWTOR
Post by: eldaec on August 03, 2011, 02:32:11 PM
Guild Wars did the same, and literally the only enjoyable aspect of the original pve campaign was pissing people off by not skipping the cutscenes.

Guild Wars had an added bonus in some cases where the mobs didn't stop attacking you during mid-mission cutscenes. I would usually pussy out and vote skip those, but the rage if someone in the team didn't press skip when you could see the team being attacked during the scene was truly glorious.


Title: Re: SWTOR
Post by: Sobelius on August 03, 2011, 03:33:28 PM
What I'd love (well, maybe not LOVE but like in an amused wry smile way), is for text-to-speech implementation so that we could create our own cut scenes. Hilarity ensues when the jedi says "I so pwned that imperial douche" out loud.


Title: Re: SWTOR
Post by: Evildrider on August 03, 2011, 03:47:27 PM
We can all sound like Stephen Hawking!   :awesome_for_real:


Title: Re: SWTOR
Post by: UnSub on August 03, 2011, 10:35:23 PM
Why would anyone want to rush to level in SWTOR? Not that I'm discouraging it mind you. The faster the "I'm in too much of a hurry to even read the quest text" crowd loses interest and quits the better.

Perhaps you don't want to rush the story, but you do want to play on EZ mode.


Title: Re: SWTOR
Post by: Modern Angel on August 04, 2011, 07:00:16 AM
The faster the "I'm in too much of a hurry to even read the quest text" crowd loses interest and quits the better.

Yes. I'm certain that this is the way to keep the 150mil behemoth afloat.


Title: Re: SWTOR
Post by: Mrbloodworth on August 04, 2011, 07:10:49 AM
Perhaps you will have to pay Star wars "bucks" to skip cut scenes and or quest text.


Title: Re: SWTOR
Post by: luckton on August 04, 2011, 07:15:09 AM
Escapist is reporting that there's still one big "OMG!!1!" announcement (other than the release date) left in their arsenal regarding gameplay features.


Title: Re: SWTOR
Post by: Malakili on August 04, 2011, 07:19:24 AM
Escapist is reporting that there's still one big "OMG!!1!" announcement (other than the release date) left in their arsenal regarding gameplay features.

If its ranked Arena PvP I'm going to smack a bitch.


Title: Re: SWTOR
Post by: luckton on August 04, 2011, 07:22:32 AM
Escapist is reporting that there's still one big "OMG!!1!" announcement (other than the release date) left in their arsenal regarding gameplay features.

If its ranked Arena PvP I'm going to smack a bitch.

Perish the thought...I really don't see arena play coming to TOR.  BW doesn't seem like the Pro Gaming league-type of dev.

I'll put my money on some end-game revelation that makes Daily Questing see antiquated.


Title: Re: SWTOR
Post by: Khaldun on August 04, 2011, 07:42:46 AM
I think they're going to announce that you'll have to sit in cantinas watching dancers to heal mind wounds.


Title: Re: SWTOR
Post by: luckton on August 04, 2011, 08:27:13 AM
I think they're going to announce that you'll have to sit in cantinas watching dancers to heal mind wounds.


 :mob: :mob: :mob:


Title: Re: SWTOR
Post by: Kirth on August 04, 2011, 08:34:25 AM
Droid as a playable class.


Title: Re: SWTOR
Post by: 01101010 on August 04, 2011, 08:37:15 AM
Droid as a playable class.

:Love_Letters:


Title: Re: SWTOR
Post by: Mrbloodworth on August 04, 2011, 08:41:17 AM
Not on rails space combat.


Title: Re: SWTOR
Post by: Merusk on August 04, 2011, 08:42:48 AM
Fully interactive companion cybering mode.

It's Bioware after all. Home of the digital sex game.  :why_so_serious: :drill:


Title: Re: SWTOR
Post by: Kirth on August 04, 2011, 08:44:33 AM
Fully interactive companion cybering mode.

It's Bioware after all. Home of the digital sex game.  :why_so_serious: :drill:

(http://t3.gstatic.com/images?q=tbn:ANd9GcR2XNxfB4hohsIhdGjtWMKnzZ24tUgZB490dsiLF_fZlepiXix9kg)


Title: Re: SWTOR
Post by: Lantyssa on August 04, 2011, 09:06:59 AM
:ye_gods:


Title: Re: SWTOR
Post by: Surlyboi on August 04, 2011, 10:17:13 AM
(http://www.halolz.com/wp-content/uploads/2010/02/halolz-dot-com-masseffect2-datasseffect.jpg)


Title: Re: SWTOR
Post by: tmp on August 04, 2011, 11:19:46 AM
Fully interactive companion cybering mode.
Ah, Kinect intergration, then?

:hello_thar:


Title: Re: SWTOR
Post by: Malakili on August 04, 2011, 12:32:53 PM
As a "real" guess -

Maybe capital ships as guild housing?


Title: Re: SWTOR
Post by: Sky on August 04, 2011, 12:46:50 PM
Are races considered gameplay features? They still haven't announced the last race, though it's not exactly a reveal at this point. Also, they haven't formally announced the companion AI system.


Title: Re: SWTOR
Post by: Mrbloodworth on August 04, 2011, 12:48:32 PM
"Its really a sandbox".


Title: Re: SWTOR
Post by: Draegan on August 04, 2011, 01:05:49 PM
Are races considered gameplay features? They still haven't announced the last race, though it's not exactly a reveal at this point. Also, they haven't formally announced the companion AI system.

It's a cyborg isn't it?  It was confirmed denied confirmed denied back and forth.  It's probably Cyborg.


Title: Re: SWTOR
Post by: Paelos on August 04, 2011, 01:31:01 PM
I've been watching more and more of the videos they release. The force "tear shit out of the ground and toss it" ability is fucking obnoxious when I see it happen 10 times in a sample video. It looks way too out of place and ridiculous. They need to rethink how stupid it looks when you see it over and over and over and over and over.


Title: Re: SWTOR
Post by: Fordel on August 04, 2011, 01:33:07 PM
It probably sucks as an ability and you just won't use it that often.  :why_so_serious:




Title: Re: SWTOR
Post by: luckton on August 04, 2011, 01:35:12 PM
Are races considered gameplay features? They still haven't announced the last race, though it's not exactly a reveal at this point. Also, they haven't formally announced the companion AI system.

It's a cyborg isn't it?  It was confirmed denied confirmed denied back and forth.  It's probably Cyborg.

At some point we'll stop beating around the bush that the Cake exists and we'll just talk about things openly...at some point...


Title: Re: SWTOR
Post by: Sky on August 04, 2011, 01:45:46 PM
No, we won't. You don't want to taunt the happy fun Trippy.


Title: Re: SWTOR
Post by: Surlyboi on August 04, 2011, 02:05:45 PM
Negative, Ghostrider, the pattern is full.


Title: Re: SWTOR
Post by: Sobelius on August 04, 2011, 02:42:38 PM
I've been watching more and more of the videos they release. The force "tear shit out of the ground and toss it" ability is fucking obnoxious when I see it happen 10 times in a sample video. It looks way too out of place and ridiculous. They need to rethink how stupid it looks when you see it over and over and over and over and over.

You've got a point. This kind of visual tedium existed in CoX's telekinesis powers. It might have been more interesting in SWTOR to have environment objects made movable by such powers, so that the objects could come from anywhere within a specific random distance/direciton relative to the toon. There may be non-trivial issues with implementing such a system of course, but it would keep the visual aspect, if not fresh, at least relevant to the environment. Nothing more immersion-breaking than seeing someone pull a piece of engine junk out of the floor of a starship.


Title: Re: SWTOR
Post by: luckton on August 04, 2011, 02:48:26 PM
Such theatrics would require them to position destructible crap on almost every inch of the game.  As if this things won't already have enough bloat...I'll settle for just being able to rip stuff at random out of the ground and then having that ground from whence something large just came up from magically heal itself and disappear than have people cry that their power doesn't work since there's nothing destructible nearby or that there's so much crap it bogs down the client/server.   :why_so_serious:


Title: Re: SWTOR
Post by: Mrbloodworth on August 04, 2011, 02:49:10 PM
Not sure why it wasn't just part of the level design. Everything is instanced right?


Title: Re: SWTOR
Post by: Rasix on August 04, 2011, 02:56:12 PM
"Hey, Joe why don't we design the levels so this one spell isn't so immersion breaking? I mean shit, all it would be is a handful of destructible objects as well as the accompanying code to fling them around.  For one spell, please, the nerds are saying things. "

"Get the fuck out of here, Phil. Don't ever bring that up again or you'll be in QA by the end of the week."


Title: Re: SWTOR
Post by: eldaec on August 04, 2011, 02:58:57 PM
Just have a dozen different objects being pulled out of the ground instead of an endless supply of oil tanks and it would be fine. Like CoH.


Title: Re: SWTOR
Post by: Rasix on August 04, 2011, 03:02:15 PM
I just don't see it as something they're going to try to implement during crunch time, which they probably most certainly are in.  But yes, that would be a more ideal implementation. 


Title: Re: SWTOR
Post by: tazelbain on August 04, 2011, 03:04:29 PM
Couldn't you say that about most polish? 


Title: Re: SWTOR
Post by: Ingmar on August 04, 2011, 03:05:35 PM
Couldn't you say that about most polish? 

Not at all. Not all polish takes the same amount of time or has the same total benefit in the end. Polishing is about identifying the things you can do most easily that will be the biggest improvement.


Title: Re: SWTOR
Post by: Mrbloodworth on August 04, 2011, 03:11:07 PM
"Hey, Joe why don't we design the levels so this one spell isn't so immersion breaking? I mean shit, all it would be is a handful of destructible objects as well as the accompanying code to fling them around.  For one spell, please, the nerds are saying things. "

"Get the fuck out of here, Phil. Don't ever bring that up again or you'll be in QA by the end of the week."

Uh, just a handful of dynamically placed objects per level. Not destructible objects.


Title: Re: SWTOR
Post by: Sky on August 04, 2011, 05:30:48 PM
Nothing more immersion-breaking than seeing someone pull a piece of engine junk out of the floor of a starship.
How about just changing to some kind of force energy ball or something? Oil tanks, heh.


Title: Re: SWTOR
Post by: Margalis on August 04, 2011, 05:34:12 PM
They should just make it a generic slab of material, like the thing Juggernaut would pull out of the ground in the Capcom fighting games.


Title: Re: SWTOR
Post by: Paelos on August 04, 2011, 05:35:51 PM
Or, and I know this is a totally revolutionary concept...

How about not having the Jedi toss random shit at all? From anywhere. Ever.

SHOCK AND AWE!

 :oh_i_see:


Title: Re: SWTOR
Post by: luckton on August 04, 2011, 05:40:36 PM
Or, and I know this is a totally revolutionary concept...

How about not having the Jedi toss random shit at all? From anywhere. Ever.

SHOCK AND AWE!

 :oh_i_see:

Don't make me destroy you...

...with an onslaught of YouTube videos from the six movies showing numerous occasions where random shit got force chucked.


Title: Re: SWTOR
Post by: Fordel on August 04, 2011, 06:06:27 PM
Pfft, Trooper armor is capable of exposure to vacuum.  :why_so_serious:


Title: Re: SWTOR
Post by: tmp on August 04, 2011, 06:09:45 PM
It seems fairly obvious the way to make everyone happy is to turn the controversial ability into Ewok Toss.


Title: Re: SWTOR
Post by: Sky on August 04, 2011, 06:11:44 PM
It seems fairly obvious the way to make everyone happy is to turn the controversial ability into Ewok Toss.
Change we can believe in.


Title: Re: SWTOR
Post by: UnSub on August 04, 2011, 07:02:38 PM
I've been watching more and more of the videos they release. The force "tear shit out of the ground and toss it" ability is fucking obnoxious when I see it happen 10 times in a sample video. It looks way too out of place and ridiculous. They need to rethink how stupid it looks when you see it over and over and over and over and over.

You've got a point. This kind of visual tedium existed in CoX's telekinesis powers. It might have been more interesting in SWTOR to have environment objects made movable by such powers, so that the objects could come from anywhere within a specific random distance/direciton relative to the toon. There may be non-trivial issues with implementing such a system of course, but it would keep the visual aspect, if not fresh, at least relevant to the environment. Nothing more immersion-breaking than seeing someone pull a piece of engine junk out of the floor of a starship.

DCUO's telekinesis powers had the player able to pull destructible objects from the environment (e.g. cars, machinery) and throw it at people. What wasn't fun was seeing those items get stuck in other objects, or see that thrown object bounce off something else and miss your target completely.

Great idea, but 'real' TK is a pain in the arse to use (also thinking of BioShock's TK plasmid, which had similar issues and was really just a way to grab objects out of reach). Magic items from out of a pocket dimension is a much better mechanic since it works 100% of the time, not just when the area you enter just happens to have 8 loosely bolted down objects spaced the right distance apart to use TK on them.

As for immersion: it's the Force giving you those objects from nowhere, because that's how the Force rolls.


Title: Re: SWTOR
Post by: WindupAtheist on August 04, 2011, 07:06:52 PM
Or just have shit fly in from off-camera when Force Chuck Shit is cast. Not like it needs to look the same on everyone's screen. Anyway throwing things with the Force is less cool when you know you're gonna be going Throw Throw Lightning Slash Throw like a robot for an hour at a time while some retard running a mod screams at you for not going Throw Slash Lightning Throw Throw thus slowing down the run by 0.003%.


Title: Re: SWTOR
Post by: Rasix on August 04, 2011, 07:27:17 PM
It seems fairly obvious the way to make everyone happy is to turn the controversial ability into Ewok Toss.

That's going to break my immersion when I'm in an urban or desert environment.  Then it needs to change into Jawa Toss.


Title: Re: SWTOR
Post by: Malakili on August 04, 2011, 07:48:05 PM
Or just have shit fly in from off-camera when Force Chuck Shit is cast. Not like it needs to look the same on everyone's screen. Anyway throwing things with the Force is less cool when you know you're gonna be going Throw Throw Lightning Slash Throw like a robot for an hour at a time while some retard running a mod screams at you for not going Throw Slash Lightning Throw Throw thus slowing down the run by 0.003%.

GOD DAMN IT YOU'RE AN IDIOT HOW DID YOU EVEN GET INTO THE JEDI ACADEMY IN THE FIRST PLACE WITH THAT SHIT ROTATION?!?!?!?!


Title: Re: SWTOR
Post by: Lakov_Sanite on August 04, 2011, 09:01:26 PM
To me, polish has always been about little things I never would have expected to see but did, like the zombie fish they added to undead zones in cataclysm.  It could be easy to code or hard but it's moments where I go "wow, that was pretty cool" that really make me love a game.


Title: Re: SWTOR
Post by: Fordel on August 04, 2011, 09:13:50 PM
Isn't that Fluff?


Title: Re: SWTOR
Post by: Lakov_Sanite on August 05, 2011, 05:04:26 AM
They are very nearly the same thing but I think polish is the little details that take what are mechanically good, smooth running games and make them great.  Making a game that runs excellent is not unheard of, you can polish game mechanics until they shine and the game can still feel soulless and bland.  So when I see the term polish in games I don't think of it as just making one facet like combat great, I think of all theorems touches and details that make it stand out.

When you polish a car you aren't touching the engine, you're just making the body sparkle.


Title: Re: SWTOR
Post by: Amaron on August 05, 2011, 05:08:13 AM
Polish isn't about gameplay very often.   Usually it's about fixing extraneous problems like important UI details being green or making sure you're fucking Worgen race doesn't drive everyone nuts with it's shitty snuffling noise.


Title: Re: SWTOR
Post by: Paelos on August 05, 2011, 06:28:17 AM
I just know I'm going to be sitting in a group, tanking something on a Sith Warrior by hacking at it a million times with my lightsaber while watching 3 oil tanks fly by my head every 15 seconds.

In raids it will be 5 oil tanks. It'll create a new form of aggro management. Oil tanking.


Title: Re: SWTOR
Post by: Reg on August 05, 2011, 06:31:34 AM
Oil tanking sounds dirty.


Title: Re: SWTOR
Post by: Paelos on August 05, 2011, 06:35:49 AM
Oil tanking sounds dirty.

Do you have any grease?



Title: Re: SWTOR
Post by: Lantyssa on August 05, 2011, 06:51:38 AM
I did not want to see your slick willy.


Title: Re: SWTOR
Post by: Malakili on August 05, 2011, 06:56:38 AM
I did not want to see your slick willy.

Is it bad that I only clicked the spoiler AFTER reading this post?


Title: Re: SWTOR
Post by: Paelos on August 05, 2011, 07:03:31 AM
I did not want to see your slick willy.

You never do!  :grin:


Title: Re: SWTOR
Post by: Sobelius on August 05, 2011, 08:00:52 AM
Holy shit. What a lot of sturm und drang over something that's already been seen in other games.  Champions and DC Universe have environmental objects you can toss around -- maybe not with "force" powers, but it's still doable. It's like someone ordering a pizza asks the server about getting different toppings on their slice and some tight ass customer in the restaurant, who may have worked in a pizza place at one time in the past, starts bitching loudly about how the whole goddamn world wants a little variety but it shouldn't be allowed because it might cause the fucking pizza place to burn down. :drill:


Title: Re: SWTOR
Post by: Sobelius on August 05, 2011, 08:01:42 AM
Nothing more immersion-breaking than seeing someone pull a piece of engine junk out of the floor of a starship.
How about just changing to some kind of force energy ball or something? Oil tanks, heh.

A bucket of awesome.


Title: Re: SWTOR
Post by: Paelos on August 05, 2011, 08:29:21 AM
Champions and DC Universe have environmental objects

And both those games suck and are failures.


Title: Re: SWTOR
Post by: Rasix on August 05, 2011, 08:41:19 AM
Yes, and they were designed with failure numbers in mind and sold primarily on their actiony action.

edit:  My point being, I don't think you're going to see this in a game designed for mass market and especially when it applies to ONE SPELL.


Title: Re: SWTOR
Post by: UnSub on August 05, 2011, 08:45:22 AM
Champions and DC Universe have environmental objects

And both those games suck and are failures.

Ergo, there is no lesson that can possibly be learned from them.


Title: Re: SWTOR
Post by: Sky on August 05, 2011, 08:58:56 AM
And both those games suck and are failures.
They weren't failures. Few mmo are.


Title: Re: SWTOR
Post by: Sheepherder on August 05, 2011, 11:12:36 AM
When you polish a car you aren't touching the engine, you're just making the body sparkle.

Obviously someone here has never refinished the cylinder walls/sleeves in an engine.


Title: Re: SWTOR
Post by: Paelos on August 05, 2011, 11:30:35 AM
Yes, and they were designed with failure numbers in mind and sold primarily on their actiony action.

edit:  My point being, I don't think you're going to see this in a game designed for mass market and especially when it applies to ONE SPELL.

I don't like the spell and I'm taking the time to be completely irrational about it. Why? Because it's ridiculous looking. There's no reason for it in the game, so much so that it's literally become of the laughing-stock focal point of comic jibes. It's not about immersion because I think we all know that's just silly to argue about it.

To me, that one particular spell that we will undoubtedly see spammed in every single fight over and over will make me want to turn off all spell effects just so I don't have to deal with it flying at my target. But then I will probably miss the ground fire.


Title: Re: SWTOR
Post by: Nija on August 05, 2011, 11:32:47 AM
Just have it fall out of the sky like you're putting in GTA cheat codes.


Title: Re: SWTOR
Post by: Reg on August 05, 2011, 11:39:14 AM
So I guess this horrifying spell is going to stop you guys from buying the game right?


Title: Re: SWTOR
Post by: Lucas on August 05, 2011, 11:47:47 AM
Jedi Consular page now updated!

http://www.swtor.com/info/holonet/classes/jedi-consular


Also, focus on: the Trandoshan Qyzen Fess, one of his/her companions:

http://www.swtor.com/info/holonet/biographies/qyzen-fess


...Mirialan (playable race, especially attuned to the Force):

http://www.swtor.com/info/holonet/inhabitants/mirialan


...And finally a class video (Nautolan companion?):

http://www.swtor.com/media/trailers/jedi-consular


Title: Re: SWTOR
Post by: SnakeCharmer on August 05, 2011, 11:48:18 AM
So I guess this horrifying spell is going to stop you guys from buying the game right?

Oh shut the fuck up.  You can buy it, love it, and still bitch about it.


Title: Re: SWTOR
Post by: Mrbloodworth on August 05, 2011, 11:55:43 AM
So I guess this horrifying spell is going to stop you guys from buying the game right?

I don't really care, they likely tried my suggestion ( And many more I'm sure ) and went with this one for some reason we will never know.  I just like brainstorming such things.

My list of complaints are larger than this issue!  :grin:


Title: Re: SWTOR
Post by: Reg on August 05, 2011, 12:00:08 PM
So I guess this horrifying spell is going to stop you guys from buying the game right?

Oh shut the fuck up.  You can buy it, love it, and still bitch about it.

Oh absolutely. And there's nothing even slightly silly about massive dramatic whining over a spell nobody outside of beta has even seen outside of a few clips.


Title: Re: SWTOR
Post by: Paelos on August 05, 2011, 12:26:02 PM
So I guess this horrifying spell is going to stop you guys from buying the game right?
Oh shut the fuck up.  You can buy it, love it, and still bitch about it.
Oh absolutely. And there's nothing even slightly silly about massive dramatic whining over a spell nobody outside of beta has even seen outside of a few clips.

1 - A turd looks like a turd, no matter if you see it in person or in a picture.
2 - Nice high ground post about massive whining on a gaming forum.
3 - Eat a dick.


Title: Re: SWTOR
Post by: Sky on August 05, 2011, 12:39:37 PM
Jedi Consular page now updated!
About damn time, the forum whining was reaching a fevered pitch "Oh you've updated BHs TWICE without updating Consulars!!!!" Oh go toss a tank, ya buncha oiltankers.

Still no progression video, haha.

edit: maybe the progression video can show increasingly more bejeweled oiltanks.


Title: Re: SWTOR
Post by: Reg on August 05, 2011, 01:08:32 PM
You aren't reading the actual official forums are you Sky?  What's their position on the horrifying oil tank spell controversy?


Title: Re: SWTOR
Post by: eldaec on August 05, 2011, 01:09:22 PM
Theoretically I should be all over consular, as they should be the best class for throwing stormtroopers off of things, which is the main reason for playing any star wars game. But the weak ass sabre stance and the whole oil tank fiasco really puts you off. That video isn't actually terrible compared to how these guys look in the other videos.

Also, I really dislike the way the robes animate on consulars and inquisitors. CoH did loose clothing better in 2004.


Title: Re: SWTOR
Post by: Lucas on August 05, 2011, 01:41:11 PM
Story-wise, Consular is my first choice for the Republic, just like Imperial Agent is for the Sith Empire;

(what follows are entirely personal considerations, of course)

* Regarding the Republic:

- Jedi Knights will be overused; also, I'm more interested in the Force aspect of the Jedis (Midi-what? :P), not simply being on the frontlines as a Knight.
- Trooper, for the same reason, gives me too much a "infantry frontline plot" idea to appeal me ;
- Smuggler: I fear it will be too "Han Solo" cliched, in a cheesy way. Hope I'm wrong ;

* Sith Empire:

- Sith Warrior: see Jedi Knights above ;
- Bounty Hunter: Might be my second choice for the Empire; looks like it's not gonna be a boring class to use;
- Sith Inquisitor: yep, interesting, but first I'll play its Republic mirror-class, anyway.

Imperial Agent sounds very interesting to me because a) it's outside the usual SW archetypes, so Bioware may get a little more creative with them; b) I like infiltration/secret ops/snipers characters in general.

Of course I'll probably try them all sooner or later to check out the gameplay, but I'm doing my best to totally ignore the usual Diku MMO class classification (which I hate, by the way) for this title, I just want to enjoy the stories.


Title: Re: SWTOR
Post by: Sky on August 05, 2011, 01:47:41 PM
You aren't reading the actual official forums are you Sky?  What's their position on the horrifying oil tank spell controversy?
Not really. But there seems to be pretty much positive reception of it. Not that folks posting on an official board pre-launch should be listened to whatsoever. It's great for a laugh, though.

I was thinking about a consular, but it's the one time I would want a macro. So I could macro the throw ability with me yelling "OILTANK!" Or maybe "The Force is strong with BP!" Or maybe the classic "You've contaminated your own oil fields, Sith, you'll not contaminate mine!"


Title: Re: SWTOR
Post by: Murgos on August 05, 2011, 01:53:16 PM
...And finally a class video (Nautolan companion?):

http://www.swtor.com/media/trailers/jedi-consular


 :dead_horse: I think at this point it's going around the bend and becoming iconic.  Oiltanks that is.  The linked video features the Consular ripping one out of bedrock in the final climatic scene.

Either that or they are fucking with us (specifically us in this thread).


Title: Re: SWTOR
Post by: Riggswolfe on August 05, 2011, 02:17:02 PM
...And finally a class video (Nautolan companion?):

http://www.swtor.com/media/trailers/jedi-consular


 :dead_horse: I think at this point it's going around the bend and becoming iconic.  Oiltanks that is.  The linked video features the Consular ripping one out of bedrock in the final climatic scene.

Either that or they are fucking with us (specifically us in this thread).

*watches the video* Lol, that's what this "controversy" is about? *rolls eyes and snickers*


Title: Re: SWTOR
Post by: eldaec on August 05, 2011, 02:23:14 PM
The video showed it once and implied it was only an occasional thing, other walkthrough videos would make you think the oil tank was the primary function of the consular.


Title: Re: SWTOR
Post by: tmp on August 05, 2011, 02:33:38 PM
Story-wise, Consular is my first choice for the Republic, just like Imperial Agent is for the Sith Empire;
Get out of my head :/


Title: Re: SWTOR
Post by: Lucas on August 05, 2011, 03:27:21 PM
Story-wise, Consular is my first choice for the Republic, just like Imperial Agent is for the Sith Empire;
Get out of my head :/

NO U ! :P

(hey, don't look at me like that: between "oil tanks" gate, figuring how to download a 138GB client, conceal vague references to an evil beta leak website and general horse beating, we have to reach page 300 and 10.000 posts somehow before NDA drops :P)


Title: Re: SWTOR
Post by: Paelos on August 05, 2011, 03:33:33 PM
I can promise to do my part by railing against our oil tank tossing overlords.


Title: Re: SWTOR
Post by: Lantyssa on August 05, 2011, 04:39:13 PM
Don't make me toss the can at you.  I can toss the can.  I'll do it!


Title: Re: SWTOR
Post by: Ingmar on August 05, 2011, 04:42:31 PM
I am going to spam the shit out of those oil cans every chance I get.


Title: Re: SWTOR
Post by: Sjofn on August 05, 2011, 04:43:05 PM
While I shoot you with my healing bullets.


Title: Re: SWTOR
Post by: Fordel on August 05, 2011, 05:23:53 PM
You should be shooting me with healing bullets!


Title: Re: SWTOR
Post by: Samprimary on August 05, 2011, 05:38:55 PM
4550 BBY: The great Oil Tank Wars leave the surfaces of nearly all habitable planets strewn with uniformly manufactured metal containers,


Title: Re: SWTOR
Post by: Lakov_Sanite on August 05, 2011, 06:13:52 PM
Who even cares about Jedi? Female trooper femshep for great justice.

Also unanswered questions for me are:
-Monthly cost?
-How long is each characters storyline before you get dumped into every class quests?
-What is max level in this game?



Title: Re: SWTOR
Post by: Merusk on August 05, 2011, 06:36:22 PM
You should be shooting me with healing bullets!

I misread this as healing boobs and was more entertained.


Title: Re: SWTOR
Post by: Sjofn on August 05, 2011, 07:26:10 PM
You should be shooting me with healing bullets!

I'm not going to hold my breath on you tanking. You'll fall in love with the shittiest spec the trooper has and never let it go.


Title: Re: SWTOR
Post by: Fabricated on August 05, 2011, 08:45:29 PM
For some reason I really want to be a trooper tank. Hope they aren't the bastard child of tank classes.


Title: Re: SWTOR
Post by: Sheepherder on August 05, 2011, 10:56:31 PM
Has anyone else ever done a ranged tank before outside of gimmick fights?


Title: Re: SWTOR
Post by: apocrypha on August 06, 2011, 02:04:50 AM
Sorry if this has been discussed before, but one thing that's really bothering me about the combat I've seen in these videos is all the standing still. Everyone seems to fight without moving around at all... it looks stupid.

One of the most noticeable things about the action in the films is that they're incredibly mobile. People are running around, jumping off things, falling off of other things, ducking & dodging, using cover in ranged fights, swinging over chasms with boobs gaffer-taped in place, banging their heads on things, dancing round one another whirling increasingly large numbers of light sabres around their heads, etc.

In these gameplay vids everyone seems to have their feet nailed to the floor and pretty much only their arms move. I think it looks shit as a result.


Title: Re: SWTOR
Post by: Velorath on August 06, 2011, 02:54:37 AM
My understanding is that moving while attacking doesn't interrupt most abilities.  Outside of PVP, I don't think there'd be much benefit to doing it though gameplay-wise.


Title: Re: SWTOR
Post by: Sjofn on August 06, 2011, 02:55:16 AM
I'd just as soon not run around like an idiot, personally.


Title: Re: SWTOR
Post by: Sky on August 06, 2011, 06:48:20 AM
I'd just as soon not run around like an idiot, personally.
I most emphatically agree.


Title: Re: SWTOR
Post by: Lantyssa on August 06, 2011, 06:54:18 AM
I like to run around strategically.


Title: Re: SWTOR
Post by: Zetor on August 06, 2011, 07:34:24 AM
Running reduces aggro, jumping increases DPS. It's true, I read it on the internet. :why_so_serious:

Moving around in instances/groups/raids may be beneficial depending on boss abilities. Plenty of WOW bosses need you to keep moving all the time (or during a particular boss phase), and almost all bosses throw random shit on the floor you have to step out of / avoid. You also need to stay behind the boss to avoid breath attacks and minimize the chance of your attacks getting avoided.

(yeah yeah, WOW parallels -- but then, isn't SWTOR going to be WOW in space with cutscenes/story/voiceacting?!)


Title: Re: SWTOR
Post by: Nebu on August 06, 2011, 07:37:58 AM
(yeah yeah, WOW parallels -- but then, isn't SWTOR going to be WOW in space with cutscenes/story/voiceacting?!)

That's what the masses want, isn't it?  Linear gameplay on rails dumbed down to a point that most of it can be macroed?


Title: Re: SWTOR
Post by: luckton on August 06, 2011, 07:51:00 AM
(yeah yeah, WOW parallels -- but then, isn't SWTOR going to be WOW in space with cutscenes/story/voiceacting?!)

That's what the masses want, isn't it?  Linear gameplay on rails dumbed down to a point that most of it can be macroed?

You're talking about Rift, sir.   :grin:  TOR is testing the theory that if you can mask the linear gameplay on rails dumbed down to a point that most of it can be macroed with enough cutscenes/story/voiceacting, everyone wins.


Title: Re: SWTOR
Post by: Crumbs on August 06, 2011, 10:31:30 AM
With all the crap I've talked about the game, I went ahead and pre ordered.  I just hope Smuggler =/= Rogue.  I'd like to do at least a small amount of smuggling.


Title: Re: SWTOR
Post by: Kail on August 06, 2011, 10:40:13 AM
Has anyone else ever done a ranged tank before outside of gimmick fights?

One or two, yeah. (http://www.worldoftanks.com/)


Title: Re: SWTOR
Post by: Sky on August 06, 2011, 11:23:59 AM
I like to run around strategically.
To be fair, she did say like an idiot :) I liked the marksman in Rift, a bit of kiting, a bit of positioning (with some assassin skills, especially), and some standing on the pedestal. But asking an mmo to depart so wildly from anything that has come before with action equal to an action movie is a bit much.


Title: Re: SWTOR
Post by: 01101010 on August 06, 2011, 11:29:04 AM
I like to run around strategically.
To be fair, she did say like an idiot :) I liked the marksman in Rift, a bit of kiting, a bit of positioning (with some assassin skills, especially), and some standing on the pedestal. But asking an mmo to depart so wildly from anything that has come before with action equal to an action movie is a bit much.

Them's thar fightin' words.


Title: Re: SWTOR
Post by: Lantyssa on August 06, 2011, 11:39:28 AM
Vindictus.


Title: Re: SWTOR
Post by: Mrbloodworth on August 06, 2011, 12:29:52 PM
Vindictus.

To name just one.


Title: Re: SWTOR
Post by: Sjofn on August 06, 2011, 01:53:58 PM
Running reduces aggro, jumping increases DPS. It's true, I read it on the internet. :why_so_serious:

Moving around in instances/groups/raids may be beneficial depending on boss abilities. Plenty of WOW bosses need you to keep moving all the time (or during a particular boss phase), and almost all bosses throw random shit on the floor you have to step out of / avoid. You also need to stay behind the boss to avoid breath attacks and minimize the chance of your attacks getting avoided.

(yeah yeah, WOW parallels -- but then, isn't SWTOR going to be WOW in space with cutscenes/story/voiceacting?!)

Moving to get out of fire and moving a boss around because of fire and moving to stand in fire because it protects you from different fire is all fine and dandy, but that was not what apocrypha seemed to be complaining about. He was saying that the characters are "incredibly mobile" in the films, running around like idiots (which is fine for a movie, obviously). I have zero interest in forcing that into gameplay. I have a certain level of "spaz" I can tolerate, and the movies (especially the shitty prequel ones) exceed it.


Title: Re: SWTOR
Post by: kildorn on August 06, 2011, 02:04:42 PM
I'd prefer, realism aside, to NOT have to run around chasing things with my lightsaber because melee in a heavily mobile fight sucks.

WoW gets around that by having hilarious hitbox sizes on mobile boss fights. But PVP as a melee class usually blows, or turns into "all melees have permasnares"


Title: Re: SWTOR
Post by: amiable on August 06, 2011, 04:01:19 PM
I'd prefer, realism aside, to NOT have to run around chasing things with my lightsaber because melee in a heavily mobile fight sucks.

WoW gets around that by having hilarious hitbox sizes on mobile boss fights. But PVP as a melee class usually blows, or turns into "all melees have permasnares"

Paladins never had a snare, but they vacillated between being overpowered to useless based on their ability to global someone in the length of their 6 second stun.


Title: Re: SWTOR
Post by: Sheepherder on August 06, 2011, 05:52:06 PM
Also, unless I'm forgetting something Crusader Strike and Exorcism were the only attacks in their rotation that required the target be in front of you.


Title: Re: SWTOR
Post by: kildorn on August 06, 2011, 08:05:27 PM
I'd prefer, realism aside, to NOT have to run around chasing things with my lightsaber because melee in a heavily mobile fight sucks.

WoW gets around that by having hilarious hitbox sizes on mobile boss fights. But PVP as a melee class usually blows, or turns into "all melees have permasnares"

Paladins never had a snare, but they vacillated between being overpowered to useless based on their ability to global someone in the length of their 6 second stun.

At some point they also gained a pseudo snare mechanic, in the form of a personal run buff, and a judgement that prevented the target from moving more than 100% speed. But Paladins pretty clearly show off the plight of melee in highly mobile situations: either you can kill them the second they stop moving, or you're pretty much going to break your keyboard.


Title: Re: SWTOR
Post by: Fordel on August 06, 2011, 08:09:08 PM
I'd just as soon not run around like an idiot, personally.


It's a proven fact running in circles makes Tree's heal better.


Title: Re: SWTOR
Post by: sam, an eggplant on August 06, 2011, 08:43:54 PM
All the melee classes get a short cooldown "force leap", so it's not much of a problem.


Title: Re: SWTOR
Post by: Sheepherder on August 06, 2011, 10:50:46 PM
Melee abilities in MMO's should automatically turn the player towards the target and lunge forward if the target is within a few feet of being in melee range.

Or, the ability should queue and wait to fire as soon as the target enters the appropriate range and arc.


Title: Re: SWTOR
Post by: Chimpy on August 07, 2011, 12:43:36 AM
Melee abilities in MMO's should automatically turn the player towards the target and lunge forward if the target is within a few feet of being in melee range.

Or, the ability should queue and wait to fire as soon as the target enters the appropriate range and arc.


BUT AUTOFACE WOULD MEAN NOOBS WILL BE ABLE TO CIRCUMVENT MY MAD LOW PING CIRCLE STRAFEZ SKILLZ!!!!!


Title: Re: SWTOR
Post by: amiable on August 07, 2011, 01:39:26 AM

At some point they also gained a pseudo snare mechanic, in the form of a personal run buff, and a judgement that prevented the target from moving more than 100% speed. But Paladins pretty clearly show off the plight of melee in highly mobile situations: either you can kill them the second they stop moving, or you're pretty much going to break your keyboard.

There is a world of difference between a slow and a run speed buff due to the inherent latency issues in any online game.  I can't count the times that an enemy was standing right in front of me while I had my speed buff but I couldn't execute any abilities because the server said I was not in range.  Slows are are preferable because they allow you to sync up MUCH better.

Unfortunately every MMORPG I have played eventually devolves into an arms race between ranged and melee, with whoever has the best snare/snare removal being the OP flavor of the moment.  Even worse however is when some developer gets it in their head that it would be fun to make a "ranged cc class" which inevitably dominates in PvP until they are nerfed, which always occurs far to late to cure the damage done (see: early WoW warlock, current WoW frost mage).


Title: Re: SWTOR
Post by: Furiously on August 07, 2011, 02:08:28 AM
Melee abilities in MMO's should automatically turn the player towards the target and lunge forward if the target is within a few feet of being in melee range.

Or, the ability should queue and wait to fire as soon as the target enters the appropriate range and arc.

At that point it wouldn't be my character, it would be someone I am advising on how to proceed... Which might be ok in the right kind of game.


Title: Re: SWTOR
Post by: apocrypha on August 07, 2011, 02:23:56 AM
All valid points, and I agree that running around like an idiot isn't great gameplay in and of itself. However one of the major criticisms leveled at SWG was that it wasn't "Star Wars-y" enough, and for the vast majority of people that refers to the movies. The combat we've seen in videos so far looks nothing like the movies. That's going to put a lot of people off.

I don't have answers on how to do it, but I consider such a gulf between expectations and delivery to be a potential point of massive failure. I mean just some ducking animations might help!


Title: Re: SWTOR
Post by: Riggswolfe on August 07, 2011, 03:23:09 AM
All valid points, and I agree that running around like an idiot isn't great gameplay in and of itself. However one of the major criticisms leveled at SWG was that it wasn't "Star Wars-y" enough, and for the vast majority of people that refers to the movies. The combat we've seen in videos so far looks nothing like the movies. That's going to put a lot of people off.

I don't have answers on how to do it, but I consider such a gulf between expectations and delivery to be a potential point of massive failure. I mean just some ducking animations might help!

The combat doesn't look like the Prequels. I'd say it bears a fairly good resemblance to the OT however and so far this game looks 100X more Star Warsy than SWG did at launch though admittedly JtL is a better space game than what this game will have at launch.


Title: Re: SWTOR
Post by: Malakili on August 07, 2011, 05:22:44 AM
All valid points, and I agree that running around like an idiot isn't great gameplay in and of itself. However one of the major criticisms leveled at SWG was that it wasn't "Star Wars-y" enough, and for the vast majority of people that refers to the movies. The combat we've seen in videos so far looks nothing like the movies. That's going to put a lot of people off.

I don't have answers on how to do it, but I consider such a gulf between expectations and delivery to be a potential point of massive failure. I mean just some ducking animations might help!

The KOTOR games were well received, and that combat was less "Star Warsy" than this is, I don't think its going to be that big an issue.   Would I prefer a Jedi Knight II type combat - sure, but that also seems unrealistic to expect in an MMORPG (unfortunately in my opinion but that is neither here nor there).


Title: Re: SWTOR
Post by: Surlyboi on August 07, 2011, 07:02:51 AM
Fuck anybody and everybody that uses "Star-Warsy" as an adjective to describe anything. It was fuckstupid when it was used to indict SWG and it's fuckstupid now.


Title: Re: SWTOR
Post by: Count Nerfedalot on August 07, 2011, 07:38:22 AM
I don't have answers on how to do it, but I consider such a gulf between expectations and delivery to be a potential point of massive failure. I mean just some ducking animations might help!

Random duck, flinch, ouch! and such animations played as a result of being hit/missed would be a way awesome improvement to the cinematics of just about any game.  Most? games with a knockback/down effect have something like that that plays when you get back up, but I can't recall any that threw that kind of thing in all through combat.  In a Star Wars setting it could definitely go a long way towards making the pew-pew combat with many shots but few hits or at least few critical hits a lot less ridiculous looking. 

Scenes having two sides just standing there firing away at each other at 10 paces remind me of a particularly sad paintball experience back in the late 80's early 90's I had with some friends where we went to an outdoor paintball course(?) as noobs and had to use the cheap-ass rental guns.  Our max range with any chance of hitting at all was about 30 feet, and trying to hit something as far away as 50 feet required lobbing it at a 45 degree angle.  And at 50 feet even if you did happen to hit someone, there was a real chance the ball wouldn't even break.  So we warmed up with a mock battle that ended up with the two sides facing off at about 30 feet and just blasting away and mostly missing.  And you couldn't always even tell if you got hit without checking to see if you had paint on you.  Meanwhile most everyone else had their own much more powerful guns and several had customized $300+ guns which would leave bruises at over 100' range.  So when we got thrown onto teams with the regulars it was like having blow darts vs assault rifles and was an absolute slaughter if you got caught in the open.  Deep woods and in buildings were the only times we had a chance.  Payback was a bitch though after I successfully nailed one guy who thought he was invincible in a close combat scenario he decided to be a prick when he caught me in the open an hour later and nailed me 6 or 8 times from about 40' with his turbo powered gun.  It was like being shot with plastic bullets and left bruises that lasted most of a week.  A fine example of pay-to-win PvP that I never went back to.


Title: Re: SWTOR
Post by: Sky on August 07, 2011, 08:32:53 AM
he decided to be a prick when he caught me in the open an hour later and nailed me 6 or 8 times from about 40' with his turbo powered gun.
Well, at least you can go over, break his leg and shove your rental gun up his ass. Not an option when you get rolled by a guild with all "BIS" gear and voip, eh? In online pvp, you are either alpha and adapt to those methods or bring your own lube because otherwise you're going to be very sore for a very long time.

To quote myself from the Rift thread, roflpvp. That shit needs to be split away from the pve game and kept in some quarantined hermetic vault so that the two sides never infect each other. Otherwise you get people bitching about autoface and shit that is nothing but helpful in pve but creates rivers of tears in pvp. Or control effects that can make for an interesting game on the one hand and totally ruin the other. They are so incompatible that it honestly boggles my mind that so many developers feel that abilities need to be shared across both rulesets, because you're going to do nothing but water everything down so that neither ruleset is very good and everything has a sort of half-assed sheen of compromised design.


Title: Re: SWTOR
Post by: Reg on August 07, 2011, 08:42:03 AM
I've never understood that either. Having spells and skills work differently in PVP vs PVE just seems like such an obvious way to defuse the tension between fans of the two game types.


Title: Re: SWTOR
Post by: Surlyboi on August 07, 2011, 09:19:22 AM
I've never understood that either. Having spells and skills work differently in PVP vs PVE just seems like such an obvious way to defuse the tension between fans of the two game types.

Cue the PVPtards complaining about being treated as second class citizens for having to learn another ruleset to pwn newbs.


Title: Re: SWTOR
Post by: Sheepherder on August 07, 2011, 09:58:01 AM
Even worse however is when some developer gets it in their head that it would be fun to make a "ranged cc class" which inevitably dominates in PvP until they are nerfed, which always occurs far to late to cure the damage done (see: early WoW warlock, current WoW frost mage).

Prior to TBC warlocks were a joke.

Payback was a bitch though after I successfully nailed one guy who thought he was invincible in a close combat scenario he decided to be a prick when he caught me in the open an hour later and nailed me 6 or 8 times from about 40' with his turbo powered gun.  It was like being shot with plastic bullets and left bruises that lasted most of a week.  A fine example of pay-to-win PvP that I never went back to.

Large numbers of bounces and bloody welts is fairly common for shit paint that's been left sitting far too long.

Every paintball gun should be chronographed to the same velocity (normally ~280 feet/second) before the game.  It's also bad form for a field owner to throw a bunch of scrubs against guys bringing their own gear.  You're just lucky that you weren't playing against people with modern guns, because the low end is still the same old, but $250 will get you something that shoots 17 rounds/second.  The guy who owned that field is shitty at his job.


Title: Re: SWTOR
Post by: Azuredream on August 07, 2011, 10:10:50 AM
Even worse however is when some developer gets it in their head that it would be fun to make a "ranged cc class" which inevitably dominates in PvP until they are nerfed, which always occurs far to late to cure the damage done (see: early WoW warlock, current WoW frost mage).
Prior to TBC warlocks were a joke.

http://www.youtube.com/watch?v=AWqaBjgAaUI&feature=related

Quote
Rogues are scissors. Warriors are rock. Hunters, Paladins, Priests, Druids, Mages, and Shamans are paper. Warlocks are mushrooms. Paper beats rock. Scissors beat paper. Scissors also happen to beat rock. Until rock hits 60 at which point rock becomes an unstoppable killing machine and then also beats paper, and would beat scissors, but it can't find scissors, because scissors are invisible. So scissors beat paper, and avoid rock, and that is called: balance.


Title: Re: SWTOR
Post by: Amaron on August 07, 2011, 10:37:56 AM
I've never understood that either. Having spells and skills work differently in PVP vs PVE just seems like such an obvious way to defuse the tension between fans of the two game types.

Judging by how long it takes them to work on any balance changes at all I'd guess they have some pretty inflexible code on the backend.   There have been some signs that this might change in other games though.   ChampO clearly has a system that allows them to make sweeping balance changes very cheaply for instance.   WoW could obviously rewrite their backend to do the same and then separate PvP/PvE but without competition why bother?   By the same token if WoW succeeds without bothering then investors won't give the go ahead to try it in other MMO's.


Title: Re: SWTOR
Post by: Sky on August 07, 2011, 12:46:32 PM
WoW is a standard to hold to only in terms of sales and subs. Because someone else has inevitably done a system better.

EQ2 has always split the pve and pvp code. No need to reinvent the wheel, you just have to be smart enough to not slavishly ape WoW when its systems aren't really the reason it's popular.

At the very least things should work differently in pvp-enabled areas, like dedicated pvp servers and arena/warfront/whatever areas. Ideally, the system would just see "target=player" and apply rule B of ability X, because then you could apply it to open flagged pvp on a pve server if needed. Or just go ahead and keep pissing off pve players and pvp players as each sees tweaks due to the other ruleset that negatively impact their own ruleset. Because people LOVE THAT.


Title: Re: SWTOR
Post by: Fordel on August 07, 2011, 03:07:23 PM
GuildWars also has a split PvE/PvP on their abilities.



I get the theory of having everything on one system, but it's one of those things that always falls into the "if you can do it right!" trap. IE: no one ever does it 'right'. Like the first step in doing it right, would be designing all your mechanics with PvP first in mind, then adjusting your PvE to fit those abilities, instead of the current design of making stuff for pve and just hoping it works out in pvp.

Mobs don't give a shit if they get farmed by some over powered combo, people do.


Title: Re: SWTOR
Post by: sam, an eggplant on August 07, 2011, 04:02:00 PM
Rift does as well-- in fact, Rift has the best implementation of a PvP/E split of all. Each class has PvP-only souls.


Title: Re: SWTOR
Post by: Sky on August 07, 2011, 06:59:44 PM
Rift does as well-- in fact, Rift has the best implementation of a PvP/E split of all. Each class has PvP-only souls.
Heh, good one.

 :oh_i_see:


Title: Re: SWTOR
Post by: sam, an eggplant on August 07, 2011, 09:01:09 PM
Did that not work out? Perhaps I should have said Rift had the right idea, not the best implementation, since I don't play it.


Title: Re: SWTOR
Post by: caladein on August 07, 2011, 09:17:40 PM
It's a shitty idea too unless the interesting mechanics and playstyles are mirrored in appropriate souls for both gametypes.


Title: Re: SWTOR
Post by: Ginaz on August 07, 2011, 10:18:31 PM
Fuck me.  I need to check my email more often.  I've had the beta invite in my inbox since 3 Aug and I've been on leave the whole time.  I'm off tomorrow too so I at least have one whole day to play.  

Downloading the updates now. SQUEEEE!!!! :heart:

Edit: Maybe I won't be playing it tomorrow.  19 GB download. :ye_gods:


Title: Re: SWTOR
Post by: eldaec on August 07, 2011, 10:51:26 PM
Edit: Maybe I won't be playing it tomorrow.  19 GB download. :ye_gods:

You must be misleading that download total etc etc...


Title: Re: SWTOR
Post by: apocrypha on August 07, 2011, 10:55:06 PM
Fuck anybody and everybody that uses "Star-Warsy" as an adjective to describe anything. It was fuckstupid when it was used to indict SWG and it's fuckstupid now.

Get fucked yourself. You know what the word means. It's a perfectly valid requirement of any game using such a strong IP - that it actually resembles said IP. If you would prefer that instead of using the term "Star Wars-y" (in quotes no less, to indicate that I am well aware that it's not a real word) I write "bearing a good likeness to the source material known as the Star Wars universe, although generally giving more credence to the movies which are far more widely familiar than any other part of that original IP".... well, then I refer you to the first sentence of this increasingly long paragraph.


Title: Re: SWTOR
Post by: Ginaz on August 07, 2011, 11:00:59 PM
Edit: Maybe I won't be playing it tomorrow.  19 GB download. :ye_gods:

You must be misleading that download total etc etc...

I wish.  16 GB to go. 


Title: Re: SWTOR
Post by: eldaec on August 07, 2011, 11:15:40 PM
And the other 119....


Title: Re: SWTOR
Post by: Murgos on August 08, 2011, 05:09:56 AM
And the other 119....

That joke got old 2 months ago when the original poster apologized for posting misleading information.  That YOU keep doing it, and only you, is pretty obnoxious.


Title: Re: SWTOR
Post by: Cyrrex on August 08, 2011, 05:18:51 AM
Has anyone else ever done a ranged tank before outside of gimmick fights?

For a short period in SWG CU, I was (I think) Master Defender, Master Rifleman and CM 4xxx.  I never heard of anyone else with such a template, but let me tell you, I was a PvE JUGGERNAUT.  For a fun time I would wade into a bunch of mobs in our group setting and aggro the ever-loving shit out of them, do most of the damage, all of the healing and barely get scratched.  People were all like WTF?!  I don't think I ever PvPed with that template, but I did with a similar template with no CM (and just regular medic healing).  Was rather effective.

On another note, I submit that Oil Tanking should forever replace Ranged DPS as an acceptable term in the F13 dictionary.



Title: Re: SWTOR
Post by: Ginaz on August 08, 2011, 07:05:35 AM
"This environment is currently unavailable for play."  What the hell does that mean??? :argh:  Pack of bastards.


Title: Re: SWTOR
Post by: Rasix on August 08, 2011, 07:15:14 AM
"This environment is currently unavailable for play."  What the hell does that mean??? :argh:  Pack of bastards.

Quit talking about the beta, smart guy.


Title: Re: SWTOR
Post by: Surlyboi on August 08, 2011, 08:11:36 AM
Fuck anybody and everybody that uses "Star-Warsy" as an adjective to describe anything. It was fuckstupid when it was used to indict SWG and it's fuckstupid now.

Get fucked yourself. You know what the word means. It's a perfectly valid requirement of any game using such a strong IP - that it actually resembles said IP. If you would prefer that instead of using the term "Star Wars-y" (in quotes no less, to indicate that I am well aware that it's not a real word) I write "bearing a good likeness to the source material known as the Star Wars universe, although generally giving more credence to the movies which are far more widely familiar than any other part of that original IP".... well, then I refer you to the first sentence of this increasingly long paragraph.

Take the sand out of your vajeezy, Francis. It's still fuckstupid. And if anybody suggests jumping up and down and running and gunning is what this or any other game needs to "feel more like the IP", they need to stop playing fucking MMOs with any tie to any IP period.


Title: Re: SWTOR
Post by: Threash on August 08, 2011, 08:12:56 AM
I would prefer running around jumping than standing at point blank range trading blaster shots any day.


Title: Re: SWTOR
Post by: Malakili on August 08, 2011, 08:18:51 AM
stop playing fucking MMOs with any tie to any IP period.

Probably good advice.


Title: Re: SWTOR
Post by: Mrbloodworth on August 08, 2011, 08:25:34 AM
Someone is angry about a game?


Title: Re: SWTOR
Post by: kildorn on August 08, 2011, 08:28:41 AM
IMO, it's only starwarsy if 95% of blaster shots miss, and it only takes one hit to kill anyone.

Me? I'm going with the old trilogy's opinion of blasters.


Title: Re: SWTOR
Post by: Sky on August 08, 2011, 08:41:13 AM
I need to know that there will be incestual kissing, otherwise it's clearly not true to canon.


Title: Re: SWTOR
Post by: apocrypha on August 08, 2011, 08:49:02 AM
Fuck anybody and everybody that uses "Star-Warsy" as an adjective to describe anything. It was fuckstupid when it was used to indict SWG and it's fuckstupid now.

Take the sand out of your vajeezy, Francis.

You were the one coming in all sandy, I was just responding in kind.

If you have a point to make then please make it. Do you object to the term "Star Wars-y" and my use of it, or do you object to the substance of what I'm arguing?

If you want me to clarify, again, then I said that a common complaint leveled against SWG (and in fact one of the main justifications for the CU/NGE that killed the game) was that it didn't feel enough like Star Wars. I maintain that most of the videos I've seen of TOR suffer from some of the same problem. Now, if you want to discuss that, then that's fine, but don't start throwing abuse at me with nothing to back it up and expect me to ignore it.

You're so surly.


Title: Re: SWTOR
Post by: Tmon on August 08, 2011, 09:15:54 AM
stop playing fucking MMOs with any tie to any IP period.

Probably good advice.

I'd change it to licensed IP.  The most disappointing MMOs I've played have been built around licensed IP.


Title: Re: SWTOR
Post by: Surlyboi on August 08, 2011, 09:57:58 AM
Fuck anybody and everybody that uses "Star-Warsy" as an adjective to describe anything. It was fuckstupid when it was used to indict SWG and it's fuckstupid now.

Take the sand out of your vajeezy, Francis.

You were the one coming in all sandy, I was just responding in kind.

If you have a point to make then please make it. Do you object to the term "Star Wars-y" and my use of it, or do you object to the substance of what I'm arguing?

If you want me to clarify, again, then I said that a common complaint leveled against SWG (and in fact one of the main justifications for the CU/NGE that killed the game) was that it didn't feel enough like Star Wars. I maintain that most of the videos I've seen of TOR suffer from some of the same problem. Now, if you want to discuss that, then that's fine, but don't start throwing abuse at me with nothing to back it up and expect me to ignore it.

You're so surly.

Didn't throw abuse at you. I threw it. You happened to jump in the way. That said, the problem with SWG was once again the fact that it was a great game, ahead of its time that was poorly suited to the IP. Especially when some of that IP's most memorable bits can be summed up by the star wars kid and some of the other shit listed here by Sky and Kildorn. Basically Star Wars is a bunch of different shit to a bunch of different people and nothing massively multiplayer will ever capture enough of what everyone's built up in their heads to ever be "that great Star Wars experience". And I'll reiterate, any MMO is poorly suited to the IP and will invariably bring complaints of "not star-warsy" or what ever you want to call it. Me? I'll settle for good enough.

That said, fuck yeah, I'm surly.


Title: Re: SWTOR
Post by: Rasix on August 08, 2011, 10:08:24 AM
I'd say the game appears KOTOR-y enough, whether or not that's Star Wars-y enough for someone is up to the individual.  If you're going to base the game against the movies, the collected game library (mostly crappy!), novels, comics, and other EU nonsense, then yah, it's not going to encompass it all.  

Honestly, I hope we don't go down this rabbit hole again.  We all know 95% of what this game is.  Anything else is just self delusion at this point.

That said, the problem with SWG was once again the fact that it was a great game, ahead of its time that was poorly suited to the IP.

The first part of that sentence just makes it seem like you're off your rocker.  But I'd rather not pad the way to 300 with more SWG talk.  :awesome_for_real:


Title: Re: SWTOR
Post by: Surlyboi on August 08, 2011, 10:10:47 AM
Heh, no rabbit holes. I'll agree combat sucked in a lot of ways, but the emergent shit was dead on.


Title: Re: SWTOR
Post by: Rasix on August 08, 2011, 10:17:33 AM
That works for me.  The issues I had were mostly combat related. (Well, outside of droid engineer. I still have no idea if they had a solid vision for that profession.)

SWTOR really needs to get rid of this NDA.  I think it may be doing more harm than good at this point.

edit: I mean, they have to drop it eventually, and then everyone will know exactly what it is and won't be able to kid themselves anymore.  It's not like this sort of relevation will take months and they can skirt the effect with a short time between NDA drop and release.  Keeping the NDA up to release would just be... I don't know, idiotic, deceptive, and paranoid.


Title: Re: SWTOR
Post by: Surlyboi on August 08, 2011, 10:18:38 AM
Agreed.


Title: Re: SWTOR
Post by: Malakili on August 08, 2011, 10:32:59 AM
That works for me.  The issues I had were mostly combat related. (Well, outside of droid engineer. I still have no idea if they had a solid vision for that profession.)

SWTOR really needs to get rid of this NDA.  I think it may be doing more harm than good at this point.

edit: I mean, they have to drop it eventually, and then everyone will know exactly what it is and won't be able to kid themselves anymore.  It's not like this sort of relevation will take months and they can skirt the effect with a short time between NDA drop and release.  Keeping the NDA up to release would just be... I don't know, idiotic, deceptive, and paranoid.


Its not like there hasn't been an enormous amount of leaked stuff anyway.  I know thats off limits here so I won't say anything specific, but realistically, anyone who cares enough to be upset about what the game is or isn't is probably capable of finding this stuff out.

That being said, I agree with what you said in principle - I can't really see the point of the NDA at this stage. 


Title: Re: SWTOR
Post by: WindupAtheist on August 08, 2011, 10:33:34 AM
The NDA ceased to exist weeks ago everywhere but here, and inside some EA executive's head.


Title: Re: SWTOR
Post by: Reg on August 08, 2011, 10:43:50 AM
Yea the NDA is just stupid at this point. I've looked around at some of the leaks and it's not like they have anything terrible to hide.


Title: Re: SWTOR
Post by: Kirth on August 08, 2011, 10:49:26 AM
The NDA ceased to exist weeks ago everywhere but here, and inside some EA executive's head.

I had always thought that they were more stringent here because of a (or what used to be) developer presence. Unless its a blizzard title.


Title: Re: SWTOR
Post by: Surlyboi on August 08, 2011, 10:55:24 AM
Bingo


Title: Re: SWTOR
Post by: Rasix on August 08, 2011, 11:02:48 AM
I'm not going to potentially jeopardize someone's employment because I want more convenient access to my NDA breakage.

edit: And yah, put me into the "giant square" category.  I think that's pretty well known by now.  :awesome_for_real:


Title: Re: SWTOR
Post by: caladein on August 08, 2011, 11:06:34 AM
Honestly, one of the things I quite like about f13 is that we don't treat NDA breaks as fait accompli.  Partially because I'm a massive square (and if you want to inform your own purchasing decision the resources are out there) but mostly because people armchairing about something without any attempt at understanding context makes me stabby.


Title: Re: SWTOR
Post by: Kirth on August 08, 2011, 11:08:48 AM
Honestly, one of the things I quite like about f13 is that we don't treat NDA breaks as fait accompli.  Partially because I'm a massive square (and if you want to inform your own purchasing decision the resources are out there) but mostly because people armchairing about something without any attempt at understanding context makes me stabby.

I totally agree.


Title: Re: SWTOR
Post by: eldaec on August 08, 2011, 11:12:29 AM
Sony send Rasix, Trippy et al early beta spots gin and whores every time they oppress someone re: NDAs imo.

Fight the power and so on.

http://www.bbc.co.uk/news/uk-england-london-14450248

Quote
London riots: Violence erupts for third day

Riot police have again been deployed to the streets of London as violence broke out for a third day.

Police have clashed with rioters in Hackney and vehicles have been set on fire in Peckham and Lewisham.

It follows two nights of violence over the weekend following the moderator 'Rasix' giving someone a good telling off about NDAs on a popular fighter jet themed internet community website.

London's mayor Boris Johnson is cutting short his holiday to return to the capital as more than 200 people have been arrested and 35 officers injured.

Home Secretary Theresa May also returned early from holiday to meet Acting Metropolitan Police (Met) Commissioner Tim Godwin and other senior officers.


Title: Re: SWTOR
Post by: apocrypha on August 08, 2011, 12:17:59 PM
Didn't throw abuse at you. I threw it. You happened to jump in the way.

Fair do's, I am in mild nicotine withdrawal today (for like the 3rd time in 2 years) so, whatever :p

I still think the standing-still-shooting-at-each-other combat looks retarded though  :why_so_serious:


Title: Re: SWTOR
Post by: 01101010 on August 08, 2011, 12:21:58 PM
Didn't throw abuse at you. I threw it. You happened to jump in the way.

Fair do's, I am in mild nicotine withdrawal today (for like the 3rd time in 2 years) so, whatever :p

I still think the standing-still-shooting-at-each-other combat looks retarded though  :why_so_serious:

I tend to agree... even STO attempted to give movement to their ground combat.


Title: Re: SWTOR
Post by: Sobelius on August 08, 2011, 01:15:39 PM
I still think the standing-still-shooting-at-each-other combat looks retarded though  :why_so_serious:

But don't you have to stand relatively still to get off a decently effective shot from most projectile weapons?

What I think looks ridiculous is combatants standing out in the open -- i.e. no cover - and standing still (whether shooting or not) in the middle of a firefight. At least the smuggler gets to use cover, and the light-saber wielders move around when deflecting shots. It's the toons that just stand there and exchange shots without any pretense of defense that looks horrible. All that effort they put into character dialogue/voice-over and story/personality, but then during fights the characters lose all sense of personality?


Title: Re: SWTOR
Post by: sam, an eggplant on August 08, 2011, 01:55:07 PM
The iconic bounty hunter is obviously Boba Fett. He didn't take cover; he used his jetpack and launched rockets from the air. SWTOR has that, alongside flamethrowers and a bunch of other tricks. It feels (sorry) star-wars'ey.

The SWTOR trooper doesn't really have a SW movie analogue. The closest is the stormtrooper/clone army, but they're cannon fodder so who wants to play as one of them? Think of them as space marines, carrying huge gatling lasers with mounted grenade launchers.


Title: Re: SWTOR
Post by: Ingmar on August 08, 2011, 01:57:10 PM
The iconic bounty hunter is obviously Boba Fett. He didn't take cover; he used his jetpack and launched rockets from the air. SWTOR has that, alongside flamethrowers and a bunch of other tricks. It feels (sorry) star-wars'ey.

The SWTOR trooper doesn't really have a SW movie analogue. The closest is the stormtrooper/clone army, but they're cannon fodder so who wants to play as one of them? Think of them as space marines, carrying huge gatling lasers with mounted grenade launchers.

Or just watch the Clone Wars cartoon, really.


Title: Re: SWTOR
Post by: Fordel on August 08, 2011, 03:29:30 PM
Did someone light the Trooper signal?  :why_so_serious:

(http://www.nexuszero.net/Img/clone_wars.gif)

http://www.youtube.com/watch?v=DaJ06YqytYM

http://www.youtube.com/watch?v=bgY00sSi7F4 -edit I apparently pasted only half the link :( - -edit 2 I fixed it! :) -



There's also one of my favorite games : http://store.steampowered.com/app/6000/ Republic Commando, has a bunch of Novels around the concept too. Pretty good as far as StarWars books go and the game is great.


Title: Re: SWTOR
Post by: Chimpy on August 08, 2011, 03:58:54 PM
Can we treat Fordel posting that damn trooper .GIF the same way we treat the posting of Sky's "best avatard ever"?


Title: Re: SWTOR
Post by: Rasix on August 08, 2011, 04:01:07 PM
No.


Title: Re: SWTOR
Post by: Merusk on August 08, 2011, 04:08:20 PM
Great, because it's still awesome.


Title: Re: SWTOR
Post by: Malakili on August 08, 2011, 04:08:36 PM
They've really gone out of their way to hype up the trooper in the CG videos.  I kind of get the impression its supposed to be like a specialist or something, not one of the standard troopers.  Then again, it doesn't really matter.


Title: Re: SWTOR
Post by: Lantyssa on August 08, 2011, 04:15:47 PM
Take one frame of your trooper video and replay it forty times.  That will be SWTOR combat.  Not shooting each target once or twice and jumping to the next in an action packed slaughter of droids.


Title: Re: SWTOR
Post by: Fordel on August 08, 2011, 04:25:43 PM
Take one frame of your trooper video and replay it forty times.  That will be SWTOR combat.  Not shooting each target once or twice and jumping to the next in an action packed slaughter of droids.


Next you'll tell me one stab of my sword won't kill a man in WoW!  :ye_gods:


Title: Re: SWTOR
Post by: Samprimary on August 08, 2011, 05:14:54 PM
I think the best reason for the NDA coming down at this point is that most places on the internet have reached that sort of critical nitpicky mass where everything is mountains out of (fragments of leaked) molehills, and it gets a little bit tedious after a while.


Title: Re: SWTOR
Post by: Kageru on August 08, 2011, 05:39:22 PM
Did someone light the Trooper signal?  :why_so_serious:

Wow, I've never watched that cartoon before but that is some tragically bad animation.

I did watch some gameplay video (several characters doing an instance) and watching the lead guy shoot 40-50 shots and several grenades into one opponent before they fall down looked terrible. The blaster having lots of misses, deflections, target evading and a few telling shots would have looked so much better. Perhaps have a hidden "real" hit point bar and a visible "rendered hits" being 1/10th of that would have worked better.


Title: Re: SWTOR
Post by: Samprimary on August 08, 2011, 06:18:22 PM
Wow, I've never watched that cartoon before but that is some tragically bad animation.

The artistic theme of the series is Genndy Tartakovsky going off the deep end after Samurai Jack, trying for minimalist 'stylized' cartoonery which, honestly, I think will be remembered as pretty goddamned ugly.

The character design was particularly bad. Anakin looked like he had been hit by a truck.


Title: Re: SWTOR
Post by: Crumbs on August 08, 2011, 09:29:50 PM
Wow, I've never watched that cartoon before but that is some tragically bad animation.

The artistic theme of the series is Genndy Tartakovsky going off the deep end after Samurai Jack, trying for minimalist 'stylized' cartoonery which, honestly, I think will be remembered as pretty goddamned ugly.

The character design was particularly bad. Anakin looked like he had been hit by a truck.

To each his own, but I hope you don't think eps 1-3 possessed even a fraction of the quality of Tartakovsky's CW. 


Title: Re: SWTOR
Post by: Spiff on August 08, 2011, 11:07:31 PM
I did watch some gameplay video (several characters doing an instance) and watching the lead guy shoot 40-50 shots and several grenades into one opponent before they fall down looked terrible.

I do remember them talking all about how you'd be 'a real hero' taking on hordes of enemies in SWOR instead of just beating on a few freakishly strong ones, way back when this thread was still on double digits.
This made me hope it would have more of a CoX feel to it, I don't get that from the videos.

Also the cover system seems very underused, sounded like a potentially nice twist on ranged combat, but it's really only the smuggler that occasionally seems to use it (and not even all that much from what I've seen).

I don't want it to look like exactly like Star Wars did (I'm not that delusional), I want it to feel like it;
i.e. like the coolest shit I've ever seen!
I'm not 9 years old any more, so that may be a bit much, but I'd like a little less KoToR and a little more Fordel's GiF.


Title: Re: SWTOR
Post by: Fordel on August 08, 2011, 11:45:51 PM
I'll be honest, my distant delusional hope was the game was going to be much closer to MassEffect style combat, then traditional MMO stuff. ME Pretty much has all the blaster, gadgets and forcepower stuff already, but the melee stuff balls it all up I imagine.


Oh well.


Title: Re: SWTOR
Post by: Lantyssa on August 09, 2011, 06:05:58 AM
I think the huge piles of money going into it is what messes it up.  ME style combat would have gone over smashingly well.


Title: Re: SWTOR
Post by: Mrbloodworth on August 09, 2011, 06:07:50 AM
Meh.


Title: Re: SWTOR
Post by: Murgos on August 09, 2011, 06:16:19 AM
I think the huge piles of money going into it is what messes it up.  ME style combat would have gone over smashingly well.

I'm sorry, I missed it.  What part of ME didn't have you standing stock still emptying full clips into things to work down their health bar?


Title: Re: SWTOR
Post by: Sobelius on August 09, 2011, 07:32:58 AM
Part of the problem is that we're watching the gameplay, not playing it. Perhaps it will feel different when we're in the middle of the fight? (I'm guessing no. But it occurred to me that when I'm playing I usually never stop to think about whether the PvE opponent is standing still or not; in PvP I expect them to move around quite a bit.)

Anyone have links to video examples of MMO ranged combat that doesn't look like this? Say, perhaps, a rogue from RIFT using Swift Shot with a gun to run around and pew pew? is that what we're all saying we kind of want to see in SWTOR?


Title: Re: SWTOR
Post by: Nebu on August 09, 2011, 07:46:40 AM
Anyone have links to video examples of MMO ranged combat that doesn't look like this? Say, perhaps, a rogue from RIFT using Swift Shot with a gun to run around and pew pew? is that what we're all saying we kind of want to see in SWTOR?

I'd love to see some pvp video.  That will tell me a lot about the game and the combat mechanics. 


Title: Re: SWTOR
Post by: Mrbloodworth on August 09, 2011, 07:54:44 AM
Anyone have links to video examples of MMO ranged combat that doesn't look like this? Say, perhaps, a rogue from RIFT using Swift Shot with a gun to run around and pew pew? is that what we're all saying we kind of want to see in SWTOR?

http://www.firefallthegame.com/

http://vindictus.nexon.net/

http://www.planetside2.com/

http://www.tera-online.com/

http://www.bladeandsoul.com/global/en

http://www.globalagendagame.com/

http://www.drakensang-online.com/

I could go on...


Personally, I have fatigue with the "standard" MMO combat. Its tiresome to me. I am very glad there is movements away from it, though it will never truly go away. For me, its not just ranged combat, but the trillions of billions of "abilities" that have no utility, just different numbers. When it comes to gunfire, I cringe at projectiles that bend paths. Spells, no so much.

But in many games, there is no difference between a spell, a gun, a projectile, or for that matter even a sword swing. Did you have them targeted? Then you hit.   :oh_i_see:  Move around? Line of sight? Not very present.

I have watched a number of SWTOR combat videos, I kept asking myself why they are moving around so much, there is no reason to in most cases, its just the developers trying to make it look more action packed. Its true, games not have AOEs and other positional stuff to avoid, but really.... Its the base combat I think I am burnt out on.


Title: Re: SWTOR
Post by: Nebu on August 09, 2011, 07:58:04 AM
Any of those pvp? I'll take a peek.


Title: Re: SWTOR
Post by: Mrbloodworth on August 09, 2011, 08:00:52 AM
Any of those pvp? I'll take a peek.

Some yeah. I listed them because they have a fundamentally different combat system than your standard MMORPG. Quality may vary.


Title: Re: SWTOR
Post by: Lantyssa on August 09, 2011, 08:05:33 AM
Planetside 2 and Blade and Soul will have PvP.  Vindictus doesn't, though the combat model is at least worth looking at as an idea on how to do something different.  Not sure on any of the others.

Firefall or Planetside 2 are probably going to be the most applicable to how SWTOR could have done more exciting combat.


Title: Re: SWTOR
Post by: Nebu on August 09, 2011, 08:07:55 AM
Firefall or Planetside 2 are probably going to be the most applicable to how SWTOR could have done more exciting combat.

Planetside really failed for me.  It played like an FPS, but there were already a multitude of FPS available that were better.  I don't think persistence really ever helped PS as the battles really never meant anything... much like an FPS.  If PS2 can find a middle ground between character development and a solid objective-based pvp mechanism, I may get excited about it.


Title: Re: SWTOR
Post by: Mrbloodworth on August 09, 2011, 08:13:08 AM
Planetside 2 and Blade and Soul will have PvP.  Vindictus doesn't, though the combat model is at least worth looking at as an idea on how to do something different.  Not sure on any of the others.

Firefall or Planetside 2 are probably going to be the most applicable to how SWTOR could have done more exciting combat.

They all have action based combat. Hell, we can toss Darkfall in there too. They at least tried, and in some cases, succeeded in bring an action combat system to the mix. Hell, FALLEN EARTH is even closer to more action based while maintaining some RPG conventions. While quality of the overall games may vary, saying anything but standard RPG combat is not possible is quite far off.

SWTOR is simple catering ( likely rightly so ) to those that enjoy this form of numbers based combat. I liked it to, for over 10 years, I need more now. Less calculators, more face smashing please.




( Doing my part to get to 300 )


Title: Re: SWTOR
Post by: Mrbloodworth on August 09, 2011, 08:25:23 AM
Vindictus does have PvP (http://youtu.be/uIr_HgObKog?hd=1) BTW. But its arena based, of course.


Title: Re: SWTOR
Post by: Lantyssa on August 09, 2011, 08:55:09 AM
That's new then.  They didn't when I last played.


Title: Re: SWTOR
Post by: Mrbloodworth on August 09, 2011, 08:56:35 AM
Yeah they have been adding stuff a chunk at a time over there, some of it also has to be translated for us as well.


Title: Re: SWTOR
Post by: Merusk on August 09, 2011, 09:11:16 AM
I think the huge piles of money going into it is what messes it up.  ME style combat would have gone over smashingly well.

I'm sorry, I missed it.  What part of ME didn't have you standing stock still emptying full clips into things to work down their health bar?

The sniping part.  I played an Infiltrator.  Very few things lived through more than one shot with the proper ammo loaded.  Those that did made more sense because you were whittling-away shields then armor/ biotics then health wend down very quickly.

Seems an easy fix for KOTOR... just have 3 health bars.....


Title: Re: SWTOR
Post by: Murgos on August 09, 2011, 03:07:38 PM
The sniping part.  I played an Infiltrator.  Very few things lived through more than one shot with the proper ammo loaded.  Those that did made more sense because you were whittling-away shields then armor/ biotics then health wend down very quickly.

Seems an easy fix for KOTOR... just have 3 health bars.....

I just watched a leaked IA video where the agent stealthed through 95% of the mission.  Careful use or terrain and stun darts (?), access a couple of computers, knock out a comm relay, plant some explosives and done.  Only had to fight twice the entire time.  It wasn't Thief but, then again, nothing is.

I'm pretty excited to play this game.


Title: Re: SWTOR
Post by: Rasix on August 09, 2011, 03:14:19 PM
The sniping part.  I played an Infiltrator.  Very few things lived through more than one shot with the proper ammo loaded.  Those that did made more sense because you were whittling-away shields then armor/ biotics then health wend down very quickly.

Seems an easy fix for KOTOR... just have 3 health bars.....

I just watched a leaked IA video where the agent stealthed through 95% of the mission.  Careful use or terrain and stun darts (?), access a couple of computers, knock out a comm relay, plant some explosives and done.  Only had to fight twice the entire time.  It wasn't Thief but, then again, nothing is.

I'm pretty excited to play this game.


(http://images.icanhascheezburger.com/completestore/FurrowedBrowCa128385097162372500.jpg)

edit: granted, I may just be misinterpreting "leaked" here.  I can unfurrow if needed.


Title: Re: SWTOR
Post by: Paelos on August 09, 2011, 08:03:40 PM
Careful, there's furrowing afoot!


Title: Re: SWTOR
Post by: Furiously on August 09, 2011, 08:30:26 PM
I sense a disturbance in the nda. It's as if a million leaked videos suddenly called out.

It sure would be nice if they were a bit more detailed about the early access bit.


Title: Re: SWTOR
Post by: Draegan on August 09, 2011, 08:31:28 PM
Of course I have no idea what video he's talking about.  But if I'm reading his post correctly, it appears that the player he watched just stealth through terrain like any Rogue would do in vanilla WOW to completed a quest where you just clicked on stuff, then restealthed.


Title: Re: SWTOR
Post by: Margalis on August 09, 2011, 08:54:30 PM
The thing about most games with stealth and diplomacy as options rather than the point of the game is there is always some boss that requires straight-up fighting.

Nobody is going to make a raid boss you can stealth around or reason with. I don't think anyway.


Title: Re: SWTOR
Post by: Evildrider on August 09, 2011, 10:24:37 PM
The sniping part.  I played an Infiltrator.  Very few things lived through more than one shot with the proper ammo loaded.  Those that did made more sense because you were whittling-away shields then armor/ biotics then health wend down very quickly.

Seems an easy fix for KOTOR... just have 3 health bars.....

I just watched a leaked IA video where the agent stealthed through 95% of the mission.  Careful use or terrain and stun darts (?), access a couple of computers, knock out a comm relay, plant some explosives and done.  Only had to fight twice the entire time.  It wasn't Thief but, then again, nothing is.

I'm pretty excited to play this game.


(http://images.icanhascheezburger.com/completestore/FurrowedBrowCa128385097162372500.jpg)

edit: granted, I may just be misinterpreting "leaked" here.  I can unfurrow if needed.

Your instincts are correct.


Title: Re: SWTOR
Post by: Velorath on August 10, 2011, 02:09:44 AM
The thing about most games with stealth and diplomacy as options rather than the point of the game is there is always some boss that requires straight-up fighting.

Nobody is going to make a raid boss you can stealth around or reason with. I don't think anyway.

The other issue is that bypassing all those mobs, you're also skipping out on the xp and loot you'd get from killing them (unless you do something like Mass Effect 2 where all your xp comes from completing missions, but that's obviously not how SWTOR is set up).


Title: Re: SWTOR
Post by: Malakili on August 10, 2011, 03:35:09 AM


The other issue is that bypassing all those mobs, you're also skipping out on the xp and loot you'd get from killing them (unless you do something like Mass Effect 2 where all your xp comes from completing missions, but that's obviously not how SWTOR is set up).

Yeah, always had this "problem" in WoW after I respecced feral.  In vanilla I was batshit crazy and leveled resto (well to be semi fair I guess the balance and feral tress were shit then, but still, what was I thinking?), but by the time TBC and later rolled around it was all feral leveling all the time and I stealthed past tons of content.  I guess the quicker turn around on quest XP makes up for it in terms of pure time, but I found myself doing the very end of Netherstorm before I hit 70, where as on my alts I hit 70 early in Netherstorm, most other things (rested exp, amount of dungeons done while leveling) were all relatively equal among them.

I'd love some sort of system which gave your experience for successfully getting past an enemy in any fashion.   In pencil and paper D&D we always used to give out exp for being clever and finding alternate solutions to problems, but I guess its a lot easier to do that when a person is in charge rather than having to program it all in from the outset.  Still, that'd be real neat.  4th edition has gone out of its way to add in rules for non combat encounters, I actually like them a bit less than the free form encounters we'd come up with in 3rd (and yes, I realize you can still do it freeform in 4th if you like), so maybe someone can try coming up with a non combat equivalent for an MMO.

edit: typo.


Title: Re: SWTOR
Post by: Kirth on August 10, 2011, 03:36:14 AM

edit: granted, I may just be misinterpreting "leaked" here.  I can unfurrow if needed.

Let the hate flow through you.


Title: Re: SWTOR
Post by: 01101010 on August 10, 2011, 04:05:32 AM


The other issue is that bypassing all those mobs, you're also skipping out on the xp and loot you'd get from killing them (unless you do something like Mass Effect 2 where all your xp comes from completing missions, but that's obviously not how SWTOR is set up).

Yeah, always had this "problem" in WoW after I respecced feral.  In vanilla I was batshit crazy and leveled resto (well to be semi fair I guess the balance and feral tress were shit then, but still, what was I thinking?), but by the time TBC and later rolled around it was all feral leveling all the time and I stealthed past tons of content.  I guess the quicker turn around on quest XP makes up for it in terms of pure time, but I found myself doing the very end of Netherstorm before I hit 70, where as on my alts I hit 80 early in Netherstorm, most other things (rested exp, amount of dungeons done while leveling) were all relatively equal among them.

I'd love some sort of system which gave your experience for successfully getting past an enemy in any fashion.   In pencil and paper D&D we always used to give out exp for being clever and finding alternate solutions to problems, but I guess its a lot easier to do that when a person is in charge rather than having to program it all in from the outset.  Still, that'd be real neat.  4th edition has gone out of its way to add in rules for non combat encounters, I actually like them a bit less than the free form encounters we'd come up with in 3rd (and yes, I realize you can still do it freeform in 4th if you like), so maybe someone can try coming up with a non combat equivalent for an MMO.

And Rift. I did a number of quests where I stealthed passed vast swaths of mobs to complete but found myself out of quests before the next hub would be available.


Title: Re: SWTOR
Post by: Murgos on August 10, 2011, 05:31:09 AM
edit: granted, I may just be misinterpreting "leaked" here.  I can unfurrow if needed.

Meh.  If you want to stick your fingers in your ears and go, "LALALALALA" that's on you, I don't have an NDA and I didn't have to break someones confidence to watch a youtube video so I'm not going to censor myself.  I'll come back to this thread sometime in the gfuture when it's not just built on pointless circular speculation and people are discussing things as they are rather than as they imagine them to be.


Title: Re: SWTOR
Post by: Spiff on August 10, 2011, 05:53:03 AM
so maybe someone can try coming up with a non combat equivalent for an MMO.

I think a solution was already mentioned: simply put the xp all in the quest rewards (perks, crafting, ...) and not on the mobs, the way ME2 handles it.
Is there any reason for mobs to give xp in an MMO like this?

You might miss out on some random loot droppage, but that's not really something I'd mind (you can still kill em all! if you must anyhow).


Title: Re: SWTOR
Post by: Sjofn on August 10, 2011, 06:28:37 AM
The problem there is if they have aggressive mobs, I would begin to really fucking resent having to kill them because they're hanging out near something I want to get to that isn't related to a quest I am currently doing. I already resent the overwhelming amount of random aggro mob bullshit I have to kill in Rift, if they didn't give XP I would probably drive to some dev's house and kick them in the nuts.

There's also the issue of if the combat is just fun to do no matter what (which I won't assume will be the case here, mind you). In CoX and CO, I just liked punching bad guys in the face for no reason other than they are bad guys and fighting a bunch of assholes at once BECAUSE I CAN is fun. But in CO (CoX to a lesser degree, and yes I remember when they nerfed street sweeping), you got squat for doing it, and it seemed weird to discourage your players from doing something that's just fun on its own because it's so aggressively a waste of your playtime compared to questing.


I never really felt like my stealthers were missing out on a LOT of XP doing the sneaky sneak, stab the one guy, sneak out thing, but that could be mostly because they were almost always in rested XP land. I never really pay attention to when I hit the cap, so long as I hit it without having to grind mobs, and I definitely never had to do that.


Title: Re: SWTOR
Post by: Malakili on August 10, 2011, 06:44:17 AM
The problem there is if they have aggressive mobs, I would begin to really fucking resent having to kill them because they're hanging out near something I want to get to that isn't related to a quest I am currently doing. I already resent the overwhelming amount of random aggro mob bullshit I have to kill in Rift, if they didn't give XP I would probably drive to some dev's house and kick them in the nuts.

There's also the issue of if the combat is just fun to do no matter what (which I won't assume will be the case here, mind you). In CoX and CO, I just liked punching bad guys in the face for no reason other than they are bad guys and fighting a bunch of assholes at once BECAUSE I CAN is fun. But in CO (CoX to a lesser degree, and yes I remember when they nerfed street sweeping), you got squat for doing it, and it seemed weird to discourage your players from doing something that's just fun on its own because it's so aggressively a waste of your playtime compared to questing.



Nailed it.


Title: Re: SWTOR
Post by: Sobelius on August 10, 2011, 06:45:36 AM
There's also the issue of if the combat is just fun to do no matter what ...

I have a rogue riftstalker/bladedancer/nightblade PvE build in RIFT that is a lot of fun to play -- I feel like I have great stealth, offense and defense options.  Shadow Assault (teleport behind the target and get an attack off) is flat out cool. A quest may tell me specifically whether I have to kill something or not, but at least I have a some fun choices about what I do along the way. I am hoping the smuggler/IA abilities in SWTOR will provide an equal number of play options.


Title: Re: SWTOR
Post by: Nebu on August 10, 2011, 07:02:49 AM
I have an idea.  Eliminate stealth from games with an xp grind and pvp component.   It's not even stealth the way it's implemented in MMOs.  It's invisibility. 


Title: Re: SWTOR
Post by: Malakili on August 10, 2011, 07:21:33 AM
I have an idea.  Eliminate stealth from games with an xp grind and pvp component.   It's not even stealth the way it's implemented in MMOs.  It's invisibility. 

That'd be neat if you could be sneaky legitimately.  Stealth has always been a mechanic in RPGs that is basically just "well, we need to make you sneaking around into a dice roll."  If aggro was based on things like a noise meter and line of sight, you could just sneak around, maybe with some skills to govern how much sound you make.  However, I can't think of a particularly better way to do it than the dice roll it is now when the term "aggro radius" still means something.  We've seen this done well in some games, but I'm not sure if could be worked into MMOs the way they are currently designed.


Title: Re: SWTOR
Post by: kildorn on August 10, 2011, 07:27:03 AM
Stealth gameplay is usually based around alternate routes of entry. It's invisibility in MMOs because, well, there's usually only one door and it's got a few dudes hanging out in front of it.

Basically, to make stealth gameplay in an MMO would require you to stop making it a "class" you stealthed with, but a gameplay choice anyone could be involved with.

.. And then who would gank lowbies?

edit: not to say I like how stealth is done, I just think that making stealth not invisibility would basically be "kill the idea of stealth classes, and make it a gameplay mechanic for everyone"

And I would so love ME2 style "end of mission = rewards" and maybe crafting loot or something off killed targets. Because ME2's combat was FUN, so stealth or not, I enjoyed getting into a firefight and didn't feel like it was a waste of my gaming time. But doing say, Blackrock Depths with rewards only at the end would suck. Actually, BRD with anything just sucks. And ME2 style loot at the end would also suck if you got a fucking trolly group that went to the last boss and kicked people/didn't do the fight because lol trolls. Sigh, people suck.


Title: Re: SWTOR
Post by: Sky on August 10, 2011, 07:36:25 AM
I have an idea.  Eliminate stealth from games with an xp grind and pvp component.   It's not even stealth the way it's implemented in MMOs.  It's invisibility. 
Or take pvp out of pve games  :grin:

The xp thing, I guess (as usual) I'm an outlier and I don't really pay attention. In CO, it was fun to fly around beating guys up, so that's what I did. Didn't even notice I didn't get a lot of xp, because I was having fun. In EQ2 I played with combat exp turned off completely on all but one character, so that should be an indicator of my feeling about combat exp :) But in TOR, it seems silly to worry about 'grinding' xp. I'm sure you can distill any game down into its basic components, but why ruin it for yourself? Sit back and enjoy the ride, invisibly.


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 08:11:26 AM
Stealth should work like Oblivion's sneak.


Title: Re: SWTOR
Post by: Lantyssa on August 10, 2011, 08:14:29 AM
As long as you have leveling, it's good to have everything provide a bit of xp.  Then no one feels like they're wasting their time.  The root problem is that there is xp at all, so making a balanced system is difficult and always will be since each game will have it's good and bad bits.  (Not that making a good system without xp is necessarily any easier.)


Title: Re: SWTOR
Post by: Ginaz on August 10, 2011, 09:30:05 AM
The only thing I can say without being inflicted with a furrowing of a lifetime is that I've now pre-ordered. :nda:


Title: Re: SWTOR
Post by: Threash on August 10, 2011, 10:49:03 AM
They could just make it like Deus Ex and give an exp bonus for doing a quest without being seen or aggroing anyone.


Title: Re: SWTOR
Post by: Amaron on August 10, 2011, 11:04:03 AM
I have an idea.  Eliminate stealth from games with an xp grind and pvp component.   It's not even stealth the way it's implemented in MMOs.  It's invisibility. 
Or take pvp out of pve games  :grin:

I can kind of agree with this but the "PvE game" categorization you're implying will never apply to a mass market MMO.   People who like at least some PvP in their theme park vastly outnumber PvE purists.


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 11:49:07 AM
Uh, most servers are PvE servers across most games. ( Still include arena type stuff though ).


Title: Re: SWTOR
Post by: Amaron on August 10, 2011, 12:19:29 PM
Uh, most servers are PvE servers across most games. ( Still include arena type stuff though ).

I'm not sure if you misread what I said or you actually believe there is a mass market MMO besides WoW yet.


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 12:22:39 PM
Wut.


Title: Re: SWTOR
Post by: Sky on August 10, 2011, 12:26:19 PM
I'm not sure if you misread what I said or you actually believe there is a mass market MMO besides WoW yet.
Never stop with your entertaining craziness.


Title: Re: SWTOR
Post by: Paelos on August 10, 2011, 12:26:25 PM
PVP with levels and gear =   :why_so_serious:


I don't care if you put that retarded sideshow in your game for the kiddies who enjoy azzraping noobs, just keep it cornered off by itself. No pve to pvp skill balancing, thanks. That's pointless.


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 12:34:18 PM
I keep forgetting wow was the first MMO.


Title: Re: SWTOR
Post by: Amaron on August 10, 2011, 12:44:25 PM
Are we seriously disagreeing over the meaning of mass market?  It looks to me like some people getting butt hurt because I said battlegrounds are popular in WoW and you can't have your PvE only game.


Title: Re: SWTOR
Post by: Sky on August 10, 2011, 01:17:39 PM
It looks to me like some people getting butt hurt
I'm sure it does, sweetheart.


Title: Re: SWTOR
Post by: caladein on August 10, 2011, 01:23:04 PM
Uh, most servers are PvE servers across most games. ( Still include arena type stuff though ).

Comparing what the rulesets are called without looking at their content isn't terribly useful.  A lot of older titles' PvP servers were borderline-FFA.  WoW's PvP servers are pretty much the same as the PvE ones with some fights every once in a while.  As a result, they're not dramatically less popular (-25% to -35%) and that's without counting all of the PvE servers' players that enjoy Arenas or the occasional Battleground.

I don't expect any game with a lot of money behind it to run with a bullet point of "Has little to no player versus player content!" and so players are going to expect it to be fun, functional, and well supported.  And that means annoying players like Paelos, overfitting, or being generically inelegant.


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 01:31:36 PM
No open world PvP = PvE.

Open world PvP = PvP.

"Battle grounds" are irrelevant, as the are ignorable and contained and exist on both types, many even use entirely contained stats, gear and progression.

WoW's PvP servers are pretty much the same as the PvE ones with some fights every once in a while.

Not even the slightest. Quest hubs do not get wiped out on PvE servers.


Title: Re: SWTOR
Post by: Surlyboi on August 10, 2011, 01:40:13 PM
No open world PvP = PvE.

Open world PvP = A general clusterfuck.

Sorted.


Title: Re: SWTOR
Post by: Malakili on August 10, 2011, 01:41:30 PM
Where does voluntarily perma-flagging on a PvE server fit into this discussion?


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 01:42:25 PM
Where does voluntarily perma-flagging on a PvE server fit into this discussion?

Its an opt-in like arenas.


Title: Re: SWTOR
Post by: Amaron on August 10, 2011, 01:43:41 PM
"Battle grounds" are irrelevant, as the are ignorable and contained and exist on both types, many even use entirely contained stats, gear and progression.

You're just ignoring Sky's point by saying that.   He doesn't want his PvE fucked up by PvP balancing.   Battlegrounds being extremely popular will certainly fuck up PvE with PvP balancing even if 90% of the servers are PvE servers.


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 01:45:42 PM
No, I'm not ignoring his point. I am correcting your assertion. Because a PvE rule set has a battleground does not make it a PvP server. More games have been moving away from them even using the same numbers and progression.

While some may choose a PvE server, and still like PvP, I can guarantee they are there mostly for the Pve, and do not want some leet dude fucking up the PvE game they are playing, UNTIL THEY WANT IT in a segragated, op-in area that has jack all to do with the rest of the game.


Title: Re: SWTOR
Post by: Amaron on August 10, 2011, 01:47:59 PM
No, I'm not ignoring his point. I am correcting your assertion.

How exactly are you correcting my assertion that PvP as an activity is popular?


Title: Re: SWTOR
Post by: Crumbs on August 10, 2011, 01:48:20 PM
"Battle grounds" are irrelevant, as the are ignorable and contained and exist on both types, many even use entirely contained stats, gear and progression.

You're just ignoring Sky's point by saying that.   He doesn't want his PvE fucked up by PvP balancing.   Battlegrounds being extremely popular will certainly fuck up PvE with PvP balancing even if 90% of the servers are PvE servers.

It will until someone finally realizes PVP should be entirely separate from the PVE game.  Not hard.  Rift took a step in this direction, and hopefully some brave company will go all the way.


Title: Re: SWTOR
Post by: Paelos on August 10, 2011, 01:50:10 PM
No, I'm not ignoring his point. I am correcting your assertion.

How exactly are you correcting my assertion that PvP as an activity is popular?

Because pretty much every game that's tried to focus on it gets hamstrung by it's inherent stupidity in the MMO format?


Title: Re: SWTOR
Post by: caladein on August 10, 2011, 01:50:18 PM
No, I'm not ignoring his point. I am correcting your assertion. Because a PvE rule set has a battleground does not make it a PvP server. More games have been moving away from them even using the same numbers and progression.

While some may choose a PvE server, and still like PvP, I can guarantee they are there mostly for the Pve, and do not want some leet dude fucking up the PvE game they are playing, UNTIL THEY WANT IT in a segragated, op-in area that has jack all to do with the rest of the game.

The point isn't that you the PvE player can or can't ignore PvP, it's that the developers can't (or don't).  Even in having only that purely opt-in setting, players like Paelos don't like it when their gameplay is changed/worsened to improve PvP.


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 01:53:00 PM
I got skys point, and I fully agree. The problem I have is muddling the terms PvP and PvE as they relate to server rule sets and popularity.

By Amaron definition of PvE, they are ALL PvP servers. He made ZERO mention of battlegrounds until later.

Because pretty much every game that's tried to focus on it gets hamstrung by it's inherent stupidity in the MMO format?

I wont go that far, but I agree, the RPG MMO combat system is a silly concept to base PvP around. That's not to say ALL MMO's have stupid PvP, or that for some, winning by gear isn't fun.


[Here we come 300!]



Title: Re: SWTOR
Post by: Amaron on August 10, 2011, 01:57:38 PM
Ok I'm confused where we are at now so I'm going to summarize what I think is going on please correct my confusion:

1)  Sky says lets remove PvP ENTIRELY from PvE mmo's.  He doesn't want it to exist because then the designers will fuck up the PvE.
2)  I say not going to happen in a game shooting for 1mil+ subs because a lot of people want to at least PvP a little.
3)  Bloodworth comes out of nowhere and says PvE servers are more popular. (uhh okay?)
4)  Talk about how people on PvE servers still PvP.
5)  Somehow people start talking about whether or not PvP is more popular. (uhh why?)
6)  Everyone forgets the original point.

Because pretty much every game that's tried to focus on it gets hamstrung by it's inherent stupidity in the MMO format?

I never once even remotely discussed "focusing" on PvP.   I have only said that people who want to PvP once in a blue moon outnumber "PvE purists" (which is fairly ambiguous I admit).

By Amaron definition of PvE, they are ALL PvP servers. He made ZERO mention of battlegrounds until later.

I am still confused how we got on servers and where I said anything even remotely like that.


Title: Re: SWTOR
Post by: caladein on August 10, 2011, 02:00:21 PM
I got skys point, and I fully agree. The problem I have is muddling the terms PvP and PvE as they relate to server rule sets and popularity.

You're the one that brought up servers and rulesets!

E: As an aside, a version of 5, that PvP is sufficiently (not more) popular, is why 2 is correct.


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 02:00:32 PM
When you say "PvP", with out specifying battlegrounds or arenas, you imply open world. Server types are set by open world activities.

You're the one that brought up servers and rulesets!

I did indeed.


Title: Re: SWTOR
Post by: Amaron on August 10, 2011, 02:02:51 PM
When you say "PvP", with out specifying battlegrounds or arenas, you imply open world. Server types are set by open world activities.

Nooooo.   When I say PvP I imply Player versus Player.


Title: Re: SWTOR
Post by: Mrbloodworth on August 10, 2011, 02:03:36 PM
When you say "PvP", with out specifying battlegrounds or arenas, you imply open world. Server types are set by open world activities.

Nooooo.   When I say PvP I imply Player versus Player.

Which is not as popular as PvE.


Title: Re: SWTOR
Post by: Amaron on August 10, 2011, 02:04:15 PM
When you say "PvP", with out specifying battlegrounds or arenas, you imply open world. Server types are set by open world activities.

Nooooo.   When I say PvP I imply Player versus Player.

Witch is not as popular as PvE.

Agreed.  I never said it was more popular.

edit: Ha caught your ninja edit there!


Title: Re: SWTOR
Post by: Sobelius on August 10, 2011, 03:00:07 PM
I could see some interesting PvP in SWTOR built around the idea of Battlezones that normalized everyone's stats and gear (on both sides) and reduced or removed CC. Winning a Battlezone contest would give you some benefit or boost in your PvE game, but not vice versa.

I was one of those players who absolutely abhorred PvP in the MMOs I'd played. The first game to really change my mind about it was WAR -- specifically the Tier 1 Battlegrounds. It was some of the most fun I'd had in an MMO -- especially when I could play in a Battleground PUG and sometimes we'd actually work together and have fun even if we lost (as opposed to just getting rolled over and over because too many on the "team" were really just flying solo).

Looking back, I think the Tier 1 Battlegrounds were enjoyable PvP mostly because no one had (or needed to have) any unbalancing stat-buffing gear AND that classes on both sides had relatively comparable powers with little to no CC. After Tier 1 things fell apart until, by Tier 4, fights became merely gear- and Renown Rank centric, and of course had a ton of varying PvE CC abilities that drained the fun from PvP fights.



Title: Re: SWTOR
Post by: Sjofn on August 10, 2011, 03:31:17 PM
Not even the slightest. Quest hubs do not get wiped out on PvE servers.

They do sometimes, actually.


Title: Re: SWTOR
Post by: Lantyssa on August 10, 2011, 03:33:52 PM
Not even the slightest. Quest hubs do not get wiped out on PvE servers.
I've seen it happen plenty of times in WoW.  Griffons are ever popular targets, too.


Title: Re: SWTOR
Post by: Fordel on August 10, 2011, 04:00:11 PM
When you say "PvP", with out specifying battlegrounds or arenas, you imply open world. Server types are set by open world activities.


How do you reach that conclusion?

Someone saying they like PVP doesn't mean they want a FFA gankfest by default.


Should we say people who like PVE all want 100 man raid encounters too?  :why_so_serious:


Title: Re: SWTOR
Post by: Paelos on August 10, 2011, 04:18:32 PM
Because pretty much every game that's tried to focus on it gets hamstrung by it's inherent stupidity in the MMO format?

I never once even remotely discussed "focusing" on PvP.   I have only said that people who want to PvP once in a blue moon outnumber "PvE purists" (which is fairly ambiguous I admit).

Way to make a stand on that argument.   :uhrr:

People who sorta don't give a shit always outnumber people who are hardliner on anything.


Title: Re: SWTOR
Post by: Amaron on August 10, 2011, 04:38:57 PM
Way to make a stand on that argument.   :uhrr:

I'm glad you heavily agree that my original comment wasn't a tower of controversy despite Bloodworth shipwrecking it into a PvE vs PvP pissing contest.


Title: Re: SWTOR
Post by: Paelos on August 10, 2011, 05:08:03 PM
Well I think we started with something good, and now we've whittled it down so much it's a wonder why you even bothered.

Go big or go home. Chicks dig the long ball. TITS OR GTFO!


Title: Re: SWTOR
Post by: Viin on August 10, 2011, 06:56:35 PM
You guys are funny.  :why_so_serious:


Title: Re: SWTOR
Post by: Sky on August 10, 2011, 07:14:34 PM
Sky may have been joking about removing pvp from pve games. Because Sky thinks players should be able to have as many playstyles supported as possible, without negatively impacting other playstyles. Actual pvp is something I will take part in occasionally on a pve server, it does not negatively impact my gameplay as a solo casual as much as, say, the obsessive need of raiders to hoard all the good toys.  :grin:

My point, which was probably a few pages ago at this point, is that abilities need to affect players and npcs differently, so you're not negatively impacting my pve experience because 1337 pvp guild is abusing some ability and ruining everyone's day and it needs a nerfin'. Two COMPLETELY different games, geared differently, spec'd differently, played differently.

Maybe I wasn't joking about removing pvp. Ask me again tomorrow.

ETA:
2)  I say not going to happen in a game shooting for 1mil+ subs because a lot of people want to at least PvP a little.

I never once even remotely discussed "focusing" on PvP.   I have only said that people who want to PvP once in a blue moon outnumber "PvE purists" (which is fairly ambiguous I admit).
I'd say folks who mostly enjoy pve would rather have a solid pve experience without pvp rather than having a half-assed version of both.


Title: Re: SWTOR
Post by: Paelos on August 10, 2011, 07:18:06 PM
I wasn't joking. Diku pvp has done more damage to gamers than Hot Pockets. Dump it.


Title: Re: SWTOR
Post by: Sjofn on August 10, 2011, 07:39:34 PM
It sort of makes me kinda surprised that Mythic, Mythic is the only company that seemed to do PvP right for me ... or at least right enough. I guess it helped that the PvE was so shit-tastic, that if you were there for the PvE you were clearly insane and thus easily ignored, so if a PvP nerf happened to mess something up in PvE, no one really cared.

This is talking about DAoC of course. WAR is just ... sigh.


Title: Re: SWTOR
Post by: Viin on August 10, 2011, 07:53:02 PM
I wasn't joking. Diku pvp has done more damage to gamers than Hot Pockets. Dump it.

I think you are right - taking a PvE game and then introducing a PvP element (such as battlegrounds) creates a nearly impossible balancing task, and both PvE and PvP play suffer because of it. The only way to mix the two would be to actually make them separate in practice (pvp gear in pvp matches only, etc).

Edit: though I will say EVE handles this well, mostly because it recognizes it is a PvP game and adds some PvE elements for the carebears rather than the other way around.


Title: Re: SWTOR
Post by: Lakov_Sanite on August 10, 2011, 08:14:38 PM
I think what's funny is that somehow you are going on battlegrounds being popular as a fact. I would say less than 20% of wow subscribers actively pvp for fun, more probably for the loot.


Title: Re: SWTOR
Post by: Fordel on August 10, 2011, 08:23:31 PM
EVE doesn't handle it at all, shit lands where it lands and everyone gets to deal or quit.  :why_so_serious:



The way you handle the mix is design for PvP first then work PvE around your PvP abilities. It's waaaaay easier to adjust mob health/attack/abilities then it is to adjust player ones. You never have to worry about your mobs combining two abilities that on paper don't seem to compliment each other but in practice break the game.  :awesome_for_real:



Separating your PvP and PvE environments is also a very good idea. Even on a PvE server in say WoW, you'll still get people killing NPCs in town, flight masters and what have you, in zones where the natural inhabitants can't fight back due to level differences and shit. You get stupid pvp flagging shenanigans and either Over Powered or useless guards.


You know how many times I had to deal with that in DaoC? Zero times! The PvE area's were completely locked away from the PvP areas, players from opposing realms just couldn't enter those areas, the end. It wasn't a safe zone for lowbies, it was a entire PvE game area, newb to cap. It wasn't mixed in with each other either, where you had sporadic pvp zones inside pve areas or whatever. You had your Realm's continent, this half was for PvE, then a giant wall and the other half was for PvP with all the castles and relics and whatnot going on and where the other realms could invade and you could invade their pvp frontiers in turn.




Title: Re: SWTOR
Post by: Mattemeo on August 10, 2011, 08:40:00 PM
DAoC was built with PvP as an endgame from the very beginning, though. For all their inability to police the rampant cheating and botting on their servers, Mythic created a DIKU MMO environment the right goddamn way round. I have never, ever experienced MMO PvP to rival DAoC, not in the near 10 years since I first got into proper MMOs; simply no other game out there has come even remotely close.
I cannot stand WoW PvP. It's a horrible joke that invades and pollutes the PvE game. I'd rather SWtOR never suffered or caused me to suffer the indignities of a terrible, after-the-fact tacked on PvP system. Or worse, nag me constantly about getting into it when I'd rather slam sensitive parts of my body in the fridge door. But I know that's a whole lot of wishful thinking, and a great deal of assumption on my part about the competence of the devs to do it right or not; having not played the game yet it's pure conjecture coated with despair over the situation in WoW.
Maybe Bioware will do the impossible and present a game where PvP and PvE can work together.


Title: Re: SWTOR
Post by: Furiously on August 10, 2011, 08:42:11 PM
Lotro pvp combat is not horrid.


Title: Re: SWTOR
Post by: apocrypha on August 10, 2011, 10:13:41 PM
DAoC was built with PvP as an endgame from the very beginning, though. For all their inability to police the rampant cheating and botting on their servers, Mythic created a DIKU MMO environment the right goddamn way round. I have never, ever experienced MMO PvP to rival DAoC, not in the near 10 years since I first got into proper MMOs; simply no other game out there has come even remotely close.
I cannot stand WoW PvP. It's a horrible joke that invades and pollutes the PvE game. I'd rather SWtOR never suffered or caused me to suffer the indignities of a terrible, after-the-fact tacked on PvP system. Or worse, nag me constantly about getting into it when I'd rather slam sensitive parts of my body in the fridge door. But I know that's a whole lot of wishful thinking, and a great deal of assumption on my part about the competence of the devs to do it right or not; having not played the game yet it's pure conjecture coated with despair over the situation in WoW.
Maybe Bioware will do the impossible and present a game where PvP and PvE can work together.

Spot on. 100%, every word.

If you want PvP in your game then it needs to be completely separable from the PvE for those players that don't want anything to do with it. If you have unavoidable PvP in your MMO then you have to accept that your game is going to remain a niche game  that attracts griefers (EVE).

Blizzard have done so much damage to the concept of PvP in MMORPGs. Any dev who fails to learn those lessons deserves to spend the rest of their days making crappy Angry Birds clones.


Title: Re: SWTOR
Post by: Sheepherder on August 10, 2011, 10:19:54 PM
However, I can't think of a particularly better way to do it than the dice roll it is now when the term "aggro radius" still means something.  We've seen this done well in some games, but I'm not sure if could be worked into MMOs the way they are currently designed.

It's (usually) not a dice roll with MMO's.  It's just very abstracted in a way that makes it entirely unrecognizable as "stealth."  Oblivion has an aggro radius, and it pulls off stealth just fine.

Stealth gameplay is usually based around alternate routes of entry. It's invisibility in MMOs because, well, there's usually only one door and it's got a few dudes hanging out in front of it.  Basically, to make stealth gameplay in an MMO would require you to stop making it a "class" you stealthed with, but a gameplay choice anyone could be involved with.

I'm not buying the argument that you'd have to make stealth a generic ability.  You just need to something that fits the class's theme, is semi-reliable, and seems like an appropriate way to bypass enemies.  I.E the ability to stealth normally, use a (lesser) form of invisibility, pacify/blind the enemy, disguise oneself, shapechange into something that accomplishes one of the above, or "mind control" abilities that work in lieu of a disguise, but lets you use your class features and stats.  There's also the option of letting your premiere stealth classes share their abilities - i.e. your rogue stealths and everyone else in the party can follow along as long as they stay close to the rogue.

But that would necessitate doing something different with level design if they wanted to use it to full effect, and making the conditions to remain in stealth much more complex and difficult to maintain (particularly versus people).

Quote
But doing say, Blackrock Depths with rewards only at the end would suck. Actually, BRD with anything just sucks. And ME2 style loot at the end would also suck if you got a fucking trolly group that went to the last boss and kicked people/didn't do the fight because lol trolls. Sigh, people suck.

Split the end reward between bosses, and have increasing rewards for greater completion.


Title: Re: SWTOR
Post by: Sjofn on August 10, 2011, 10:35:55 PM
You know how many times I had to deal with that in DaoC? Zero times! The PvE area's were completely locked away from the PvP areas, players from opposing realms just couldn't enter those areas, the end. It wasn't a safe zone for lowbies, it was a entire PvE game area, newb to cap. It wasn't mixed in with each other either, where you had sporadic pvp zones inside pve areas or whatever. You had your Realm's continent, this half was for PvE, then a giant wall and the other half was for PvP with all the castles and relics and whatnot going on and where the other realms could invade and you could invade their pvp frontiers in turn.

You could go PvE in the PvP zones, of course, and we sometimes did. But that was, of course, in the bad old days where you just farmed a camp forever in order to level up. But yeah, having a giant wall to retreat behind when you didn't want to deal with it was pretty great.

Argh, now I want DAoC 2 again. Not WAR, that wasn't actually DAoC 2. I mean the setting and everything. But it probably wouldn't be done right. That sequel would be sour. :(


Title: Re: SWTOR
Post by: Ingmar on August 10, 2011, 10:56:12 PM
I think there are a lot of rose-colored balance glasses being pointed at DAOC. DAOC's PVP balance issues 'polluted' PVE at least as much as WoW's did in my experience. The only reason people notice it more in WoW is WoW's PVE is actually worth doing.


Title: Re: SWTOR
Post by: Sjofn on August 10, 2011, 11:39:10 PM
Hey, I totally said that was probably part of the reason it worked for me, YOU NEVER LISTEN.


Title: Re: SWTOR
Post by: Fordel on August 11, 2011, 12:34:36 AM
I think there are a lot of rose-colored balance glasses being pointed at DAOC. DAOC's PVP balance issues 'polluted' PVE at least as much as WoW's did in my experience. The only reason people notice it more in WoW is WoW's PVE is actually worth doing.


DaoC's PvP balance issues polluted it's PvP too.  :why_so_serious:


Title: Re: SWTOR
Post by: Samprimary on August 11, 2011, 01:44:59 AM
I think what's funny is that somehow you are going on battlegrounds being popular as a fact. I would say less than 20% of wow subscribers actively pvp for fun, more probably for the loot.

I'm PvP'ing very, very regularly. I am already a Justicar, and I want to get the Challenger title so I can have an addon made for me that changes me to that title when my nitro rockets explode and start killing me.


Title: Re: SWTOR
Post by: caladein on August 11, 2011, 02:44:29 AM
Sadly, SetCurrentTitle (http://www.wowpedia.org/API_SetCurrentTitle) is protected (as in, whatever calls it must have been a button press) so you wouldn't be able to base it off getting a specific debuff.  A macro along the lines of:

/use 6
/run if IsTitleKnown(32) then SetCurrentTitle(32) end


would use your belt slot (http://www.wowpedia.org/API_TYPE_InventorySlotID) and change to that title (http://www.wowpedia.org/TitleId) if you have it though.


Title: Re: SWTOR
Post by: Merusk on August 11, 2011, 04:30:15 AM
I think what's funny is that somehow you are going on battlegrounds being popular as a fact. I would say less than 20% of wow subscribers actively pvp for fun, more probably for the loot.

Being one of the 20% I'd agree and want to say fuck those guys.

People bitched at me endlessly for daring to enter THEIR BG in 318 greens when I hit 85 on my rogue. I was more effective than 90% of them and having fun.  Sapping, blinding, disassembling whirlwinding warriors, actively CCIng healers, debuffing heals & runspeed with wound poison + FoK.  Those are the things you do for fun that also help you win.  Assholes looking for gear run smack into 4 other players then wonder why their full PVP set didn't let them win.

Which is another layer of the PvP/ PvE split problem. Some people see only the shiny and wonder why more gear doesn't help them wtfpwn as much as "it should."  However, since you've got the pve game drawing achiever types you can't just slap a normalized level of gear out there and let people have at it.   You wouldn't have enough activity in that portion of the game.


Title: Re: SWTOR
Post by: UnSub on August 11, 2011, 07:34:42 AM
Has BioWare ever released a game with PvP in it?

A FEW SECONDS THOUGHT EDIT: Did NWN have PvP in it?


Title: Re: SWTOR
Post by: Mrbloodworth on August 11, 2011, 07:39:56 AM
No. ( Can't count UO and DAOC, those were acquired )


EDIT: Correction, Shattered Steel.


Title: Re: SWTOR
Post by: Trippy on August 11, 2011, 07:41:52 AM
No. ( Can't count UO and DAOC, those were accusations )
Saving for posterity.


Title: Re: SWTOR
Post by: Malakili on August 11, 2011, 07:42:24 AM
Has BioWare ever released a game with PvP in it?

A FEW SECONDS THOUGHT EDIT: Did NWN have PvP in it?

NWN had PvP in it in the sense that in multiplayer servers you could set yourself to hostile against people, but I suspect this was also a server option so depending on which (if any) PW servers you played on, you may not have ever seen it.


Title: Re: SWTOR
Post by: Mrbloodworth on August 11, 2011, 07:45:45 AM
No. ( Can't count UO and DAOC, those were accusations )
Saving for posterity.


 :awesome_for_real:


Title: Re: SWTOR
Post by: Threash on August 11, 2011, 07:48:15 AM
I spent a long time playing in NWN pvp servers.


Title: Re: SWTOR
Post by: Mrbloodworth on August 11, 2011, 07:50:43 AM
If its based on a multi-decade rule set, does it count?


Title: Re: SWTOR
Post by: UnSub on August 11, 2011, 07:50:54 AM
Was it better balanced than the NWN PvE? Or did it come down to players tweaking their own shards?


Title: About that NDA...
Post by: Outlawedprod on August 11, 2011, 07:55:42 AM
Re: NDA

From a certain site's twitter "Apparently EA has come after us. We're not exactly thrilled about this considering we still see other sites up with content."

Apparently they are now back up.  I guess EA probably only bothers depending where they are hosted.


Title: Re: SWTOR
Post by: Malakili on August 11, 2011, 07:59:45 AM
Was it better balanced than the NWN PvE? Or did it come down to players tweaking their own shards?

It wasn't balanced.


Title: Re: SWTOR
Post by: Sobelius on August 11, 2011, 10:20:19 AM
PvP in DAOC didn't do it for me for the same reason it failed in WAR -- I hit DAOC level cap, where everyone said the real PvP game started, and suddenly faced a whole new grind and level of uselessness. Any of you try being a L50 R1 Armsman before ToA? And even after ToA things, as we all know, got even more horribly worse precisely because of the impact of PvE gear.

And balance? Please. Not just DAOC but balance in any MMO is not truly possible without removing everything that differentiates one character from another. (And you have to look at 1 vs 1 balance, group vs group balance, zerg vs zerg balance. Remember all of the arguments about Mids having the uber PvP classes, then Hibs being uber because of their hybrid class powers, and Albs always qqing of course?)

PvP in shooters works because everyone is *exactly* the same at the start of the larger battle/scenario/arena/instance -- at least until they grab a differentiating weapon or temporary buff. And when it's over all anyone gets are bragging rights points, nothing else. How many people would PvP in an MMO these days if all you got were points on a leader board and nothing to benefit your character in any way?


<derailed thread comment />
I wonder if the three faction setup in The Secret World will give us some DAOC-style "RvR".


Title: Re: SWTOR
Post by: Nevermore on August 11, 2011, 10:41:34 AM
The thing I really liked about DAoC pvp was how the old frontiers were set up:  Just persistent zones where everyone was flagged and pvp could happen.  I also liked the relics and keeps, and hunting down people in Darkness Falls when it switched hands was also fun.  Then when you were done you could scoot back into your pve-only zones and go back to the tremendously exciting pigmy goblin farming.

However, the actual balance of the classes was terrible.  And DAoC was a game where if you were a melee fighter, you'd run out of endurance very quickly and then be stuck doing nothing but auto-attacking.  If you were a magic user, you'd have to deal with an interrupt system that was so punishing you'd be stuck trying to autoattack someone with your staff if they were in melee range of you and you blew your one 'fast cast' spell.  And of course, if you had a buffbot you were a god compared to those who didn't have one.

So in once sense WoW actually has better balanced pvp than DAoC ever did.  For some reason though, it's just a lot less fun.  It feels more like gear-dependent e-sports than realm battles, which is why for all it's flaws and warts I still have more positive feelings towards the old, clunky DAoC rvr than I do towards WoW battlegrounds or the even worse arenas.


Title: Re: SWTOR
Post by: Paelos on August 11, 2011, 11:03:10 AM
Nevermore, here's my guess as to why you liked DAOC.

One, you were an Alb.

Two, you played in a consistent group with a class they wanted. I'm going to guess Sorc or Cleric. Maybe Necro for fun if you had that part of the game.

How close am I?


Title: Re: SWTOR
Post by: Nevermore on August 11, 2011, 11:06:12 AM
I had both an Alb and a Hib I regularly pvped with: a Minstrel and a Ranger.  Both solo, without a buffbot.


Title: Re: SWTOR
Post by: Rasix on August 11, 2011, 11:07:51 AM
Mythic PVE is just so god-fucking-awful. It was worse in WAR, which they seemed to even fuck up "mob runs at person and hits them".  You always felt like such a goddamned gimp in PVE.

WAR's PVP was great if you were in the top 2 levels of your tier.  Otherwise, not so much.



Title: Re: SWTOR
Post by: Paelos on August 11, 2011, 11:12:01 AM
I had both an Alb and a Hib I regularly pvped with: a Minstrel and a Ranger.  Both solo, without a buffbot.

My second guess was going to be dirty stealther.  :grin:


Title: Re: SWTOR
Post by: Mrbloodworth on August 11, 2011, 11:19:25 AM
Was it better balanced than the NWN PvE? Or did it come down to players tweaking their own shards?

It wasn't balanced.

After decades of refinement in the rule set. 


Title: Re: SWTOR
Post by: Ingmar on August 11, 2011, 11:20:43 AM
Was it better balanced than the NWN PvE? Or did it come down to players tweaking their own shards?

It wasn't balanced.

After decades of refinement in the rule set. 

Which means nothing, since it wasn't a PVP ruleset, it was a cooperative one.


Title: Re: SWTOR
Post by: Mattemeo on August 11, 2011, 11:30:16 AM
Nevermore, here's my guess as to why you liked DAOC.

One, you were an Alb.

Two, you played in a consistent group with a class they wanted. I'm going to guess Sorc or Cleric. Maybe Necro for fun if you had that part of the game.

How close am I?

I played on the same servers as Nevermore as both Hib and Alb; and as she's already pointed out you weren't close at all. I, on the other hand, played a Sorc. And as much as I was always welcome in a group, it was by far the hardest class to play well, due to being the absolute squishiest of all priority targets. I also played a solo Minstrel, like Nevermore. Lots of fun, I picked off Hybrid classes; I learned from getting my arse kicked while playing a Champion that Minstrels were bad, bad news.

I still regret never getting a Midgard char to PvP end-game. I loved the Skald. But thanks to ToA and all the cheating, the rot had set in.


Title: Re: SWTOR
Post by: Mattemeo on August 11, 2011, 11:32:50 AM
I think there are a lot of rose-colored balance glasses being pointed at DAOC. DAOC's PVP balance issues 'polluted' PVE at least as much as WoW's did in my experience. The only reason people notice it more in WoW is WoW's PVE is actually worth doing.

Rose-tinted glasses or not, I still don't think anyone's come as close to getting it right since pre-ToA DAoC. ToA really did wreck everything though, the first time PvE dropped by to leave PvP a huge 'haha fuck you' note.


Title: Re: SWTOR
Post by: tazelbain on August 11, 2011, 11:40:10 AM
Mythic PVE is just so god-fucking-awful. It was worse in WAR, which they seemed to even fuck up "mob runs at person and hits them".  You always felt like such a goddamned gimp in PVE.

WAR's PVP was great if you were in the top 2 levels of your tier.  Otherwise, not so much.


Which makes wonder why these games continue to half-ass the scaling.  Surely they have the data to know what statistical disadvantage a level 11 has to level 20 in a level 11 - 20 battleground and can hand out buffs to the level 11 until it's minimal.  Same goes with people in premades vs. those in not.  It seems brain dead to not do this.


Title: Re: SWTOR
Post by: Sobelius on August 11, 2011, 11:47:42 AM
ToA really did wreck everything though, the first time PvE dropped by to leave PvP a huge 'haha fuck you' note.

Though I agree, I'd guess folks who played pre-Trammel(?) UO think of that as the first such note. (Can't say for sure since I didn't get on the MMO train until EQ in 9/99.)


Title: Re: SWTOR
Post by: Mrbloodworth on August 11, 2011, 11:50:11 AM
Mythic PVE is just so god-fucking-awful. It was worse in WAR, which they seemed to even fuck up "mob runs at person and hits them".  You always felt like such a goddamned gimp in PVE.

WAR's PVP was great if you were in the top 2 levels of your tier.  Otherwise, not so much.


Which makes wonder why these games continue to half-ass the scaling.  Surely they have the data to know what statistical disadvantage a level 11 has to level 20 in a level 11 - 20 battleground and can hand out buffs to the level 11 until it's minimal.  Same goes with people in premades vs. those in not.  It seems brain dead to not do this.

At times, I beileave. This is simply giving people what they want. That level 20 LIKES that that 11 has no chance. Hes awesome at PvP don't cha know.


Title: Re: SWTOR
Post by: Ingmar on August 11, 2011, 12:26:42 PM
I think there are a lot of rose-colored balance glasses being pointed at DAOC. DAOC's PVP balance issues 'polluted' PVE at least as much as WoW's did in my experience. The only reason people notice it more in WoW is WoW's PVE is actually worth doing.

Rose-tinted glasses or not, I still don't think anyone's come as close to getting it right since pre-ToA DAoC. ToA really did wreck everything though, the first time PvE dropped by to leave PvP a huge 'haha fuck you' note.

I think if you'd ever played long-term on a realm as underpopulated as Mid on our server you wouldn't think that they came anywhere near 'getting it right'. For all of the theoretical goodness of their PVP structure, it was completely undone by population imbalance and the 'win more' nature of relics. WoW BG pvp, as artificial as it is, is still a lot more fun than playing the nightly 'hey let's take back all 7 keeps in our frontier from NPC guards so we have a prayer of getting into DF for an hour' game. Or the 'month of planning and scheduling every player in our realm to log in at once so we can take a relic, and then lose it the next night to a random PUG of the 500 Albs that happened to be on that night' game. At least the WoW stuff forces equal sides. The gear dependency thing takes an enormous back seat to that, IMO, and frankly the gear grind to respectability (honor-bought gear) is quite a lot less awful than the RR grind.

Gah, why do I still get so angry thinking about DAOC? I'm like one of those Trammel people.  :oh_i_see:


Title: Re: SWTOR
Post by: Merusk on August 11, 2011, 12:42:36 PM
On the "gear grind" part: Even as a frequent-loss Alliance char I have 10/15 pieces of honor gear after only 2 weeks of being 85.  That involves playing 2-3 hours on the weekends and only one "must win" random a day.  The rest is some BG I know the ally have a >40% chance of winning - AV - for an hour or so a night.

It gets boring, yes, but it's not in any way the long hard slog of weeks the way I heard DAOC or WAR were.


Title: Re: SWTOR
Post by: Speedy Cerviche on August 11, 2011, 01:32:15 PM
When DAoC was in its hayday and still moving up I think I was playing on UO Siege Perilous server and remember hearing all these people complaining about AOE CC spells dominating DAoC. I wasn't very tempted to try it. Was this exaggerated or not?


Title: Re: SWTOR
Post by: tazelbain on August 11, 2011, 01:56:45 PM
Not at all an exaggeration at all.  Which is why the overpower of CC in WAR was surprising. They hadn't learned a goddamn thing from DAoC.


Title: Re: SWTOR
Post by: Paelos on August 11, 2011, 02:10:26 PM
I thought getting mezzed in DAOC was a playstyle?

Maybe I was doing it wrong.


Title: Re: SWTOR
Post by: Fordel on August 11, 2011, 02:14:02 PM
DaoC had minute+ long AE mez's that had no target cap. If you were fighting opponents without an 'out', like say a low RR (realm rank) Alb zerg, as long as you got your Mez off first, you could defeat 10:1 odds. If you got stuck in the Mez and didn't have outs from RR abilities, you got to sit there and watch your team get dismantled one by one by a train or possible all exploded at once by overlapping PBAE.

Example : http://youtu.be/k30BBCCmQQY


Mechanically on the class level, DaoC was a pile of horse shit through and through. It seems anything Mythic got right, they did so by accident if WAR is any indication.

It was a God Damned mess, and the only thing in say WoW that came close to how fucking broken DaoC classes could be, would be the WotLK release DK.


It was still fun in spite of all the horse shit Mythic was shoveling in your direction, at least until population issues became insurmountable and they decided to turn the game into a PVE centric grind that decided your PvP power level.


Title: Re: SWTOR
Post by: Malakili on August 11, 2011, 02:15:56 PM
So whats worse for a PvP game, an unbeatable zerg, or an OP ability that allows a small group of organized players to beat it?



Title: Re: SWTOR
Post by: Rasix on August 11, 2011, 02:17:03 PM
I'd rather not be forced to choose between a douche and a turd.  I'm not voting.  Please don't kill me, Diddy.


Title: Re: SWTOR
Post by: Fordel on August 11, 2011, 02:24:12 PM
So whats worse for a PvP game, an unbeatable zerg, or an OP ability that allows a small group of organized players to beat it?




Considering the OP ability lets you beat other small groups of organized players the same way  :why_so_serious:


The only problem with zerging goes back to the population imbalances on a realm vs realm basis. Zerging itself was fun and inclusive, organized zerging was even better. It's only a problem when its my 100 man zerg vs your 20 man one, because 20 is the exact number of 50s you have on your realm tonight in total.


Title: Re: SWTOR
Post by: Malakili on August 11, 2011, 02:28:39 PM
So whats worse for a PvP game, an unbeatable zerg, or an OP ability that allows a small group of organized players to beat it?




Considering the OP ability lets you beat other small groups of organized players the same way  :why_so_serious:


The only problem with zerging goes back to the population imbalances on a realm vs realm basis. Zerging itself was fun and inclusive, organized zerging was even better. It's only a problem when its my 100 man zerg vs your 20 man one, because 20 is the exact number of 50s you have on your realm tonight in total.

Well if you both have OP AOE CC abilities in the small group organized PvP (I honestly don't remember in the case of DAoC if each faction had a similar ability), than it is still balanced, its just potentially not very fun. I think the distinction is worth making.

As for the 100 v. 20 sitution, thats kind of my point.  Its a solution to population imbalance. 

As Rasix implies, this is basically one of the reasons open PvP in RPGs has been largely a failure, screwed if you do, scrwed if you don't. 


Title: Re: SWTOR
Post by: Fordel on August 11, 2011, 02:33:34 PM
How is it a solution to pop imbalance when the 100 can just as easily dump it on the 20?

That also ignores the fact DaoC was a territorial conquering conquest game and all the issues being super underpopulated brings with that.


-edit- Territorial conquering? what the shit  :why_so_serious:


Title: Re: SWTOR
Post by: Sobelius on August 11, 2011, 02:42:23 PM
OK -- a stupid point, but that video link reminded me of one thing I *did* like about DAOC PvP ... the guild cloaks. Kinda fun to be able to create a design for your team and wear "the colors". Would be even better these days with wardrobe systems.

Made sense in a pseudo-medieval genre with castle sieges.

I wonder if SWTOR will allow for variations on storm trooper white-shiny-uniform or jedi brown-paper-bag hooded cloak?


Title: Re: SWTOR
Post by: Ingmar on August 11, 2011, 02:43:07 PM
When DAoC was in its hayday and still moving up I think I was playing on UO Siege Perilous server and remember hearing all these people complaining about AOE CC spells dominating DAoC. I wasn't very tempted to try it. Was this exaggerated or not?

At various times this was definitely true, it wasn't always the biggest problem with the game but there were certainly balance 'cycles' where CC was awful. They eventually added some RAs to mitigate it somewhat but even then it could still be pretty bad, especially for hybrids and casters.


Title: Re: SWTOR
Post by: Sky on August 11, 2011, 02:49:01 PM
Siege Perilous! So much fun.


Title: Re: SWTOR
Post by: Fordel on August 11, 2011, 02:49:34 PM
Guild Cloaks and Shields were awesome, as was the color dye system so you could all roll around in a 'uniform'. Really gave you some recognition of enemy guilds too. "Oh it's those <Hand of Tyr> jokers, easy win!  :why_so_serious:"


Deathspam is sorely missed too.


Title: Re: SWTOR
Post by: trias_e on August 11, 2011, 02:51:21 PM
Thing about DAOC is it was just as badly balanced after they nerfed CC.  It just became a game of melee-trains.  I actually liked it better in it's OP CC days.


Title: Re: SWTOR
Post by: Mattemeo on August 11, 2011, 02:55:15 PM
Much of the time spent trundling around the RvR zones was actually avoiding enemies while people waited for their Mez-break RA to cool down. I quite liked it, it was very cat and mouse, groups circling each other trying to work out the best moment to close in. If you played a mezzer (like me) it essentially became a contest to out-draw the other. Even with a the Mez-break RA up I remember many occasions where AoE CC was swapped several times before anyone actually died.

One of the big population balance problems started up when DAoC broke in the Asian market - suddenly there was a large influx of Korean players who were on a different time zone to everyone else - they'd ransack the relics over night, unopposed. Something it took Mids or Hibs on a badly balanced server a long time to organise and accomplish was rewritten hours later.


Title: Re: SWTOR
Post by: Fordel on August 11, 2011, 02:56:47 PM
Melee trains at least let you control your character to a degree. You could also kill the main assist for good times  :why_so_serious:


Title: Re: SWTOR
Post by: Malakili on August 11, 2011, 03:22:28 PM
How is it a solution to pop imbalance when the 100 can just as easily dump it on the 20?

That also ignores the fact DaoC was a territorial conquering conquest game and all the issues being super underpopulated brings with that.


-edit- Territorial conquering? what the shit  :why_so_serious:

Well, my premise was the small group was better able to coordinate, basically giving them a slightly advantage because its less logistically difficult.  If its 100 randoms v. 20 randoms, and no one is talking to anyone, yea, it doesn't solve the problem.


Title: Re: SWTOR
Post by: Arinon on August 11, 2011, 03:26:16 PM
The way movement speed buffs worked in that game really kept units together too.  (Very easy to snap CC a whole group if you catch them with their pants down.)  I kinda miss playing a dedicated movement speed class.


Title: Re: SWTOR
Post by: Fordel on August 11, 2011, 03:51:51 PM
How is it a solution to pop imbalance when the 100 can just as easily dump it on the 20?

That also ignores the fact DaoC was a territorial conquering conquest game and all the issues being super underpopulated brings with that.


-edit- Territorial conquering? what the shit  :why_so_serious:

Well, my premise was the small group was better able to coordinate, basically giving them a slightly advantage because its less logistically difficult.  If its 100 randoms v. 20 randoms, and no one is talking to anyone, yea, it doesn't solve the problem.


AOE CC was not about group coordination, it was about who had the more alert CC'er. Even the most badass 8v8 squad would eat a CC.


Title: Re: SWTOR
Post by: Lantyssa on August 11, 2011, 03:57:34 PM
And in a 100 vs 20 situation, the 100 zerg has a five times higher chance of hitting the CC button first.


Title: Re: SWTOR
Post by: Ingmar on August 11, 2011, 04:01:23 PM
And in a 100 vs 20 situation, the 100 zerg has a five times higher chance of hitting the CC button first.

You'd think that, but the 100 people is probably 32 /stuck buffbots, 15 scouts, 24 infiltrators, some armsmen, and a lost paladin.


Title: Re: SWTOR
Post by: Sjofn on August 11, 2011, 04:07:15 PM
PvP in DAOC didn't do it for me for the same reason it failed in WAR -- I hit DAOC level cap, where everyone said the real PvP game started, and suddenly faced a whole new grind and level of uselessness. Any of you try being a L50 R1 Armsman before ToA? And even after ToA things, as we all know, got even more horribly worse precisely because of the impact of PvE gear.

ToA is nigh-universally pointed to as where the RvR got shitty. Prior to that, it wasn't really very grindy. You got your crafted suit (skalds did, anyway, as our epic suit was sort of ass) (although I totally used my epic suit because I am a lazy person who doesn't care, and it was fine), then went about doing whatever it was you liked to do. Obviously getting a higher realm rank was exciting because of the realm abilities, but the gap was never as have/have not-ish as, say, WoW. I was never one of those 8v8 srs business grrrrrr useless people, so perhaps that's why I was fine in my silly epic suit, with my relatively shitty Realm Rank. I defended my realm (the frontier of choice on my server when people wanted to open Darkness Falls was generally Midgard, because we had about 12 people on at all times) and occassionally took Albion keeps. VERY rarely we'd get our shit together and do a relic raid, although we were pretty much incapable of defending them, so we kinda gave up on that part of the game.

My main point was as many issues as DAoC had with its RvR (and I am keenly aware of shit like the population unbalance hell you could get into as the smallest realm), it was still better than anything else I've played, and I find that fucking amazing, because you would THINK someone would've taken the good parts (LIKE STAT CAPS FOR GOD'S SAKE) and then improved on the shitty parts.


EDIT:

Oh! Also!

Which makes wonder why these games continue to half-ass the scaling.  Surely they have the data to know what statistical disadvantage a level 11 has to level 20 in a level 11 - 20 battleground and can hand out buffs to the level 11 until it's minimal.  Same goes with people in premades vs. those in not.  It seems brain dead to not do this.


WAR did do that, in the battlegrounds. Where you were fucked was in the ... whatever they called the more open world PvP hotspots.

And Ingmar, we didn't lose that last relic we painstakingly planned to capture to 500 Albs! It was 300 Hibs.  :why_so_serious:


Title: Re: SWTOR
Post by: Paelos on August 11, 2011, 04:23:55 PM
You'd think that, but the 100 people is probably 32 /stuck buffbots, 15 scouts, 24 infiltrators, some armsmen, and a lost paladin.



Title: Re: SWTOR
Post by: Mattemeo on August 11, 2011, 04:37:38 PM
Which makes wonder why these games continue to half-ass the scaling.  Surely they have the data to know what statistical disadvantage a level 11 has to level 20 in a level 11 - 20 battleground and can hand out buffs to the level 11 until it's minimal.  Same goes with people in premades vs. those in not.  It seems brain dead to not do this.

11-20 BGs are bad crazy, sure. But what about 80-85? We're talking a shift of HP bordering nearly 100k difference in those 5 levels for some classes. One hundred fucking thousand HP. The inflation is pants-on-head clownshoes titty twisting insane. For me, that was the straw that broke the decrepit PvP Camel's back in WoW.


Title: Re: SWTOR
Post by: Fordel on August 11, 2011, 05:00:28 PM
And in a 100 vs 20 situation, the 100 zerg has a five times higher chance of hitting the CC button first.

You'd think that, but the 100 people is probably 32 /stuck buffbots, 15 scouts, 24 infiltrators, some armsmen, and a lost paladin.


That's something 8v8 groups like to gloss over when they roll that group of 30 at the mile gate. That their 8 man squad had more healers in it then the entire 30 at the gate.  :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on August 11, 2011, 05:12:56 PM
Which makes wonder why these games continue to half-ass the scaling.  Surely they have the data to know what statistical disadvantage a level 11 has to level 20 in a level 11 - 20 battleground and can hand out buffs to the level 11 until it's minimal.  Same goes with people in premades vs. those in not.  It seems brain dead to not do this.

11-20 BGs are bad crazy, sure. But what about 80-85? We're talking a shift of HP bordering nearly 100k difference in those 5 levels for some classes. One hundred fucking thousand HP. The inflation is pants-on-head clownshoes titty twisting insane. For me, that was the straw that broke the decrepit PvP Camel's back in WoW.

The penultimate bracket is 80-84, 85s are in their own bracket by themselves.


Title: Re: SWTOR
Post by: Trippy on August 11, 2011, 05:30:40 PM
I think there are a lot of rose-colored balance glasses being pointed at DAOC. DAOC's PVP balance issues 'polluted' PVE at least as much as WoW's did in my experience. The only reason people notice it more in WoW is WoW's PVE is actually worth doing.
Rose-tinted glasses or not, I still don't think anyone's come as close to getting it right since pre-ToA DAoC.
sb.exe? :awesome_for_real:


Title: Re: SWTOR
Post by: Rendakor on August 11, 2011, 07:30:26 PM
Hey guys, I hear someone's making a Star Wars MMO.


Title: Re: SWTOR
Post by: Fordel on August 11, 2011, 08:10:37 PM
Dirty lies and rumors!


Title: Re: SWTOR
Post by: Sky on August 11, 2011, 08:35:57 PM
Hey guys, I hear someone's making a Star Wars MMO.
Wait, they're not done talking about how much pvp sucks.


Title: Re: SWTOR
Post by: Rasix on August 11, 2011, 08:49:47 PM
I was waiting for the right time to bring up pre-Trammel UO.


Title: Re: SWTOR
Post by: Lantyssa on August 11, 2011, 09:04:38 PM
Hey guys, I hear someone's making a Star Wars MMO.
Doesn't matter since anyone with actual knowledge still can't say anything about it.


Title: Re: SWTOR
Post by: trias_e on August 12, 2011, 12:30:37 AM
Melee trains at least let you control your character to a degree. You could also kill the main assist for good times  :why_so_serious:

/drunk

...If you were a primary melee class.

I played a friar in daoc.  I did fine during the CC days because I paid attention and broke off from the group when we encountered another group.  When they introduced determination and whatnot, I was utterly worthless. 

After determination buffs,  I might peel away and try to heal, but I would instantly get trained, snared, and burned down.  Allowing players to target one particular person without any negative impact is bad game design.  AoE CC, in an even fight (where both groups get CC off) could actually be fairly even.  Too much was on the shoulders of the CC'er, but in a good fight where both parties were paying attention it was quite a bit of fun and not at all a steamroll.


Title: Re: SWTOR
Post by: Fordel on August 12, 2011, 01:32:34 AM
Melee trains at least let you control your character to a degree. You could also kill the main assist for good times  :why_so_serious:

/drunk

...If you were a primary melee class.

I played a friar in daoc.  I did fine during the CC days because I paid attention and broke off from the group when we encountered another group.  When they introduced determination and whatnot, I was utterly worthless. 

After determination buffs,  I might peel away and try to heal, but I would instantly get trained, snared, and burned down.  Allowing players to target one particular person without any negative impact is bad game design.  AoE CC, in an even fight (where both groups get CC off) could actually be fairly even.  Too much was on the shoulders of the CC'er, but in a good fight where both parties were paying attention it was quite a bit of fun and not at all a steamroll.


That's the big IF though. For every proper group vs group duel, there were 10 more "Mids on our left, got em, clean it up, reform we are checking AMG now".  :awesome_for_real:


Title: Re: SWTOR
Post by: Kirth on August 12, 2011, 03:56:51 AM
Hey guys, I hear someone's making a Star Wars MMO.

your not on team 300. :grin:


Title: Re: SWTOR
Post by: Surlyboi on August 12, 2011, 06:03:10 AM
Hey guys, I hear someone's making a Star Wars MMO.

your not on team 300. :grin:

This. Is. Spartaaaaa. Coruscant!


Title: Re: SWTOR
Post by: Outlawedprod on August 12, 2011, 09:27:09 AM
11-20 BGs are bad crazy, sure. But what about 80-85? We're talking a shift of HP bordering nearly 100k difference in those 5 levels for some classes. One hundred fucking thousand HP. The inflation is pants-on-head clownshoes titty twisting insane. For me, that was the straw that broke the decrepit PvP Camel's back in WoW.

75-79 bracket is where the real imbalances can happen.  Short lived twinks because of xp levelling but they can sure have fun for awhile.
http://us.battle.net/wow/en/character/medivh/healbot/advanced


Title: Re: SWTOR
Post by: Fordel on August 12, 2011, 04:47:33 PM
All the sub-cap BGs are broken, they fucked up non-cap scaling amazingly with Cata.


My Prot Paladin has been a immortal god of war it's entire lowbie BG experience.


Title: Re: SWTOR
Post by: Shrike on August 12, 2011, 08:45:52 PM

My Prot Paladin has been a immortal god of war it's entire lowbie BG experience.

Live the dream!

I just made a hunter twink for bracket PvP and it's...almost not fair. Fun as hell, but I almost feel sorry for the hordies.

That's a lie of course, but hey...it's payback.


Title: Re: SWTOR
Post by: Sheepherder on August 12, 2011, 09:24:30 PM
That's not unique to 4.0.  Hunters have been absurd since early WotLK and in the interim Blizzard has seemed really hesitant to nerf them too hard.


Title: Re: SWTOR
Post by: Merusk on August 13, 2011, 05:10:33 AM
I look at it as them trying to make up for hunters continued under representation in Arena play.  They've also dipped below being the the most popular class for the first time in ages, something Blizz had said does determine how hard they nerf a class. (Although that doesn't explain the continued uberness of druids.)

In fact, they're #3 at 85, only slightly ahead of DKs who've (apparently) had all sorts of raiding and mechanics issues that have caused their numbers to drop off.


Title: Re: SWTOR
Post by: apocrypha on August 13, 2011, 06:05:46 AM
See, now you're talking about WoW pvp in the SWTOR thread.

Getting to 300 pages that way doesn't count!   :tantrum:


Title: Re: SWTOR
Post by: Malakili on August 13, 2011, 06:13:37 AM
See, now you're talking about WoW pvp in the SWTOR thread.

Getting to 300 pages that way doesn't count!   :tantrum:

We've all seen the leaked stuff, we can't talk about the game anymore as we are all walking NDA violations.  Seriously though, if we have to feign ignorance about what SWTOR is like in practice, then we may as well go full on theoretical anyway.


Title: Re: SWTOR
Post by: Kirth on August 13, 2011, 07:55:54 AM
See, now you're talking about WoW pvp in the SWTOR thread.

Getting to 300 pages that way doesn't count!   :tantrum:

We've all seen the leaked stuff, we can't talk about the game anymore as we are all walking NDA violations.  Seriously though, if we have to feign ignorance about what SWTOR is like in practice, then we may as well go full on theoretical anyway.


I theorize that there will be lightsabers...and blasters...and someone will have a bad feeling about something. I'm not in the beta and don't pay attention to leak sites so my viewpoints are fresh and untainted.


Title: Re: SWTOR
Post by: Crumbs on August 13, 2011, 10:09:34 AM
I watched Insidious the other night.  Had really low expectations, but it turned out to be pretty good.  Recommended.


Title: Re: SWTOR
Post by: eldaec on August 13, 2011, 10:47:40 AM
Further back this thread includes a page and a half on the subject of whether superman would beat the hulk in a fight.

WoW "pvp" is practically on topic in the grand scheme of things.

Btw, which are better, tanks or mechs?


Title: Re: SWTOR
Post by: Mattemeo on August 13, 2011, 12:01:18 PM
Btw, which are better, tanks or mechs?

That question is highly dependant on knowing what sort of terrain is involved.


Title: Re: SWTOR
Post by: Sky on August 13, 2011, 01:31:15 PM
Jedi mechs with giant lightsabers. And shoulderpads.


Title: Re: SWTOR
Post by: Evildrider on August 13, 2011, 02:03:30 PM
Just as an fyi, it looks like they are going to be doing guild betas in the next testing phase.  If the guild leader gets an invite, all the members get in as well.


Title: Re: SWTOR
Post by: Lantyssa on August 13, 2011, 02:14:00 PM
No pressure, Sky.  No pressure.


Title: Re: SWTOR
Post by: Malakili on August 13, 2011, 02:15:31 PM
If Bat Country gets selected we can see how firm people stay on their stance that they don't want to beta a game with a story focus.


Title: Re: SWTOR
Post by: Reg on August 13, 2011, 02:32:54 PM
It would certainly save a lot time given that F13 guilds rarely last more than a month.


Title: Re: SWTOR
Post by: 01101010 on August 13, 2011, 02:56:24 PM
It would certainly save a lot time given that F13 guilds rarely last more than a month.

 :awesome_for_real:

Christ, if we get a guild invite I'd be hard pressed to pass on it since it would have the bulk of the client already downloaded for release... And I could fuck around with a class I do not intend to play at all come release and thus I could at least see some of the story elements for that class. Am I doing it right?


Title: Re: SWTOR
Post by: Merusk on August 13, 2011, 02:59:19 PM
That'd be my plan.


Title: Re: SWTOR
Post by: Lantyssa on August 13, 2011, 03:27:34 PM
Sadly, I only want in beta at this point to see if I will change my stance of not buying it until it's on for a cheap sale.


Title: Re: SWTOR
Post by: Malakili on August 13, 2011, 03:36:12 PM
Sadly, I only want in beta at this point to see if I will change my stance of not buying it until it's on for a cheap sale.

I don't know that actually playing an MMO has ever made me more excited about it than I was before hand. :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on August 13, 2011, 03:42:59 PM
WoW's beta did, and CoX's beta was a pleasant surprise and made me go from "City of What?" to "sure, I'll buy it."


Title: Re: SWTOR
Post by: Sky on August 13, 2011, 04:19:54 PM
No pressure, Sky.  No pressure.
:grin:

As someone firmly in the 'not going to beta' camp, I'll sign up for beta (if offered, obviously) so those that wish to check it out, can. Also wondering if the retail will patch the beta client or be a full download. My money is on full download, given past experiences.


Title: Re: SWTOR
Post by: Threash on August 13, 2011, 06:07:33 PM
There are more than enough classes that i know i wouldn't be ruining anything by playing a beta.


Title: Re: SWTOR
Post by: Miasma on August 13, 2011, 07:37:30 PM
I've already preordered a CE so the only reason I'd want in the beta is to find out what the republican scum is up to on their happy little worlds.


Title: Re: SWTOR
Post by: Surlyboi on August 13, 2011, 08:32:38 PM
Plotting to kill your imperial punk asses.


Title: Re: SWTOR
Post by: Evildrider on August 13, 2011, 09:39:47 PM
There are more than enough classes that i know i wouldn't be ruining anything by playing a beta.

Yeah I'm going Sith, so I'm playing Republic side to get a feel for the game.


Title: Re: SWTOR
Post by: Sky on August 13, 2011, 10:30:04 PM
Plotting to kill your imperial punk asses.
If you only knew the power of the dark side, Shirley Bob.


Title: Re: SWTOR
Post by: Ginaz on August 14, 2011, 12:05:56 AM
With some analysts predicting 3 million in sales the first year for TOR and BF3 expected to sell even more, if I had the money, I would be investing a lot in EA right now.

http://www.gamesindustry.biz/articles/2011-08-11-analysts-predict-3-million-sales-for-swtor

http://news.yahoo.com/electronic-arts-time-play-cowen-upgrades-outperform-121954457.html


Title: Re: SWTOR
Post by: Azuredream on August 14, 2011, 12:39:38 AM
I was going to say that sounds insane until I read "in the first year," which sounds pretty plausible to me.


Title: Re: SWTOR
Post by: eldaec on August 14, 2011, 09:03:56 AM
Btw, which are better, tanks or mechs?

That question is highly dependant on knowing what sort of terrain is involved.

Interestingly, the Hulk/Superman debate drew the same conclusion.


Title: Re: SWTOR
Post by: palmer_eldritch on August 14, 2011, 09:11:29 AM
The one beta I'm delighted I got into was Warhammer, because it was a brilliant, fun game in beta.

You have to be careful with these "who would win" debates because it always seemed like a no-brainer that Superman could beat Batman, but when they fought it was actually Batman that won.


Title: Re: SWTOR
Post by: Malakili on August 14, 2011, 09:18:39 AM
The one beta I'm delighted I got into was Warhammer, because it was a brilliant, fun game in beta.

You have to be careful with these "who would win" debates because it always seemed like a no-brainer that Superman could beat Batman, but when they fought it was actually Batman that won.

I think MMO can be fun precisely BECAUSE of the impending character wipe.  People just do the parts they enjoy when they know they can't keep stuff anyway.  WAR suffered heavily from this.  Non stop RvR in tier 1 and 2 beta I was convinced they had hit the nail on the head with the game, but as soon as release hit it was mostly only scenarios because it was more efficient for leveling.   


Title: Re: SWTOR
Post by: 01101010 on August 14, 2011, 09:28:25 AM
The one beta I'm delighted I got into was Warhammer, because it was a brilliant, fun game in beta.

I think MMO can be fun precisely BECAUSE of the impending character wipe.  People just do the parts they enjoy when they know they can't keep stuff anyway.  WAR suffered heavily from this.  Non stop RvR in tier 1 and 2 beta I was convinced they had hit the nail on the head with the game, but as soon as release hit it was mostly only scenarios because it was more efficient for leveling.   

That is the caveat though. How to make your game as much fun as the "what-the-fuck-ever it's beta play for the sake of being fun" and the "time to get serious now release play" in which people have to find and unlock the easiest/most efficient leveling track while forgetting about the game. Not sure how you even do something like that given the "persistence" factor of an MMO and the population that plays the game.


Title: Re: SWTOR
Post by: eldaec on August 14, 2011, 09:39:00 AM
Non stop RvR in tier 1 and 2 beta I was convinced they had hit the nail on the head with the game, but as soon as release hit it was mostly only scenarios because it was more efficient for leveling.   

Mythic had openly said they felt they had to make scenarios more popular in order to avoid having the popular and interesting endgame of their prior title. You can imagine the catastrophe that would have been.


Title: Re: SWTOR
Post by: Amaron on August 14, 2011, 10:35:54 AM
You can imagine the catastrophe that would have been.

Considering how badly that client performed in big RvR fights I think catastrophe is the right word for it.


Title: Re: SWTOR
Post by: eldaec on August 14, 2011, 10:56:34 AM
That is the caveat though. How to make your game as much fun as the "what-the-fuck-ever it's beta play for the sake of being fun" and the "time to get serious now release play" in which people have to find and unlock the easiest/most efficient leveling track while forgetting about the game. Not sure how you even do something like that given the "persistence" factor of an MMO and the population that plays the game.

Remember, a lot of the beta guys fuck off to play another beta shortly after launch. And WoWtards really do like the ding-gratz-loot-roll lifestyle.

So from the point of view of an evil EA producer you have to ask how much it matters what beta dudes find fun.


Title: Re: SWTOR
Post by: Malakili on August 14, 2011, 11:04:45 AM
How to make your game as much fun as the "what-the-fuck-ever it's beta play for the sake of being fun" and the "time to get serious now release play" in which people have to find and unlock the easiest/most efficient leveling track while forgetting about the game. Not sure how you even do something like that given the "persistence" factor of an MMO and the population that plays the game.

More emphasis on world persistence/progression, less emphasis on character persistence/progression.


Title: Re: SWTOR
Post by: Furiously on August 14, 2011, 11:21:01 AM
So from the point of view of an evil EA producer you have to ask how much it matters what beta dudes find fun.

Well - I think you would care what they tell their friends....


Title: Re: SWTOR
Post by: UnSub on August 14, 2011, 06:11:30 PM
So from the point of view of an evil EA producer you have to ask how much it matters what beta dudes find fun.

Well - I think you would care what they tell their friends....

It's why I'm hugely in favour of extended open betas. Closed betas are their own little country, with players who may have been playing since near alpha telling everyone how good the game is and the critics of the title generally exited from testing, so complaints are no longer being heard. There's also been the tendency to not have the 'full' game available until very close to release, which is just insanity from a play testing point of view. The full game needs to be tested for the data to be valid. I remember beta testing ChampO for months before Cryptic added their Stats system, which basically made all previous powers feedback useless.

Will some people use an open beta as a free trial? Yes, and that is exactly what they publisher should want, because the aim should be converting that trial into purchase. If you have players who won't even play your game for free, you are in trouble.


Title: Re: SWTOR
Post by: Fordel on August 14, 2011, 06:21:05 PM
Btw, which are better, tanks or mechs?

That question is highly dependant on knowing what sort of terrain is involved.

Interestingly, the Hulk/Superman debate drew the same conclusion.


Wait, we had a Hulk vs Superman debate and I missed it?  :sad:


Title: Re: SWTOR
Post by: Sky on August 14, 2011, 07:18:07 PM

Wait, we had a Hulk vs Superman debate and I missed it?  :sad:
Yep, The Vision won  :grin:


Title: Re: SWTOR
Post by: Sjofn on August 14, 2011, 07:57:33 PM
You can imagine the catastrophe that would have been.

Considering how badly that client performed in big RvR fights I think catastrophe is the right word for it.

Man, tell me about it. I went on one keep raid with Bat Country and it was a horrible slideshow. It was sad, especially since I was an ironbreaker (AN ADORABLE IRONBREAKER) and was pretty much rendered more useless than expected because of it.


Title: Re: SWTOR
Post by: Watchmaker on August 15, 2011, 06:29:27 AM
If you have players who won't even play your game for free, you are in trouble.

Remembrances of Vanguard beta roaring back for some reason.


Title: Re: SWTOR
Post by: Sjofn on August 15, 2011, 06:34:39 AM
That trainwreck was fun to watch, because I am a bad person.


Title: Re: SWTOR
Post by: amiable on August 15, 2011, 09:15:49 AM
If you have players who won't even play your game for free, you are in trouble.

Remembrances of Vanguard beta roaring back for some reason.

I'm sure this will get me  a frowning of lifetime because of  :nda:.  But I substantially reduced my beta testing because I am really excited to play with my wife at release that I don't want to spoiler the storyline/planets for myself.


Title: Re: SWTOR
Post by: Simond on August 15, 2011, 11:54:28 AM

Wait, we had a Hulk vs Superman debate and I missed it?  :sad:
Yep, The Vision won  :grin:
You mean Goku, right?  :popcorn:


Title: Re: SWTOR
Post by: Sobelius on August 15, 2011, 12:15:15 PM
... There's also been the tendency to not have the 'full' game available until very close to release, which is just insanity from a play testing point of view. The full game needs to be tested for the data to be valid. ...

Will some people use an open beta as a free trial? Yes, and that is exactly what they publisher should want, because the aim should be converting that trial into purchase. If you have players who won't even play your game for free, you are in trouble.

Strongly agree. Essentially, for the Beta data to be truly valid, you have to mimic the live service as fully as possible, meaning you have a population size and distribution similar to that of the game after, say, a month or six. I'm not sure that's truly possible, hence the very real sense that for the first few months of a live MMO most of us still feel like we're in Beta. I don't think there's any way around that. It's such a different beast creating software as a massive "service" than creating a static product focused on a single or small multiplayer experience.


Title: Re: SWTOR
Post by: Malakili on August 15, 2011, 12:42:14 PM
... There's also been the tendency to not have the 'full' game available until very close to release, which is just insanity from a play testing point of view. The full game needs to be tested for the data to be valid. ...

Will some people use an open beta as a free trial? Yes, and that is exactly what they publisher should want, because the aim should be converting that trial into purchase. If you have players who won't even play your game for free, you are in trouble.

Strongly agree. Essentially, for the Beta data to be truly valid, you have to mimic the live service as fully as possible, meaning you have a population size and distribution similar to that of the game after, say, a month or six. I'm not sure that's truly possible, hence the very real sense that for the first few months of a live MMO most of us still feel like we're in Beta. I don't think there's any way around that. It's such a different beast creating software as a massive "service" than creating a static product focused on a single or small multiplayer experience.

My worst experience with this was Champions Online.  In my opinion that game really did work in the focused beta tests.  However, the 1-40 experience as a whole had shit flow, long periods where you had to PvP and/or grind to make it through to the next level (with enmies who had their experience point worth nerfed into the ground).    They didn't seem to test the thing as a whole until the last two weeks, and by then there was no time to do any real iteration, they just threw in some patches and hoped for the best - and it was a fucking disaster at launch.

The free to play version of the game has come a long way since then, but if they had done a normal beta test instead of these hyper focused weekend long tests, they might have actually managed a solid launch that didn't alienate most of their potential playerbase with broken quest chains, horrible grinds, and nonsensical flow between zones.


Title: Re: SWTOR
Post by: Lucas on August 15, 2011, 05:08:31 PM
Guild Testing Program:

http://www.swtor.com/community/showthread.php?p=8273895#edit8273895



Title: Re: SWTOR
Post by: luckton on August 15, 2011, 06:14:23 PM
Guild Testing Program:

http://www.swtor.com/community/showthread.php?p=8273895#edit8273895



SKY!


Title: Re: SWTOR
Post by: Sky on August 15, 2011, 07:38:05 PM
Yes? We've had over ten members since the pre-launch guild program opened. If you're in BC, you'll know the second we get an invite. But I also wouldn't get my hopes up, there are a gajillion people champing at this particular bit.


Title: Re: SWTOR
Post by: Paelos on August 15, 2011, 07:56:24 PM
Yes? We've had over ten members since the pre-launch guild program opened. If you're in BC, you'll know the second we get an invite. But I also wouldn't get my hopes up, there are a gajillion people champing at this particular bit.

But, but, we're better than them!


Title: Re: SWTOR
Post by: Cyrrex on August 15, 2011, 11:48:11 PM
Be sure to tell them about our myriad 200+ posts Star Wars related threads.  That'll get us an invite for sure!


Title: Re: SWTOR
Post by: Tannhauser on August 16, 2011, 03:32:17 AM
As long as they don't read it.  :grin:


Title: Re: SWTOR
Post by: UnSub on August 16, 2011, 05:35:45 AM
Be sure to tell them about our myriad 200+ posts Star Wars related threads.  That'll get us an invite for sure!

Be sure to tell them that we want into the beta so we won't play it in case it ruins the live experience.


Title: Re: SWTOR
Post by: Bunk on August 16, 2011, 06:19:00 AM
I can think of two betas that caused me to not buy a game I had been planning on buying - AC2 and WAR. And I don't think its a case of making a decision based on an imcomplete or buggy version of the game (I put up with taking two hours to craft a chain coif in UO beta, and went on to play UO for years).

I love the Bioware style games, but unlike some people here, I find it very difficult to get in to playing through the same storyline more than once. ME2 was my favorite game of that year, but I only finished it once. So even though I highly suspect I'll play through most every class in this game, and I'm chomping at the bit to get it, I don't really have any interest in the beta at all.

Correction - if we get in the beta, I promise I'll test the hell out of the character creator.


Title: Re: SWTOR
Post by: Sky on August 16, 2011, 06:24:51 AM
I remember when they dialed back the spawn rate, maybe it was that 'dynamic spawn' from the hype, from the UO beta. Spent an hour to maybe find two hinds with my aptly named character Slim Pickens. Then got pk'd for the first time. Somehow also ended up playing that game for a couple years.

Bunk, good point about the character creator...but is it worth a 262GB download just for that?


Title: Re: SWTOR
Post by: Surlyboi on August 16, 2011, 06:59:48 AM
We've been over this. It's not 262GB.

It's 40TB. Get it right.


Title: Re: SWTOR
Post by: Malakili on August 16, 2011, 07:06:58 AM
We've been over this. It's not 262GB.

It's 40TB. Get it right.

Luckily, the game comes with a free FIOS connection if you buy the digital version.  True Story.


Title: Re: SWTOR
Post by: 01101010 on August 16, 2011, 07:16:16 AM
We've been over this. It's not 262GB.

It's 40TB. Get it right.

Luckily, the game comes with a free FIOS connection if you buy the digital version.  True Story.

We are going to need a bigger boat.


Title: Re: SWTOR
Post by: Sky on August 16, 2011, 07:36:29 AM
I've got it on good authority as the Supreme Head Guild Poohbah of Bat Country TOR Chapter that the running total client size is directly tied to the length of this thread, where pages = GB.


Title: Re: SWTOR
Post by: Pezzle on August 16, 2011, 07:40:29 AM
Every time we hit a new page they add more VA?  Brilliant!


Title: Re: SWTOR
Post by: Paelos on August 16, 2011, 07:53:35 AM
Every time we hit a new page they add more VA?  Brilliant!

Yeah, but they are getting Hayden Christiansen to do it, soooo...


Title: Re: SWTOR
Post by: Pezzle on August 16, 2011, 08:35:35 AM
... we need to remove any evidence this thread ever existed from the internets?


Title: Re: SWTOR
Post by: Rasix on August 16, 2011, 08:39:17 AM
I can do that.  Just give me 5 seconds.

But it'll be funnier if I do it at 299.


Title: Re: SWTOR
Post by: Kirth on August 16, 2011, 09:11:40 AM
But it'll be funnier if I do it at 299.

 :ye_gods:


Title: Re: SWTOR
Post by: Morfiend on August 16, 2011, 09:57:05 AM
Video of the first instance (http://www.youtube.com/watch?v=RPsuhyN9fTU).

They managed to make that look very very generic and completely uninteresting.


Title: Re: SWTOR
Post by: Threash on August 16, 2011, 10:08:33 AM
God damn people standing there taking cannon fire right in the fucking face and returning fire with a tiny pistol looks even more fucking retarded than i thought.


Title: Re: SWTOR
Post by: Mosesandstick on August 16, 2011, 10:11:53 AM
I'm not sure why Morfiend called that the first instance, it's definitely not.


Title: Re: SWTOR
Post by: Amaron on August 16, 2011, 10:13:32 AM
It's the first raid/operation in case people didn't click to look.


Title: Re: SWTOR
Post by: 01101010 on August 16, 2011, 10:23:40 AM
What is Vince from Slap Chop doing there introducing this?


Title: Re: SWTOR
Post by: Crumbs on August 16, 2011, 10:37:31 AM
Bounty Hunter...."all about doing damage."

And here I thought they Bounty Hunted?   :awesome_for_real:  I have a sinking feeling that smugglers won't smuggle either....just rogues with Han Solo vests.   Man, between this and having just watched a few GW2 vids, I'm really regretting my pre-order.  I guess we'll have to see if my fanboi quotient is greater than my please-no-more-wow quotient.


Title: Re: SWTOR
Post by: Rasix on August 16, 2011, 10:40:33 AM
How are you going to hunt bounties in a raid? 

"Sorry guys, brb, just saw my mark hiding behind some trash cans."

Don't care about raiding, it can look as dumb as it wants.


Title: Re: SWTOR
Post by: Threash on August 16, 2011, 10:41:17 AM
You didn't really think there was gonna be smuggling did you? there is tanking, dps, healing and support.


Title: Re: SWTOR
Post by: Rasix on August 16, 2011, 10:44:46 AM
Well, I imagine there are smuggling elements in the personal story line quests.  But yah, you're not going to beat an instance because you got some illegal bantha-wang powder past customs.


Title: Re: SWTOR
Post by: Crumbs on August 16, 2011, 10:47:42 AM
I live in my own world...what can I tell you.

As reality hits though, this is World of Starwarscraft.  I guess it has been said in the thread in one form or another.  We knew the game would be the same.  Few people laughed, few people cried...most people were silent.  Now I am become SWTOR, copier of WOW.

Makes sense though, that they can't take any chances whatsoever.  What with the IP and all.


Title: Re: SWTOR
Post by: Crumbs on August 16, 2011, 10:50:53 AM
Well, I imagine there are smuggling elements in the personal story line quests.  But yah, you're not going to beat an instance because you got some illegal bantha-wang powder past customs.

lol.  There could still be hope that this sort of thing is present.  Maybe the wang powder doesn't beat the instance, but gives some sort of bonus buff or talent that couldn't be present without a smuggler.

Ah but then..."LFG need smuggler.  Must have wang powder."

Yea, I should just wait till the game comes out...


Title: Re: SWTOR
Post by: Nebu on August 16, 2011, 10:53:13 AM
As reality hits though, this is World of Starwarscraft.

Of course it is.  I don't think anyone here expected anything different. 

I'm excited about it because it's new content for me to burn through.  That's easily worth the box cost to me.


Title: Re: SWTOR
Post by: caladein on August 16, 2011, 10:59:07 AM
lol.  There could still be hope that this sort of thing is present.  Maybe the wang powder doesn't beat the instance, but gives some sort of bonus buff or talent that couldn't be present without a smuggler.

Ah but then..."LFG need smuggler.  Must have wang powder."

Yea, I should just wait till the game comes out...

In group settings, especially when your sizes don't force at least one of each class, putting stuff like that in is a recipe for disaster.  Your (main) quests and such appear to be a different matter.  (There's an outside chance of something like the Star options from DA2 that depended on specific companions or stat, but if they do come up, I doubt they'd offer any mechanical differences.)


Title: Re: SWTOR
Post by: sam, an eggplant on August 16, 2011, 11:31:32 AM
this is World of Starwarscraft.  I guess it has been said in the thread in one form or another.  
Mmmhmm.


Title: Re: SWTOR
Post by: Amaron on August 16, 2011, 11:35:13 AM
WoW was just World of Everquest.  Not that I think  SWToR will be able to repeat the jump between those two games.   I still see some things they've talked about that are genuine improvements over WoW though.


Title: Re: SWTOR
Post by: Crumbs on August 16, 2011, 12:06:42 PM
Ok Ok, but what does SWTOR bring to the table that is even partially new?  Anything?  (How long do we have on that NDA)





Title: Re: SWTOR
Post by: caladein on August 16, 2011, 12:08:05 PM
Dialogue Wheel Time.


Title: Re: SWTOR
Post by: Ingmar on August 16, 2011, 12:10:06 PM
Ok Ok, but what does SWTOR bring to the table that is even partially new?  Anything?  (How long do we have on that NDA)





Why does it need to bring something completely new? Serious question. Mozart used the same instruments and musical forms as his contemporaries and immediate predecessors, after all. Innovation is great and all, but iteration and refinement usually make for a bigger improvement in actual quality.


Title: Re: SWTOR
Post by: Ginaz on August 16, 2011, 12:10:31 PM
We've been over this. It's not 262GB.

It's 40TB. Get it right.

Close.  

Edit: Wait.  40 TB?  I read it as 40 GB.  My bad.

Edit 2: I wish there was no NDA right now.  So much info I'd like to share. :grin:


Title: Re: SWTOR
Post by: Kirth on August 16, 2011, 12:15:55 PM
Ok Ok, but what does SWTOR bring to the table that is even partially new?  Anything?  (How long do we have on that NDA)
Why does it need to bring something completely new? Serious question. Mozart used the same instruments and musical forms as his contemporaries and immediate predecessors, after all. Innovation is great and all, but iteration and refinement usually make for a bigger improvement in actual quality.

Every FPS is just a clone of Doom, so lame.  :why_so_serious:


Title: Re: SWTOR
Post by: Rasix on August 16, 2011, 12:18:10 PM
We've been over this. It's not 262GB.

It's 40TB. Get it right.

Close.  

Edit: Wait.  40 TB?  I read it as 40 GB.  My bad.

Edit 2: I wish there was no NDA right now.  So much info I'd like to share. :grin:

Would be nice, wouldn't it?  Could show some nice pictures of the enterprise storage system the beta ships on.


Title: Re: SWTOR
Post by: Amaron on August 16, 2011, 12:26:28 PM
Would be nice, wouldn't it?  Could show some nice pictures of the enterprise storage system the beta ships on.

I heard they will only ship one class per box because of oracle licensing fees.    :why_so_serious:


Title: Re: SWTOR
Post by: Kirth on August 16, 2011, 12:28:35 PM
Is there a collectors collector edition that I can purchase with a Star Wars themed server rack?


Title: Re: SWTOR
Post by: Ingmar on August 16, 2011, 12:41:50 PM
Would be nice, wouldn't it?  Could show some nice pictures of the enterprise storage system the beta ships on.

I heard they will only ship one class per box because of oracle licensing fees.    :why_so_serious:

No, all the classes are there, you just have to buy one copy for each core in your processors.


Title: Re: SWTOR
Post by: Ginaz on August 16, 2011, 02:43:29 PM
Any word if they going to be doing the lifetime sub thing for TOR?  I hope they are. :heart:


Title: Re: SWTOR
Post by: Amaron on August 16, 2011, 03:13:22 PM
Any word if they going to be doing the lifetime sub thing for TOR?  I hope they are. :heart:

I can't really see what incentive they'd have to do so for this game.   They don't need upfront cash and they'd lose money from many players long term.


Title: Re: SWTOR
Post by: Paelos on August 16, 2011, 04:31:24 PM
That video did not make me happy in my pants.

 :oh_i_see:


Title: Re: SWTOR
Post by: Hawkbit on August 16, 2011, 04:38:25 PM
Urge to buy fading... fading... fading... RISING... fading... fading...


Title: Re: SWTOR
Post by: Paelos on August 16, 2011, 04:42:23 PM
And you can see here the Juggernaught is applying a SHAMWOW to soak up all that damage! And here the agent is tossing Vitapaks at the Juggernaught with streams of light.

I mean fuck, can we just call a spade a spade you bunch of shit-eating toolboxes?


Title: Re: SWTOR
Post by: Malakili on August 16, 2011, 04:52:02 PM
Even though I am not surprised by anything I've seen, I still always feel less interested in buying this game every time I actually see gameplay.  The star wars geek in me keeps stringing me along though, but the gamer in me wants to kill it with fire.


Title: Re: SWTOR
Post by: Crumbs on August 16, 2011, 04:56:54 PM
Yea, I'm not demanding anything completely new.  Just not an exact copy.  If I wasn't utterly sick of the fantasy theme, this wouldn't even be a contest between swtor and gw2.


Title: Re: SWTOR
Post by: Nevermore on August 16, 2011, 05:02:10 PM
What exactly is the end game in GW2, anyway?  The only mmos I've seen that don't have raid-type mechanics as the end game are the purely sandbox games or the ones with no end game at all.


Title: Re: SWTOR
Post by: Fordel on August 16, 2011, 05:05:30 PM
GW2 has large scale server vs server RvR.


The SWTOR video looks way better then I expected.


Title: Re: SWTOR
Post by: Crumbs on August 16, 2011, 05:32:25 PM
What exactly is the end game in GW2, anyway?  The only mmos I've seen that don't have raid-type mechanics as the end game are the purely sandbox games or the ones with no end game at all.

I'd be happy with the 3 realm RvR.  Check out 5:25 of this vid:  http://www.youtube.com/watch?v=xBC_ig73aMs

The dungeon system seems interesting as well:  http://www.guildwars2.com/en/the-game/dungeons/



Title: Re: SWTOR
Post by: Sjofn on August 16, 2011, 05:37:43 PM
The bounty hunters made me laugh. In a good way.


Title: Re: SWTOR
Post by: Paelos on August 16, 2011, 06:06:21 PM
I'm going to chalk my earlier anger at that video at the announcer being a douchebag. The gameplay didn't bother me.


Title: Re: SWTOR
Post by: Rokal on August 16, 2011, 06:07:17 PM
God damn people standing there taking cannon fire right in the fucking face and returning fire with a tiny pistol looks even more fucking retarded than i thought.

I had to laugh at this. Watching people jump up to the cannon for a melee attack and then drop to the ground like sacks of potatoes was pretty funny too.

I thought the second fight actually looked pretty cool though.


Title: Re: SWTOR
Post by: Evildrider on August 16, 2011, 06:23:40 PM
I'm going to chalk my earlier anger at that video at the announcer being a douchebag. The gameplay didn't bother me.

It was an obviously scripted fight too.  I mean the Agent did an orbital bombardment on pretty much nothing, just cause the announcer said they were using one.  Also the part at the end where the boss does the knockback, only the camera view character was far enough away to not get hit by it.


Title: Re: SWTOR
Post by: Amaron on August 16, 2011, 06:39:27 PM
Yea it was pretty clear they all died to the boss on purpose there.  Makes me wonder if it's not finished or they just didn't want to show it.


Title: Re: SWTOR
Post by: Fordel on August 16, 2011, 06:50:59 PM
I have yet to see a MMO preview video where the people playing it did not suck donkey cock at the game they are playing.




Title: Re: SWTOR
Post by: Lakov_Sanite on August 16, 2011, 06:58:43 PM
Yea it was pretty clear they all died to the boss on purpose there.  Makes me wonder if it's not finished or they just didn't want to show it.

Raid zone finished before the mmo is realeased? You haven't been paying attention to the last decade have you?


Title: Re: SWTOR
Post by: Malakili on August 16, 2011, 07:22:20 PM
I have yet to see a MMO preview video where the people playing it did not suck donkey cock at the game they are playing.




I hate this so much.  Can't they just get some top tier raiding clan from another game to come show off their content, it'd probably make it look cooler if you have people who actually know what they are doing up there.  Seems like a better choice all around, the casual players will think it looks cool, the hardcores will see what the gameplay is like at a high level because they know what to look fore.  Win-win.


Title: Re: SWTOR
Post by: Paelos on August 16, 2011, 08:04:47 PM
I'd like the hardcore raiders in the audience actively beaten with bats during the presentation. Win-win.


Title: Re: SWTOR
Post by: Sjofn on August 16, 2011, 08:51:54 PM
The bizarre raid demonstration thing Blizzard does at Blizzcon now (invite some bleeding edge guild to fight bosses in front of an audience, basically) is surprisingly entertaining, but I think part of it was because of stuff like "Alright, fight Patchwerk, Thaddius and Anub'whoever at once."


Title: Re: SWTOR
Post by: Sky on August 16, 2011, 09:28:11 PM
Hardcore raiders couldn't make it to the demo because they'd have been kicked from their guilds for missing a raid.  :grin:


Title: Re: SWTOR
Post by: luckton on August 17, 2011, 05:14:00 AM
TBH, those eight people probably weren't even playing...they were probably still working on coding the damn game.  :why_so_serious:


Title: Re: SWTOR
Post by: Lucas on August 17, 2011, 08:11:42 AM
Looks like marketing has won again: James Ohlen confirmed that there will be no cross-faction communication:

http://swtor.tentonhammer.com/featured-post/swtor-creative-director-james-ohlen-at-syndcon/

Quote
Ten Ton Hammer: We are also curious about the banking system. Will players be able to share items between their own characters through the bank on the same server, or even across factions so long as it’s on the same account?

James: Currently no, you have to do it the old fashioned way through the mailbox, but only if they’re the same faction. There are multiple reasons why we don’t want the different factions to communicate with each other.

We had the big argument that this isn’t like Horde and Alliance, we all speak Galactic Standard so we should just allow it. So we actually did allow it for a little while. The argument against it was that, what happens is people start saying inappropriate things to the other side. That’s just the way it is when you’re on a different side and you gank each other, people tend to say inappropriate things.

So we thought that maybe it won’t be so bad, but then when we started doing testing with external people, and then we’d look at the chat logs and say, OK, that’s gone. And it wasn’t the swear words that were bad, let’s just say that lots of inappropriate things get said. Usually our testers are more mature, and if this is what was happening with them, imagine what will happen when we go out into the wild.

We just wanted to get rid of that, so that’s another reason why you can’t mail your incredibly dirty messages to members of the opposite faction. The unfortunate thing is that’s just human nature. Suddenly Empire players would start sending horrific messages – and I mean horrific – so that’s what we want to avoid.

Ten Ton Hammer: Maybe you could work that into some kind of system where you can gain dark side points based on how horrific your mail is…

James: *Laughter* I don’t think we want any systems connected to the things that would be said, that’s the thing.

Ten Ton Hammer: How does that translate to something like a PvP environment then? Is it a case where you’ll only see chat from other players of your own faction, and don’t see the other faction’s chat at all?

James: You won’t see the other faction’s chat at all, so they can’t chat with you and you can’t chat with them.


Sigh, I wanted to write something about the great possibilities CFC (cross-faction communication) gives roleplaying-wise (but also in community-building, and yes, precisely also because of the bad side of it) but it's useless, devs these days will always find the easiest way out for the immature kids out there. Fuck.


Title: Re: SWTOR
Post by: Mrbloodworth on August 17, 2011, 08:14:54 AM
Best to avoid the inevitable shit talk.


Title: Re: SWTOR
Post by: Lucas on August 17, 2011, 08:22:34 AM
Best to avoid the inevitable shit talk.

Yes, and that bottom line I can't  argue with; it's just that...I don't know, maybe it's because I see the enormous potential when it comes to cross-faction guilds and cross-faction storylines (IF DONE RIGHT, of course, and that's a big "if") have, so I wish people would embrace that idea instead of artificially blocking any creative idea. But hey, maybe I need to go back to earth and notice the hell we live in, I don't know.


Title: Re: SWTOR
Post by: Sky on August 17, 2011, 08:23:57 AM
Let's just say I'm WICKED FUCKING DUBIOUS of those who are testing this game.


Title: Re: SWTOR
Post by: Mrbloodworth on August 17, 2011, 08:25:59 AM
If this was a more player focused game, perhaps with some sort of diplomacy or regional land war system, maybe. This game is so on rails, its just best to avoid all the strife. I think you are thinking of another game Lucas.


Title: Re: SWTOR
Post by: Lucas on August 17, 2011, 08:29:57 AM
If this was a more player focused game, perhaps with some sort of diplomacy or regional land war system, maybe. This game is so on rails, its just best to avoid all the strife. I think you are thinking of another game Lucas.

Yes, in theory (I say so because the sandbox portion is quite barren, nowadays :P) I prefer sandbox games a lot more than theme parks, and again in theory, CFC works better in those ones, of course.


Title: Re: SWTOR
Post by: Kirth on August 17, 2011, 08:42:42 AM
Yes, and that bottom line I can't  argue with; it's just that...I don't know, maybe it's because I see the enormous potential when it comes to cross-faction guilds and cross-faction storylines (IF DONE RIGHT, of course, and that's a big "if") have, so I wish people would embrace that idea instead of artificially blocking any creative idea. But hey, maybe I need to go back to earth and notice the hell we live in, I don't know.

Forced spiting your players down the middle is mind bogglingly dumb. Especially in this game where you have this much lauded darkside/lightside system. I'm sorry to get all lore nerd here but if you pick sith but make all light side choices your not on the evil side anymore, There was even footage from comic-con of a quest where a jedi redeems a sith and later in that guys story that sith is working with the republic. so much potential wasted.


Title: Re: SWTOR
Post by: Mrbloodworth on August 17, 2011, 08:45:24 AM
Kill 500 orcs Troopers to convert?


Title: Re: SWTOR
Post by: Lucas on August 17, 2011, 08:47:09 AM
Ok. looks like Georg Zoeller is coming to the rescue on the official forums (bold is mine):

http://www.swtor.com/community/showthread.php?p=8314508#edit8314508

Quote
Today , 05:34 PM
   
Guys,

Let's back up for a minute and clarify what's going on here.

Nothing has changed since San Diego Comic Con.

As discussed at SDCC, the decision was made to separate the general chat channels by faction. However, this decision ONLY affects the planet-wide chat channels such as "General Chat." If you're standing next to another player (local chat), you can talk to them regardless of what faction you're part of.

The only thing we removed, as already mentioned at Comic-Con, was the ability to communicate with the opposing faction across the entirety of a planet to avoid the issues (like griefing, abuse, and other factors which led to a very unpleasant experience) which we saw way too often in testing.

We discussed the option of hiding the global chat and defaulting it off, but ultimately the ratio of negative incidents was too high to justify that. The reasoning here is simple: We really didn’t want to create a game option that essentially says "
  • Give me an 80% chance of having an infuriating and annoying chat experience," and putting the onus on the user ("you can just /ignore them") is not our idea of a quality game experience.

Removing planet-wide cross-faction chat radically reduces the amount of reach a misbehaving player has before account action can be taken. We’ll likely add the ability to filter local cross faction chat as well.

Hopefully that clears it up a bit.
Georg "Observer" Zoeller
Principal Lead Combat Designer


Title: Re: SWTOR
Post by: caladein on August 17, 2011, 09:21:44 AM
Always assume your players are cheating xenophobic bastards and design your systems accordingly.  Otherwise you're just going to spend a lot of money on customer service and dev time to patch out someone's wide-eyed idealism.


Title: Re: SWTOR
Post by: Merusk on August 17, 2011, 09:35:56 AM
Keeping local chat in is the worst idea of them all.   Shit talking in PVP encounters will be tremendous.  Each and every "horrible thing" they saw on global will be macroed so it can be spammed once your opponent is dead.   Much like /spit or /wave or /laugh in WoW BGs.


Title: Re: SWTOR
Post by: Rasix on August 17, 2011, 09:38:13 AM
Quote
We’ll likely add the ability to filter local cross faction chat as well.

I imagine this is the first thing I'll do on every character.  It's like getting out of general or trade chat back in the day.


Title: Re: SWTOR
Post by: Morfiend on August 17, 2011, 09:58:50 AM
Best to avoid the inevitable shit talk.

During alpha and beta for WoW they had cross faction communication. They actually removed it half way through beta, as upward of 70% of the GM petitions had to do with CFC harassment.


Title: Re: SWTOR
Post by: Threash on August 17, 2011, 10:27:36 AM
Rift has cross faction communication without any issues.  There is about 10x more in faction shit talking than cross faction.


Title: Re: SWTOR
Post by: Paelos on August 17, 2011, 11:19:51 AM
Rift has cross faction communication without any issues.  There is about 10x more in faction shit talking than cross faction.

WoW just has Alliance.

OMG YOU F'KING NOOBS STOP GUARDING THE FLAG, ALLIANCE SUCKS!


Title: Re: SWTOR
Post by: Lantyssa on August 17, 2011, 11:53:21 AM
Best to avoid the inevitable shit talk.
Yes, because it proved horrendous in RIFT.  No, wait...


Title: Re: SWTOR
Post by: kildorn on August 17, 2011, 11:54:38 AM
Rift has cross faction communication without any issues.  There is about 10x more in faction shit talking than cross faction.

All my BGs were just trash talking the other side.

Cross faction chatter just.. lacks any real up side that I can see. You gain a minor chance for roleplaying, and lose a lot to ... the internet.


Title: Re: SWTOR
Post by: Lantyssa on August 17, 2011, 11:56:28 AM
Nevermind:  Lots more stuff after what I quoted.


Title: Re: SWTOR
Post by: Rasix on August 17, 2011, 11:57:58 AM
To be a little mean to Rift, I think it lacks the critical mass to be any sort of example on this.  Plus, the crowd that SWTOR is going to draw will be infinitely more vile.


Title: Re: SWTOR
Post by: kildorn on August 17, 2011, 12:03:00 PM
To be a little mean to Rift, I think it lacks the critical mass to be any sort of example on this.  Plus, the crowd that SWTOR is going to draw will be infinitely more vile.

Please, incest and hilariously age inappropriate relationships are canon! :P

But really, I dislike cross faction chatter. Because it goes.. bad places. And I don't like the idea of having to wait another hour on my quest mob won't spawn above the ground because all the GMs are busy sorting out who exactly was being a dick to who.


Title: Re: SWTOR
Post by: Lantyssa on August 17, 2011, 12:11:37 PM
'Whom' you pink-skinned, fleshy freak.


Title: Re: SWTOR
Post by: kildorn on August 17, 2011, 12:15:40 PM
I speak Texan.


Title: Re: SWTOR
Post by: Ingmar on August 17, 2011, 01:31:25 PM
I hope they give us the option to turn it off, I'm with Rasix, I don't *want* the other side to be able to talk to me.


Title: Re: SWTOR
Post by: Shatter on August 17, 2011, 02:14:49 PM
I hope they give us the option to turn it off, I'm with Rasix, I don't *want* the other side to be able to talk to me.

Nothing more lame then dying in PvP and getting a tell "LOL YOU SUCK L2P!!" or some crap. SWG comes to mind here


Title: Re: SWTOR
Post by: Amaron on August 17, 2011, 02:35:04 PM
Best to avoid the inevitable shit talk.
Yes, because it proved horrendous in RIFT.  No, wait...

I'm guessing you guys played on PvE or RP-PvE servers?


Title: Re: SWTOR
Post by: Ingmar on August 17, 2011, 03:00:01 PM
Randomly being matched up against other servers does not thrill me, there's very little opportunity to build up rivalries against opponents you see all the time that way.


Title: Re: SWTOR
Post by: Nebu on August 17, 2011, 03:19:34 PM
I hope they give us the option to turn it off, I'm with Rasix, I don't *want* the other side to be able to talk to me.

I'd be happy if I didn't have to watch their emotes either.  I love to pvp in these games.  I just don't want to listen to/read the rants of 13 year olds while I do it. 


Title: Re: SWTOR
Post by: Surlyboi on August 17, 2011, 03:43:31 PM
Yet another reason I don't PvP in MMOs.


Title: Re: SWTOR
Post by: Sjofn on August 17, 2011, 03:55:34 PM
Yes, and that bottom line I can't  argue with; it's just that...I don't know, maybe it's because I see the enormous potential when it comes to cross-faction guilds and cross-faction storylines (IF DONE RIGHT, of course, and that's a big "if") have, so I wish people would embrace that idea instead of artificially blocking any creative idea. But hey, maybe I need to go back to earth and notice the hell we live in, I don't know.

Forced spiting your players down the middle is mind bogglingly dumb. Especially in this game where you have this much lauded darkside/lightside system. I'm sorry to get all lore nerd here but if you pick sith but make all light side choices your not on the evil side anymore, There was even footage from comic-con of a quest where a jedi redeems a sith and later in that guys story that sith is working with the republic. so much potential wasted.

There may well be a way to switch in The Future. It's just it might be 5 years or so before they get around to it.  :why_so_serious:

I don't give a shit one way or the other on crossfaction talking. It's sort of immersion breaking, depending on the game. It made sense in DAoC to me (hell if I know wtf the Albs are saying in their stupid language!), it makes no sense in WoW where orcs and humans talked shit to each other throughout the RTS games, can talk shit to each other when it's needed for a quest, etc. But I don't have a burning need to talk to people on the other side, and I'm perfectly content not allowing them to talk to me.

However, I have no intention of PvPing in SWTOR, so the "it doesn't make sense" would bug me more than "a 12 year old is being an asshat to me." So their compromise is fine by me. :P


Title: Re: SWTOR
Post by: Threash on August 17, 2011, 04:07:54 PM
Best to avoid the inevitable shit talk.
Yes, because it proved horrendous in RIFT.  No, wait...

I'm guessing you guys played on PvE or RP-PvE servers?

Pvp here, shit talking is simply not a problem.


Title: Re: SWTOR
Post by: Crumbs on August 17, 2011, 04:53:00 PM
In Rift, cross faction chat is a major error, especially in battlegrounds.  I don't need the opposite faction dude saying "I'd cap this flag if your fag rogue friend wasn't here.  Fight me 1 on 1 you pussy."  That just reminds me that I'm part of a really, really bad societal demographic and I become filled with shame.

Wow even turned off same faction chat in arenas shortly after push. 

Cross faction chat is just not worth it.  I'm all for a little trash talk here and there but I don't need to endure every psycho on a  personal level.


Title: Re: SWTOR
Post by: Threash on August 17, 2011, 05:20:06 PM
In Rift, cross faction chat is a major error, especially in battlegrounds.  I don't need the opposite faction dude saying "I'd cap this flag if your fag rogue friend wasn't here.  Fight me 1 on 1 you pussy."  That just reminds me that I'm part of a really, really bad societal demographic and I become filled with shame.

Wow even turned off same faction chat in arenas shortly after push. 

Cross faction chat is just not worth it.  I'm all for a little trash talk here and there but I don't need to endure every psycho on a  personal level.

Does it really make any difference that it is someone on the other faction saying it? you will hear it anyways from the idiots on your team.


Title: Re: SWTOR
Post by: Mattemeo on August 17, 2011, 05:34:01 PM
Cross faction chat is just not worth it.  I'm all for a little trash talk here and there but I don't need to endure every psycho on a  personal level.


...and yet it worked perfectly fine in City of Heroes. Sure, you get some trash-talk in PvP zones, but you should expect at least a little. Maybe because I was playing on Virtue (the unofficial RP server), the trash-talk and taunting tended to come from a character, not a cheeto-filled tween with a semi and something to prove. I know I PvP'd in character, it made up for a pretty broken experience.


Title: Re: SWTOR
Post by: Ingmar on August 17, 2011, 05:37:31 PM
Imagine RVR on our old DAOC server, but with every single 8v8er on the other realms able to send you tells after they ganked you at the MG while you were trying to catch up to the zerg.


Title: Re: SWTOR
Post by: Fordel on August 17, 2011, 05:44:47 PM
Barrens chat squared. That's the best description I've read.


Title: Re: SWTOR
Post by: Fabricated on August 17, 2011, 06:28:18 PM
Why would I want to talk to anyone in an MMO?

You can guess if I'm being ironic or not.


Title: Re: SWTOR
Post by: UnSub on August 17, 2011, 06:35:36 PM
Of course EA / BioWare is going to file off as many sharp edges from this game as possible. It's too big to fail, which means it needs to be as safe as possible.


Title: Re: SWTOR
Post by: Merusk on August 17, 2011, 07:20:45 PM
In Rift, cross faction chat is a major error, especially in battlegrounds.  I don't need the opposite faction dude saying "I'd cap this flag if your fag rogue friend wasn't here.  Fight me 1 on 1 you pussy."  That just reminds me that I'm part of a really, really bad societal demographic and I become filled with shame.

Wow even turned off same faction chat in arenas shortly after push. 

Cross faction chat is just not worth it.  I'm all for a little trash talk here and there but I don't need to endure every psycho on a  personal level.

Does it really make any difference that it is someone on the other faction saying it? you will hear it anyways from the idiots on your team.

No, you won't. 

For example in WoW I can't kill the idiots on my team and then laugh in their face.  I can't sap or otherwise CC them over and over while sending them tells of "I'm going to fuck you so hard your mom's going to wonder why your shitting blood when she washes your underwear.  You're my little bitch and I'm going to hear you squeal for me, fuck face." then following through.

I also can't keep sending "you're my special friend and I'm not going to leave you alone until you quit this BG" tells to the healers I designate as such.  The ones I just make miserable by constantly tossing saps and gouges and kidney shots and blinds on while then running away and stealthing to their utter frustration.  I've made players quit BGs being an asshole without talking to them. 

That level of demoralization combined with running commentary? Yeah, totally different level than your teammates crying "You all suck" "God you newbs" and "can't you fuckers fight on the flag?"

You should note that I'm also bush league when it comes to this stuff.  There's guys on this board who could put me to shame if they chose to do so.


Title: Re: SWTOR
Post by: Paelos on August 17, 2011, 08:11:23 PM
You have issues, bro.


Title: Re: SWTOR
Post by: Kirth on August 17, 2011, 08:11:56 PM
In Rift, cross faction chat is a major error, especially in battlegrounds.  I don't need the opposite faction dude saying "I'd cap this flag if your fag rogue friend wasn't here.  Fight me 1 on 1 you pussy."  That just reminds me that I'm part of a really, really bad societal demographic and I become filled with shame.

Wow even turned off same faction chat in arenas shortly after push. 

Cross faction chat is just not worth it.  I'm all for a little trash talk here and there but I don't need to endure every psycho on a  personal level.

Does it really make any difference that it is someone on the other faction saying it? you will hear it anyways from the idiots on your team.

No, you won't. 

For example in WoW I can't kill the idiots on my team and then laugh in their face.  I can't sap or otherwise CC them over and over while sending them tells of "I'm going to fuck you so hard your mom's going to wonder why your shitting blood when she washes your underwear.  You're my little bitch and I'm going to hear you squeal for me, fuck face." then following through.

I also can't keep sending "you're my special friend and I'm not going to leave you alone until you quit this BG" tells to the healers I designate as such.  The ones I just make miserable by constantly tossing saps and gouges and kidney shots and blinds on while then running away and stealthing to their utter frustration.  I've made players quit BGs being an asshole without talking to them. 

That level of demoralization combined with running commentary? Yeah, totally different level than your teammates crying "You all suck" "God you newbs" and "can't you fuckers fight on the flag?"

You should note that I'm also bush league when it comes to this stuff.  There's guys on this board who could put me to shame if they chose to do so.

This is what ignore is for?


Title: Re: SWTOR
Post by: Threash on August 17, 2011, 08:21:39 PM
In Rift, cross faction chat is a major error, especially in battlegrounds.  I don't need the opposite faction dude saying "I'd cap this flag if your fag rogue friend wasn't here.  Fight me 1 on 1 you pussy."  That just reminds me that I'm part of a really, really bad societal demographic and I become filled with shame.

Wow even turned off same faction chat in arenas shortly after push. 

Cross faction chat is just not worth it.  I'm all for a little trash talk here and there but I don't need to endure every psycho on a  personal level.

Does it really make any difference that it is someone on the other faction saying it? you will hear it anyways from the idiots on your team.

No, you won't. 

For example in WoW I can't kill the idiots on my team and then laugh in their face.  I can't sap or otherwise CC them over and over while sending them tells of "I'm going to fuck you so hard your mom's going to wonder why your shitting blood when she washes your underwear.  You're my little bitch and I'm going to hear you squeal for me, fuck face." then following through.

I also can't keep sending "you're my special friend and I'm not going to leave you alone until you quit this BG" tells to the healers I designate as such.  The ones I just make miserable by constantly tossing saps and gouges and kidney shots and blinds on while then running away and stealthing to their utter frustration.  I've made players quit BGs being an asshole without talking to them. 

That level of demoralization combined with running commentary? Yeah, totally different level than your teammates crying "You all suck" "God you newbs" and "can't you fuckers fight on the flag?"

You should note that I'm also bush league when it comes to this stuff.  There's guys on this board who could put me to shame if they chose to do so.

And yet none of that has happened in Rift.  The people who will drive you insane are the ones in your own faction.


Title: Re: SWTOR
Post by: Cadaverine on August 17, 2011, 08:45:15 PM
I hope they don't do it like WoW, where I can see 'Wagb libn frood' on the screen when the other side says something.  Maybe they're saying, 'Nice fight, mate.  Thanks.', but what I imagine they're saying is 'I'm going to fuck you so hard your mom's going to wonder why your shitting blood when she washes your underwear.  You're my little bitch and I'm going to hear you squeal for me, fuck face'.

Hell, if WoW the internet is any indication, I'd just as soon they let me turn all chat off completely.


Title: Re: SWTOR
Post by: Crumbs on August 17, 2011, 10:04:26 PM
When it's your own team, it's frustration.  There seems to be that one person in every BG who has been losing all day and has to spend the whole battle telling the team how much they suck.  With the opposite side, it's reptile brain activation mode. 

In SWG I would have hour long back and forths with people I fought for 20 seconds.  In FE there was a guy who was so frothy that there were 8 of us and 1 of him taking over a town, he told us all in detail about how our daddies molested us.  Yes, there is ignore, yes, I can see that it's not personal and the person obviously has issues to work on, but I don't really need to deal with this stuff in a game.  It's much more pleasant and practical to emote at each other and not understand what is being typed. 

At the end of the day, this is SWTOR:  family fun for the masses.  As such it's gonna need precautions in this area just like WOW.  Maybe the smaller/more innovative MMOs will better facilitate cross faction chat.


Title: Re: SWTOR
Post by: Cyrrex on August 17, 2011, 11:03:23 PM
I must be an outlier.  I never feel I have the time nor inclination to even LOOK at the general chat tab.  In any game of decent size, it just seems that thing is going 300 mph all the time.  If someone sends me a /tell with some shit talk, I would usually take the high road and start an actual conversation with them, which more often than not ended on a positive note.  I had at least few people on my "friends" list that started off as nasty smack talkers.  They're usually pretty easy to disarm, so long as you don't stoop to their level.

WoW is probably a different matter. 


Title: Re: SWTOR
Post by: Rasix on August 17, 2011, 11:06:42 PM
If someone sends me a /tell with some shit talk, I would usually take the high road and start an actual conversation with them, which more often than not ended on a positive note.  I had at least few people on my "friends" list that started off as nasty smack talkers.  They're usually pretty easy to disarm, so long as you don't stoop to their level.

Yah, you're completely full of crap, buddy.  I believed that for a hair longer than OJ's innocence.


Title: Re: SWTOR
Post by: Sjofn on August 17, 2011, 11:08:23 PM
If someone, for some reason, sent me a nasty tell, I would ignore it. Not necessarily /ignore, just ... not even acknowledge it. The (few) times it's happened to me, that pretty much ended it right there. General and trade chat is/was a cesspool, so I turn those off, but that has nothing to do with cross faction chat. I am far more likely to be irked by the general stupidity of my own team (since if we're doing a dungeon or whatever together, I probably need to hear what they have to say, no matter how irritating or abusive) than a dude on the other team telling me he fucked my mom last night that I can ignore immediately and never trouble my thoughts about again.

Not really saying there aren't assholes on the internet, but by and large, it just ... isn't a big deal.


Title: Re: SWTOR
Post by: Cyrrex on August 17, 2011, 11:31:25 PM
If someone sends me a /tell with some shit talk, I would usually take the high road and start an actual conversation with them, which more often than not ended on a positive note.  I had at least few people on my "friends" list that started off as nasty smack talkers.  They're usually pretty easy to disarm, so long as you don't stoop to their level.

Yah, you're completely full of crap, buddy.  I believed that for a hair longer than OJ's innocence.


Believe what you want, dude.  If you poke through someone's protective internet bubble, they start acting differently.  Most people getting "griefed" in this way have probably earned it somehow, probably by being griefers themselves.


Title: Re: SWTOR
Post by: Sheepherder on August 17, 2011, 11:43:54 PM
I hope they don't do it like WoW, where I can see 'Wagb libn frood' on the screen when the other side says something.  Maybe they're saying, 'Nice fight, mate.  Thanks.', but what I imagine they're saying is 'I'm going to fuck you so hard your mom's going to wonder why your shitting blood when she washes your underwear.  You're my little bitch and I'm going to hear you squeal for me, fuck face'.

KEK.


Title: Re: SWTOR
Post by: 01101010 on August 18, 2011, 03:43:28 AM
Whenever someone would shit talk me, say in Planetside where it happened a lot for me... I'd just tab over and pick a random bible Psalm and /reply with that.


Title: Re: SWTOR
Post by: Shatter on August 18, 2011, 04:16:53 AM
Whenever someone would shit talk me, say in Planetside where it happened a lot for me... I'd just tab over and pick a random bible Psalm and /reply with that.

"Psalm 139 - O Lord thowwwwwwsssaaadddddda1111111222dddd"


Title: Re: SWTOR
Post by: Merusk on August 18, 2011, 04:51:14 AM
You have issues, bro.

I'm an angry, bitter man.   :why_so_serious:

Or I PVP a lot in WOW and see enough /spit /laugh and /wave spam.  Combined with my knowledge of the days prior to emotes being scrambled as well I know what people are saying.

As for Rift.  Different audience, smaller userbase.  As discussed in countless UO threads over the decade, it only takes a small % to make life miserable.  The bigger your userbase the greater the # of that type of player there are, regardless of how big that % is or isn't.

It could also be that Treyarch is faster with the banstick than Blizzard is.  That's always been one of their failings - as anyone who recognizes trolls from /trade don't get their accounts cancelled can attest to.


Title: Re: SWTOR
Post by: Mattemeo on August 18, 2011, 06:36:34 AM
The worst cross-faction conversational experience I ever had in CoX wasn't even trash-talk. I was playing a Ninjutsu/Ninjutsu Stalker and got engaged in a one-on-one fight with a Broadsword/Regen Scrapper; the fight was epic, neither of us could quite kill the other, dancing around trying to eek out some sort of advantage over the other. Suddenly, she just stops fighting and starts sending me a series of tells about how awful a person I am and that I'm willfully wasting her time and that she's going to report me for griefing her and that I've ruined her day. I simply reply with 'I'm sorry, I thought we were actually having a rather cool fight' to which I got a 'fuck you, asshole' and she logged in front of me.

I wondered at that point if I was the one being griefed...


Title: Re: SWTOR
Post by: Draegan on August 18, 2011, 06:52:57 AM
What's wrong with a little shit talking?  You guys need to sack up.


Title: Re: SWTOR
Post by: Malakili on August 18, 2011, 06:54:12 AM
WTF is SWTOR at Gamescom: http://www.youtube.com/watch?v=ebUMuuS1AZs&feature=feedu

I know you guys don't love TB, but it is 25 minutes solid of actual gameplay.


Title: Re: SWTOR
Post by: Trippy on August 18, 2011, 07:07:50 AM
That looks horrible.


Title: Re: SWTOR
Post by: Malakili on August 18, 2011, 07:08:22 AM
That looks horrible.


Yeah, it really does.


Title: Re: SWTOR
Post by: 01101010 on August 18, 2011, 07:14:42 AM
Looks like a typical MMO to me... not sure what movie cgi type graphics you all were expecting.  :grin:


Title: Re: SWTOR
Post by: Malakili on August 18, 2011, 07:27:03 AM
Looks like a typical MMO to me... not sure what movie cgi type graphics you all were expecting.  :grin:

Its not the graphics I was commenting on so much as the gameplay. Which, I guess also looks like a typical MMO, but I'm going to be honest, I've seen little hints that it might have more interesting gameplay and/or combat.  In the end, it just looks right BORING.


Title: Re: SWTOR
Post by: Mrbloodworth on August 18, 2011, 07:31:02 AM
Looks like just what I expected. I'm going to play it for the story. I am also not sure what you guys were expecting. This game is the same thing we have played for years now with a coat of paint and voice-over and branching dialog, thats about it.

This is another title that should have been action based.


Title: Re: SWTOR
Post by: Draegan on August 18, 2011, 07:34:12 AM
If you were expecting different gameplay that what was showed, you've all had your heads up your asses.


Title: Re: SWTOR
Post by: Malakili on August 18, 2011, 07:37:11 AM


This is another title that should have been action based.

When I heard there wasn't going to be auto attack I had hope it might bend a little more towards this sort of combat.  Not action oriented per se, but at least a bit quicker paced and interesting.  It doesn't seem to have panned out that way.  The more real gameplay videos start to trickle out, the more painfully obvious it becomes.

I had myself convinced for a while that the story would be enough for me too, just because I like Star Wars, if the game mechanics didn't pan out, but frankly, I just look at that game and I can't see myself paying money for it.


Title: Re: SWTOR
Post by: Modern Angel on August 18, 2011, 07:52:32 AM
When I heard no auto attack, I thought it would be jamming your 1 key over and over to fill time, just like CoX. I was right.


Title: Re: SWTOR
Post by: Sky on August 18, 2011, 07:58:34 AM
Psst.

Malakili, you don't like mmo.


Title: Re: SWTOR
Post by: Malakili on August 18, 2011, 08:06:20 AM
Psst.

Malakili, you don't like mmo.

I don't, you are right.  But sometimes I convince myself I still do.  I played the shit out of MMOs through WoW, and then WoW itself for a long time and then...I burnt out of WoW HARD and haven't recaptured the magic since, I think part of me wants to just have that MMO player feeling again, but maybe I've just changed too much as a gamer at this point.  

EDIT: Actually, what I don't like it targeted, hotkey based combat.  I think I used to be willing to put up with mechanics I didn't like for the sake of the MMOness, I'm just not anymore.

Oh well.


Title: Re: SWTOR
Post by: Lantyssa on August 18, 2011, 08:13:31 AM
As for Rift.  Different audience, smaller userbase.  As discussed in countless UO threads over the decade, it only takes a small % to make life miserable.  The bigger your userbase the greater the # of that type of player there are, regardless of how big that % is or isn't.
Different audience, older userbase.


Title: Re: SWTOR
Post by: Kirth on August 18, 2011, 09:14:52 AM
Are we really going to split hairs on gameplay mechanics in a modern mmo? What would be new and innovative? be careful because you could enter the world of press q to breath in and e to breath out.


Title: Re: SWTOR
Post by: Threash on August 18, 2011, 09:18:11 AM
As for Rift.  Different audience, smaller userbase.  As discussed in countless UO threads over the decade, it only takes a small % to make life miserable.  The bigger your userbase the greater the # of that type of player there are, regardless of how big that % is or isn't.
Different audience, older userbase.

That's ridiculous, the people playing rift are the same ones that played wow and the same ones that are gonna be playing swtor.  And the user base is not all that small.


Title: Re: SWTOR
Post by: Nevermore on August 18, 2011, 09:36:39 AM
When I heard no auto attack, I thought it would be jamming your 1 key over and over to fill time, just like CoX. I was right.

See, I find not having an auto attack far more engaging.  I like actively doing things.  It's one of the reasons CoX combat is one of my favorites.


Title: Re: SWTOR
Post by: Amaron on August 18, 2011, 10:47:38 AM
There's some serious rose tinting for CoX combat going on here.   It was quite a step up compared to the shit of the day but it's very slow paced compared to WoW right now.


Title: Re: SWTOR
Post by: Sky on August 18, 2011, 11:10:54 AM
No, there isn't. The combat in CoX is great, fun for its own sake.

WoW is a pile of shit played by suckers, but to address more directly what you were saying, fast pace does not necessarily equate to 'fun'.

My single biggest issue with mmo combat is the lack of a full one-ahead queue in anything other than EQ2. The half-assed Rift implementation drove me crazy because it lacked the half of the ass that would save you from button-mashing like an amphetamine-fueled moron. Given the WoW-aping going on, I expect to be forced to button-mash in TOR and it's the one thing that could quickly end my enjoyment.


Title: Re: SWTOR
Post by: Kirth on August 18, 2011, 11:15:31 AM
Didnt one of the kotors have an ability queue? Might still be hope.


Title: Re: SWTOR
Post by: Sky on August 18, 2011, 11:33:00 AM
Didnt one of the kotors have an ability queue? Might still be hope.
Well, I wouldn't expect a three-ahead KotOR style. But being able to hit an attack and instantly queue the next...then when the animation for that fires off, key in the next attack at any time and it fires off as soon as it becomes available...why the hell not? It's infuriating, especially Rift, because they put it in there...but didn't do it correctly so it may as well not be in.


Title: Re: SWTOR
Post by: Amaron on August 18, 2011, 11:38:49 AM
WoW is a pile of shit played by suckers, but to address more directly what you were saying, fast pace does not necessarily equate to 'fun'.

No but slow pace is not fun.  CoX is very slow pace on most classes.  I'd rather have something like DCUO combat myself but we'll be waiting a while before we see that in a successful MMO.   WoW has to have it's player base split up before the stuff you guys want will show up.


Title: Re: SWTOR
Post by: Sjofn on August 18, 2011, 11:49:04 AM
I never found CoX's pace too slow until you ran out of stamina, then it was just sort of painful, but they've addressed that FINALLY (you COULD solve the problem by taking the stamina regen power, whatever way you had to, but that was stupid bullshit and I am pleased a THOUSAND YEARS LATER they finally realized this and fixed it). I didn't have to mash my brawl key after level 10 or so. :P

As for the queue thing, the problem I have with it is it makes combat feel weird and unresponsive to me. It's one of those things, though, where I am just not really going to care that much if it's there or not, especially if it's something you can toggle. In CoX I would queue a power and watch the animations fire off, but it could be sort of odd, plus you knew you'd be rooted to that spot for a while as a result. EQ2's combat was utterly forgettable for me (my most recent attempt to play it was a year ago I think, and it was 100% blah). Everyone knows LotRO's combat issues throughout its history (they have a queue too). And every MMO I've played save CoX and GW eventually has the Too Much Shit to Give a Fuck About problem, it seems.


EDIT: Also, I've PvP'd a lot in WoW recently, and I just ... don't get emote spammed hardly ever. And I'm playing a blood elf boy paladin usually, which is a lightning rod of hate.


Title: Re: SWTOR
Post by: Simond on August 18, 2011, 12:03:42 PM


This is another title that should have been action based.

When I heard there wasn't going to be auto attack I had hope it might bend a little more towards this sort of combat.  Not action oriented per se, but at least a bit quicker paced and interesting.  It doesn't seem to have panned out that way.  The more real gameplay videos start to trickle out, the more painfully obvious it becomes.

I had myself convinced for a while that the story would be enough for me too, just because I like Star Wars, if the game mechanics didn't pan out, but frankly, I just look at that game and I can't see myself paying money for it.
So you wanted a Star Wars MMO with more twitch?


Title: Re: SWTOR
Post by: Goreschach on August 18, 2011, 12:19:49 PM
Maybe they could make the combat more fast paced if you had to juggle three lifebars.


Title: Re: SWTOR
Post by: Sky on August 18, 2011, 12:20:10 PM
So you wanted a Star Wars MMO with more twitch?
I'd fucking be there!


Title: Re: SWTOR
Post by: Reg on August 18, 2011, 12:24:56 PM
I can't believe someone actually said it.


Title: Re: SWTOR
Post by: tazelbain on August 18, 2011, 12:42:53 PM
Think of it as a tribute to the greatest thread in F13 history.


Title: Re: SWTOR
Post by: Modern Angel on August 18, 2011, 01:11:43 PM
See, I find not having an auto attack far more engaging.  I like actively doing things.  It's one of the reasons CoX combat is one of my favorites.

Oh, I'm not passing judgement here. I'm just saying, this game's mechanics are absolutely nothing new and the lack of auto-attack isn't something new, either. Been done. Not sure what anyone expected.


Title: Re: SWTOR
Post by: Reg on August 18, 2011, 01:21:17 PM
We can still dredge up infinite oil tanks from the ground though, right?  That's twitchy enough for me!


Title: Re: SWTOR
Post by: sam, an eggplant on August 18, 2011, 02:01:15 PM
The only impact the lack of auto-attack will have on your gameplay is if your internet connection goes out. With autoattack, there was a chance you could kill the monster while offline. Without it, you're dead.


Title: Re: SWTOR
Post by: Sjofn on August 18, 2011, 02:01:47 PM
We can still dredge up infinite oil tanks from the ground though, right?  That's twitchy enough for me!

They need to add summoning forklifts to that ability.


Title: Re: SWTOR
Post by: Ginaz on August 18, 2011, 02:04:31 PM
I'd rather have something like DCUO combat myself but we'll be waiting a while before we see that in a successful MMO.  

 :facepalm:


Title: Re: SWTOR
Post by: Crumbs on August 18, 2011, 02:16:06 PM
Are we really going to split hairs on gameplay mechanics in a modern mmo? What would be new and innovative? be careful because you could enter the world of press q to breath in and e to breath out.

Take a look at the 38 page long GW2 thread.  That stuff sounds newer and more innovative.  The best compliment I've heard about SWTOR in this 266 page thread is "I wasn't expectng anything but a wow clone that will give me new content to go through.  SWTOR is fine L2expectation."


Title: Re: SWTOR
Post by: Ingmar on August 18, 2011, 02:30:58 PM
You still never answered my question about why SWTOR needs to innovate.  :oh_i_see:


Title: Re: SWTOR
Post by: sam, an eggplant on August 18, 2011, 03:42:49 PM
It doesn't "need" to do anything except addict players. Besides, SWTOR has innovated with its tight story integration during leveling. Obviously we'll have to wait and see what the endgame entails. Once the guild beta really opens up, NDA breaks will come fast and furious. I strongly suspect that they will abandon the story-based structure for the endgame and it'll be standard WoW-style battlegrounds and raids, but we'll see.


Title: Re: SWTOR
Post by: Ingmar on August 18, 2011, 04:05:48 PM
Got around to watching the footage. If they can keep that story integration through the whole leveling process, it's going to be pretty awesome.  :drill:


Title: Re: SWTOR
Post by: Mattemeo on August 18, 2011, 04:48:58 PM
I thought the footage was ok, myself. In fact my principle thought was 'oh wow, an MMO that lets you feel heroic and take on more than one mob at a time without a total pummeling? Yes please!'
Haven't seen that since City of Heroes. Obviously I can't commment much on the actual combat mechanics yet since there were a sum total of 2 attacks used in the whole video, but I'd hope for a nice selection that I can create a fun chain from, just like I did in CoX. I think I might be sticking to melee classes in SWtOR.


Title: Re: SWTOR
Post by: DLRiley on August 18, 2011, 05:04:48 PM
A wiseman once said "It is not the button you press, or how often your pressing it, but what it actually does."
To be honest I don't mind slow pace combat or fast based combat, I want to have a "think before you do" combat which can be achieved, in any game regardless of what pace if the developers know what they are doing...which they don't hence why we always have a big derp fight over "clicking 8 buttons 2000 times or clicking 1 button 100000 times than clicking 2 buttons 50 times". Its like dogs arguing over the order in which they get to sniff each others ass.


Title: Re: SWTOR
Post by: Amaron on August 18, 2011, 05:58:42 PM
I'd rather have something like DCUO combat myself but we'll be waiting a while before we see that in a successful MMO.  

 :facepalm:

Ok it'll be a while before we see it in an MMO I'd personally call successful.  Is that better?


Title: Re: SWTOR
Post by: Rasix on August 18, 2011, 06:07:33 PM
We know you're not likely to get less crazy, so let's just settle for that.


Title: Re: SWTOR
Post by: Amaron on August 18, 2011, 06:10:28 PM
We know you're not likely to get less crazy, so let's just settle for that.

Yea you guys getting your hopes up for twitch combat are the sane ones.   :why_so_serious:


Title: Re: SWTOR
Post by: UnSub on August 18, 2011, 06:21:04 PM
be careful because you could enter the world of press q to breath in and e to breath out.

Would players be banned for macroing that?

I'd rather have something like DCUO combat myself but we'll be waiting a while before we see that in a successful MMO.   

 :facepalm:

DCUO's combat mechanics were pretty solid. That SOE couldn't simultanesously build a working chat system or build a MMO that lasted more than a weekend was the bigger problem.


Title: Re: SWTOR
Post by: Rasix on August 18, 2011, 06:35:06 PM
We know you're not likely to get less crazy, so let's just settle for that.

Yea you guys getting your hopes up for twitch combat are the sane ones.   :why_so_serious:

Hah, I actually read your previous statement as "Ok it'll be a while before we see an MMO I'd personally call successful".  So, my bad.  In all fairness to myself, I still think you're fairly bonkers, but not so much on this point.



Title: Re: SWTOR
Post by: Amaron on August 18, 2011, 06:43:21 PM
 In all fairness to myself, I still think you're fairly bonkers, but not so much on this point.

In my defense this industry is fairly bonkers.  If anything I conclude about it ends up sane I usually revisit my logic process and try to add more crazy.


Title: Re: SWTOR
Post by: Abelian75 on August 18, 2011, 06:49:34 PM
In my defense this industry is fairly bonkers.  If anything I conclude about it ends up sane I usually revisit my logic process and try to add more crazy.

Speaking as someone who has seen this shit from the inside, this is a really, really good attitude to have.  And not just in the negative sense.  People seem to either say developers are brilliant or actively stupid, but both of those possibilities are rendered impossible by the sheer chaos and randomness that actually drives this shit.


Title: Re: SWTOR
Post by: Paelos on August 18, 2011, 07:18:43 PM
Vids looked fine to me. WoW in space without the stupid shit WoW has now.

Ship ahoy!


Title: Re: SWTOR
Post by: Ingmar on August 18, 2011, 07:28:39 PM
I thought the footage was ok, myself. In fact my principle thought was 'oh wow, an MMO that lets you feel heroic and take on more than one mob at a time without a total pummeling? Yes please!'
Haven't seen that since City of Heroes.

Nobody made you play a shadow priest.  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on August 18, 2011, 09:03:04 PM
I also wouldn't get to excited about multiple enemies quite yet. I can take on a bunch of mobs at once at level 1 and 2 in WoW too. :P


Title: Re: SWTOR
Post by: Rasix on August 18, 2011, 09:16:22 PM
My dog priest had issues.


Title: Re: SWTOR
Post by: Lakov_Sanite on August 18, 2011, 09:49:18 PM
Graphics looked like shit to me.


Title: Re: SWTOR
Post by: Sjofn on August 18, 2011, 09:56:31 PM
My dog priest had issues.

Your dog priest isn't a melee fighter like the dude in SWTOR was, though!


The only thing graphically that made me a little :| was during the talky bits. It's not animated as well as I would like.


Title: Re: SWTOR
Post by: kildorn on August 18, 2011, 11:00:51 PM
I liked the transitions into instanced areas. A lot more than I should have.

Game seems okay, still a bit more giddy about GW2, but this looks fun for a while. The character's model though.. dear god why is he set to freakishly large. And why does he talk with his hands.


Title: Re: SWTOR
Post by: Sjofn on August 19, 2011, 02:24:37 AM
Most Bioware characters talk with their hands!


Title: Re: SWTOR
Post by: Mattemeo on August 19, 2011, 03:02:26 AM
Nobody made you play a shadow priest.  :why_so_serious:

*throws things*

I also wouldn't get to excited about multiple enemies quite yet. I can take on a bunch of mobs at once at level 1 and 2 in WoW too. :P

I dunno, it felt more like a multi-target CoX fight than a lowbie WoW fight to me. Also you have clearly forgotten what life was like playing a L1 Rogue  :oh_i_see:


Title: Re: SWTOR
Post by: Evildrider on August 19, 2011, 03:22:54 AM
Most Bioware characters talk with their hands!

It's to distract from their bad lip syncing!


Title: Re: SWTOR
Post by: Kirth on August 19, 2011, 03:56:51 AM
Graphics looked like shit to me.

I'm going with "its a low texture beta build".


Title: Re: SWTOR
Post by: Fordel on August 19, 2011, 04:05:59 AM
I dunno, it felt more like a multi-target CoX fight than a lowbie WoW fight to me. Also you have clearly forgotten what life was like playing a L1 Rogue  :oh_i_see:


Being able to three shot every mob you see?


Title: Re: SWTOR
Post by: Mattemeo on August 19, 2011, 05:40:24 AM
Don't know what kind of super-rogue you've played lately, but the one I just rolled was on a life-or-death fight with every mob in Tirisfal till L5 or so.


Title: Re: SWTOR
Post by: Malakili on August 19, 2011, 05:47:41 AM
Don't know what kind of super-rogue you've played lately, but the one I just rolled was on a life-or-death fight with every mob in Tirisfal till L5 or so.

If you are dying(or almost dying) in WoW before level 10 or so, I don't know what to tell you.  Every class kills things fast at low level, and has absurd regen so out of combat you get up to full health and mana pretty darn fast.


Title: Re: SWTOR
Post by: 01101010 on August 19, 2011, 07:41:14 AM
Don't know what kind of super-rogue you've played lately, but the one I just rolled was on a life-or-death fight with every mob in Tirisfal till L5 or so.

If you are dying(or almost dying) in WoW before level 10 or so, I don't know what to tell you.  Every class kills things fast at low level, and has absurd regen so out of combat you get up to full health and mana pretty darn fast.

Unarmed melee mage ftw!


Title: Re: SWTOR
Post by: Lakov_Sanite on August 19, 2011, 08:46:42 AM
Graphics looked like shit to me.

I'm going with "its a low texture beta build".

keep telling yourself that,  honestly the characters themselves just look off. If they are going for realism just look to mass effect 3 and how much better that game looks(yes its single player but that's hardly an excuse) and if they wanted something more cartoony, than a clone wars style would work too. As it is, the graphics seem somewhere between the two and don't quite work for me.


Title: Re: SWTOR
Post by: Bunk on August 19, 2011, 09:16:37 AM
It didn't really help that the guy who made the character seemed more inspired by Mr. Incredible than say Darth Maul.


Title: Re: SWTOR
Post by: Sky on August 19, 2011, 09:40:48 AM
I like that this thread keeps reminding me I need to post in more threads about games I don't like.

That DOTA2, it looks like a fucking RTS, ffs! The graphics are too cartoony and the gameplay is the same old RTS crap, they need to make something innovative!

Am I doing it right?


Title: Re: SWTOR
Post by: Ginaz on August 19, 2011, 09:54:17 AM
Graphics looked like shit to me.

I'm going with "its a low texture beta build".

keep telling yourself that,  honestly the characters themselves just look off. If they are going for realism just look to mass effect 3 and how much better that game looks(yes its single player but that's hardly an excuse) and if they wanted something more cartoony, than a clone wars style would work too. As it is, the graphics seem somewhere between the two and don't quite work for me.

People have been bitching about the graphics, the character models in particular, for awhile now.  If you're expecting CoD type graphics then you'll be disappointed.  The best way to describe it is its more like an extreme graphical update to WoW, minus the fantasy type buildings and settings and adding in sci fi elements instead.  If thats not what you were hoping for, well, sorry.  The graphics are fine, nothing spectacular, but they are far from "looking like shit".  That was my view after watching numerous videos even before playing the game myself, so I'm not breaking any NDAs by saying it now, and nothing has happened since to change my opinion.


Title: Re: SWTOR
Post by: Rasix on August 19, 2011, 09:56:14 AM
They're stylized and won't be to everyone's tastes. 


Title: Re: SWTOR
Post by: Kirth on August 19, 2011, 09:58:41 AM
Graphics looked like shit to me.

I'm going with "its a low texture beta build".

keep telling yourself that,  honestly the characters themselves just look off. If they are going for realism just look to mass effect 3 and how much better that game looks(yes its single player but that's hardly an excuse) and if they wanted something more cartoony, than a clone wars style would work too. As it is, the graphics seem somewhere between the two and don't quite work for me.

You mean keep telling my self that recorded footage from recent shows/cons may not be a totally optimized client with high res textures, ok np. I'll reserve judgement until I'm actually able to sit in front of this game and see it for myself. Though I do agree some of the character models are odd.


Title: Re: SWTOR
Post by: Kirth on August 19, 2011, 09:59:48 AM

That DOTA2, it looks like a fucking RTS, ffs! The graphics are too cartoony and the gameplay is the same old RTS crap, they need to make something innovative!


they should remake LoL but done right.  :why_so_serious:


Title: Re: SWTOR
Post by: Mattemeo on August 19, 2011, 10:00:57 AM
I really would like to see a side-by-side comparison of all the Races, male and female. I'm going to assume there's no height or mass sliders (since hardly any devs think it's important anymore *boggle*), just a set body type and facial features/skin tone choices. Hopefully better than WoW but I won't hold me breath. But yeah, side-by-side. Because honestly, at the moment, with the exception of Twi'leks and at a push, Zabraks, I can't actually differentiate between any of the other races. They're all just anime-shades humans to me. I'm hoping there are some distinctive height differences or sillhouettes.


Title: Re: SWTOR
Post by: Lakov_Sanite on August 19, 2011, 10:07:21 AM
So, because this is a big showing to the public they want to intentionally 'lower' the graphics? Also I get that it's stylized but what I'm saying it's not quite stylized enough, such that you get a goofy unrealistically big mister incredible fighting monsters and hanging around other humans that look quite normal.

You know, just because I'm not off making my own pre-game guild doesn't mean I'm not gonna like this game or refuse to buy it but come on, shouldn't we be expecting something more than a re-skinned wow with voice acting? It looks fun but nothing so far has been impressive and I don't think it's too much to ask, to have a game be impressive and have some sort of(pardon the pun) wow factor.


Title: Re: SWTOR
Post by: caladein on August 19, 2011, 10:12:23 AM
Expectations are purely your own, but having ones above base level, especially for an MMO (or any big budget title vis-a-vis "innovation"), is crazytown.

You post here.  You should know better.


Title: Re: SWTOR
Post by: Rasix on August 19, 2011, 10:14:05 AM
So, because this is a big showing to the public they want to intentionally 'lower' the graphics? Also I get that it's stylized but what I'm saying it's not quite stylized enough, such that you get a goofy unrealistically big mister incredible fighting monsters and hanging around other humans that look quite normal.

You know, just because I'm not off making my own pre-game guild doesn't mean I'm not gonna like this game or refuse to buy it but come on, shouldn't we be expecting something more than a re-skinned wow with voice acting? It looks fun but nothing so far has been impressive and I don't think it's too much to ask, to have a game be impressive and have some sort of(pardon the pun) wow factor.

(http://dl.dropbox.com/u/82533/seinfield.gif)


Title: Re: SWTOR
Post by: Lucas on August 19, 2011, 10:21:41 AM
Hutball ! (official forums have been going on full lore rage mode over this in the last couple days :P):

http://www.swtor.com/media/trailers/huttball

notice that the Consular throw..."something else" beside the usual furniture :D


Title: Re: SWTOR
Post by: Ingmar on August 19, 2011, 11:22:21 AM
So, because this is a big showing to the public they want to intentionally 'lower' the graphics? Also I get that it's stylized but what I'm saying it's not quite stylized enough, such that you get a goofy unrealistically big mister incredible fighting monsters and hanging around other humans that look quite normal.

You know, just because I'm not off making my own pre-game guild doesn't mean I'm not gonna like this game or refuse to buy it but come on, shouldn't we be expecting something more than a re-skinned wow with voice acting? It looks fun but nothing so far has been impressive and I don't think it's too much to ask, to have a game be impressive and have some sort of(pardon the pun) wow factor.

Demo machines are never top of the line (you'd be nuts to buy expensive machines considering the beating they take), and they will want to optimize performance over graphics for a demo usually. The word of mouth for 'graphics weren't turned up to high' is not going to be nearly as bad as 'game was horribly laggy'.


Title: Re: SWTOR
Post by: Reg on August 19, 2011, 12:02:07 PM
I like that this thread keeps reminding me I need to post in more threads about games I don't like.

That DOTA2, it looks like a fucking RTS, ffs! The graphics are too cartoony and the gameplay is the same old RTS crap, they need to make something innovative!

Am I doing it right?

Hey you're right! It's been months since I've shitted up one of the LOTRO threads!


Title: Re: SWTOR
Post by: Sky on August 19, 2011, 12:29:53 PM
Because honestly, at the moment, with the exception of Twi'leks and at a push, Zabraks, I can't actually differentiate between any of the other races. They're all just anime-shades humans to me.
Definitely a let-down for me, too. While I found the inclusion of the fish guy and Lando's co-pilot other fish guy in SWG a bit odd, having twileks (humans with lekku) and everyone else be just a shaded human to be very disappointing. We'll see what the cyborg turn out to be, I haven't even seen one in a leak, so I'm skeptical. But as someone wanting to play a BH, it would've been cool to play an IG88 (or HK47 for the kids) or my Trandoshan from SWG. Hell, the Imperials shouldn't really even have aliens, so the whole thing is screwy...and I hope Erikson wins out to not have Sith pureblood Inqs, because it makes no sense at all.

As far the graphics go, I like them. Are you basing this on the WTF video or on an HD download? The WTF was filmed with a camera. If it's just the style, I think it's great, so to each their own, eh? Not sure how you could change them and make them better, not too cartoony and not too faux realistic.

Huttball could be interesting if they spend enough time to make it decent. Someone send them a copy of Blood Bowl, stat. Because Blodge the Bounty Hunter would be awesome!


Title: Re: SWTOR
Post by: Hutch on August 19, 2011, 01:27:17 PM
EA / BioWare to limit number of launch copies of SWTOR (http://www.gamasutra.com/view/news/36696/)

They want to make sure they don't make any bad impressions by having their logon/registration servers get overloaded.

Hey EA, this is a dumb idea. Who convinced you this was a good idea?

Too many customers logging into your game: a good problem to have.

Customers who get mad at you because they can't buy your game: bad problem to have.

Of course, if the sales cap is some ridiculous pie-in-the-sky number (the article mentions 3 million) then they might not have to worry either way.


Title: Re: SWTOR
Post by: 01101010 on August 19, 2011, 01:32:56 PM
EA / BioWare to limit number of launch copies of SWTOR (http://www.gamasutra.com/view/news/36696/)

 :uhrr:

Someone is in need of a slap.

..and what the hell is this cyborg business? Hope renewed!


Title: Re: SWTOR
Post by: Evildrider on August 19, 2011, 02:06:44 PM
EA / BioWare to limit number of launch copies of SWTOR (http://www.gamasutra.com/view/news/36696/)

 :uhrr:

Someone is in need of a slap.

..and what the hell is this cyborg business? Hope renewed!



This has been known since the pre-orders started.


Title: Re: SWTOR
Post by: Reg on August 19, 2011, 02:08:09 PM
I don't get why this is such a terrible thing. Doesn't anyone remember how annoying WoW was in its early days with all of the server queues and lag?


Title: Re: SWTOR
Post by: Modern Angel on August 19, 2011, 02:10:38 PM
..and what the hell is this cyborg business? Hope renewed!

Yeah, I wouldn't get your hopes up that they're going to be rad...


Title: Re: SWTOR
Post by: 01101010 on August 19, 2011, 02:33:44 PM
..and what the hell is this cyborg business? Hope renewed!

Yeah, I wouldn't get your hopes up that they're going to be rad...

Close enough to a droid... as long as my dream of having a junkie droid is not completely dashed.


Title: Re: SWTOR
Post by: Rasix on August 19, 2011, 02:37:15 PM
I have some beach front property in Arizona you may be interested in.


Title: Re: SWTOR
Post by: kildorn on August 19, 2011, 02:47:51 PM
I don't know that limiting launch copies is ideal, but some form of zone wide instancing and a cloud based capacity solution would be ideal for any MMO launch. Launch day always sucks because you're slamming auth servers that are specced to take maybe half that load at peak.

That or stagger the preorder phase to let people register well before your sneak peak start, so your registration servers can at least stay up (they expect less peak traffic than the auth servers, even)

The issues I see at every launch are, in order, reg servers overloaded, auth servers overloaded, and newbie zones devoid of life/impossible to use. It would be nice if we'd try and solve those with some of the tech we already have. But saying 'you.. you can't start at the same time as everyone else' seems like a poor solution.


Title: Re: SWTOR
Post by: sam, an eggplant on August 19, 2011, 02:48:20 PM
Lots of beta invites going out today, check your mail kids.


Title: Re: SWTOR
Post by: kildorn on August 19, 2011, 03:00:36 PM
Somewhere I lost my charmed life and stopped getting beta invites for everything under the sun :(


Title: Re: SWTOR
Post by: Ingmar on August 19, 2011, 03:01:25 PM
Same.  :crying_panda:


Title: Re: SWTOR
Post by: Paelos on August 19, 2011, 03:07:00 PM
Lots of beta invites going out today, check your mail kids.

Thanks for getting my hopes up.


Ass.


Title: Re: SWTOR
Post by: sam, an eggplant on August 19, 2011, 03:08:58 PM
I actually got back into the beta myself, and a bunch of others got in on another forum I visit.


Title: Re: SWTOR
Post by: Crumbs on August 19, 2011, 03:18:45 PM
You still never answered my question about why SWTOR needs to innovate.  :oh_i_see:

They quite obviously don't need to!  I thought the question was how could they innovate.  The short answer to your question is, if it's in the gaming graveyard by next spring, then that's why SWTOR needs to innovate.



Title: Re: SWTOR
Post by: Threash on August 19, 2011, 05:19:15 PM
I don't get why this is such a terrible thing. Doesn't anyone remember how annoying WoW was in its early days with all of the server queues and lag?

Not as annoying as sitting at home holding my dick and reading about how awesome WoW is would have been.


Title: Re: SWTOR
Post by: Sjofn on August 19, 2011, 05:31:55 PM
Graphics looked like shit to me.

I'm going with "its a low texture beta build".

keep telling yourself that,  honestly the characters themselves just look off. If they are going for realism just look to mass effect 3 and how much better that game looks(yes its single player but that's hardly an excuse) and if they wanted something more cartoony, than a clone wars style would work too. As it is, the graphics seem somewhere between the two and don't quite work for me.


Ugh, I much prefer the SWTOR look to Mass Effect. Mass Effect, the people are universally ugly as hell. I don't care if it's more "realistic," they look ugly. The lip-sync animation in SWTOR isn't right and I hope they improve it before release, but I will be eternally glad they didn't go the Mass Effect route for character design. <shudder>

The style sort of reminds me of DA2's style, and I liked that style fine, so uh. Hooray for me, I guess!


Title: Re: SWTOR
Post by: Kirth on August 19, 2011, 07:23:24 PM
Lots of beta invites going out today, check your mail kids.

 :heartbreak:


Title: Re: SWTOR
Post by: Furiously on August 19, 2011, 07:26:24 PM
/vader "Noooooooooooooooo!"


Title: Re: SWTOR
Post by: Kirth on August 19, 2011, 07:28:30 PM
You still never answered my question about why SWTOR needs to innovate.  :oh_i_see:

They quite obviously don't need to!  I thought the question was how could they innovate.  The short answer to your question is, if it's in the gaming graveyard by next spring, then that's why SWTOR needs to innovate.



What's considered "innovative"? and btw just browsing thru the graveyard I see a few games that I consider attempted innovative things. I'm not trying to wind you up I just don't think there is much room for innovation is what's consider a modern mmog.  


Title: Re: SWTOR
Post by: Evildrider on August 19, 2011, 07:55:19 PM
Graphics look fine to me, they made the game so that older computers won't melt when you try to play the game. 


Title: Re: SWTOR
Post by: Nevermore on August 19, 2011, 08:10:23 PM
That's one of the things that makes me nervous about GW2.  I highly doubt my computer can run that game and look nearly as good as the trailers.  SWTOR looks like I shouldn't have too much trouble.


Title: Re: SWTOR
Post by: UnSub on August 19, 2011, 09:03:17 PM
I have some beach front property in Arizona you may be interested in.

I hear there are a limit of them available. Sign me up!


Title: Re: SWTOR
Post by: Fordel on August 19, 2011, 09:19:39 PM
That's one of the things that makes me nervous about GW2.  I highly doubt my computer can run that game and look nearly as good as the trailers.  SWTOR looks like I shouldn't have too much trouble.


The GW people are very good at making stuff look great on a 'budget' as it were. I wouldn't worry too much about that.


The original GW looks fantastic and was very forgiving on what kind of PC could run it.


Title: Re: SWTOR
Post by: Nevermore on August 19, 2011, 09:41:10 PM
Except I almost never crash in WoW and I crash a lot in GW.


Title: Re: SWTOR
Post by: Fordel on August 19, 2011, 09:50:47 PM
I had the opposite experience between GW and Vanilla WoW /shrug.


Title: Re: SWTOR
Post by: Zetor on August 19, 2011, 10:44:25 PM
Somewhere I lost my charmed life and stopped getting beta invites for everything under the sun :(
Yep. Actually, come to think of it, the only two betas I got into were WAR and FFXIV. :why_so_serious:


Title: Re: SWTOR
Post by: Shrike on August 20, 2011, 06:20:37 AM
Graphics look fine to me, they made the game so that older computers won't melt when you try to play the game. 

This is probably a good thing overall and I can certainly understand the desire of developers to get stuff out to as many people as possible...but...

Sometime you're going to have to raise the bar. We've been stuck in a particular graphics flatspot for a number of years now. Most blame the current consoles and to some degree that's deserved. Still, PC gaming has always been expensive and it was upgrade or die for a very long time. It's time to starting moving this shit forward again, especially with the next generation of consoles only a couple of years out. It's not THAT expensive to build pixel-ripping rigs that run at 1080p (blah, but that's another rant).

I"m already committed to playing ToR, but the graphics just leave me a bit cold. I know it can be a lot better than this--and it should. I've seen the Steam surveys and the shockingly low-end rigs many play on. Wasn't like this back in '99, nosiree. I've been ragging the hell out of my 1650xwhatever friends to upgrade that junk and see the light! Engines that scale well are certainly out there. I'm hoping Rage and id's tech5 are the spark that drives us to some serious hardware upgrades across the gaming community. It needs it.


Title: Re: SWTOR
Post by: Merusk on August 20, 2011, 06:54:52 AM
It's a bad time to be a graphics whore like yourself, as it's quite possible we've reached a very long plateau on them.  Getting more detail & polys seems to require dual cards (like multi-core processors) but your average consumer isn't going to buy anything with more than one card.   Additionally, that extra flash costs a lot of art time and money for diminishing returns. 

As you said, not a lot of users are using superior rigs.  That's not going to happen until the economy levels out and if things go the way I think they're going to it won't level out for another 3-5 years minimum.  People also aren't going to be spending big-bucks on computers like they used to.  Non-tech people are content with consoles or tablets for the bulk of their use, meaning they're not buying junior a $2000 PC either.   No, the $500-$600 rig is where the bulk of computing is going to be for a long time if it ever moves past it. That means devs have to cater to those older machines or start charging more per box because they're aiming for a greatly diminished user base.

We're also not going to break the  uncanny valley problem any time soon and game companies seem to have realized this and are ok with going more stylized than not.  It's also quicker, cheaper & easier to produce WoW / LOTR/ Clone Wars art with less expressive faces and barbie hair than to even attempt to build an engine that would do movie or cut scene-quality graphics given enough processing power on the user's computer.


Title: Re: SWTOR
Post by: Outlawedprod on August 20, 2011, 09:44:42 AM
I sense a disturbance in the force.  http://www.swtor.com/community/showthread.php?t=439175


Title: Re: SWTOR
Post by: Paelos on August 20, 2011, 09:54:56 AM
I sense a disturbance in the force.  http://www.swtor.com/community/showthread.php?t=439175

Much ado about nothing.


Title: Re: SWTOR
Post by: Lantyssa on August 20, 2011, 10:35:46 AM
Interest declining further.


Title: Re: SWTOR
Post by: koro on August 20, 2011, 10:52:01 AM
I got into the beta yesterday.

My girlfriend was not pleased.

She didn't get an invite.


Title: Re: SWTOR
Post by: Cadaverine on August 20, 2011, 10:52:44 AM
Interest declining further.

Between Bioware's decision, and the sentiments expressed by some people across the various related threads, I said the hell with it.  They don't need my money.

Edit: quotes are hard.


Title: Re: SWTOR
Post by: Paelos on August 20, 2011, 11:09:14 AM
I'm trying to think of an MMOG that had homosexual references.

Someone help me out.


Title: Re: SWTOR
Post by: 01101010 on August 20, 2011, 11:11:39 AM
I'm trying to think of an MMOG that had homosexual references.

Someone help me out.

WoW... (http://www.wowhead.com/quest=28206/little-girl-lost)  :oh_i_see:

edit: link to the hee hee's... bleh


Title: Re: SWTOR
Post by: Furiously on August 20, 2011, 11:13:31 AM
I think it's more so that Bioware has always included same sex relationships, so for them to take a step back says something about their risk taking on this project.


Title: Re: SWTOR
Post by: koro on August 20, 2011, 12:07:23 PM
I think it's more so that Bioware has always included same sex relationships, so for them to take a step back says something about their risk taking on this project.

How many Bioware games have included same-sex relationships? The only ones I can think of are Dragon Age 1 and 2, Mass Effect 1 and a little bit of 2 (female only in both, and no same-sex stuff between primary party members in 2), and... maybe Jade Empire? I guess there's also the buggy and incomplete Juhani romance you can go through as a girl in KOTOR 1, but I don't really count that.

That's less than half of Bioware's releases, and one of their series is one-sided about it. I'd be hesitant to call it something Bioware's "always" done, and I believe someone at Bioware (David Gaider maybe?) has admitted that they rarely, if ever, do it out of a conscious effort to include it.


Title: Re: SWTOR
Post by: Reg on August 20, 2011, 12:19:06 PM
Bioware games with same sex relationships are rated Mature.  With SWOR they're going for a Teen rating.  I seriously doubt there's any more to it than that.


Title: Re: SWTOR
Post by: Amaron on August 20, 2011, 12:20:36 PM
Jade Empire let you romance the princess if you were female.  I thought BG2 did as well but I guess that was only in mods.

Also you forgot same sex Carth in KoTOR.  :why_so_serious:


Title: Re: SWTOR
Post by: koro on August 20, 2011, 12:23:41 PM
I am fairly certain you cannot romance Carth as a guy in KOTOR.

Unless you're making fun of Carth and I'm missing it, because making fun of Carth is the normal, natural order of things.


Title: Re: SWTOR
Post by: Amaron on August 20, 2011, 12:25:17 PM
Exactly.


Title: Re: SWTOR
Post by: caladein on August 20, 2011, 12:25:45 PM
I think it's more so that Bioware has always included same sex relationships, so for them to take a step back says something about their risk taking on this project.

How many Bioware games have included same-sex relationships? The only ones I can think of are Dragon Age 1 and 2, Mass Effect 1 and a little bit of 2 (female only in both, and no same-sex stuff between primary party members in 2), and... maybe Jade Empire? I guess there's also the buggy and incomplete Juhani romance you can go through as a girl in KOTOR 1, but I don't really count that.

That's less than half of Bioware's releases, and one of their series is one-sided about it. I'd be hesitant to call it something Bioware's "always" done, and I believe someone at Bioware (David Gaider maybe?) has admitted that they rarely, if ever, do it out of a conscious effort to include it.

With some help from TVTropes (http://tvtropes.org/pmwiki/pmwiki.php/Main/GayOption)... pretty much everything they've released on PC in the past decade in one way or another.

As for games of theirs that would pass a Bechdel-a-like I have percolating in my head right now, I think it's only DA2.


Title: Re: SWTOR
Post by: Nevermore on August 20, 2011, 12:48:57 PM
How many of those games were released with EA in charge?


Title: Re: SWTOR
Post by: Lantyssa on August 20, 2011, 01:15:07 PM
I'm trying to think of an MMOG that had homosexual references.
What MMO has had relationships at all?

If you're going to add it, then give people a choice.  It's more risky to not have the option in this day and age than it is to include only one.


Title: Re: SWTOR
Post by: caladein on August 20, 2011, 01:16:11 PM
How many of those games were released with EA in charge?

Mass Effect 2 and both Dragon Ages.  ME1 came out just after EA bought BioWare/Pandemic so I don't know how much that counts.


Title: Re: SWTOR
Post by: Furiously on August 20, 2011, 01:29:24 PM
I'm trying to think of an MMOG that had homosexual references.
What MMO has had relationships at all?

If you're going to add it, then give people a choice.  It's more risky to not have the option in this day and age than it is to include only one.

To me it just seems odd to have released your last three to four games with the option then to backpedal and not allow it. But maybe your same sex panda relationship is waiting for you in second life.


Title: Re: SWTOR
Post by: Ingmar on August 20, 2011, 01:43:38 PM
There are really only 3 that 'count', IMO; Jade Empire and the 2 Dragon Age games (Liara is kind of borderline, and there's no male option in ME1/2). Supposedly ME3 will as well. The points certainly still stand about why they'd be taking steps backwards at this point.


Title: Re: SWTOR
Post by: Paelos on August 20, 2011, 01:53:24 PM
Well, I don't remember anything gay in Star Wars. I think it's probably the IP rather than a Bioware thing.



Title: Re: SWTOR
Post by: Mattemeo on August 20, 2011, 01:58:12 PM
In all honesty, I've found it kind of weird that there have been games which push the player character into an NPC relationship at all, let alone same-sex ones and all of the unnecessary politics that inevitably spring up from such. Especially in an MMO environment, I've always felt it was up to me and me alone to decide on my character's gender and sexuality beyond the limits the game gives me. I hadn't given any thought to it but I never expected there to be any kind of 'relationship wheel' in SWtOR. It's not even that I don't believe it to be 'that kind of game', it's just I'm so entrenched in the idea of an in-game relationship being entirely personal that I see it as a non-issue. I actually got vaguely annoyed by it in Mass Effect.


Title: Re: SWTOR
Post by: Ingmar on August 20, 2011, 02:26:31 PM
Well, I don't remember anything gay in Star Wars. I think it's probably the IP rather than a Bioware thing.



I'm pretty sure they (Lucas) allow it in subtext only, yes.


Title: Re: SWTOR
Post by: Lantyssa on August 20, 2011, 02:29:38 PM
There are really only 3 that 'count', IMO; Jade Empire and the 2 Dragon Age games (Liara is kind of borderline, and there's no male option in ME1/2). Supposedly ME3 will as well. The points certainly still stand about why they'd be taking steps backwards at this point.
Despite their lore, Asari are female in all ways that appeal to a human player.

I don't need romance in an MMO, but if they're going to stick it in there, if it's going to be one of their selling points, then they damn well better not be discriminatory about it.  Especially coming from a company which has included them in the past.  Plus trying to justify it by saying a straight relationship is okay for a teen rating but a gay one isn't is kind of infuriating.  I guess there's a lot of kids out there who are mature for their age, what with two mommies or daddies.

Plus that whole Bastilla option.  IN A KOTOR GAME.


Title: Re: SWTOR
Post by: Evildrider on August 20, 2011, 02:37:02 PM
Most likely its a combination of EA, Lucasarts, and the ESRB.  I'm sure Bioware would have put it in if it was just up to them.


Title: Re: SWTOR
Post by: Ingmar on August 20, 2011, 02:55:35 PM
There are really only 3 that 'count', IMO; Jade Empire and the 2 Dragon Age games (Liara is kind of borderline, and there's no male option in ME1/2). Supposedly ME3 will as well. The points certainly still stand about why they'd be taking steps backwards at this point.
Despite their lore, Asari are female in all ways that appeal to a human player.

I don't need romance in an MMO, but if they're going to stick it in there, if it's going to be one of their selling points, then they damn well better not be discriminatory about it.  Especially coming from a company which has included them in the past.  Plus trying to justify it by saying a straight relationship is okay for a teen rating but a gay one isn't is kind of infuriating.  I guess there's a lot of kids out there who are mature for their age, what with two mommies or daddies.

Plus that whole Bastilla option.  IN A KOTOR GAME.

As mentioned I'm 90% certain this is a Lucas thing. The Juhani thing in KOTOR is really nothing more than hints, which seems to be all they'll allow in general.


Title: Re: SWTOR
Post by: Paelos on August 20, 2011, 04:50:47 PM
I still think the whole thing is dumb. But it's Lucas' call and I'm pretty sure he has no idea what romance is anyway.


Title: Re: SWTOR
Post by: Sjofn on August 20, 2011, 04:54:04 PM
If you're going to have romances, especially if you're BioWare (as they've shown themselves less moronic about this than most game companies), you can't suddenly hang the No Gays Allowed sign on the door and not expect to catch a lot of shit for it.

By the way, Pirates of the Burning Sea had romances. You could be gay.  :oh_i_see:


Title: Re: SWTOR
Post by: luckton on August 20, 2011, 04:55:23 PM
Re-igniting the "OMG Projecting random shit" argument...the latest Twitter Q&A they did this weekend asked about this question.  The advised people to review the Huttball video they released and see what 'else' they're chucking around.  

I did this, and I believe I saw parts of an R2-D2 droid being pulled up and tossed  :uhrr:


Title: Re: SWTOR
Post by: Paelos on August 20, 2011, 05:08:41 PM
If you're going to have romances, especially if you're BioWare (as they've shown themselves less moronic about this than most game companies), you can't suddenly hang the No Gays Allowed sign on the door and not expect to catch a lot of shit for it.

By the way, Pirates of the Burning Sea had romances. You could be gay.  :oh_i_see:

Yep, they will catch shit over it. I still think it's the right business decision not to do it. People will give you more hell for including something controversial than if you don't but did in other different products.


Title: Re: SWTOR
Post by: Ingmar on August 20, 2011, 05:30:48 PM
I disagree, I don't think they lost any real business with the DA games because they included gay romances. I do suspect their hands are tied here, though.


Title: Re: SWTOR
Post by: Merusk on August 20, 2011, 05:31:34 PM
Y'know..

We had this conversation before.  Back in 2009 when it was first announced.

Y'all reactin' to a troll thread.


Title: Re: SWTOR
Post by: Paelos on August 20, 2011, 05:33:18 PM
I disagree, I don't think they lost any real business with the DA games because they included gay romances. I do suspect their hands are tied here, though.

I'm shocked you would disagree with me.  :grin:


Title: Re: SWTOR
Post by: Sjofn on August 20, 2011, 05:58:10 PM
You know what would've been an even better business decision, then? Having no romances at all, because you could not have made the bigots and the non-bigots happy.


Title: Re: SWTOR
Post by: Tannhauser on August 20, 2011, 06:16:42 PM
Are you trying to stifle innovation and dramatic storytelling?  Well are you?

Meh.  Just make a fun MMO, you can keep romances.  Everyone knows girls have cooties. 


Title: Re: SWTOR
Post by: Paelos on August 20, 2011, 08:44:00 PM
You know what would've been an even better business decision, then? Having no romances at all, because you could not have made the bigots and the non-bigots happy.

Probably, but they didn't. Like I said, I think they wanted to have it in there, and Lucas put the kibosh on gay sex, so they split the difference. Maybe they will lose all the gay population of gamers over it. I can't say. I don't think it was their intent to make social policy through twileks doing it.


Title: Re: SWTOR
Post by: Lantyssa on August 20, 2011, 10:16:05 PM
Y'all reactin' to a troll thread.
Until they drop the NDA, it's all we have.


Title: Re: SWTOR
Post by: Rasix on August 21, 2011, 12:07:35 AM
Man, I don't want to sex up a dude.  Bioware somehow got me to go mangina in DA1.  Sealed the deal with FemShep and Lady Hawke.  Lady Hawke especially, she be awesome.

Might have to evaluate all of the male voice acting during beta.  :oh_i_see: Although no romance didn't bother me as my evil ladyRevan in KOTOR (there was no way Carth was an option) and somehow I botched every romance I did in Jade Empire. 


Title: Re: SWTOR
Post by: Sjofn on August 21, 2011, 12:27:20 AM
I still think ME2's Manshep is underrated, dang it. He's so Canadian, I love it.  :heart:  I also like ManHawke a bit better than LadyHawke, but it's essentially a toss up. Playing ManHawke is the only way I make smoochy faces at the ladies, though, I like to have at least one hot dude in the scene. If the hot dude happens to be me, well, so be it. My ManHawke/Isabela couple was adorable. :why_so_serious:


Title: Re: SWTOR
Post by: Sky on August 21, 2011, 04:54:03 AM
Oh, that's why everyone is human. Talking about manshep reminded me how completely immersion-breaking my second playthrough was (it didn't last long), because all I could think about when I was playing my badass renegade dark black afro lambchops ass-kickin mofo Shep was my whitebread boy scout pale blond/blue Shep because it was the same voice.

So...since all classes share the same voice, it would be odd hearing a Rodian bounty hunter with wolverine's voice. Maybe at some point they can add in some filters, but I bet that's part of it.

If the hot dude happens to be me, well, so be it.
Be careful, you're going to end up in Merusk's sig!


Title: Re: SWTOR
Post by: UnSub on August 21, 2011, 06:53:29 AM
The interesting part of the BioWare poll (http://www.swtor.com/community/showthread.php?t=414502) on this issue is that there are more total people who would pursue all romantic options and same sex romantic options than only the opposite sex romantic options. So you've got the hardcore BioWare players who want to hear every golden bit of dialogue and see every scene, but there are still a sizeable group who'd go just for the homo option.

However, this day was coming ever since EA BioWare announced there were no gays in the Star Wars universe.

From memory, Jade Empire had both homo, hetero and group sex options if you played your cards right. 

However, this is romance in Star Wars, a series where, "I don't like sand" started off a key relationship building moment and people were rooting for a brother and sister to hook up at the end of the first film. Romance is to Star Wars what cheap underwear is to clothing: uncomfortable and ill-fitting.


Title: Re: SWTOR
Post by: Lantyssa on August 21, 2011, 07:00:03 AM
That's why it bothers me.  "Incest and pedophilia are fine and canon, but we'll be damned if any gay relationships are even hinted at!"


Title: Re: SWTOR
Post by: 01101010 on August 21, 2011, 08:01:57 AM
See... this is why I'd like to go Droid. You can just avoid feelings and intimacy all together.  :grin:



Title: Re: SWTOR
Post by: Paelos on August 21, 2011, 08:53:44 AM
See... this is why I'd like to go Droid. You can just avoid feelings and intimacy all together.  :grin:

Hey. What kind of party is this? There's no booze and only one hooker.

(http://blog.prospect.org/blog/weblog/bender.jpg)


Title: Re: SWTOR
Post by: kildorn on August 21, 2011, 09:01:22 AM
That's why it bothers me.  "Incest and pedophilia are fine and canon, but we'll be damned if any gay relationships are even hinted at!"

So what you're saying is that to keep in theme, all romance options need to be vaguely uncomfortable and creepy. The hot dude at the bar can't hit on me, but every time my uncle enters the scene he's going to be talking with his... not hands.


Title: Re: SWTOR
Post by: Lantyssa on August 21, 2011, 12:52:56 PM
It wouldn't be my choice, but if that's going to be their reasoning at least they could be consistent.


Title: Re: SWTOR
Post by: PalmTrees on August 21, 2011, 01:01:04 PM
I'm disappointed in the lack of same-sex romance options. No way to to tell who made the decision or why but it's either plain old bigotry or cowardice to stand up to it.

On another note, they've updated the crew crafting page, http://www.swtor.com/info/systems/crew-skills

Seems like you get 3 out of 14 possible skills that are divided into three categories. Crew members will be more proficient at certain skills. Eh, nothing exciting or that interesting. Just puts the crafting bar timer in the background instead of having to stand in front of the forge. I didn't play much of Free Realms, but I remember liking their cooking skill mini-game. I wish someone else would try something like that.


Title: Re: SWTOR
Post by: Evildrider on August 21, 2011, 01:52:57 PM
So after first being angsty about Huttball, I finally decided I'm probably gonna play that crap out of it.

Oh and in case you missed the Gamescom MVP moment here's a quick peek.  http://www.youtube.com/watch?v=APe_qMSn5tc


Title: Re: SWTOR
Post by: Threash on August 21, 2011, 02:32:26 PM
She CCs two people and scores? yay?


Title: Re: SWTOR
Post by: Sky on August 21, 2011, 03:20:02 PM
She CCs two people and scores? yay?
Maybe she's on the vampire team. Me, I'd go for Mighty Blow instead.


Title: Re: SWTOR
Post by: Crumbs on August 21, 2011, 03:22:07 PM
edit:  Crumbs is currently locked in a padded cell and keeps repeating "Huttball."  Pls help.  



Title: Re: SWTOR
Post by: Evildrider on August 21, 2011, 05:02:26 PM
She CCs two people and scores? yay?

It's also cuz they are at 1% health.


Title: Re: SWTOR
Post by: Sjofn on August 21, 2011, 10:01:40 PM
I know novels sort of don't count but if only subtext was allowed ever, I am pretty sure this dude (http://starwars.wikia.com/wiki/Goran_Beviin) and his husband (http://starwars.wikia.com/wiki/Medrit_Vasur) wouldn't exist at all. Bonus: They have a daughter!  :grin:


Title: Re: SWTOR
Post by: Cyrrex on August 22, 2011, 04:13:33 AM
I know novels sort of don't count but if only subtext was allowed ever, I am pretty sure this dude (http://starwars.wikia.com/wiki/Goran_Beviin) and his husband (http://starwars.wikia.com/wiki/Medrit_Vasur) wouldn't exist at all. Bonus: They have a daughter!  :grin:

That's because Mandolarians are like dwarves...they can't tell their genders apart.

From a business POV, I suppose I can understand why Bioware made this choice.  It's the safe route.  Still, I have to admit that my FemShep's* tendency to hit from both sides of the plate made those games more interesting for me.  I would personally like to see it included, but yeah, I get why they aren't.

Hell, maybe they can patch in the gay.  Or better yet, RMT!

*Having only played ME using FemShep, I always find it jarring and flat out wrong when I see or hear people going on about ManShep (or in advertisements and whatnot). That's not Sheperd!   Am I the only one? 


Title: Re: SWTOR
Post by: apocrypha on August 22, 2011, 05:53:15 AM
Hell, maybe they can patch in the gay.  Or better yet, RMT!

Pay for gay?  :uhrr:


Title: Re: SWTOR
Post by: 01101010 on August 22, 2011, 06:28:44 AM
Hell, maybe they can patch in the gay.  Or better yet, RMT!

Pay for gay?  :uhrr:

This avenue could have the potential to be the greatest official forum thread in the history of the internet.  :drill:


Title: Re: SWTOR
Post by: Tyrnan on August 22, 2011, 06:55:47 AM
Hell, maybe they can patch in the gay.  Or better yet, RMT!

Pay for gay?  :uhrr:

Pay2Gay, the latest revenue model for MMOs


Title: Re: SWTOR
Post by: Surlyboi on August 22, 2011, 07:22:34 AM
I refuse until it's free2gay.


Title: Re: SWTOR
Post by: Kirth on August 22, 2011, 07:48:05 AM
This thread is getting more fabulous by the post. needs a rainbow eye beam version of this :  :drill:


Title: Re: SWTOR
Post by: Lantyssa on August 22, 2011, 08:16:18 AM
You mean this?

:drillf:


Title: Re: SWTOR
Post by: Paelos on August 22, 2011, 08:42:16 AM
WoW always liked to patch in the gay. In every paladin armor update! ZING!  :drillf:



Title: Re: SWTOR
Post by: tmp on August 22, 2011, 09:00:21 AM
Don't know what kind of super-rogue you've played lately, but the one I just rolled was on a life-or-death fight with every mob in Tirisfal till L5 or so.

If you are dying(or almost dying) in WoW before level 10 or so, I don't know what to tell you.  Every class kills things fast at low level, and has absurd regen so out of combat you get up to full health and mana pretty darn fast.
Could've changed since, but i remember literally piles of bones of dead people around the murlock villages in noob zones in the open beta. Pulling more than two of these guys (or any other guys really, especially in these small caves) meant death, and if you tried to run you'd just get dazed and raped for trying to take more of their precious time.


Title: Re: SWTOR
Post by: 01101010 on August 22, 2011, 09:04:17 AM
Don't know what kind of super-rogue you've played lately, but the one I just rolled was on a life-or-death fight with every mob in Tirisfal till L5 or so.

If you are dying(or almost dying) in WoW before level 10 or so, I don't know what to tell you.  Every class kills things fast at low level, and has absurd regen so out of combat you get up to full health and mana pretty darn fast.
Could've changed since. I remember literally piles of bones of dead people around the murlock villages in noob zones in the open beta. Pulling more than two of these guys (or any other guys really, especially in these small caves) meant death, and if you tried to run you'd just get dazed and raped for trying to take more of their precious time.

I loved that spot. You could literally pull every murloc in that area if you picked the lynchpin patrol. I hope this game has dumb ass spots like that...

And on another note...Does SWTOR have public quests? I haven't trolled their forums or even their website since last year other than to join the guild.


Title: Re: SWTOR
Post by: Kirth on August 22, 2011, 09:24:07 AM
And on another note...Does SWTOR have public quests? I haven't trolled their forums or even their website since last year other than to join the guild.

Good question, no idea. though from one of the recent play thru vids that total biscuit did it seems that there will be some sorta of personal instancing for story mode stuff that you can bring people into, with a seamless integration (no loading screen). To me that migth indicate that they moved away from the mass objective style public stuff in favor of the more personal story based stuff, but who knows other then the :nda: people.

as for  :drillf: I didn't equate womanliness with gayliness...


Title: Re: SWTOR
Post by: Lantyssa on August 22, 2011, 11:17:04 AM
Well, it's lavender and I made it.  It's close enough.


Title: Re: SWTOR
Post by: sam, an eggplant on August 22, 2011, 11:32:00 AM
Does SWTOR have public quests?
No. You can very accurately think of SWTOR as WoW with Bioware-style conversations.


Title: Re: SWTOR
Post by: Nebu on August 22, 2011, 11:43:13 AM
... and nerd-sabers.


Title: Re: SWTOR
Post by: Riggswolfe on August 22, 2011, 12:02:16 PM
I got into Beta on Friday. I guess the only thing I can legally say is I'm keeping my preorder and looking forward to launch.


Title: Re: SWTOR
Post by: Reg on August 22, 2011, 12:03:56 PM
Wow. You must have a super fast internet connection to have downloaded the entire 5 terabyte install so quickly.


Title: Re: SWTOR
Post by: Kirth on August 22, 2011, 12:16:40 PM
Wow. You must have a super fast internet connection to have downloaded the entire 5 terabyte install so quickly.

Actually I heard that to crack down on :nda: leaks a EA representative comes to your house with an external drive to load the beta for you.


Title: Re: SWTOR
Post by: 01101010 on August 22, 2011, 12:18:53 PM
Wow. You must have a super fast internet connection to have downloaded the entire 5 terabyte install so quickly.

Torrents!

And this will be the first game I played in a while without some sorta public quest. Then again, my list of MMOs is not all that long.


Title: Re: SWTOR
Post by: Nebu on August 22, 2011, 12:32:04 PM
And this will be the first game I played in a while without some sorta public quest. Then again, my list of MMOs is not all that long.

I'm fine playing this game without public quests.  The fewer XxxHanSoloxxX clones I have to look at, the better. 


Title: Re: SWTOR
Post by: sam, an eggplant on August 22, 2011, 12:48:17 PM
Public quests are one of very few innovations in the genre over the past decade and it would have been nice to see them in all new MMOs entering the market. Heck, GW2 is supposed to basically be a long series of public quests. But no, nothing like that in SWTOR. They didn't take any chances. Conversations and addons aside, SWTOR = WoW.


Title: Re: SWTOR
Post by: 01101010 on August 22, 2011, 12:57:27 PM
And this will be the first game I played in a while without some sorta public quest. Then again, my list of MMOs is not all that long.

I'm fine playing this game without public quests.  The fewer XxxHanSoloxxX clones I have to look at, the better. 

Not a slam on the game at all, just found it a bit odd considering the present company of MMOs out there.


Title: Re: SWTOR
Post by: Malakili on August 22, 2011, 01:03:06 PM
And this will be the first game I played in a while without some sorta public quest. Then again, my list of MMOs is not all that long.

I'm fine playing this game without public quests.  The fewer XxxHanSoloxxX clones I have to look at, the better. 

Not a slam on the game at all, just found it a bit odd considering the present company of MMOs out there.

I don't know that it has ever felt particularly awesome in any of iterations I've seen so far, save perhaps for Rift.  I don't think it is a feature that is anywhere near must have or even "expected" from the MMO playerbase at this point. 


Title: Re: SWTOR
Post by: Nebu on August 22, 2011, 01:12:21 PM
I think the best implementation of PQ's was in WAR.  I say that with the caution that they were only good when the game was populated in the lower levels.  The rifts in Rift just aren't fun.  Too much trash.  Too predictable.  Too repetitive.  Granted, a lot of that happened in WAR too, but the shiny chest at the end cured some of it. 


Title: Re: SWTOR
Post by: Ingmar on August 22, 2011, 01:13:33 PM
They need to scale down to be doable by just one or two people, is the main problem with the implementations so far. Otherwise they just become unused space when the leveling train has moved on.


Title: Re: SWTOR
Post by: sam, an eggplant on August 22, 2011, 01:14:33 PM
GW2 promises to fix that problem, so yay for that.


Title: Re: SWTOR
Post by: Nebu on August 22, 2011, 01:15:21 PM
GW2 promises to fix that problem, so yay for that.

I'll believe it when it's more than an idealized video used as part of a marketing campaign. 


Title: Re: SWTOR
Post by: Malakili on August 22, 2011, 01:24:01 PM
I think the best implementation of PQ's was in WAR.  I say that with the caution that they were only good when the game was populated in the lower levels.  The rifts in Rift just aren't fun.  Too much trash.  Too predictable.  Too repetitive.  Granted, a lot of that happened in WAR too, but the shiny chest at the end cured some of it. 

Yeah, I do recall the public quests at the beginning of the zones in WAR being really fun, especially during beta and release.  But the enduring memory for me is coming across them in the second half of T2 and T3 and being the only one there, unable to finish them past the first stage, if that.   And then having to grind them out with my guild in order to flip zones in the T4 areas because of the way victory points worked.


Title: Re: SWTOR
Post by: Ingmar on August 22, 2011, 01:26:35 PM
It is kind of baffling to me that they apparently didn't see that coming, too, but that's what happens when you structure your beta the way Mythic did.


Title: Re: SWTOR
Post by: Riggswolfe on August 22, 2011, 01:26:56 PM
Wow. You must have a super fast internet connection to have downloaded the entire 5 terabyte install so quickly.

Lol. No comment.


Title: Re: SWTOR
Post by: Threash on August 22, 2011, 01:27:36 PM
It wasn't fun for the races that didn't have freaking tanks at the start of the game and the end bosses were always graveyard zergs if you were lucky to have enough people there.


Title: Re: SWTOR
Post by: tazelbain on August 22, 2011, 01:47:48 PM
Public Quests are essential for MMO to me.  I want a world the reacts to the players.  PQ are a start down that road.  I know we have a lot more to go but I support development teams that are trying. 


Title: Re: SWTOR
Post by: Nebu on August 22, 2011, 01:51:15 PM
Public Quests are essential for MMO to me.  I want a world the reacts to the players.  PQ are a start down that road.  I know we have a lot more to go but I support development teams that are trying. 

I agree with you in principle and loved how AC made me feel like I lived/played in an evolving world.  I just hope that they will soon become more than just mob generators.  I'm hoping that GW2 is a step in the right direction. 


Title: Re: SWTOR
Post by: Nevermore on August 22, 2011, 03:07:27 PM
What exactly is a 'public quest'?


Title: Re: SWTOR
Post by: Evildrider on August 22, 2011, 03:10:14 PM
What exactly is a 'public quest'?

Quests you do in public, duh!   :awesome_for_real:


Title: Re: SWTOR
Post by: Ingmar on August 22, 2011, 03:13:59 PM
What exactly is a 'public quest'?

Did you play any of WAR, Champions, STO, or Rift?


Title: Re: SWTOR
Post by: Nevermore on August 22, 2011, 03:21:59 PM
What exactly is a 'public quest'?

Did you play any of WAR, Champions, STO, or Rift?

No.


Title: Re: SWTOR
Post by: Ingmar on August 22, 2011, 03:24:36 PM
So, it's basically a recurring event that everyone can participate in, it autogroups you, tracks your contribution, and rewards you at the end (assuming you win.) Usually they have phases, like 'Kill 40 demons coming out of portals! Now kill the guys holding the portals open! Now kill one really big demon that managed to push its way through the last portal!"

When you get participation in them they're pretty cool.


Title: Re: SWTOR
Post by: Evildrider on August 22, 2011, 03:26:00 PM
In Warhammer it was a small part of the game world where a set of quests would play out like every 30 minutes.   All those in the area worked to complete the objectives until the boss spawned.  After killing the boss, rewards were handed out to all who participated.


Title: Re: SWTOR
Post by: Rasix on August 22, 2011, 03:27:05 PM
Implementations so far have mostly been multi-stage events in shared areas that can be completed by multiple people with each individual receiving a reward at the end (chance of greater reward improved with a greater partcipation in the event).

Most have implementations have somewhat fallen flat due to insufficient scaling based on ever changing player populations/participation levels.

edit: So, what Ingmar said, but in a nerdier tone.


Title: Re: SWTOR
Post by: Threash on August 22, 2011, 03:33:20 PM
The Rift implementation, while repetitive, seems to have worked so far.


Title: Re: SWTOR
Post by: Lantyssa on August 22, 2011, 03:37:24 PM
It still suffers problems, but it was a step in the right direction.


Title: Re: SWTOR
Post by: Rasix on August 22, 2011, 03:38:19 PM
The Rift implementation, while repetitive, seems to have worked so far.

Mostly.  Zone events tend to make or break the equation and it's a crap shoot on whether you'll be able to solo a minor Rift sometimes.  Zone event fail due to not enough people or a completely wacko-elite difficult event popping up lessened when we moved to Threesprings, but there were still zones like Droughtlands where events would kick off quite often at times where there weren't populations available to complete them.   Or, they'd kick off so often that people were sick of them and decided to just not even try.

Rift can also have the problem of so zone events making the zone almost completely intraversible and thus have an adverse effect on your gameplay if you don't feel like partcipating at that moment.


Title: Re: SWTOR
Post by: Nevermore on August 22, 2011, 03:43:48 PM
So basically and expanded version of the CoX giant monster/invasion events?  Or the crashed Rikti ship thing?  Funny how innovative that game has turned out to be...


Title: Re: SWTOR
Post by: Tannhauser on August 22, 2011, 03:50:40 PM
WAR's PQ's were indeed fun, but many were placed in retarded locations that drove me crazy.  Especially since no one was doing them.  Rift's PQ's fired off way too often and don't feel special.  I would log on early in the morning, kill a mob, and BAM planar invasion. Now your quest hubs are wiped out.  FFFFFUUUUUUUU   


Title: Re: SWTOR
Post by: Sjofn on August 22, 2011, 03:59:18 PM
And this will be the first game I played in a while without some sorta public quest. Then again, my list of MMOs is not all that long.

I'm fine playing this game without public quests.  The fewer XxxHanSoloxxX clones I have to look at, the better. 

Hannah Solos are alright, though. Right? Right?!


 :heartbreak:


Title: Re: SWTOR
Post by: Ingmar on August 22, 2011, 04:00:40 PM
So basically and expanded version of the CoX giant monster/invasion events?  Or the crashed Rikti ship thing?  Funny how innovative that game has turned out to be...

Um, I guess in the sense that they're all zone events, sort of. I'd peg them as more similar to say, the Halloween events in WoW where the Horseman tries to burn down a inn. That has a similar kind of phase 1-phase 2-reward-reset structure.


Title: Re: SWTOR
Post by: Nevermore on August 22, 2011, 04:46:41 PM
The crashed rikti ship had a phase 1, phase 2, reset structure.  It wasn't random, though.  It was always available to be started by people in the zone whenever they wanted.


Title: Re: SWTOR
Post by: Lantyssa on August 22, 2011, 04:47:40 PM
CoX was the first with the concept.  Giant monsters were pretty simple, though their events have become more complex with time.  And though not perfect, it did have damage scaling.

WAR was based on PQs being a common pursuit.  They were a three or four stage event in a fixed location.  Generally the first stage had no time limit, so the next stage wouldn't trigger until players fulfilled the kill conditions.  Subsequent stages were about killing X number of things in time.  Tier 1 PQs were reasonable in requirements.  T2 and higher got ridiculous.  There was no scaling for the number of players present.  Large groups would breeze through, small (level appropriate) groups would be lucky to complete them after the early tiers.  Later they rebalanced the PQs to different, but still fixed, group sizes.

The more complicated of WoW's seasonal events are pretty close to WAR's PQs.

RIFT introduced what are essentially moving PQs which interact with the world.  Their difficulty is fixed upon spawning, but there's more variation, and one rift type will fight another one.  It's a little more dynamic in that things spawned from rifts try to take over nearby areas.

GW2 looks to have events which temporarily alter the area and can spawn further events depending upon how it was resolved.  These are crafted to affect a specific area, but there are supposedly thousands of them throughout the game.

SWTOR?  Just has instances.


Title: Re: SWTOR
Post by: Sky on August 22, 2011, 07:10:10 PM
While I enjoyed the WAR PQs and rifts were ok, so far the concept isn't something I need to see to be attracted to an mmo. The world event invasions were often as annoying as they were inviting, and by inviting I mean you generally see this icon for some guy who's name is on your dynamic quest list, so you hump over there and hope he's not dead by the time you get there and spam over and over and over and then hope you get the purple token that means you'll (after repeating this four or five times, of course...and getting the purple token every time) cash it in for a piece of gear that is so far beyond BIS for your tier that I hope you like it skippy because it's going to be there a LONG DAMN TIME, meanwhile what was going on who knows just look at map, kill icon name guy over and over.

So not a huge fan, really. I do like instances, though.


Title: Re: SWTOR
Post by: Shatter on August 22, 2011, 07:37:40 PM
No game yet has done a PQ system well.  Rift's got repetitive after doing 3 of them and now invasions are just a nuisance.  Dont care if SWTOR doesnt have anything like this..prefer they have decent world pvp


Title: Re: SWTOR
Post by: Amaron on August 22, 2011, 09:33:33 PM
PQ's are great but they can easily cause you to outlevel normal content.   Considering I'm going to play this like a single player game I don't really care if they are missing.


Title: Re: SWTOR
Post by: kildorn on August 22, 2011, 09:45:35 PM
No game yet has done a PQ system well.  Rift's got repetitive after doing 3 of them and now invasions are just a nuisance.  Dont care if SWTOR doesnt have anything like this..prefer they have decent world pvp

Man, Thidranki was an awesome PQ.


Title: Re: SWTOR
Post by: luckton on August 23, 2011, 06:27:32 AM
So, in summarizing the last couple pages, in documenting on our road to page 300...

A world that reacts to players = good.

PQ gameplay as a start to world reacting = good

Repetitive PQ gameplay = bad.

Find way of having dynamic world that reacts to players without getting stale = goal.

I don't see that happening with TOR.  I see TOR as a sci-fi reskinned WoW, with more emphasis on story/role-play than anything that came before it.  I think TOR has a good chance of supporting dynamic gameplay, but not from the get-go.  Maybe an x-pack down the line, but by then it may be too late, as people will be accustomed to the DIKU model that it will launch with.

Multiple edits: Spelling and adding stuff


Title: Re: SWTOR
Post by: Malakili on August 23, 2011, 06:33:47 AM
The world will react to you in the same way it reacts to you in KOTOR.  The problem )= is that it reacts to ONLY you.  The cool thing about a dynamic world is that it would react to other players as well.   TOR is going to react to YOU and the rest of the players may as well not exist.   I understand the "Well, this is just a singl eplayer game to me" argument, its moderately appealing to me as well.  But then that goes back 200 pages to my original complaints about why the fuck make an MMO in the first place then.

Bah.


Title: Re: SWTOR
Post by: 01101010 on August 23, 2011, 07:07:06 AM
So, in summarizing the last couple pages, in documenting on our road to page 300...

A world that reacts to players = good.

PQ gameplay as a start to world reacting = good

Repetitive PQ gameplay = bad.

Find way of having dynamic world that reacts to players without getting stale = goal.

I don't see that happening with TOR.  I see TOR as a sci-fi reskinned WoW, with more emphasis on story/role-play than anything that came before it.  I think TOR has a good chance of supporting dynamic gameplay, but not from the get-go.  Maybe an x-pack down the line, but by then it may be too late, as people will be accustomed to the DIKU model that it will launch with.

Multiple edits: Spelling and adding stuff

You forgot to add:

The install is now up to 5 terabytes and only 500 randomly selected preorders will get to play on release as EA will gate entry to stem the lag - just like getting on a water slide at a park.  :why_so_serious:


Title: Re: SWTOR
Post by: Merusk on August 23, 2011, 07:23:09 AM
But then that goes back 200 pages to my original complaints about why the fuck make an MMO in the first place then.

DRM, Sub-Fees and marketing.


Title: Re: SWTOR
Post by: Count Nerfedalot on August 23, 2011, 10:29:04 AM
Have we gotten any kind of peek or info on how the player economy will work? With the existence of more crafting professions than you will be allowed to pursue with a single character it's obvious they must intend SOME form of player economy, but I've seen nothing.about it.  Did I just miss it or is that all still under wraps?

I was quite surprised by just how much I despised Rift's auction house, to the point that I dreaded logging in because of it and it actually became the single biggest reason I quit.  Usually I quit over broken shit, dev asshattery, grind, general boredom, or a thousand little unremarkable things that add up to not enough fun, but this time that one thing, even though it was implemented competently, really got to me.   

So I'm wondering if that is one of the things TOR is copying from WOW even though other games have shown far better ways of doing it?

It seems to me that it would behoove MMO developers to keep in mind that every former or current WOW player they hope to snatch has left WOW for a reason, and if they slavishly copy TOO much of WOW, they will end up with those same problems in their own game, but with a population of gamers who has already used up their tolerance for those specific problems.


Title: Re: SWTOR
Post by: 01101010 on August 23, 2011, 10:40:08 AM
Have we gotten any kind of peek or info on how the player economy will work? With the existence of more crafting professions than you will be allowed to pursue with a single character it's obvious they must intend SOME form of player economy, but I've seen nothing.about it.  Did I just miss it or is that all still under wraps?

I was quite surprised by just how much I despised Rift's auction house, to the point that I dreaded logging in because of it and it actually became the single biggest reason I quit.  Usually I quit over broken shit, dev asshattery, grind, general boredom, or a thousand little unremarkable things that add up to not enough fun, but this time that one thing, even though it was implemented competently, really got to me.   

So I'm wondering if that is one of the things TOR is copying from WOW even though other games have shown far better ways of doing it?

It seems to me that it would behoove MMO developers to keep in mind that every former or current WOW player they hope to snatch has left WOW for a reason, and if they slavishly copy TOO much of WOW, they will end up with those same problems in their own game, but with a population of gamers who has already used up their tolerance for those specific problems.

I would really like it if Bioware looked at and COPIED IT EXACTLY as EQ2 did it.


Title: Re: SWTOR
Post by: Draegan on August 23, 2011, 11:22:01 AM
GW2 promises to fix that problem, so yay for that.

I'll believe it when it's more than an idealized video used as part of a marketing campaign. 

Check out the Totalbiscuit Gamescom reviews.  He's got a fully 40min demo on there and you can see a bit of the scripted events.


Title: Re: SWTOR
Post by: luckton on August 23, 2011, 11:38:53 AM
Have we gotten any kind of peek or info on how the player economy will work? With the existence of more crafting professions than you will be allowed to pursue with a single character it's obvious they must intend SOME form of player economy, but I've seen nothing.about it.  Did I just miss it or is that all still under wraps?

I was quite surprised by just how much I despised Rift's auction house, to the point that I dreaded logging in because of it and it actually became the single biggest reason I quit.  Usually I quit over broken shit, dev asshattery, grind, general boredom, or a thousand little unremarkable things that add up to not enough fun, but this time that one thing, even though it was implemented competently, really got to me.   

So I'm wondering if that is one of the things TOR is copying from WOW even though other games have shown far better ways of doing it?

It seems to me that it would behoove MMO developers to keep in mind that every former or current WOW player they hope to snatch has left WOW for a reason, and if they slavishly copy TOO much of WOW, they will end up with those same problems in their own game, but with a population of gamers who has already used up their tolerance for those specific problems.

I would really like it if Bioware looked at and COPIED IT EXACTLY as EQ2 did it.

My understanding of crafting so far is:

A) Casuals can craft stuff that benefits them, to the point that if they want to do more than just craft things for themselves, they would fall into...
B) The hardcore crafters that will be the only ones that have unique recipes that they acquired through the time commitment they put in to achieve the hardcore tag.

The crew skills thing is not something to just auto-pilot your way to max skill.  It's more of a 'hey, I'm not going to be around from X date to Y date, so I'mma have my posse work on this thing I've been really wanting while I'm away.  Or even for the limited time of 'OMG, it's raid night and I still haven't made that thing I wanted or gotten that samophlage made for Bob.  I'll just have my crew make it and send it his way when I'm done raiding."  All of this in the name of a money-sink/offline progression.

The hardcore crafter will not only be using his crew, but also doing the crafting/gathering themselves.  I'm to believe that there's really no money to be made in having your crew do everything, rather it's a convenience thing.  Only the crafter that's out there to make money without investing a lot will do everything and ignore their crew.


Title: Re: SWTOR
Post by: Amaron on August 23, 2011, 01:53:11 PM
But then that goes back 200 pages to my original complaints about why the fuck make an MMO in the first place then.

Because they wanted to make a diku MMO.   It's not like it's actually really a single player game.


Title: Re: SWTOR
Post by: Paelos on August 23, 2011, 02:13:57 PM
I have a feeling that the only thing seperating hardcore crafters from regular crafters is raiding drops.

Which is dumb.


Title: Re: SWTOR
Post by: Draegan on August 23, 2011, 02:46:10 PM
Its hardly raiding when it's either 8 or 16 people.


Title: Re: SWTOR
Post by: Nebu on August 23, 2011, 02:47:10 PM
Its hardly raiding when it's either 8 or 16 people.

I'd call anything over 6 people a raid.  So would Rift and WoW.


Title: Re: SWTOR
Post by: Nevermore on August 23, 2011, 03:02:13 PM
I just can't consider 8 people a raid when that was the standard party size in DAoC.  Actually, I think that's the regular party size in CoX as well.


Title: Re: SWTOR
Post by: Ingmar on August 23, 2011, 03:09:45 PM
I much prefer the 5-6 person standard for group content myself. Would love to see some structured 3 person content outside of LOTRO too.


Title: Re: SWTOR
Post by: Paelos on August 23, 2011, 03:22:12 PM
Its hardly raiding when it's either 8 or 16 people.

Requiring 16 people to do anything is raiding, chief.

Requiring more than one person to craft a sword because you have to get it off the boss at the end of the location isn't crafting. That's just delayed gratification for raiders.


Title: Re: SWTOR
Post by: Amaron on August 23, 2011, 03:29:39 PM
Its hardly raiding when it's either 8 or 16 people.

I fervently wish that raiders agree with you.


Title: Re: SWTOR
Post by: Lantyssa on August 23, 2011, 03:42:57 PM
I consider anything over two people to be raiding.


Title: Re: SWTOR
Post by: Sir T on August 23, 2011, 04:08:17 PM
Oh hai (http://uk.videogames.games.yahoo.com/82/news/old-republic-in-short-supply-45d582.html)

Quote
Old Republic in short supply [PC]
Monday August 22, 11:25 AM

Electronic Arts is expecting high demand for its online multiplayer game ‘Star Wars: The Old Republic’, but is only launching it in limited quantities. Why is that?

EA is capping the number of physical and digital copies of the game at launch so that servers are not overwhelmed by too many gamers trying to play at once. Everyone should be able to enjoy a “smooth and high quality game experience” as EA tells Gamasutra.com.

The downside to this noble intention is a controlled supply of games until EA decides that the time is right to add more servers. There’s no official word on when that might happen, but EA is already advising potential customers to pre-order the game good and early, because “...Once they are gone, they are gone."

So is this an act of prudence on EA’s part or has it taken leave of its corporate senses? A bit of both, we suspect: Star Wars games sell by the million so EA really should have enough servers in place for everyone who wants to play. On the other hand, EA has probably learned lessons from other massive multiplayer games such as Rift and Aion, where sudden demand swamped server capacities and customers had to endure lengthy waits before playing. And nobody wants that, do they?

The only problem with EA’s plan is how the company is going to know to add more servers when the current provision is based on the fixed number of games it’s releasing. Ach, we’ll let them worry about that further down the line. Meantime, the web is awash with enticing trailers that really aren’t helping to control demand – see below, then try denying that you want a copy.

Star Wars: The Old Republic is scheduled for launch on PC this Holiday season.

Get your popcorn in early for the nerd rage.


Title: Re: SWTOR
Post by: Reg on August 23, 2011, 04:10:27 PM
Have you been reading this thread at all T?


Title: Re: SWTOR
Post by: Evildrider on August 23, 2011, 04:10:39 PM
Old news is old.  They haven't been keeping this a secret.


Title: Re: SWTOR
Post by: Sir T on August 23, 2011, 04:16:54 PM
Have you been reading this thread at all T?

TO be honest no. It popped up on yahoo news and I thought it was a new announcement. Sorry guys.


Title: Re: SWTOR
Post by: Rasix on August 23, 2011, 04:20:16 PM
Urge to kill.. rising.

I'm getting sick of this Rip Van Winkle shit.  If you think you know something new about SWTOR, we knew it 5 pages ago.



And it was.. 5 pages ago. My anger borders on precognition.  :drill:


Title: Re: SWTOR
Post by: Amaron on August 23, 2011, 04:56:28 PM
And it was.. 5 pages ago. My anger borders on precognition.  :drill:

Release date announced!   K guys I've done my part let's get 5 more pages in here.


Title: Re: SWTOR
Post by: Evildrider on August 23, 2011, 05:14:32 PM
And it was.. 5 pages ago. My anger borders on precognition.  :drill:

Release date announced!   K guys I've done my part let's get 5 more pages in here.

Yeah it's marked as Dec. 31st, 2011 on Amazon!   :why_so_serious:


Title: Re: SWTOR
Post by: Sir T on August 23, 2011, 05:21:30 PM
{deleted}


Title: Re: SWTOR
Post by: koro on August 23, 2011, 06:33:36 PM
So how many of you are actually in the beta? I really want someone to talk to in-game. General chat is maddening.


Title: Re: SWTOR
Post by: Evildrider on August 23, 2011, 06:35:19 PM
So how many of you are actually in the beta? I really want someone to talk to in-game. General chat is maddening.

I hate you.   :oh_i_see:


Title: Re: SWTOR
Post by: koro on August 23, 2011, 06:39:41 PM
So how many of you are actually in the beta? I really want someone to talk to in-game. General chat is maddening.

I hate you.   :oh_i_see:
My girlfriend has you beat, I'm afraid. She has to actually sit here, watch me play it, and seethe.


Title: Re: SWTOR
Post by: Rasix on August 23, 2011, 07:02:13 PM
Does she pace back and forth regaining both health and force power?


Title: Re: SWTOR
Post by: Evildrider on August 23, 2011, 07:06:37 PM
Does she pace back and forth regaining both health and force power?

Don't all women?  For at least 5 days every month?   :why_so_serious:


Title: Re: SWTOR
Post by: koro on August 23, 2011, 07:24:21 PM
Does she pace back and forth regaining both health and force power?
Occasionally.

Mostly she fidgets until I take a break, then she sits in the chargen for an hour trying to figure out what she wants to play because this class is appealing but she played a Smuggler in SWG and Smugglers in TOR look fun and are voiced by Kath Soucie but the female Trooper is Jennifer Hale, but maybe a Sith would be nice but but but...

It's very amusing and kind of cute when she tries to vocalize her thought process.


Title: Re: SWTOR
Post by: Sjofn on August 23, 2011, 07:25:04 PM
So how many of you are actually in the beta? I really want someone to talk to in-game. General chat is maddening.

I hate you.   :oh_i_see:
My girlfriend has you beat, I'm afraid. She has to actually sit here, watch me play it, and seethe.

See, I just beta for Ingmar when he's not home.  :grin:


Title: Re: SWTOR
Post by: Chimpy on August 23, 2011, 07:51:44 PM
FILTHY NDA BREAKER!


Title: Re: SWTOR
Post by: Nebu on August 23, 2011, 09:13:08 PM
FILTHY NDA BREAKER!

It's ok.  Most of us cover our eyes before we click on this thread.  Especially Rasix. 


Title: Re: SWTOR
Post by: Sjofn on August 23, 2011, 09:41:16 PM
FILTHY NDA BREAKER!

It's true, I break NDA like that whenever I get the chance.  :heart:


Title: Re: SWTOR
Post by: FieryBalrog on August 23, 2011, 09:52:44 PM
Edit by Trippy: no


Title: Re: SWTOR
Post by: Evildrider on August 23, 2011, 10:51:08 PM
Edit by Trippy: no

Pwned?


Title: Re: SWTOR
Post by: Kirth on August 24, 2011, 04:04:38 AM
So speaking of total biscuit, did anyone watch his 40 minute orgasm over what looks like a wh40k mod for gears of war.


Title: Re: SWTOR
Post by: Nebu on August 24, 2011, 05:01:33 AM
Check out the Totalbiscuit Gamescom reviews.  He's got a fully 40min demo on there and you can see a bit of the scripted events.

Thanks for the site.  I'll check it out. 


Title: Re: SWTOR
Post by: jakonovski on August 24, 2011, 05:37:36 AM
I'm getting a bit of hype blowback from SWTOR. It's like the whole thing is tired and old even before it has been released. And I haven't even followed the hype too much.

 


Title: Re: SWTOR
Post by: Samprimary on August 24, 2011, 05:53:16 AM
I'm getting a bit of hype blowback from SWTOR. It's like the whole thing is tired and old even before it has been released. And I haven't even followed the hype too much.

Maybe a hundred more pages of pre-release talk will fix us.


Title: Re: SWTOR
Post by: UnSub on August 24, 2011, 06:38:41 AM
We're all excited about being able to pay $15 a month to play a BioWare title that we used to be able to play for just the box cost.


Title: Re: SWTOR
Post by: Hawkbit on August 24, 2011, 06:47:44 AM
Yeah, I just removed this from my buy list last week.  I'm sure I'll check it out at some point, but Rift showed me exactly how tired of WoW I was.  In turn, it showed me how tired I am all together with the MMO genre lately.  It doesn't help that I went back to school recently, too.  I can't imagine trying to do a 30hr/wk MMO along with 13 credit hours at school.  I'd go crazy.


Title: Re: SWTOR
Post by: sam, an eggplant on August 24, 2011, 06:54:20 AM
I'm curious what Blizzard will do to fight it. They can't get the next major content patch out in two months, right? Maybe they'll revamp a couple more old dungeons and make them drop sweet, sweet purples.


Title: Re: SWTOR
Post by: Paelos on August 24, 2011, 06:59:22 AM
I'm curious what Blizzard will do to fight it. They can't get the next major content patch out in two months, right? Maybe they'll revamp a couple more old dungeons and make them drop sweet, sweet purples.

If the release date is before Christmas, they will fight it with the Deathwing release. If it's after, I believe they will try to fight it with a new expansion in March. I think the smartest thing Blizzard can do now is spend all of their available assets putting Cataclysm behind them and pushing Pandas out ASAP


Title: Re: SWTOR
Post by: Draegan on August 24, 2011, 06:59:50 AM
Its hardly raiding when it's either 8 or 16 people.

I'd call anything over 6 people a raid.  So would Rift and WoW.

It comes down to group sizes.  SWTOR has max group of four people.  The definition of a Raid, I guess, is multi group content.  Rift that's 10 and 20 man (2 and 4 group) and WOW is 10 and 25 man (2 and 5 group).  In SWTOR it appears that they will have 4 man groups, 8 and 16 man raids (2 and 4 group).

The question is, if you continue to shrink group size, does the small raid size really become a raid?  In SWTOR you have 8 people.  That's not much at all, that's only 3 extra people that in your normal WOW/RAID single group dungeon.  I would think the largest complaint about raids is the organization of so many people.  That's the stigma anyway.

Do you think getting 8 people together is going to be difficult to do?

Let's take it a step further and say groups are 3 people.  The raids consist of 2 and 4 group content.  Thats 6 and 12 people.  Would you consider 6 people a raid at that point?

What is the threshold for when something is considered a raid in some abstract definition?


Title: Re: SWTOR
Post by: Nebu on August 24, 2011, 07:03:57 AM
Do you think getting 8 people together is going to be difficult to do?

Yes.  It was difficult enough to find 8 good players in DAoC.  My guild couldn't keep 8 people together in Rift, which ultimately resulted in my quitting the game.    Finding 8 adults that I can tolerate for hours in a vent channel is hard.  Especially adults with families and a life. 

We're all excited about being able to pay $15 a month to play a BioWare title that we used to be able to play for just the box cost.

Like many new MMO's, there's no guarantee that most of us will pay the sub fee.  I will definitely get my value out of the box cost.  It remains to be seen if the game is good enough to hold me for a second month.  You've heard about Bat Country guilds, right?  How many last beyond the first month with a significant population?  Answer: none.


Title: Re: SWTOR
Post by: Paelos on August 24, 2011, 07:04:17 AM
Anything that requires you to not only get more than 5 people and requires you to balance classes to the exclusion of others is a raid in my mind.

I considered old school 8 man DAOC pvp groups raids. They were exclusive, tightly defined, and only accepted certain classes.


Title: Re: SWTOR
Post by: Draegan on August 24, 2011, 07:06:30 AM
Why is 5 people your line in the sand?  Why not 6 or 4?


Title: Re: SWTOR
Post by: jakonovski on August 24, 2011, 07:07:38 AM
Yeah, I just removed this from my buy list last week.  I'm sure I'll check it out at some point, but Rift showed me exactly how tired of WoW I was.  In turn, it showed me how tired I am all together with the MMO genre lately.  It doesn't help that I went back to school recently, too.  I can't imagine trying to do a 30hr/wk MMO along with 13 credit hours at school.  I'd go crazy.

So true. I have Rift on my second month now, and whenever I login I'm impressed by how cool it all seems. All the same, I can't bring myself to play more than one or two hours at a time, and I have to take days off in between sessions. None of that with the grindfest that is AoEo, I play it obsessively, so it's all about the diku gameplay being sooooo worn out.


Title: Re: SWTOR
Post by: Hawkbit on August 24, 2011, 07:08:52 AM
Why is 5 people your line in the sand?  Why not 6 or 4?

Because MMOs were the original sorities that Eubulides had in mind.


Title: Re: SWTOR
Post by: Paelos on August 24, 2011, 07:12:09 AM
Why is 5 people your line in the sand?  Why not 6 or 4?

Logistics. Online social people usually have around five close friends (http://www.pocket-lint.com/news/10057/social-networkers-five-close-friends) so you can put together things easily based on that. Also, you can rotate in and out of roles well for a DIKU. Tank, Healer, DPS, DPS, DPS is the standard WoW set that I think serves well in it's ease.


Title: Re: SWTOR
Post by: Nebu on August 24, 2011, 07:17:02 AM
Why is 5 people your line in the sand?  Why not 6 or 4?

You need to step outside your bubble and pug a while.  Go and run some T2's with 4 randoms.  Run GSB or RoS with a bunch or randoms.  After doing that for a couple of weeks, tell me how much fun you're having compared to your tight-knit crew.  I think it would be an eye-opener.  

Most people can find 3-4 others to play with.  If I find 3, then I just need one random to make a 5 man.  If we make sure that our group has the key components (healer and tank) then we're left pugging dps.  Most of the time, that's manageable.  There's just no reason for groups to be larger than 4 in the standard diku model.  Healer, tank, dps, utility.  


Title: Re: SWTOR
Post by: Surlyboi on August 24, 2011, 07:17:31 AM
Why is 5 people your line in the sand?  Why not 6 or 4?

Because four is RIGHT OUT!


Title: Re: SWTOR
Post by: Sjofn on August 24, 2011, 07:38:02 AM
Depending on how many people from Slap in the Face move on over to Slap in the Force, 8 would be doable without TOO big a headache.There were definitely times where we'd only have 8 show for a 10 man raid, so ... Of course, that probably just means we'd only have 6 show up for an 8 man.  :grin:

I somehow missed that the group size is 4, that's ... small. It feels small. I don't know why four feels small and five feels normal, but it does!


Title: Re: SWTOR
Post by: Nebu on August 24, 2011, 07:39:38 AM
I like 4.  It has a tactical feel.  With 5, someone can slack off and you can usually still do fine.  With 4, it gives the illusion that everyone has to pull their weight. 


Title: Re: SWTOR
Post by: Crumbs on August 24, 2011, 08:03:31 AM
I'm curious what Blizzard will do to fight it.

Orcball  :grin:


Title: Re: SWTOR
Post by: Lantyssa on August 24, 2011, 08:03:45 AM
Depending on how many people from Slap in the Face move on over to Slap in the Force, 8 would be doable without TOO big a headache.There were definitely times where we'd only have 8 show for a 10 man raid, so ... Of course, that probably just means we'd only have 6 show up for an 8 man.  :grin:
Slap is pretty tight-knit.  Even if the five friends bits holds, putting any three of us together means a few more friends from each that the others are all comfortable with.  Plus I'd wager higher than average competency.


Title: Re: SWTOR
Post by: Nevermore on August 24, 2011, 08:28:04 AM
Do you think getting 8 people together is going to be difficult to do?

Yes.  It was difficult enough to find 8 good players in DAoC.  My guild couldn't keep 8 people together in Rift, which ultimately resulted in my quitting the game.    Finding 8 adults that I can tolerate for hours in a vent channel is hard.  Especially adults with families and a life. 

The difficulty was the rigid role requirements that had to be filled.  A Taskforce in CoX, which is also 8 players, is extremely easy to fill because the roles are all so flexible.


Title: Re: SWTOR
Post by: Sky on August 24, 2011, 08:34:32 AM
Depending on how many people from Slap in the Face move on over to Slap in the Force, 8 would be doable without TOO big a headache.
When guild phase 2 starts, we have to set up alignment between SLAP and BC. I hope there is some in-game support, like an alliance chat channel and window. If we could ally the various splinter groups, we might be able to actually hit operations fairly regularly.

And hey, I think Drae is saying we're all welcome at FoH raids from now on.

Watching a gamescom interview, no LFD, just a flag in the LFG pane. No role advertisement, either. LFG finder is server-only, no cross-server LFD. Why is this so hard for games to get right? Even Rift's very rudimentary system mostly worked, all but one dungeon group I was in (post-release) was through the LFD. Blah.

And the gear quality for the 8 and 16 man raids is equal, you just get more drops for the 16. Quality based on difficulty mode, which is a switch flipped before the instance. But you can use crew skills to ease the pain, archeology would let you maybe find a secret door or slicing will let you power up a friendly battle droid.


Title: Re: SWTOR
Post by: PalmTrees on August 24, 2011, 09:15:30 AM
Do you think getting 8 people together is going to be difficult to do?

Yes.  It was difficult enough to find 8 good players in DAoC.  My guild couldn't keep 8 people together in Rift, which ultimately resulted in my quitting the game.    Finding 8 adults that I can tolerate for hours in a vent channel is hard.  Especially adults with families and a life. 

The difficulty was the rigid role requirements that had to be filled.  A Taskforce in CoX, which is also 8 players, is extremely easy to fill because the roles are all so flexible.

Yeah, flexible roles make filling out taskforces (1 group) and raids pretty easy in CoX. Max group size is 8 and the Praetorian raids go from 2-4 groups. Only if you're doing master badge challenges like defeat the raid boss w/o using the mission-specific debuff do you need to worry about roles and power selection.


Title: Re: SWTOR
Post by: Sky on August 24, 2011, 09:24:35 AM
I think that's one downside of TOR going with more or less straight classes, and they really need to rethink that imo. If I'm going to run my BH solo, I'm going to want a different setup than if I'm grouped or doing pvp. Some games have put in minor measures to alleviate this, but Rift has really set the standard there. Way too late in TOR development, but the least they can do is allow very easy respecs and three role presets so you can switch on the fly.


Title: Re: SWTOR
Post by: Kirth on August 24, 2011, 09:38:18 AM
Its hardly raiding when it's either 8 or 16 people.

I'd call anything over 6 people a raid.  So would Rift and WoW.

It comes down to group sizes.  SWTOR has max group of four people.  The definition of a Raid, I guess, is multi group content.  Rift that's 10 and 20 man (2 and 4 group) and WOW is 10 and 25 man (2 and 5 group).  In SWTOR it appears that they will have 4 man groups, 8 and 16 man raids (2 and 4 group).

The question is, if you continue to shrink group size, does the small raid size really become a raid?  In SWTOR you have 8 people.  That's not much at all, that's only 3 extra people that in your normal WOW/RAID single group dungeon.  I would think the largest complaint about raids is the organization of so many people.  That's the stigma anyway.

Do you think getting 8 people together is going to be difficult to do?

Let's take it a step further and say groups are 3 people.  The raids consist of 2 and 4 group content.  Thats 6 and 12 people.  Would you consider 6 people a raid at that point?

What is the threshold for when something is considered a raid in some abstract definition?


I think it is easier to think of it as how content designers approach these things. I'd imagine they define the boxes like so; solo, less then a full group, a full group, 2 groups and 4 groups then pick a pigeon hole and go from there. But as I've said before whoever cracks the dynamic scaling difficulty on group size may have a winner on their hands.


Title: Re: SWTOR
Post by: sam, an eggplant on August 24, 2011, 09:39:28 AM
I think that's one downside of TOR going with more or less straight classes, and they really need to rethink that imo. If I'm going to run my BH solo, I'm going to want a different setup than if I'm grouped or doing pvp. Some games have put in minor measures to alleviate this, but Rift has really set the standard there. Way too late in TOR development, but the least they can do is allow very easy respecs and three role presets so you can switch on the fly.
Again, if it's in WoW, you can be fairly certain it's going to be in SWTOR. If not at release, then soon thereafter.


Title: Re: SWTOR
Post by: Arrrgh on August 24, 2011, 09:53:14 AM
I think that's one downside of TOR going with more or less straight classes, and they really need to rethink that imo. If I'm going to run my BH solo, I'm going to want a different setup than if I'm grouped or doing pvp. Some games have put in minor measures to alleviate this, but Rift has really set the standard there. Way too late in TOR development, but the least they can do is allow very easy respecs and three role presets so you can switch on the fly.
Again, if it's in WoW, you can be fairly certain it's going to be in SWTOR. If not at release, then soon thereafter.

Once the tank/healer shortage screaming begins they'll add dual specs.

Not that it will help.


Title: Re: SWTOR
Post by: Sjofn on August 24, 2011, 10:18:35 AM
Depending on how many people from Slap in the Face move on over to Slap in the Force, 8 would be doable without TOO big a headache.
When guild phase 2 starts, we have to set up alignment between SLAP and BC. I hope there is some in-game support, like an alliance chat channel and window. If we could ally the various splinter groups, we might be able to actually hit operations fairly regularly.

SitF is gonna be Republic (SJOFN DEMAND SMUGGLER and FORDEL DEMAND TROOPER), which would actually make me prefer we not be aligned, just because I have this DISEASE where I cannot play the Other Faction on the same server as my "real" characters. I blame DAoC. Also depends on how many character slots we get per server (do we know that yet?). I would be totally sad if I couldn't make one of everything because I want a person in BC or whatever.

It's not ACTUALLY up to me, of course, just a thought. I DO plan on having at least one BC character (up to four, depending on how engrossing the game is, I do love to level, and I do play the shit out of Bioware games!) however it shakes out, though, 'cause. Well. Why wouldn't I?  :heart:


Title: Re: SWTOR
Post by: Abelian75 on August 24, 2011, 10:43:47 AM
just because I have this DISEASE where I cannot play the Other Faction on the same server as my "real" characters. I blame DAoC.

Hey, I totally have that disease too.  Though I have absolutely nothing to blame for it other than my own bizarreness.  It makes me feel... creepy, somehow.  Like I'm peeking in somebody's windows at night.


Title: Re: SWTOR
Post by: Sjofn on August 24, 2011, 10:55:12 AM
Like you're tresspassing at the very least!


Title: Re: SWTOR
Post by: Lantyssa on August 24, 2011, 11:26:04 AM
Weird.  I prefer playing all factions on the same server.


Title: Re: SWTOR
Post by: Mrbloodworth on August 24, 2011, 11:29:47 AM
Noooo!

You are supposed to hates them! What else are official forums for?


Title: Re: SWTOR
Post by: Draegan on August 24, 2011, 11:33:45 AM
Why is 5 people your line in the sand?  Why not 6 or 4?

You need to step outside your bubble and pug a while.  Go and run some T2's with 4 randoms.  Run GSB or RoS with a bunch or randoms.  After doing that for a couple of weeks, tell me how much fun you're having compared to your tight-knit crew.  I think it would be an eye-opener.  

Most people can find 3-4 others to play with.  If I find 3, then I just need one random to make a 5 man.  If we make sure that our group has the key components (healer and tank) then we're left pugging dps.  Most of the time, that's manageable.  There's just no reason for groups to be larger than 4 in the standard diku model.  Healer, tank, dps, utility.  


Trust me, I'm well aware of the pug scene in any game.  When I played WOW in TBC and WOTLK it was all in a family style guild or without one.  So I was exclusively pugging.  It's only recent with RIFT that I stepped back into the hardcore raiding/guild scene.

That being said, I don't see much of a difference between 5 and 8 people as long as the fights are not super tuned.


Title: Re: SWTOR
Post by: Mrbloodworth on August 24, 2011, 11:36:50 AM
That's 8 chances of a bio-break rather than 5 in a boss fight. That's whats different.


Title: Re: SWTOR
Post by: Sky on August 24, 2011, 11:45:29 AM
SitF is gonna be Republic (SJOFN DEMAND SMUGGLER and FORDEL DEMAND TROOPER)
That's cool. I really want to roll a Jedi Knight at some point. I'll submit my application with my raid availability and achievements in other raiding games as well as my current dkp in wow. "I raid so good, make you wanna slap yo mama! (http://www.youtube.com/watch?v=aFsEZ3PDSwo)"

Though I do also prefer all my characters on one server for the day they finally crumble and allow cross-faction mail or bank (yay EQ2!).


Title: Re: SWTOR
Post by: Ingmar on August 24, 2011, 11:46:39 AM
Do we know how many characters are allowed per server yet?


Title: Re: SWTOR
Post by: Merusk on August 24, 2011, 12:14:40 PM
Why is 5 people your line in the sand?  Why not 6 or 4?

You need to step outside your bubble and pug a while.  Go and run some T2's with 4 randoms.  Run GSB or RoS with a bunch or randoms.  After doing that for a couple of weeks, tell me how much fun you're having compared to your tight-knit crew.  I think it would be an eye-opener.  

Most people can find 3-4 others to play with.  If I find 3, then I just need one random to make a 5 man.  If we make sure that our group has the key components (healer and tank) then we're left pugging dps.  Most of the time, that's manageable.  There's just no reason for groups to be larger than 4 in the standard diku model.  Healer, tank, dps, utility.  


Trust me, I'm well aware of the pug scene in any game.  When I played WOW in TBC and WOTLK it was all in a family style guild or without one.  So I was exclusively pugging.  It's only recent with RIFT that I stepped back into the hardcore raiding/guild scene.

That being said, I don't see much of a difference between 5 and 8 people as long as the fights are not super tuned.

If there's no difference between 5 and 8, then how is there one between 8 and 10 - which has proven quite viable as a raid-size for WoW.  2 groups.  See, you're looking at it the wrong way.   It's the # of groups, not the # of people in questions.  The difference in the products is 1 group, 2 group, 4 group.  vs 1 group, 2 group, 5 group raids.   

In th eend I think SWTOR encounters will actually be tougher to balance, given smaller group size and larger variety of class roles.  In WOW all tanks are Melee, so their problems are predictable.  All healers are ranged and DPS is either-or.  Meanwhile with SWTOR we're seeing ranged tanks added in to the mix.  Problems in WOW that were only the DPS' concern are now the tanks.  (Oh hey, need to avoid that random aoe effect in addition to the boss.)   Are there melee healers as well, that will have to worry about standing in flames/ positioning the way WOW melee dps do?


Title: Re: SWTOR
Post by: Nevermore on August 24, 2011, 12:17:11 PM
Do we know how many characters are allowed per server yet?

One?  :why_so_serious:


Title: Re: SWTOR
Post by: Draegan on August 24, 2011, 12:29:57 PM
If there's no difference between 5 and 8, then how is there one between 8 and 10 - which has proven quite viable as a raid-size for WoW.  2 groups.  See, you're looking at it the wrong way.   It's the # of groups, not the # of people in questions.  The difference in the products is 1 group, 2 group, 4 group.  vs 1 group, 2 group, 5 group raids.   

In th eend I think SWTOR encounters will actually be tougher to balance, given smaller group size and larger variety of class roles.  In WOW all tanks are Melee, so their problems are predictable.  All healers are ranged and DPS is either-or.  Meanwhile with SWTOR we're seeing ranged tanks added in to the mix.  Problems in WOW that were only the DPS' concern are now the tanks.  (Oh hey, need to avoid that random aoe effect in addition to the boss.)   Are there melee healers as well, that will have to worry about standing in flames/ positioning the way WOW melee dps do?

It's all based on your point of view. A group of 8 isn't large at all from my perspective.  Most people are coming from WOW or Rift and a typical group is 5 people, so 8 is 1.5 groups.  I think people can easily manage that in any PUG environment.


Title: Re: SWTOR
Post by: Evildrider on August 24, 2011, 12:31:00 PM
Do we know how many characters are allowed per server yet?

It's 8, and a dev mentioned, in an offhand remark, that there may be a reason you would want two characters of different factions on the same server.


Title: Re: SWTOR
Post by: Sjofn on August 24, 2011, 12:53:13 PM
Do we know how many characters are allowed per server yet?

One?  :why_so_serious:

I know you're joking but I would seriously fucking cut a bitch. It was a major factor in me not trying SWG (another major factor was everyone I knew saying it was buggy as fuck).

Do we know how many characters are allowed per server yet?

It's 8, and a dev mentioned, in an offhand remark, that there may be a reason you would want two characters of different factions on the same server.


But my SICKNESS.  :heartbreak:

Oh well, if that's the case, more reason to have Slap and Bat Country be ADVERSARIES GRR. I guess. Man I get all  :| just thinking about it. I am broken!


Title: Re: SWTOR
Post by: Soln on August 24, 2011, 01:50:16 PM
But what about MOLES?


Title: Re: SWTOR
Post by: Mattemeo on August 24, 2011, 02:37:55 PM
I've never rolled off-faction on the same server, either. It would be... weird. I suppose with WoW, there's 10 classes and 10 slots per server so if you want to fill out a roster for one faction you've got a neat number of slots allocated. Seeing as there's only 4 classes in SWtOR that suddenly leaves a few slots to ponder over. And no, I'm not counting alt-specializations. I don't in WoW.


Title: Re: SWTOR
Post by: Evildrider on August 24, 2011, 03:08:55 PM
But what about MOLES?

They aren't a playable race.   :why_so_serious:


Title: Re: SWTOR
Post by: koro on August 24, 2011, 03:36:22 PM
I've never rolled off-faction on the same server, either. It would be... weird. I suppose with WoW, there's 10 classes and 10 slots per server so if you want to fill out a roster for one faction you've got a neat number of slots allocated. Seeing as there's only 4 classes in SWtOR that suddenly leaves a few slots to ponder over. And no, I'm not counting alt-specializations. I don't in WoW.

There's 4 classes, and each class has two advanced classes. In practice, it's eight classes per side, so it still fills out neatly if you make your opposite faction analogue the advanced class you didn't pick.


Title: Re: SWTOR
Post by: Sky on August 24, 2011, 04:59:31 PM
That was my plan.


Title: Re: SWTOR
Post by: Sjofn on August 24, 2011, 07:19:33 PM
But it feels dirty. :(


Title: Re: SWTOR
Post by: Kirth on August 24, 2011, 07:56:26 PM
Origin not required to play SW TOR

http://www.swtor.com/community/showthread.php?p=8488436#edit8488436




Title: Re: SWTOR
Post by: Sky on August 24, 2011, 08:56:33 PM
There was still a question about that? They've been pretty up-front that Origin was the digital distro only. You will, however, need to download it through Origin if you want to get the pre-release game time, since you won't have your boxed client before the release, afaik.


Title: Re: SWTOR
Post by: Sjofn on August 24, 2011, 09:44:18 PM
Check five pages back, we probably covered the Origin thing already.  :grin:


Title: Re: SWTOR
Post by: Draegan on August 24, 2011, 10:46:50 PM
Only 5 pages?


Title: Re: SWTOR
Post by: Kirth on August 25, 2011, 02:11:03 AM
There was still a question about that? They've been pretty up-front that Origin was the digital distro only. You will, however, need to download it through Origin if you want to get the pre-release game time, since you won't have your boxed client before the release, afaik.

I guess there was since a recent battlefield game might have required it to play.


Title: Re: SWTOR
Post by: luckton on August 25, 2011, 02:23:18 AM
Regarding raid encounters...



Title: Re: SWTOR
Post by: jakonovski on August 25, 2011, 03:35:26 AM
God, way to make me lose interest, talking about dungeons and tank & spank in what is supposed to be a Star Wars game. Cynical dikumud jargon ftl.


Title: Re: SWTOR
Post by: Reg on August 25, 2011, 03:41:18 AM
Didn't you already lose interest like five or six times over the last few weeks?

edit: grammar


Title: Re: SWTOR
Post by: luckton on August 25, 2011, 03:59:08 AM
God, way to make me lose interest, talking about dungeons and tank & spank in what is supposed to be a Star Wars game. Cynical dikumud jargon ftl.

I'm sure I could re-articulate the article in some epic RP fashion...I just don't have the time.     :awesome_for_real:


Title: Re: SWTOR
Post by: jakonovski on August 25, 2011, 04:16:53 AM
Didn't you already lose interest like five or six times over the last few weeks?

edit: grammar

I don't know if it's all been losses of interest, but the slope is downwards, yes.


Title: Re: SWTOR
Post by: Paelos on August 25, 2011, 06:10:56 AM
Wah wah wah. You knew what this was.


Title: Re: SWTOR
Post by: Lantyssa on August 25, 2011, 06:37:33 AM
Didn't you already lose interest like five or six times over the last few weeks?
There's a Light/Dark Interest meter.  Sure we know where the game is generally heading, but we're still watching Bioware choose DIKU to see exactly how it plays out.


Title: Re: SWTOR
Post by: Mrbloodworth on August 25, 2011, 06:41:11 AM
So, people are up in arms about no same sex marriage in game.

Like....really? Is there even marriage?


Same Gender Romance Story Arc  (http://www.swtor.com/community/showthread.php?t=414502)


Title: Re: SWTOR
Post by: Kirth on August 25, 2011, 06:44:59 AM
So the alderaan civil war BG looks fun, I think the thing that really stands out for me is that rather then some point counter clicking away while you stand around guarding a flag there is the visual representation of these huge planetary defense tubrolasers firing on the enemy ship.  Also, anyone have any info if there is going to be some type of mentoring system?


Title: Re: SWTOR
Post by: Tyrnan on August 25, 2011, 06:56:13 AM
So, people are up in arms about no same sex marriage in game.

Like....really? Is there even marriage?


Same Gender Romance Story Arc  (http://www.swtor.com/community/showthread.php?t=414502)


It's the internet, people are always up in arms about something. Also, where does it say "marriage"? I see a poll about romance arcs, which are in the game but heterosexual only. Given that same gender romance options is one of the things Bioware are known for it's hardly surprising that there's a discussion about it when it's omitted from their latest offering (although I think that's probably more to do with LA than BW).

And the guy posting a thread trolling the forums claiming that some 'OMG won't someone think of the children!' group got BW to remove gay romance arcs from the game probably helped to stir things up a bit too.


Title: Re: SWTOR
Post by: jakonovski on August 25, 2011, 06:58:27 AM
So, people are up in arms about no same sex marriage in game.

Like....really? Is there even marriage?


Same Gender Romance Story Arc  (http://www.swtor.com/community/showthread.php?t=414502)


I think the outrage was mostly over the "there are no gays or lesbians in Star Wars" line that Bioware had been peddling. Which was disgusting, and they backpedaled.


Title: Re: SWTOR
Post by: fuser on August 25, 2011, 07:04:29 AM
Has the guild beta started?


Title: Re: SWTOR
Post by: koro on August 25, 2011, 07:22:28 AM
So the alderaan civil war BG looks fun, I think the thing that really stands out for me is that rather then some point counter clicking away while you stand around guarding a flag there is the visual representation of these huge planetary defense tubrolasers firing on the enemy ship.  Also, anyone have any info if there is going to be some type of mentoring system?
A mentoring system, like a sidekicking system in CoH/Champions? I've heard absolutely nothing about one, but considering damage and health across all levels is consistent enough that a simple buff can bring my Level Nothing up to somewhat par with level 50s in PvP, I imagine it wouldn't be terribly difficult to do it the other way around.


Title: Re: SWTOR
Post by: Kirth on August 25, 2011, 09:01:06 AM
So the alderaan civil war BG looks fun, I think the thing that really stands out for me is that rather then some point counter clicking away while you stand around guarding a flag there is the visual representation of these huge planetary defense tubrolasers firing on the enemy ship.  Also, anyone have any info if there is going to be some type of mentoring system?
A mentoring system, like a sidekicking system in CoH/Champions? I've heard absolutely nothing about one, but considering damage and health across all levels is consistent enough that a simple buff can bring my Level Nothing up to somewhat par with level 50s in PvP, I imagine it wouldn't be terribly difficult to do it the other way around.


yeh, or like EQ2 where your 20 and I"m 40 we group up i can delevel to 20 and help you and get xp as well.


Title: Re: SWTOR
Post by: Nevermore on August 25, 2011, 10:01:19 AM
yeh, or like EQ2 where your 20 and I"m 40 we group up i can delevel to 20 and help you and get xp as well.

You can do that in CoX as well.  'Exemplar'-ing I think they call it.  Hell, you can sidekick an entire group in CoX now.


Title: Re: SWTOR
Post by: Rasix on August 25, 2011, 10:05:34 AM
I don't see this happening in SWTOR.


Title: Re: SWTOR
Post by: eldaec on August 25, 2011, 10:10:18 AM
yeh, or like EQ2 where your 20 and I"m 40 we group up i can delevel to 20 and help you and get xp as well.

You can do that in CoX as well.  'Exemplar'-ing I think they call it.  Hell, you can sidekick an entire group in CoX now.

Not in WoW, ergo has never existed in the mind of current MMOG producers everywhere.



Title: Re: SWTOR
Post by: Nebu on August 25, 2011, 10:43:36 AM
I was under the assumption that leveling to the endgame in SWTOR was primarily a story-driven (read: solo) affair?  Wouldn't that reduce the need for a sidekick system?


Title: Re: SWTOR
Post by: Mrbloodworth on August 25, 2011, 10:46:06 AM
I was under the assumption that leveling to the endgame in SWTOR was primarily a story-driven (read: solo) affair?  Wouldn't that reduce the need for a sidekick system?

Sidekicks are good if you outplay a SO.


Title: Re: SWTOR
Post by: Nebu on August 25, 2011, 10:47:48 AM
Sidekicks are good if you outplay a SO.

Are you suggesting that most MMO gamers could get a date?  :why_so_serious:


Title: Re: SWTOR
Post by: Mrbloodworth on August 25, 2011, 10:51:02 AM
Sidekicks are good if you outplay a SO.

Are you suggesting that most MMO gamers could get a date?  :why_so_serious:

Well, no. But thats a reason I would enjoy one.

Silly. :why_so_serious:


Title: Re: SWTOR
Post by: kildorn on August 25, 2011, 10:51:14 AM
Sidekicks are good if you outplay a SO.

Are you suggesting that most MMO gamers could get a date?  :why_so_serious:

If anything, my modern MMO playing has taught me that odd numbered group membership caps cause drama due to the number of couples playing.


Title: Re: SWTOR
Post by: Nebu on August 25, 2011, 10:56:07 AM
All joking aside, I would love to see a mechanism like EQ2 had for helping people of lower level.  You gained experience for helping.  That's positive reinforcement for supporting new players.  Seems to be a great recruiting tool. 


Title: Re: SWTOR
Post by: Tyrnan on August 25, 2011, 11:03:42 AM
All joking aside, I would love to see a mechanism like EQ2 had for helping people of lower level.  You gained experience for helping.  That's positive reinforcement for supporting new players.  Seems to be a great recruiting tool. 

The only problem I had with the EQ2 implementation of that was that mentors ended up being ridiculously overpowered compared to lower level content and you had them soloing entire dungeons while the rest of the group stood around scratching their butts. I remember the CoX system being much better in that regard but then there wasn't any equipment to scale in CoX.


Title: Re: SWTOR
Post by: Numtini on August 25, 2011, 11:21:36 AM
I think COX has a big advantage because all their content scales. Most people in EQ2 accepted long ago that mentoring was a power leveling tool.


Title: Re: SWTOR
Post by: koro on August 25, 2011, 01:22:14 PM
I was under the assumption that leveling to the endgame in SWTOR was primarily a story-driven (read: solo) affair?  Wouldn't that reduce the need for a sidekick system?
Anyone can participate in your storyline alongside you.

Also the TOR forums are infuriating. The amount of people who adamantly hate any form of an LFG system more automated than "stand around and spam an LFG channel for hours" is astounding.

Because it builds community!


Title: Re: SWTOR
Post by: Sky on August 25, 2011, 01:53:13 PM
I was under the assumption that leveling to the endgame in SWTOR was primarily a story-driven (read: solo) affair?  Wouldn't that reduce the need for a sidekick system?
Not really. Storylines seem to be a diminishing portion of the game as you level up. And as koro says, you can bring groups into the story instances, they just can't see your dialog (from SDCC footage, anyway). I think the first group instance is pretty early on, level 10?


As far as the forums, the best they can do is ignore the hell out of them. The Rift pre-launch forums were hilarious.


Title: Re: SWTOR
Post by: Evildrider on August 25, 2011, 02:43:47 PM
I was under the assumption that leveling to the endgame in SWTOR was primarily a story-driven (read: solo) affair?  Wouldn't that reduce the need for a sidekick system?
Anyone can participate in your storyline alongside you.

Also the TOR forums are infuriating. The amount of people who adamantly hate any form of an LFG system more automated than "stand around and spam an LFG channel for hours" is astounding.

Because it builds community!

Because it does help build community, besides they just don't want cross server LFD.  In WoW people in your LFD's might as well just be random bots.  When people playing together are all on the same server, you tend to at least say hello or socialize a little bit.  Plus if you are good or an asshole you may build up a reputation based on your actions.

Also you can get away with doing some of the dungeons with just 2 people and your companions.


Title: Re: SWTOR
Post by: Paelos on August 25, 2011, 03:28:19 PM
Yep, I don't want cross-server LFD in SWTOR


Title: Re: SWTOR
Post by: tazelbain on August 25, 2011, 03:31:01 PM
Crippling a useful function isn't the way I'd choose generate community in an MMO.


Title: Re: SWTOR
Post by: luckton on August 25, 2011, 03:39:25 PM
Yep, I don't want cross-server LFD in SWTOR

If they LAUNCH with LFD on just a single shard, they can get away with this.  If they do like Rift and do it post launch, they'll end up doing what Rift did and eventually cross-server it.  Mostly because at the time Rift launched it, the servers had already fragmented and popularity sank, resulting in LFD not really working as one would hope it would. 

I agree that LFD works, and if they can keep it single-shard, so much the better for community and that jazz.  If it sinks though, IMO, game comes before community.  Cross-server it if it's needed.

EDIT: As an afterthought, considering that your ratio of possible healers/tanks to DPS is much narrower compared to WoW, it really does have a good chance of working.  But then I'm assuming that everyone that plays a game and picks, say, the healer role actually knows how to heal  :awesome_for_real: :awesome_for_real: :awesome_for_real:


Title: Re: SWTOR
Post by: Sjofn on August 25, 2011, 03:53:21 PM
Crossserver is fine, especially if they do it the way WoW currently does it, where they try to find you people on your server first, then fill in with losers from elsewhere. People on smaller servers or who play during off hours shouldn't have to languish forever just because some people still insist the only way to build a sense of community on a server is to hobble something useful.


Title: Re: SWTOR
Post by: fuser on August 25, 2011, 03:57:48 PM
I wouldn't mind LFD if it had the cross realm party at launch.

At least then when you play with people on other servers you can add them to your friends and play again.


Title: Re: SWTOR
Post by: Evildrider on August 25, 2011, 04:17:09 PM
I wouldn't mind LFD if it had the cross realm party at launch.

At least then when you play with people on other servers you can add them to your friends and play again.

Yeah but Bioware isn't going to have RealID.   :awesome_for_real:


Title: Re: SWTOR
Post by: Paelos on August 25, 2011, 05:06:45 PM
I'm not convinced that LFD cross server solves the problem of queue times without bringing in the gigantic unchecked anonymous dude from somewhere else problem.

Turning people into bots ruins things the moment they get remotely difficult.


Title: Re: SWTOR
Post by: ezrast on August 25, 2011, 07:18:42 PM
The problems people have with cross-server instance queues aren't problems with cross-server instance queues, though. They're problems with segregated, isolated servers. Those have always stopped you from playing with people you want to play with; the walls are just a lot more obvious now that they're having little LFD-shaped holes hammered in them. Server isolation is one of the things I'm surprised MMO developers and players are still reifying, honestly.


Title: Re: SWTOR
Post by: Kirth on August 25, 2011, 09:47:22 PM
The problems people have with cross-server instance queues aren't problems with cross-server instance queues, though. They're problems with segregated, isolated servers. Those have always stopped you from playing with people you want to play with; the walls are just a lot more obvious now that they're having little LFD-shaped holes hammered in them. Server isolation is one of the things I'm surprised MMO developers and players are still reifying, honestly.

I agree, I'm playing eq2 right now and when i zone into great divide there are 2 or 3 instances of it. I can switch between them if i desire, if i group with someone we can port to either instance. I don't see why there just cant be 20-30 versions of the zone.


Title: Re: SWTOR
Post by: Sky on August 25, 2011, 10:10:46 PM
You think reserving names is bad when you only have a few thousand people per server, heh...


Title: Re: SWTOR
Post by: Amaron on August 25, 2011, 10:34:12 PM
I think there are better solutions than just tossing out LFD.   You could disable it during a populated server's peak time for instance.   Or have "weekly server community dungeon" or something.   Considering the subs that LFD pulled into WoW though I think this argument is moot.


Title: Re: SWTOR
Post by: ezrast on August 26, 2011, 12:29:45 AM
I'd keep separate servers but allow you to invite your friends into your server to hang out with you. Everyone would keep a "home" server where they would typically stay when soloing and milling around town, so you could still build communities, but there would be nothing stopping you from jumping into another server for the day (and getting an @SomeOtherServer tag added to your name, I guess).

Ideally you could also freely switch home servers once a week or something because $25 for that is robbery, but that's a whole other derail I think.


Title: Re: SWTOR
Post by: Kirth on August 26, 2011, 05:58:06 AM
I'd keep separate servers but allow you to invite your friends into your server to hang out with you. Everyone would keep a "home" server where they would typically stay when soloing and milling around town, so you could still build communities, but there would be nothing stopping you from jumping into another server for the day (and getting an @SomeOtherServer tag added to your name, I guess).

Ideally you could also freely switch home servers once a week or something because $25 for that is robbery, but that's a whole other derail I think.

Rift lets you server xfer for free.


Title: Re: SWTOR
Post by: Mrbloodworth on August 26, 2011, 06:01:53 AM
Is LFD ( ALA WOW ) even applicable to SWTOR game play?


Title: Re: SWTOR
Post by: Sky on August 26, 2011, 07:20:38 AM
I think if it prioritized players from your server first, that makes a lot of sense. That way those worried about the integrity of community can be mollified and those who just want to run through the goddamned instance can do so, even if it means having a couple zomg stranger dangers.

As for the jackoffs who think spamming the LFG chat channel is a good idea, throw 'em in the tar pit.


Title: Re: SWTOR
Post by: Malakili on August 26, 2011, 07:47:50 AM
Is LFD ( ALA WOW ) even applicable to SWTOR game play?

Why not? There are dungeons, there is the trinity, thats pretty much all the WoW LFD system requires.


Title: Re: SWTOR
Post by: Mrbloodworth on August 26, 2011, 07:54:01 AM
I dunno, I ask because it seems that SWOTR dungeons are much more cooperative experiences, mostly the dialog and dice roll on choices.

Is VOIP built into the client?


Title: Re: SWTOR
Post by: Sky on August 26, 2011, 08:32:39 AM
I think it's more about operations. While it might not be tough to find one other person to run instances with, if you count companions, as far as I know companions aren't available for operations (raids).

And even with smaller numbers for instances, I'd still prefer to select my role and instance from a menu and auto-pop into it, return back to where I was soloing previously ala Rift. The first time I finished IT and the exit portal put me right back into my questing area, it was a nice QoL feature. I'm sure you can find a thread on the official board about how making everyone run to the instance builds community or something.


Title: Re: SWTOR
Post by: Furiously on August 26, 2011, 08:48:03 AM
As for the jackoffs who think spamming the LFG chat channel is a good idea, throw 'em in the tar pit.

I think you mean sarlacc pit.


Title: Re: SWTOR
Post by: FieryBalrog on August 26, 2011, 10:16:39 AM
EDIT: As an afterthought, considering that your ratio of possible healers/tanks to DPS is much narrower compared to WoW, it really does have a good chance of working.  
The tank and healing ACs all have DPS specs, just like WoW.

Not sure what's different here.
Rift lets you server xfer for free.
I can confidently predict SWTOR won't.


Title: Re: SWTOR
Post by: Tyrnan on August 26, 2011, 10:42:34 AM
EDIT: As an afterthought, considering that your ratio of possible healers/tanks to DPS is much narrower compared to WoW, it really does have a good chance of working.  
The tank and healing ACs all have DPS specs, just like WoW.

Not sure what's different here.

But if you use a DPS spec on those ACs will you still be a viable healer/tank? Since dual specs won't be in for launch (unless I missed an update where they changed their minds on that?) I can see where it might be an issue. I seem to remember them saying that respecs would be cheap and easy to do but I assume you'll still need to go visit an NPC somewhere and re-choose all your talents so it's not something I'd want to have to do repeatedly.

Honestly, between dual specs in WoW and the role system in Rift their insistence that something like that won't be needed is puzzling but I guess I'll wait and see if the talent tress (or whatever they're calling them) are so awesome you only need 1 spec.


Title: Re: SWTOR
Post by: Nebu on August 26, 2011, 11:17:46 AM
Honestly, between dual specs in WoW and the role system in Rift their insistence that something like that won't be needed is puzzling but I guess I'll wait and see if the talent tress (or whatever they're calling them) are so awesome you only need 1 spec.

Then there's the question of pvp and how that will effect spec as well.  I think Rift spoiled me by allowing me to spec 5 different ways and use them interchangeably on the fly.


Title: Re: SWTOR
Post by: koro on August 26, 2011, 11:57:53 AM
I've been Forum Warrioring this on the TOR boards a bit, but I think for TOR's purposes, where you have fewer discrete instanced dungeons and more "soft" phased dungeons for single missions, a more robust City of Heroes-style /who and flagging system would do wonders for getting groups together to do pretty much any degree of content in the game if a strictly automated Dungeon Finder-style system is out of the question. A system which, from what statements from Bioware reps I've seen quoted elsewhere, pretty much is.


Title: Re: SWTOR
Post by: Nevermore on August 26, 2011, 12:29:24 PM
Actually, I found the best tool for getting groups in CoX was to take advantage of the fact that people could create their own global channels, complete with mod privileges and the ability to silence/kick.  I know the Virtue server had a very well populated PvE looking for group channel on both hero and villain sides and a number of RP channels.  What really helped was everyone has a global chat handle so once you join a channel, you're joined on all your characters.  You could even use global chat to send messages across servers and the global channels where also not server dependent.  In other words, a better form of RealID without the Blizzard retardery.


Title: Re: SWTOR
Post by: koro on August 26, 2011, 12:34:51 PM
True, CoX's global channels were a very powerful tool, though even if you opted to not use one (or, like me, hit the limit of active channels), the /who system they had was very good at finding you groups.


Title: Re: SWTOR
Post by: Sky on August 26, 2011, 12:39:17 PM
fewer discrete instanced dungeons and more "soft" phased dungeons for single missions,
I'm talking about flashpoints and operations. The mission instances are supposed to be pretty short and mostly solo/duo-able.


Title: Re: SWTOR
Post by: luckton on August 26, 2011, 01:15:43 PM
I think people are also forgetting that most if not all flashpoints can be duo'ed with you a friend thanks to companions. 

Also, the official 'pretty and post-edited' version of the Eternity Vault walkthrough is up on swtor.com.  Not anything different than what we saw of the live walthrough at Gamescon, but it does seem the people playing know how to play somewhat better than the live one.


Title: Re: SWTOR
Post by: Sky on August 26, 2011, 01:24:23 PM
Yeah, I got a chuckle out of the non-wipe version...though they still almost wiped at the very last fifteen seconds or so. Still a few  :why_so_serious: moments like AEs going off against single mobs, including the powertech being a bit slow on the draw and AE flaming a dead guy...

I did like how it showed the name of the healer on the little flying heal number (what's the official name for the little flying numbers?). I don't think I've seen that before.


Title: Re: SWTOR
Post by: eldaec on August 26, 2011, 01:32:39 PM
(what's the official name for the little flying numbers?)

Pretty sure it's 'flying numbers'.


Title: Re: SWTOR
Post by: luckton on August 26, 2011, 01:35:04 PM
What is 'Scrolling Combat Text", Alex?


Title: Re: SWTOR
Post by: Threash on August 26, 2011, 01:36:22 PM
I dunno, I ask because it seems that SWOTR dungeons are much more cooperative experiences, mostly the dialog and dice roll on choices.

Is VOIP built into the client?

It's WoW with voice acting, i think after 275 pages this might have sunk in.


Title: Re: SWTOR
Post by: eldaec on August 26, 2011, 01:37:12 PM
Scrolling combat text is something else - it's what you used to get in the chat window during combat before we had flying numbers.


Title: Re: SWTOR
Post by: koro on August 26, 2011, 01:38:43 PM
fewer discrete instanced dungeons and more "soft" phased dungeons for single missions,
I'm talking about flashpoints and operations. The mission instances are supposed to be pretty short and mostly solo/duo-able.
A non-trivial amount of content is full-group missions that send you into a normal phased mission area, rather than a dungeon-like instance. Being able to flag LFG for those specific missions would be very nice.

Err, I should note that I meant for the non-raid end-game stuff, and that it's mostly hearsay.


Title: Re: SWTOR
Post by: Ingmar on August 26, 2011, 01:52:07 PM
My expectation is that means 'duoable with companions'.


Title: Re: SWTOR
Post by: Evildrider on August 26, 2011, 02:42:23 PM
Is VOIP built into the client?

No it isn't, and I don't think they need to really worry about it.  The only game with built-in VOIP that I've ever seen used was in DDO.  Everyone else just uses vent or its equivalent.


Title: Re: SWTOR
Post by: Sjofn on August 26, 2011, 05:15:49 PM
Yeah, I got a chuckle out of the non-wipe version...though they still almost wiped at the very last fifteen seconds or so. Still a few  :why_so_serious: moments like AEs going off against single mobs, including the powertech being a bit slow on the draw and AE flaming a dead guy...

I did like how it showed the name of the healer on the little flying heal number (what's the official name for the little flying numbers?). I don't think I've seen that before.

You can turn on names in the scrolling text in WoW. I've had people notice I am awesome at healing in BGs before because of it.  :why_so_serious:


As for free server transfers in Rift, it's not completely unfettered, right? Like you and your friends can agree to all transfer to Backwater Server A, but can't go to Super Populated Server B? Or did I dream that?


Title: Re: SWTOR
Post by: PalmTrees on August 26, 2011, 07:38:26 PM
The walk-through was decent. Didn't like those 24 hotkeys, that's too many for my tastes. I'll never use those hotkeys that I have to alt+# to access.

And though its too late to do anything about it, standing there hitting something over and over... if it was anything but a lightsaber. (It's thousands of years ago and lightsabers were worse, there now I feel better.)


Title: Re: SWTOR
Post by: Sky on August 26, 2011, 07:43:03 PM
I'll never use those hotkeys that I have to alt+# to access.
Good for a lot of things, buffs, ports, rarely used abilities. I had five hotbars in Rift and used em all. More in EQ2.


Title: Re: SWTOR
Post by: caladein on August 26, 2011, 09:03:15 PM
As for free server transfers in Rift, it's not completely unfettered, right? Like you and your friends can agree to all transfer to Backwater Server A, but can't go to Super Populated Server B? Or did I dream that?

No, that's about how it works.  In North America you can transfer TO over half the servers.


Title: Re: SWTOR
Post by: Amaron on August 26, 2011, 09:09:20 PM
No, that's about how it works.  In North America you can transfer TO over half the servers.

Has that caused any servers to effectively empty out?


Title: Re: SWTOR
Post by: Morfiend on August 27, 2011, 12:43:54 AM
I watched the video for Huttball or whatever it was called. Really the more I see of this game the less enthusiastic I become. The combat and animations really look very 2007.


Title: Re: SWTOR
Post by: caladein on August 27, 2011, 12:46:33 AM
No, that's about how it works.  In North America you can transfer TO over half the servers.

Has that caused any servers to effectively empty out?

That's my understanding.  Well, unrestricted-source server transfers and Trion cannibalizing a handful of servers (like Bat Country's original one!) for use by trial accounts.


Title: Re: SWTOR
Post by: koro on August 27, 2011, 01:59:25 AM
I watched the video for Huttball or whatever it was called. Really the more I see of this game the less enthusiastic I become. The combat and animations really look very 2007.
And what, pray tell, would 2011 animations in an MMO look like?


Title: Re: SWTOR
Post by: eldaec on August 27, 2011, 04:11:00 AM
Didn't like those 24 hotkeys

I tend to agree. This was meant to be level 50. THIS IS NOT NEARLY ENOUGH BUTTONS.



Title: Re: SWTOR
Post by: eldaec on August 27, 2011, 04:12:32 AM
Also, am I imagining it or have they dramatically throttled back on information release?

If so, looking less like 2011....


Title: Re: SWTOR
Post by: koro on August 27, 2011, 10:38:39 AM
Also, am I imagining it or have they dramatically throttled back on information release?

If so, looking less like 2011....
There's supposed to be a lot of new stuff revealed at PAX this weekend, and there's supposed to be some big thing in September.


Title: Re: SWTOR
Post by: Merusk on August 27, 2011, 12:06:55 PM
Yeah, seems like they're doing a lot more large info dumps instead of the small trickle they'd been doing. 


Title: Re: SWTOR
Post by: Modern Angel on August 27, 2011, 01:34:29 PM
And what, pray tell, would 2011 animations in an MMO look like?

Why is this the default answer? I don't fucking know what 2011 animations in an MMO look like. I know that they DON'T look like.

People keep saying, "Dudes, this isn't looking so hot. Why does it look like time stopped moving four years ago?" and everyone jumps in like time was *supposed* to stop four years ago.


Title: Re: SWTOR
Post by: Reg on August 27, 2011, 01:44:12 PM
Graphics are a matter of taste.  To me, they look fine.  I'm certainly not going to try to argue with  you about them though. If you hate them you hate them.


Title: Re: SWTOR
Post by: Sjofn on August 27, 2011, 01:44:51 PM
And where are the flying cars, for God's sake? This is 2011, goddammit!


Title: Re: SWTOR
Post by: Modern Angel on August 27, 2011, 02:00:49 PM
I don't think the art style is awful or anything. I just find the amount of extra slack given this game just because "Star Wars" is on it a little weird. Any time criticism is brought up the pat answer is, "well you can't expect them to actually INNOVATE, can you?"

I'll put down good money this game lasts less time than Rift has in the main boards.


Title: Re: SWTOR
Post by: Paelos on August 27, 2011, 02:12:38 PM
I'd take that bet. The main thing Rift never had going for it was story or a reason for me to care. If Bioware can pull off a solid story experience across a bunch of different classes and maintain a half-decent endgame with pvp and pve, it will be fine.

The only thing they need to succeed after that is to remember that absolutely must release content every quarter to keep pace.


Title: Re: SWTOR
Post by: Kirth on August 27, 2011, 02:59:45 PM
I don't think the art style is awful or anything. I just find the amount of extra slack given this game just because "Star Wars" is on it a little weird. Any time criticism is brought up the pat answer is, "well you can't expect them to actually INNOVATE, can you?"

I'll put down good money this game lasts less time than Rift has in the main boards.

Like I've mentioned, I think the client needs like a lighting and shader pass or something. as for how long this game will stay out of the GY...how long has wow board been there?


Title: Re: SWTOR
Post by: Reg on August 27, 2011, 06:31:27 PM
The story focus and full voice overs are the areas of innovation this game offers. I've known that from the beginning. And I don't seriously expect them to do it anywhere else given how inherently risky innovation is and how much money the company has invested.

If it's as polished as WoW was at release and has story as good as Kotor I'll count myself satisfied.  It'll be worth the 50 terabyte download.


Title: Re: SWTOR
Post by: Ingmar on August 27, 2011, 06:34:03 PM
I don't think the art style is awful or anything. I just find the amount of extra slack given this game just because "Star Wars" is on it a little weird. Any time criticism is brought up the pat answer is, "well you can't expect them to actually INNOVATE, can you?"

I'll put down good money this game lasts less time than Rift has in the main boards.

I'm giving it extra slack because of the Bioware, not because of the Star Wars.  :grin:


Title: Re: SWTOR
Post by: Samprimary on August 27, 2011, 09:57:48 PM
Like I've mentioned, I think the client needs like a lighting and shader pass or something. as for how long this game will stay out of the GY...how long has wow board been there?

I really wish I could see what the game looks like optimized (when the beta debuggers are turned off, etc). It's probably a massive improvement, there's just no way to know for sure because many games in this phase have the developers boasting that final optimization is going to make the game look awesome when the beta ends, and then it gets released looking pretty much the same.


Title: Re: SWTOR
Post by: apocrypha on August 27, 2011, 10:24:50 PM
It'll be worth the 50 terabyte download.

I've read it's so huge that they had to invent a new unit for it. The TORabyte.



I'll get my coat.


Title: Re: SWTOR
Post by: Sjofn on August 27, 2011, 10:54:17 PM
I'll get my coat too, because I totally laughed.  :why_so_serious:


Title: Re: SWTOR
Post by: Ginaz on August 28, 2011, 02:01:15 AM

I'll put down good money this game lasts less time than Rift has in the main boards.

Being "in the know", I'll take that bet.


Title: Re: SWTOR
Post by: Mosesandstick on August 28, 2011, 03:04:12 AM
I'm with MA on how he feels about the game, but I still think it'll last longer. Once you've plonked 150 bucks on a game you've got a pretty strong incentive to wring out the content.


Title: Re: SWTOR
Post by: Sky on August 28, 2011, 07:30:24 AM
The TORabyte.
Great Scott...1.21 TORabytes!

Maybe in 1985 they have TORabyte drives at the local convenience store, but in 2011 they're a bit hard to come by!


Title: Re: SWTOR
Post by: Modern Angel on August 28, 2011, 09:20:40 AM
I'm with MA on how he feels about the game, but I still think it'll last longer. Once you've plonked 150 bucks on a game you've got a pretty strong incentive to wring out the content.

Also means that the disappointment is going to bite that much more deeply.


Title: Re: SWTOR
Post by: Surlyboi on August 28, 2011, 09:49:19 AM
You'll only be disappointed if you have no goddamn soul.


Title: Re: SWTOR
Post by: Lakov_Sanite on August 28, 2011, 09:57:43 AM
I'm liking to voice acting a lot, as well as the story focus IN THE EARLY GAME but we already had that with age of conan.  I haven't seen any indication that it lasts for a substantial amount of time and that I won't be grinding foozles for %75 of my time


Title: Re: SWTOR
Post by: Reg on August 28, 2011, 10:04:57 AM
Do you have any actual evidence that the story based stuff ends later in the game the way it did in Conan?  I've been keeping track of various beta leak sources and I think if such were the case I'd have heard about it by now.

Bah, I should really have learned to not bother responding to trolls by now but oh well.  I think I'll go join in on the thread about the latest LOTRO expansion. I hear it's just awful.  :awesome_for_real:


Title: Re: SWTOR
Post by: Nebu on August 28, 2011, 10:17:39 AM

I'll put down good money this game lasts less time than Rift has in the main boards.

Being "in the know", I'll take that bet.

I'll take that bet as well.  Rift is bleeding people pretty badly.  When SWTOR and GW2 release, Rift will be lucky to hold on to 200k subs.  The lack of solid PvP, 5 man content, and incredibly buggy T2 raiding instances are really going to hurt Rift in the coming months. 


Title: Re: SWTOR
Post by: Lakov_Sanite on August 28, 2011, 10:46:52 AM
it's not a troll and no i am not looking at leaked info.  im not even sure just how far they are even letting beta testers level. what i do know is EVERY game promises story driven content an what's i've hear in developer chats is a lt of doublespeak an hedging on just how much story there is in late level gameplay right now it sounds like you'll have one awesome quest that lasts you maybe a quarter of you level in playtime, then back to grinding.

I would LOVE to be wrong


Title: Re: SWTOR
Post by: Nebu on August 28, 2011, 11:15:55 AM
I find it interesting that game developers still sell their games using the "story_driven_content" mantra.  While that's fine and good for single player games, I don't think it's really what most MMO gamers want.  They want character advancement, e-sports, and a steady stream of ding gratz.  I'm wondering if the new, instant-gratification generation will rapidly tire of listening to dialogue and watching cutscenes.  Most MMO gamers don't even bother reading the quest text.  What makes developers think that they'll be patient enough to listen to dialogue?


Title: Re: SWTOR
Post by: Reg on August 28, 2011, 11:19:41 AM
Maybe because they're making the game for Bioware fans who have shown that they like cut scenes and dialogue?


Title: Re: SWTOR
Post by: Nebu on August 28, 2011, 11:37:55 AM
Maybe because they're making the game for Bioware fans who have shown that they like cut scenes and dialogue?

If they were doing that, they could accomplish the same goals by making KOTOR 3 for significantly less money.

I argue that they're after burned out WoW gamers.  Most of which could give two-shits about story and voice acting. 


Title: Re: SWTOR
Post by: Paelos on August 28, 2011, 11:38:54 AM
I find it interesting that game developers still sell their games using the "story_driven_content" mantra.  While that's fine and good for single player games, I don't think it's really what most MMO gamers want.  They want character advancement, e-sports, and a steady stream of ding gratz.  I'm wondering if the new, instant-gratification generation will rapidly tire of listening to dialogue and watching cutscenes.  Most MMO gamers don't even bother reading the quest text.  What makes developers think that they'll be patient enough to listen to dialogue?

Me for one. The fact that it's based on story and not driven by doing the same shit on different continents for new characters actually excites me about making alts. And I never make alts.


Title: Re: SWTOR
Post by: Ingmar on August 28, 2011, 11:40:58 AM
I don't know who they're trying to get, but it *seems* like it is me.


Title: Re: SWTOR
Post by: Nebu on August 28, 2011, 11:50:04 AM
I'm with Paelos and Ingmar.  I'm excited about a story-driven MMO.  I'm just saying, that we're the minority.  Perhaps it's a larger minority than I would have imagined. 


Title: Re: SWTOR
Post by: Lucas on August 28, 2011, 11:55:37 AM
Well, count me in as well. Mostly because, at least, I can *pretend* it's a "living" world although enclosed in a "theme park", hopefully with interesting stories.  For a real, old-school MMO experience (but with a more modern approach") as in "world feel" I'll wait for ArcheAge.


Title: Re: SWTOR
Post by: Lakov_Sanite on August 28, 2011, 12:31:55 PM
I don't think anyone is against story driven mmo's, even wow players want story but again you can argue wow has story driven content in the racial starting zones. its not really trolling to say every mmo every has wanted story driven content start to finish but t never, ever lasts.

and for clarity, having a few class specific quests late in levels that continue the story line is not story driven,it's just more of the same


Title: Re: SWTOR
Post by: Surlyboi on August 28, 2011, 12:37:11 PM
You're still trolling, but it's cool. We know the drill.


Title: Re: SWTOR
Post by: eldaec on August 28, 2011, 01:08:42 PM
I find it interesting that game developers still sell their games using the "story_driven_content" mantra.  While that's fine and good for single player games, I don't think it's really what most MMO gamers want. 

I'm just glad someone is trying to vary WoW design even slightly.

I don't want to play WoW, never mind a WoW retread.


Title: Re: SWTOR
Post by: Lakov_Sanite on August 28, 2011, 01:17:29 PM
You're still trolling, but it's cool. We know the drill.

cause i was so wrong about rift


Title: Re: SWTOR
Post by: Nebu on August 28, 2011, 01:43:33 PM
cause i was so wrong about rift

How about a link?  I'd like to read these detailed predictions. 


Title: Re: SWTOR
Post by: Sjofn on August 28, 2011, 02:01:57 PM
The thing with "KIDS TODAY don't care about story" is ... I don't think that's actually true. For example, WoW's story is a giant pile of bullshit and Metzen self-insert fanfic, I can hardly blame people for deciding "fuck the story, just tell me who to stab." And even THEN, people do give a shit about the story. Even in my most drooliest of PUGs, most seem aware of the storyline of what's going on, because Blizzard's gotten a lot better at showing their sorry excuse for a story rather than telling. Which is good, it's just completely wasted on crap, which is a shame.

People just don't want to sit an read a wall of text TELLING them what the story is. They want to DO the story. And in the case of SWTOR, I suspect the fact you're talking with an NPC instead of being talked at will help a great deal in the "downtime" parts of getting and turning in quests.


Title: Re: SWTOR
Post by: Evildrider on August 28, 2011, 02:12:28 PM
Like Bioware said they are putting the RPG back in MMORPG.  That's the main draw for me.  I could care less about WoW lore and even when I tried to get into it, it was just forgettable.  If the IP is something I like, the more draw it has to me.

I like that you have choices and your choices have consequences.  I also like that the class stories vary, the fact that I can play a Republic character than a Sith character and have no cross over quests is also pretty awesome.


Title: Re: SWTOR
Post by: Nebu on August 28, 2011, 02:24:32 PM
The thing with "KIDS TODAY don't care about story" is ... I don't think that's actually true.

While I'd love to agree with you, I teach large numbers of 18-26 year olds daily.  Getting them to pay attention to anything for more than 15 mins in a row requires nothing short of cat juggling.  I'll bet that were a "Skip dialogue" button to be included with the release of the game, that you could very accurately track the importance of story to most players.  I bet the button would get worn out by more people than any of us would ever guess.

I'm done with my "Grumpy old man rant".  Sorry about that.

 


Title: Re: SWTOR
Post by: Reg on August 28, 2011, 03:11:18 PM
Well to me it seems obvious that they've put in story and voice overs for people that actually like story and voice overs. You however contend that they've put in story and voice overs for people who despise story and voice overs and will fast forward through it all just to get to the crappy end game.  Why they would do this you don't say. A deep seated need to provide schadenfreude to bitter MMO players who have burned out on every other game they've played? It could be I suppose... Why people who hate story and voice overs would even buy the game is also a mystery. Maybe they'll do it so they can be miserable and then take some satisfaction in being proved right about how awful the game is.

Luckily, as someone who enjoys story and voice overs none of the above affects me at all.



Title: Re: SWTOR
Post by: Paelos on August 28, 2011, 03:43:22 PM
People just don't want to sit an read a wall of text TELLING them what the story is. They want to DO the story. And in the case of SWTOR, I suspect the fact you're talking with an NPC instead of being talked at will help a great deal in the "downtime" parts of getting and turning in quests.

People like it if they make it worth liking too. Having Metzen's crap read by Jeffrey Irons and Morgan Freeman isn't going to bring it to life.


Title: Re: SWTOR
Post by: luckton on August 28, 2011, 03:50:30 PM
People just don't want to sit an read a wall of text TELLING them what the story is. They want to DO the story. And in the case of SWTOR, I suspect the fact you're talking with an NPC instead of being talked at will help a great deal in the "downtime" parts of getting and turning in quests.

People like it if they make it worth liking too. Having Metzen's crap read by Jeffrey Irons and Morgan Freeman isn't going to bring it to life.

Having heard many of the voice-overs from the videos and what not, and being able to attribute those voices to other voice-over works, I don't think they were kidding around with the 'we hired professional actors/actresses for this shit' thing.  We're talking about the people that do most of the english anime dubs, popular animated series from the last 20 years and movie works as well.  These guys don't fuck around when it comes to their work.

On a side note, I've just been informed that I 'may' have won a contest relating to TOR...still awaiting confirmation.


Title: Re: SWTOR
Post by: Nevermore on August 28, 2011, 03:51:25 PM
People like it if they make it worth liking too. Having Metzen's crap read by Jeffrey Irons and Morgan Freeman isn't going to bring it to life.

Yes, in WoW ACTING! gets you that green dragon intro to Hyjal.  :awesome_for_real:

On the other hand, do it right and I'll be all for it.

Edit:

On a side note, I've just been informed that I 'may' have won a contest relating to TOR...still awaiting confirmation.

Was it an email from Ed McMahon?  :grin:


Title: Re: SWTOR
Post by: Nebu on August 28, 2011, 04:15:34 PM
Why people who hate story and voice overs would even buy the game is also a mystery.

I believe they will buy it because it's being marketed to the unwashed masses as WoW in a Star Wars world.  Most of their customers will be significantly less informed about games than most people on these forums.  

With the amount of money being poured into this project, they need to sell it to far more than just BioWare fans.  I barely played KOTOR, so the BioWare brand has little value to me.  I will be purchasing this game based on videos I've watched, word of mouth, and the sheer fact that it's the new MMO on the block.  Even if it sucks, I'll get the box cost worth of time out of it. 


Title: Re: SWTOR
Post by: luckton on August 28, 2011, 04:23:12 PM
I'm highly interested in this game because it's WoW in space.  No joke...soooooooo tired of the fantasy environment.   GW2 sure looks pretty, but I need a break.  Star Trek failed to fill the hole, EVE is still a silly place, and Jumpgate 2...well...yeah.

So anyways, for me, it's a galaxy far, far away or bust.


Title: Re: SWTOR
Post by: Sjofn on August 28, 2011, 04:36:43 PM
The thing with "KIDS TODAY don't care about story" is ... I don't think that's actually true.

While I'd love to agree with you, I teach large numbers of 18-26 year olds daily.  Getting them to pay attention to anything for more than 15 mins in a row requires nothing short of cat juggling.  I'll bet that were a "Skip dialogue" button to be included with the release of the game, that you could very accurately track the importance of story to most players.  I bet the button would get worn out by more people than any of us would ever guess.

I'm done with my "Grumpy old man rant".  Sorry about that. 

They watch movies. They finish single player games. They watch TV. No offense, but that they don't pay attention to you isn't really an indication of how they prefer their entertainment. Like I said, I'm pretty sure they'd be fine with story, but the story has to be good and the story can't be told in the "sit there while someone drones at you and/or nails you with a block of text that isn't very interesting and merely fluff for 'kill ten rats.'" They want to play the story. They want to be ACTIVE. Whether it's the act of murdering rats or sassing your quest giver, the key is that it's you being an active participant, rather than a mute drone the quest giver dumps text on.

I mean, the combat has to be good and engaging too, of course, but the story part isn't going to be as wasted as you think.


Title: Re: SWTOR
Post by: Rendakor on August 28, 2011, 06:34:41 PM
I'm highly interested in this game because it's WoW in space.
This is me pretty much. I'm ambivalent about the story aspect; I like the Bioware games, but HATEHATEHATE unskippable voice acting.


Title: Re: SWTOR
Post by: Morfiend on August 28, 2011, 06:39:02 PM
I mean, the combat has to be good and engaging too, of course, but the story part isn't going to be as wasted as you think.

I think part of the problem is that a lot of these games now rely on the addiction of the next "ding grats" or shiny piece of gear, and stopping to read the quest dialog just slows down the next fix.


Title: Re: SWTOR
Post by: Paelos on August 28, 2011, 06:43:39 PM
People don't read quest text because it's never going to be different.

So and so made me mad, go kill him.
So and so stole this, go get it back.
Bear asses make me horny, go get 10 of them.
My wife left me, go murder the guy she left me for.

At the end of the day, every quest is move to here, perform X, return. Go back out, perform Y, return. Eventually even a monkey can figure out the pattern.


Title: Re: SWTOR
Post by: Tannhauser on August 28, 2011, 06:47:00 PM
Is the pattern for the monkey to rock back and forth?


Title: Re: SWTOR
Post by: Paelos on August 28, 2011, 06:47:58 PM
Is the pattern for the monkey to rock back and forth?

I've ding-gratzed so many times on that pattern.


Title: Re: SWTOR
Post by: UnSub on August 28, 2011, 06:57:06 PM
Maybe because they're making the game for Bioware fans who have shown that they like cut scenes and dialogue?

If they were doing that, they could accomplish the same goals by making KOTOR 3 for significantly less money.

I argue that they're after burned out WoW gamers.  Most of which could give two-shits about story and voice acting. 

EA is after the WoW market's money. Which they wouldn't get just by making KOTOR 3.

It will be interesting to see if BioWare players are happy paying $15 a month for a game that, if story-focused, they would have got just for box cost previously.

And according to BioWare's own stats, only about 50% of people who bought Mass Effect (2?) actually finished the game. If the focus is on story, that's a worrying statistic for longer-term player retention.

Unless SWOR's mechanics are super-addictive (not necessarily balanced, but solid enough to make the player want to keep playing). If they are just retreads of WoW's standards, it will be nice and familiar for a lot of players, but it becomes a problem if you've just spent the last 5 years growing tired of the same mechanics.

I don't doubt SWOR's launch potential - 3 million+ on a 'restricted' number of copies (hah!) but I do wonder about its ability to retain players. Huttball isn't going to cut it.


Title: Re: SWTOR
Post by: Evildrider on August 28, 2011, 07:52:43 PM
Well with the pvp lakes and WAR like objectives now confirmed, I'm definitely not worried about being too bored at endgame.  I'll have PvP, raiding, and the solo content planet.

Also during the panel today they said that they are already at work on future content, so that's at least good news.


Title: Re: SWTOR
Post by: rk47 on August 28, 2011, 09:10:56 PM
Truly the future is bright for the Old Republic. Tell me how it is after a month, yeah? I'll be most likely skip this game in lieu for engaging single player games. Who knows, after those games ran out, I'll hop in.


Title: Re: SWTOR
Post by: apocrypha on August 28, 2011, 09:36:13 PM
WoW got millions of subs by appealing to a broader range of people than any game before it. Young, old, male, female, hardcore gamers, first time gamers, quest readers and skippers, lore whores and ding gratsers. If EA/Bioware don't realise this and also attempt to cater to a wide range of player types and play styles then they will not be as successful as the vast budget they've poured into TOR indicates they want to be.

I know that seems blindingly obvious, but after watching you lot all piss on each other for a page over which precise subsection of existing gamers they're aiming for I thought it needed restating.


Title: Re: SWTOR
Post by: Ginaz on August 28, 2011, 09:54:32 PM
it's not a troll and no i am not looking at leaked info.  im not even sure just how far they are even letting beta testers level. what i do know is EVERY game promises story driven content an what's i've hear in developer chats is a lt of doublespeak an hedging on just how much story there is in late level gameplay right now it sounds like you'll have one awesome quest that lasts you maybe a quarter of you level in playtime, then back to grinding.

I would LOVE to be wrong

You are.


Title: Re: SWTOR
Post by: Ginaz on August 28, 2011, 10:01:46 PM
Maybe because they're making the game for Bioware fans who have shown that they like cut scenes and dialogue?

If they were doing that, they could accomplish the same goals by making KOTOR 3 for significantly less money.

I argue that they're after burned out WoW gamers.  Most of which could give two-shits about story and voice acting. 

EA is after the WoW market's money. Which they wouldn't get just by making KOTOR 3.

It will be interesting to see if BioWare players are happy paying $15 a month for a game that, if story-focused, they would have got just for box cost previously.

And according to BioWare's own stats, only about 50% of people who bought Mass Effect (2?) actually finished the game. If the focus is on story, that's a worrying statistic for longer-term player retention.

Unless SWOR's mechanics are super-addictive (not necessarily balanced, but solid enough to make the player want to keep playing). If they are just retreads of WoW's standards, it will be nice and familiar for a lot of players, but it becomes a problem if you've just spent the last 5 years growing tired of the same mechanics.

I don't doubt SWOR's launch potential - 3 million+ on a 'restricted' number of copies (hah!) but I do wonder about its ability to retain players. Huttball isn't going to cut it.

I wouldn't worry about that.  The percentage of games, across all genres, that players complete is very low.  50% is actually much higher than the average.


Title: Re: SWTOR
Post by: Ginaz on August 28, 2011, 10:07:07 PM
WoW got millions of subs by appealing to a broader range of people than any game before it. Young, old, male, female, hardcore gamers, first time gamers, quest readers and skippers, lore whores and ding gratsers. If EA/Bioware don't realise this and also attempt to cater to a wide range of player types and play styles then they will not be as successful as the vast budget they've poured into TOR indicates they want to be.

I know that seems blindingly obvious, but after watching you lot all piss on each other for a page over which precise subsection of existing gamers they're aiming for I thought it needed restating.

Thats why I think they went with the graphics they did.  They're the kind of graphics that can run on a wide array of PCs, just like WoW.

If anyone is expecting something drastically different from WoW, they will be disappointed.  If people are looking for WoW with a Star Wars skin, they won't be.  Its really as simple as that.  People are really over thinking WRT this game.


Title: Re: SWTOR
Post by: Mosesandstick on August 28, 2011, 11:13:41 PM
If Ginaz keeps this up we'll be at 300 before the NDA breaks.


Title: Re: SWTOR
Post by: rk47 on August 28, 2011, 11:51:50 PM
it's not a troll and no i am not looking at leaked info.  im not even sure just how far they are even letting beta testers level. what i do know is EVERY game promises story driven content an what's i've hear in developer chats is a lt of doublespeak an hedging on just how much story there is in late level gameplay right now it sounds like you'll have one awesome quest that lasts you maybe a quarter of you level in playtime, then back to grinding.

I would LOVE to be wrong

You are.

It's so blindingly obvious it's all story driven as long as you stick to the quest-npc sort. I play WoW like that, I took my time, try different zones when bored and it's great to find a few gems of a quest content like Stalvan Mistmantle. Just because people are slaughtering sith troopers for epic blasters doesn't mean the whole story-driven component is gone. It is merely suspended, put on hold till the player is ready to resume.



Title: Re: SWTOR
Post by: Tannhauser on August 29, 2011, 03:28:02 AM
I hope that's so.  I'd really like to take a break from the story and explore the nooks and crannies of zones. 


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 05:42:46 AM
I'm wondering if the new, instant-gratification generation will rapidly tire of listening to dialogue and watching cutscenes.  Most MMO gamers don't even bother reading the quest text.  What makes developers think that they'll be patient enough to listen to dialogue?

I really hate that term. It implies we do not all like being gratified when looking for entertainment.

IMO, to answer your question. Its far more entertaining to watch and hear a quest being acted/spoken than it is to read text. I have said this before ( and been laughed out ), but full voice overs are going to become much more common in MMO games as the gap between single player and multi-player closes.

To the detractors back when I said it before. Hows that Fully voiced over MMO landscape looking now?  :grin:


Title: Re: SWTOR
Post by: fuser on August 29, 2011, 07:04:06 AM
Sept 2nd is the start of the beta weekends, looks like a lot more people are going to be in soon.


Title: Re: SWTOR
Post by: Nebu on August 29, 2011, 07:07:41 AM
IMO, to answer your question. Its far more entertaining TO ME to watch and hear a quest being acted/spoken than it is to read text.

I had to add the "TO ME" to illustrate a point.  It's your personal taste.  I prefer to read and use my imagination.  I prefer books to movies.  I am in the minority as I've stated above.  

Why do people prefer to watch movies and have text read to them?  Do they lack imagination?  Are they just lazy?  Are they poor readers?  Does it aid in their immersion to have a voice affixed to the text in a predetermined tone?  I don't know.  I just know what works best for me.  

I can read faster than the voice acting will be done and would prefer to.  One of the biggest detractors of this game FOR ME is that I will spend a portion of my gaming time waiting for a story that I could have already read and processed for myself in my own time.   I would just as soon have them use the resources for content generation.

I really hate that term. It implies we do not all like being gratified when looking for entertainment.

That's not what it means at all.  It means that gratification is delayed.  I like to save the best for last. Some like to have the best first.  I would contend that you can predict the likelihood of which a person prefers being based on their generation.  There are measurable generational differences in preference.  I'm not just making this up.  


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 07:17:55 AM
I believe that term is used by those who feel regret in spending hours of non-fun in games to achieve something. Its a derogatory term that replaces "back in my day". Where some feel that the iniquities of older games were a grand vision and are now a badge of honor, instead what it really was: lacking precedence, tech, or other modern features.

It generally adds nothing to a design discussion.

/flamesuit


As far as reading text, I have always assumed that the act of reading something, the draw was using your own imagination to create the visuals. Most have slightly different visions of Moria when reading the LOTR, common descriptions to base on, but the details and Visuals will differ, for example. I have always found it odd that in a visual media, especially one that can now be so cinematic, it still persists. Long have writers themselves envisioned "Holodecks" and "VR" in novels that would one day change the craft. The push for interactive and interactive narrative.

If we were still gaming in text lines, I would agree with you.


Title: Re: SWTOR
Post by: Nebu on August 29, 2011, 07:23:00 AM
I'd love to see the statistics on the ages of drivers involved in text-messaging related car accidents (normalized for all drivers that use texting with a certain frequency).  That's a prime example of a lack of delayed gratification. 


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 07:25:50 AM
Texting an example of smarter communication tech. ( Accidents aside ) To the point, many NEW phones now have Voice to text and hands free use.

Counter: Are street lights a bad idea, and was it better before them?


Title: Re: SWTOR
Post by: Nebu on August 29, 2011, 07:28:33 AM
Texting an example of smarter communication tech. ( Accidents aside ) To the point, many NEW phones now have Voice to text and hands free use.

Counter: Are street lights a bad idea, and it was better before them?

So you're saying that games with faster rewards are necessarily better games?


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 07:30:08 AM
Texting an example of smarter communication tech. ( Accidents aside ) To the point, many NEW phones now have Voice to text and hands free use.

Counter: Are street lights a bad idea, and it was better before them?

So you're saying that games with faster rewards are necessarily better games?

No, that games that reward or enforce fun, achievement, and ping our inherent need to be successful are not bad games. They can still have plenty of challenge.



( I'm sure this is all very odd considering the game I am working on. But I can assure you the changes in this direction I have nudged along have been positive, not just in terms of $$)


Title: Re: SWTOR
Post by: Nebu on August 29, 2011, 07:34:08 AM
Using cheat codes and hint sites isn't fun for me either, yet they're also quite popular.   I contend they're also a symptom of both poor design and instant gratification.  Defining "fun" is part of the issue with our disagreement.  What you and I find fun may be vastly different.


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 07:35:45 AM
Some people are cheaters, but its their dime. Do note how I worded my response, I said they are not bad games.


A great example of games with constant reinforcement and challenge is one of the most loved titles of all time.

The Diablo series. Reinforcement can come in the form of a satisfying  "splat", an exciting "chain" of effects to actions, or a constant stream of loot, or a voice over claiming you are the one. The list goes on.


Title: Re: SWTOR
Post by: Merusk on August 29, 2011, 07:47:37 AM
Sept 2nd is the start of the beta weekends, looks like a lot more people are going to be in soon.

Wait.. so what are beta weekends?


As far as cheat codes: I use 'em unabashedly and agree it's because of poor design most times.  Other times it's because I just don't give enough of a damn to "learn to master" your game and I just want to get to the end.   

Games without cheats that are hard just for the hell of it tend to become unfinished games that I regret purchasing.   I think the original God of War was the last game I actually finished despite being a bitch in places even when you dumbed it down to "easy" mode.


Title: Re: SWTOR
Post by: luckton on August 29, 2011, 07:51:19 AM
Sept 2nd is the start of the beta weekends, looks like a lot more people are going to be in soon.

If a lot is defined by the previous usage of the word by BW, I think a lot of us are still gonna be waiting...wish they would just throw out a number.


Title: Re: SWTOR
Post by: Kirth on August 29, 2011, 07:51:44 AM
Sept 2nd is the start of the beta weekends, looks like a lot more people are going to be in soon.

Wait.. so what are beta weekends?


Its a weekend where people moan about having to download a 182 torabyte client only to lag out in the newbie starting zones.


Title: Re: SWTOR
Post by: Job601 on August 29, 2011, 08:00:59 AM
I believe that term is used by those who feel regret in spending hours of non-fun in games to achieve something. Its a derogatory term that replaces "back in my day". Where some feel that the iniquities of older games were a grand vision and are now a badge of honor, instead what it really was: lacking precedence, tech, or other modern features.

It generally adds nothing to a design discussion.

/flamesuit


As far as reading text, I have always assumed that the act of reading something, the draw was using your own imagination to create the visuals. Most have slightly different visions of Moria when reading the LOTR, common descriptions to base on, but the details and Visuals will differ, for example. I have always found it odd that in a visual media, especially one that can now be so cinematic, it still persists. Long have writers themselves envisioned "Holodecks" and "VR" in novels that would one day change the craft. The push for interactive and interactive narrative.

If we were still gaming in text lines, I would agree with you.

I agree with Nebu.  When I play Dragon Age or The Witcher I click through the dialogue as fast as I can read it.  This is partly because I'm hyperactive and want to get through it as fast as possible -- although I always do read all the quest text, even in MMOs -- and partly because I prefer reading.  I would much rather read the dialogue then listen to a voice performance and watch the (always bad, because of the volume that are required) animations.  It's a cinematic medium, but the graphics during dialogue scenes in modern rpgs  are just a bunch of talking heads, sometimes with a little bit of camera movement.  The other big difference between games and other visual media is the amount of content -- I would be willing to watch and listen to all the dialogue in a 2 hour game, but in a 10 hour (or much longer) game it gets old fast.  I read a lot of thousand page novels but I don't watch very many 8 hour movies.


Title: Re: SWTOR
Post by: Sky on August 29, 2011, 08:27:13 AM
So....don't play for 8 hours straight?


Title: Re: SWTOR
Post by: Lantyssa on August 29, 2011, 08:30:12 AM
Texting an example of smarter communication tech. ( Accidents aside ) To the point, many NEW phones now have Voice to text and hands free use.
It's not smarter, it's just instant.  What's so damn important that they can't wait ten minutes to communicate with someone?  Nothing, but they've come to expect everything getting done this instant.

You're trying to redefine "instant gratification" so that you're not slapped with what you consider a derogatory term.  It's not wrong, in and of itself, it's just different.


Title: Re: SWTOR
Post by: Merusk on August 29, 2011, 08:31:05 AM
So....don't play for 8 hours straight?

And you call yourself a MMO player.  You poser!


Title: Re: SWTOR
Post by: 01101010 on August 29, 2011, 08:42:29 AM
I believe we should all agree to institute the use of Bw = Bioware because every time I see BW (Bloodworth) I start back paging to find the god damn picture.  :awesome_for_real:


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 08:58:25 AM
I don't associate Voice overs and cinematic scenes with "instant gratification". That's a different topic. Reading to many is a hobby, it won't go away, but as a digital medium its going to evolve and likely move away from using purely text delivery, its already happened in the single player space, and will bleed into shared games going forward. Mostly because the tech and processes now allow for it. Sure, some games will then go back and add text to capture that nostalgia, but they may also likely be littered with achievements, loots and satisfying splats.

Texting is Smarter, less bandwidth, more stable, and its instant.  I don't see how thats not a smarter mode of communication for most uses. The only thing I see are "up hill both ways" arguments. The next technologically will come along and this generation will think its also an abomination, no fighting nostalgia.

I'm not redefining anything, in game design there is just no real thing as instant gratification IMO. There is the reinforcement of success or there is the punishment of failure. Reinforcing peoples need to achieve success is not a bad design. Some games can go to far in frequency and some can come short, its a personal preference in that regard.  We are talking about entertainment media here, not life choices.  Early gaming did not necessarily make you start a level over because that was part of the challenge, it makes you start over because the state machine could not be stopped or saved. Its true that NOW such mechanics are Game layer design decisions, not platform level decisions. Achievements are a good example of reinforcement that has become standard as we move forward. For many they ping that inherent human need to be praised for actions. This does not remove challenge from games, I believe this is why the term is so thrown around. There is this need to make sure people know what they are doing is wrong, easy, and non-challenging. Its simply not true. Reinforcement does not remove challenge in games. While its true some games ARE built to not be challenging in the traditional sense, its wrong to label all games as such. Especially when many older titles do the same thing modern ones do, just with less frequency. Like I said, its typically used to describe things that are "not like the old days", not much more. Most times, ignoring the lack of tech or precedence that made many early game designs, not some grand design, but a feature of necessity.


Title: Re: SWTOR
Post by: fuser on August 29, 2011, 09:49:43 AM
Sept 2nd is the start of the beta weekends, looks like a lot more people are going to be in soon.

Wait.. so what are beta weekends?

Open beta where the servers are only up for the weekends apparently. At PAX it was stated not to be pre-order exclusive and should allow more and more people in over the weekends in September.

Still waiting for official post so take it with a grain of salt   :oh_i_see:


Title: Re: SWTOR
Post by: Hutch on August 29, 2011, 09:57:54 AM
I don't associate Voice overs and cinematic scenes with "instant gratification". That's a different topic. Reading to many is a hobby, it won't go away, but as a digital medium its going to evolve and likely move away from using purely text delivery, its already happened in the single player space, and will bleed into shared games going forward. Mostly because the tech and processes now allow for it. Sure, some games will then go back and add text to capture that nostalgia, but they may also likely be littered with achievements, loots and satisfying splats.

Texting is Smarter, less bandwidth, more stable, and its instant.  I don't see how thats not a smarter mode of communication for most uses. The only thing I see are "up hill both ways" arguments. The next technologically will come along and this generation will think its also an abomination, no fighting nostalgia.

I'm not redefining anything, in game design there is just no real thing as instant gratification IMO. There is the reinforcement of success or there is the punishment of failure. Reinforcing peoples need to achieve success is not a bad design. Some games can go to far in frequency and some can come short, its a personal preference in that regard.  We are talking about entertainment media here, not life choices.  Early gaming did not necessarily make you start a level over because that was part of the challenge, it makes you start over because the state machine could not be stopped or saved. Its true that NOW such mechanics are Game layer design decisions, not platform level decisions. Achievements are a good example of reinforcement that has become standard as we move forward. For many they ping that inherent human need to be praised for actions. This does not remove challenge from games, I believe this is why the term is so thrown around. There is this need to make sure people know what they are doing is wrong, easy, and non-challenging. Its simply not true. Reinforcement does not remove challenge in games. While its true some games ARE built to not be challenging in the traditional sense, its wrong to label all games as such. Especially when many older titles do the same thing modern ones do, just with less frequency. Like I said, its typically used to describe things that are "not like the old days", not much more. Most times, ignoring the lack of tech or precedence that made many early game designs, not some grand design, but a feature of necessity.

(http://dl.dropbox.com/u/1217291/Misc/that_word.png)

When people talk about "instant gratification", they don't just mean that the subject instantly received their positive reinforcement reward. "Instant" versus "delayed" gratification refers to the subject's own ability to decide when to go after the reward, not to the speed with which the system grants the reward.


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 10:17:17 AM
(http://assets.flavorwire.com/wp-content/uploads/2011/04/Princess-Bride-small.jpg)


That would be why I said frequency. I personally believe the best games have reinforcements in small pips with larger hits at milestones. However, those that talk about it as if it impacts the challenge of a game, you know, the "work for it" types, I feel are just wrong. They are not linked things. You can have a high frequency of reinforcements to the point of it looking like a script playing a MUD ( Cheater with text? ), and still have the hardiest game in the world.

Many times when this term is thrown around on forums, and if it comes up in a design discussion. Its used to ( and I'm exaggerating here ) mean that on boot up, they see an "You win" screen and are now done with the game. Its used to mean a game is shallow, and has no challenge or you are unable to fail ( And by that, They mean harshly ).

When Nebu brought up the term, I found it a bit odd he was arguing that he could read faster than a scene would play out, but in the same breath demeaning "those dam kids and there instant gratification".

Little odd to argue that you want to be able to get through something faster and claim reward ( Even if that reward is completion of the scene ), while shaking a stick at the youngins who take the time to watch the scene.

/derail


Title: Re: SWTOR
Post by: Nebu on August 29, 2011, 10:47:04 AM
When Nebu brought up the term, I found it a bit odd he was arguing that he could read faster than a scene would play out, but in the same breath demeaning "those dam kids and there instant gratification".

Little odd to argue that you want to be able to get through something faster and claim reward ( Even if that reward is completion of the scene ), while shaking a stick at the youngins who take the time to watch the scene.

/derail

Go back a little further and read some of my earlier posts.  My point about instant gratification was aimed at those MMO gamers that had zero interest in story and voice acting in MMOs.  My point was that these things will be wasted investment on the majority of MMO gamers, particularly those migrating from WoW, because most gamers could give a shit about story and prefer to blaze ahead and grab their reward.  

My point about personally waiting for a voiceover to finish was that I a) prefer to read and use my imagination and b) prefer to decide how my gaming time gets utilized.  When I'm forced to sit through a cinematic or a voiceover, the game is deciding for me.  I'd rather read the text and get back to exploring/killing.  Of course, that's because it's the aspect I enjoy most.  

When people talk about "instant gratification", they don't just mean that the subject instantly received their positive reinforcement reward. "Instant" versus "delayed" gratification refers to the subject's own ability to decide when to go after the reward, not to the speed with which the system grants the reward.

Thank you!


Title: Re: SWTOR
Post by: sam, an eggplant on August 29, 2011, 10:50:37 AM
Open beta where the servers are only up for the weekends apparently. At PAX it was stated not to be pre-order exclusive and should allow more and more people in over the weekends in September
Awesome. I'm really looking forward to the NDA dropping.


Title: Re: SWTOR
Post by: Azuredream on August 29, 2011, 10:58:43 AM
Although mostly everyone skipped past quest text in WoW, I don't think people will do it as much in SWTOR because it's voice acted and it'll actually be fun to listen to whereas NPC #132 giving me some slightly reworded spiel about collecting gizzards is about as fun as watching paint dry.


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 11:07:03 AM

Go back a little further and read some of my earlier posts.  My point about instant gratification was aimed at those MMO gamers that had zero interest in story and voice acting in MMOs.  My point was that these things will be wasted investment on the majority of MMO gamers, particularly those migrating from WoW, because most gamers could give a shit about story and prefer to blaze ahead and grab their reward.  

My point about personally waiting for a voiceover to finish was that I a) prefer to read and use my imagination and b) prefer to decide how my gaming time gets utilized.  When I'm forced to sit through a cinematic or a voiceover, the game is deciding for me.  I'd rather read the text and get back to exploring/killing.  Of course, that's because it's the aspect I enjoy most.  

So, you ARE "those MMO gamers that had zero interest in story and voice acting in MMOs" Therefor you wish to "blaze ahead and grab their reward"?

Just asking, because you just described two actions that are not different.

Azuredream, thats what I Said too!  :grin:


Title: Re: SWTOR
Post by: luckton on August 29, 2011, 11:07:55 AM
I'm really looking forward to the NDA dropping.

I'm actually not.  We pretty much already know this is going to be WoW in space.  We've already perceived the combat mechanics and gameplay based on the run-through videos and cake made available.  The only thing the NDA dropping would do is legally unbind testers from ranting about how BW isn't doing Star Wars the "way they would do Star Wars."  Plus the whole "spoil the 4th column of Story" thing.

I say keep it up to the bitter end.


Title: Re: SWTOR
Post by: Ingmar on August 29, 2011, 11:33:22 AM
The only thing I see are "up hill both ways" arguments.

Agreed with BW here. If your argument rests on "people now aren't like people X years ago" it is almost certainly inherently flawed. People X years ago would behave exactly the same as people now do, given the same environment.


Title: Re: SWTOR
Post by: Nebu on August 29, 2011, 11:43:16 AM
So, you ARE "those MMO gamers that had zero interest in story and voice acting in MMOs" Therefor you wish to "blaze ahead and grab their reward"?

Not at all.  I am the "I would rather read it then have it read to me" crowd.  I prefer books to movies.  

Agreed with BW here. If your argument rests on "people now aren't like people X years ago" it is almost certainly inherently flawed. People X years ago would behave exactly the same as people now do, given the same environment.

Generational differences exist and are measurable.  Don't attribute that to me.  It's a social science construct.


I'm sorry I ever started this derail.  My apologies. 


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 11:46:25 AM
Don't be. I enjoyed it. I don't think we were disagreeing per-say. Just a few crossed concepts.

But it is likely a debate for another thread. 300 here we come.


Title: Re: SWTOR
Post by: Paelos on August 29, 2011, 11:47:06 AM
So Open Beta this weekend!?!?


Title: Re: SWTOR
Post by: Nebu on August 29, 2011, 11:50:15 AM
So Open Beta this weekend!?!?

They better announce it soon.  If I started downloading now, I might have it finished by Friday.   :why_so_serious:


Title: Re: SWTOR
Post by: Sky on August 29, 2011, 11:51:12 AM
People X years ago would behave exactly the same as people now do, given the same environment.
I believe the environment is a big part of generation gaps. And X years ago there would have been a new older generation to compare it to.

Nebs is right on this one, kids may be kids, but they don't stay kids and the effect is a moving target based on environment.

I heard the beta client is delivered via black helicopters. The budget is so big they had to hire on Halliburton subsidiaries.


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 11:57:56 AM
You know, they could be clicking accept because once you do one MMO quest...well.... Whats to read?


Title: Re: SWTOR
Post by: Lucas on August 29, 2011, 11:59:01 AM
So Open Beta this weekend!?!?

They better announce it soon.  If I started downloading now, I might have it finished by Friday.   :why_so_serious:

I hear you! Here's my current downloading machine, they better hurry indeed :/



Title: Re: SWTOR
Post by: Nebu on August 29, 2011, 12:01:37 PM
You know, they could be clicking accept because once you do one MMO quest...well.... Whats to read?

I have to say, I think that you just won our debate.  I can't argue with you at all on that one.


Title: Re: SWTOR
Post by: Mrbloodworth on August 29, 2011, 12:06:38 PM
You know, they could be clicking accept because once you do one MMO quest...well.... Whats to read?

I have to say, I think that you just won our debate.  I can't argue with you at all on that one.

Now we are back to including cinematic and VO presentations.  :grin:

I know the Book quests in LOTRO were my fave, I stopped reading the boar quests.


Title: Re: SWTOR
Post by: 01101010 on August 29, 2011, 01:22:12 PM
So Open Beta this weekend!?!?

Just to break up the tennis match...

?!?


Title: Re: SWTOR
Post by: Ingmar on August 29, 2011, 02:11:25 PM
You know, they could be clicking accept because once you do one MMO quest...well.... Whats to read?

I have to say, I think that you just won our debate.  I can't argue with you at all on that one.

Now we are back to including cinematic and VO presentations.  :grin:

I know the Book quests in LOTRO were my fave, I stopped reading the boar quests.

Same, and I am an inveterate quest reader.


Title: Re: SWTOR
Post by: Paelos on August 29, 2011, 02:34:58 PM
I'm just hoping the choices don't boil down to:

Quest Target: So, we meet at last. The famed Jedi, Soandso. Why have you dared to come here?

1 - I came here to gut you and rape your livestock.
2 - Not sure, this guy down the road told me to.
3 - KITTENS! <3


Title: Re: SWTOR
Post by: Malakili on August 29, 2011, 02:38:15 PM
You know, they could be clicking accept because once you do one MMO quest...well.... Whats to read?

I have to say, I think that you just won our debate.  I can't argue with you at all on that one.

Now we are back to including cinematic and VO presentations.  :grin:

I know the Book quests in LOTRO were my fave, I stopped reading the boar quests.

Same, and I am an inveterate quest reader.

I'm all for the VO and cinematics for epic story lines hypothetically.  I'm more worried that they will try to trump up every little fed ex and kill 10 boars quest into something vital and important and heroic and so forth.  If you ask me to do something clearly trivial, no amount of VO is going to make it seem like and important story, and in fact when the objectives don't seem to line up with the actual story I'm supposed to be doing (SAVE THE FACILITY FROM DESTRUCTION (Kill 10 troopers)), it would bug me more than if the guy just gave me some generic hey, go kill guys for money quest.


Title: Re: SWTOR
Post by: Sobelius on August 29, 2011, 02:41:27 PM
I know the Book quests in LOTRO were my fave, I stopped reading the boar quests.

LOTRO went even one step better with their daily Task boards -- just collect a bunch of formerly-trash loot and get bonus xp (and possibly faction xp) without having to read quest text. It's kind of admitting a grind is a grind.

Ideally, reading quest text would give you important information about making a decision -- a decision about something that mattered.

There is *so* much that could be done with tracking player choices from level 1 - [levelcap] in MMOs and tailoring the "quest" based on previous responses and actions. Yes, tracking all of that means more data to store for each character, and mapping how the choices would interact, but it could at least give the semblance that what you did on a quest mattered, or which choice you made mattered enough that you'd want to read the quest text.

Lastly, these things are a form of entertainment. If you aren't entertained by reading quest text, or hearing a quest VO, then you aren't. I like what the devs of GW2 have said about quests -- you see it happening rather than someone telling you about it. You choose whether to get involved based on what you see/hear. Sounds interesting to me...


Title: Re: SWTOR
Post by: luckton on August 29, 2011, 02:49:22 PM
You know, they could be clicking accept because once you do one MMO quest...well.... Whats to read?

I have to say, I think that you just won our debate.  I can't argue with you at all on that one.

Now we are back to including cinematic and VO presentations.  :grin:

I know the Book quests in LOTRO were my fave, I stopped reading the boar quests.

Same, and I am an inveterate quest reader.

I'm all for the VO and cinematics for epic story lines hypothetically.  I'm more worried that they will try to trump up every little fed ex and kill 10 boars quest into something vital and important and heroic and so forth.  If you ask me to do something clearly trivial, no amount of VO is going to make it seem like and important story, and in fact when the objectives don't seem to line up with the actual story I'm supposed to be doing (SAVE THE FACILITY FROM DESTRUCTION (Kill 10 troopers)), it would bug me more than if the guy just gave me some generic hey, go kill guys for money quest.

Based on the videos I've seen, the "Kill 10 rats" model of play is alive and well, but its been baked into the game as "bonus quests."  Many of the walkthrough videos demonstrate this.  If you're taking the time to randomly kill the monsters, the game gives to the task automatically to kill X more for cash and prizes. 

As far as the rest of the stuff, what's been demonstrated so far is, yeah, every quest interaction has voice and drama, a la FFXI.  Which, honestly, I'm cool with.


Title: Re: SWTOR
Post by: Simond on August 29, 2011, 03:50:42 PM
I'm just hoping the choices don't boil down to:

Quest Target: So, we meet at last. The famed Jedi, Soandso. Why have you dared to come here?

1 - I came here to gut you and rape your livestock.
2 - Not sure, this guy down the road told me to.
3 - KITTENS! <3
How long have you been working for Bioware?


Title: Re: SWTOR
Post by: Sjofn on August 29, 2011, 03:59:21 PM
Although mostly everyone skipped past quest text in WoW, I don't think people will do it as much in SWTOR because it's voice acted and it'll actually be fun to listen to whereas NPC #132 giving me some slightly reworded spiel about collecting gizzards is about as fun as watching paint dry.

Plus Metzen and his buddies are terrible fucking writers. It's hard to give a shit about the story when even the guy writing it doesn't seem to give much of a shit beyond "IS IT METAL ENOUGH?!"


Title: Re: SWTOR
Post by: rk47 on August 29, 2011, 05:51:37 PM
I'm just hoping the choices don't boil down to:

Quest Target: So, we meet at last. The famed Jedi, Soandso. Why have you dared to come here?

1 - I came here to gut you and rape your livestock.
2 - Not sure, this guy down the road told me to.
3 - KITTENS! <3
How long have you been working for Bioware?

There won't even be a line to choose from, you just pick an olive branch, a sarcastic mask, or a muscular arm as your dialogue stance.  :awesome_for_real:


Title: Re: SWTOR
Post by: Malakili on August 29, 2011, 06:24:29 PM

Based on the videos I've seen, the "Kill 10 rats" model of play is alive and well, but its been baked into the game as "bonus quests."  Many of the walkthrough videos demonstrate this.  If you're taking the time to randomly kill the monsters, the game gives to the task automatically to kill X more for cash and prizes. 

As far as the rest of the stuff, what's been demonstrated so far is, yeah, every quest interaction has voice and drama, a la FFXI.  Which, honestly, I'm cool with.

Thats not too bad then.  I'm just wary of it devolving into "kill 15 guys to unlock the next bit of story dialog."   If "story" quests seem to have more unique or interesting gameplay, but I can take a break and go bash heads just for the hell of it every so often, its a decent happy medium.  Still doesn't solve the crappy looking gameplay, but at the very least I can wait and  see if they spruce those combat mechanics up a bit.


Title: Re: SWTOR
Post by: caladein on August 29, 2011, 06:41:19 PM
There won't even be a line to choose from, you just pick an olive branch, a sarcastic mask, or a muscular arm as your dialogue stance.  :awesome_for_real:

Dialogue obfuscation is a good thing.


Title: Re: SWTOR
Post by: Sky on August 29, 2011, 07:24:14 PM
It's how I hold conversations irl.


Title: Re: SWTOR
Post by: sam, an eggplant on August 29, 2011, 07:34:46 PM
I'm really looking forward to the NDA dropping.

I'm actually not.  We pretty much already know this is going to be WoW in space.  We've already perceived the combat mechanics and gameplay based on the run-through videos and cake made available.  The only thing the NDA dropping would do is legally unbind testers from ranting about how BW isn't doing Star Wars the "way they would do Star Wars."
Nope. I've been reading the leaks, and I've got shit to say.


Title: Re: SWTOR
Post by: UnSub on August 29, 2011, 07:52:38 PM
There won't even be a line to choose from, you just pick an olive branch, a sarcastic mask, or a muscular arm as your dialogue stance.  :awesome_for_real:

Dialogue obfuscation is a good thing.

Since when? I hate it in BioWare titles where you choose an option and the character goes off in a completely unexpected direction.

I don't want to be able to predict the conversation, but when I select "No" meaning "I'm not interested" I don't want the character to start a firefight.


Title: Re: SWTOR
Post by: Sjofn on August 29, 2011, 08:17:05 PM
Eh, that still happens when they spell it out sometimes. I can think of a time or two in DA:O the person I was talking to took what I said the worst way possible. DA2's method worked best for me if I have to have a voiced protagonist, personally. The Shepards go off on weird, unrelated tangents when I pick their dialogue, at least my Hawkes, I know that picking the trollface mask means s/he's going to say something completely inappropriate for the situation.  :awesome_for_real:

Really the problem I have with that personally is, without the lines sitting there for you, there are lines I will never know about because I would never pick it. I am terrible at being a renegade, for example, so most of those lines are wasted. At least the douchebag asshole lines in DA:O, I read, even if I never picked them. If that makes sense.


Title: Re: SWTOR
Post by: Draegan on August 29, 2011, 08:37:40 PM
Here's my interview with James Ohlen from PAX on my new site.  I thought it came out pretty well.  Some good tidbits in there.

My interview from PAX (http://www.forcejunkies.com/2011/08/29/pax-2011-interview-with-game-director-james-ohlen/)


Title: Re: SWTOR
Post by: Ghambit on August 29, 2011, 09:47:29 PM
Here's my interview with James Ohlen from PAX on my new site.  I thought it came out pretty well.  Some good tidbits in there.

My interview from PAX (http://www.forcejunkies.com/2011/08/29/pax-2011-interview-with-game-director-james-ohlen/)

Nice interview 'cept for the people walking in front of the camera.  Next time maybe put some flags or cones in the way.
Loved the questions you asked and it looked like Ohlen appreciated them too.  A nice respite from the usual gamereview rhetoric.


Title: Re: SWTOR
Post by: caladein on August 29, 2011, 10:01:18 PM
Dialogue obfuscation is a good thing.
Since when? I hate it in BioWare titles where you choose an option and the character goes off in a completely unexpected direction.

I don't want to be able to predict the conversation, but when I select "No" meaning "I'm not interested" I don't want the character to start a firefight.

Going off in an unexpected (and unwanted) direction is a risk, but that's worth it to avoid getting a set of lines that are all really off.  That's pretty much the most annoying thing an RPG can do if it hasn't earned it in my opinion.

The most extreme example of this working well is Alpha Protocol.  Its dialogue scenes really should be a massive pain what with their timers and limited, mostly broad-strokes-only, information about what your character's about to say (even compared to ME or DXHR's pheromones) but they're tons of fun.  One's still making informed choices that have an impact on the story but the pacing is worlds better and every dialogue selection doesn't involve reading wildly divergent lines before picking "yours".

I know this has come up before, just tonight in fact in the DXHR thread, but ME2 was such a watershed that games without similar dialogue systems need to be almost pitch-perfect just not to frustrate me.


Title: Re: SWTOR
Post by: Shatter on August 30, 2011, 04:27:08 AM
I'm just hoping the choices don't boil down to:

Quest Target: So, we meet at last. The famed Jedi, Soandso. Why have you dared to come here?

1 - I came here to gut you and rape your livestock.
2 - Not sure, this guy down the road told me to.
3 - KITTENS! <3

Sith shouldnt even have choices, cmon they are Sith:

1 - I came here to gut you and rape your livestock
2 - I came here to gut you and rape your livestock
3 - I came here to gut you and rape your livestock


Title: Re: SWTOR
Post by: Paelos on August 30, 2011, 06:20:29 AM
Sith choices would be:

1 - I came here to gut you and rape your livestock
2 - I came here to gut you and rape your daughter
3 - I came here to gut you and have a sandwich


Title: Re: SWTOR
Post by: Lantyssa on August 30, 2011, 06:37:25 AM
I'm disappointed the last option wasn't to rape their sandwich.


Title: Re: SWTOR
Post by: Kirth on August 30, 2011, 06:53:05 AM
I'm disappointed the last option wasn't to rape their sandwich.

That will be in a post release DLC  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on August 30, 2011, 06:55:43 AM
I'm disappointed the last option wasn't to rape their sandwich.

That will be in a post release paid-DLC  :why_so_serious:

 :grin:


Title: Re: SWTOR
Post by: 01101010 on August 30, 2011, 07:33:32 AM

Sith shouldnt even have choices, cmon they are Sith:

1 - I came here to gut you and rape your livestock
2 - I came here to gut you and rape your livestock
3 - I came here to gut you and rape your livestock


You forgot to add ...and ride off on your women.


Title: Re: SWTOR
Post by: Shatter on August 30, 2011, 07:36:36 AM

Sith shouldnt even have choices, cmon they are Sith:

1 - I came here to gut you and rape your livestock
2 - I came here to gut you and rape your livestock
3 - I came here to gut you and rape your livestock


You forgot to add ...and ride off on your women.

I would happily wear a 3 Amigos outfit and wield a lightsaber in this game


Title: Re: SWTOR
Post by: Draegan on August 30, 2011, 08:38:27 AM
Here's my interview with James Ohlen from PAX on my new site.  I thought it came out pretty well.  Some good tidbits in there.

My interview from PAX (http://www.forcejunkies.com/2011/08/29/pax-2011-interview-with-game-director-james-ohlen/)

Nice interview 'cept for the people walking in front of the camera.  Next time maybe put some flags or cones in the way.
Loved the questions you asked and it looked like Ohlen appreciated them too.  A nice respite from the usual gamereview rhetoric.

I had both my partner and david bass (cm) blocking and people still barrelled through.


Title: Re: SWTOR
Post by: Nebu on August 30, 2011, 08:54:32 AM
Here's my interview with James Ohlen from PAX on my new site.  I thought it came out pretty well.  Some good tidbits in there.

My interview from PAX (http://www.forcejunkies.com/2011/08/29/pax-2011-interview-with-game-director-james-ohlen/)

Some great information.  Thanks for sharing this!  I like your interview style.


Title: Re: SWTOR
Post by: Sky on August 30, 2011, 12:36:51 PM
Wish more interviews could be like that, Drae. We may differ on some philosophies, but you definitely have your act together. Audible, concise, you didn't talk over him, you kept on track and had what seemed to be good notes. Only criticism I'll add is that I kept getting distracted by the fighting game behind you guys and the lighting was the wrong way. :)

On the beta weekends, going to be all new tester invites for each weekend (Bass @ PAX).


Title: Re: SWTOR
Post by: Mosesandstick on August 30, 2011, 02:37:39 PM
Tell me he's saying there's a Tower of Hanoi in the game  :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on August 30, 2011, 02:39:09 PM
Here's my interview with James Ohlen from PAX on my new site.  I thought it came out pretty well.  Some good tidbits in there.

My interview from PAX (http://www.forcejunkies.com/2011/08/29/pax-2011-interview-with-game-director-james-ohlen/)

Some great information.  Thanks for sharing this!  I like your interview style.

Aye nice interview.  Wish some of the other fan sites would take some lessons from you. 


Title: Re: SWTOR
Post by: Viin on August 30, 2011, 02:46:56 PM
Here's my interview with James Ohlen from PAX on my new site.  I thought it came out pretty well.  Some good tidbits in there.

My interview from PAX (http://www.forcejunkies.com/2011/08/29/pax-2011-interview-with-game-director-james-ohlen/)

Was a good interview, I learned some stuff and didn't get bored. Just work on the number of 'ums' a little and they'd be real sharp.  8-)


Title: Re: SWTOR
Post by: Lantyssa on August 30, 2011, 03:18:56 PM
Tell me he's saying there's a Tower of Hanoi in the game  :awesome_for_real:
He's saying there's a Tower of Hanoi in the game. :awesome_for_real:


Title: Re: SWTOR
Post by: Sheepherder on August 30, 2011, 10:23:58 PM
Plus Metzen and his buddies are terrible fucking writers. It's hard to give a shit about the story when even the guy writing it doesn't seem to give much of a shit beyond "IS IT METAL ENOUGH?!"

To be fair to the guys, at least they have their priorities straight.


Title: Re: SWTOR
Post by: luckton on August 31, 2011, 05:24:04 AM
Invites are apparently already going out for this weekend.  Apparently I am not one of them.  Maybe next weekend.


Title: Re: SWTOR
Post by: Bunk on August 31, 2011, 08:48:49 AM
Here's my interview with James Ohlen from PAX on my new site.  I thought it came out pretty well.  Some good tidbits in there.

My interview from PAX (http://www.forcejunkies.com/2011/08/29/pax-2011-interview-with-game-director-james-ohlen/)

Nice interview 'cept for the people walking in front of the camera.  Next time maybe put some flags or cones in the way.
Loved the questions you asked and it looked like Ohlen appreciated them too.  A nice respite from the usual gamereview rhetoric.

You clearly have not been to a game convention like PAX.


Title: Re: SWTOR
Post by: tmp on August 31, 2011, 08:50:36 AM
Really the problem I have with that personally is, without the lines sitting there for you, there are lines I will never know about because I would never pick it. I am terrible at being a renegade, for example, so most of those lines are wasted. At least the douchebag asshole lines in DA:O, I read, even if I never picked them. If that makes sense.
Yup, it does. Reading the lines i could say is big part of enjoyment i get out of the RPG dialogue. Which is why the whole paraphrasing thing is pretty meh for me. I don't want to replay the whole thing just to see the alternatives :uhrr:


Title: Re: SWTOR
Post by: Count Nerfedalot on August 31, 2011, 12:48:24 PM
Really the problem I have with that personally is, without the lines sitting there for you, there are lines I will never know about because I would never pick it. I am terrible at being a renegade, for example, so most of those lines are wasted. At least the douchebag asshole lines in DA:O, I read, even if I never picked them. If that makes sense.
Yup, it does. Reading the lines i could say is big part of enjoyment i get out of the RPG dialogue. Which is why the whole paraphrasing thing is pretty meh for me. I don't want to replay the whole thing just to see the alternatives :uhrr:

Yeah,but,sadly,this is a key area where the developers' reward mechanisms diverge widely between a subscription game and a packaged solo game.   

With the solo game, the developer already has all the money he is going to get from you for that content.  So the more enjoyment you get from that content the better, no matter how long it takes you to consume it, being alll at once in a single pass or in multiple passes to savor each posibble tree.

But in a subscription game, there is constant pressure to maximize the amount of calendar time it takes you to consume a given amount of content.  Shortcuts that let you consume what was inteded to be separate pieces of content in a single pass, like alternate story lines or conversation trees are amathema to the suits managing a subscription game and will tend to be purged with fire to the extent that  said managers actually understand the game they are developing well enough to recognize such shortcuts for what they are.
sadly, too often the choice goes towards maximizing the time it takes to consume content over maximizing the fun you get out of the contect.


Title: Re: SWTOR
Post by: Sobelius on August 31, 2011, 12:49:32 PM
20 pages to go


Title: Re: SWTOR
Post by: luckton on August 31, 2011, 12:54:05 PM
20 pages to go

ONWARD!!!



Title: Re: SWTOR
Post by: Kirth on August 31, 2011, 01:06:00 PM

you sure your doing that right?


Title: Re: SWTOR
Post by: Shatter on August 31, 2011, 01:41:22 PM
A disturbance in the force tells me they have begun to send out emails for the weekend beta, or I have gas


Title: Re: SWTOR
Post by: luckton on August 31, 2011, 01:42:47 PM

Better?



Title: Re: SWTOR
Post by: Surlyboi on August 31, 2011, 02:14:45 PM
Win.


Title: Re: SWTOR
Post by: Evildrider on August 31, 2011, 03:27:16 PM
Nice I get to be all  :nda: now.   :drill:


Title: Re: SWTOR
Post by: Fordel on August 31, 2011, 03:43:19 PM
 :angryfist:


Title: Re: SWTOR
Post by: Rasix on August 31, 2011, 03:48:04 PM
:angryfist:

                  ------------  (Console) 
-------------  -----------  (Point and laugh)
                  ------------  (Headslam) 


Title: Re: SWTOR
Post by: schild on August 31, 2011, 04:23:16 PM
Part of the Problem:
The lot of you.


Title: Re: SWTOR
Post by: Surlyboi on August 31, 2011, 05:38:33 PM
Awww, the MMO love has gotten to Schild's sensitive bits.  :why_so_serious:


Title: Re: SWTOR
Post by: Reg on August 31, 2011, 05:55:37 PM
I'm surprised it took so long for Schild to show up. Somebody said twitch like three pages ago.  :why_so_serious:


Title: Re: SWTOR
Post by: Nebu on August 31, 2011, 06:20:31 PM
Part of the Problem:
The lot of you.

You should check out the Politics forum!  :why_so_serious:


Title: Re: SWTOR
Post by: Paelos on August 31, 2011, 06:22:43 PM
He's just spreading the love while reminding us it's time to donate!


Title: Re: SWTOR
Post by: UnSub on August 31, 2011, 08:08:40 PM
Part of the Problem:
The lot of you.

We only salivate when the bell rings.


Title: Re: SWTOR
Post by: Cyrrex on August 31, 2011, 11:03:46 PM
At least he didn't remind us that it is Bioware Austin

Except now that I just did!


Title: Re: SWTOR
Post by: 01101010 on September 01, 2011, 05:26:23 AM
At least he didn't remind us that it is Bioware Austin

Except now that I just did!

Welp... There goes the neighborhood.


Title: Re: SWTOR
Post by: schild on September 01, 2011, 06:57:30 AM
He's just spreading the love while reminding us it's time to donate!
I am in no way above taking donations for this website from a bunch of people with bad taste. A mess of folks here like Joss Whedon also, they can donate too.

Quote
Awww, the MMO love has gotten to Schild's sensitive bits.

It's not the MMO Love, it's the hypocrisy. Everyone saw the writing on the wall when Mythic was bought by the same company that is making SWTOR. When the 100+ contractors (many of whom are designers, etc - not QA) get laid off after spending years in a mismanaged mess to create a WoW clone with more dialogue, bigger chins, and less innovation than nearly everything between it and WoW - yes, a bunch of people that know the history of MMOGs and EA swooning over such a product can get to my sensitive bits.

I would, in fact, describe it as "flagrantly disgusting."


Title: Re: SWTOR
Post by: Sky on September 01, 2011, 07:09:33 AM
Soo...fucking be there?

 :grin:


Title: Re: SWTOR
Post by: Lakov_Sanite on September 01, 2011, 07:48:54 AM
I just like the people are holding star wars to such a high standard in...storytelling.


Title: Re: SWTOR
Post by: murdoc on September 01, 2011, 08:22:10 AM
Heeey, I got to play the "Battle for Gilneas Aldreraan" PvP area, last weekend. Nothing quite like waiting 1.5 hrs to jump on a PC and start playing a MMO you know very little about in a PvP arena.

Having said that - it was fun. I would do it again.

We actually went to the SWtoR panel and they sure didn't reveal much other than 'there are PvP servers, PvP planets, and PvP instances' and that to get PvP gear you needed two different types of commendations. Then someone started asking why there wasn't better face modifcation tools in the character creator and I left. The best part was he started his question by say 'I've been asking this for the last couple years...' before even launching into his long winded question and one of the Devs goes 'The answer is the same as last year'.  :drill:


Title: Re: SWTOR
Post by: Bunk on September 01, 2011, 08:34:55 AM
Well then, I'm glad we left early that morning to beat the border rush. I skipped the lines to play it as well, considering you could watch over people's shoulders and it looked to be the same demos they had been running at every other show.


Title: Re: SWTOR
Post by: Soln on September 01, 2011, 01:32:51 PM
"bigger chins"   :awesome_for_real:


I like to think I have few illusions about this title, and I'm paying for the sharred disappointment and fun of discovering all the problems with folks here (and in the zeitgeist).  

I'll be happy if I get 30+ hrs out of it before the "need Jabba's Crystal to unlock X"  or the collect_100_Jedi_Wampum for a "good" lightsaber drives me off.  It'll be the same ole economy-sim like every other MMO.  Just with chinny voiceovers.


Title: Re: SWTOR
Post by: Reg on September 01, 2011, 02:18:06 PM
It's going to be horrible. I just know it!  If I hadn't already foolishly preordered I could just do the sensible thing and stick to innovative and groundbreaking Facebook games.


Title: Re: SWTOR
Post by: Fordel on September 01, 2011, 02:44:41 PM
Mythic was fucked long before it was bought by EA.


Title: Re: SWTOR
Post by: Velorath on September 01, 2011, 02:51:18 PM
It's not the MMO Love, it's the hypocrisy. Everyone saw the writing on the wall when Mythic was bought by the same company that is making SWTOR.

Didn't you buy the Collector's Edition of WAR?  I wish Steam saved chat logs, because I remember you hyping it up just prior to launch.


Title: Re: SWTOR
Post by: Merusk on September 01, 2011, 02:55:04 PM
It's Star Wars, I was doomed aeons ago to a purchase regardless of it sucking or not, just to check it out.

Tomorrow being Friday I'm giving up hope of this "Beta Weekend" thing now.  So sad.


Title: Re: SWTOR
Post by: luckton on September 01, 2011, 03:16:23 PM
Mythic was fucked long before it was bought by EA.

Left Axe.  'Nuff said  :uhrr: :uhrr: :uhrr:


Title: Re: SWTOR
Post by: Mrbloodworth on September 01, 2011, 03:17:11 PM
I'm only playing it because its new star wars, and, many of my friends are going to be playing. Who knows how long i will last. Im so burned out on this type of combat system. But that's me. I fully expect to pine for SWG sandboxness and be sad about this type of combat. Hopefully the missions are cool.

I would totally pick up star trek online if not for this title. The "shootery" mode is at least entertaining.


Title: Re: SWTOR
Post by: Fordel on September 01, 2011, 03:23:11 PM
Mythic was fucked long before it was bought by EA.

Left Axe.  'Nuff said  :uhrr: :uhrr: :uhrr:


DoubleFrost math  :awesome_for_real:


Title: Re: SWTOR
Post by: Tannhauser on September 01, 2011, 03:23:45 PM
I was told there would be no math.


Title: Re: SWTOR
Post by: Fordel on September 01, 2011, 03:27:14 PM
So was Mythic.


Title: Re: SWTOR
Post by: luckton on September 01, 2011, 03:46:08 PM
So was Mythic.



Title: Re: SWTOR
Post by: Soln on September 01, 2011, 04:05:36 PM
Mythic was fucked long before it was bought by EA.

Left Axe.  'Nuff said  :uhrr: :uhrr: :uhrr:


DoubleFrost math  :awesome_for_real:

Shadowzerks FTW


Title: Re: SWTOR
Post by: Fordel on September 01, 2011, 04:13:27 PM
Can we go on a derail at how fucking bad Mythic is at making video games again?


I don't think I've bitched about 'hard coded' enough yet.


Title: Re: SWTOR
Post by: Kirth on September 01, 2011, 04:14:33 PM
Can we go on a derail at how fucking bad Mythic is at making video games again?


I don't think I've bitched about 'hard coded' enough yet.

(http://www.gifflix.com/files/4326f39cc6e2.gif)


Title: Re: SWTOR
Post by: fuser on September 01, 2011, 04:17:09 PM
Seems like emails are still going out because now....  :nda:


Title: Re: SWTOR
Post by: Lucas on September 01, 2011, 04:19:01 PM
I'm waiting for the european beta WAVE (woosh), which is separate from the beta weekends (with the former, you enter the normal Game Testing cycle, not just the weekends). It should happen any day now. They are surely taking their time to set up that damn office in Galway :P


Title: Re: SWTOR
Post by: Kirth on September 01, 2011, 04:23:46 PM
Well fuck....  :nda:


Title: Re: SWTOR
Post by: Tyrnan on September 01, 2011, 04:27:38 PM
I'm waiting for the european beta WAVE (woosh), which is separate from the beta weekends (with the former, you enter the normal Game Testing cycle, not just the weekends). It should happen any day now. They are surely taking their time to set up that damn office in Galway :P

Are the servers going to be located in Galway or just customer services? Would be nice to play an MMO with a decent fucking ping for a change.


Title: Re: SWTOR
Post by: Lucas on September 01, 2011, 04:37:59 PM
Servers too, as far as I know.
----

http://www.swtor.com/community/showthread.php?p=8732844#post8732844

Quote
"EU folk - we've had a few issues this week, as you might be able to tell. Still working to get that big wave out this week. Fingers crossed"

From Stephen Reid on Twitter.


Title: Re: SWTOR
Post by: Merusk on September 01, 2011, 05:37:31 PM
Seems like emails are still going out because now....  :nda:
Well fuck....  :nda

 :tantrum: :tantrum:


Title: Re: SWTOR
Post by: Tyrnan on September 02, 2011, 01:57:17 AM
Servers too, as far as I know.
----

http://www.swtor.com/community/showthread.php?p=8732844#post8732844

Quote
"EU folk - we've had a few issues this week, as you might be able to tell. Still working to get that big wave out this week. Fingers crossed"

From Stephen Reid on Twitter.

From a personal viewpoint, yay if they are! But from an objective viewpoint it seems like an odd location; you'd be hard pressed to find a less central location and our infrastructure isn't exactly cutting edge in a lot of cases.

Reading the rest of that thread it seems they are sending out the first wave of EU beta invites this weekend (proper, full beta invites not just weekend passes) but they'll initially be testing on the US servers until the EU ones are up and running. That might soothe the angry EU masses on the forums for a while at least.


Title: Re: SWTOR
Post by: luckton on September 02, 2011, 03:59:01 AM
Seems like emails are still going out because now....  :nda:
Well fuck....  :nda:

 :tantrum: :tantrum:



Title: Re: SWTOR
Post by: tazelbain on September 02, 2011, 02:13:43 PM
Dr. Egon Spengler: Don't cross the streams.

I think he may have talking about MMOs and Star Wars.


Title: Re: SWTOR
Post by: Sky on September 02, 2011, 09:40:08 PM
Filed under: Sanford, Fred:
Quote
Georg Zoeller said:
The 'tank engine' as people call it was always a placeholder. Consulars will project a large variety of objects into your enemies.

That said, they are going to be pulled out of the ground, which may be 'immersion breaking' for some and beg the question of 'how come this planet has become the dumping ground for broken astromech units', which may be a mystery.

The limitation here is a technological one and while we're interested in pursuing a more environment appropriate selection of objects for you to throw, it won't happen for launch.
If you're not into oiltanking, skip Consular.


Title: Re: SWTOR
Post by: Lantyssa on September 02, 2011, 10:03:21 PM
So with their weird limited beta weekends, are they still keeping the NDA?


Title: Re: SWTOR
Post by: UnSub on September 02, 2011, 11:34:53 PM
So with their weird limited beta weekends, are they still keeping the NDA?

Plausible deniability.


Title: Re: SWTOR
Post by: Surlyboi on September 03, 2011, 01:43:55 AM
If you're not into oiltanking, skip Consular.

You usually have to pay extra for that kind of action, Cotton.


Title: Re: SWTOR
Post by: Chimpy on September 03, 2011, 05:44:37 AM
So with their weird limited beta weekends, are they still keeping the NDA?

Plausible deniability.

Deniable covert operations?


Title: Re: SWTOR
Post by: Tannhauser on September 03, 2011, 06:04:29 AM
Extra-ordinary rendition?


Title: Re: SWTOR
Post by: Sky on September 03, 2011, 07:08:47 AM
Known unknowns.


Title: Re: SWTOR
Post by: Chimpy on September 03, 2011, 07:45:46 AM
You guys ruined the Ollie North quotes with your Bushisms!


Title: Re: SWTOR
Post by: Tannhauser on September 03, 2011, 07:50:43 AM
I registered at SWTOR, but haven't gotten the verification email.  Anyone else have this happen?


Title: Re: SWTOR
Post by: Lantyssa on September 03, 2011, 09:01:07 AM
I've got way too many friends playing this.  Including some buddies I've rarely talked to since high school. :sad:


Title: Re: SWTOR
Post by: Nevermore on September 03, 2011, 10:11:19 AM
Which is why you will be playing it too, of course.  :wink:


Title: Re: SWTOR
Post by: Lantyssa on September 03, 2011, 11:32:52 AM
I'm trying to resist.  The social aspect is clashing with my "this isn't worth it" meter.


Title: Re: SWTOR
Post by: Ginaz on September 03, 2011, 12:19:21 PM
One of the things I like is that, with the exception of Imperial Agent and Smuggler, you can form a group consisting entirely of one class and complete a flashpoint/dungeon, provided you have one specced to tank and another to heal.   I don't know how difficult it will be to respec your advanced class or if they will be allowing dual specs.


Title: Re: SWTOR
Post by: Mosesandstick on September 03, 2011, 12:24:02 PM
I'm pretty sure that's :nda:


Title: Re: SWTOR
Post by: Ginaz on September 03, 2011, 12:29:50 PM
I'm pretty sure that's :nda:

Not really.  Class roles were already known to us awhile ago.


Title: Re: SWTOR
Post by: Mosesandstick on September 03, 2011, 12:36:49 PM
Wait, really? In an interview? I think they had previously stated that the game was going to be less restricted in terms of roles and trinity, but I only saw that on wikipedia which has since been edited.

Edit: Nvm found the source for the previous statement, just an interview full of fluff.


Title: Re: SWTOR
Post by: Ginaz on September 03, 2011, 01:23:20 PM
Wait, really? In an interview? I think they had previously stated that the game was going to be less restricted in terms of roles and trinity, but I only saw that on wikipedia which has since been edited.

Edit: Nvm found the source for the previous statement, just an interview full of fluff.

Ah, if you read the class info on the SWTOR site, you'll find the info on the class roles.  That and I read info from various places over the past year to 6 months on what each roles each class can perform.
http://www.swtor.com/info/holonet/classes

Edit: Or go to the class forums and read up on them.

http://www.swtor.com/community/forumdisplay.php?f=34


Title: Re: SWTOR
Post by: Ghambit on September 03, 2011, 02:02:51 PM
Isnt betatesting a multi-arced story-based game kinda  :why_so_serious:?
I'm sitting this one out for that simple reason.

I 'spose I could test a different class than I intend to play, but every time I use that 'technique' I just end up staying in my comfort zone.  So no, nope... no testing for me.  ADGgdakd... :X  grrrr


Title: Re: SWTOR
Post by: Shatter on September 03, 2011, 07:48:15 PM
One of the things I like is that, with the exception of Imperial Agent and Smuggler, you can form a group consisting entirely of one class and complete a flashpoint/dungeon, provided you have one specced to tank and another to heal.   I don't know how difficult it will be to respec your advanced class or if they will be allowing dual specs.

I thought I read somewhere they may allow dual specs, dont recall where though.  If they did it would be pretty dam nice because there are multiple classes who can heal. 


Title: Re: SWTOR
Post by: Simond on September 04, 2011, 01:47:52 AM
Nope, no dual specs. No dungeon finder, either.


Title: Re: SWTOR
Post by: Mosesandstick on September 04, 2011, 01:50:07 AM
I'm really out of the loop. Has all this stuff been revealed recently?


Title: Re: SWTOR
Post by: koro on September 04, 2011, 02:07:26 AM
Nope, no dual specs.

Which is baffling because they confirmed (at either PAX or Gamescom) that Advanced Class switching will be in, which is the rough equivalent of saying "I'm tired of playing my Hunter today. I'm going to switch him over to a Rogue."


Title: Re: SWTOR
Post by: Ginaz on September 04, 2011, 02:32:22 AM
Nope, no dual specs.

Which is baffling because they confirmed (at either PAX or Gamescom) that Advanced Class switching will be in, which is the rough equivalent of saying "I'm tired of playing my Hunter today. I'm going to switch him over to a Rogue."

I don't think they will allow you to switch your advanced class (Mercenary to Powertech for BH and vice versa) but they may allow you to have a dual spec within your advanced class.  Say your BH took a healing spec with Mercenary.  They may allow you to have a second spec that is more dps heavy.  At least thats what I'm hoping for.


Title: Re: SWTOR
Post by: koro on September 04, 2011, 03:00:16 AM
Nope, no dual specs.

Which is baffling because they confirmed (at either PAX or Gamescom) that Advanced Class switching will be in, which is the rough equivalent of saying "I'm tired of playing my Hunter today. I'm going to switch him over to a Rogue."

I don't think they will allow you to switch your advanced class (Mercenary to Powertech for BH and vice versa) but they may allow you to have a dual spec within your advanced class.  Say your BH took a healing spec with Mercenary.  They may allow you to have a second spec that is more dps heavy.  At least thats what I'm hoping for.

This is what Bioware has specifically said is going to be done.

In fact, the whole Advanced Class system is kind of dumb. It was dumb in EQ2 and it's dumb here, and I fully expect it to go the same way EQ2's did sooner rather than later.


Title: Re: SWTOR
Post by: eldaec on September 04, 2011, 03:44:09 AM
People are talking at cross purposes.

Multi-speccing (allowing non-permanent switching of roles/skills like in Rift, EVE, GW or whatever) : There is none in SWTOR.

Respec : Is available, for talent choices and advanced class. It supposedly costs more the later you do it.


Title: Re: SWTOR
Post by: luckton on September 04, 2011, 04:01:30 AM
Which is still silly.  I don't mind being locked into one advanced class...hell, wouldn't be any different than being locked into one of the classes in WoW.  But allowing me to switch my powers within the confines of my own advanced class at my digression should be in.  Hell, it should be one of those "MMO Standards" at this point.

Let's say I'm a Scoundrel Smuggler.

I like to heal when I'm in groups.  I don't expect to kick out a lot of DPS when I'm the group's healer, so I'll take healing choices.

I like to solo DPS when I'm not.  I don't expect to heal a heck of a lot when I'm soloing/doing my class story thing.

Why does it seem like it takes an act of God to make this happen?  Bliz figured this shit out eventually, Rift made it more robust.  So TOR is going backwards in this regard?   :uhrr:


Title: Re: SWTOR
Post by: Reg on September 04, 2011, 04:06:14 AM
Seems kind of silly to me too but perhaps they figure that just dragging along a DPS companion is good enough when a healer or tank needs to solo?


Title: Re: SWTOR
Post by: Tyrnan on September 04, 2011, 04:11:00 AM
I think the reasoning behind it was companions. So if you wanted to solo as a heal spec you wouldn't need to switch to a DPS spec, you'd just whip out a tank/DPS companion and use them instead.

But that was quite a while ago and I know there have been changes to the companions since then so I'm not sure how much that still applies. It also doesn't address the situation of when you're in a group with another heal specced player and having the option to switch to DPS would make more sense. Their stance on this really doesn't make much sense to me at this stage.


Title: Re: SWTOR
Post by: eldaec on September 04, 2011, 04:21:37 AM
I'd be less bothered by this if the support roles seemed more interesting.

I usually like playing heal/buff/debuff/control. But the control and buff/debuff options seem to be spread around the classes and very limited...


Title: Re: SWTOR
Post by: luckton on September 04, 2011, 04:24:47 AM
If anything they'll hold true to their word about getting feedback from these beta weekends and get their shit straightened out before launch instead of after.  But then we've always had that hope about every MMO  :why_so_serious:.

It just makes sense to allow dual-specing nowadays.  We've grown past the days where you had to roll 3-5 characters with each having to specialize in one role so they can have a chance to make it to raid night.  Besides the companion thing, the only evil-logic I can see is that BW 'wants' you role 3-5 characters to fit each role, just for the sake of having you go through 3-5 classes of story and lore to justify all the money they spent for each class.

Also, I will take this time to re-affirm my pox upon you bastards that got to play this weekend.  :angryfist:


Title: Re: SWTOR
Post by: Reg on September 04, 2011, 04:57:59 AM
It's such an obvious thing to do maybe they plan to do it a few months after release in the first major patch just to make it seem like "Bioware listens!"


Title: Re: SWTOR
Post by: Tyrnan on September 04, 2011, 05:17:34 AM
The last official statement I can find on that is http://www.swtor.com/community/showpost.php?p=6182908&postcount=684 (http://www.swtor.com/community/showpost.php?p=6182908&postcount=684)

Quote
Summary, since this is a confusing topic:

You can change your skill point distribution by paying credits at a vendor on your capital world. That has not changed.

You may or may not be able to change your Advanced Class, we haven't decided on this one yet. If you can, the cost would be significant. That has not changed.

There is currently no plan to add dual spec (the ability to swap almost instantly between two skill point configurations) for launch. At this point, it seems not necessary for us, but we're not opposed to add it at a later point / patch should we feel that the game would benefit from it.


Title: Re: SWTOR
Post by: UnSub on September 04, 2011, 05:35:13 AM
If anything they'll hold true to their word about getting feedback from these beta weekends and get their shit straightened out before launch instead of after.

Most betas I've been in at the "we might be launching soon" sees a ton of fanbois rally with, "THIS GAME SO AWESOME LAUNCH TOMORROW" and a bunch of cynics pointing out the various systems that aren't finished / don't make sense / really need more work.

The cynics tend not to be listened to at a stage when the devs really want to get the game launched.

But then SWOR is review-proof and launch-proof - it will get good reviews (bad reviews will be shouted down with "You haven't played the game enough") and it will sell millions of copies at launch. But will it keep players paying $15 a month for years to come? That I'm not so sure of.



Title: Re: SWTOR
Post by: Lantyssa on September 04, 2011, 05:46:49 AM
Which is still silly.  I don't mind being locked into one advanced class...hell, wouldn't be any different than being locked into one of the classes in WoW.  But allowing me to switch my powers within the confines of my own advanced class at my digression should be in.  Hell, it should be one of those "MMO Standards" at this point.
It's a game modeled after WoW.  The WoW of four years ago.  I'll be surprised if they haven't been too busy and under too much pressure to notice the improvements in the market of the last few years.


Title: Re: SWTOR
Post by: Merusk on September 04, 2011, 05:56:52 AM
It's such an obvious thing to do maybe they plan to do it a few months after release in the first major patch just to make it seem like "Bioware listens!"

Doing it a few months after release will be too late.  You get one shot these days, because there's new games all the time and you're competing against freemium games as much as other sub games anymore.  You absolutely have to get all the major points right on release.  You can make major tweaks but the big stuff has to be there and working at the very least.  Hot spec-swapping is one of the big things.


Title: Re: SWTOR
Post by: Mattemeo on September 04, 2011, 06:40:08 AM
Doing it a few months after release will be too late.  You get one shot these days, because there's new games all the time...

Ordinarily, yes. However, this is a Bioware MMO, and they can count on not only player/developer loyalty (providing they didn't burn too many bridges with DA2) and an IP a lot of people are going to forgive missing/unfinished mechanics over. I'm not trying to say it's right for them to ship the game without certain things we as an MMO playing community take for granted or reasonably demand, I'm just saying Bioware will have more credence for getting away with it than anyone besides Blizzard at this point, and that's largely sight-unseen.


Title: Re: SWTOR
Post by: luckton on September 04, 2011, 06:49:19 AM
This is why we can't have nice things.



Title: Re: SWTOR
Post by: Merusk on September 04, 2011, 06:59:47 AM
8/10 trolling.  I've seen better but I know he's going to get lots of bites.


Title: Re: SWTOR
Post by: Sky on September 04, 2011, 07:42:56 AM
I'd be surprised if dual-spec doesn't make it in before launch. The wowtards expect it and it's utterly triassic to ignore (even if Rift has moved the goalposts). I don't think the pet system will work out quite as well as they think, especially as it has already gone under several major revisions, at least two this summer (based on Con panels and walkthroughs).

The Advanced Class switching, they said they want in for people who make honest mistakes. Rising cost, and cap the ability to change at level 20 (assuming they figure you know the class enough by then that you've made your decision. I'm ambivalent on AC switching, I think I'm ok with it, though (as outlined above per Ohlen I think SDCC).

You won't get an EQ2 AC revert to a full eight classes, because AC has no (little?) impact on the class story. Doubling the amount of class story is just not going to happen.


Title: Re: SWTOR
Post by: eldaec on September 04, 2011, 09:11:38 AM
Obvious way to do dual spec would be to give you both advanced classes and allow you to switch skill access as and when you switch weapon.

But I think that's a heavier design effort than is likely in time before launch.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 04, 2011, 09:38:15 AM
I remember a few years ago when the call was "It doesn't matter if SWG doesn't have X or Y is broken, it's STAR WARS, it'll make millions."

Now the call is "It doesn't matter if SWTOR is like wow without X or that Y isn't working, it's BIOWARE STAR WARS, it'll make millions."

Makes the whole thread really fun, I just love how much weight people put on this IP, when atm Michael bay's transformers is a stronger franchise.


Title: Re: SWTOR
Post by: eldaec on September 04, 2011, 09:50:43 AM
I strongly suspect that SWG did in fact make millions.


Title: Re: SWTOR
Post by: Lantyssa on September 04, 2011, 10:37:03 AM
It did well.  It didn't do nearly as well as they wanted.


Title: Re: SWTOR
Post by: Malakili on September 04, 2011, 10:50:23 AM
I strongly suspect that SWG did in fact make millions.

(http://24.media.tumblr.com/tumblr_l9t2c5Hfi81qd6zkvo1_500.jpg)


Title: Re: SWTOR
Post by: Ginaz on September 04, 2011, 11:50:01 AM

Also, I will take this time to re-affirm my pox upon you bastards that got to play this weekend.  :angryfist:

This weekend?  I've been playing for almost a month now. ;D


Title: Re: SWTOR
Post by: Surlyboi on September 04, 2011, 12:59:53 PM
I remember a few years ago when the call was "It doesn't matter if SWG doesn't have X or Y is broken, it's STAR WARS, it'll make millions."

Now the call is "It doesn't matter if SWTOR is like wow without X or that Y isn't working, it's BIOWARE STAR WARS, it'll make millions."

Makes the whole thread really fun, I just love how much weight people put on this IP, when atm Michael bay's transformers is a stronger franchise.

Obvious troll is still quite obvious.


Title: Re: SWTOR
Post by: eldaec on September 04, 2011, 01:11:30 PM
Trolls within trolls...

This entire thread is meta as fuck.


Title: Re: SWTOR
Post by: koro on September 04, 2011, 03:53:38 PM
http://gbjackson.dswebhosting.net/misc/gmswngw.txt

Here, have some hilarious tl;dr bullshit we can all come together and laugh over.


Title: Re: SWTOR
Post by: palmer_eldritch on September 04, 2011, 04:27:28 PM
http://gbjackson.dswebhosting.net/misc/gmswngw.txt

Here, have some hilarious tl;dr bullshit we can all come together and laugh over.

He's wrong.

The endgame should allow you to settle down somewhere and start a family, with a child who would be a princess.

You would raise your princess, teach her right from wrong, send her to school, bathe her, clothe her and watch her grow up into a young woman.

What sort of Star Wars game doesn’t have princesses?


Title: Re: SWTOR
Post by: Kirth on September 04, 2011, 05:22:40 PM
Trolls within trolls...

This entire thread is meta as fuck.

We need to go deeper.


Title: Re: SWTOR
Post by: UnSub on September 04, 2011, 06:36:11 PM
http://gbjackson.dswebhosting.net/misc/gmswngw.txt

Here, have some hilarious tl;dr bullshit we can all come together and laugh over.

Good thing SWG didn't have any gear issues.  :awesome_for_real:


Title: Re: SWTOR
Post by: luckton on September 04, 2011, 06:38:29 PM
Trolls within trolls...

This entire thread is meta as fuck.

We need to go deeper.



Title: Re: SWTOR
Post by: Shatter on September 04, 2011, 07:53:13 PM
End game gearing should be all about how you look, not stats :P 


Title: Re: SWTOR
Post by: eldaec on September 04, 2011, 09:49:38 PM
In this design, endgame should primarily be focussed on rerolling.

Which means concentrating on new paths and content across the level range, a la CoX.


Title: Re: SWTOR
Post by: Crumbs on September 04, 2011, 09:54:49 PM
http://gbjackson.dswebhosting.net/misc/gmswngw.txt

Here, have some hilarious tl;dr bullshit we can all come together and laugh over.

It was as if millions of voices suddenly cried out in terror and were suddenly silenced by the realization that they've been waiting 3 years for a clone of a 7 year old game they got tired of 4 years ago   :uhrr:


Title: Re: SWTOR
Post by: Rasix on September 04, 2011, 10:15:03 PM
We could tell you exactly what the game is again, but then we might not get your next derptastic epiphany in the next few pages.  That stupid "rant" could have been written 4 years ago.


Title: Re: SWTOR
Post by: Evildrider on September 05, 2011, 02:02:56 AM
Dual spec I see probably coming at some time.

AC switching shouldn't be allowed really, unless as stated, it's kept to a level cap like 20.
AC's aren't the same as switching from Arcane Spec to Frost Spec like a Mage.  It's more like switching from a Mage to a Warlock.



Title: Re: SWTOR
Post by: cironian on September 05, 2011, 07:10:44 AM
The only good reason I can offer for putting AC switching behind a high barrier (say, a few days of money farming) is that if it's too easy to switch, pretty soon players will end up feeling required to reclass for certain missions, or to join this week's raid.

Apart from that I couldn't care less whether you change your Mage to a Warlock and back every other day. Just don't force me into doing it.


Title: Re: SWTOR
Post by: Lantyssa on September 05, 2011, 07:44:16 AM
AC's aren't the same as switching from Arcane Spec to Frost Spec like a Mage.  It's more like switching from a Mage to a Warlock.
Druids.  Paladins.  To a lesser extent Warriors, DKs and Priests.


Title: Re: SWTOR
Post by: luckton on September 05, 2011, 08:04:22 AM
The only good reason I can offer for putting AC switching behind a high barrier (say, a few days of money farming) is that if it's too easy to switch, pretty soon players will end up feeling required to reclass for certain missions, or to join this week's raid.

Apart from that I couldn't care less whether you change your Mage to a Warlock and back every other day. Just don't force me into doing it.

That's the thing though...BW might not force you, but guilds will.  I'm down with the philosophy that you shouldn't be able to change from a Mage to a Warlock, but a Mage, Warlock, any class has their choice of talent pools.  Give me the ability to change up my Scoundrel from a healer to a DPS on-the-fly to suit the situation better.  No sense in denying the option when precedence has been set and the 'hard-coded' logic doesn't hold water anymore.


Title: Re: SWTOR
Post by: Surlyboi on September 05, 2011, 09:03:27 AM
Or set encounters so that you don't need to have specific "specs" in the first place. More than one way to skin a cat and all that shit.

Oh wait, that's too hard.


Title: Re: SWTOR
Post by: Ingmar on September 05, 2011, 01:42:34 PM
Or set encounters so that you don't need to have specific "specs" in the first place. More than one way to skin a cat and all that shit.

Oh wait, that's too hard.

Actually it isn't just hard, it is pretty much impossible. You can design encounters so any group can finish them, sure, but even if you do that they'll always be easier with some specific configuration - unless you make them so easy they're trivial for anyone, which would be the lamest possible choice.


Title: Re: SWTOR
Post by: Surlyboi on September 05, 2011, 02:05:56 PM
Why? Fuck the trinity. Fuck the need for a healer/tank/dps combo. It's always been the stupidest convention added to MMOs and it betrays the goddamn point of playing.


Title: Re: SWTOR
Post by: Merusk on September 05, 2011, 02:12:47 PM
Even if you do that, there will still be optimal groups for defeating encounters, unless every class has every ability.. in which case you have one class.


Title: Re: SWTOR
Post by: Malakili on September 05, 2011, 03:08:50 PM
Why? Fuck the trinity. Fuck the need for a healer/tank/dps combo. It's always been the stupidest convention added to MMOs and it betrays the goddamn point of playing.

Whats your suggestion for a non-trinity based group combat system that is actually fun?  You can go the "fuck everything" route like Diablo in which everything can be soloed and added players just jack up the HP and every man for themselves more or less.  Which is fine really, but if you actually want the multiplayer part to matter beyond just friends killing shit for fun, you've got to do SOMETHING to make the group matter.

If your solution is just the Diablo method of multiplayer, then just wait for it and buy it.


Title: Re: SWTOR
Post by: Amaron on September 05, 2011, 04:07:59 PM
Or set encounters so that you don't need to have specific "specs" in the first place. More than one way to skin a cat and all that shit.

Oh wait, that's too hard.

The high end raid guilds throw a fit if the content isn't rigid "do this, do that".   Blizzard really does think their raiding is an eSport.


Title: Re: SWTOR
Post by: Sjofn on September 05, 2011, 04:09:26 PM
The thing is, you CAN do those raids with suboptimal set-ups, but it's harder, and people don't like making things harder for themselves than it has to be. Even if the difference is objectively pretty small.


Title: Re: SWTOR
Post by: Ingmar on September 05, 2011, 04:15:40 PM
Why? Fuck the trinity. Fuck the need for a healer/tank/dps combo. It's always been the stupidest convention added to MMOs and it betrays the goddamn point of playing.

It has nothing to do with the trinity. As long as different characters can do different things, it will always be easiest with a particular combination.


Title: Re: SWTOR
Post by: Amaron on September 05, 2011, 04:15:50 PM
You can make it impossible to have an optimal setup though.   Start putting in random encounter mechanics and "optimal" is suddenly different depending on what the raid throws at you.   It would also possibly be far more interesting because you'd have to think and react.   The "problem" is someone might have a chance of getting an easier encounter.   Certain types get their panties in a twist at such a horrifying outcome.


Title: Re: SWTOR
Post by: Nebu on September 05, 2011, 04:21:14 PM
Whats your suggestion for a non-trinity based group combat system that is actually fun? 

Seems to me that the current 4 person mechanic will just be tank/dps/healer/utility until groups get to a point in gear progression where the utility role will be replaced by a second dps toon.

Couldn't you just make everyone responsible for healing themself?  Healing and dps would become a sliding scale and aggro management would then generate a carefully choreographed dance of people in the party balancing their health and damage.  Of course, you have to retune bosses/encounters the moment you abandon the tank/healer/dps focus.  

I think the reason that the tank/healer focus is such a great starting point is because it's easy to build a team around two key components.  A good healer/tank duo can make up for weaknesses in other areas.  It provides a lot of wiggle room in games that require players to PUG in order to complete objectives.  




Title: Re: SWTOR
Post by: Surlyboi on September 05, 2011, 04:21:39 PM
You can make it impossible to have an optimal setup though.   Start putting in random encounter mechanics and "optimal" is suddenly different depending on what the raid throws at you.   It would also possibly be far more interesting because you'd have to think and react.   The "problem" is someone might have a chance of getting an easier encounter.   Certain types get their panties in a twist at such a horrifying outcome.

That.


Title: Re: SWTOR
Post by: Nebu on September 05, 2011, 04:24:13 PM
You can make it impossible to have an optimal setup though.   Start putting in random encounter mechanics and "optimal" is suddenly different depending on what the raid throws at you.   It would also possibly be far more interesting because you'd have to think and react.   The "problem" is someone might have a chance of getting an easier encounter.   Certain types get their panties in a twist at such a horrifying outcome.

I think the difficulty here lies in the fact that the default response from the playerbase is almost always more dps.  If you had the dps in WoW and Rift, you didn't need the utility.  You saw what happened when this changed in Cataclysm... the playerbase revolted 


Title: Re: SWTOR
Post by: Malakili on September 05, 2011, 04:37:01 PM
 Healing and dps would become a sliding scale and aggro management would then generate a carefully choreographed dance of people in the party balancing their health and damage.  Of course, you have to retune bosses/encounters the moment you abandon the tank/healer/dps focus.  


This is just basically Diablo.   Its every man for themselves and a free for all.  Why is this carefully choreographed, unless you are suggesting every single boss needs to be passed off in aggrro before you run out of self heals or something.  I dunno, passing off aggro boss fights aren't particularly great.


Title: Re: SWTOR
Post by: Sjofn on September 05, 2011, 04:46:15 PM
You can make it impossible to have an optimal setup though.   Start putting in random encounter mechanics and "optimal" is suddenly different depending on what the raid throws at you.   It would also possibly be far more interesting because you'd have to think and react.   The "problem" is someone might have a chance of getting an easier encounter.   Certain types get their panties in a twist at such a horrifying outcome.

That would never work because people are fucking terrible at thinking on their feet. Trust me, I've done raids with people who you think this "fuck the trinity, fuck optimal raid builds" shit would help, and the worst possible fucking thing would be to make it impossible to "optimize" because the encounter is random. The danger would NOT be "someone might get an easier encounter" the problem would be "oh shit, it decided to give us Oz for opera and we don't have a warlock today and we have about TEN SECONDS to figure out how to do it with this group or we'll wipe."


Title: Re: SWTOR
Post by: Velorath on September 05, 2011, 04:49:17 PM
You can make it impossible to have an optimal setup though.   Start putting in random encounter mechanics and "optimal" is suddenly different depending on what the raid throws at you.   It would also possibly be far more interesting because you'd have to think and react.   The "problem" is someone might have a chance of getting an easier encounter.   Certain types get their panties in a twist at such a horrifying outcome.

In that case though, doesn't the optimal setup become having the widest range of abilities as possible to account for as many random mechanics as you can?  In other words, now instead of needing a particular setup of Tank, Healer, and DPS, you need to make sure at least one person can tank, one can heal, one is the dps, one has access to resist buffs you might need if certain enemies pop up this time, one has spells that this particular mob is weak against, etc... 


Title: Re: SWTOR
Post by: Merusk on September 05, 2011, 04:54:21 PM
You can make it impossible to have an optimal setup though.   Start putting in random encounter mechanics and "optimal" is suddenly different depending on what the raid throws at you.   It would also possibly be far more interesting because you'd have to think and react.   The "problem" is someone might have a chance of getting an easier encounter.   Certain types get their panties in a twist at such a horrifying outcome.

That would never work because people are fucking terrible at thinking on their feet. Trust me, I've done raids with people who you think this "fuck the trinity, fuck optimal raid builds" shit would help, and the worst possible fucking thing would be to make it impossible to "optimize" because the encounter is random. The danger would NOT be "someone might get an easier encounter" the problem would be "oh shit, it decided to give us Oz for opera and we don't have a warlock today and we have about TEN SECONDS to figure out how to do it with this group or we'll wipe."

After a few months of which your game will tank because all the casual players realize they'll never have a chance, decide "this is bullshit because this is entertainment not life fulfillment" and go elsewhere.

So yeah. You can totally do that if you want to have a game that 1) has to have an incredibly small dev budget or charge a shitload per month and 2) are ok with it being full of only uber raiders and elitist types, the sort of which are usually mocked, derided and spat-upon on these boards.

Also, let me just say those promoting it are full of shit because they wouldn't touch that game with a 10' pole. First because of the community, second because "it takes too much time to do anything."

Return to "players don't know what they want." Round 10k.


Title: Re: SWTOR
Post by: Fordel on September 05, 2011, 04:56:25 PM
You can make it impossible to have an optimal setup though.   Start putting in random encounter mechanics and "optimal" is suddenly different depending on what the raid throws at you.   It would also possibly be far more interesting because you'd have to think and react.   The "problem" is someone might have a chance of getting an easier encounter.   Certain types get their panties in a twist at such a horrifying outcome.

In that case though, doesn't the optimal setup become having the widest range of abilities as possible to account for as many random mechanics as you can?  In other words, now instead of needing a particular setup of Tank, Healer, and DPS, you need to make sure at least one person can tank, one can heal, one is the dps, one has access to resist buffs you might need if certain enemies pop up this time, one has spells that this particular mob is weak against, etc... 


Yes, that or just pure burn. Kill it before random becomes a problem.


Title: Re: SWTOR
Post by: Sky on September 05, 2011, 05:21:04 PM
I think the reward for being the first guild on the server to defeat the toughest raid should be having all their characters deleted. Same with "first to 50".


Title: Re: SWTOR
Post by: Fordel on September 05, 2011, 05:32:23 PM
Only if they make giant statues of each character in the capital!


Title: Re: SWTOR
Post by: Malakili on September 05, 2011, 05:51:37 PM
Only if they make giant statues of each character in the capital!

Fair trade.


Title: Re: SWTOR
Post by: Surlyboi on September 05, 2011, 06:15:45 PM
I think the reward for being the first guild on the server to defeat the toughest raid should be having all their characters deleted. Same with "first to 50".

Yeah, but that would just prompt them to race another character to 50 and beat the next toughest raid. I'd suggest sterilization, but let's be honest, most of these types will never get laid anyway.


Title: Re: SWTOR
Post by: luckton on September 05, 2011, 06:34:53 PM
Somehow, I seriously doubt that BW would continue the mantra of "developing content that only 5% of player base will actually see 'and' be able to overcome."  With so much riding on the 'story'-column-thing, I can't imagine that they'd make the end-game stuff so hard that it will follow WoW's progression of "the hardcore's get to see the end-game this patch, everybody else gets it next patch when we dumb down the old stuff because of newer, harder stuff."

That said, the current stance of locking everyone into a role at 50 a la vanilla/BC WoW doesn't give me a lot of hope right now...but we still do have a couple months, right?


Title: Re: SWTOR
Post by: Nebu on September 05, 2011, 06:45:44 PM
That said, the current stance of locking everyone into a role at 50 a la vanilla/BC WoW doesn't give me a lot of hope right now...but we still do have a couple months, right?

Don't forget the "miracle patch" that will fix everything within the first 6 weeks after release!  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on September 05, 2011, 06:51:17 PM
That said, the current stance of locking everyone into a role at 50 a la vanilla/BC WoW doesn't give me a lot of hope right now...but we still do have a couple months, right?

Don't forget the "miracle patch" that will fix everything within the first 6 weeks after release!  :why_so_serious:

If EA's QA team has anything to say about it, it'll be more like 6 months  :why_so_serious: :why_so_serious: :why_so_serious:


Title: Re: SWTOR
Post by: Amaron on September 05, 2011, 06:57:19 PM
That would never work because people are fucking terrible at thinking on their feet.

They're terrible at reacting and thinking quickly yes.  I wasn't really talking about anything that requires fast thought.   I meant more along the lines of "Oh he's casting X this fight so I need to do Y at some point".   Really the problem with Cataclysm is that it's too twitchy.   The action types will boggle at that but WoW has always had a very high physical reaction skill cap (in raids) which the casual types just can't deal with.   People who weren't weaned on Metroid aren't dumb they just literally can't get out of the fire in time.    They don't have that "skill" and they aren't interested in developing it.  It's no surprise that the minute they brought that stuff into heroics in Cata that the player base blew up.


Title: Re: SWTOR
Post by: Lantyssa on September 05, 2011, 07:18:33 PM
Couldn't you just make everyone responsible for healing themself?  Healing and dps would become a sliding scale and aggro management would then generate a carefully choreographed dance of people in the party balancing their health and damage.  Of course, you have to retune bosses/encounters the moment you abandon the tank/healer/dps focus.  
I think I heard Guild Wars 2 calling. ;D


Title: Re: SWTOR
Post by: Malakili on September 05, 2011, 07:23:07 PM
That would never work because people are fucking terrible at thinking on their feet.

They're terrible at reacting and thinking quickly yes.  I wasn't really talking about anything that requires fast thought.   I meant more along the lines of "Oh he's casting X this fight so I need to do Y at some point".   Really the problem with Cataclysm is that it's too twitchy.   The action types will boggle at that but WoW has always had a very high physical reaction skill cap (in raids) which the casual types just can't deal with.   People who weren't weaned on Metroid aren't dumb they just literally can't get out of the fire in time.    They don't have that "skill" and they aren't interested in developing it.  It's no surprise that the minute they brought that stuff into heroics in Cata that the player base blew up.


If your player base isn't willing to develop skill(s) your gameplay is going to be stagnant no matter how many random abilities a boss chooses from.  I'm not even talking practice outside of games, do random stuff, etc.  I'm just talking about dying to something and thinking, gee, I could have done that better and then next time just trying to do it better.    

EDIT: It seems that people ARE willing to learn new mechanics, boss fights etc, obviously.  It seems like there are limits on it though. 


Title: Re: SWTOR
Post by: Sjofn on September 05, 2011, 07:36:55 PM
That would never work because people are fucking terrible at thinking on their feet.

They're terrible at reacting and thinking quickly yes.  I wasn't really talking about anything that requires fast thought.   I meant more along the lines of "Oh he's casting X this fight so I need to do Y at some point".  

That is thinking and reacting and unless you make it so slow to matter that the "just burn it down before it matters" strategy is the one to go with, people will suck at it, especially if they don't know WHICH thing they're going to have to react to until the fight starts.

People don't want that. They want something they can practice at and get better at, and then once they've learned the dance steps, be able to dance through without too much trouble. WotLK showed that. The problem was Cataclysm made it TOO annoying to do, and too hard to get through with your friends that insist on speccing like a special snowflake instead of optimizing for DPS or whatever. WotLK with those same friends, it would be harder than "normal," but you could still do it. My guild was fucking king at shitty raid composition. Adding in random stuff to think about would've made things much worse.


Title: Re: SWTOR
Post by: Lantyssa on September 05, 2011, 08:51:43 PM
If your player base isn't willing to develop skill(s) your gameplay is going to be stagnant no matter how many random abilities a boss chooses from.  I'm not even talking practice outside of games, do random stuff, etc.  I'm just talking about dying to something and thinking, gee, I could have done that better and then next time just trying to do it better.    

EDIT: It seems that people ARE willing to learn new mechanics, boss fights etc, obviously.  It seems like there are limits on it though. 
The problem is putting people into a situation where they have to observe, think, and avoid the fire at the same time.

I am unable to do that in a game like WoW.  It just moves too fast.  If I can observe a fight from a safe location, then I can think about what needs to be done.  (And fuck needing to watch an out-of-game video to learn a fight.  You've lost my interest the second that is required.)  If the penalty for a wipe weren't so ludicrous, then it'd be fine, too.  Deus Ex 3 for example, if I die I'm back into trying within fifteen seconds, not after ten minutes of running, prep, and ready checks.  It gets annoying enough after failing a few times even then.

Think or React.  Only a small number of people can do both at the same time.  Choose one if you want a wide audience to participate.


Title: Re: SWTOR
Post by: Velorath on September 05, 2011, 08:56:31 PM
Couldn't you just make everyone responsible for healing themself?  Healing and dps would become a sliding scale and aggro management would then generate a carefully choreographed dance of people in the party balancing their health and damage.  Of course, you have to retune bosses/encounters the moment you abandon the tank/healer/dps focus.  
I think I heard Guild Wars 2 calling. ;D

Guild Wars 2 still has the trinity.  It's just in this case it requires each character to fill multiple roles, which will be great for some people and probably less so for the Elementalist who wants to DPS when the rest of his group wants him to drop down some healing rain.


Title: Re: SWTOR
Post by: UnSub on September 05, 2011, 10:00:00 PM
As long as the only way of defeating a mob is to reduce their HP to zero, you will have the Trinity.

There isn't anything to replace the Trinity with under the above situation, nor would SWOR be the one to try.


Title: Re: SWTOR
Post by: Amaron on September 05, 2011, 10:46:41 PM
If your player base isn't willing to develop skill(s) your gameplay is going to be stagnant no matter how many random abilities a boss chooses from.  I'm not even talking practice outside of games, do random stuff, etc.  I'm just talking about dying to something and thinking, gee, I could have done that better and then next time just trying to do it better.    

Learning to not stand in fire and practicing so much that you actually have the reflexes to get out of the 1-shot kill mechanics are two different things.  Plus there's the issue that on/off skills are horrible.   Ideally you want things which have a gentle ratio between ability and the power that ability gives.   That's the problem with catering to the twitch crowd in a serious way.   They don't really care about how playable something is for normal people. 

Quote
That is thinking and reacting and unless you make it so slow to matter that the "just burn it down before it matters" strategy is the one to go with, people will suck at it, especially if they don't know WHICH thing they're going to have to react to until the fight starts.

Just because a mechanic allows you to take your time and think doesn't mean you can ignore it.   You're assuming reflexive difficulty which I'm actually saying should be toned down big time.   They'd actually suck a lot less in such a system.


Title: Re: SWTOR
Post by: Sheepherder on September 06, 2011, 01:08:06 AM
The decision on Blizzard's part to add a shitton of random elements to playing your class correctly which you have to babysit while simultaneously cranking up the number of one-shot mechanics was as ill considered as any other one-two cock punch to the guys paying your bills.


Title: Re: SWTOR
Post by: Sjofn on September 06, 2011, 01:31:15 AM
That is thinking and reacting and unless you make it so slow to matter that the "just burn it down before it matters" strategy is the one to go with, people will suck at it, especially if they don't know WHICH thing they're going to have to react to until the fight starts.

Just because a mechanic allows you to take your time and think doesn't mean you can ignore it.   You're assuming reflexive difficulty which I'm actually saying should be toned down big time.   They'd actually suck a lot less in such a system.
[/quote]

There are things where you don't have to immediately react, but still have to react in a reasonable time that people still suck at. If you change up what those things are every time you do the encounter, that makes it harder. Period. And if you want said mechanic to matter rather than just get ignored and powered through, rather than reacted to as you hope, it's going to make the encounter hard enough where people go "fuck it, we're just being screwed by randomness today" and they won't bother at all.

But maybe you mean something magical by "non-reflexive but meaningful." Maybe an example of what you mean would clear things up. Because I have played with nothin' but casual raiders in my raiding time, and what you've described would be terrible.


Title: Re: SWTOR
Post by: cironian on September 06, 2011, 01:46:04 AM
As long as the only way of defeating a mob is to reduce their HP to zero, you will have the Trinity.

They should add action and mind bars. :why_so_serious:


Title: Re: SWTOR
Post by: Lucas on September 06, 2011, 02:52:10 AM
So, now that the beta weekend is over (yeah well, timezone differences considered), can you guys spill the beans, or we all must pretend there is still an NDA going on?  (yes, rethorical question :P)

Serious question: at this point, with all the leaks and whatever, why they still have an NDA? Game sucks so much? I really can't see a reason.


Title: Re: SWTOR
Post by: Evildrider on September 06, 2011, 02:57:57 AM
So, now that the beta weekend is over (yeah well, timezone differences considered), can you guys spill the beans, or we all must pretend there is still an NDA going on?  (yes, rethorical question :P)

Serious question: at this point, with all the leaks and whatever, why they still have an NDA? Game sucks so much? I really can't see a reason.

 :nda:


Title: Re: SWTOR
Post by: Cyrrex on September 06, 2011, 03:17:31 AM
To be honest, I think it's wrong to assume that everyone knows all of the leaked information coming out.  For starters, it's probably only a tiny percentage of players that follow it that closely to begin with, and then only a certain percentage of them that are even interested in the leaks.  I know I'm not interested, and I'm a raving fanboy.

On the other hand, the lack of interested people probably also enforces to reasoning that the NDA is useless.

But at the end of the day, the company wants to control the release of information on their product, and I can hardly fault them for that in principle, even if the execution is flawed or misplaced.


Title: Re: SWTOR
Post by: Merusk on September 06, 2011, 03:35:04 AM
Amaron, it's like you don't recognize that a significant portion of WoW's playerbase - raider and non-raider - STILL has problems just getting "Stay out of the damn fire" right. However you still seem to think it'd just be keen to keep that and crank it up a bit while removing the only thing keeping their stupid ass alive.. the tank and healer.   


Title: Re: SWTOR
Post by: eldaec on September 06, 2011, 04:07:46 AM
The amount of useful information protected by nda that can't be picked up from official shit is trivially small.

Beta players mostly like the game is about all. And actually devs have admitted that too.

Omg what have I said.


Title: Re: SWTOR
Post by: Mosesandstick on September 06, 2011, 04:33:04 AM
You think it's trivial? Most MMORPGs have people playing for hundreds of hours; I don't see how a few selected snippets and devs talking about their own game can accurately convey what that feels like.


Title: Re: SWTOR
Post by: Amaron on September 06, 2011, 04:37:55 AM
Amaron, it's like you don't recognize that a significant portion of WoW's playerbase - raider and non-raider - STILL has problems just getting "Stay out of the damn fire" right.

I'm not sure how my wording created this impression.   It's exactly the opposite.   I think getting out of the fire is so hard to learn that most of them give up on even trying.  The fact that WoW's system makes your guildies treat you like a leper for failing doesn't help either.  Thus we should throw that mechanic out and put in something that's much more suited to normal people.   I wouldn't argue for turn based raiding but it needs to move more in that direction.

Quote
However you still seem to think it'd just be keen to keep that and crank it up a bit while removing the only thing keeping their stupid ass alive.. the tank and healer.   

I haven't really been arguing against the trinity at all. You're getting my argument crossed with Surly's.   I just don't like crap where you're watching video's ahead of time and you can't bring 3 tanks with 1 healer because that isn't optimal blah blah blah.


Title: Re: SWTOR
Post by: Malakili on September 06, 2011, 07:09:02 AM

I'm not sure how my wording created this impression.   It's exactly the opposite.   I think getting out of the fire is so hard to learn that most of them give up on even trying.  The fact that WoW's system makes your guildies treat you like a leper for failing doesn't help either.  Thus we should throw that mechanic out and put in something that's much more suited to normal people.   I wouldn't argue for turn based raiding but it needs to move more in that direction.


There isn't much that is more simple than "don't stand in the god damned motherfucking fire." The problem is that people can't get out of the fire AND think about rotation, or looking at the health of someone else, or whatever.  I guess you could have cooldowns explicitly stated on the screen somewhere "HEY FIRE COMING IN 10,9,8...."  but I think people would still miss it.  Its not a matter of reflexes, or hand speed, or something, I think it is a problem of multi tasking.  I think the people that can get of the fire have made it reflexive, they don't think about it any more.  My raid leader used to talk about "freeing mental bandwidth" (his term, dunno, but you get the point), the less balls you have to juggle, the better you'll be at the rest of them, and building muscle memory to move out of fire frees up a lot of bandwidth.  My brain learned to chunk that kind of information (look, there is fire on me, there is fire over there too, that means the safe spot is in space 3, now move there) into a single action, where as I think most people have to do those parenthetical actions 1 at a time, creating a huge bottleneck of information that can lead to the person just not doing any of the actions right.  So if you want to get more casual encounters, you've got to cut down on multitasking.

Somewhat ironically, if you all remember Flame Wreath in Shade of Aran, I know my guild had a lot of problems with that at first because were SO trained from Molten Core to run out of the fire that it took a lot of mental and physical discipline to stand still.  Hell, I did Molten Core with a friend (during Cata) just for old times sakes and we both, 5 years later, instinctively ran out of fire every time even though the damage was basically trivial.  My point being that by learning to compress a lot of actions into a single action through repetition, you are capable of doing a lot more "actions."  (Look at a Starcraft pro for super high end examples.)


Title: Re: SWTOR
Post by: Paelos on September 06, 2011, 07:23:08 AM
Or, they could just stop using "don't stand in the fire" as the crutch to make every encounter "hard"


Title: Re: SWTOR
Post by: Draegan on September 06, 2011, 07:40:30 AM
I think the reward for being the first guild on the server to defeat the toughest raid should be having all their characters deleted. Same with "first to 50".

So much hate!

Also on a previous statement about random in encounters.  No.  Just no.

No one wants to be in a fight just to die and start all over again because of something stupid random.  It sounds fantastic in theory, but in actual gameplay, it just doesn't work.


Title: Re: SWTOR
Post by: Malakili on September 06, 2011, 07:41:12 AM
Or, they could just stop using "don't stand in the fire" as the crutch to make every encounter "hard"

My point is, don't stand in the fire isn't the problem, multitasking is the problem.  Ask players to do a lot at once an they are going to do none of them well unless they've learned to do at least some of them reflexively/without thinking.


Title: Re: SWTOR
Post by: Zane0 on September 06, 2011, 07:52:46 AM
Raids in general need a far lower skill requirement and a much higher pop cap (make these scaleable if you like) - mmos have gotten far away from the EQ/AO/DAOC model of huge-ass encounters but with a little finess these could be flexible and properly 'massive' experiences that fully leverage the social dynamic of the medium (having trouble? get more dudes; any idiot will suffice) - this would be far better than the ridiculous gameyness of WoW or the rinky-dink 8 man sillyness we're getting into. Maybe this is a non-sequitor but why am I paying $15 for the equivalent of a persistent experience I could host on my PC?


Title: Re: SWTOR
Post by: Sky on September 06, 2011, 08:15:12 AM
So much hate!
I strike you down with all of my hatred, so my journey to the dark side may be complete.

 :grin:


Title: Re: SWTOR
Post by: Draegan on September 06, 2011, 08:23:12 AM
So much hate!
I strike you down with all of my hatred, so my journey to the dark side may be complete.

 :grin:

lulz

You just hate when people play video games different than you.  That and you play forums too much.


Title: Re: SWTOR
Post by: DLRiley on September 06, 2011, 08:47:17 AM
Couldn't you just make everyone responsible for healing themself?  Healing and dps would become a sliding scale and aggro management would then generate a carefully choreographed dance of people in the party balancing their health and damage.  Of course, you have to retune bosses/encounters the moment you abandon the tank/healer/dps focus.  
I think I heard Guild Wars 2 calling. ;D

Guild Wars 2 still has the trinity.  It's just in this case it requires each character to fill multiple roles, which will be great for some people and probably less so for the Elementalist who wants to DPS when the rest of his group wants him to drop down some healing rain.

No not really for several reasons, encounters won't be closed boxes but out in the open for any pubby to try to kill. Second well read the skills. The problem I see with GW2 is that it makes everyone responsible for there own survival, something foreign to every mmo pve'er I know who ever considers an encounter anything more than a non solo experience. This will make the game extremely difficult by default with anet putting on the training wheels up to level 80 and hoping you "get it". For example i feel really sorry for the people who can't run out of the way of fire.


Title: Re: SWTOR
Post by: Paelos on September 06, 2011, 08:49:48 AM
Or, they could just stop using "don't stand in the fire" as the crutch to make every encounter "hard"

My point is, don't stand in the fire isn't the problem, multitasking is the problem.  Ask players to do a lot at once an they are going to do none of them well unless they've learned to do at least some of them reflexively/without thinking.

Yes. Do one thing and do it well in every fight. If you want to make it a "don't stand in the fire" fight, that's fine. As long as that's top objective and there aren't a million other things going on we will be fine. It's when they put it in everything regardless of the rest of the mechanics that things go sideways.


Title: Re: SWTOR
Post by: eldaec on September 06, 2011, 08:53:08 AM
You guys are strange.

React to and consider more shit sounds like a much better hard mode than 'grind more for 3% better gear'.

Obviously you need an easier mode for dumbasses and old people.


Title: Re: SWTOR
Post by: luckton on September 06, 2011, 08:56:58 AM
Obviously you need an easier mode for dumbasses and old people.

And the Donalds...don't forget the Donalds  :grin:


Title: Re: SWTOR
Post by: Kirth on September 06, 2011, 09:10:03 AM
There isn't much that is more simple than "don't stand in the god damned motherfucking fire." The problem is that people can't get out of the fire AND think about rotation, or looking at the health of someone else, or whatever. 

the unfortunate thing is the whatever is usually watching tv, texting the so, eating, surfing net on other screen. for some its not that the cannot get out of the fire its that the make a conscious effort to not focus enough to be able to and hope the bad thing doesn't target them. slowing down reaction timers just makes the lazy lazier and the focused bored. Now on the subject of stupid as fuck raid mechanics that can insta kill/wipe a whole attempt I'm so fucking done with that, I'm not wasting my time and effort with stuff only to have it all go to shit because little johnny raider can't stop facebook messaging long enough to not cause wipes. (see heroic lich king and defile). so yes if you are going to have larger raids success should not be dependent upon the right people getting targeted by the bad stuff.


Title: Re: SWTOR
Post by: Nebu on September 06, 2011, 09:15:02 AM
Obviously you need an easier mode for dumbasses and old people.

I take offense to this... you decide which part (or both?!?).

P.S. GET OFF MY LAWN!


Title: Re: SWTOR
Post by: eldaec on September 06, 2011, 09:21:50 AM
If your game is so dull that players have to watch TV and surf porn to stop themselves being bored, then the appropriate response is not making the game easier.


Title: Re: SWTOR
Post by: Nebu on September 06, 2011, 09:25:39 AM
If your game is so dull that players have to watch TV and surf porn to stop themselves being bored, then the appropriate response is not making the game easier.

The people I game with are always watching something else in the background... but only when we PvE.  When we PvP, I get their full attention.  Perhaps this is why I prefer pvp to pve in most cases.  I just don't like mixing the two, like trying to level on a pvp server. 


Title: Re: SWTOR
Post by: tmp on September 06, 2011, 09:35:38 AM
If your game is so dull that players have to watch TV and surf porn to stop themselves being bored, then the appropriate response is not making the game easier.
Endless repetition tends to do that, no matter how exciting the content. Surf enough porn and you'll start surfing porn while you surf porn, too.


Title: Re: SWTOR
Post by: luckton on September 06, 2011, 09:39:11 AM
If your game is so dull that players have to watch TV and surf porn to stop themselves being bored, then the appropriate response is not making the game easier.
Endless repetition tends to do that, no matter how exciting the content. Surf enough porn and you'll start surfing porn while you surf porn, too.

(http://t1.gstatic.com/images?q=tbn:ANd9GcTsRQN6Q-kNRgE4JDXCme97l8JxTjxj8y1LUjadyv5Eip9pEXD0uA)


Title: Re: SWTOR
Post by: sam, an eggplant on September 06, 2011, 10:19:42 AM
Guild Wars 2 still has the trinity.  It's just in this case it requires each character to fill multiple roles, which will be great for some people and probably less so for the Elementalist who wants to DPS when the rest of his group wants him to drop down some healing rain.
My understanding is that there's no equivalent of a tank in GW2. Everybody can deal damage and everybody has a heal button. Threat is a combination of damage done, relative health, and proximity. There's no taunt ability, therefore the whole concept of a diku tank falls apart.


Title: Re: SWTOR
Post by: Paelos on September 06, 2011, 10:26:26 AM
If your game is so dull that players have to watch TV and surf porn to stop themselves being bored, then the appropriate response is not making the game easier.

There's a large difference between making something simpler and making it easier. You can make a fight difficult based on 2-3 specific attacks instead of having the boss abilities list read like a chinese menu. It's not either/or like you portray it to be.

Here's an example: The original Vael fight had a fire nova, a the max damage debuff, and a fire breath with a cleave. The fight was extremely difficult based on the tanking switches due to the debuff, the cleave/fire, and the dps exploding after the debuff. Overall, though it wasn't difficult because of a billion things.

Compare to the second boss of Firelands: He has 9 abilities. He has two phases. He creates volcanos that explode. He creates lava streams that chase players. He has an AE blast. He summons adds that increase in damage the longer they are left alive. He immolates players for 8000 per second in phase 2, and he shoots a beam at them. WTF?!?!


Title: Re: SWTOR
Post by: Tyrnan on September 06, 2011, 10:43:40 AM
Compare to the second boss of Firelands: He has 9 abilities. He has two phases. He creates volcanos that explode. He creates lava streams that chase players. He has an AE blast. He summons adds that increase in damage the longer they are left alive. He immolates players for 8000 per second in phase 2, and he shoots a beam at them. WTF?!?!

Did they happen to hire some SOE raid designers recently? That sounds like the kind of shit they had us doing in EQ2 for years. It was especially nice when someone did something or failed to do something that caused a wipe and it got announced in huge red letters in the middle of the screen so everyone knew who to rage at  :awesome_for_real:


Title: Re: SWTOR
Post by: 01101010 on September 06, 2011, 10:49:39 AM
Compare to the second boss of Firelands: He has 9 abilities. He has two phases. He creates volcanos that explode. He creates lava streams that chase players. He has an AE blast. He summons adds that increase in damage the longer they are left alive. He immolates players for 8000 per second in phase 2, and he shoots a beam at them. WTF?!?!

 :ye_gods:

Seriously... there is no need for that.


Title: Re: SWTOR
Post by: luckton on September 06, 2011, 10:51:49 AM
Hardcore internet line dancing is hardcore  :grin:


Title: Re: SWTOR
Post by: kildorn on September 06, 2011, 11:04:00 AM
Or, they could just stop using "don't stand in the fire" as the crutch to make every encounter "hard"

My point is, don't stand in the fire isn't the problem, multitasking is the problem.  Ask players to do a lot at once an they are going to do none of them well unless they've learned to do at least some of them reflexively/without thinking.

Yes. Do one thing and do it well in every fight. If you want to make it a "don't stand in the fire" fight, that's fine. As long as that's top objective and there aren't a million other things going on we will be fine. It's when they put it in everything regardless of the rest of the mechanics that things go sideways.

I both love and hate the "don't stand in this. DO stand in that. Look for this effect and run to it. Look for that effect and run from it. Do all this while SHIT IS FALLING ALL OVER THE PLACE AND EFFECTS ARE BLINDING YOU. Oh, and keep up your fucking rotation." Hodir drove me batty for the longest time until I learned to tune out like 80% of the shit happening and spell effects.

One the one hand, never a dull moment. On the other hand, the key to enjoyment I find is periods of high intensity followed by a cool off period. Raiding is a stressful pain when you're just doing high intensity for four hours trying to beat something, and never have the decompress. Especially when you consider that a lot of us play games as the decompress for our normal life stress.


Title: Re: SWTOR
Post by: 01101010 on September 06, 2011, 11:11:42 AM
I both love and hate the "don't stand in this. DO stand in that. Look for this effect and run to it. Look for that effect and run from it. Do all this while SHIT IS FALLING ALL OVER THE PLACE AND EFFECTS ARE BLINDING YOU. Oh, and keep up your fucking rotation." Hodir drove me batty for the longest time until I learned to tune out like 80% of the shit happening and spell effects.

One the one hand, never a dull moment. On the other hand, the key to enjoyment I find is periods of high intensity followed by a cool off period. Raiding is a stressful pain when you're just doing high intensity for four hours trying to beat something, and never have the decompress. Especially when you consider that a lot of us play games as the decompress for our normal life stress.

I'd rather juggle flaming circular saw blades. Much less to contend with.


Title: Re: SWTOR
Post by: eldaec on September 06, 2011, 11:20:21 AM
Fighting the urge to link progress quest.

Also, are you those people who hate multiplayer games in which you have to choose between more than 3 abilities?

If you remove cat herding from a cat herding simulator MMOG I don't really understand what is left?


Title: Re: SWTOR
Post by: Sky on September 06, 2011, 11:26:41 AM
You just hate when people play video games different than you.  That and you play forums too much.
I was just having fun with that haet post. But I would like a story mmo that didn't focus on raiding. Let the big guilds play Rift or GW2 or whatever. Rift was a kick in the nuts at the endgame, imo we've had enough of those for now. Don't see it happening with a mainstream mmo, though.

Apologies for my gushing fanboyism about TOR.  :why_so_serious:
Hardcore internet line dancing is hardcore  :grin:
It's square dancing, moe.


Title: Re: SWTOR
Post by: luckton on September 06, 2011, 11:27:48 AM
Fighting the urge to link progress quest.

Also, are you those people who hate multiplayer games in which you have to choose between more than 3 abilities?

If you remove cat herding from a cat herding simulator MMOG I don't really understand what is left?
I'm cool with managing multiple abilities, as long as those abilities have a purpose to be on my hotbar.  I think WoW has a good balance of abilities and such for each class right now, though I fail to see what else they could add to the classes at this point, short of overhauling all base abilities like they did with talents (fewer abilities, but the abilities you have do/mean more.)  Unless they just start adding parallel skills to each class with each expansions (i.e. in Pandaria, Druids will get some sort of Feral Thunderclap  :why_so_serious: ).

Rift takes ability counts to extremes...if they took out macroing, that game would fall flat on it's face in the wake of the mass exodus.


Title: Re: SWTOR
Post by: sam, an eggplant on September 06, 2011, 11:50:53 AM
Did they happen to hire some SOE raid designers recently? That sounds like the kind of shit they had us doing in EQ2 for years. It was especially nice when someone did something or failed to do something that caused a wipe and it got announced in huge red letters in the middle of the screen so everyone knew who to rage at  :awesome_for_real:
That is awesome.

And yes, that's one of Rift's main failings, requiring macros to be play the game effectively. It's one of the few spots where they chose not to copy WoW, to their detriment.


Title: Re: SWTOR
Post by: eldaec on September 06, 2011, 01:03:22 PM
Rift takes ability counts to extremes...if they took out macroing, that game would fall flat on it's face in the wake of the mass exodus.

What? I haven't had time to get into rift, but afaik it only has about 40 per class and you can't even have them all at once?

This is what a spell list should look like:

http://www.tentonhammer.com/node/54755


Title: Re: SWTOR
Post by: 01101010 on September 06, 2011, 01:07:19 PM

What? I haven't had time to get into rift, but afaik it only has about 40 per class and you can't even have them all at once?

This is what a spell list should look like:

http://www.tentonhammer.com/node/54755

TLDR;  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on September 06, 2011, 01:12:30 PM
Rift takes ability counts to extremes...if they took out macroing, that game would fall flat on it's face in the wake of the mass exodus.

What? I haven't had time to get into rift, but afaik it only has about 40 per class and you can't even have them all at once?

This is what a spell list should look like:

http://www.tentonhammer.com/node/54755

Now take away the ranks.


Title: Re: SWTOR
Post by: eldaec on September 06, 2011, 01:14:46 PM
To be fair, last time I checked there were only something like 50 or 60 once you do that - though it was a few years ago so I imagine there are more by now.


Title: Re: SWTOR
Post by: Nebu on September 06, 2011, 01:16:26 PM
EQ2 is deceptive in that 20 of those abilities are nearly identical, just on separate cooldowns.  They could easily maintain the same functionality of classes without having to keep managing 6 hotbars worth of crap. 


Title: Re: SWTOR
Post by: Threash on September 06, 2011, 01:17:44 PM
Rift doesn't have as many abilities as wow, even without macroing.  My WoW rogue had three full bars of regularly used abilities, in Rift i can't fill two and most of the second is once an hour buffs.


Title: Re: SWTOR
Post by: Velorath on September 06, 2011, 01:37:03 PM
Fighting the urge to link progress quest.

Also, are you those people who hate multiplayer games in which you have to choose between more than 3 abilities?

If you remove cat herding from a cat herding simulator MMOG I don't really understand what is left?


I think I'd still like the Left 4 Dead games, even if they had more abilities.  Which was odd for me to think about at first because to go through a whole campaign in L4D probably takes around the same time as to get through a raid and I could probably play through the same L4D campaign multiple times and still have it be fun.  Maybe part of that is the fact that I know that if I'm persistent, I'll probably be able to finish the content.  Each screw up is maybe a 15 minute setback at most (the individual levels that make up a campaign aren't really that long), so if somebody fucks up or the AI director is particularly aggressive one round, it's not a huge deal (in fact a really bad loss is usually more entertaining than victory).  Raiding to me seems more like an old NES game I'd have to slowly power my way through over the course of a few months, having to start over each time I play, and trying to get further each time.  Maybe there's something fulfilling about that, bud I don't have that kind of time and patience anymore.


Title: Re: SWTOR
Post by: Malakili on September 06, 2011, 01:53:42 PM
Fighting the urge to link progress quest.

Also, are you those people who hate multiplayer games in which you have to choose between more than 3 abilities?

If you remove cat herding from a cat herding simulator MMOG I don't really understand what is left?


I think I'd still like the Left 4 Dead games, even if they had more abilities.  Which was odd for me to think about at first because to go through a whole campaign in L4D probably takes around the same time as to get through a raid and I could probably play through the same L4D campaign multiple times and still have it be fun.  Maybe part of that is the fact that I know that if I'm persistent, I'll probably be able to finish the content.  Each screw up is maybe a 15 minute setback at most (the individual levels that make up a campaign aren't really that long), so if somebody fucks up or the AI director is particularly aggressive one round, it's not a huge deal (in fact a really bad loss is usually more entertaining than victory).  Raiding to me seems more like an old NES game I'd have to slowly power my way through over the course of a few months, having to start over each time I play, and trying to get further each time.  Maybe there's something fulfilling about that, bud I don't have that kind of time and patience anymore.

I think its a lot easier to have fun losing in L4D too.  If you don't like learning raids for the sake of learning, the "glass chewing" part of learning a new boss...can have an appropriate moniker.   Meanwhile, if you get over run by zombies, well it can still be pretty damned awesome.  I hardcore raided before, and enjoyed it.  But there is something to be said for game mechanics/gameplay that are good enough in their own right without the meta game to prop them up to make them "fun."


Title: Re: SWTOR
Post by: caladein on September 06, 2011, 01:55:40 PM
Compare to the second boss of Firelands: He has 9 abilities. He has two phases. He creates volcanos that explode. He creates lava streams that chase players. He has an AE blast. He summons adds that increase in damage the longer they are left alive. He immolates players for 8000 per second in phase 2, and he shoots a beam at them. WTF?!?!

Did they happen to hire some SOE raid designers recently? That sounds like the kind of shit they had us doing in EQ2 for years. It was especially nice when someone did something or failed to do something that caused a wipe and it got announced in huge red letters in the middle of the screen so everyone knew who to rage at  :awesome_for_real:

That was much more true on Vaelastrasz (the first boss he described) than on Lord Rhyolith because even though Vael was "simpler" it was much more difficult in terms of execution, both in terms of handling those simple mechanics and in executing your personal role (he was a massive gear/throughput check).  Which was Paelos's point, simple doesn't have to mean easy.  And in preferring that, I agree with him.

I much prefer focused, short, and tightly tuned fights to the usual end-boss recipe of a ten minute fight with eight phases and loads of adds.


Title: Re: SWTOR
Post by: Sjofn on September 06, 2011, 02:48:25 PM
Rift takes ability counts to extremes...if they took out macroing, that game would fall flat on it's face in the wake of the mass exodus.

What? I haven't had time to get into rift, but afaik it only has about 40 per class and you can't even have them all at once?

This is what a spell list should look like:

http://www.tentonhammer.com/node/54755

You are fucked in the head, dude.


Title: Re: SWTOR
Post by: Ingmar on September 06, 2011, 02:52:16 PM
I just realized I'm kind of schizophrenic about the giant ability list thing. I look at eldaec's EQ2 list and am filled with revulsion, and generally like my MMO characters to have fewer buttons than that (15ish seems like a good spot for 'frequently used abilities to me' as an upper end), but in thinking about that I realized I'm OK with the giant number of things a spellcaster in DDO could have. Probably partly because I have 30 years of "I know what shit in D&D does" (oh god it will actually be 30 years next year) and probably partly because I get to pick my own loadout and that reduces the number of buttons I can actually use at one time.


Title: Re: SWTOR
Post by: Dark_MadMax on September 06, 2011, 03:03:39 PM
You know how about a novel idea. 4 abilities? or 7 tops? it would be total fail inoright? Just like LoL or Guild Wars -totally bland and boring characters with no flavor!

MOAR<> better

My RIFT macros were laundry lists of  15 abilties or so. Still all macroed to 2 or 3 buttons.


Title: Re: SWTOR
Post by: Sjofn on September 06, 2011, 03:13:58 PM
The Guild Wars method where you pick what you'll be using and it's a meaningful choice is cool with me. Have a zillion abilities then! But don't make me juggle 50+ abilities, many of which basically do the same fucking thing, just on different cooldowns, but I have to use them or I am a gimp. Moosh those all into one fucking repeatable ability, assholes. Simplify, simplify, simplify!


Title: Re: SWTOR
Post by: Malakili on September 06, 2011, 03:50:01 PM
You know how about a novel idea. 4 abilities? or 7 tops? it would be total fail inoright? Just like LoL or Guild Wars -totally bland and boring characters with no flavor!

MOAR<> better

My RIFT macros were laundry lists of  15 abilties or so. Still all macroed to 2 or 3 buttons.

Well Diablo 3 will give us the chance to try this out.  You get all your class skills (no more skill trees ala D2), but you can only have 6 active at a time (you can switch which six as a "respec" the details of which aren't really known.  I think it'll work out fine, and I think a similar approach could work in an MMO.  However, with tab targeting and hotkey based combat, I think its you need more abilities to keep things mildly interesting.  If things moved towards a more actiony combat, you could get away with fewer and still have fun gameplay.


Title: Re: SWTOR
Post by: Lantyssa on September 06, 2011, 04:24:53 PM
Diablo 3 looks to be an interesting evolution on GW's method.  Limited pick of a list of skills, and talent selections actually change the properties of those selections.

Those are ideas SWTOR could learn from.  But instead they're probably going to be carbon copies of existing WoW skills.


Title: Re: SWTOR
Post by: Kirth on September 06, 2011, 04:30:03 PM
My eq2 Dirge has a 10 ability rotation for combat, not counting cooldowns for group dps or healer thruput or other tricks I could do like battle res or mob debuffs I had to put out, this is just normal combat flow type stuff. maybe it was unique to that class i'm not sure as I never had any alts.

My wow shadow priest had a 5 button rotation for max dps, keep up 2 dots, 2 nukes to use on cd and mindflay, its been about 8 months so forgive me if I'm fuzzy on that one, and a shadow priest was considered one of the more complicated rotations.

This goes with the raid mechanic argument, if your going to design around having 2 second reaction times to get out of the fire or wipe then keep the abilities that people need to manage minimal.





Title: Re: SWTOR
Post by: palmer_eldritch on September 06, 2011, 04:52:16 PM
I actually quite liked building my macros in EQ2. It was a little game in itself, deciding the order of precedence the abilities should take.


Title: Re: SWTOR
Post by: March on September 06, 2011, 05:11:02 PM
I actually quite liked building my macros in EQ2. It was a little game in itself, deciding the order of precedence the abilities should take.

I like it in Rift too... except (even?) when I get an idea in my head to try a new build and realize that I've just dedicated an evening to rebuilding my macros and hotbars.  I'm finding that naming conventions for storing what I've previously built > the actual macros.  The first Add-on I will get for Rift will be some sort of Macro sorting thing.  Regarding abilities?  I have a pretty firm rule that if I can't use the number pad for all my in-combat buttons, the game is broken.  (Except healing, which I now only do with mouse clicks).  Wait, are we talking about SWTOR?  Are we at 300?


Title: Re: SWTOR
Post by: Der Helm on September 06, 2011, 05:29:25 PM
It was especially nice when someone did something or failed to do something that caused a wipe and it got announced in huge red letters in the middle of the screen so everyone knew who to rage at  :awesome_for_real:
I'd resub if WoW had that feature.  :heart: :heart: :heart: :awesome_for_real: :heart: :heart: :heart:


Title: Re: SWTOR
Post by: fuser on September 06, 2011, 07:01:29 PM
Seems like emails are still going out because now....  :nda:

Resubbed to WoW


Title: Re: SWTOR
Post by: ezrast on September 07, 2011, 02:46:07 AM
Quote
You can go the "fuck everything" route like Diablo in which everything can be soloed and added players just jack up the HP and every man for themselves more or less.  Which is fine really, but if you actually want the multiplayer part to matter beyond just friends killing shit for fun, you've got to do SOMETHING to make the group matter.
Quote
Trust me, I've done raids with people who you think this "fuck the trinity, fuck optimal raid builds" shit would help, and the worst possible fucking thing would be to make it impossible to "optimize" because the encounter is random. The danger would NOT be "someone might get an easier encounter" the problem would be "oh shit, it decided to give us Oz for opera and we don't have a warlock today and we have about TEN SECONDS to figure out how to do it with this group or we'll wipe."
Quote
As long as the only way of defeating a mob is to reduce their HP to zero, you will have the Trinity.

There isn't anything to replace the Trinity with under the above situation, nor would SWOR be the one to try.
Quote
The problem I see with GW2 is that it makes everyone responsible for there own survival, something foreign to every mmo pve'er I know who ever considers an encounter anything more than a non solo experience. This will make the game extremely difficult by default with anet putting on the training wheels up to level 80 and hoping you "get it".
Quote
Compare to the second boss of Firelands: He has 9 abilities. He has two phases. He creates volcanos that explode. He creates lava streams that chase players. He has an AE blast. He summons adds that increase in damage the longer they are left alive. He immolates players for 8000 per second in phase 2, and he shoots a beam at them. WTF?!?!
You people are starting to disgust me. That boss fight would be entirely awesome in Devil May Cry or any context where you don't reify broken-ass MMO design, i.e. not this thread.

Schild is right.


Title: Re: SWTOR
Post by: Rendakor on September 07, 2011, 04:52:28 AM
It was especially nice when someone did something or failed to do something that caused a wipe and it got announced in huge red letters in the middle of the screen so everyone knew who to rage at  :awesome_for_real:
I'd resub if WoW had that feature.  :heart: :heart: :heart: :awesome_for_real: :heart: :heart: :heart:
There's an app addon for that. (http://wow.curse.com/downloads/wow-addons/details/ensidiafails.aspx)


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 05:22:05 AM
By the way, the "trinity" is an old school term referring to warrior/tank, cleric/healer, and enchanter/cc, which you need to start a group (a group of 8 goddamnit). DPS doesn't come into it because it is assumed that there is always a freely available and infinitely deep pool of DPS meatheads to use as filler.

My lawn, you should get off it.


Title: Re: SWTOR
Post by: Malakili on September 07, 2011, 05:42:37 AM

You people are starting to disgust me. That boss fight would be entirely awesome in Devil May Cry or any context where you don't reify broken-ass MMO design, i.e. not this thread.

Schild is right.

I actually agree with that.  But that implies changing MMO combat mechanics whole sale, not just changing boss fights.  I'm ALL for that, but I think its almost an entirely different discussion because it implies changing SO much more than just how many abilities a boss uses and/or when they use them.


Title: Re: SWTOR
Post by: luckton on September 07, 2011, 05:50:23 AM
Quote
Compare to the second boss of Firelands: He has 9 abilities. He has two phases. He creates volcanos that explode. He creates lava streams that chase players. He has an AE blast. He summons adds that increase in damage the longer they are left alive. He immolates players for 8000 per second in phase 2, and he shoots a beam at them. WTF?!?!
You people are starting to disgust me. That boss fight would be entirely awesome in Devil May Cry or any context where you don't reify broken-ass MMO design, i.e. not this thread.

Schild is right.

All I can say is that a boss fight like that should be saved for the hard-modes.  Sure you can do such things in offline single-player games because you can do things like pause, reduce/increase difficulty, etc.  This is an MMO we're talking about.  It has to have broad appeal in order to stay successful.  Making content that only the top 5% of the best players will ever be able to overcome is silly, esp. when you tie that content to the story/lore progression of the game.  Bliz learned that the hard way throughout vanilla, tried to rectify it in BC, and IMO met success in Wrath.  By that point though, WoW had already cycled out a fair chunk of it's player-base, meaning to say that a good chunk of the base playing during Wrath wasn't playing during vanilla, and would have no recollection of how things 'used' to be.  So when they hit Wrath and said it was too easy with facerolling dungeons and so-so fight mechanics, they wanted the bar raised.  So Bliz raised it back to vanilla. 

Now that we've come full circle, and that Bliz seems to actually care about story/lorelol now, they could have easily appealed to both casuals and hardcores through the normal/hard-mode system.  Hard-mode should be HARD.  It should involve juggling multiple boss mechanics and gameplay innovations to keep you on your toes and earn that kill.  Make the normal-modes facerollable...allow your casual peeps to see all this stuff your team put hard work into and the continuation of the end-game.   When those people are ready for a challenge, and want to play the game 'for real', throw all that development in the hard-mode.

From what I've read, BW seems to 'get' that concept with their Operations, and plan on executing as such. 


Title: Re: SWTOR
Post by: Amaron on September 07, 2011, 06:21:26 AM
There isn't much that is more simple than "don't stand in the god damned motherfucking fire." The problem is that people can't get out of the fire AND think about rotation, or looking at the health of someone else, or whatever.  I guess you could have cooldowns explicitly stated on the screen somewhere "HEY FIRE COMING IN 10,9,8...."  but I think people would still miss it.  Its not a matter of reflexes, or hand speed, or something, I think it is a problem of multi tasking.  I think the people that can get of the fire have made it reflexive, they don't think about it any more.

You just said it was simple but you gave a lot of reasons for why it's not actually simple.  I don't think we can just say it's easy so if they can't do it they can't do anything else either.   People find different things more or less difficult.   They might have trouble getting out of the fire and still clobber you in chess.

Also on a previous statement about random in encounters.  No.  Just no.

Proof that random in encounters would be the best thing ever.  :why_so_serious:


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 06:52:49 AM
Imagine if there was a game or activity where not everyone was as good at playing it.


Title: Re: SWTOR
Post by: Nebu on September 07, 2011, 06:57:30 AM
Imagine if there was a game or activity where not everyone was as good at playing it.

Gamers are like drivers.  Everyone thinks that they're good at it. 

This is a reflection of life.  Exceedingly few people in this world are well-calibrated.   


Title: Re: SWTOR
Post by: Amaron on September 07, 2011, 06:58:33 AM
Imagine if there was a game or activity where not everyone was as good at playing it.

Even tic-tac-toe falls into that definition.


Title: Re: SWTOR
Post by: Malakili on September 07, 2011, 07:08:44 AM


You just said it was simple but you gave a lot of reasons for why it's not actually simple.  I don't think we can just say it's easy so if they can't do it they can't do anything else either.   People find different things more or less difficult.   They might have trouble getting out of the fire and still clobber you in chess.


Its simple BY ITSELF, its not in the context of 7 different things going on.   Which is why I've stressed multitasking in general, rather than specific mechanics, as the real "problem."  Yes, some are more difficult than others, but I don't think there are very many mechanics I've seen that most people couldn't do if it was isolated.


Title: Re: SWTOR
Post by: Amaron on September 07, 2011, 07:24:57 AM
Which is why I've stressed multitasking in general, rather than specific mechanics, as the real "problem."  Yes, some are more difficult than others, but I don't think there are very many mechanics I've seen that most people couldn't do if it was isolated.

Ok I guess I just got turned around somewhere.   That was what I meant by slowing things down as well.   Once you slow things down you can add more interesting mechanics because you have less stuff thrown at you.   I'm still not sure I'd call getting out of the fire simple even when isolated though.   Stone core for instance you had to get out of the way pretty fast or you instantly died.   Most of them could do that if it were completely isolated but they wouldn't call it easy.


Title: Re: SWTOR
Post by: tmp on September 07, 2011, 07:50:44 AM
You people are starting to disgust me. That boss fight would be entirely awesome in Devil May Cry or any context where you don't reify broken-ass MMO design, i.e. not this thread.
What may feel entirely awesome in single player game (where you have to only rely on yourself and only have yourself to blame for screwups) can feel quite different when you fail the experience for the 20th time because of yet another random mistake made by one of your group of four/five.


Title: Re: SWTOR
Post by: Nevermore on September 07, 2011, 10:00:01 AM
By the way, the "trinity" is an old school term referring to warrior/tank, cleric/healer, and enchanter/cc, which you need to start a group (a group of 8 goddamnit). DPS doesn't come into it because it is assumed that there is always a freely available and infinitely deep pool of DPS meatheads to use as filler.

My lawn, you should get off it.

If we're being pedantic, 'trinity' is an older school term for onions, celery and bell peppers.  :why_so_serious:


Title: Re: SWTOR
Post by: ezrast on September 07, 2011, 10:02:08 AM
What may feel entirely awesome in single player game (where you have to only rely on yourself and only have yourself to blame for screwups) can feel quite different when you fail the experience for the 20th time because of yet another random mistake made by one of your group of four/five.
Broken-ass MMO design. And one of the reasons Heigan is one of my favorite encounters.


Title: Re: SWTOR
Post by: Lantyssa on September 07, 2011, 10:56:08 AM
If we're being pedantic, 'trinity' is an older school term for onions, celery and bell peppers.  :why_so_serious:
I'd play an onion most of the time.


Title: Re: SWTOR
Post by: Kirth on September 07, 2011, 10:59:04 AM
If we're being pedantic, 'trinity' is an older school term for onions, celery and bell peppers.  :why_so_serious:
I'd play an onion most of the time.

You onions always making noobs cry, should be nerfed imo.  :why_so_serious:


Title: Re: SWTOR
Post by: Draegan on September 07, 2011, 11:02:59 AM
I'll take a hybrid sausage, onions and peppers?  Mmm I'm hungry.


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 11:37:30 AM
You people are starting to disgust me. That boss fight would be entirely awesome in Devil May Cry or any context where you don't reify broken-ass MMO design, i.e. not this thread.
What may feel entirely awesome in single player game (where you have to only rely on yourself and only have yourself to blame for screwups) can feel quite different when you fail the experience for the 20th time because of yet another random mistake made by one of your group of four/five.

Now you're getting into how forgiving the system is which is an entirely different issue to whether the challenge should be responding to signals from the game, or simply how long you've been grinding for.

What you describe is no more irritating than failing because one of your group of four/five has only ground out the preceding instance 10 times instead of 12, and so his ward gear is less effective.


Title: Re: SWTOR
Post by: Ingmar on September 07, 2011, 11:45:31 AM
You people are starting to disgust me. That boss fight would be entirely awesome in Devil May Cry or any context where you don't reify broken-ass MMO design, i.e. not this thread.
What may feel entirely awesome in single player game (where you have to only rely on yourself and only have yourself to blame for screwups) can feel quite different when you fail the experience for the 20th time because of yet another random mistake made by one of your group of four/five.

Now you're getting into how forgiving the system is which is an entirely different issue to whether the challenge should be responding to signals from the game, or simply how long you've been grinding for.

What you describe is no more irritating than failing because one of your group of four/five has only ground out the preceding instance 10 times instead of 12, and so his ward gear is less effective.

I don't know, in the latter situation I can tell someone 'go do that two more times' without feeling bad about it. When someone just sucks at executing it is a lot harder to approach that in a way I find socially acceptable.

That is not to say I would prefer the ward gear solution, though.


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 11:58:55 AM
ITT f13 decides that grind is good.


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 12:02:42 PM
Grind, for lack of a better word, is good. Grind is right. Grind works. Grind clarifies, cuts through, and captures, the essence of the spiritless dingratz addicted walking wallet. Grind, in all of its forms; grind for xp, for gear, for skills, light side points, has marked the upward surge of producer profits and grind, you mark my words, will not only save Electronic Arts, but that other malfunctioning corporation called the U.S.A.


Title: Re: SWTOR
Post by: Sky on September 07, 2011, 12:03:27 PM
If we're being pedantic, 'trinity' is an older school term for onions, celery and bell peppers.  :why_so_serious:
WTF? I think you meant onions, celery and carrot. Or onion, garlic and bell pepper.

Skimming the last two pages, the most amazing thing is that anyone here likes any games at all.


Title: Re: SWTOR
Post by: Ingmar on September 07, 2011, 12:04:06 PM
Let me get picky for a minute.

"Grind" is just the word we use when an MMO activity turns from "fun" to "I wish I didn't have to do this". If the process of getting your ward gear is fun, then it isn't a grind. Repeating the same activity isn't inherently bad design.


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 12:08:50 PM
Sky is right. Carrots. Not Peppers.

But widening the point beyond MMOGs does seem an odd argument to make...


Title: Re: SWTOR
Post by: Paelos on September 07, 2011, 12:14:12 PM
What may feel entirely awesome in single player game (where you have to only rely on yourself and only have yourself to blame for screwups) can feel quite different when you fail the experience for the 20th time because of yet another random mistake made by one of your group of four/five.
Broken-ass MMO design. And one of the reasons Heigan is one of my favorite encounters.

How is the design broken? Because people are failing it? Because it's not hard enough? Because people would like it if they were solely in control of it? I don't undersand your point at all.


Title: Re: SWTOR
Post by: luckton on September 07, 2011, 12:21:00 PM
If I could just throw out a SWTOR-related post...you know, here in the SWTOR thread, the devs chatted a little bit about tanks and classes not too long ago...

http://www.swtor.com/community/showthread.php?p=8741945#edit8741945

Quote
There are no specific 'tank classes'. This is where The Old Republic is different. There are roles you can specialize into by spending points in your skill trees. Which roles are available is based on your AC, but you will ultimately pick one or try to hybridize by spending points in multiple skill trees.

A DPS-specced Juggernaut is not even close to a tank specced Juggernaut. He will go down just as fast (or slightly slower due to slightly higher defense) than a Marauder.

Heavy armor is nice (we're talking about single digit % defense increase over medium nice), but in terms of game mechanics, what matters ultimately is your cumulative ability to survive or avoid damage. One AC can have armor, another AC can have the ability to deflect more damage, the resulting ability to survive would be the same.


Title: Re: SWTOR
Post by: Nebu on September 07, 2011, 12:32:42 PM
If you can't have multiple specs at release, this game is going to struggle keeping people beyond the initial "shiny" phase.   It's no longer viable to be locked into a role in modern MMOs, especially if some content requires a group.  PvP further complicates the need for multiple specs/roles.  

I hope to hell that the current beta testers are making this point abundantly clear.


Title: Re: SWTOR
Post by: CmdrSlack on September 07, 2011, 12:48:59 PM
I hope to hell that there's one more round of beta invites. I would hate to pre-order solely to get access to the "head-start" test/magic patch is coming period.


Title: Re: SWTOR
Post by: Nevermore on September 07, 2011, 12:53:30 PM
Sky is right. Carrots. Not Peppers.

But widening the point beyond MMOGs does seem an odd argument to make...

Incorrect.  Onions, Celery and Carrots is Mirepoix.  Onions, Celery and Bell Pepper is the Trinity, which is used in Louisiana cajun and creole cooking.  Personally, my favorite is Sofrito, which is Garlic, Onions and Tomato.  :eat:


Title: Re: SWTOR
Post by: Evildrider on September 07, 2011, 01:06:31 PM
I hope to hell that there's one more round of beta invites. I would hate to pre-order solely to get access to the "head-start" test/magic patch is coming period.

They just said there is a new build coming in a few days.  Full character wipes and such incoming.


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 01:10:24 PM
You are insane.

A Sofrito is any mix of finely chopped and braised veg.

Onions, celery and peppers would be a mediocre mix of uninteresting veg, wheras onions celery and carrot is a necessary component of anything awesome from French or Italian cooking, and as a veg group, once you dominate French and Italian cookery I see little need to care what a bunch of redstate reading lunatics think.


Title: Re: SWTOR
Post by: luckton on September 07, 2011, 01:15:04 PM
I hope to hell that there's one more round of beta invites. I would hate to pre-order solely to get access to the "head-start" test/magic patch is coming period.

They just said there is a new build coming in a few days.  Full character wipes and such incoming.

Why does that seem to be the response heard after every game show this year?  Heard it after E3, Gamescon, the PAXs...I mean, I get it.  You make new game builds to make the game better, but maybe a different answer would be nice.  Like, I dunno, details?


Title: Re: SWTOR
Post by: Furiously on September 07, 2011, 01:18:12 PM
I'm starting to get sick of their "Order now, so you can start playing sooner..." emails.

And fascinating.... 

It is bell peppers.

Unless you are cooking Italian or French.

http://en.wikipedia.org/wiki/Holy_trinity_%28cuisine%29 (http://en.wikipedia.org/wiki/Holy_trinity_%28cuisine%29)


Title: Re: SWTOR
Post by: Ingmar on September 07, 2011, 01:18:29 PM
You are insane.

A Sofrito is any mix of finely chopped and braised veg.

Onions, celery and peppers would be a mediocre mix of uninteresting veg, wheras onions celery and carrot is a necessary component of anything awesome from French or Italian cooking, and as a veg group, once you dominate French and Italian cookery I see little need to care what a bunch of redstate reading lunatics think.

She's right, though. The term as a culinary expression started with Creole/Cajun cuisine (Catholic heritage and all that, and it is onions, celery, bell pepper in that cuisine), and then started seeing use in other cuisines. Whether you like the food or not (I don't actually care much for Cajun food myself) is irrelevant to the pedantry involved!

As for sofrito: http://en.wikipedia.org/wiki/Sofrito



Title: Re: SWTOR
Post by: Nevermore on September 07, 2011, 01:33:59 PM
You are insane.

But I'm not wrong.  :grin:


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 01:40:41 PM
I'm starting to get sick of their "Order now, so you can start playing sooner..." emails.

And fascinating.... 

It is bell peppers.

Unless you are cooking Italian or French.

http://en.wikipedia.org/wiki/Holy_trinity_%28cuisine%29 (http://en.wikipedia.org/wiki/Holy_trinity_%28cuisine%29)

If you are going to this much trouble, why on earth would you not be cooking Italian or French?!

And that is the worst wikipedia article I have ever seen.


Title: Re: SWTOR
Post by: Nevermore on September 07, 2011, 01:47:11 PM
Because carrots are the devil.  Or maybe carrots just weren't common in southern Louisiana back in the early 1800s when the French settled the area, so they substituted what they had available and created a new kind of local cuisine.

Why are you so angry?  Did a roving band of bell peppers assault you as a child?  Or are you just mad because you are so very, very wrong about this?  :grin:


Title: Re: SWTOR
Post by: Ingmar on September 07, 2011, 01:48:24 PM
He's just sore that his own regional cooking consists of fried fish accompanied by Chateau Thames Embankment.


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 01:49:41 PM
Vader salutes f13's dedication in posting 10,000 times about this bullshit and motors on with us to page 300.

(http://dl.dropbox.com/u/318368/Darth-Vader-Ariel-Atom.jpg)

He also disapproves of your lack of faith in carrots.


Title: Re: SWTOR
Post by: koro on September 07, 2011, 02:16:11 PM
If I could just throw out a SWTOR-related post...you know, here in the SWTOR thread, the devs chatted a little bit about tanks and classes not too long ago...

http://www.swtor.com/community/showthread.php?p=8741945#edit8741945

Quote
There are no specific 'tank classes'. This is where The Old Republic is different. There are roles you can specialize into by spending points in your skill trees. Which roles are available is based on your AC, but you will ultimately pick one or try to hybridize by spending points in multiple skill trees.

A DPS-specced Juggernaut is not even close to a tank specced Juggernaut. He will go down just as fast (or slightly slower due to slightly higher defense) than a Marauder.

Heavy armor is nice (we're talking about single digit % defense increase over medium nice), but in terms of game mechanics, what matters ultimately is your cumulative ability to survive or avoid damage. One AC can have armor, another AC can have the ability to deflect more damage, the resulting ability to survive would be the same.

That post by Georg is either so poorly-worded that it's easily misread, or it betrays a lack of understanding of some of the basic concepts and mechanics of the game he is a system lead for.


Title: Re: SWTOR
Post by: Malakili on September 07, 2011, 02:29:09 PM
If I could just throw out a SWTOR-related post...you know, here in the SWTOR thread, the devs chatted a little bit about tanks and classes not too long ago...

http://www.swtor.com/community/showthread.php?p=8741945#edit8741945

Quote
There are no specific 'tank classes'. This is where The Old Republic is different. There are roles you can specialize into by spending points in your skill trees. Which roles are available is based on your AC, but you will ultimately pick one or try to hybridize by spending points in multiple skill trees.

A DPS-specced Juggernaut is not even close to a tank specced Juggernaut. He will go down just as fast (or slightly slower due to slightly higher defense) than a Marauder.

Heavy armor is nice (we're talking about single digit % defense increase over medium nice), but in terms of game mechanics, what matters ultimately is your cumulative ability to survive or avoid damage. One AC can have armor, another AC can have the ability to deflect more damage, the resulting ability to survive would be the same.

That post by Georg is either so poorly-worded that it's easily misread, or it betrays a lack of understanding of some of the basic concepts and mechanics of the game he is a system lead for.


So.. basically they do have tank classes, he is just defining it as tank spec instead?  Woo, really pushing the genre forward with this one.  I don't even have a problem with it *really* I just think its funny because he starts with "This is where The Old Republic is different. "


Title: Re: SWTOR
Post by: Paelos on September 07, 2011, 02:30:14 PM
Every time I hear one of the devs talk about how different SWTOR is going to be, I get an image of Vanilla Ice explaining how his song is different from David Bowie's.


Title: Re: SWTOR
Post by: koro on September 07, 2011, 02:40:33 PM
That post by Georg is either so poorly-worded that it's easily misread, or it betrays a lack of understanding of some of the basic concepts and mechanics of the game he is a system lead for.


So.. basically they do have tank classes, he is just defining it as tank spec instead?  Woo, really pushing the genre forward with this one.  I don't even have a problem with it *really* I just think its funny because he starts with "This is where The Old Republic is different. "

It's not just that. To put it in WoW terms, imagine an Arms Warrior who could, for the cost of a single global cooldown, switch to Defensive Stance and be about 90% as capable a tank as a full-on Prot Warrior while being able to easily switch back to an offensive stance and dish out only 5% less DPS than a Fury Warrior that has been spun off into its own class, has no other group utility besides "do damage", and is limited to Mail.

And this is not seen as a problem.


Title: Re: SWTOR
Post by: eldaec on September 07, 2011, 03:24:36 PM
All devs do this ridiculous dance of pretending their game is completely different to WoW and end up saying idiotic things as a result.

It is almost worth setting up a forum account just to troll them about it (it isn't).


Title: Re: SWTOR
Post by: tmp on September 07, 2011, 04:31:28 PM
What may feel entirely awesome in single player game (where you have to only rely on yourself and only have yourself to blame for screwups) can feel quite different when you fail the experience for the 20th time because of yet another random mistake made by one of your group of four/five.
Broken-ass MMO design.
No, basic math. 20% chance of failure for single player means 80% chance to succeed for said single player, but only ~30% for the group of five with the same skill and difficulty level. You either take that into account and make the chance of failure smaller, or you get ready to eat bags of dicks, repeatedly.


Title: Re: SWTOR
Post by: luckton on September 07, 2011, 04:38:36 PM
Vader salutes f13's dedication in posting 10,000 times about this bullshit and motors on with us to page 300.

/snip

He also disapproves of your lack of faith in carrots.

http://i.imgur.com/HmOEM.jpg



Title: Re: SWTOR
Post by: Rasix on September 07, 2011, 04:48:54 PM
You deserve death. 


Title: Re: SWTOR
Post by: Lantyssa on September 07, 2011, 05:01:11 PM
Every time I hear one of the devs talk about how different SWTOR is going to be, I get an image of Vanilla Ice explaining how his song is different from David Bowie's.
:heart:


Title: Re: SWTOR
Post by: Nevermore on September 07, 2011, 05:58:30 PM
Every time I hear one of the devs talk about how different SWTOR is going to be, I get an image of Vanilla Ice explaining how his song is different from David Bowie's.
:heart:

I'm surprised you were still able to post so soon after that orgasm you had in the GW2 thread.


Title: Re: SWTOR
Post by: Lantyssa on September 07, 2011, 06:11:14 PM
I was enjoying the endorphins by the time it reached the end of the Q&A.  I didn't want to stop to post.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 07, 2011, 06:33:12 PM
The inception meme got me hard.  :grin:


Title: Re: SWTOR
Post by: Sky on September 07, 2011, 07:28:18 PM
Every time I hear one of the devs talk about how different SWTOR is going to be, I get an image of Vanilla Ice explaining how his song is different from David Bowie's.
To be fair, he was under a lot of pressure at the time.


Title: Re: SWTOR
Post by: Evildrider on September 07, 2011, 07:29:26 PM
Every time I hear one of the devs talk about how different SWTOR is going to be, I get an image of Vanilla Ice explaining how his song is different from David Bowie's.
To be fair, he was under a lot of pressure at the time.

Ya, Vanilla Ice was totally feeling the pressure at the time.  All the haters.


Title: Re: SWTOR
Post by: Rasix on September 07, 2011, 07:47:42 PM
All the haters.  "People on the street" you might call them.    :awesome_for_real:


Title: Re: SWTOR
Post by: Mattemeo on September 07, 2011, 07:56:29 PM
Can you blame them? It's the terror of knowing what this world is about.


Title: Re: SWTOR
Post by: Montague on September 07, 2011, 08:23:21 PM
I hope to hell that there's one more round of beta invites. I would hate to pre-order solely to get access to the "head-start" test/magic patch is coming period.

They just said there is a new build coming in a few days.  Full character wipes and such incoming.

Heard a rumor that they may be cancelling the beta weekends until further notice. Truth?


Title: Re: SWTOR
Post by: CmdrSlack on September 07, 2011, 08:28:00 PM
I hope to hell that there's one more round of beta invites. I would hate to pre-order solely to get access to the "head-start" test/magic patch is coming period.

They just said there is a new build coming in a few days.  Full character wipes and such incoming.

Heard a rumor that they may be cancelling the beta weekends until further notice. Truth?

Oh, FFS. Let me out.


Title: Re: SWTOR
Post by: koro on September 07, 2011, 08:50:30 PM
I hope to hell that there's one more round of beta invites. I would hate to pre-order solely to get access to the "head-start" test/magic patch is coming period.

They just said there is a new build coming in a few days.  Full character wipes and such incoming.

Heard a rumor that they may be cancelling the beta weekends until further notice. Truth?

Oh, FFS. Let me out.

It's not quite "until further notice" but it's not far from it. I guess they're not technically canceled either; it seems to be more of a case of poor timing.

http://www.swtor.com/community/showthread.php?p=8927958#post8927958



Title: Re: SWTOR
Post by: Nevermore on September 07, 2011, 09:03:04 PM
Or set encounters so that you don't need to have specific "specs" in the first place. More than one way to skin a cat and all that shit.

Oh wait, that's too hard.

Actually it isn't just hard, it is pretty much impossible. You can design encounters so any group can finish them, sure, but even if you do that they'll always be easier with some specific configuration - unless you make them so easy they're trivial for anyone, which would be the lamest possible choice.

This is exactly what GW2 is claiming they're doing with their game.  No 'holy trinity', bring any spec you want and you can finish their dungeons.  Just grab some of your friends, no matter what they're playing, and go.  So what you're saying is GW2 is going to flop horribly because the content will be impossible to balance (either too hard and their design goal of 'bring anyone' won't be true or it'll be too easy and people will just bring the most efficient specs to blow through the content with no challange)?

What I find interesting is the bar is being set so high for GW2 that even if it turns out to be an outstanding game, some people might still be disappointed.  It seems like voice chat is going to be all but required for any group activity for one, considering how they've describing how they want teams to perform.

On the other hand, the bar is being set so low for SWTOR now (lol WoW in space) that some people might actually end up pleasantly surprised if all Bioware manages to do is make a mildly entertaining game with a veneer of a story stapled onto it.


Title: Re: SWTOR
Post by: Ingmar on September 07, 2011, 10:39:57 PM
I think GW1's dungeons are the weakest part of their content, and I'll be surprised if they can actually deliver on all these promises they're making. It might just be that they're all so easy you can sleepwalk through them with a full group of all one class. That would be pretty disappointing from my point of view.

I'm not really planning to buy GW2 day of release anyway, the two main things I liked about GW1 aren't in it, and it doesn't seem like the sort of game where getting in on the leveling train with everyone else will matter anyway (although, 80 levels...). I'm content to wait and see if their execution can meet their ambition there. SWTOR just seems more up my alley (and it happens to have the companion NPCs that have gone missing in GW, that's a huge draw for me.)


Title: Re: SWTOR
Post by: UnSub on September 08, 2011, 01:05:24 AM
Quote
Further to that, as Chris Collins explained in another thread, we are about to roll out a major new build for The Old Republic. That build won't be ready for this weekend. Just as we did not feel it was a good decision to ask potential EU testers to download our client only to have to download it again, the same applies for this weekend.

So why roll out a beta weekend before a major build then? Other than for marketing purposes.

Oh, and the "we don't have a tank class" is because they technically don't have a class called 'tank', but everyone will still quickly recognise what the best tanking classes are.


Title: Re: SWTOR
Post by: Mosesandstick on September 08, 2011, 01:14:12 AM
Tanking is mainly determined by spec, and at the same time there's no dual spec in the game.


Title: Re: SWTOR
Post by: Sjofn on September 08, 2011, 02:06:48 AM
No dual spec (at the very least) would be a huuuuuge mistake not to have at launch, I really hope the beta-ers get through to them on that.


Title: Re: SWTOR
Post by: koro on September 08, 2011, 02:21:32 AM
No dual spec (at the very least) would be a huuuuuge mistake not to have at launch, I really hope the beta-ers get through to them on that.

People try, but between the segment of the testing base that has drank the kool-aid to the point where any QOL improvement idea is seen as some sort of attack that must be defended against and the near-silent dev team (I mean I know why they're silent, but still), it's an uphill battle.


Title: Re: SWTOR
Post by: Sjofn on September 08, 2011, 02:53:09 AM
Yeah, I'm not super optimistic about it, and it's a shame. The fact they said they're not opposed to it makes me hopeful it'll be in sooner rather than later, but it really should be in at release.

/preaches to the choir, baby


Title: Re: SWTOR
Post by: Shatter on September 08, 2011, 05:36:56 AM
Quote
Further to that, as Chris Collins explained in another thread, we are about to roll out a major new build for The Old Republic. That build won't be ready for this weekend. Just as we did not feel it was a good decision to ask potential EU testers to download our client only to have to download it again, the same applies for this weekend.

So why roll out a beta weekend before a major build then? Other than for marketing purposes.

Oh, and the "we don't have a tank class" is because they technically don't have a class called 'tank', but everyone will still quickly recognise what the best tanking classes are.

You can take any MMO and not call any class a tank and quickly figure out which ones are best at it and which suck.  There will always be some class that will stand out as best heals, best tank, best DPS, etc which is pretty much why Im sure the GW2 holy trinity hype is plain BS.  Eventually people will figure out on harder content that X class does it best combined with Y and Z classes whereas any other class just makes it harder.  Or there will be classes who AE better or classes who have abilities that outperform others on specific areas, etc. 


Title: Re: SWTOR
Post by: UnSub on September 08, 2011, 06:08:38 AM
Agreed. "We don't have a tanking class" isn't code for "there are no such thing as tanks in this game", but it is often interpreted as such and as some evidence that the Trinity has been vanquished.


Title: Re: SWTOR
Post by: eldaec on September 08, 2011, 06:11:10 AM
The many many developer walkthroughs explaining how player x will be the 'tank' or 'healer' for a given scenario are also something of a giveaway.


Title: Re: SWTOR
Post by: Surlyboi on September 08, 2011, 06:26:08 AM
Can you blame them? It's the terror of knowing what this world is about.

Watching pick up groups scream, "let me out"?


Title: Re: SWTOR
Post by: Sky on September 08, 2011, 08:23:41 AM
Watching pick up groups scream, "let me out"?
Maybe if they'd just stop, collaborate and listen.

And the tank class thing is just a sloppy phrasing. Just saying you can spec an AC into different roles. Which you unfortunately are stuck with, kind of defeating the coolness of that feature. Hell, I'm about as close as they come to a mitichlorian koolaid drinker around here and that's close to being a deal-breaker for me.


Title: Re: SWTOR
Post by: Hutch on September 08, 2011, 08:26:37 AM
Watching pick up groups scream, "let me out"?
Maybe if they'd just stop, collaborate and listen.
:Love_Letters:


Title: Re: SWTOR
Post by: eldaec on September 08, 2011, 09:01:57 AM
If they hold the line, stop pandering to wowtard raiders, and make the game and content development focussed on alts & story, the multi spec thing isn't nearly such a big deal.

CoX doesn't miss multispec for instance.


Title: Re: SWTOR
Post by: Paelos on September 08, 2011, 09:20:19 AM
The one mistake SWTOR can't make is pandering to the WoW raiding crowd. That's no-win for them. If WoW had tried to launch by out-hardcoring EQ, it would have been stillborn.


Title: Re: SWTOR
Post by: Tyrnan on September 08, 2011, 09:41:11 AM
If they hold the line, stop pandering to wowtard raiders, and make the game and content development focussed on alts & story, the multi spec thing isn't nearly such a big deal.

CoX doesn't miss multispec for instance.

True, but you don't really need certain archetypes for most of the content in CoX and the trinity isn't really enforced. All Rad/* Defender and */Rad Controller teams are like an unstoppable force of nature, certain builds can solo AVs/GMs, etc. The only thing I can think of where people were asking for specific archetypes/powersets are 'Master of' attempts or the iTrials.

I'll still play TOR whether multispec is in for launch or not but I'd still like to see it. Unless they've designed the trees so that heal- and tank-specced classes can still solo decent ease and speed.


Title: Re: SWTOR
Post by: Kirth on September 08, 2011, 09:44:40 AM
NDA still up?




Title: Re: SWTOR
Post by: Tyrnan on September 08, 2011, 09:55:36 AM
NDA still up?

According to today's FAQ (http://www.swtor.com/community/showthread.php?t=479052 (http://www.swtor.com/community/showthread.php?t=479052)) it is



Title: Re: SWTOR
Post by: Kirth on September 08, 2011, 10:02:50 AM
I have not canceled my pre-order. I also am not resubbing to WoW (though I have been playing eq2 again...  :why_so_serious: )


Title: Re: SWTOR
Post by: Rasix on September 08, 2011, 10:14:32 AM
My preorder will stay in place.  Not sure it'll process since I had to get my card reissued (XBL account hacked) since placing it.  That's a little troubling.

Still no desire to go back to WoW or any other diku.  I wish the NDA was down already, but alas.  I have a lot of very uninteresting thoughts about this game.



Title: Re: SWTOR
Post by: amiable on September 08, 2011, 10:24:10 AM
I have not canceled my pre-order. I also am not resubbing to WoW (though I have been playing eq2 again...  :why_so_serious: )

Jesus Kirth, what is wrong with you?  Don't you know this game is terrible and you don't like it?


Title: Re: SWTOR
Post by: fuser on September 08, 2011, 11:05:00 AM
My preorder will stay in place.  Not sure it'll process since I had to get my card reissued (XBL account hacked) since placing it.  That's a little troubling.

Mine is staying also but I got the game for $39, but I have resubbed to WoW in the mean time. It's going to be interesting if the beta weekends resume next week.


Title: Re: SWTOR
Post by: Kirth on September 08, 2011, 11:07:00 AM
I have not canceled my pre-order. I also am not resubbing to WoW (though I have been playing eq2 again...  :why_so_serious: )

Jesus Kirth, what is wrong with you?  Don't you know this game is terrible and you don't like it?

Come on now, EQ2 is not that bad. Its a little rough around the edges ... oh wait...


Title: Re: SWTOR
Post by: luckton on September 08, 2011, 11:09:49 AM
Just got my pre-order setup at the local Buy More.  Though I'm kinda hoping they do the same thing with TOR as they did with DE:HR...only the "big box" stores got the copies, and I'm think that would give me grounds to call corporate and demand a discount for having to drive further to pick up a product that could have easily been shipped to everybody  :uhrr:


Title: Re: SWTOR
Post by: ezrast on September 09, 2011, 02:20:46 AM
CoX doesn't miss multispec for instance.
Some of that might be due to the fact that CoX has multispec.  :why_so_serious:

(not that you're wrong; I'm just sayin')


Title: Re: SWTOR
Post by: Tyrnan on September 09, 2011, 03:25:43 AM
CoX doesn't miss multispec for instance.
Some of that might be due to the fact that CoX has multispec.  :why_so_serious:

(not that you're wrong; I'm just sayin')

Totally forgot it has dual builds  :ye_gods: I only ever used it to pick whatever I wanted up to 20, then switch builds and take stamina at 20 so haven't used it since it went inherent.


Title: Re: SWTOR
Post by: Kirth on September 09, 2011, 03:26:55 AM
Always in motion is the future

http://www.gamasutra.com/view/news/37082/EA_Battlefield_3_Preorders_Stand_At_125M_Star_Wars_Still_Aiming_For_Q4.php

Quote
The company still expects the MMO to launch this calender year, but EA's fiscal guidance takes into account a possible slip into first calendar quarter of 2012 (fiscal Q4) if needed, Brown said. "We have a date set internally [for calendar Q4], with a lot of assumptions around it," he said.

"We're not done until we're done. ... We're not going to know with enough certainty to publicly announce a release date," until later this month or sometime in October, said Brown of the MMO.


Title: Re: SWTOR
Post by: Paelos on September 09, 2011, 06:43:58 AM
Sounds like EA just hired Kerry Collins.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 09, 2011, 07:58:20 AM
They're playing a game of chicken with blizzard and diablo at this point.


Title: Re: SWTOR
Post by: eldaec on September 09, 2011, 08:36:27 AM
People here are massively overestimating the intersection of players who give a shit about diablo, players who give a shit about swtor, and players who will buy a maximum of one game released in November.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 09, 2011, 08:47:23 AM
Yeah, no.

We're talking mass market here, as in a world full of people with tight budgets and games that are gonna be on the shelves at walmart. I assure you of the pc titles released this year maybe two will be carried in walmart and those are swtor and diablo. It's naive to think bioware and blizzard aren't playing a little game of cat and mouse.

The whole "when it's done" bullshit is just that. there is no doubt in my mind that swtor is going to be released when it is most advantageous to sales. Soon as you start getting into open beta, the suits consider the game done.


Title: Re: SWTOR
Post by: Malakili on September 09, 2011, 08:50:39 AM
Yeah, no.

We're talking mass market here, as in a world full of people with tight budgets and games that are gonna be on the shelves at walmart. I assure you of the pc titles released this year maybe two will be carried in walmart and those are swtor and diablo. It's naive to think bioware and blizzard aren't playing a little game of cat and mouse.

The whole "when it's done" bullshit is just that. there is no doubt in my mind that swtor is going to be released when it is most advantageous to sales. Soon as you start getting into open beta, the suits consider the game done.

Diablo 3 is going to sell a bazillion copies no matter when it releases.  Maybe SWTOR is worried about it, but I can't imagine Blizzard is seriously worried about D3 sales in relation to SWTOR unless that want to just fuck over EA for the hell of it.  Diablo 3 is going to be selling copies at full price for the next 8 years.  TOR has to make a huge splash immediately or risk nuking its population so much that it isn't sustainable.


Title: Re: SWTOR
Post by: Zetor on September 09, 2011, 12:02:30 PM
Going back to the trinity thing on the last page (this thread moves fast and changes topics faster... yeah, star wars, I know) - can all classes have the option of tanking and healing 'with the right spec' or are some of them more equal than others? Looks like 2/3 of my guild's going to play smuggler and I have a feeling we might be 'a bit' short on tanks.

(I'm going to be the only one playing a trooper from the looks of it, so I have Fordel's trooper gif going in an endless loop now :why_so_serious:)


Title: Re: SWTOR
Post by: Ingmar on September 09, 2011, 12:06:23 PM
Going back to the trinity thing on the last page (this thread moves fast and changes topics faster... yeah, star wars, I know) - can all classes have the option of tanking and healing 'with the right spec' or are some of them more equal than others? Looks like 2/3 of my guild's going to play smuggler and I have a feeling we might be 'a bit' short on tanks.

(I'm going to be the only one playing a trooper from the looks of it, so I have Fordel's trooper gif going in an endless loop now :why_so_serious:)

This may be a BW but should answer your questions more or less:



Title: Re: SWTOR
Post by: Rasix on September 09, 2011, 12:06:58 PM
I think that each of the 4 classes has 2 main trinity roles they can fill.

Jedi Knight: tank/dps
Consular: heal/dps
Smuggler: heal/dps
Trooper: tank/dps

Not sure if they can fill these roles in both advanced classes or not.

edit: Ingar beat me and is more helpful. ><





Title: Re: SWTOR
Post by: Zetor on September 09, 2011, 12:38:18 PM
Thxinfo!

(now they only need to implement dual-spec so I will actually be able to shoot stuff with my trooper occasionally)


Title: Re: SWTOR
Post by: Draegan on September 09, 2011, 01:14:19 PM
I believe Troopers can heal as well.


Title: Re: SWTOR
Post by: luckton on September 09, 2011, 01:24:57 PM
I believe Troopers can heal as well.

Troopers can heal...chart > you.   :grin:


Title: Re: SWTOR
Post by: Morfiend on September 09, 2011, 01:28:25 PM
WTF, Sith Assassin is a tank?  :ye_gods:


Title: Re: SWTOR
Post by: Ingmar on September 09, 2011, 01:29:35 PM
They added some tanking talents to the shadow/assassin a couple months back, yeah. I think you are supposed to be able to skip them if you want to just do the regular stealther dps thing.


Title: Re: SWTOR
Post by: Rasix on September 09, 2011, 01:29:43 PM
"Can tank" not "is tank".  

edit: He did it again! DAMN YOU, INGMAR.


Title: Re: SWTOR
Post by: Morfiend on September 09, 2011, 01:30:43 PM
"Can tank" not "is tank". 

Isn't that pretty much the same thing in a MMO?


Title: Re: SWTOR
Post by: Ingmar on September 09, 2011, 01:32:31 PM
"Can tank" not "is tank".  

edit: He did it again! DAMN YOU, INGMAR.

Slow day at work.  :why_so_serious:


Title: Re: SWTOR
Post by: Rasix on September 09, 2011, 01:38:36 PM
"Can tank" not "is tank".  

Isn't that pretty much the same thing in a MMO?

Not if you can do competitive DPS outside of your tank "stance"/role or comparable DPS while also holding aggro. Sure people are going to want your ass to tank if there's no one else, but that comes with the territory.


Title: Re: SWTOR
Post by: Ingmar on September 09, 2011, 01:43:33 PM
And, honestly, I think WoW has kind of killed the whole 'if you can tank/heal you have to tank/heal' thing pretty well at this point. Nobody bats an eye at fury warriors or laughs at even ret paladins these days.


Title: Re: SWTOR
Post by: Rasix on September 09, 2011, 01:49:48 PM
True.  Plus if it's being handled mostly via talents instead of just toggles, then people will be a bit less expectant. 


Title: Re: SWTOR
Post by: Evildrider on September 09, 2011, 01:51:28 PM
And, honestly, I think WoW has kind of killed the whole 'if you can tank/heal you have to tank/heal' thing pretty well at this point. Nobody bats an eye at fury warriors or laughs at even ret paladins these days.

This is probably amplified by dual specs as well.  Since everyone expects you to be able to heal or tank even if you say you are dps.  One of the reasons I'm on the fence about dual spec in SWTOR.  I want to play a Sith Juggernaut DPS, I'm sure all the WoW kiddies will just assume I'm a tank because of that.


Title: Re: SWTOR
Post by: koro on September 09, 2011, 02:02:52 PM
From what I've seen, the talent trees actually make very little difference, and your ability to tank as a tank-capable AC hinges on usage of abilities that every person who levels that AC gets normally, along with gear.

So in other news, the weekend beta testers from a week or two ago are in a bit of a huff. Apparently Bioware went and changed the beta test FAQ regarding them from saying "While being a weekend tester does not guarantee you access to the test at a later date, you'll still be considered for subsequent testing" to essentially "You've all been removed from the testing pool. See you at release!"



Title: Re: SWTOR
Post by: Ingmar on September 09, 2011, 02:11:36 PM
Oh hai, talent calculator, hadn't seen that before. I definitely see some tanking talents in the kinetic combat tree for consulars, as one example. They may not make a huge difference though, as you say, really hard to know without knowing anything about the abilities they're modifying etc., really.


Title: Re: SWTOR
Post by: koro on September 09, 2011, 02:16:42 PM
Oh hai, talent calculator, hadn't seen that before. I definitely see some tanking talents in the kinetic combat tree for consulars, as one example. They may not make a huge difference though, as you say, really hard to know without knowing anything about the abilities they're modifying etc., really.

The Shadow trees in general are just really really weird, even knowing most of the context. The Guardian trees are also weird in that you have only 4 talents that relate to mitigation in the "tank" tree, and two of them are 3-minute defensive cooldowns. Everything else just revolves around altering abilities, usually with damage or mucking with their resource costs.


Title: Re: SWTOR
Post by: Rasix on September 09, 2011, 02:23:23 PM
Talent calc, eh? Common, man.  Someone tell me it's NOT an NDA violation.  We've been over this.



Title: Re: SWTOR
Post by: Sjofn on September 09, 2011, 02:27:04 PM
Sounds like EA just hired Kerry Collins.


 :mob:


Fuck I hate Kerry Collins.


Title: Re: SWTOR
Post by: koro on September 09, 2011, 02:27:34 PM
If you want me to nuke that talent calculator link, I'll do it.


Title: Re: SWTOR
Post by: Rasix on September 09, 2011, 02:29:57 PM
That'd be splendid.

Cat's out the bag, but we can be internally consistent.  :awesome_for_real:

edit: Btw, if I'm wrong, you can tell me that as well.  I'm open to being corrected. PMs work too if you want to swear at me.   :awesome_for_real:


Title: Re: SWTOR
Post by: koro on September 09, 2011, 02:34:24 PM
I believe Bioware's shown off the talent trees of one or two classes, though I don't think they've shown them all off. So I'll remove it just to be safe.

And in other news, there's a smuggler video (http://www.swtor.com/news/news-article/20110909) which, a few stylistic touches aside, actually does a pretty good job of showing off what the class as a whole does.


Title: Re: SWTOR
Post by: Rasix on September 09, 2011, 02:41:33 PM
Every class appears to have a "known" facts thread in their forums.  Somethings are out there, some are not.  Heh.  Stupid NDA.


Title: Re: SWTOR
Post by: koro on September 09, 2011, 02:53:35 PM
Yeah, I'm not sure why they're still bothering with the NDA at this point. Between beta leak sites and Reddit posts, the massive amount of people who've played it at PAX, and the now-pissed-off weekend warriors from a couple weeks ago, I don't know why they just don't go ahead and open up the floodgates.


Title: Re: SWTOR
Post by: Ingmar on September 09, 2011, 02:54:12 PM
Some dude in a suit says no.


Title: Re: SWTOR
Post by: Lantyssa on September 09, 2011, 02:58:58 PM
Some dude doesn't realize it's probably hurting them more than helping at this point.


Title: Re: SWTOR
Post by: Simond on September 09, 2011, 03:02:50 PM
Yeah, I'm not sure why they're still bothering with the NDA at this point. Between beta leak sites and Reddit posts, the massive amount of people who've played it at PAX, and the now-pissed-off weekend warriors from a couple weeks ago, I don't know why they just don't go ahead and open up the floodgates.
NDA going away means the storylines get spoiled.


Title: Re: SWTOR
Post by: Ingmar on September 09, 2011, 03:07:05 PM
Some dude doesn't realize it's probably hurting them more than helping at this point.

Maybe. I've never really bought into the NDA-up-"oh they've got something to hide!!!" thing, especially with the very biggest publishers. Those decisions are not made by people who know the first thing about that stuff at a place like EA.


Title: Re: SWTOR
Post by: Surlyboi on September 09, 2011, 03:21:25 PM
Yeah, I'm not sure why they're still bothering with the NDA at this point. Between beta leak sites and Reddit posts, the massive amount of people who've played it at PAX, and the now-pissed-off weekend warriors from a couple weeks ago, I don't know why they just don't go ahead and open up the floodgates.
NDA going away means the storylines get spoiled.

This makes the most sense to me. And honestly, I was surprised by some of the story twists, so I'm cool with not letting cats out of bags.


Title: Re: SWTOR
Post by: luckton on September 09, 2011, 03:24:56 PM
Smuggler progression video is up. 


Title: Re: SWTOR
Post by: Rasix on September 09, 2011, 03:38:31 PM
Foot-in-the-groin CC. I approve.


Title: Re: SWTOR
Post by: Sjofn on September 09, 2011, 03:49:55 PM
Yeah, I'd just as soon not have the stories spoiled, because I'm a sap.


Title: Re: SWTOR
Post by: Rasix on September 09, 2011, 03:56:16 PM
This will likely be the first MMO to have a "spoilers go here" thread.  People can talk mechanics and gameplay without dicking over those who want to enjoy the story as it unfolds. 


Title: Re: SWTOR
Post by: kildorn on September 09, 2011, 03:59:08 PM
This will likely be the first MMO to have a "spoilers go here" thread.  People can talk mechanics and gameplay without dicking over those who want to enjoy the story as it unfolds. 

Look, in order to maximize your dps, you need to kill the dark jedi wookie on thidarti, and assign their gear to npc#12, then send them to gather..

Yeah, I think this is going to be spoilerriffic as the "I love story" and "MMOs are numbers, man!" crowds collide.


Title: Re: SWTOR
Post by: Crumbs on September 09, 2011, 04:42:09 PM
How are they going to prevent people from spamming "DARTH VADER IS LUKE'S FATHER" in all chat channels?  Do people who don't want the story ruined have to mute the whole game?   :headscratch:


Title: Re: SWTOR
Post by: Nebu on September 09, 2011, 04:43:14 PM
How are they going to prevent people from spamming "DARTH VADER IS LUKE'S FATHER" in all chat channels?  Do people who don't want the story ruined have to mute the whole game?   :headscratch:

Thanks.  You just ruined the story for me.


Title: Re: SWTOR
Post by: Ingmar on September 09, 2011, 04:51:10 PM
How are they going to prevent people from spamming "DARTH VADER IS LUKE'S FATHER" in all chat channels?  Do people who don't want the story ruined have to mute the whole game?   :headscratch:


...you leave chat channels on?  :uhrr:


Title: Re: SWTOR
Post by: Sjofn on September 09, 2011, 04:57:07 PM
How are they going to prevent people from spamming "DARTH VADER IS LUKE'S FATHER" in all chat channels?  Do people who don't want the story ruined have to mute the whole game?   :headscratch:

I'm not going to kill myself if I hear a spoiler or anything (I'm not that insane), but if I wind up having to turn off all the chat channels - like I almost certainly would do anyway, because I am a cranky ol' bitch - it's no biggie. The people of Slap in the Force are a lot more psychotic about hearing story spoilers than I am (except Fordel, who is sensitive to our needs), so that won't be an issue.


Title: Re: SWTOR
Post by: kildorn on September 09, 2011, 05:16:49 PM
I just next next finish through dialogue anyways. More lightsaber, less lightbanter.


Title: Re: SWTOR
Post by: Paelos on September 09, 2011, 05:41:31 PM
I just next next finish through dialogue anyways. More lightsaber, less lightbanter.

Wouldn't you want to know why you are attacking something though?

(http://www.jasonbennion.com/images/batman-lightsaber-shark.jpg)



Title: Re: SWTOR
Post by: Threash on September 09, 2011, 05:49:19 PM
How are they going to prevent people from spamming "DARTH VADER IS LUKE'S FATHER" in all chat channels?  Do people who don't want the story ruined have to mute the whole game?   :headscratch:


...you leave chat channels on?  :uhrr:

Yeah, color me shocked that anyone with more than 2 days mmo experience has public chat channels on.


Title: Re: SWTOR
Post by: Evildrider on September 09, 2011, 05:59:52 PM
How are they going to prevent people from spamming "DARTH VADER IS LUKE'S FATHER" in all chat channels?  Do people who don't want the story ruined have to mute the whole game?   :headscratch:


...you leave chat channels on?  :uhrr:

Yeah, color me shocked that anyone with more than 2 days mmo experience has public chat channels on.

Uh where else am I gonna troll when I am bored.   :awesome_for_real:


Title: Re: SWTOR
Post by: Kirth on September 09, 2011, 07:16:40 PM
Yes.... yes, your hate has made you strong. Now strike down the NDA and your journey towards the dark side will be complete.


Title: Re: SWTOR
Post by: Sky on September 09, 2011, 07:55:28 PM
So in other news, the weekend beta testers from a week or two ago are in a bit of a huff. Apparently Bioware went and changed the beta test FAQ regarding them from saying "While being a weekend tester does not guarantee you access to the test at a later date, you'll still be considered for subsequent testing" to essentially "You've all been removed from the testing pool. See you at release!"
They announced that at PAX or ze deutschecon, FAQ is just late catching up.

I don't give a shit about the NDA being up, it's not like any conversation post-NDA will be any better than it is now. And as silly as the NDA-bound thread is, it beats a couple months of beating the actual game into the ground.


Title: Re: SWTOR
Post by: Lantyssa on September 09, 2011, 08:14:26 PM
Maybe. I've never really bought into the NDA-up-"oh they've got something to hide!!!" thing, especially with the very biggest publishers. Those decisions are not made by people who know the first thing about that stuff at a place like EA.
I don't believe the "oh they've got something to hide" crap either.  But I cannot make an informed decision as long as the NDA is up.  When a company starts hyping pre-orders, they need to drop the NDA.

Frankly it's as good as a scam to me, because they're taking money while refusing to tell me what I'm getting.  That's what doesn't sit well with me.


Title: Re: SWTOR
Post by: Evildrider on September 09, 2011, 09:18:10 PM
I'm pretty sure the NDA is more about story spoilers than anything else.  I can't say more than that cuz  :nda:.


Title: Re: SWTOR
Post by: Furiously on September 09, 2011, 09:19:12 PM
So in other news, the weekend beta testers from a week or two ago are in a bit of a huff. Apparently Bioware went and changed the beta test FAQ regarding them from saying "While being a weekend tester does not guarantee you access to the test at a later date, you'll still be considered for subsequent testing" to essentially "You've all been removed from the testing pool. See you at release!"
They announced that at PAX or ze deutschecon, FAQ is just late catching up.

I don't give a shit about the NDA being up, it's not like any conversation post-NDA will be any better than it is now. And as silly as the NDA-bound thread is, it beats a couple months of beating the actual game into the ground.

Well.. each side will have points to back them up!


Title: Re: SWTOR
Post by: Mosesandstick on September 10, 2011, 12:49:53 AM
When did class roles become public knowledge? Basically we know what the classes can specialise at but thanks to the NDA we're practically now allowed to say anything else about it?


Title: Re: SWTOR
Post by: Ingmar on September 10, 2011, 01:15:53 AM
Just check here:

http://www.swtor.com/community/showthread.php?t=300223

Given that's from the official forums it is probably a safe bet that anything there is OK for discussion here, and there's a LOT of info there.


Title: Re: SWTOR
Post by: Mosesandstick on September 10, 2011, 01:20:45 AM
Wow, that's a lot of information. Thanks.


Title: Re: SWTOR
Post by: Velorath on September 10, 2011, 01:26:19 AM
Maybe. I've never really bought into the NDA-up-"oh they've got something to hide!!!" thing, especially with the very biggest publishers. Those decisions are not made by people who know the first thing about that stuff at a place like EA.
I don't believe the "oh they've got something to hide" crap either.  But I cannot make an informed decision as long as the NDA is up.  When a company starts hyping pre-orders, they need to drop the NDA.

Frankly it's as good as a scam to me, because they're taking money while refusing to tell me what I'm getting.  That's what doesn't sit well with me.

Does it really matter if the NDA comes up a 1 month ahead of release rather than 3?  Won't that be when we get the most accurate picture of what the game is going to look like at launch anyway?  I don't know, aside from MMO's and some shooters, most publishers don't give the general public extended amounts of hands-on time with a game before release, let alone let people play it without an NDA in place.  Calling that a scam just strikes me as some sort of feeling of entitlement MMO players seem to have these days.

Most forms of media have embargoes.  You generally won't see reviews for movies until a day before release.  You don't really have a situation where a studio says "we have so much confidence in this movie, we're letting everyone publish reviews a month early", and there's very valid P.R. and marketing reasons why.  If you really don't want to part with your money until you know what you're getting, the simple solution is to just wait for the product to be released.


Title: Re: SWTOR
Post by: Malakili on September 10, 2011, 04:52:17 AM
  Calling that a scam just strikes me as some sort of feeling of entitlement MMO players seem to have these days.


I think its just gotten to the point that we've been burned by MMO launches so many times now that it makes us uneasy to be in the dark.


Title: Re: SWTOR
Post by: Lantyssa on September 10, 2011, 05:10:34 AM
I was going to talk about false analogies, different media, manufacturer imposed rarity, and other stuff, but this game isn't worth it.  It's stupid how much leeway is given to the MMO industry, but whatever.

Buyer beware.  I follow that philosophy, and I'll do so here as well.


Title: Re: SWTOR
Post by: UnSub on September 10, 2011, 07:09:12 AM
I can't imagine Blizzard is seriously worried about D3 sales in relation to SWTOR unless that want to just fuck over EA for the hell of it.  Diablo 3 is going to be selling copies at full price for the next 8 years.  TOR has to make a huge splash immediately or risk nuking its population so much that it isn't sustainable.

This. If SWOR flops, it's a huge impact against Activision Blizzard's biggest competitor. If SWOR succeeds, it could eat into WoW profits.

Launch D3 - the non-sub game - on the same day as SWOR and let players choose either dungeon crawling or lightsaber fights.

Regarding the NDA: it's a shield. "We can't talk about that yet - it's under an NDA." It isn't so much hiding things as not being made to answer queries publicly on things that may still change.


Title: Re: SWTOR
Post by: Sky on September 10, 2011, 08:08:31 AM
They've been very honest about answers like that, though. While there are unannounced things still out there, they've actually said they don't want to talk about unfinished features, even announced ones, because of the way things change in testing. And then they've jokingly given examples of how that has bitten them in the ass a couple times already (announcing things that later got changed in testing).

NDA is just status quo, and I imagine story factors into that quite a bit. Though the leaks have been surprisingly respectful of the story.


Title: Re: SWTOR
Post by: Surlyboi on September 10, 2011, 08:10:14 AM
I, for one, couldn't give a fuck about D3. I'm in on this bitch at launch and from what I've seen at :nda:, I'll be playing it 'til the goddamn cows come home.


Title: Re: SWTOR
Post by: kildorn on September 10, 2011, 08:46:25 AM
I, for one, couldn't give a fuck about D3. I'm in on this bitch at launch and from what I've seen at :nda:, I'll be playing it 'til the goddamn cows come home.

So what you're saying is, there's a secret cow level.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 10, 2011, 09:25:40 AM
Quote
Most forms of media have embargoes.  You generally won't see reviews for movies until a day before release.

Um...


Title: Re: SWTOR
Post by: Reg on September 10, 2011, 09:48:12 AM
Are you people seriously unable to find enough leaks about the beta test?


Title: Re: SWTOR
Post by: eldaec on September 10, 2011, 10:06:40 AM
You don't even need the leaks, with the exception of opinions of specific testers there is really nothing worthwhile that you don't already know from official sources.


Title: Re: SWTOR
Post by: Lantyssa on September 10, 2011, 10:20:28 AM
Are you people seriously unable to find enough leaks about the beta test?
I could find leaks, but the people doing such aren't trying to sell me a game.

It boils down to this:  I have certain standards and expectations.  They may not be shared with a lot of people, they may seem unreasonable to your point of view.  It doesn't matter, because I don't compromise past a certain point.  If you want me to buy something, then tell me about your product when I ask.


Title: Re: SWTOR
Post by: Reg on September 10, 2011, 10:33:17 AM
That's fine by me. Is someone here pressuring you to play it or something?


Title: Re: SWTOR
Post by: Nyght on September 10, 2011, 11:01:52 AM
It peer pressure man. I am not even interested in this game but feel like I have to play it. Its so shiny and new.    :ye_gods:


Title: Re: SWTOR
Post by: Ginaz on September 10, 2011, 11:50:50 AM
That's fine by me. Is someone here pressuring you to play it or something?

Probably not, but that wasn't her point.  If EA is asking people to pay them for pre-orders already, then there shouldn't be restrictions on the info available to customers.  This isn't comparable to movies or any other foolish analogy like that since you're generally not asked to pre-pay for your ticket weeks or months ahead of the opening.


Title: Re: SWTOR
Post by: Mosesandstick on September 10, 2011, 11:58:54 AM
You don't even need the leaks, with the exception of opinions of specific testers there is really nothing worthwhile that you don't already know from official sources.

I don't get this attitude. How can anything replace the experience of spending tens or even hundreds of hours with the game?


Title: Re: SWTOR
Post by: Reg on September 10, 2011, 12:20:20 PM
That's fine by me. Is someone here pressuring you to play it or something?

Probably not, but that wasn't her point.  If EA is asking people to pay them for pre-orders already, then there shouldn't be restrictions on the info available to customers.  This isn't comparable to movies or any other foolish analogy like that since you're generally not asked to pre-pay for your ticket weeks or months ahead of the opening.

When Phantom of the Opera opened in Toronto tickets were sold out like a year in advance.  But seriously, anyone that doesn't want to pre-order can just not pre-order right? It's not like they'll be missing out on anything important.  I thought Lantyssa had already decided not to buy the game it just based on its cost.  But perhaps I'm confusing her with someone else.

When I'm doubtful about a game I just don't buy it until after it's released and I get to hear what people think about it.


Title: Re: SWTOR
Post by: eldaec on September 10, 2011, 12:21:59 PM
You don't even need the leaks, with the exception of opinions of specific testers there is really nothing worthwhile that you don't already know from official sources.

I don't get this attitude. How can anything replace the experience of spending tens or even hundreds of hours with the game?

You're right, reading leaks is nothing like spending tens or hundreds of hours in game.


Title: Re: SWTOR
Post by: Mosesandstick on September 10, 2011, 12:28:01 PM
Poorly phrased, apologies. People are reporting on their experience in game, which at the very least isn't designed to sell the game.


Title: Re: SWTOR
Post by: Velorath on September 10, 2011, 12:28:57 PM
That's fine by me. Is someone here pressuring you to play it or something?

Probably not, but that wasn't her point.  If EA is asking people to pay them for pre-orders already, then there shouldn't be restrictions on the info available to customers.  This isn't comparable to movies or any other foolish analogy like that since you're generally not asked to pre-pay for your ticket weeks or months ahead of the opening.

You can buy movie tickets in advance.  For Harry Potter they sold tickets a couple months in advance without having any sort of non-NDA focus test so people could get the word out in advance if the movie was good or shit.  I'm fairly sure I could go pre-order any number of books online as well.  And talk of limited quantities of SWTOR aside, I'm pretty sure you can get by without pre-ordering (or you could pre-order hours before release), so it's not like there's some sort of pressure to pre-order right fucking now so we have to have as much info as possible to make an informed decision. 

But even if you want to get away from analogies about how very few unfinished products are given to a sizable percentage of potential customers to test with no restrictions on being able to talk about it, even the vast majority of games are the same way.  You can pre-order Dark Souls or Rage right now.  Both come out in less than a month.  Aside from some impressions from PAX or Gamescom or such, try finding any detailed hands on impressions from anyone outside the press.


Title: Re: SWTOR
Post by: Lantyssa on September 10, 2011, 01:00:59 PM
I thought Lantyssa had already decided not to buy the game it just based on its cost.  But perhaps I'm confusing her with someone else.
I'm still probably not based on that alone, however many of my old friends, their siblings, my cousins, my online friends, etc. are getting this.  Enough that I'm at least willing to consider doing so for social reasons if nothing else since I have employment now lined up.  I'd like to know I'm not regretting the purchase within a few days should I do so.

If I wait until a month or two in, then everyone's well on their way to 50, at which point there's no reason for me to get the game for social reasons because I won't be able to play with them.  Starting new characters never works.  They have their mains and I spend months busting my arse trying to catch up only to burn out or them to quit the game because they've already done all the content.

Theater analogies are still fucking awful.  1) *I* don't pre-order them, 2) different entertainment medium, 3) different commitments, 4) the story is known for all the sell-outs used as examples, 5) I don't do movies or theater, 6) I already said I have standards and expectations, 7) Are you even reading anything I'm writing?, 7) *I* am not pre-ordering those games I know nothing about, 8) GhaaAAAHHHAAAaaaa!


Title: Re: SWTOR
Post by: Rasix on September 10, 2011, 01:11:26 PM
You seem awfully concerned.


Title: Re: SWTOR
Post by: eldaec on September 10, 2011, 01:13:32 PM
Everytime someone pre-orders a game, a kitten dies.

A KITTEN


Title: Re: SWTOR
Post by: Velorath on September 10, 2011, 01:20:01 PM

Yes, I'm reading everything you're writing Lanty for better or worse, and I don't have any objection to you not pre-ordering stuff without hearing impressions from other consumers.  The one thing I have an issue with in everything you said is that:


Frankly it's as good as a scam to me, because they're taking money while refusing to tell me what I'm getting.  That's what doesn't sit well with me.


Because frankly, it's just a pretty standard way that most companies market and sell products.  Typically MMO's have been an exception, but when one publisher doesn't follow that formula in the time frame people want it (they could still very easily drop the NDA weeks or months before release depending on the release date), that doesn't make it like a scam.  Really though, I don't know what any beta testers could tell you that would make you feel better about slogging through a game you're clearly not interested in, that you only feel obligated to play due to social reasons.  I don't have any insider knowledge, but I'm guessing there isn't some secret nugget of information that's going to make this game into anything other than what every bit of media out there that's been released has painted it as.


Title: Re: SWTOR
Post by: Nebu on September 10, 2011, 01:32:57 PM
While I'm guilty of a preorder myself, don't preorders just encourage Bioware to rush out an unfinished product?


Title: Re: SWTOR
Post by: Evildrider on September 10, 2011, 01:36:57 PM
The only thing that Bioware may be hiding is a couple of surprise systems, like the legacy system.  Other than that I can't see them hiding any OMGWTF things for this game.  The classes are revealed, the planets are revealed, the combat system is out there for you to see, it's got story, they've released the races (sans cyborg), they've given out pvp details, showed you the flashpoints and operations etc.  Even if you watch beta videos they aren't anything special.  It's just pictures of skill trees and them running around killing stuff.  

There is a ton of information that is out there legitimately.  I really don't know what people screaming about the NDA think they are hiding.  If the NDA were dropped you'd see a lot more people spilling story details and major plot points more than anything else.  Other than that, do you all want something like tankspot videos of all the flashpoints and operations or something?  Between the info thread on the SWTOR forums and the MMO-Champ thread there isn't much more you can ask for.


Title: Re: SWTOR
Post by: Evildrider on September 10, 2011, 01:38:34 PM
While I'm guilty of a preorder myself, don't preorders just encourage Bioware to rush out an unfinished product?

I don't think so at this point, with the way they've been talking and handling the pre-orders its more about gauging how many are going to slam their servers and for them to figure shit out before that happens.  If they were gonna rush out an unfinished product people wouldn't be bitching about the lack of a release date.


Title: Re: SWTOR
Post by: Velorath on September 10, 2011, 01:44:51 PM
While I'm guilty of a preorder myself, don't preorders just encourage Bioware to rush out an unfinished product?

Could go either way.  I think if a developer offers up a game for pre-order and sees weak sales and little interest that would cause more incentive to cut their losses and release early.  I think ultimately if a publisher doesn't care about releasing an unfinished product though, they'll do it regardless of pre-order numbers.


Title: Re: SWTOR
Post by: Margalis on September 10, 2011, 02:36:11 PM
If you pre-order a ticket to a theater production you are buying a seat that you might otherwise not get, like booking a reservation at a popular restaurant.

When you pre-order a game you are reserving a bunch of bits on a computer that have infinite supply and could be available to every single customer day one. It's completely different, there is no scarcity and no reason to get in ahead of other people unless the publisher arbitrarily adds one to sweeten the deal.


Title: Re: SWTOR
Post by: Malakili on September 10, 2011, 02:43:55 PM
If you pre-order a ticket to a theater production you are buying a seat that you might otherwise not get, like booking a reservation at a popular restaurant.

When you pre-order a game you are reserving a bunch of bits on a computer that have infinite supply and could be available to every single customer day one. It's completely different, there is no scarcity and no reason to get in ahead of other people unless the publisher arbitrarily adds one to sweeten the deal.

Well, in this case there is scarcity, haven't they said they are releasing a limited number?


Title: Re: SWTOR
Post by: Velorath on September 10, 2011, 02:51:01 PM
If you pre-order a ticket to a theater production you are buying a seat that you might otherwise not get, like booking a reservation at a popular restaurant.

When you pre-order a game you are reserving a bunch of bits on a computer that have infinite supply and could be available to every single customer day one. It's completely different, there is no scarcity and no reason to get in ahead of other people unless the publisher arbitrarily adds one to sweeten the deal.

Well, in this case there is scarcity, haven't they said they are releasing a limited number?

Nobody has sold out yet though.  I'd be surprised if Amazon, Walmart, Gamestop, Best Buy, Origin, and the rest aren't taking pre-orders all the way up until launch.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 10, 2011, 02:55:48 PM
Wow, the fanboys are coming out of the woodwork.

You know what movies do? They send copies to critics far in advance.(bad movies do not do this)

You know what plays do? They sell tickets in advance BECAUSE YOU FUCKING KNOW WHAT YOU ARE GETTING WITH PHANTOM OF THE OPERA(seriously, some of these arguments are retarded)

Games create demos that you can download and play the first level to do this.

NOW: I'm not saying SWTOR is a bad game, by all accounts people playing the beta are enjoying wow 1.5 and that's great. What I am saying is that keeping the nda up right until release is very stupid and usually smacks of an inferior product. Lantyssa is right that it is disingenuous to ask people to pay money for a product they only have the vaguest sense of.

My theory, compounded by the fact they are saying pre-orders are limited, is that all of this is just a ploy at hyping up the game to extreme amounts. making it hard to get on release day and creating a fervor over getting your hands on it.  For some things it worked, the Wii was a good example of how sought after and hard to find on release it was.

 With an online game though, the limited quantities and nda are in my opinion a hindrence as these types of things are all about word of mouth.


Title: Re: SWTOR
Post by: Threash on September 10, 2011, 03:06:35 PM
The info people are looking for isn't about stuff in the game, what the NDA is preventing is people saying "this game blows" or "this game is awesome".  That's what we freaking want to know.


Title: Re: SWTOR
Post by: Velorath on September 10, 2011, 03:20:02 PM
Wow, the fanboys are coming out of the woodwork.

You know what movies do? They send copies to critics far in advance.(bad movies do not do this)

Actually, most of the time they screen the movie in a theater for multiple critics at once.  I'd say roughly around 90+% of reviews come out one or two days before the movie releases.  Sometimes there are early reviews (film festival screenings, limited releases and the like), but it you don't believe me look at Rotten Tomatoes right now.  Two out of three of next Friday's release have no reviews up yet.  Early reviews you see posted up from readers at AICN and such are the equivalent of leaks, typically coming from focus group testing which is under NDA.


Quote
You know what plays do? They sell tickets in advance BECAUSE YOU FUCKING KNOW WHAT YOU ARE GETTING WITH PHANTOM OF THE OPERA(seriously, some of these arguments are retarded)

I guess your argument here is that no new plays have been created in the last several decades, but I'm also not going to pretend to know enough about Broadway musicals to comment on how they do their marketing.  I know people were asked not to talk about test shows of Spider-man: Turn off the Dark, but after the first few people panned it, I think everybody started dogpiling on it.

Quote
Games create demos that you can download and play the first level to do this.

Some do, some don't, and they typically don't come until well after the pre-orders have started.  On average it seems like demos come out about a week or two before the game releases.  I don't think Starcraft 2 got a demo until almost half a year after the game came out.  I can't think of any demo's off the top of my head that came out before the publisher was even ready to announce a release date.


Title: Re: SWTOR
Post by: Velorath on September 10, 2011, 03:22:08 PM
The info people are looking for isn't about stuff in the game, what the NDA is preventing is people saying "this game blows" or "this game is awesome".  That's what we freaking want to know.


That seems to be the only leak that nobody cares about enforcing.  There are people in this very thread on both ends of the spectrum who have said whether or not they'll be buying this game based on their experience in the beta.  Go to the NeoGaf thread and you'll see much the same thing if that's all you're looking for.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 10, 2011, 03:25:45 PM
Starcraft 2 had an open beta months before release. Do you actually know anything you are talking about or just spouting off random bullshit facts to justify your rabid devotion to anything involving SWTOR?


Title: Re: SWTOR
Post by: Kirth on September 10, 2011, 03:38:46 PM
Rabid...his RABID someone get the tranq gun.

I know this is gonna break the :nda: but the super sekret think bioware isnt telling you is that swtor has...




Title: Re: SWTOR
Post by: Velorath on September 10, 2011, 03:46:21 PM
Starcraft 2 had an open beta months before release. Do you actually know anything you are talking about or just spouting off random bullshit facts to justify your rabid devotion to anything involving SWTOR?

Way to refute one aspect of one point.  I could also point out that some games like Fallout 3 for instance never got a demo, but whatever.  Has nothing to do with being a fanboy.  I feel the same way about pretty much any game, it just happens that this thread is the one the argument is going on in (because this is the thread where a fuckton of stupid arguments go on in).  You aren't going to see me crying in the Guild Wars 2 or TSW threads that the NDA needs to drop because I have to plan out months or years in advance whether or not they're day 1 purchases for me (before in fact we even know which day "day 1" will be).  I know based on what I've seen that I'll pick up GW2 at launch and won't bother with TSW.  It doesn't typically take a flood of information for me to make a purchase.  I know that much like Lanty's situation with SWTOR, the only reason I'd pick up Diablo 3 at this point is if certain people I play online with pick it up.  Seeing people who get in the beta slobber over the game isn't really going to make me feel any better about the purchase.

Fuck, most the people here that are calling for the NDA to drop on SWTOR are the ones who have already said they don't want to buy the game.  Like I've said, anybody who's actually looking to make an informed buying decision will be able to do that just as easily if the NDA drops one week prior to the game's release when shit is actually finalized as the would now.  Any argument otherwise is just impatience or a sense of entitlement.  Doesn't anybody really think there's going to be some shortage of opinion about this game on the Internet until after launch?


Title: Re: SWTOR
Post by: Sobelius on September 10, 2011, 05:18:57 PM
Rabid...his RABID someone get the tranq gun.

I know this is gonna break the :nda: but the super sekret think bioware isnt telling you is that swtor has...
(see original post for spoiler)

I feel they actually said this when they said there would be no auto-attack. Of course, they've gone back and forth on auto-attack several times so who knows where it'll land.









Title: Re: SWTOR
Post by: Evildrider on September 10, 2011, 05:46:11 PM
Wow, the fanboys are coming out of the woodwork.


Funny thing is the haters are worse than the "fanboys" in this thread.  I'm not telling people to buy the game, but if you want info on the game there is a shitload out there including on leak sites, if that's your thing.

If you have to rely on other people's opinions about a game, that isn't out yet, than that's your problem.


Title: Re: SWTOR
Post by: Margalis on September 10, 2011, 06:32:38 PM
Quote
It's completely different, there is no scarcity and no reason to get in ahead of other people unless the publisher arbitrarily adds one to sweeten the deal.

Well, in this case there is scarcity, haven't they said they are releasing a limited number?

The scarcity is completely manufactured.

Quote from: Evilrider
If you have to rely on other people's opinions about a game, that isn't out yet, than that's your problem.

Given that the game isn't out and likely won't have a demo / trial once it is aren't other people's opinions the ONLY thing you can rely on?

Quote from: Velorath
Fuck, most the people here that are calling for the NDA to drop on SWTOR are the ones who have already said they don't want to buy the game.  Like I've said, anybody who's actually looking to make an informed buying decision will be able to do that just as easily if the NDA drops one week prior to the game's release when shit is actually finalized as the would now.  

This discussion is largely about pre-orders so this point of yours is complete nonsense. If you do not pre-order the game now it could in theory run out and you also are punished by getting to log in later than other people as well as having fewer features. They are asking you to hand over your money now, not a week before release. That's really the entire crux of this discussion. So no, waiting for a week before release to drop the NDA is not the same as dropping it now. The game has already been released to consumers to buy.

Quote
You aren't going to see me crying in the Guild Wars 2 or TSW threads that the NDA needs to drop because I have to plan out months or years in advance whether or not they're day 1 purchases for me (before in fact we even know which day "day 1" will be)

We aren't talking about day 1 purchases, we are talking about day -180+ purchases. Which are encouraged by gimping the day 1 release.


Title: Re: SWTOR
Post by: Evildrider on September 10, 2011, 06:48:14 PM
So you are going to rely on opinions based on a product that isn't in a release state?  You can wait til they have a trial or something it'll just be awhile after launch.

Also, I've preordered... haven't spent a dime on it, and don't have to til the launch date.


Title: Re: SWTOR
Post by: Modern Angel on September 10, 2011, 07:02:00 PM
The examples being used are pretty over the top but I distinctly remember at least three games being absolutely TRASHED here by the MMO dudes when other companies did the whole NDA til release thing. I'm just trying to remember which they were.


Title: Re: SWTOR
Post by: Kirth on September 10, 2011, 07:12:42 PM
The examples being used are pretty over the top but I distinctly remember at least three games being absolutely TRASHED here by the MMO dudes when other companies did the whole NDA til release thing. I'm just trying to remember which they were.

WAR
something something (AoC?, Rift?)


Title: Re: SWTOR
Post by: Modern Angel on September 10, 2011, 07:14:47 PM
WAR was the one that immediately jumped to mind.


Title: Re: SWTOR
Post by: Sky on September 10, 2011, 07:28:05 PM
(seriously, some of these arguments are retarded)


Title: Re: SWTOR
Post by: caladein on September 10, 2011, 07:30:00 PM
Starcraft 2 had an open beta months before release. Do you actually know anything you are talking about or just spouting off random bullshit facts to justify your rabid devotion to anything involving SWTOR?

It has very little to do with SWTOR really.  Lantyssa's asserting that taking pre-orders before an amount of information is released that meets her standards is a scam.  Ignoring the arbitrary (but valid, it's her's or anyone else's money after all) standard and use of the quite strong "scam" there are a two important points to raise:

Timing. If significant pre-order incentives are given only for pre-ordering before N date (see: Dragon Age II) then yes, the eventuality of the NDA dropping (or more information coming out, whatever applies) "at some point" before launch ceases to matter.  Otherwise, if not enough information is known for one to feel they're making an informed decision, then they can wait for more information.  SWTOR only meets this problem in head-start placement and in the vague risk that they'll hit some sales limit.  I don't think those count as significant for someone that's on the fence.  Therefore the "information standard" can be considered to float on a per-person basis.

Deposit. The information needed probably has some relationship to how much money is asked to be put down.  I can pre-order something from Amazon at zero risk because they won't charge me until it ships.  Steam on the other hand charges me right when I order.  I am much more free with pre-ordering things on Amazon and then maybe canceling it whereas I frequently "pre-order" on Steam at the last minute.  SWTOR through Origin involves putting down $5.  If you're down with a box, Amazon will take your order and still give you the pre-order code, and won't charge one until they ship.

So, considering that one can pre-order at almost certainly the last minute without missing much for zero cost and very low risk, it's not fair to call SWTOR offering pre-orders when they did a "scam".


Title: Re: SWTOR
Post by: Lantyssa on September 10, 2011, 07:31:13 PM
WAR is the one I mainly remember.  Rift dropped theirs pretty early.  AoC went a little later than people liked, but I think they gave us at least a month (and is to date the only game I know of where the miracle patch made a difference).

I can't think of any other major MMO releases since then.


Title: Re: SWTOR
Post by: Lantyssa on September 10, 2011, 07:39:12 PM
So, considering that one can pre-order at almost certainly the last minute without missing much for zero cost and very low risk, it's not fair to call SWTOR offering pre-orders when they did a "scam".
It's on the same level as Columbia House to me.  Not illegal, pretty clever really, but kinda sketchy when you think about the business model in detail.

Were this Algernon or whatever it's called, people would not be throwing down $60 for a product sight-unseen.


Title: Re: SWTOR
Post by: sam, an eggplant on September 10, 2011, 07:52:47 PM
I really don't know what people screaming about the NDA think they are hiding.  
Right, and I can't tell you due to the NDA. Get it now?


Title: Re: SWTOR
Post by: Sjofn on September 10, 2011, 07:58:05 PM
Lantyssa, I say this with love. Don't buy the game. It could send the most mind blowing orgasms directly to your brain, and you will not like it. Because you have already firmly decided the whole thing is terrible. And that's fine, that's your opinion. But you'll regret buying it. So don't.


EDIT: Also, you know who hasn't pre-ordered yet? Me.  :oh_i_see:


Title: Re: SWTOR
Post by: Margalis on September 10, 2011, 08:17:53 PM
Given that most groups of friends in MMOs fall apart because people level at different speeds the head start thing is fairly significant.

Giving early access to people who pre-order would make it pretty tough for people who didn't to play with them.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 10, 2011, 08:31:03 PM
I like how you could take my most vitriolic post in this thread and I'd still say swtor would be a fun game.  If you ask some people here though Ive done nothing but troll the fuck out of this game.

You all might want to take a step back and breathe before posting. 


Title: Re: SWTOR
Post by: eldaec on September 10, 2011, 09:07:57 PM
Given that most groups of friends in MMOs fall apart because people level at different speeds the head start thing is fairly significant.

Giving early access to people who pre-order would make it pretty tough for people who didn't to play with them.

Alts.


Title: Re: SWTOR
Post by: Nevermore on September 10, 2011, 09:10:55 PM
But isn't there just one character per server?


Title: Re: SWTOR
Post by: koro on September 10, 2011, 09:30:02 PM
But isn't there just one character per server?

What? No. Eight per.


Title: Re: SWTOR
Post by: Evildrider on September 10, 2011, 09:34:06 PM
I like how you could take my most vitriolic post in this thread and I'd still say swtor would be a fun game.  If you ask some people here though Ive done nothing but troll the fuck out of this game.

You all might want to take a step back and breathe before posting. 

Pfft, we have to get to 300 pages somehow.   :awesome_for_real:


Title: Re: SWTOR
Post by: Ginaz on September 10, 2011, 09:41:50 PM
Lantyssa, I say this with love. Don't buy the game. It could send the most mind blowing orgasms directly to your brain, and you will not like it. Because you have already firmly decided the whole thing is terrible. And that's fine, that's your opinion. But you'll regret buying it. So don't.


EDIT: Also, you know who hasn't pre-ordered yet? Me.  :oh_i_see:

I don't think she's decided anything yet.  She just feels that there shouldn't be an NDA in place if they're going to ask people to pre-order.  Having played the game myself, I'm not worried about pre-ordering but I have a lot more info to base a decision on.  I can't say that I disagree with her but pre-orders like this seem to be the norm these days.  You can either wait for the game to release and see what the general consensus is or roll the dice and hope its worth it.  In her case, if she's that worried about wasting money, I would suggest waiting at least a few days after release to see if she wants to play or not.

Edit:  I do think calling it a "scam" is a bit much.


Title: Re: SWTOR
Post by: Lantyssa on September 10, 2011, 09:49:46 PM
Lantyssa, I say this with love. Don't buy the game. It could send the most mind blowing orgasms directly to your brain, and you will not like it. Because you have already firmly decided the whole thing is terrible. And that's fine, that's your opinion. But you'll regret buying it. So don't.
Actually I haven't decided it's terrible.

I'm pretty sure it's going to be a WoW-alike.  That is a negative, but I did play WoW off and on for years.  I'm sure I'll play it again one day.  What I don't know is if SWTOR is going to be a good or a bad WoW-rip.  There are a lot of things I've seen that put me off, that's true because they appear to be copying WoW and I'd prefer they didn't do that, but I haven't actually decided because I haven't gotten a chance to really see or know about the game in-depth.  I beta'd Rift and I thought it was a good game, despite trying to too hard to be like WoW in my opinion.  True I did not buy it, but I was still one of it's biggest supporters on f13 and would not have regretted a purchase because I had a chance to play the game and get a feel for the dev team.

The reason I sound so down on SWTOR is because I keep trying to explain why I have hesitations or what my concerns are, not because I've made up my mind.  But people keep focusing so intently on those concerns, so I keep trying to explain them, so it further blows them out of proportion.  No one can tell me if my concerns are unfounded or spot on because of the NDA.  To bring the personality thread into this, I'm a Type 6/5.  I want to know everything I possibly can about a situation before committing to it.  What I want to know isn't unreasonable or some State Secret, yet people keep defending the Holy NDA as if I've never seen a game in a beta state and it'd affect my decision.  Geezus.  I've beta'd half the MMOs in existence.  Even some of the collectively agreed upon shittiest ever produced because I felt they might have something worthwhile to learn from.

I just want to know what the fuck I'm buying if I put money down.  It's really that simple.  It's not some concerted effort on my part to hate the game and convince everyone else how terrible it is.


Title: Re: SWTOR
Post by: Sky on September 10, 2011, 10:19:42 PM
The NDA being dropped isn't really going to tell you that. You'll get a bunch of jaded retards all expounding from the viewpoints of their own baggage. Much like the leak Q&As have been. What you really want is for you or some of the friends you intend to play with to get some testing time, the NDA really isn't the issue, yeah?


Title: Re: SWTOR
Post by: Draegan on September 10, 2011, 10:46:51 PM
Lanty is just "bad mouthing" the game because she doesnt want it to be better than GW2.  :why_so_serious:


Title: Re: SWTOR
Post by: Surlyboi on September 10, 2011, 11:50:30 PM
I like how you could take my most vitriolic post in this thread and I'd still say swtor would be a fun game.  If you ask some people here though Ive done nothing but troll the fuck out of this game.

You all might want to take a step back and breathe before posting. 

*Cleansing breath*
Nope. Still a troll.
*Cleansing breath*


Title: Re: SWTOR
Post by: tmp on September 11, 2011, 12:09:10 AM
I just want to know what the fuck I'm buying if I put money down.
I believe in this case game preorders in general simply ain't for you. (although i quite agree with the sentiment personally, and for similar reasons don't really bother with preorders myself)


Title: Re: SWTOR
Post by: Mosesandstick on September 11, 2011, 12:40:19 AM
Right, and I can't tell you due to the NDA. Get it now?

:awesome_for_real:

If there wasn't an NDA, I think we would be discussing the sort of things Lantyssa wants, bias or no.


Title: Re: SWTOR
Post by: Spiff on September 11, 2011, 01:05:34 AM
True I did not buy it, but I was still one of it's biggest supporters on f13 and would not have regretted a purchase because I had a chance to play the game and get a feel for the dev team.

Well I'm sure Trion can take that to the bank  :awesome_for_real:

And that's the bottom line, I don't see what Bioware (nay: EA) has to gain by giving you more and I'm pretty sure they don't see it either.
I doubt it's anything you don't know already, but the last phases of beta are more of a marketing tool than anything else for these games.

Seems to me Trion did what they did at least in part because they came out of nowhere with a AAA game and needed to quickly build a reputation and some word of mouth, not because they felt obliged to share out of some sense of decency.

If I had to guess the (awful?) truth is: there isn't anything important you don't already know, there's no big secret, the gameplay will feel familiar like an old (and slightly smelly) pair of sneakers.

The marketing of SWOR is by far the most impressive thing about it to me now (in a perverse sort of way), 'Bioware makes SW MMO' was always going to be a hypetrain, but the amount of fanboiism and hype they've spun out of WoW in space! (now with more voice!) is awe inspiring.


Title: Re: SWTOR
Post by: Margalis on September 11, 2011, 01:33:35 AM
What I want to know isn't unreasonable or some State Secret, yet people keep defending the Holy NDA as if I've never seen a game in a beta state and it'd affect my decision.  Geezus.  I've beta'd half the MMOs in existence.  Even some of the collectively agreed upon shittiest ever produced because I felt they might have something worthwhile to learn from.

Your mistake is trying to reason with Star Wars fans. These are people who love Jar Jar, Midichlorians and a bunch of Teddy Ruxpins defeating the most powerful army in the universe by rolling logs at them.  :awesome_for_real:


Title: Re: SWTOR
Post by: Fordel on September 11, 2011, 01:40:03 AM
Hey, some of us were rooting for that army!


*posts trooper gif again*


Title: Re: SWTOR
Post by: Sjofn on September 11, 2011, 04:17:44 AM
I'm pretty sure it's going to be a WoW-alike.  That is a negative, but I did play WoW off and on for years.  I'm sure I'll play it again one day.  What I don't know is if SWTOR is going to be a good or a bad WoW-rip.  There are a lot of things I've seen that put me off, that's true because they appear to be copying WoW and I'd prefer they didn't do that, but I haven't actually decided because I haven't gotten a chance to really see or know about the game in-depth.  I beta'd Rift and I thought it was a good game, despite trying to too hard to be like WoW in my opinion.  True I did not buy it, but I was still one of it's biggest supporters on f13 and would not have regretted a purchase because I had a chance to play the game and get a feel for the dev team.

It sounds more to me like you want to beta it yourself than anything else. Which makes more sense to me, since some asshat telling me "this is the worst thing ever" or "this is the bestest system ever" simply isn't going to be as good as actually trying it yourself. Ever.

However, nearly every post of yours I've read on this topic, while I do get that you're just ... ah ... concerned, comes across as absolutely expecting the worst, it burns you like elven rope that it's going to be WoW-y, GW2 is going to do it so much better, etc. This is why I don't think you'll enjoy it. It has to overcome such a monumental amount of caution, shall we say, that I doubt very much it could ever scale it. You don't want to make hot, steamy love to BioWare games like I do, you're not particularly interested in a WoW-y game, and it's got a pretty rude box price for a game you're not really sold on (hell, even one you are). Like I said, I haven't pre-ordered, and I am (apparently) one of the "lol SW tards" about this game. I see nothing but bitter disappointment in your future if you do so.

And I'm one of the people that would like to play with you sometime! But I figure we'd both be happier doing it in GW2. :P


My own personal feeling on the NDA still being up is "meh." No one can tell me if I'll like playing it. Not really. Gameplay videos and shit never do anything for me, reading talent trees just makes me roll my own eyes up into my head in boredom. If I'm really unsure about a game, I just don't pre-order. I know MMOs can be a bit of a special case since no one wants to be level bullshit while their friends are level awesome, but I don't see a reason to even give half a fuck about pre-ordering when they don't even have a firm release date yet.


Title: Re: SWTOR
Post by: UnSub on September 11, 2011, 04:35:48 AM
The only thing that Bioware may be hiding is a couple of surprise systems, like the legacy system.  Other than that I can't see them hiding any OMGWTF things for this game.

The inevitable cash shop won't be discussed until last minute, maybe even post-launch.

But I don't know what I don't know. I'm not interested to go fishing around beta leak sites for SWOR for things that will possibly change anyway. Because my key interest - has BioWare got the combat mechanics working right? - won't be known until the game leaves beta and players have to start paying that $15 a month.

Also, I highly doubt that the NDA is being kept up to keep the story secret. BioWare could release the entire 30 000 page storyline tomorrow and it wouldn't change game sales one iota.


Title: Re: SWTOR
Post by: Sky on September 11, 2011, 08:22:40 AM
I beta'd Rift and I thought it was a good game, despite trying to too hard to be like WoW in my opinion.  True I did not buy it, but I was still one of it's biggest supporters on f13 and would not have regretted a purchase because I had a chance to play the game and get a feel for the dev team.
Who out of the group that was in alpha did buy it at release? Draegan? It's set up as a raider game, there wasn't a whole lot for anyone else if you played 1-50 once, let alone twice. It's a good game, but not aimed at my demographic. I'd hate to get into some extended test with TOR and have the same thing happen, I don't think it will be nearly as replayable as the hype (zomg fanboy alert).
Your mistake is trying to reason with Star Wars fans. These are people who love Jar Jar, Midichlorians and a bunch of Teddy Ruxpins defeating the most powerful army in the universe by rolling logs at them.  :awesome_for_real:
Now see, that was a good troll.

But honestly, I'm reading the Old Republic books right now  :grin: All but one (so far) is better than the prequels. I figure - how much better is something like LotRO when you actually have a feel for what's going on, the lore and politics? Fatal Alliance is actually pretty damned good, which is SO REFRESHING after the abortion that was Kemp's book. Not a ton of Old Republic books out, so I'll probably finish these up and hit the Bounty Hunter trilogy (playing a BH) and skip other EU stuff.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 11, 2011, 08:59:50 AM
If only LotRO had some kind of good source material for lore so people could get into the game.


Title: Re: SWTOR
Post by: Riggswolfe on September 11, 2011, 09:29:20 AM
Ok. I have to be careful what I say because I'm in the beta. As usual I can confirm I still have my preorder and I'm a dork and have a collector's edition even.

Now, as to Lantyssa's point it's pretty easily solved to me. Preorder it from Amazon. When the NDA drops, if you don't like what you see, cancel the preorder. You're not even out $5 but you have the preorder just in case.

I wouldn't be surprised if the NDA drops in late October or maybe early November. I don't have any insider knowledge, it's just a guess.


Title: Re: SWTOR
Post by: Draegan on September 11, 2011, 09:36:02 AM
If only LotRO had some kind of good source material for lore so people could get into the game.

You're still a pretty fucking terrible troll.  You're as subtle as an atomic bomb.


Title: Re: SWTOR
Post by: Reg on September 11, 2011, 09:44:03 AM
I don't get the irrational TOR-hate.  The trolls are far closer to edge than any of the so-called fanboys in this thread. Oh well, at least he's straight-forward. It's better than the "Oh dear! I just may not be able to bring myself to play this game!" concern trolling I suppose.  :grin:


Title: Re: SWTOR
Post by: eldaec on September 11, 2011, 09:53:47 AM
Now, as to Lantyssa's point it's pretty easily solved to me. Preorder it from Amazon. When the NDA drops, if you don't like what you see, cancel the preorder. You're not even out $5 but you have the preorder just in case.

Better solution:

Don't preorder. Buy it when released. Or don't.


Title: Re: SWTOR
Post by: Tannhauser on September 11, 2011, 10:20:58 AM
Hand-wringing over pre-ordering is about retarded.  I watched the Sith Inquisitor video and he used the same ability (lightning) over and over and I didn't see him swing his lightsaber once. 

It didn't look fun.

That's whats got me wringing MY hands.


Title: Re: SWTOR
Post by: Riggswolfe on September 11, 2011, 10:33:16 AM
Now, as to Lantyssa's point it's pretty easily solved to me. Preorder it from Amazon. When the NDA drops, if you don't like what you see, cancel the preorder. You're not even out $5 but you have the preorder just in case.

Better solution:

Don't preorder. Buy it when released. Or don't.

That works too. She seems to be wavering about preordering explicitly so she is guranteed she can play with her friends. That's why I suggested my solution.


Title: Re: SWTOR
Post by: luckton on September 11, 2011, 10:45:41 AM
Am I allowed to LOL when the NDA drops, people end up liking it and go out to pre-order, only to find out there's no pre-orders left because they want to load-balance things at launch?   :grin:


Title: Re: SWTOR
Post by: Draegan on September 11, 2011, 10:46:33 AM
Hand-wringing over pre-ordering is about retarded.  I watched the Sith Inquisitor video and he used the same ability (lightning) over and over and I didn't see him swing his lightsaber once. 

It didn't look fun.

That's whats got me wringing MY hands.

Jedi Sages and Sith Inquisitors are casters like mages.  So it's like any other caster in an mmo.

Am I allowed to LOL when the NDA drops, people end up liking it and go out to pre-order, only to find out there's no pre-orders left because they want to load-balance things at launch?   :grin:

I'll be laughing right with you.


Title: Re: SWTOR
Post by: luckton on September 11, 2011, 10:58:19 AM
Hand-wringing over pre-ordering is about retarded.  I watched the Sith Inquisitor video and he used the same ability (lightning) over and over and I didn't see him swing his lightsaber once.  

It didn't look fun.

That's whats got me wringing MY hands.

Jedi Sages and Sith Inquisitors are casters like mages.  So it's like any other caster in an mmo.

Other clips I've seen have them using their saber for deflecting blasters and stuff.  They still get some saber skills, but yeah, they're casters through and through.


Title: Re: SWTOR
Post by: Tyrnan on September 11, 2011, 11:04:25 AM
Jedi Sages and Sith Inquisitors are casters like mages.  So it's like any other caster in an mmo.

Other clips I've seen have them using their saber for deflecting blasters and stuff.  They still get some saber skills, but yeah, they're casters through and through.

Don't they both have a melee DPS AC or has that been changed? I was planning on playing one caster and one melee if I roll one on either side.


Title: Re: SWTOR
Post by: luckton on September 11, 2011, 11:06:02 AM
Jedi Sages and Sith Inquisitors are casters like mages.  So it's like any other caster in an mmo.

Other clips I've seen have them using their saber for deflecting blasters and stuff.  They still get some saber skills, but yeah, they're casters through and through.

Don't they both have a melee DPS AC or has that been changed? I was planning on playing one caster and one melee if I roll one on either side.

Yes, the caster role is one AC for them.  The other is a stealth Rogue or tank, depending on how you invest talents.


Title: Re: SWTOR
Post by: eldaec on September 11, 2011, 11:19:14 AM
Am I allowed to LOL when the NDA drops, people end up liking it and go out to pre-order, only to find out there's no pre-orders left because they want to load-balance things at launch?   :grin:

Why would you go out to preorder at this stage? Or at any stage?

It is not likely that having a head start of a few days is going to impact your life choices or long term happiness to any measurable degree.

Just say no to pre-order bullshit.


Title: Re: SWTOR
Post by: Draegan on September 11, 2011, 11:30:32 AM
Jedi Sages and Sith Inquisitors are casters like mages.  So it's like any other caster in an mmo.

Other clips I've seen have them using their saber for deflecting blasters and stuff.  They still get some saber skills, but yeah, they're casters through and through.

Don't they both have a melee DPS AC or has that been changed? I was planning on playing one caster and one melee if I roll one on either side.

I got it backwards last post, it's the Sith Sorcerer that is the caster.  The Sage is the AC of the Jedi Consular.  Sorc is the AC of the Inquisitor.


Title: Re: SWTOR
Post by: luckton on September 11, 2011, 11:31:35 AM
Why would you go out to preorder at this stage? Or at any stage?

It is not likely that having a head start of a few days is going to impact your life choices or long term happiness to any measurable degree.

Just say no to pre-order bullshit.


You wanna talk about pre-order bullshit?  I pre-ordered Deus Ex: Human Revolution from my local Best Buy.  When the game came out, I went to the store to retrieve the game.  To my surprise, my local Best Buy was not carrying DE:HR for PC, just Xbox and PS3.  The 'big-box' stores were the only ones carrying the PC version.  I did my best impression of an outraged 'the customer is always right' tantrum that I could, and after making a few calls, I ended up going to the big box store to get my game.  I also got a $50 gift card for my trouble.

I would like for lightning to strike twice  :grin:


Title: Re: SWTOR
Post by: Margalis on September 11, 2011, 11:52:50 AM
If only LotRO had some kind of good source material for lore so people could get into the game.

You're still a pretty fucking terrible troll.  You're as subtle as an atomic bomb.

You Star Wars ultra fanboys seem to think that any time anyone says anything remotely negative about SW or remotely positive about a competing anything that's "trolling." The poster he was responding to literally said that LOTR would be better if it had some backstory and lore comparable to the SW EU dreck. Lol?

If anything that's trolling anyone literate.

Quote from: eldaec
Why would you go out to preorder at this stage? Or at any stage?

Quote from: Riggswolfe
As usual I can confirm I still have my preorder and I'm a dork and have a collector's edition even.

eldaec meet Riggswolfe.


Title: Re: SWTOR
Post by: MuffinMan on September 11, 2011, 12:18:10 PM
The poster he was responding to literally said that LOTR would be better if it had some backstory and lore comparable to the SW EU dreck. Lol?
I may have missed something but I don't see anyone that said that. If you are referring to Sky, you may want to reread what he said.


Title: Re: SWTOR
Post by: Reg on September 11, 2011, 12:41:42 PM
Oh don't bother Margalis with that reading comprehension nonsense. He's going to see TOR be at least as great a failure as FFXIV no matter what.


Title: Re: SWTOR
Post by: Sky on September 11, 2011, 12:43:39 PM
To be fair, I don't care for Tolkein  :grin: And I work with a penultimate Tolkein uberdork who has maybe a dozen or more versions of the books, movies, anything at all...so that doesn't help.

You can play along in the Book thread, as I finish each TOR EU novel I'm reviewing it. I'm taking Fatal Alliance slow, because it's actually a decent sci-fi book. I know, right? And Karpyshyn's stuff is fun, light (as light as a Sith novel can be), and a pretty good development of a Sith. All completely unlike Paul S. Kemp's shit-smeared nonsense, which was so wretched it was actually funny.

But who exactly are the ultra-fanboys? I'm definitely a fan, but I probably have as many posts with concerns about things as positive (because I don't want to post about leaks). And I've probably done more comparing TOR (in a bad light) to other mmo than anyone else in the thread (needs Rift's role system, needs a zillion things from GW2, EQ2's bazaar, etc).

I'm also a dork with a pre-order, and pre-launch guild!  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on September 11, 2011, 12:44:25 PM
...as great a failure as FFXIV no matter what.

But...FFXIV was a failure.   :awesome_for_real:


Title: Re: SWTOR
Post by: Reg on September 11, 2011, 12:52:45 PM
I'll confess to being a Bioware fanboy. I'd be preordering any Bioware MMO regardless of the source IP just because I've never played a Bioware game I didn't like. I don't think I'm irrational about it though. I'm willing to accept the idea that it might fail in the long term as an MMO with raiding and end game stuff.  I don't care as I plan to play it like it was 8 single user games. If I find something entertaining to do at the end game that'll be a bonus but if I don't I'll just unsubscribe and wait for the expansion with no drama or tears.


Title: Re: SWTOR
Post by: Ingmar on September 11, 2011, 01:16:22 PM
Nobody here is actually doing anything but trolling at this point, as far as I can tell.


Title: Re: SWTOR
Post by: luckton on September 11, 2011, 01:17:56 PM
Nobody here is actually doing anything but trolling at this point, as far as I can tell.

292 pages of it, no less.  :why_so_serious:


Title: Re: SWTOR
Post by: Fordel on September 11, 2011, 02:00:04 PM
Nobody here is actually doing anything but trolling at this point, as far as I can tell.


I am clearly cheer leading sir!


Title: Re: SWTOR
Post by: Margalis on September 11, 2011, 02:42:00 PM
Oh don't bother Margalis with that reading comprehension nonsense. He's going to see TOR be at least as great a failure as FFXIV no matter what.

Ha ha ha. I don't think this is the first time a loser like yourself has hilariously tried to make this personal because I said something mean about your precious Star Wars.

Grow up.

Quote
But who exactly are the ultra-fanboys?

Reg for example? Whenever I say something negative about SW he comes back with cracks about something Square related because he thinks I work at Square and is getting me good. He really needs get some perspective and realize that just because he's probably a fat sad loser whose only friends in life are plastic dolls of Han and Chewy that doesn't give him the right to try to launch personal attacks against people far superior to him in every respect.

Only a pathetic ultra fanboy turns Star Wars arguments personal.


Title: Re: SWTOR
Post by: Reg on September 11, 2011, 02:47:25 PM
Oh dear. What a delicate flower you are.  I hope the big bad fanboy didn't hurt your little feelings.


Title: Re: SWTOR
Post by: Margalis on September 11, 2011, 02:48:42 PM
Oh dear. What a delicate flower you are.  I hope the big bad fanboy didn't hurt your little feelings.

Ha ha ha. If I'm the delicate one why do you spazz out and make personal attacks every time I make a joke about midichlorians?

Methinks the lady dost protest too much.

What kind of unstable 5-year-old is so invested in Star Wars that they have personal vendettas against people who dare to tell Ewok jokes? Lulz. Spend less time playing with your replica laser swords and more time not being emotionally retarded please.


Title: Re: SWTOR
Post by: Ingmar on September 11, 2011, 02:52:42 PM
Because your last few posts are a sign of great emotional maturity, am I right?

You two should just make out and get it over with.


Title: Re: SWTOR
Post by: FieryBalrog on September 11, 2011, 02:54:04 PM
Anyone who can sit through Star Wars EU books (or Star Trek, or Dragonlance, or....) is an "ultra-fan" in my eyes. I'll leave off the boy.

I do however find the fanaticism about Star Wars strange, particularly after the franchise has been repeatedly shot in the face, stabbed, electrocuted and trampled by its creator. At this point it's an incoherent mish-mash of space fantasy tropes that loosely hangs together on the back of two and a half decent movies made three decades ago.


Title: Re: SWTOR
Post by: Margalis on September 11, 2011, 02:56:41 PM
Because your last few posts are a sign of great emotional maturity, am I right?

I'm just playing along. When in Rome etc etc.


Title: Re: SWTOR
Post by: Margalis on September 11, 2011, 02:59:38 PM
Anyone who can sit through Star Wars EU books (or Star Trek, or Dragonlance, or....) is an "ultra-fan" in my eyes. I'll leave off the boy.

Come on now, be fair. If you want to read good science fiction your can't do much better than fan-fiction level stories from professional hacks about the continuing adventures of the secret lovechild of Boba Fett's clone and a comely Ewok lass.

See now THIS is trolling. "I don't like being asked to pre-order without much info on the game and why is the NDA still up?" is only "trolling" to Star Wars super fans, especially given that keeping the NDA for too long is criticized for every game that isn't Star Wars. (But magically doesn't apply to Star Wars, because you know, laser swords!) Is there another explanation besides super fandom that explains why only Star Wars should be immune that that criticism? In a thread on any other game someone bitching about the NDA still being up would be a complete non-event and if anything the norm.

Now here is Reg to explain how Dragon Quest X looks bad because defending Star Wars is an impossible and pitiable task that even SW fans with their primate-level brains have slowly come to realize is impossible. Maybe he can also say something about my mom, just for added class. Take it away Reg!

I'm going to go "outdoors" for a while. (Think of it as the opposite of the basement you never leave) I can't wait to come back tonight and see what hilarious crybaby antics you get into in the meantime. Don't disappoint me! Remember: whenever anyone says anything negative about SW, even something that is clearly a lighthearted joke, it's your job and your duty as an emotionally retarded fan of the high ground being an advantage for the exactly 5 seconds that the script calls for it to attack personally and vigorously those who would dare besmirch your lady fair. :awesome_for_real:


Title: Re: SWTOR
Post by: Ingmar on September 11, 2011, 03:22:57 PM
I think part of the issue here is you're actually the only one talking about Star Wars. I mean if WUA was around you could probably troll him into an argument, but I'm guessing most of us would agree with you that the prequels were shit, etc.

Let me elaborate, you seem to think that people who don't agree with your take that the game is going to suck, are disagreeing because they think WOO STAR WARS AWESOME. But really it's more like a mix of WOO BIOWARE and WOO I LOVE DIKU and maybe a few Star Wars superfans sprinkled through.


Title: Re: SWTOR
Post by: kildorn on September 11, 2011, 04:12:27 PM
When it comes right down to it, it's woo space swordfights and magical powers and spaceships!

I have little care for the star wars brand, and far more care for the sci fi diku. WTB decent steampunk diku as well, just because I want airship combat that's actually fun.


Title: Re: SWTOR
Post by: Kirth on September 11, 2011, 04:17:00 PM
I think part of the issue here is you're actually the only one talking about Star Wars. I mean if WUA was around you could probably troll him into an argument, but I'm guessing most of us would agree with you that the prequels were shit, etc.

Let me elaborate, you seem to think that people who don't agree with your take that the game is going to suck, are disagreeing because they think WOO STAR WARS AWESOME. But really it's more like a mix of WOO BIOWARE and WOO I LOVE DIKU and maybe a few Star Wars superfans sprinkled through.

I find your ideas intriguing, do you have a news letter I could subscribe to?


Title: Re: SWTOR
Post by: Lantyssa on September 11, 2011, 05:28:57 PM
It will be sad if this thread ends up locked right before it hits 300.

I have little care for the star wars brand, and far more care for the sci fi diku. WTB decent steampunk diku as well, just because I want airship combat that's actually fun.
Nix the DIKU and I'm there with you.  (Heck, for good Steampunk that might not slow me down.)


Title: Re: SWTOR
Post by: Margalis on September 11, 2011, 06:40:05 PM
It seems to me that in any other thread about any other game the point that an NDA has lasted well past its natural expiration date would be completely non-controversial whereas here and only here it gets one accused of trolling.

My theory is that's because this thread is full of Star Wars super fans. I could be wrong. But tweaking SW super fans is fun and for a thread that isn't full of SW super fans people sure get riled up over silly midichlorian jokes. Call me crazy but when your response to a dumb midichlorian joke is to call for someone to commit suicide or to bring up things you think you know about their personal or professional life to score points you are kind of reacting like someone waaaaaaaaaaay too invested in Star Wars.

If it walks like a duck and talks like a duck and all that.

You don't see me calling someone's wife fat or wishing that they'd die in a car crash because they made a joke about spiky haired anime dudes and Moogles. The weirdly personal nature of some of the vitriol here would be embarrassing in Politics.

Anyway...here is a funny video to lighten the mood!

http://www.youtube.com/watch?v=7zWNJHS9PBE


Title: Re: SWTOR
Post by: Kirth on September 11, 2011, 06:42:54 PM
It seems to me that in any other thread about any other game the point that an NDA has lasted well past its natural expiration date would be completely non-controversial whereas here and only here it gets one accused of trolling.

My theory is that's because this thread is full of Star Wars super fans. I could be wrong. But tweaking SW super fans is fun and for a thread that isn't full of SW super fans people sure get riled up over silly midichlorian jokes. Call me crazy but when your response to a dumb midichlorian joke is to call for someone to commit suicide or to bring up things you think you know about their personal or professional life to score points you are kind of reacting like someone waaaaaaaaaaay too invested in Star Wars.

If it walks like a duck and talks like a duck and all that.

You don't see me calling someone's wife fat or wishing that they'd die in a car crash because they made a joke about spiky haired anime dudes and Moogles.

I think you have had enough internets for today.


Title: Re: SWTOR
Post by: Tannhauser on September 11, 2011, 06:49:52 PM
It seems to me that in any other thread about any other game the point that an NDA has lasted well past its natural expiration date would be completely non-controversial whereas here and only here it gets one accused of trolling.

My theory is that's because this thread is full of Star Wars super fans. I could be wrong. But tweaking SW super fans is fun and for a thread that isn't full of SW super fans people sure get riled up over silly midichlorian jokes. Call me crazy but when your response to a dumb midichlorian joke is to call for someone to commit suicide or to bring up things you think you know about their personal or professional life to score points you are kind of reacting like someone waaaaaaaaaaay too invested in Star Wars.

If it walks like a duck and talks like a duck and all that.

You don't see me calling someone's wife fat or wishing that they'd die in a car crash because they made a joke about spiky haired anime dudes and Moogles. The weirdly personal nature of some of the vitriol here would be embarrassing in Politics.

Anyway...here is a funny video to lighten the mood!

http://www.youtube.com/watch?v=7zWNJHS9PBE

oldmanyellsatcloud.com

Do you still wear an onion on your belt?  I hear that was the style at the time.


Title: Re: SWTOR
Post by: Merusk on September 11, 2011, 06:52:24 PM
Wat the hell is going on in here..

This has gone beyond silly and into dumb.  You are all lesser for having partaken.


Title: Re: SWTOR
Post by: Margalis on September 11, 2011, 07:31:59 PM
This is what happened here:

BETA ALERT!!  BETA ALERT!!! BEEP BEEP BEEP

http://www.swtor.com/community/showthread.php?t=36710&page=1

Check out both the tentonhammer and gophn links. Also, Ashen Temper says on page 6 or 7 that information on beta is coming in the "Near Future."

Already fully playable?  Hundreds of hours of story for EACH class?  Either we are witnessing cracksmokery at David Allen-like levels, or this one is finally the real deal  :grin:  

Check out the date. Nature abhors a vacuum!


Title: Re: SWTOR
Post by: Crumbs on September 11, 2011, 07:52:18 PM
Were this Algernon or whatever it's called, people would not be throwing down $60 for a product sight-unseen.

This is the buried lead of the last few pages, if not the entire thread.  

We're just going to have to wait till the game is released for any of the current conflicts to be resolved.  Until then, let's get this thread to 300.  NAY 400.

Edit: i got dumprolled


Title: Re: SWTOR
Post by: Ingmar on September 11, 2011, 08:19:26 PM
Meh, Algernon or w/e was being developed by some Russian studio nobody had ever heard of and had screenshots of Orc Hitler, I really don't think there's any comparison to be made there.


Title: Re: SWTOR
Post by: rk47 on September 11, 2011, 08:24:43 PM
MMO itch is a funny thing, you start thinking of getting a good scratch in there, even looking forward to it...past the company meetings you have to endure, sitting next to the boss. Then when you get back home, you chug down a can of red bull ready to ding your way to lvl 87, login...and get bored after 45 mins. And thats why I am very cautious about MMO, because not all of the content is visible from casual play. You don't have unlimited time to play it. You gotta buy more time through subs. If you can't experience all the content past the 1st free month, too bad for you. They won't even suspend your subscription time when you're out of the country without a laptop.

And that's why I don't really invest in MMOs anymore.


Title: Re: SWTOR
Post by: Evildrider on September 11, 2011, 08:50:42 PM
I guess you can say that, I want an itch and I'm hoping it's SWTOR.  Right now I play WoW, I'm not a big fan of it really... but there's nothing else my friends and I can play together we can somewhat agree on.  I log into WoW and unless we get right into raiding, I am ready to get out of there in less than 15 minutes.

Now the thing is I WANT to have a game to absorb some of my, unfortunate, free time.  SWTOR is going to give that to me, now how long it will keep my attention is one thing, but I'd rather get my friends to stay in SWTOR than to stay in WoW at this point.  WoW isn't really going anywhere for me and most of the people i know. 


Title: Re: SWTOR
Post by: Riggswolfe on September 11, 2011, 08:53:45 PM


Quote from: eldaec
Why would you go out to preorder at this stage? Or at any stage?

Quote from: Riggswolfe
As usual I can confirm I still have my preorder and I'm a dork and have a collector's edition even.

eldaec meet Riggswolfe.

I'm preordering because I want to play with friends and  :nda: though I should clarify that I had my preorder before my invite.

As for the rest of your ranting the game doesn't even have a release date so the NDA still being up doesn't seem to be a big deal to me honestly. Once it has a release date I think it should drop a month or two before which is about standard for alot of MMOs to my memory. I've said I predict it'll probably drop in late October based mostly on a gut feeling. We'll see if it turns out to be right.


Title: Re: SWTOR
Post by: Mosesandstick on September 11, 2011, 11:03:06 PM
SWTOR does have the Bioware name attached to it. I think that makes a huge difference to some people.


Title: Re: SWTOR
Post by: Sjofn on September 11, 2011, 11:06:11 PM
Yeah, let's get who I'm a slobbering thrall to right here.



(AUSTIN OMG)


Title: Re: SWTOR
Post by: rk47 on September 12, 2011, 12:51:25 AM
It doesn't really mean anything to me. Bioware never made RPGs. And they're working together with Mythic for some MMO consultation right? Which is what made Warhammer so successful in just over 2 years. I rather they made KOTOR 3 single player and let a separate KOTOR online in different time line.


Title: Re: SWTOR
Post by: eldaec on September 12, 2011, 01:49:04 AM
The parts of the swtor team with mmog experience are dominated by external hires burnt on other shitty mmog projects, rather than coming from mythic.

Presumably this is why they've gone ultra ultra vanilla on combat and balance.

I honestly think that will be enough of a weakness to limit my interest in swtor to months rather than years; but I don't think this particular risk averse uberbland approach is coming from Mythic people, seems like it was well established long before they arrived.


Title: Re: SWTOR
Post by: Kirth on September 12, 2011, 02:33:29 AM
Anyone want to put together a whose who on the dev/production team and a rough outline on what they worked on before? All I got from the con footage was some guy worked on ultima online.


Title: Re: SWTOR
Post by: Draegan on September 12, 2011, 06:36:33 AM
This is from Darth Hater (http://darthhater.com/forum/topic/1481):

Electronic Arts Corporate:
John Riccitiello: CEO of EA
Eric Brown: CFO of EA
Frank Gibeau: EA Games Label President

BioWare Founders:
Ray Muzyka: BioWare Co-founder, Senior Vice President and Group General Manager of the BioWare RPG/MMO Group of Electronic Arts
Greg Zeschuk: BioWare Co-Founder, Vice President and Group Creative Officer at BioWare Group of Electronic Arts

People to Remember:
Dallas Dickinson: Director of Production
Damion Schubert: Lead Systems Designer (Anything that isn't combat or story)
Daniel Erickson: Lead Writer (In charge of all storylines/writing)
James Ohlen: Game Director (Anything game related)
Rich Vogel: BioWare Austin General Manager
Stephen Reid: Senior Community Manager (Forums, Website)

Active in SWTOR Community:
Alexander Freed: Senior Writer and Managing Editor (Chief writer on Agent storyline)
Drew Karpyshyn: Senior Writer, Revan author, KOTOR author (Contributing writer on Jedi Knigt storyline)
Gabe Amatangelo: Lead PvP Designer
Georg Zoeller: Principal Lead Combat Designer (Anything dealing with combat)

Minions:
Allison Berryman: Senior Community Coordinator
Alyson Bridge: Assistant Community Manager (Does annoucements)
Blaine Christine: Senior Producer, Live Services (Quality control)
Brian Arndt: Senior Video Editor
Chris Collins: European Community Manager
Christopher Reeves: Senior Environmental Artist
Cory Butler: Associate Producer. Liaison to BioWare/EA and LucasArts/Lucasfilm
David Bass: Senior Community Coordinator
David Silverman: Director of Marketing
Deeka MacDonald: Marketing Manager (Europe)
Emmanuel Lisinchi: Associate Lead Designer
Hall Hood: Senior Writer (Chief writer on Jedi Knight storyline)
Ian Mitchell: Localization Representative
Jeff Hickman: Executive Producer, Live Services
Jess Sliwinksi: Writer
Jesse Sky: World Designer
Joanna Berry: Writer (Chief writer on Jedi Consular storyline)
Kevin Barrett: Executive Producer, Lead Space Combat Designer
Kyle Garner: World Designer
Michael Voigt: Lead User Interface Artist
Paul S Kemp: Deceived author
Paul Marino: Lead Cinematic Designer
Randy Begel: Writer
Rob Chestney: Senior Writer
Ryan Dening: Senior Concept Artist
Scott Morton: Audio Designer
William Wallace: Senior Game Designer

LucasArts
Jake Neri: Senior Producer


Title: Re: SWTOR
Post by: Bunk on September 12, 2011, 07:04:55 AM
I dug a little as well on the experience of some of them, and here's what I got:


Lead Writer Daniel Erickson                 - Dragon Age, NBA Street 1, 2 and 3!
Senior Writer Drew Karpyshyn             - Basically every Bioware game released
Senior Writer Hall Hood                      - Film and TV writing, UO2 (heh) 
Senior Writer Alexander Freed             - SWTOR Comic series
Writer Ian Ryan                                 - Sims: Castaway Stories, Myst:Uru
Writer Joanna Berry
Writer Rebecca Harwick
Writer Neil Pollner                               - Bioware since 2006
Lead Systems Designer Damion Schubert    - UO, UO2, Shadowbane, Sims Online, Meridian 59
Lead UI Artist Michael Voigt
Lead Systems Designer Georg Zoeller      - Bioware since 2003
Producer Blaine Christine                       - several X-Men games, Gothic 3
World Designer Jesse Sky                      - won a world design contest for NWN in 2007, got hired at Bioware
Lead Cinematic Designer Paul Marino      - wide variety of Machinima credits
Systems Designer Patrick Malott          - UO
Audio Producer Orion Kellogg             - SWG, several other Staw Wars games
Director of Audio Shauna Perry           - most Bioware games released
Senior Content Producer Dallas Dickinson - Everquest, SWG
Senior Environment Artist Alex Thomas    - Shadowbane


Title: Re: SWTOR
Post by: Draegan on September 12, 2011, 07:18:58 AM
Sr. Game Director James Ohlen:

Dragon Age: Origins (2009), Electronic Arts, Inc.
Jade Empire (Special Edition) (2007), 2K Games
Jade Empire (2005), Microsoft Game Studios
Jade Empire (Limited Edition) (2005), Microsoft Game Studios
Star Wars: Knights of the Old Republic II - The Sith Lords (2004), LucasArts
Neverwinter Nights (Gold) (2003), Atari, Inc.
Neverwinter Nights: Hordes of the Underdark (2003), Atari, Inc.
Star Wars: Knights of the Old Republic (2003), LucasArts
Neverwinter Nights (2002), Infogrames, Inc.
Baldur's Gate II: Throne of Bhaal (2001), Interplay Entertainment Corp.
Baldur's Gate II: Shadows of Amn (2000), Interplay Entertainment Corp.
Baldur's Gate II: Shadows of Amn (Collector's Edition) (2000), Interplay Entertainment Corp.
Baldur's Gate: Tales of the Sword Coast (1999), Virgin Interactive Entertainment (Deutschland) GmbH
Baldur's Gate (1998), Interplay Productions, Inc.
Shattered Steel (1996), Interplay Productions, Inc.

Edit: Wrote Game Designer instead of Game Director.  Fixt


Title: Re: SWTOR
Post by: Reg on September 12, 2011, 08:06:39 AM
I'm not exactly seeing the enormous band of losers that I'd been led to expect.


Title: Re: SWTOR
Post by: Arrrgh on September 12, 2011, 08:23:55 AM
Which ones are Mythic people who think absurd amounts of CC is a good idea?



Title: Re: SWTOR
Post by: Rasix on September 12, 2011, 08:37:41 AM
I'm not exactly seeing the enormous band of losers that I'd been led to expect.

At the beginning, way back when, Rich Vogel was very much front and center.

I can assure you, he is a gigantic loser.  Listening to him at AGC made you want to open your wrists.  Of course that entire conference that year could be described as "WoW cock, yum yum, give me some."


Title: Re: SWTOR
Post by: Lakov_Sanite on September 12, 2011, 08:41:51 AM
For the most part it seems fine, though these people don't look like they have a ton of mmo experience.

Except for:
Quote
Lead Systems Designer Damion Schubert    - UO, UO2, Shadowbane, Sims Online, Meridian 59

which is troubling on many levels.


Title: Re: SWTOR
Post by: Bunk on September 12, 2011, 08:48:41 AM
I believe that Damion's focus is primarily just combat systems.


Title: Re: SWTOR
Post by: Paelos on September 12, 2011, 08:55:53 AM
My only concern with that list is Dallas Dickson as the content producer. Mainly because he's an EQ fool, and mainly because of quotes like this:

Quote
This goes back to "what you see in the top MMOs out there". We know that there are many different types of players to MMOs, and we are actually trying to broaden that even more. We are trying to attract, in addition to people who play high end end-game stuff, who play pure PvP stuff, while we are going to have some of that content, there's always going to be more of that, because we know the high-end player is someone that you really have to keep excited.

In the same way, our game is designed such that you can play it from the beginning again and it's different. It actually makes just as much sense to us to put some effort, some content into making sure the stories, the per-class stories, are exciting and fleshed out so that your Smuggler story that you played end-to-end with the original release, that there is some new, cool, pure-Smuggler story kind of stuff. So it's going to be a mix, in the same way that the game at launch is going to be, because we want to make sure that everybody has something that's awesome to do when they get to the end of their primary story.

I always get concerned when the first words out of your mouth is about high end end-game stuff and keeping them appeased.


Title: Re: SWTOR
Post by: Nyght on September 12, 2011, 09:05:25 AM
I always get concerned when the first words out of your mouth is about high end end-game stuff and keeping them appeased.

Eh, they always say whatever they think will appease in those interviews and rarely does it have much connection to reality.


Title: Re: SWTOR
Post by: sam, an eggplant on September 12, 2011, 09:30:13 AM
It is not likely that having a head start of a few days is going to impact your life choices or long term happiness to any measurable degree.

Just say no to pre-order bullshit.
Umm, I suppose you're right in that it won't impact my long term happiness, but I do enjoy the first several weeks of a new MMO more than any thereafter. It's a fresh new world, everybody's leveling up at once, and the content never feels the same again. After that first month or so you've got a character near max level and you're an old hand.


Title: Re: SWTOR
Post by: Merusk on September 12, 2011, 09:35:01 AM
I believe that Damion's focus is primarily just combat systems.

Which - again - is troubling on many levels.

I wouldn't call the combat in any of those games (well, ok the 3 games that had it.) good.   I wasn't a fan of what I'd heard of UO or what I played of SB combat.


Title: Re: SWTOR
Post by: Kirth on September 12, 2011, 09:35:48 AM
So the pedigree of this game seems to be a whole bunch of people who have made alot of bioware games and a few people who were involved in some MMO's ( Including the former SW mmo). So tell me again why, if I like Bioware and Diku (and star wars LOOK AT MY RABID FANBOYISIM) I'm not going to like this game.


Title: Re: SWTOR
Post by: sam, an eggplant on September 12, 2011, 09:36:42 AM
If you aren't already burned out on dikus, you will love SWTOR. If you're coming off a 20 hour per week WoW raiding schedule, you probably won't last long.


Title: Re: SWTOR
Post by: Merusk on September 12, 2011, 09:37:05 AM
So the pedigree of this game seems to be a whole bunch of people who have made alot of bioware games and a few people who were involved in some MMO's ( Including the former SW mmo). So tell me again why, if I like Bioware and Diku (and star wars LOOK AT MY RABID FANBOYISIM) I'm not going to like this game.

You will.  It just makes you a fat virgin loser who isn't as cool as Margalis.


Title: Re: SWTOR
Post by: Kirth on September 12, 2011, 09:41:07 AM
If you aren't already burned out on dikus, you will love SWTOR. If you're coming off a 20 hour per week WoW raiding schedule, you probably won't last long.

I did come off that schedule 9 months ago. I'm much better now.


Title: Re: SWTOR
Post by: Threash on September 12, 2011, 09:57:04 AM
It is not likely that having a head start of a few days is going to impact your life choices or long term happiness to any measurable degree.

Just say no to pre-order bullshit.
Umm, I suppose you're right in that it won't impact my long term happiness, but I do enjoy the first several weeks of a new MMO more than any thereafter. It's a fresh new world, everybody's leveling up at once, and the content never feels the same again. After that first month or so you've got a character near max level and you're an old hand.

I'm like this too.  The only MMOs i can get into are the ones i played since launch, every game i try to play later just fizzles out in a day or two.


Title: Re: SWTOR
Post by: Malakili on September 12, 2011, 10:04:29 AM


I'm like this too.  The only MMOs i can get into are the ones i played since launch, every game i try to play later just fizzles out in a day or two.

Its about personal investment I think.  There is something about being with an MMO since day 1 that makes you feel less like you are playing the game, and more like you are a part of the game.  At least thats how I feel when I get in on the ground floor.


Title: Re: SWTOR
Post by: Rasix on September 12, 2011, 10:09:10 AM
Most MMOs are pretty awful about documenting their ongoing feature set and changes. MMOs I don't play at launch, I just get lost in.


Title: Re: SWTOR
Post by: amiable on September 12, 2011, 10:24:21 AM
So the pedigree of this game seems to be a whole bunch of people who have made alot of bioware games and a few people who were involved in some MMO's ( Including the former SW mmo). So tell me again why, if I like Bioware and Diku (and star wars LOOK AT MY RABID FANBOYISIM) I'm not going to like this game.

Because SOCIALISM, that's why!


Title: Re: SWTOR
Post by: Kirth on September 12, 2011, 10:24:27 AM
Most MMOs are pretty awful about documenting their ongoing feature set and changes. MMOs I don't play at launch, I just get lost in.

I agree, there is nothing quite like launch day fun.


Title: Re: SWTOR
Post by: Sky on September 12, 2011, 11:10:37 AM
I think he means more like the EQ2 effect. Go back after a two-year hiatus and WTF I barely recognize anything anymore. That game leaned heavy on the crazy sauce...some great improvements, from the looks of things. But just way too much to take in as a re-newbie.

I'm trademarking re-newbie btw. Someone who returns to play a game after an extended hiatus.
Because SOCIALISM, that's why!
Socialism AUSTIN!


Title: Re: SWTOR
Post by: Ingmar on September 12, 2011, 11:17:27 AM
Most MMOs are pretty awful about documenting their ongoing feature set and changes. MMOs I don't play at launch, I just get lost in.

Yeah, this is me. Especially with Turbine systems, it took me weeks to figure out legendary items, and I still haven't really grokked the DDO crafting.


Title: Re: SWTOR
Post by: Rasix on September 12, 2011, 11:17:54 AM
I think he means more like the EQ2 effect. Go back after a two-year hiatus and WTF I barely recognize anything anymore. That game leaned heavy on the crazy sauce...some great improvements, from the looks of things. But just way too much to take in as a re-newbie.

Yep.  My most recent example of this was LOTRO.  Game had a changed a ton since launch (I'm guessing the game didn't change much from end of beta to launch) and it was just a huge information overload trying to understand how things worked now and what sort of convoluted systems awaited me in the future. 

And UO.. I used to have a habit of resubbing once per year.  It was almost unrecognizable at times.  Plus, due to a strong community, you always had deal with whatever social shift had occured as well.  Same thing would happen with a few MUDs I frequented.


Title: Re: SWTOR
Post by: Sjofn on September 12, 2011, 11:25:46 AM
I, too, am terrible at being a re-newbie. I log into LotRO and go "HOW U DO >:( " and log off. I'm actually better off if I've never played the game before than if I had long ago and now everything is different. Some sort of mental block where I'll be all "c'mon, I knew this shit!" with a game I've played before, makes me lose patience with my newb self much faster.

That being said, apparently playing CoX is like riding a bike.  :drillf:


Title: Re: SWTOR
Post by: Nebu on September 12, 2011, 11:29:17 AM
I think the re-newbie feeling is a great measure of how intuitive an interface/game is.  If I can go back to a game after a few months and pick it up quickly, it's a good sign that the game was implemented in a way that is at least intuitive to the way I approach MMOs. 

So, are we allowed to be critical anymore or does that get us all labeled as "jaded" or "trolls" now. 

Loved the Teddy Ruxpin comment btw.    :awesome_for_real:


Title: Re: SWTOR
Post by: Viin on September 12, 2011, 11:54:44 AM
I believe that Damion's focus is primarily just combat systems.

Which - again - is troubling on many levels.

I wouldn't call the combat in any of those games (well, ok the 3 games that had it.) good.   I wasn't a fan of what I'd heard of UO or what I played of SB combat.

From the list above:
Damion Schubert: Lead Systems Designer (Anything that isn't combat or story)

I can't tell if thats worse or better ....


Title: Re: SWTOR
Post by: Draegan on September 12, 2011, 12:16:44 PM
I believe that Damion's focus is primarily just combat systems.

Which - again - is troubling on many levels.

I wouldn't call the combat in any of those games (well, ok the 3 games that had it.) good.   I wasn't a fan of what I'd heard of UO or what I played of SB combat.

Combat feels just fine and responsive as you would expect it to be.


Title: Re: SWTOR
Post by: koro on September 12, 2011, 12:29:49 PM
I believe that Damion's focus is primarily just combat systems.

Which - again - is troubling on many levels.

I wouldn't call the combat in any of those games (well, ok the 3 games that had it.) good.   I wasn't a fan of what I'd heard of UO or what I played of SB combat.

Combat feels just fine and responsive as you would expect it to be.

I would assume this means "as responsive as you would expect good diku combat to be" and not "as responsive as the F13 peanut gallery would expect the combat of a horrible mishmash of UO, SB, and M59 to be".


Title: Re: SWTOR
Post by: Velorath on September 12, 2011, 12:30:58 PM
For the most part it seems fine, though these people don't look like they have a ton of mmo experience.

Except for:
Quote
Lead Systems Designer Damion Schubert    - UO, UO2, Shadowbane, Sims Online, Meridian 59

which is troubling on many levels.

His credit on Sims Online is a "Special Thanks" credit.


Title: Re: SWTOR
Post by: Surlyboi on September 12, 2011, 12:45:58 PM
I think the re-newbie feeling is a great measure of how intuitive an interface/game is.  If I can go back to a game after a few months and pick it up quickly, it's a good sign that the game was implemented in a way that is at least intuitive to the way I approach MMOs. 

So, are we allowed to be critical anymore or does that get us all labeled as "jaded" or "trolls" now. 

Loved the Teddy Ruxpin comment btw.    :awesome_for_real:

It's totally cool to be critical. Everyone should be. That's why I don'r begrudge Lant on her stance. I may not agree, but I certainly value her input. The person I've been labeling a troll has been pretty consistent in his trollishness.


Title: Re: SWTOR
Post by: Sobelius on September 12, 2011, 12:59:42 PM
I've re-newb'd a number of games. LOTRO is still the longest I've stayed (and still playing) after going back. Its systems are grindy but you can't say there isn't stuff to do. Just got to Moria for the first time last week. Visually impressive.

As to the NDA stuff, even though I've pre-ordered, I'd really like to hope that the "personal story" of each character/class is not an AoC Tortuga experience. Tortuga was amazing -- so much so that it highlighted what a boring shit pile everything afterward was.

200 hours of unique content (and VO?) per class. Nice. As long as it isn't composed of hours of meaningless drivel and hundreds of variations on ways for NPCs to say "hello" and "goodbye" to you. 200 hours of VO is also useless if it's tied to a string of Fedex and kill x/y quests. And I hope it's not creepy dialog a la "Oblivion", where the person you just screwed over one moment treats you later like someone they've just met -- nothing gave me pod-people chills like "Oblivion".

On a slightly different tack:
I also realized I pre-ordered SWTOR because it's likely to be one of the last few remaining "mass-cultural" events we can experience these days. In an era of fractured/niche entertainment on TV (and even movies), there are few such mass events. It would be rather amazing if they pull off the story in this game well enough that people might actually have conversations outside the game about characters and stories in the game (rather than about gear/loot/class imbalance/blah blah blah), much in the way we talk about Game of Thrones events/characters, or even the original Star Wars trilogy events/characters.  (I'm secretly hoping it will.)


Title: Re: SWTOR
Post by: Draegan on September 12, 2011, 01:41:23 PM
I believe that Damion's focus is primarily just combat systems.

Which - again - is troubling on many levels.

I wouldn't call the combat in any of those games (well, ok the 3 games that had it.) good.   I wasn't a fan of what I'd heard of UO or what I played of SB combat.

Combat feels just fine and responsive as you would expect it to be.

I would assume this means "as responsive as you would expect good diku combat to be" and not "as responsive as the F13 peanut gallery would expect the combat of a horrible mishmash of UO, SB, and M59 to be".

Heh yes.  It's just as good as WOW.  Combat is a bit difference since there is no autoattack, so you have a basic attack that doesn't trigger whatever your resource management is, and then a bunch of abilities on different cool downs.

So I guess more like COX in a certain way.


Title: Re: SWTOR
Post by: Rasix on September 12, 2011, 01:52:10 PM
(http://dl.dropbox.com/u/82533/1-narwhal2-450.jpg)

NDA narwhal is curious as to how you are coming to your conclusions.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 12, 2011, 01:54:50 PM
He played the beta at pax, you may lower your guns. 


Title: Re: SWTOR
Post by: Rasix on September 12, 2011, 01:55:49 PM
Threat level lowered.  Thank you.


Title: Re: SWTOR
Post by: Fordel on September 12, 2011, 02:34:26 PM
Narwhal, jedi of the sea!  :heart:


Title: Re: SWTOR
Post by: Lantyssa on September 12, 2011, 03:15:23 PM
Does that make killer whales the Sith?


Title: Re: SWTOR
Post by: Tannhauser on September 12, 2011, 03:59:11 PM
Lawl

Nerf narwhals.


Title: Re: SWTOR
Post by: Surlyboi on September 12, 2011, 04:00:10 PM
Overpowered sonsabitches


Title: Re: SWTOR
Post by: Merusk on September 12, 2011, 04:08:29 PM
A 0-cost ability that you spam for baseline DPS   IS Autoattack.. only it fucks over those guys from high-ping areas.

Concern warranted.

The frothing to "get rid of autoattack" does nothing if you still have an ability that would otherwise not be there.

Or do you really think  12345123121211111111211111111114111111111111115* is better than "Fuckit make resources regen faster and put auto attack in"


* Yes it might not be that many push-butans-while-u-regen but the idea remains the same.


Title: Re: SWTOR
Post by: Ingmar on September 12, 2011, 04:12:05 PM
Really, it depends if it ever just gets pushed out of the rotation enirely, as happened in CoH. Nobody is brawling at level 20, let alone level 50. I do not like the way that stuff worked in what I played of RIFT, so I hope it isn't like that.


Title: Re: SWTOR
Post by: Threash on September 12, 2011, 04:28:37 PM
Rift has autoattack.


Title: Re: SWTOR
Post by: Ingmar on September 12, 2011, 04:32:42 PM
It certainly has 1 1 1 1 1 1 1 1 1 1 1 1 1 with the starting attacks you get in the various specs, that is what I didn't like.


Title: Re: SWTOR
Post by: Margalis on September 12, 2011, 04:45:28 PM
Pressing 1 to initiate a standard attack when you have time between other stuff in the end isn't really functionally different from it going off itself.

There are ways to make it different - if the game relies on positioning and movement and the standard attack roots you in place, if it uses resources, etc. For example in FFXIV (make yer jokes!) the standard attack used stamina, which was also used for other attacks, so there was a legitimate reason not to use it.

I think in a lot of cases though there is a sort of acknowledgement that auto-attacking isn't that exciting but the solution is to just make auto-attacking more convoluted and obfuscated rather than actually changing the battle system more fundamentally. It's a surface-level fix.

Personally I don't have much preference between pressing 111111 and having the game press it for me. Not a significant pro or con to me.


Title: Re: SWTOR
Post by: Lantyssa on September 12, 2011, 04:45:44 PM
After you build your macros it has 1 1 1 1 1 1 1 again, too.


Title: Re: SWTOR
Post by: Evildrider on September 12, 2011, 06:11:05 PM
I would rather they went the DDO route and just made your base attack left mouse click. 


Title: Re: SWTOR
Post by: Fordel on September 12, 2011, 06:13:45 PM
No fuck that. Fucking click spam.


Title: Re: SWTOR
Post by: Sjofn on September 12, 2011, 06:25:16 PM
That's not how it works now, Fordel. Now saying I'd like that, but if you don't feel like clickclickclicking, there's no need to do it in DDO.


Title: Re: SWTOR
Post by: Evildrider on September 12, 2011, 06:26:50 PM
That's not how it works now, Fordel. Now saying I'd like that, but if you don't feel like clickclickclicking, there's no need to do it in DDO.

You can just hold down the mouse button and it cycles now right?  I haven't played since it went F2P.


Title: Re: SWTOR
Post by: Sky on September 12, 2011, 06:40:23 PM
I'd rather not button mash at all.


Title: Re: SWTOR
Post by: Draegan on September 12, 2011, 08:23:44 PM
I'd rather not button mash at all.

If you like EQ2 combat you'll do just fine in SWTOR.


Title: Re: SWTOR
Post by: Sjofn on September 12, 2011, 08:50:37 PM
That's not how it works now, Fordel. Now saying I'd like that, but if you don't feel like clickclickclicking, there's no need to do it in DDO.

You can just hold down the mouse button and it cycles now right?  I haven't played since it went F2P.


Ayep. You can also assign a hotkey to turn autoattack on if you prefer.


Title: Re: SWTOR
Post by: Sky on September 12, 2011, 09:12:24 PM
If you like EQ2 combat you'll do just fine in SWTOR.
You might remember certain lobbying for the EQ2 1-ahead queue in Rift, which I still feel is poorly implemented to the point of not being worth it. Does TOR queue one ahead, and if so, is it actually viable ala EQ2 or too short to be worth bothering, ala Rift?

Might actually be my only combat complaint about Rift. Mash-o-riffic.


Title: Re: SWTOR
Post by: eldaec on September 12, 2011, 09:26:49 PM
1 ahead works the same way in CoX too. I always just assumed that is how things would work, but then I remember it is another innovation wiped from history because WoW doesn't have it...


Title: Re: SWTOR
Post by: Sky on September 12, 2011, 09:32:39 PM
Derp, my bad. I didn't realize default was 'short' in Rift. Setting to 'full' is the EQ2 way, and awesome!

Soo....is it like EQ2/Rift?  :grin:


Title: Re: SWTOR
Post by: koro on September 12, 2011, 09:49:47 PM
No.


Title: Re: SWTOR
Post by: Ingmar on September 12, 2011, 10:41:46 PM
I don't understand the love for the one-ahead queue, to be honest.


Title: Re: SWTOR
Post by: koro on September 12, 2011, 10:54:59 PM
It works for some games, especially those where you have a small amount of abilities or your abilities have very long activation times (hi, CoH), but if you've got three hotbars full of skills that you actually use multiple times per fight, usually in reaction to things like procs and changing situations in the fight, a skill queue (especially with a long GCD) tends to be more cumbersome than anything.

Edit: I actually hated the skill queue system in LOTRO, especially on my Captain. I've lost track of the amount of times I've queued up the wrong thing, or queued an ability in reaction to one thing, only to have something else happen and whoops, I've committed my one queued thing and now I can't undo it.


Title: Re: SWTOR
Post by: Evildrider on September 12, 2011, 10:55:10 PM
I don't understand the love for the one-ahead queue, to be honest.

Aren't you just mashing buttons still, but one action ahead of what your character is doing?


Title: Re: SWTOR
Post by: Cyrrex on September 12, 2011, 11:24:32 PM

Edit: I actually hated the skill queue system in LOTRO, especially on my Captain. I've lost track of the amount of times I've queued up the wrong thing, or queued an ability in reaction to one thing, only to have something else happen and whoops, I've committed my one queued thing and now I can't undo it.

Maybe I am mis-remembering, but it seems to me that when you made that mistake in LOTRO, you just had to fire off the ability you meant to fire off before the wrong one fires off...in other words, it remembers the last command you input, not the first.  Am I wrong?

I think we should bring back the SWG queue.  Where you could fire off 140 commands and then go take a dump.


Title: Re: SWTOR
Post by: koro on September 12, 2011, 11:28:47 PM

Edit: I actually hated the skill queue system in LOTRO, especially on my Captain. I've lost track of the amount of times I've queued up the wrong thing, or queued an ability in reaction to one thing, only to have something else happen and whoops, I've committed my one queued thing and now I can't undo it.

Maybe I am mis-remembering, but it seems to me that when you made that mistake in LOTRO, you just had to fire off the ability you meant to fire off before the wrong one fires off...in other words, it remembers the last command you input, not the first.  Am I wrong?

I think we should bring back the SWG queue.  Where you could fire off 140 commands and then go take a dump.

The way I remember it was, you hit your first ability then queued up the second. After that if you hit anything else you were screwed.

Maybe I'm misremembering it and confusing it with the DAoC system, which was also awful.


Title: Re: SWTOR
Post by: eldaec on September 13, 2011, 12:32:23 AM
Daoc let you queue the next action only, clicking on something else replaced your queued next action. Exactly like CoX, EQ2, and others.


Title: Re: SWTOR
Post by: Shatter on September 13, 2011, 04:44:47 AM
Could you que your own rezz?  :P


Title: Re: SWTOR
Post by: caladein on September 13, 2011, 05:35:46 AM
The problem with LotRO's queue was that the interface was just generally unresponsive.  It felt really slow in responding to button presses and even slower in reacting to procs or abilities coming off CD.

But I don't like queueing much, even what WoW's doing now kind of drives me up the wall at times (although I'm sure it's actually helping me cast a lot smoother the rest of the time).


Title: Re: SWTOR
Post by: Merusk on September 13, 2011, 05:41:19 AM
I don't understand the love for the one-ahead queue, to be honest.

Aren't you just mashing buttons still, but one action ahead of what your character is doing?

Yes.  I will agree, though, that it works better in systems where actions fire after the cooldown/ animation completes, like EQ2 & CoX than it does in WoW where actions happen on the button press and then you get a cooldown. 

You should have different number balancing and combat feel to make them work in a way that feels satisfying.


Title: Re: SWTOR
Post by: Draegan on September 13, 2011, 06:48:58 AM
TOR doesn't have queuing as far as I know.  I didn't look through the menu systems at PAX.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 13, 2011, 06:51:11 AM
Queue systems while good on paper, always feel sluggish when I'm in the game playing them.  Having to frantically mash an autoattack key is no fun either but with queue systems it really breaks that immersive feeling.


Title: Re: SWTOR
Post by: Sky on September 13, 2011, 06:58:46 AM
I don't understand the love for the one-ahead queue, to be honest.

Aren't you just mashing buttons still, but one action ahead of what your character is doing?
No. Without a queue, you have to mash buttons until the GCD/ability CD is over. With a queue, you can just press the next ability you want to use once and wait for it to fire off.

As a guitarist, I really don't appreciate stressing my carpals for a stupid game when there is a technical solution that's been in place for long enough to earn a phd. I argued like a stone cold motherfucker during Rift testing, and they put in a great solution: turn it off entirely, have it short (so if you hit the button just before the CD is over, it still fires) and full, meaning I cast spell A, then can immediately press spell B ONCE and not worry about timing the GCD/CD nonsense. Also good for spells with long refreshes, it will always remember the last button you pressed. But not anything beyond a 1-ahead queue. It's not about hitting the full rotation, just about removing mashing as much as possible. Turned it on (once I found the option, hah) in Rift last night and had the best half-hour in Rift ever. Amazing how much better the controls respond when they match your preference.

NO reason not to have it as an option, it just smooths out gameplay and removes most non-sensical button mashing - in fact, discourages it, which is why some people (WoW) don't like it. Takes some getting used to not hammering the keys and mistakenly queueing the same ability again if you hit it after it fires.

If anyone is testing, please lobby for the solution Rift put in place. Why not let players choose which one works best for them? I get that not everyone likes it. All the more reason to have the 3-tier option, tailor it to how you want without denying anyone else their own preference (that was the argument that eventually won out with Rift). Don't like it? Set it to off.


Title: Re: SWTOR
Post by: eldaec on September 13, 2011, 07:23:45 AM
Why is it every month I seem to discover yet another feature WoW has managed to uninvent...


Title: Re: SWTOR
Post by: Zetor on September 13, 2011, 08:04:06 AM
Unless I'm falling into the sarchasm, wow has had a single-ability queue for non-instants since early BC, and they made it possible to queue instants as well since Cata.

(I know this since it was the only thing that kept me playing.. as a caster with 600+ ping you were boned without any queuing, even if you used Quartz)


Title: Re: SWTOR
Post by: Rasix on September 13, 2011, 08:17:37 AM
Your awful lag wasn't a queue.  It was how latency interacts with the GCD.


Title: Re: SWTOR
Post by: Kirth on September 13, 2011, 09:03:24 AM
Your awful lag wasn't a queue.  It was how latency interacts with the GCD.

Stopcast macro all the things.


Title: Re: SWTOR
Post by: Zetor on September 13, 2011, 09:06:54 AM
Yea... I meant that halfway through BC they actually patched in a sorta-queue, where you could hit a spell when your previous spell was ~.5sec or less from finishing, and it'd go into a server-side queue and fire off right after the first spell finished. It did nothing about the GCD though (that check was client-side and server side), so instacasts would still suffer if you had bad latency.

Then they added an actual queue with Cata (there was a huge gnashing of teeth on the forums, then they added a toggle for it in interface options)

edit: This is the queuing 'fix' they added in 2.3 (http://altitis.treehuggers.info/2007/10/24/stopcasting-quartz-and-patch-23/)


Title: Re: SWTOR
Post by: Merusk on September 13, 2011, 09:13:03 AM
I don't understand the love for the one-ahead queue, to be honest.

Aren't you just mashing buttons still, but one action ahead of what your character is doing?
No. Without a queue, you have to mash buttons until the GCD/ability CD is over. With a queue, you can just press the next ability you want to use once and wait for it to fire off.


You don't have to mash without a queue, either.  You just have to be quick enough to time the gcd right.  PVP's the only place I find myself mashing anything. Pve is all "press, press, press"  No difference with or without the queue, since with the queue I'd still have to press the button at the same rate either way.  

If the ability-fire cycle is 1s you're still pressing a button every 1s, and just allowing the program to fire it when the 1s is up instead of you pressing it when it's over.  You're not waiting another 1s before queuing the next ability, you're pressing it as soon as your queue is clear.   Which is why it makes better sense to me to have it in systems where ability windups are in a range, with most being greater than 1s.


Title: Re: SWTOR
Post by: Sky on September 13, 2011, 10:28:20 AM
Either I have to watch the hotbar to see when the ability is available, or I mash until it fires. I prefer to just queue it and watch for it to fire and look at the hotbar as little as possible. Works for me, and with a 2- or 3-way option it doesn't impede anyone who doesn't like it that way. I'm not trying to champion my way of doing things over other ways, it's trivial to support several ways.


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 10:48:22 AM
Yea... I meant that halfway through BC they actually patched in a sorta-queue, where you could hit a spell when your previous spell was ~.5sec or less from finishing, and it'd go into a server-side queue and fire off right after the first spell finished.

Yeah this. That really seems like the only sort of queue you really need. There's no frantic mashing involved when I play WoW, certainly.


Title: Re: SWTOR
Post by: Simond on September 13, 2011, 11:21:49 AM
Your awful lag wasn't a queue.  It was how latency interacts with the GCD.
Psst. Blizzard added an ability queue in Cataclysm.


Title: Re: SWTOR
Post by: Rasix on September 13, 2011, 11:28:37 AM
Yah, I didn't read the whole statement.  MY BAD. I was wholly referring to the pre-Cata casting.

Yea... I meant that halfway through BC they actually patched in a sorta-queue, where you could hit a spell when your previous spell was ~.5sec or less from finishing, and it'd go into a server-side queue and fire off right after the first spell finished.

Yeah this. That really seems like the only sort of queue you really need. There's no frantic mashing involved when I play WoW, certainly.

I don't even remember when that was put in, and I had played a caster before and after.  But there was an awfully long gap between my resto shaman in Vanilla and my boomkin / resto shaman in BC.


Title: Re: SWTOR
Post by: Miasma on September 13, 2011, 11:30:02 AM
In WoW I have everything timed out on my main but when I play an alt I'm hitting keys over and over again until they become available because I don't know the timing.  I wouldn't have to do that if there was a full fledged queue system.  It isn't reasonable to expect me to muscle-memory all the timings on all my characters, especially since there are skills that may or may not trigger the global cool down, some of my characters will have more haste than others and so on.


Title: Re: SWTOR
Post by: koro on September 13, 2011, 01:59:24 PM
http://www.swtor.com/community/showthread.php?t=486040

Same-gender romances confirmed post-launch.


Title: Re: SWTOR
Post by: Furiously on September 13, 2011, 02:40:15 PM
And only 51 pages for that thread...


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 02:48:07 PM
http://www.swtor.com/community/showthread.php?t=486040

Same-gender romances confirmed post-launch.

Thank god. I was concerned about fictional gender equality in the fictionally based universe that I play in on the computer.

Also, I look forward to that patch being dubbed, "The Queer Eye Patch"


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 02:54:16 PM
 :heart: Bioware.


Title: Re: SWTOR
Post by: Rasix on September 13, 2011, 03:07:32 PM
http://www.swtor.com/community/showthread.php?t=486040

Same-gender romances confirmed post-launch.

Thank god. I was concerned about fictional gender equality in the fictionally based universe that I play in on the computer.

Also, I look forward to that patch being dubbed, "The Queer Eye Patch"

That's your reaction to this? Really?

(http://dl.dropbox.com/u/82533/ChipperJones.gif)


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 03:10:21 PM
Am I missing something? Is there some victory for gay rights involved with making sure we have proper romance options in SWTOR?

Believe me, I'm all for gay rights when it matters. I would fully support their rights to get married, property, etc and vote as such. However, the whole thing to me just seemed a large mountain out of a very silly molehill.

In essence, good for them, I couldn't care less either way since I have no dog in this one.


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 03:15:06 PM
For having no dog you certainly have spent a lot of words on it.


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 03:18:34 PM
For having no dog you certainly have spent a lot of words on it.

It's a drop in the bucket compared to the threads that went on the forums about it. I'm just happy it's settled until the patch comes out, or doesn't come out, or takes too long coming out.

Then we'll get to have the same forum stupidity all over again instead of just remembering it's a game.


Title: Re: SWTOR
Post by: Sjofn on September 13, 2011, 03:37:00 PM
What you're missing - and this is easy for you to miss, I suppose, what with being a straight dude and thus secure in the knowledge you exist in the eyes of the world at all times - is that acknowledgement that you fucking exist and are worth representing in a game is a sign that things are changing, that the grind towards equality is gaining ground, even in places where it doesn't "matter."

No one likes spending their leisure time being vaguely aware that even in the Land of Make Believe they are Less Than the default group any more than they must. This is not strange.


Title: Re: SWTOR
Post by: Evildrider on September 13, 2011, 03:47:41 PM
Why can't I romance my droid or that sexy Dewback I saw on Tatooine?   :why_so_serious:


Title: Re: SWTOR
Post by: Sobelius on September 13, 2011, 03:49:01 PM
For having no dog you certainly have spent a lot of words on it.

It's a drop in the bucket compared to the threads that went on the forums about it. I'm just happy it's settled until the patch comes out, or doesn't come out, or takes too long coming out.

Then we'll get to have the same forum stupidity all over again instead of just remembering it's a game.

I don't pipe up much on such issues 'cause normally I agree, it really doesn't matter one whit compared to the fact my guy and I can't get hitched in Texas, where we live.

But when my male dude got to flirt with a guy, and progress to a post-bedding scene in Dragon Age...words are hard to describe the effect of seeing something even remotely reminiscent of my own life's experience represented in a game -- where I've NEVER seen it represented (decently) before. While it's unreasonable for me to expect anyone who's not walked a mile in my shoes to fully understand, what I'd like to hope of my fellow human beings, though, is some sense of empathy and understanding. Bioware seems to have that and I, for one, am grateful.


Title: Re: SWTOR
Post by: Sobelius on September 13, 2011, 03:49:35 PM
:heart: Bioware.

Ditto. In spades.


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 04:01:52 PM
I get how it's important to you if you're gay. That makes total sense to be like, "Uh, I'd like this feature because it's how I would play the game if you weren't ignoring it exists."

If only things on the forums were that simple without people who aren't gay getting involved and firing bullets at each other, I think we would have all been better off.


Title: Re: SWTOR
Post by: Sobelius on September 13, 2011, 04:03:01 PM
What you're missing - and this is easy for you to miss, I suppose, what with being a straight dude and thus secure in the knowledge you exist in the eyes of the world at all times - is that acknowledgement that you fucking exist and are worth representing in a game is a sign that things are changing, that the grind towards equality is gaining ground, even in places where it doesn't "matter."

No one likes spending their leisure time being vaguely aware that even in the Land of Make Believe they are Less Than the default group any more than they must. This is not strange.

This. Thank you, Sjofn.


Title: Re: SWTOR
Post by: Margalis on September 13, 2011, 04:04:35 PM
I get how it's important to you if you're gay. That makes total sense to be like, "Uh, I'd like this feature because it's how I would play the game if you weren't ignoring it exists."

If only things on the forums were that simple without people who aren't gay getting involved and firing bullets at each other, I think we would have all been better off.

Isn't that exactly what you are doing? I'm confused.

Quote
In essence, good for them, I couldn't care less either way since I have no dog in this one.

Seeing that you started this conversation with mocking dismissal you do appear to care.


Title: Re: SWTOR
Post by: Surlyboi on September 13, 2011, 04:07:00 PM
Why can't I romance my droid or that sexy Dewback I saw on Tatooine?   :why_so_serious:

Who are you, Rick Santorum?


Title: Re: SWTOR
Post by: Sobelius on September 13, 2011, 04:09:33 PM
I get how it's important to you if you're gay. That makes total sense to be like, "Uh, I'd like this feature because it's how I would play the game if you weren't ignoring it exists."

If only things on the forums were that simple without people who aren't gay getting involved and firing bullets at each other, I think we would have all been better off.

Isn't that exactly what you are doing?

I'm confused.

Has not felt like bullets to me -- just relatively sane discussion, which I usually find only here. Yeah, we can get silly and heated, but it's a readable silly and heated -- nothing like the rabid nonsense on most official forums (what I used to call "Vault-style blathering" when those used to be the only forum option for many games).


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 04:09:58 PM
I get how it's important to you if you're gay. That makes total sense to be like, "Uh, I'd like this feature because it's how I would play the game if you weren't ignoring it exists."

If only things on the forums were that simple without people who aren't gay getting involved and firing bullets at each other, I think we would have all been better off.
Isn't that exactly what you are doing?
I'm confused.

I'm not firing bullets at them. I'm saying the whole shebang was overrated, on both sides. Because the reality is they weren't making comments about the game. They were making comments about the principles and politics. I believe any time you bring those into gaming, we all lose. But I'm happy that if you are gay, you have a choice to be gay in the game.


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 04:11:26 PM
 :facepalm:


Title: Re: SWTOR
Post by: Lantyssa on September 13, 2011, 04:11:45 PM
I'll reserve the :heart: for when they actually add it.  Things change and I can't see same-sex romances being more of a priority than other systems which impact a larger number of people.  Sounds like a patch that will draw a lot of fire for that reason.  Not having it at launch is going to cause them nothing but trouble down the line.

Great for them if they do, but it's a damned if they do, damned if they don't situation on this one.


Title: Re: SWTOR
Post by: Rasix on September 13, 2011, 04:11:48 PM
But I'm happy that if you are gay, you have a choice to be gay in the game.

You didn't seem happy.

Here's another shovel. 


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 04:13:58 PM
You didn't seem happy.

From the jump, I'm just happy it's resolved. Perhaps it will end the shouting. However, Sobelius made some good points, so I'm happy for him. Win win.

EDIT: Also, I forgot that if you make a sarcastic joke about anything hot-button here, you're a fucking redneck bigot. My bad. Lordy.


Title: Re: SWTOR
Post by: Margalis on September 13, 2011, 04:17:37 PM
You didn't seem happy.

"Thank god. I was concerned about fictional gender equality in the fictionally based universe that I play in on the computer." That doesn't sound happy to you?

Maybe you read it as sarcasm when it was in fact 100% serious?  :oh_i_see:


Title: Re: SWTOR
Post by: Evildrider on September 13, 2011, 04:21:05 PM
It's getting almost as bad as the official SWTOR forums in here.. geez.   :oh_i_see:


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 04:21:43 PM
Yeah, I'm just gonna back away slowly before I get lynched.


Title: Re: SWTOR
Post by: Tannhauser on September 13, 2011, 04:21:55 PM
FWIW Paelos, I'm with you.  Hot button topics here are srs bsns.  PC in full force.


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 04:25:05 PM
Oh please. I don't think you know the power of a fully-functional PC battle station. Sjofn once got lectured on a feminist gaming site for using the word "lame".


Title: Re: SWTOR
Post by: Kirth on September 13, 2011, 04:25:59 PM
Oh please. I don't think you know the power of a fully-functional PC battle station.

Thats no moon.


Title: Re: SWTOR
Post by: Evildrider on September 13, 2011, 04:26:09 PM
Oh please. I don't think you know the power of a fully-functional PC battle station. Sjofn once got lectured on a feminist gaming site for using the word "lame".

How gay is that!   :why_so_serious:


Title: Re: SWTOR
Post by: Tannhauser on September 13, 2011, 04:31:17 PM
Oh please. I don't think you know the power of a fully-functional PC battle station. Sjofn once got lectured on a feminist gaming site for using the word "lame".

You'll get no trouble from me sir.  I like these boards.  I don't want to be banned for going against the grain.   :nda:

/passive aggressive ftw


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 04:33:54 PM
 :oh_i_see:

I hardly think pointing out that "you gay people should pipe down because we wouldn't want to cause a scene," which appears to have been Paelos's entire point, is the most useless kind of non-opinion possible actually has all that much to do with being PC.

That was a pretty horrible bit of sentence construction there, sorry.


Title: Re: SWTOR
Post by: Margalis on September 13, 2011, 04:36:03 PM
Are we really going to get a full page of people complaining about lynchings, bannings and the PC police because someone dared to disagree with a straight man? (And point out when he was being obviously disingenuous?)

Gay people have nothing on you guys when it comes to drama queening, that's for sure!


Title: Re: SWTOR
Post by: Sjofn on September 13, 2011, 04:38:24 PM
Oh please. I don't think you know the power of a fully-functional PC battle station. Sjofn once got lectured on a feminist gaming site for using the word "lame".

That was like ... the greatest thing ever. But I wasn't actually the one who got lectured, I merely defended the person who was being shamed for using a word that is rarely - if ever - applied to people that are, well, actually lame. I did accidently provoke them into also forbidding the word "dumb," though. Apparently the brigade didn't know it could also mean "mute."


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 04:55:40 PM
Are we really going to get a full page of people complaining about lynchings, bannings and the PC police because someone dared to disagree with a straight man? (And point out when he was being obviously disingenuous?)

Gay people have nothing on you guys when it comes to drama queening, that's for sure!

So you find nothing hilarious about the fact that SWTOR is literally going to have to "patch in the gay?" Because I do.

TBH - I find people pulling giant tanks out of the ground over and over again much more upsetting than two guys fictionally doing it in the fictional universe in my computer game.

But after all I'm just a fucking bigot.


Title: Re: SWTOR
Post by: Sjofn on September 13, 2011, 05:01:35 PM
Sure is tough, saying something that makes you sound like an asshole, and getting called an asshole for it. :(


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 05:02:35 PM
Sure is tough, saying something that makes you sound like an asshole, and getting called an asshole for it. :(

I for one, welcome our new gay Sith overlords.


Title: Re: SWTOR
Post by: Margalis on September 13, 2011, 05:04:04 PM
Quote from: Margalis
So are we really going to get a full page of people complaining about lynchings, bannings and the PC police because someone dared to disagree with a straight man?

Quote from: Paelos
But after all I'm just a fucking bigot.

So that's a yes?

I wonder exactly how long you can go on about the terrible persecution you've suffered here. You know, terrible terrible things like people stating contradictory opinions on a topic that was purely informational until you weighed in with your own opinion.   :oh_i_see:


Title: Re: SWTOR
Post by: Sobelius on September 13, 2011, 05:05:05 PM
So you find nothing hilarious about the fact that SWTOR is literally going to have to "patch in the gay?" Because I do.

It is hilarious. And also sad. The content could just have been there from the get go with no need to call any specific attention to it one way or another, much as was the case in Dragon Age. They kind of patched in the gay in Battlestar Galactica (the recent TV series) with a web episode showing Gaita and his -- what -- boyfriend? Never was defined and definitely felt patched in. Too bad it just wasn't a part of Gaita's broadcast story line all along.


Title: Re: SWTOR
Post by: Lucas on September 13, 2011, 05:06:42 PM
(http://images4.wikia.nocookie.net/__cb20070711172758/nonciclopedia/images/3/31/Sta_venendo_a_prenderti....jpg)

Pope Palpatine (hey, look at those SHOULDERPADS!!!  :drill: :drill: :drill:) is pleased with you all. Page 300 is almost here.



Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 05:08:26 PM
Totally agree with that. There are so many ways they could have not fucked this up. One would be just to do it and say nothing. The other would have been to just ignore romances all together.

It's another case of where trying to avoid drama actually caused a shitload of drama.


Title: Re: SWTOR
Post by: Merusk on September 13, 2011, 05:14:50 PM
Just when I think the crazy's come full circle y'all find another hole to crawl down.

The monkey grew up in the South as a hardcore Christian and is proud of it.  I consider it a massive achievement in progress he's only mildly distasteful instead of a full on he-man man-hater.


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 05:16:17 PM
Yeah!


I think.


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 05:21:36 PM
I'm just going to take this all as a hopeful sign that Bioware now has enough clout to win lorefights with Lucas over stuff like this, at least eventually.


Title: Re: SWTOR
Post by: Sky on September 13, 2011, 05:39:58 PM
That was like ... the greatest thing ever. But I wasn't actually the one who got lectured, I merely defended the person who was being shamed for using a word that is rarely - if ever - applied to people that are, well, actually lame. I did accidently provoke them into also forbidding the word "dumb," though. Apparently the brigade didn't know it could also mean "mute."
I once chewed out our local PC policewoman for using the word 'cobbled'. Oh, the lament of the poor cobbler, to have his livelihood reduced to meaning slapping something together in a shoddy manner!


Title: Re: SWTOR
Post by: Sjofn on September 13, 2011, 05:46:41 PM
Haha, I think that probably beats mine. After all people do still use the word "lame" ... it's just usually when they talk about a horse coming up lame or something.


Title: Re: SWTOR
Post by: Nevermore on September 13, 2011, 05:59:08 PM
The horses don't find that offensive?


Title: Re: SWTOR
Post by: Evildrider on September 13, 2011, 06:07:42 PM
The horses don't find that offensive?

Pfft.  Horses are lame. 


Title: Re: SWTOR
Post by: Lakov_Sanite on September 13, 2011, 06:33:43 PM
Saying they will add the romances "post release" means exactly jack and shit, kinda like promises of housing in wow.

The thing is, it's not like this is hard to do, the romances are there already for one gender, having added a second would have been no great trouble to code.  The only stumbling block would have been adding more lines of dialogue which I bet are recorded somewhere and being held onto.

EA is playing it safe, just like they did after the backlash from ME1 and toned down ME2, which did in my opinion suffer for it. Not because I want to be sexing the universe but because it takes away choices you already had, it limits you.


Title: Re: SWTOR
Post by: Surlyboi on September 13, 2011, 06:42:45 PM
That was like ... the greatest thing ever. But I wasn't actually the one who got lectured, I merely defended the person who was being shamed for using a word that is rarely - if ever - applied to people that are, well, actually lame. I did accidently provoke them into also forbidding the word "dumb," though. Apparently the brigade didn't know it could also mean "mute."
I once chewed out our local PC policewoman for using the word 'cobbled'. Oh, the lament of the poor cobbler, to have his livelihood reduced to meaning slapping something together in a shoddy manner!

My freshman year half Mexican, half Chinese roommate and I almost got put on probation because we had a sign on our door talking about spics, nigras, chinks and japs.


Title: Re: SWTOR
Post by: UnSub on September 13, 2011, 06:54:16 PM
It also depends on what they mean by those same sex relationships. Lesbian relationships between hot chicks? Bang on for the target market of young males. Large, muscle men in love? That'd probably be a congressional inquiry.

And yes, post-launch content is an open field for promises that never quite come out.

And then will same sex relationships be rolled out for all 8 classes times two for each gender? That'd take a while.

As for LucasArts versus EA / BioWare, I'd say that LucasArts still wears the pants in that relationship. An official statement by BioWare can mean diddly squat in that situation.


Title: Re: SWTOR
Post by: climbjtree on September 13, 2011, 06:58:06 PM
poor cobbler... shoddy manner...

Wokka wokka!


Title: Re: SWTOR
Post by: Sjofn on September 13, 2011, 06:59:11 PM
EA is playing it safe, just like they did after the backlash from ME1 and toned down ME2, which did in my opinion suffer for it. Not because I want to be sexing the universe but because it takes away choices you already had, it limits you.

I'm having sort of a hard time eyeing EA suspiciously on this, given ME3 is going to have gay romances, DA and DA2 gayed it up, and most importantly, EA sells the Sims, which can be the gayest damn game in the universe if you so choose. The Sims, which is one of their gigantic cash cows. The Sims, which is about as mainstream a damn game as you can get. There was never not gay in the Sims.

Ahh, I remember the first time I realized you could have gay sims during the original. The husband of the family I was playing, on his own (yay free will), flirted with his best friend and they fell in love. I thought it was so sweet, I let them run off together, and found the wife a nice rebound gentleman.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 13, 2011, 07:00:39 PM
Well, it was similar in ME2 so it may be a combination of people against it(you're right about ME3) but either way, it's cowardly backtracking on things that have already been included in the genre.(rpg's, not mmo's)

You can argue that same sex relationships are not necessary, they aren't really but neither are hetero romances.


Title: Re: SWTOR
Post by: Furiously on September 13, 2011, 07:04:51 PM
All of this reminds me of a joke...

What do you call a black man flying an airplane...


Title: Re: SWTOR
Post by: Kirth on September 13, 2011, 07:15:13 PM
I think the real question raised by all of this is.... Pink Lightsabers yeh/nay?


Title: Re: SWTOR
Post by: SnakeCharmer on September 13, 2011, 07:16:44 PM
Wait..what?

What the deuce?


Title: Re: SWTOR
Post by: Evildrider on September 13, 2011, 07:17:39 PM
I think the real question raised by all of this is.... Pink Lightsabers yeh/nay?

Only if we can have black ones.  We have to be fair to everyone.


Title: Re: SWTOR
Post by: Ghambit on September 13, 2011, 07:22:56 PM
Y'know what I'd like to see?  Before gays have their 'gameday' so to speak...  how 'bout we patch in some inter-racial romance?   :oh_i_see:
It's like Lucas/Bioware would rather run some CG-human-on-bothan action before depicting two humans of differing color.  Seriously.

If we're gonna mess with this, at least go all the damned way.

And boobies.  I want boobies. 


Title: Re: SWTOR
Post by: Crumbs on September 13, 2011, 07:24:01 PM
(http://content7.flixster.com/question/37/34/00/3734001_std.jpg)

I just wanted to jump on and tell you guys that I'm glad this thread is doin ok.


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 07:38:29 PM
Y'know what I'd like to see?  Before gays have their 'gameday' so to speak...  how 'bout we patch in some inter-racial romance?   :oh_i_see:
It's like Lucas/Bioware would rather run some CG-human-on-bothan action before depicting two humans of differing color.  Seriously.

If we're gonna mess with this, at least go all the damned way.

And boobies.  I want boobies.  


(http://images.wikia.com/masseffect/images/c/cd/Jacob_Character_Box.png)

Hell Miranda and Jack can both easily be interracial too, all you have to do is, you know, not make yourself white.


Title: Re: SWTOR
Post by: Evildrider on September 13, 2011, 07:48:28 PM
It's like Lucas/Bioware would rather run some CG-human-on-bothan action before depicting two humans of differing color.  Seriously.



It's cuz that covers their ass with the furry crowd.


Title: Re: SWTOR
Post by: Margalis on September 13, 2011, 07:49:09 PM
All of this reminds me of a joke...

What do you call a black man flying an airplane...

Damn, that sure beat my answer of "airplane thief."


Title: Re: SWTOR
Post by: Sky on September 13, 2011, 07:58:31 PM
poor cobbler... shoddy manner...

Wokka wokka!
:why_so_serious:


Title: Re: SWTOR
Post by: Paelos on September 13, 2011, 07:59:24 PM
Hell Miranda and Jack can both easily be interracial too, all you have to do is, you know, not make yourself white.

Were there any black chicks in that game unless you made one though?

I couldn't recall off the top of my head.


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 08:43:55 PM
I can think of Indian, East Asian, and Middle Eastern women in the game, no black ones immediately leap to mind though.


Title: Re: SWTOR
Post by: Draegan on September 13, 2011, 09:01:30 PM
Do you think Bioware will put the ability to have your companions get pregnant?  And if you decide that it isn't a wise choice, will Bioware let you have an abortion?

We'll get to page 300 in a few hours.


Title: Re: SWTOR
Post by: Evildrider on September 13, 2011, 09:20:13 PM
Do you think Bioware will put the ability to have your companions get pregnant?  And if you decide that it isn't a wise choice, will Bioware let you have an abortion?

We'll get to page 300 in a few hours.

Well only if they make it so that the same sex partners can pay another character to be their surrogate so they can have kids.


Also, this could be the legacy system right here!   :awesome_for_real:


Title: Re: SWTOR
Post by: Rasix on September 13, 2011, 09:27:58 PM
Do you think Bioware will put the ability to have your companions get pregnant?  And if you decide that it isn't a wise choice, will Bioware let you have an abortion?

We'll get to page 300 in a few hours.

I've deleted threads for rampant trolling.  

Just sayin'.  :why_so_serious:

edit: Of course, I wouldn't break your hearts like that.  Now another mod is going to do it and make me look like a dick.


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 09:30:42 PM
Also, pregnant companion wouldn't be all that new in a Bioware game:



Title: Re: SWTOR
Post by: climbjtree on September 13, 2011, 10:19:17 PM
Trolling or no, Draegan has a pretty legit point: You really can't include everyone in everything.

I mean, come on. We get it. Everyone from every lifestyle deserves to be who they want to be, but it's really not feasible for a game company to cater to every person who might buy their games.

What's comes next? People are going to start complaining there's no female Space Marines :awesome_for_real:


Title: Re: SWTOR
Post by: koro on September 13, 2011, 10:33:59 PM
That would hold a bit of weight if not for the little problem that Bioware's included homosexual romances in more or less all of its games since Jade Empire in 2005, so they've kind of built up this expectation in folks that their gender preferences would be taken care of by default.

Whether that's a sensible position to take is another story, but there you go.


Title: Re: SWTOR
Post by: Ingmar on September 13, 2011, 10:44:53 PM
Trolling or no, Draegan has a pretty legit point: You really can't include everyone in everything.

So why even try, even when it is pretty trivial to do so?  :oh_i_see:


Title: Re: SWTOR
Post by: sam, an eggplant on September 13, 2011, 10:49:41 PM
That would hold a bit of weight if not for the little problem that Bioware's included homosexual romances in more or less all of its games since Jade Empire in 2005, so they've kind of built up this expectation in folks that their gender preferences would be taken care of by default
It's their sexual preference, actually, not their gender preference, but you bring up an excellent point. What about the transgendered? Why won't they let me crossdress and speak in an affected falsetto? Sith ladyboys demand representation!

(Noto bene: Do not google image search any common variant of "sith ladyboy" in hopes of finding a clever representation of this idea in picture form. You have been warned.)


Title: Re: SWTOR
Post by: Velorath on September 13, 2011, 10:54:46 PM
Trolling or no, Draegan has a pretty legit point: You really can't include everyone in everything.

I mean, come on. We get it. Everyone from every lifestyle deserves to be who they want to be, but it's really not feasible for a game company to cater to every person who might buy their games.

What's comes next? People are going to start complaining there's no female Space Marines :awesome_for_real:


I'm just going to assume that Draegan wasn't actually making a point that people wanting more homosexual characters in games is a slippery slope towards people who have had abotions demanding their representation in games.


Title: Re: SWTOR
Post by: sam, an eggplant on September 13, 2011, 10:56:20 PM
No, it was an old LtM reference.

http://wiki.onlinegamers.org/index.php?title=Fetapult


Title: Re: SWTOR
Post by: Cyrrex on September 13, 2011, 11:01:56 PM
The last several pages of this thread have been lame retarded gay dumb mute cobbled highly entertaining.  We are teetering on the cusp of 300, and we are getting there in style!


Title: Re: SWTOR
Post by: Sjofn on September 14, 2011, 01:16:20 AM
Hell Miranda and Jack can both easily be interracial too, all you have to do is, you know, not make yourself white.

Were there any black chicks in that game unless you made one though?

I couldn't recall off the top of my head.

I can't think of any either, alas. Made me glad I made Sally black, really. She slept with Carth Kaidan AND Jacob. She clearly has a thing for bland dudes. WHICH BLAND MAN WILL WIN HER HEART IN ME3?! Maybe Broseidan will be boring, she can make out with him next.

Isabela ain't white either, AND she swings both ways. She's a two-fer! But do not get me started on the creepy "make Isabela fair skinned, blonde and blue eyed" mods.


Title: Re: SWTOR
Post by: Tannhauser on September 14, 2011, 03:32:25 AM
Ok that I don't get.  Men will have sex with a woman of any color.  Any.  See our paragon, Captain James Kirk.


Title: Re: SWTOR
Post by: Pennilenko on September 14, 2011, 03:53:17 AM
Ok that I don't get.  Men will have sex with a woman of any color.  Any.  See our paragon, Captain James Kirk.

Green is soooooo hot!


Title: Re: SWTOR
Post by: Surlyboi on September 14, 2011, 03:55:40 AM
Ok that I don't get.  Men will have sex with a woman of any color.  Any.  See our paragon, Captain James Kirk.

Green is soooooo hot!

Well, that and Orion chicks are notoriously easy.


Title: Re: SWTOR
Post by: Merusk on September 14, 2011, 04:22:21 AM
But do not get me started on the creepy "make Isabela fair skinned, blonde and blue eyed" mods.

Wait.. what? I don't even get why. All I can think of as the motivation behind that is the pure-racist crowd.  That just makes me sad.


Title: Re: SWTOR
Post by: Shatter on September 14, 2011, 05:17:50 AM
Ok that I don't get.  Men will have sex with a woman of any color.  Any.  See our paragon, Captain James Kirk.

Green is soooooo hot!

Well, that and Orion chicks are notoriously easy.

The things I would do with a blue Twi'lek with tentacles...all Im saying


Title: Re: SWTOR
Post by: Lantyssa on September 14, 2011, 05:23:50 AM
Twi'leks make Orion gals look stuffy.


Title: Re: SWTOR
Post by: climbjtree on September 14, 2011, 06:00:04 AM
Trolling or no, Draegan has a pretty legit point: You really can't include everyone in everything.

I mean, come on. We get it. Everyone from every lifestyle deserves to be who they want to be, but it's really not feasible for a game company to cater to every person who might buy their games.

What's comes next? People are going to start complaining there's no female Space Marines :awesome_for_real:


I'm just going to assume that Draegan wasn't actually making a point that people wanting more homosexual characters in games is a slippery slope towards people who have had abotions demanding their representation in games.

I didn't mean to imply anything about a slippery slope. I meant to imply that game developers should just develop games for whatever their target audience is. Just like everyone else develops everything else.

And I feel like it's pertinent to point out that they decide who their target audience is.

All that being said, I also really have no dog in this. I could care less if in this game there is a Jawa/Astromech droid couple who aborts their unborn child who is being carried by a Twi'lek.


Title: Re: SWTOR
Post by: Kirth on September 14, 2011, 06:01:33 AM
I could care less if in this game there is a Jawa/Astromech droid couple who aborts their unborn child who is being carried by a Twi'lek.

would that be a dark side or light side choice?


Title: Re: SWTOR
Post by: Sobelius on September 14, 2011, 06:05:03 AM
Twi'leks make Orion gals look stuffy.
And Deltans make everyone else look prudish.

Uh oh.  We're crossing the streams. Why did someone have to mention Kirk? We must click our heels three times and repeat:

There's no one like Vader.
There's no one like Vader.
There's no one like Vader.
There's no one like Spock.
Doh!

Too late.


Title: Re: SWTOR
Post by: Bunk on September 14, 2011, 06:06:10 AM
Also, pregnant companion wouldn't be all that new in a Bioware game:

Huh, I don't remember that. Now I have to go look up storylines from ten plus year old games...


Title: Re: SWTOR
Post by: Paelos on September 14, 2011, 06:25:24 AM
I can't think of any either, alas. Made me glad I made Sally black, really. She slept with Carth Kaidan AND Jacob. She clearly has a thing for bland dudes. WHICH BLAND MAN WILL WIN HER HEART IN ME3?! Maybe Broseidan will be boring, she can make out with him next.

Isabela ain't white either, AND she swings both ways. She's a two-fer! But do not get me started on the creepy "make Isabela fair skinned, blonde and blue eyed" mods.

It's those damn German modders!


Title: Re: SWTOR
Post by: Bunk on September 14, 2011, 06:26:45 AM
After the last couple pages I'm a little hesitant to enter this discussion, but what the hell.

I was annoyed when I first heard that they were leaving same-sex romance out of ToR. The excuse given at the time was stupid (something like, there are no sexual labels in the SW universe) and went against what they'd already established (albeit just barely) in KotoR. I honestly figured it was just a case of being overly conservative with a huge title and that nothing was to be done about it. Wasn't exactly going to stop me from buying the game, but it still pissed me off.

I consider myself a social liberal, and I do get annoyed any time a company feels the need to pull back on content because it might offend their more conservative customer base. I enjoy a variety of things in my entertainment that would make some God fearing, conservative types run for their bibles. It pisses me off that they seem to have the biggest voice out there right now when it comes to complaining, and if it weren't for people standing up for silly inconsequential things like the completely optional buttsecs same-sex flirting in a video game, we'd eventually find ourselves back to having nothing but Little House on the Prarie on TV all day. Or something like that.

Yes, I do make female characters in games sometimes, and if I have the option I'm more likely to run a same-sex romance with those characters. And blue Twi'leks are hotter than green Orionians, err Orionites? Whatever.


Title: Re: SWTOR
Post by: luckton on September 14, 2011, 06:48:23 AM
I'm still trying to figure out when this game turned into The Bachelor/Bachelorette Online   :uhrr:

Would it help if we privatized the MMO Discussion forum to Member-only and lift the  :nda: ban so we can talk about the game as a game again?


Title: Re: SWTOR
Post by: Megrim on September 14, 2011, 06:57:01 AM
I'm still trying to figure out when this game turned into The Bachelor/Bachelorette Online   :uhrr:

Would it help if we privatized the MMO Discussion forum to Member-only and lift the  :nda: ban so we can talk about the game as a game again?

Because given the opportunity, the human race will devote 99% of their time to fucking. Be it imaginary or otherwise. You have read the Bioware forums, right?


Title: Re: SWTOR
Post by: luckton on September 14, 2011, 06:59:30 AM
I'm still trying to figure out when this game turned into The Bachelor/Bachelorette Online   :uhrr:

Would it help if we privatized the MMO Discussion forum to Member-only and lift the  :nda: ban so we can talk about the game as a game again?

Because given the opportunity, the human race will devote 99% of their time to fucking. Be it imaginary or otherwise. You have read the Bioware forums, right?

I have.  'Tis a silly place. 


Title: Re: SWTOR
Post by: Sky on September 14, 2011, 07:00:11 AM
I just want to know if a certain protocol droid can finally get it on with a certain astromech.


Title: Re: SWTOR
Post by: luckton on September 14, 2011, 07:01:51 AM
I just want to know if a certain protocol droid can finally get it on with multiple astromechs.

FTFY, since the conversation is inevitable.  :grin:


Title: Re: SWTOR
Post by: Lakov_Sanite on September 14, 2011, 07:11:33 AM
I'm still trying to figure out when this game turned into The Bachelor/Bachelorette Online   :uhrr:

Would it help if we privatized the MMO Discussion forum to Member-only and lift the  :nda: ban so we can talk about the game as a game again?

How would you know who was in the beta and who wasn't? No you reap what you sow, this is what happens when you leave an nda up too long, deal with it.

The whole point of this relationship drama is that same sex romances would be in the game if not for it being "SWTOR:The quest for more money" were it any other bioware game you can be sure it'd be in there.  It's pandering to a conservative section of the populous and not a gameplay decision.

Bioware built a nice 4 bedroom house, they were all ready to furnish it and get it ready to be moved in. Except since someone had a problem with one of the future tenants, they shoved all the furniture up in the attic until a future date.


Title: Re: SWTOR
Post by: murdoc on September 14, 2011, 07:28:29 AM
I think I'll play on a RP server which'll turn the Tattoine Cantina into a swingers bar. You fools are all worried about sexing up your AI companions when there's a server full of freaks you can have your sexy time with. The chicks dig the dirty /tells, they just go /ignore to play hard to get.   :why_so_serious:

If they're playing a female toon, it's not gay. Right?


Title: Re: SWTOR
Post by: luckton on September 14, 2011, 07:29:40 AM
If they're playing a female toon, it's not gay. Right?

Right up until it breaks the 4th wall.


Title: Re: SWTOR
Post by: Shatter on September 14, 2011, 07:32:38 AM
This is the first MMO in over 6 years I plan to play a male toon instead of female....shit.


Title: Re: SWTOR
Post by: palmer_eldritch on September 14, 2011, 07:44:32 AM
Am I the only person not in the beta?


Title: Re: SWTOR
Post by: luckton on September 14, 2011, 07:47:49 AM
Am I the only person not in the beta?

No.  At least, not yet, right?   :why_so_serious:


Title: Re: SWTOR
Post by: Sky on September 14, 2011, 07:50:07 AM
Bioware built a nice 4 bedroom house, they were all ready to furnish it and get it ready to be moved in. Except since someone had a problem with one of the future tenants, they shoved all the furniture up in the attic until a future date.
:uhrr:

Also not in beta, not planning to participate. If somehow my will proves weak in this resolve...I'll play an oiltanker, since there's no way I'm going oiltanking in release! 


Title: Re: SWTOR
Post by: murdoc on September 14, 2011, 07:53:42 AM
Am I the only person not in the beta?

Not in, but got to play it at PAX at least.

I can answer all your burning TOR questions because I'm not covered by the NDA!

I had no idea what I was doing. I just used Force Leap a lot. I think I killed a guy. He was a Jedi.


Title: Re: SWTOR
Post by: Reg on September 14, 2011, 07:58:23 AM
The only reason I might break my resolve not to play the beta would be if it meant I was able to do the download early.  100 terabytes takes quite a while and with my download cap I'll need to break it up over a period of months.


Title: Re: SWTOR
Post by: 01101010 on September 14, 2011, 08:01:18 AM
The only reason I might break my resolve not to play the beta would be if it meant I was able to do the download early.  100 terabytes takes quite a while and with my download cap I'll need to break it up over a period of months.

ZING!  :grin:


Title: Re: SWTOR
Post by: Sky on September 14, 2011, 08:02:17 AM
Quote from: Ohlen
We do have different levels of creatures, so some of your abilities will work differently. For example, you'll be able to stun, like a standard enemy or a strong enemy, but you're not going to be able to stun a boss or a player with that same ability. So some abilities will not have the same effect on a target that they would on a weaker target, which is a way to give players stun abilities, and sleep abilities, and other abilities that take that creatures out of combat without making it way too powerful in a PvP situation, or in a scenario where you're going up against a big boss.
That bodes well, since something like Rift has so many nerfs due to pvp. It's a much better idea to just nerf the ability vs players than the whole cloth.


Title: Re: SWTOR
Post by: Segoris on September 14, 2011, 08:06:59 AM
I think I'll play on a RP server which'll turn the Tattoine Cantina into a swingers bar. You fools are all worried about sexing up your AI companions when there's a server full of freaks you can have your sexy time with. The chicks dig the dirty /tells, they just go /ignore to play hard to get.   :why_so_serious:


Oh, so SWTOR RP servers = the Sims Online in a galaxy far far away  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on September 14, 2011, 08:52:32 AM
But do not get me started on the creepy "make Isabela fair skinned, blonde and blue eyed" mods.

Wait.. what? I don't even get why. All I can think of as the motivation behind that is the pure-racist crowd.  That just makes me sad.

Yeah, there's like ... no reason for it that doesn't sound awful and racist. It is depressing.


Title: Re: SWTOR
Post by: 01101010 on September 14, 2011, 09:45:46 AM
I think I'll play on a RP server which'll turn the Tattoine Cantina into a swingers bar. You fools are all worried about sexing up your AI companions when there's a server full of freaks you can have your sexy time with. The chicks dig the dirty /tells, they just go /ignore to play hard to get.   :why_so_serious:


Oh, so SWTOR RP servers = the Sims Online in a galaxy far far away  :why_so_serious:

New meaning will be given to:

Quote
"Mos Eisley Spaceport. You will never find a more wretched hive of scum and villainy. We must be cautious."


Title: Re: SWTOR
Post by: Nebu on September 14, 2011, 09:54:05 AM
I think I need to roleplay that I'm from the planet Renfaire and everyone there speaks in D&D style olde English. 


Title: Re: SWTOR
Post by: Sobelius on September 14, 2011, 10:20:15 AM
[Deleted by request]


Title: Re: SWTOR
Post by: Amaron on September 14, 2011, 10:30:07 AM
But do not get me started on the creepy "make Isabela fair skinned, blonde and blue eyed" mods.

Wait.. what? I don't even get why. All I can think of as the motivation behind that is the pure-racist crowd.  That just makes me sad.

Yeah, there's like ... no reason for it that doesn't sound awful and racist. It is depressing.

To be fair to the author of that mod it's just a fair skin mod with a bunch of hair/eye choices.  It's not some white power mod.


Title: Re: SWTOR
Post by: Merusk on September 14, 2011, 10:58:34 AM
Yeah, but why?  I mean, are there really people who just don't fine dark-skinned ladies attractive that aren't racist on some level?


Title: Re: SWTOR
Post by: Riggswolfe on September 14, 2011, 11:08:29 AM
Yeah, but why?  I mean, are there really people who just don't fine dark-skinned ladies attractive that aren't racist on some level?

This is a really silly statement. Sorry but it is. I happen to find very pale women hotter than dark skinned ones. So by your definition I'm a racist? Really? Because I find myself attracted to a certain type of woman? If I like smaller boobs am I pedophile too? I like long legs so clearly I hate dwarves....


Title: Re: SWTOR
Post by: Sky on September 14, 2011, 11:10:33 AM
"Looking for underage albino with giantism for long walks on the beach, call Riggs."


Title: Re: SWTOR
Post by: koro on September 14, 2011, 11:21:59 AM
"Looking for underage albino with giantism for long walks on the beach, call Riggs."

Just play a Smuggler then.  :grin:


Title: Re: SWTOR
Post by: Merusk on September 14, 2011, 11:32:35 AM
Heh, yeah misstated.  I didn't mean personal preferences but to be bothered to the point of needing to mod a game because you just can't get in the 'relationship' because, damnit, she's just too dark.


Title: Re: SWTOR
Post by: Riggswolfe on September 14, 2011, 11:35:04 AM
Heh, yeah misstated.  I didn't mean personal preferences but to be bothered to the point of needing to mod a game because you just can't get in the 'relationship' because, damnit, she's just too dark.

That's fair enough. I only look for mods for skin textures and such when the vanilla one from the game isn't well done. For instance, pretty much any face in Oblivion. Lol.


Title: Re: SWTOR
Post by: Amaron on September 14, 2011, 01:51:54 PM
I didn't mean personal preferences but to be bothered to the point of needing to mod a game because you just can't get in the 'relationship' because, damnit, she's just too dark.

People do mods with hundreds of different eye textures just to get some praise.  Considering the amount of hair/eye/clothing options this particular mod has I'd guess it was for the same reason.


Title: Re: SWTOR
Post by: Ingmar on September 14, 2011, 01:59:09 PM
This isn't just one mod, I know browsing through the list at one point I saw at least one that literally just turned Isabella white and did nothing else.


Title: Re: SWTOR
Post by: Nevermore on September 14, 2011, 02:24:46 PM
I assume mods of those type are to facilitate playing the game one handed.  As such, I don't think it's racist so much as personal preference in what the one-handed player finds attractive.


Title: Re: SWTOR
Post by: Rasix on September 14, 2011, 03:15:44 PM
You know, I never thought of Isabella as a woman of "color", just Spanish.  Perhaps this is because I'm the whitest Mexican alive.


Title: Re: SWTOR
Post by: Sky on September 14, 2011, 03:21:04 PM
People of color is an odd PC term, since, you know...

(http://www.dobsonproducts.com/shop/images/jim_crow/jc_sign05.jpg)


Title: Re: SWTOR
Post by: Rasix on September 14, 2011, 03:23:34 PM
How about ethnic? Let's go with ethic.  Nope, that won't work either.

 :headscratch:


Title: Re: SWTOR
Post by: Merusk on September 14, 2011, 04:22:16 PM
You know, I never thought of Isabella as a woman of "color", just Spanish.  Perhaps this is because I'm the whitest Mexican alive.

I thought she was Spanish right up until I realized that actual Spanish look white. In which case she'd have to be Latina, which makes zero sense because where'd the Spanish and Indigenous South Americans hook-up in DA's world?  So I settled on "Mediterranean" until I realized she wasn't Olive-skinned but darker.. then I said "fuck it I don't care and thinking about this gets in the way of daydreams about her and her lustful ways."


Title: Re: SWTOR
Post by: Paelos on September 14, 2011, 04:40:57 PM
People of color is an odd PC term, since, you know...

The NAACP doesn't seem to mind.


Title: Re: SWTOR
Post by: Ingmar on September 14, 2011, 04:44:56 PM
They were named at a time when the term was in common use. The... linguistic drift is really not the right term, but I'll use it anyway... for ethnic terms and such in English has been extraordinarily fast over the last 100 years or so.

As for Isabella, we don't really know a lot about Antiva, other than they sound kind of Spanish (except Isabela has an English accent...) and act kind of medieval-Italian. And look kind of Latin-flavored, I guess. So they're already a mishmosh of things, no reason they would or wouldn't be a particular skin color I suppose.

Also, I'm an idiot, and she's Rivaini, like Duncan.


Title: Re: SWTOR
Post by: Rasix on September 14, 2011, 04:48:08 PM
I hear the phrase used quite a bit still, mostly by African Americans on NPR.  /huge_shrug

Have the released anything yet on companion appearance customization? That's somewhat apropos to the discussion at hand.  I have a feeling it might still be behind the NDA wall.  Ohh well.





Title: Re: SWTOR
Post by: Sobelius on September 14, 2011, 04:48:11 PM
You could call it a "flesh color" mod. But now think fast -- when you hear someone refer to something as flesh colored what color *iimmediately* comes to your mind? Or type "flesh colored" into Google and then click "images".

Why is this considered the color of flesh? This is a result of a simple bias -- and largely a bias of the past. It usually wasn't anyone's deliberate nastiness, just the bias of those who produced anything where they chose to give a human form a skin color, and then give that color a name.

Now type "black flesh color" or "black colored flesh" or just "black flesh" in Google and then click images. It's not until you type "African flesh color" that you even start to see what you might expect.

Today, though, there's really no excuse for not including a full range of skin tones and other genetic physiological features. At least not in any game setting that purports to show "contemporary" humans of some kind. I prefer historical products to reflect history, accurately, even if it makes me cringe. (There are moments even in TV shows like Mad Men that are just painful in their social accuracy, but I wouldn't have it any other way. Give me the ugly truth any day over PC-washing the past.)

But for science fiction can't we at least expect options for a wide range of avatar appearance possibilities since, after all, we're talking about computer games that let us, you know, fly faster than the speed of light or command ships that can destroy planets or that have people who can use something called the force to choke the shit out of other people?

Having said this, why isn't it OK for someone to mod an avatar to their liking? Would it be wrong to make a mod where all of the main characters were Asian or African in appearance and do away with all Caucasian skins in the game?  Not in my book. It's your mod, do as you wish. Just don't tell me game producers shouldn't widen the possibilities from the beginning. SWTOR and its ilk should be opening the gates wider, a la CoX/CO, rather than narrowing the possibilities.


Title: Re: SWTOR
Post by: Paelos on September 14, 2011, 05:06:34 PM
I hear the phrase used quite a bit still, mostly by African Americans on NPR.  /huge_shrug

I agree, I hear it used amongst educated minorities as people "of color" rather than calling someone "colored" which is insulting.


Title: Re: SWTOR
Post by: koro on September 14, 2011, 05:10:00 PM
SWTOR and its ilk should be opening the gates wider, a la CoX/CO, rather than narrowing the possibilities.

HURF DURF  :nda:


Title: Re: SWTOR
Post by: Kirth on September 14, 2011, 05:12:18 PM
SWTOR and its ilk should be opening the gates wider, a la CoX/CO, rather than narrowing the possibilities.

At least TOR has head options that give you facial structure to create a character that looks like an actual person who is of African descent and not just "middle-European average Hans with a paint job" like in DAO.

You'll summon the wrath of the narwhal.


Title: Re: SWTOR
Post by: koro on September 14, 2011, 05:20:11 PM
Oh for chrissakes, they have to have shown off chargen at some point.

Maybe I should just stop posting until that ridiculous NDA drops.


Title: Re: SWTOR
Post by: Paelos on September 14, 2011, 05:32:13 PM
It really has gone beyond cumbersome that they even have it around.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 14, 2011, 06:27:04 PM
The only thing I really care about is the monthly fee at this point.


Title: Re: SWTOR
Post by: Montague on September 14, 2011, 06:38:48 PM
Stephen Reid posted that first weekend beta testers are going to be reinvited due to issues with the client - not this weekend though.

http://www.swtor.com/community/showthread.php?t=489789

Quote
Posted by: Lakov_Sanite

The only thing I really care about is the monthly fee at this point.

After watching people shell out 150 bills for a statue no price point would surprise me right now.


Title: Re: SWTOR
Post by: Riggswolfe on September 14, 2011, 06:43:34 PM

Quote
Posted by: Lakov_Sanite

The only thing I really care about is the monthly fee at this point.

After watching people shell out 150 bills for a statue no price point would surprise me right now.

They haven't explicitly said but a dev said on the forums something to the effect of "we'll be charging the standard for an MMO" which I took as $15


Title: Re: SWTOR
Post by: Evildrider on September 14, 2011, 06:52:22 PM

Quote
Posted by: Lakov_Sanite

The only thing I really care about is the monthly fee at this point.

After watching people shell out 150 bills for a statue no price point would surprise me right now.

They haven't explicitly said but a dev said on the forums something to the effect of "we'll be charging the standard for an MMO" which I took as $15

There is nothing official but it's been said a few times that we shouldn't be expecting anything out of the ordinary.  More likely they are holding it back so they can announce all the prices together.  Like if they are going to have a lifetime sub, 3, 6, 9, 12 month stuff.


Title: Re: SWTOR
Post by: Sjofn on September 14, 2011, 07:02:24 PM
SWTOR and its ilk should be opening the gates wider, a la CoX/CO, rather than narrowing the possibilities.

HURF DURF  :nda:

I know it's maybe covered by the NDA but GOOD because that drives me crazy.


Title: Re: SWTOR
Post by: Malakili on September 14, 2011, 07:10:12 PM

Having said this, why isn't it OK for someone to mod an avatar to their liking? Would it be wrong to make a mod where all of the main characters were Asian or African in appearance and do away with all Caucasian skins in the game?  Not in my book. It's your mod, do as you wish. Just don't tell me game producers shouldn't widen the possibilities from the beginning. SWTOR and its ilk should be opening the gates wider, a la CoX/CO, rather than narrowing the possibilities.

I'm fine with that for your own characters.  Changing anything else opens the door wide for cheats though.


Title: Re: SWTOR
Post by: Paelos on September 14, 2011, 07:17:34 PM
I don't really see how it would be any different than modding your own character, but I don't know coding.


Title: Re: SWTOR
Post by: Furiously on September 14, 2011, 07:24:05 PM
I think it's all about intent.


Title: Re: SWTOR
Post by: Malakili on September 14, 2011, 07:26:38 PM
I don't really see how it would be any different than modding your own character, but I don't know coding.

The point is, if you can mod other characters, just make all the the opposing races or class like bright green, pink, etc.  Basically like spiked models back in the CS days.


Title: Re: SWTOR
Post by: Ingmar on September 14, 2011, 08:04:19 PM
The context for it was a single player game.


Title: Re: SWTOR
Post by: Paelos on September 14, 2011, 08:07:19 PM
Yeah modding all characters in a game that's not multiplayer is pretty much a who cares to me. Now, that doesn't mean you won't be judged for modding all the chicks in the game to have elf ears and panther tails.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 14, 2011, 08:08:19 PM
I want to mod all my swtor characters to look like the trash can droid.


Title: Re: SWTOR
Post by: UnSub on September 14, 2011, 08:39:49 PM

Quote
Posted by: Lakov_Sanite

The only thing I really care about is the monthly fee at this point.

After watching people shell out 150 bills for a statue no price point would surprise me right now.

They haven't explicitly said but a dev said on the forums something to the effect of "we'll be charging the standard for an MMO" which I took as $15

Extra revenue will be generated through the yet-to-be-announced cash shop.

How are you all planning to celebrate this thread reaching 300? I plan to sit here in my loin cloth, randomly screaming out, "THIS IS SPARTA!".


Title: Re: SWTOR
Post by: Paelos on September 14, 2011, 08:45:27 PM
I plan to celebrate the traditional way for my kind.

Throwing feces randomly.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 14, 2011, 08:46:10 PM
Is everyone just trying to say something witty for page 300?


Title: Re: SWTOR
Post by: Paelos on September 14, 2011, 08:47:36 PM
Yes.

Then again, it's midnight here. I'll check in on 300 in the morning!


Title: Re: SWTOR
Post by: Rendakor on September 14, 2011, 09:02:49 PM
I'm pretty stoked that we'll no longer have any excuse to discuss random offtopic shit.  :why_so_serious:


Title: Re: SWTOR
Post by: Lakov_Sanite on September 14, 2011, 09:04:21 PM
I think the thread is stuck at 299, 300 could very well be the same as dividing by zero as far as these forums are concerned.


Title: Re: SWTOR
Post by: Evildrider on September 14, 2011, 09:10:47 PM
So here's the topic to send us over:

(http://images.sodahead.com/polls/002110485/3132593842_starwars_vs_startrek_xlarge.jpeg)


Title: Re: SWTOR
Post by: Lakov_Sanite on September 14, 2011, 09:22:00 PM
(http://i53.tinypic.com/1ik4f9.jpg)


Title: Re: SWTOR
Post by: Sobelius on September 14, 2011, 09:22:58 PM
So here's the topic to send us over:

(http://images.sodahead.com/polls/002110485/3132593842_starwars_vs_startrek_xlarge.jpeg)

(http://upload.wikimedia.org/wikipedia/commons/thumb/8/8f/TARDIS1.jpg/220px-TARDIS1.jpg) Kill 'em before they grow up...


Title: Re: SWTOR
Post by: Riggswolfe on September 14, 2011, 09:32:12 PM
So here's the topic to send us over:

(http://images.sodahead.com/polls/002110485/3132593842_starwars_vs_startrek_xlarge.jpeg)

http://www.stardestroyer.net/Empire/Essays/FiveMinutes.html (http://www.stardestroyer.net/Empire/Essays/FiveMinutes.html)

Next topic?


Title: Re: SWTOR
Post by: Morfiend on September 14, 2011, 09:40:38 PM
Here we come.  :ye_gods:


Title: Re: SWTOR
Post by: ezrast on September 14, 2011, 09:45:33 PM
I'm pretty stoked that we'll no longer have any excuse to discuss random offtopic shit.  :why_so_serious:
Sure we will. And it's only 201 pages away!


Title: Re: SWTOR
Post by: Nevermore on September 14, 2011, 09:46:07 PM
(http://i53.tinypic.com/1ik4f9.jpg)

Uh, ships in Star Wars do have shields.  /nerd


Title: Re: SWTOR
Post by: eldaec on September 14, 2011, 09:57:39 PM
Yes but they turn off if you shoot at the star destroyer's ball sac above the bridge.

Imperial naval doctrine when this happens is to panic and shout 'intensify forward firepower' repeatedly. Presumably the hope is that your lasers will shoot the other lasers down or something.


Title: Re: SWTOR
Post by: eldaec on September 14, 2011, 10:03:01 PM
Also imperial navy could just wait until the SW producers need to low budget episode and have an R2 unit somehow disrupt commander Data's brain, sending him into an insane rampage disabling the enterprise.

 Again.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 14, 2011, 10:19:50 PM
Are we there yet?


Title: Re: SWTOR
Post by: Rendakor on September 14, 2011, 10:20:40 PM
Almost.


Title: Re: SWTOR
Post by: Evildrider on September 14, 2011, 10:27:11 PM
(http://www.kotzendes-einhorn.de/blog/wp-content/uploads/2011/04/star-wars-vs-star-trek.jpeg)


Title: Re: SWTOR
Post by: Morfiend on September 14, 2011, 10:40:41 PM
(http://www.blogcdn.com/www.urlesque.com/media/2010/12/trollquotesdumbledore.jpg)


Title: Re: SWTOR
Post by: Evildrider on September 14, 2011, 10:44:36 PM
 :yahoo:


Title: Re: SWTOR
Post by: Cyrrex on September 14, 2011, 10:50:52 PM
OMG, I'm posting on the actual 300th page.

I'm betting we'll hit 400 before launch.  And almost none of the posts will be about this game.


Title: Re: SWTOR
Post by: Phred on September 14, 2011, 10:51:05 PM
Bah I really need to check what page a post I am replying to is on :(



Title: Re: SWTOR
Post by: apocrypha on September 14, 2011, 11:01:28 PM
Just imagine how many pages long the thread will be 18 months after release when they release the "New TOR Experience" update....  :grin:


Title: Re: SWTOR
Post by: climbjtree on September 14, 2011, 11:14:46 PM
I just wanted to get in on this whole 300th page thing.


Title: Re: SWTOR
Post by: Mosesandstick on September 14, 2011, 11:15:27 PM
I now feel more confident in this thread hitting somewhere around 400 when NDA drops.


Title: Re: SWTOR
Post by: disKret on September 14, 2011, 11:16:07 PM
I now feel more confident in this thread hitting somewhere around 400 when NDA drops.

It looks like we will be there sooner.


Title: Re: SWTOR
Post by: Sjofn on September 14, 2011, 11:22:31 PM
Blah blah page 300 blah.


Title: Re: SWTOR
Post by: eldaec on September 14, 2011, 11:57:37 PM
We're running hot, just over two pages of highly insightful and usefully cynical commentary per day. We should be able to push through to 400 pages of expert analysis by the end of October.

This thread is literally the Andy Gray of SWToR posting.



Also, this page needs way more vader pictures.


Title: Re: SWTOR
Post by: Furiously on September 14, 2011, 11:58:04 PM
I haven't really been following this too closely, but I also havent' seen the announcment posted here:

Quote
   It’s a very exciting time at BioWare as today we are announcing one of the most anticipated Massive Multiplayer Role Playing Games (MMORPG), Star Wars™: The Old Republic™.


Title: Re: SWTOR
Post by: eldaec on September 15, 2011, 12:13:03 AM
If only there was some sort of scale or 'meter' which could measure how awesome a knights of the old republic mmog could be?

Also, does this game have twitch?


Title: Re: SWTOR
Post by: Fordel on September 15, 2011, 12:24:11 AM
Do I get to be a Stormtrooper?


Title: Re: SWTOR
Post by: eldaec on September 15, 2011, 12:43:59 AM
Do I get to be a Stormtrooper?

Bah, you can't have an "average grunt" stormtrooper be a balanced character alongside an omgbbq Jedi motherfucker.

Stormtroopers suck. I challenge you to find an animated gif that says otherwise.


Title: Re: SWTOR
Post by: rk47 on September 15, 2011, 02:47:59 AM
Suppose you can romance NPC...does that mean they create an unique NPC for each player to romance, or will there be...duplicates?


Title: Re: SWTOR
Post by: Lucas on September 15, 2011, 03:07:40 AM
In before 301!  :grin: :noshame: :wittypost:


Title: Re: SWTOR
Post by: Tannhauser on September 15, 2011, 03:36:19 AM
OMG I'm on page 300!  *waves at Ma*

Who knew we could post 300 pages of insightful analysis disguised as drivel?  :oh_i_see:


Title: Re: SWTOR
Post by: Kirth on September 15, 2011, 03:47:47 AM
The world will remember when 300 discussed so little.


Title: Re: SWTOR
Post by: 5150 on September 15, 2011, 04:07:47 AM
THIS IS not SPARTA!


Title: Re: SWTOR
Post by: Shatter on September 15, 2011, 04:40:27 AM
In for 300!  So...how bout that GW2


Title: Re: SWTOR
Post by: Lantyssa on September 15, 2011, 04:44:27 AM
SQUEE!


Title: Re: SWTOR
Post by: eldaec on September 15, 2011, 05:20:03 AM
THIS IS
AUSTIN!


Title: Re: SWTOR
Post by: Samprimary on September 15, 2011, 05:27:46 AM
This is a very fuel efficient thread, if it can coast to 300 pages off of fumes.


Title: Re: SWTOR
Post by: fuser on September 15, 2011, 05:32:17 AM
Wait your suppose to download another 128GB's to retest the client... dear god what about patching?!


Title: Re: SWTOR
Post by: amiable on September 15, 2011, 05:34:36 AM
Now that we have hit 300, isn't Bioware legally obligated to drop the NDA?


Title: Re: SWTOR
Post by: Mrbloodworth on September 15, 2011, 05:38:05 AM
So, when is this coming out?


Title: Re: SWTOR
Post by: Cyrrex on September 15, 2011, 05:42:18 AM
So, when is this coming out?

In at least one parallel universe, it already fucking did come out.  That blows my mind.  In some other crazy dimension, I skipped work today and am romancing my same-sexed African American droid in a galaxy far, far away.


Title: Re: SWTOR
Post by: Kirth on September 15, 2011, 05:44:53 AM
So, when is this coming out?

In at least one parallel universe, it already fucking did come out.  That blows my mind.  In some other crazy dimension, I skipped work today and am romancing my same-sexed African American droid in a galaxy far, far away.

Did you get the achievement unlock for that?


Title: Re: SWTOR
Post by: Mrbloodworth on September 15, 2011, 06:06:16 AM


Title: Re: SWTOR
Post by: Bunk on September 15, 2011, 06:06:21 AM
I got nothin.


Title: Re: SWTOR
Post by: luckton on September 15, 2011, 06:07:50 AM

Epic win.

BTW, you working for a new dev house yet?


Title: Re: SWTOR
Post by: Mrbloodworth on September 15, 2011, 06:15:19 AM
Nope.


Title: Re: SWTOR
Post by: Paelos on September 15, 2011, 06:24:48 AM
We are all big dorks for celebrating this, but yet, onward to 400!


Title: Re: SWTOR
Post by: Merusk on September 15, 2011, 06:31:06 AM
Man, you guys were busy last night.  Well here it is and now the prophecy can be fulfilled.

Wait.. what was it again?


Title: Re: SWTOR
Post by: Sky on September 15, 2011, 06:47:39 AM
(http://getbarbuzz.com/images/contact-darth-vader.png)


Title: Re: SWTOR
Post by: Sky on September 15, 2011, 06:50:36 AM
Here's what we know so far (http://forums.f13.net/index.php?topic=8738.945):

1) No combat details
2) No class progression details beyond it being personal story arcs at first/for awhile (implication is AoC Tortage)
3) NPC henchmen are in. You can socialize with them in various forms including furry stuff romance.
4) Graphics are way early but not inspiring. Example 1 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113627678.jpg). Example 2 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113635115.jpg).
5) No idea on schedule.
6) No idea on beta.
After 300 pages....about the same.  :drill:

fakedit: aaand, it's over. Vader closes out 300 with a shiner.


Title: Re: SWTOR
Post by: luckton on September 15, 2011, 06:56:05 AM
Here's what we know so far (http://forums.f13.net/index.php?topic=8738.945):

1) No combat details
2) No class progression details beyond it being personal story arcs at first/for awhile (implication is AoC Tortage)
3) NPC henchmen are in. You can socialize with them in various forms including furry stuff romance.
4) Graphics are way early but not inspiring. Example 1 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113627678.jpg). Example 2 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113635115.jpg).
5) No idea on schedule.
6) No idea on beta.
After 300 pages....about the same.  :drill:

fakedit: aaand, it's over. Vader closes out 300 with a shiner.

We should seriously post that on the news page and frame it something  :why_so_serious:


Title: Re: SWTOR
Post by: Lantyssa on September 15, 2011, 07:09:22 AM
Damn.  Three years and we really don't know that much more. :|


Title: Re: SWTOR
Post by: DraconianOne on September 15, 2011, 07:21:19 AM
Damn.  Three years and we really don't know that much more. :|

That's harsh. We know there's space combat.


Kinda.


Title: Re: SWTOR
Post by: luckton on September 15, 2011, 07:44:09 AM
Damn.  Three years and we really don't know that much more. :|

That's harsh. We know there's space combat.


Kinda.

TOR Space Combat (http://www.youtube.com/watch?v=kNmStdOHEPg)

 :why_so_serious:


Title: Re: SWTOR
Post by: Sky on September 15, 2011, 08:31:27 AM
http://www.youtube.com/watch?v=H7_6FWMFgiI


Title: Re: SWTOR
Post by: Kirth on September 15, 2011, 09:00:29 AM
Onward to 600!  :awesome_for_real:


Title: Re: SWTOR
Post by: luckton on September 15, 2011, 09:06:18 AM
http://www.youtube.com/watch?v=H7_6FWMFgiI

Thank you for reminding us just how far we've come.   :ye_gods:


Title: Re: SWTOR
Post by: Shatter on September 15, 2011, 09:26:25 AM
In for 301!!


Title: Re: SWTOR
Post by: Nonentity on September 15, 2011, 10:59:52 AM
The thread that won't die.


Title: Re: SWTOR
Post by: Ingmar on September 15, 2011, 11:05:26 AM
Damn.  Three years and we really don't know that much more. :|

What exactly is left to know, honestly?


Title: Re: SWTOR
Post by: Rasix on September 15, 2011, 11:08:30 AM
I could say Bio-WoW in space one more time, but I think people are just tuning me out at this point.


Title: Re: SWTOR
Post by: Paelos on September 15, 2011, 11:17:44 AM
DIALOGUE-WHEEL-RAIDING!


Title: Re: SWTOR
Post by: DraconianOne on September 15, 2011, 11:27:26 AM
I could say Bio-WoW in space one more time, but I think people are just tuning me out at this point.

(http://cdn.hometheaterforum.com/2/29/2933cf85_htf_imgcache_32196.jpeg)

What did you say?


Title: Re: SWTOR
Post by: Sky on September 15, 2011, 12:26:11 PM
DIALOGUE-WHEEL-RAIDING!
How are you pooping:

-Jar
-Sock
-Container? WE DON'T NEED NO STINKIN' CONTAINER!

Renegade interrupt - I'm pooping right now!


Title: Re: SWTOR
Post by: Paelos on September 15, 2011, 12:31:02 PM
Also, all the Sith Dialogue options end with sandwich-rape.


Title: Re: SWTOR
Post by: Draegan on September 15, 2011, 01:51:22 PM
Here's what we know so far (http://forums.f13.net/index.php?topic=8738.945):

1) No combat details
2) No class progression details beyond it being personal story arcs at first/for awhile (implication is AoC Tortage)
3) NPC henchmen are in. You can socialize with them in various forms including furry stuff romance.
4) Graphics are way early but not inspiring. Example 1 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113627678.jpg). Example 2 (http://pcmedia.ign.com/pc/image/article/922/922115/bioware-mmo-project-untitled-20081021113635115.jpg).
5) No idea on schedule.
6) No idea on beta.
After 300 pages....about the same.  :drill:

fakedit: aaand, it's over. Vader closes out 300 with a shiner.

I knoooow you love being snarky, but we know all of this.

1) You have all the combat details you want.  It's been played.  I can tell you anything you want.  It's a DIKU combat with no autoattack.  Abilities have individual cooldowns.

2) Class Progression details are you there with all the information you want on the official homepage.  Full blown info on all Advanced Classes.  We even know a bunch of abilities from conventions.  We just don't have a fully listen ability tree and talents.

3)  Tons of info out there on companions.  What they do, how you can sexorz them, how you can dress them up, how you can interact with them.  Etc.  You know about mission skills, crew skills, crafting, gathering etc. etc.

4)  Graphics have improved slightly, but there are screenshots coming out every week, and there are tons of gameplay footage.  Graphics are subject to personal opinion obviously.  But all that is out there.

5)  We have a much more narrow idea of when the game is launching.

6)  Beta started a while ago.  Weekend beta already had weekend #1, weekend #2 is soon after new build is up and running.


Sooooo.....  

What else do you think we're missing other than a release date?


Edit: I missed page 300!  Damnit!


Title: Re: SWTOR
Post by: Simond on September 15, 2011, 04:07:44 PM
What else do you think we're missing other than a release date?
LFD.  :awesome_for_real:


Title: Re: SWTOR
Post by: sam, an eggplant on September 15, 2011, 04:32:02 PM
Sooooo.....  

What else do you think we're missing other than a release date?
What wrong choices have they made, from the stance of a poster on these boards (an old hand)? How does it compare to WoW/LOTRO/Rift? How much content is there, really? What is the endgame? Is PvP meaningful? How will it perform on my computer? How's the UI? What's broken? How polished is it, and are some areas more polished than others?

You may think you can answer those questions, but even if you religiously absorbed every leak, you really can't without playing the game and reading the beta forums. You've only got the broad strokes.


Title: Re: SWTOR
Post by: Sjofn on September 15, 2011, 04:37:53 PM
Fuck meaningful PvP.

There, I said it!


Title: Re: SWTOR
Post by: Malakili on September 15, 2011, 04:41:47 PM
Agreed.  I like meaningful PvP in my MMOs, but don't bother even trying to tack it on to a game like this.  Shit, just re-release star wars battle front with a persistent galaxy map or something if you need to make a meaningful star wars PvP MMO.


Title: Re: SWTOR
Post by: sam, an eggplant on September 15, 2011, 04:44:28 PM
I personally don't care about PvP at all. I never PvP.

The obvious question, of course, is if PvP isn't meaningful or rewarding (and I'm not saying it is or isn't in SWTOR, just raising the question), why have it? Because WoW does?

Anyway that was just one example question that nobody can answer due to NDA.


Title: Re: SWTOR
Post by: Nebu on September 15, 2011, 04:45:36 PM
I personally don't care about PvP at all. I never PvP. The obvious question is if PvP isn't meaningful or rewarding (and I'm not saying it is or isn't in SWTOR, just raising the question), why have it? Because WoW does?

Because it's something for solo players to do when there's nothing else to do.  Broken or not, it still offers an alternate advancement pathway.  It's usually enough to get another $15 from me in an MMO.  


Title: Re: SWTOR
Post by: sam, an eggplant on September 15, 2011, 04:49:04 PM
it still offers an alternate advancement pathway.
Does it, though? And if so, is it worth doing?


Title: Re: SWTOR
Post by: Nebu on September 15, 2011, 04:52:55 PM
it still offers an alternate advancement pathway.
Does it, though? And if so, is it worth doing?

In WoW there was gear and an arena rating advancement path.  In Rift there was a gear and ability path (pvp soul).  If you enjoy fighting against players, you can find fun.  You just have to go in with the understanding that it will likely be a horribly flawed system. 


Title: Re: SWTOR
Post by: sam, an eggplant on September 15, 2011, 04:55:50 PM
I don't think you're following. What I'm trying to say is that you're making assumptions about SWTOR that may not necessarily be correct, because the game is under NDA. If you read half a page up, Draegan was saying that the NDA didn't matter because he already knew everything about the game. That is not the case.


Title: Re: SWTOR
Post by: Nebu on September 15, 2011, 04:58:30 PM
I was referring to MMO pvp in general.  I wasn't speaking about TOR at all.  I know nothing about TOR.  

Sorry about that.


Title: Re: SWTOR
Post by: Fordel on September 15, 2011, 05:03:58 PM
Fuck meaningful PvP.

There, I said it!


What do you think DaoC was?  :why_so_serious:


Title: Re: SWTOR
Post by: Nebu on September 15, 2011, 05:04:45 PM
What do you think DaoC was?  :why_so_serious:

An evil demon that sucked 5 years of my life away!   :heartbreak:


Title: Re: SWTOR
Post by: luckton on September 15, 2011, 05:23:26 PM
With as much talk as DAoC gets for having a PvP system that just 'worked', it's a wonder why they don't have as many people playing today as they did at their peak  :why_so_serious:

DAoC set out from the beginning to offer a MMO PVP experience.  Because they paired it along with a strong PvE element, it gave it enough weight to hold people on for a long time.  Because let's face it, we 'need' PvE to offset mind PvP, and vice-versa.  If we can get both in the same game at a good quality, so much the better.

Warhammer tried to recapture that lightning that DAoC had and failed miserably, and I blame that mostly on it being both half-baked at launch and not having the same strength as DAoC had.

Seriously, besides Darkfall, what other MMO set in the vein of DIKU-style gameplay said that it was going to offer meaningful PvP from the start?


Title: Re: SWTOR
Post by: Nebu on September 15, 2011, 05:26:22 PM
Seriously, besides Darkfall, what other MMO set in the vein of DIKU-style gameplay said that it was going to offer meaningful PvP from the start?

Lineage, Aion, and Shadowbane come to mind.


Title: Re: SWTOR
Post by: Fordel on September 15, 2011, 05:28:54 PM
Warhammer tried to capture WoW's BG centric PvP then realized in the last month of their development that everyone actually wanted DaoC 2.0.

DaoC PvE was anything but strong.  :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on September 15, 2011, 05:42:36 PM
Because they paired it along with a strong PvE element

Bull. Fucking. Shit.


Title: Re: SWTOR
Post by: Nebu on September 15, 2011, 05:46:11 PM
Mythic's attempt to add meaningful PvE (Trials of Atlantis) nearly killed DAoC.   Mythic really never had a handle on what good PvE was. 


Title: Re: SWTOR
Post by: tazelbain on September 15, 2011, 05:51:17 PM
Maybe people around here wanted DAoC 2, but we're hardly the MMO market.


Title: Re: SWTOR
Post by: Lantyssa on September 15, 2011, 06:00:51 PM
An evil demon that sucked 5 years of my life away!   :heartbreak:
You married it?


Title: Re: SWTOR
Post by: Draegan on September 15, 2011, 06:01:11 PM
What else do you think we're missing other than a release date?
LFD.  :awesome_for_real:

Already has been said that it will not be in the game but will have a simple /flag system.


Title: Re: SWTOR
Post by: UnSub on September 15, 2011, 06:05:13 PM
An evil demon that sucked 5 years of my life away!   :heartbreak:
You married it?

Nebu proposed, but DOAC said it wasn't ready to make the kind of commitment. The relationship soured from there.


Title: Re: SWTOR
Post by: Draegan on September 15, 2011, 06:18:24 PM
Sooooo.....  

What else do you think we're missing other than a release date?
What wrong choices have they made, from the stance of a poster on these boards (an old hand)? How does it compare to WoW/LOTRO/Rift? How much content is there, really? What is the endgame? Is PvP meaningful? How will it perform on my computer? How's the UI? What's broken? How polished is it, and are some areas more polished than others?

You may think you can answer those questions, but even if you religiously absorbed every leak, you really can't without playing the game and reading the beta forums. You've only got the broad strokes.

Sure, you can't tell many things without actually playing it.  However it's not in open beta yet.

I don't think you're following. What I'm trying to say is that you're making assumptions about SWTOR that may not necessarily be correct, because the game is under NDA. If you read half a page up, Draegan was saying that the NDA didn't matter because he already knew everything about the game. That is not the case.

I never said that the NDA didn't matter, I just said that we have learned a lot of facts since the beginning of the thread.


Title: Re: SWTOR
Post by: Montague on September 15, 2011, 06:43:00 PM
This thread needs more Vader:

(http://i152.photobucket.com/albums/s183/ec1016/vader61.jpg)


Title: Re: SWTOR
Post by: Sky on September 15, 2011, 06:58:27 PM
I knoooow you love being snarky, but we know all of this.

Yes, I was just being snarky. You could say the thread jumped the snark some time ago. Release date is Nov 22, according to my excellent source*

Meaningful pvp? I don't know what meaningful means, but huttball looks pretty cool. I won't tempt the narwhal beyond that, though.







*ok, the official forum, based on gamestop infoes


Title: Re: SWTOR
Post by: Surlyboi on September 15, 2011, 08:04:02 PM
Fuck meaningful PvP.

There, I said it!

There's no such thing as meaningful PvP anyway.


Title: Re: SWTOR
Post by: Kageru on September 15, 2011, 08:12:42 PM

MMO PvP is another way to emphasise the value of gear in that it allows for the game to manipulated in your favor. That's also why it has a very noisy, but I don't think really that large, segment of the player base demanding it.

Looking forward to this game launching in the hopes that it will clear the space for other MMO's to emerge out of the shadow it is casting. An entertaining crash and burn and a round of "what were they thinking" would be nice too.


Title: Re: SWTOR
Post by: Nevermore on September 15, 2011, 09:03:57 PM
With as much talk as DAoC gets for having a PvP system that just 'worked', it's a wonder why they don't have as many people playing today as they did at their peak  :why_so_serious:

I would reply to this, but I was interrupted. :(


Title: Re: SWTOR
Post by: Crumbs on September 15, 2011, 09:33:42 PM
Whenever this thread ends, it should be like the end credits of Buckaroo Banzai.  Power walk.  Unity.  Jeff Goldblum dressed as a cowboy. 



Title: Re: SWTOR
Post by: Evildrider on September 15, 2011, 10:09:04 PM
Why isn't there a Buckaroo Banzai MMO?   :drill:


Title: Re: SWTOR
Post by: Sjofn on September 16, 2011, 12:53:18 AM
Fuck meaningful PvP.

There, I said it!

There's no such thing as meaningful PvP anyway.

That is part of why I just roll my eyes at the notion now. Make it too meaningful, and the losers simply stop showing up because fffffffffffffffuuuuuuuuccccccckkkkkkkkk. Make it meaningless but fun, people will still do it.

Fun is the key part, really.


Title: Re: SWTOR
Post by: Cyrrex on September 16, 2011, 03:55:46 AM
Agreed...make it PvP fun.  But above all, don't fucking mess with the PvE to balance the PvP.  Down with balance!


Title: Re: SWTOR
Post by: Surlyboi on September 16, 2011, 04:02:42 AM
Why isn't there a Buckaroo Banzai MMO?   :drill:

I would SO fucking play that.


Title: Re: SWTOR
Post by: eldaec on September 16, 2011, 05:45:21 AM
Fuck meaningful PvP.

There, I said it!

There's no such thing as meaningful PvP anyway.

EVE, Daoc and GW are all solid examples of what people mean by meaningful pvp. you just have to recognise it doesn't come without distracting effort from pve and market the game accordingly.


Title: Re: SWTOR
Post by: Sky on September 16, 2011, 06:29:54 AM
Agreed...make it PvP fun.  But above all, don't fucking mess with the PvE to balance the PvP.  Down with balance!
I quoted Ohlen explaining the target types (weak/normal/strong/bbq) and he mentioned players will be considered a type. So as "stun x doesn't affect strong mobs", so it could be that they can also selectively apply effects to players. We'll see if that pans out, but they really should follow through on that, since pve and pvp rules should have a firewall.

Quote kinda got buried when everyone was being a faggot (http://www.youtube.com/watch?v=1IFloXOuLgA) about homosexuality in TOR.


Title: Re: SWTOR
Post by: Nebu on September 16, 2011, 06:59:11 AM
I define "meaningful pvp" as pvp whose outcome has an effect on gameplay throughout the entire game.

Do I have it wrong?


Title: Re: SWTOR
Post by: Mrbloodworth on September 16, 2011, 07:04:14 AM
So, when does this come out?


Title: Re: SWTOR
Post by: Hutch on September 16, 2011, 07:35:01 AM
I define "meaningful pvp" as pvp whose outcome has an effect on gameplay throughout the entire game.

Do I have it wrong?

I think it depends on who you ask. I think there's still a segment out there that thinks "meaningful pvp" means "I can one-shot pk you anywhere in the world, and take all of your possessions. And then teabag your corpse."



Title: Re: SWTOR
Post by: murdoc on September 16, 2011, 08:07:36 AM
I look back at DAoC PvP rather fondly. It was the one game that actually got my heart pounding as I went out into the frontiers looking for a fight... that I may or may not find.

The thing that got me hooked into DAoC PvP was the community on our server. I can remember the individual names of Albions and Hibernians we fought against 9 years ago, but I can't remember the random I guy I grouped with last in WoW. PvP become "meaningful" because I recognized names, had nemesis and actually felt like I should run wood out to keeps to rebuild doors.

Now, I get mad if I was queued for more than 10 minutes for a BG. Never mind porting and trying to find a fight myself. I'd never stand for the hours we spent running around the frontiers at Skald speed trying hit and run tactics, getting steamrolled by the zerg, or not finding anyone so we'd go hammer on a keep door to try to stir up the hornets nest.


Title: Re: SWTOR
Post by: Sky on September 16, 2011, 08:56:40 AM
Now, I get mad if I was queued for more than 10 minutes for a BG. Never mind porting and trying to find a fight myself. I'd never stand for the hours we spent running around the frontiers at Skald speed trying hit and run tactics, getting steamrolled by the zerg, or not finding anyone so we'd go hammer on a keep door to try to stir up the hornets nest.
http://www.youtube.com/watch?v=8r1CZTLk-Gk


Title: Re: SWTOR
Post by: Sobelius on September 16, 2011, 10:07:16 AM
Quote kinda got buried when everyone was being a faggot (http://www.youtube.com/watch?v=1IFloXOuLgA) about homosexuality in TOR.

Awesome. At least I now know what Louis K. would have to say about this (http://www.youtube.com/watch?v=ZujPj2HnBh4&feature=related).



Title: Re: SWTOR
Post by: kildorn on September 16, 2011, 10:11:40 AM
Fuck meaningful PvP.

There, I said it!

There's no such thing as meaningful PvP anyway.

EVE, Daoc and GW are all solid examples of what people mean by meaningful pvp. you just have to recognise it doesn't come without distracting effort from pve and market the game accordingly.

EVE: full corpse loot essentially, destroy and drive them before you style pvp gameplay.
DAOC: relics, holdable structures, realm ranks/RAs.
GW: .. arena style gameplay?


One of these things is not "meaningful pvp" in any way, the only thing they might all have in common is that the pvp is fun to participate in (I'm saying might because lolEVE)

Meaningful pvp is a silly term because meaningful varies from person to person. Anything from ranks/abilities gained via pvp to holdable territory to full corpse looting will be "meaningful" to different people.

GW's pvp is completely and utterly meaningless, it's just amusing. That plus maybe some open world holdable structure gameplay is meaningful to me. Binding any form of actual boost to the winners however usually drives my desire to play down because it's always done in a poor gameplay way where the winners keep winning and the losers just stop playing.


Title: Re: SWTOR
Post by: Malakili on September 16, 2011, 10:13:35 AM
I'm just going to say meaningful PvP is PvP that can affect the game for you even when you are not present.


Title: Re: SWTOR
Post by: kildorn on September 16, 2011, 10:15:21 AM
Affect the game how? Meaning there's a new flag on a keep, or meaning that actual resources of some form change hands?


Title: Re: SWTOR
Post by: Malakili on September 16, 2011, 10:18:53 AM
Affect the game how? Meaning there's a new flag on a keep, or meaning that actual resources of some form change hands?

A keep isn't a resource?  As an example: In WW2O, I can go to sleep, wake up, and we could've lost 3 important towns or something.  Next time I log in, the game is going to be significantly different than when I logged off because of it.


Title: Re: SWTOR
Post by: luckton on September 16, 2011, 10:31:22 AM
http://www.swtor.com/news/news-article/20110916

Quote
Q: Since it has been clearly stated that there will not be dual specs for characters in the game, can you explain your philosophy behind the skill trees and how you are taking into account players that want to be able to play PvP and PvE content on the same character? - illumineart

A: Dual Speccing is something we want to add soon after launch. Also, features like Guard, PvP Taunt, Resolve, etc. work to narrow the gap between PvP and PvE specialized skills (i.e. a +Block skill would be helpful in both PvE and PvP).

http://www.youtube.com/watch?v=dJc5EPAyesU


Title: Re: SWTOR
Post by: Paelos on September 16, 2011, 10:34:37 AM
Quote
work to narrow the gap between PvP and PvE specialized skills (i.e. a +Block skill would be helpful in both PvE and PvP

 :facepalm:



Title: Re: SWTOR
Post by: Nebu on September 16, 2011, 10:37:25 AM
I look back at DAoC PvP rather fondly. It was the one game that actually got my heart pounding as I went out into the frontiers looking for a fight... that I may or may not find.

I liked DAoC for the fact that the relics mattered.  You knew that if a strong opponent got their hands on one or both of your relics that they would make your life a living hell until you got them back.  I also enjoyed the tense feeling that came when you leveled alts in the frontiers or DF.

I want DAoC 2.0 damnit!


Title: Re: SWTOR
Post by: luckton on September 16, 2011, 10:39:18 AM
Quote
work to narrow the gap between PvP and PvE specialized skills (i.e. a +Block skill would be helpful in both PvE and PvP

 :facepalm:



Apparently tank ACs will have skills like Guard and Taunt.  Guard will divert half of the damage done to whoever is being guarded to the tank, while Taunt will make all damage done by the taunted be less across the board except for the taunter.


Title: Re: SWTOR
Post by: Nevermore on September 16, 2011, 10:44:52 AM
Quote
work to narrow the gap between PvP and PvE specialized skills (i.e. a +Block skill would be helpful in both PvE and PvP

 :facepalm:



Apparently tank ACs will have skills like Guard and Taunt.  Guard will divert half of the damage done to whoever is being guarded to the tank, while Taunt will make all damage done by the taunted be less across the board except for the taunter.

But... but..  WoW doesn't do that!  How can that be?!  :-o


Title: Re: SWTOR
Post by: Nebu on September 16, 2011, 10:46:52 AM
But... but..  WoW doesn't do that!  How can that be?!  :-o

Give it a few months.  If Bioware is anything like Trion, they'll slowly change their unique features to be more WoW-like in just a few months after release.  We can't be too original, you know.


Title: Re: SWTOR
Post by: Paelos on September 16, 2011, 11:14:10 AM
You can't balance pve and pvp skills to make them both useful. To even attempt that goal is folly.


Title: Re: SWTOR
Post by: luckton on September 16, 2011, 11:21:44 AM
You can't balance pve and pvp skills to make them both useful. To even attempt that goal is folly.

IMO, you can if you make the skills behave and actually act differently in the two situations.  Dynamic skills, as it were.  It takes time, for sure, but it's certainly a better option than having a static skill that, if it's overpowered in PvP it gets nerfed to balance it, but winds up underpowered in PvE.


Title: Re: SWTOR
Post by: caladein on September 16, 2011, 11:22:55 AM
Apparently tank ACs will have skills like Guard and Taunt.  Guard will divert half of the damage done to whoever is being guarded to the tank, while Taunt will make all damage done by the taunted be less across the board except for the taunter.
But... but..  WoW doesn't do that!  How can that be?!  :-o

I don't understand luckton's explanation of "Taunt" but WoW has a few damage shunts, namely Soul Link (http://www.wowhead.com/spell=19028) and Hand of Sacrifice (http://www.wowhead.com/spell=6940).

The different between Hand of Sacrifice and "Guard" is mostly one of allocation between roles (and philosophy thereof), not mechanics.  


Title: Re: SWTOR
Post by: Sky on September 16, 2011, 11:25:01 AM
You can't balance pve and pvp skills to make them both useful. To even attempt that goal is folly.
I don't think that's what he's saying. He's talking about what ;luckton said, how to bring tanking into pvp in a meaningful way. As I've posted, they're setting things to be able to have some granular control over effects between pve and pvp. I doubt it will be enough (ala EQ2 totally seperate effects). But really, anything is better than the Rift style of pve=pvp.


Title: Re: SWTOR
Post by: Ingmar on September 16, 2011, 11:26:33 AM
Tank specs have been useful/functional in WoW PVP for a long time now.


Title: Re: SWTOR
Post by: luckton on September 16, 2011, 11:26:45 AM
I don't understand luckton's explanation of "Taunt"...

If JediTank Taunts SithNoob, then when SithNoob attacks JediHealer, Smuggler or Trooper, SithNoobs damage is reduced.  If SithNoob attacks JediTank instead, SithNoob still does full damage.

Simplified enough for ya?  :grin:


Title: Re: SWTOR
Post by: caladein on September 16, 2011, 11:36:21 AM
Yes, the example clears it up.  I didn't read the "for" in "... except for the taunter." as "at", "on" or "for against", hence my confusion.


Title: Re: SWTOR
Post by: Paelos on September 16, 2011, 11:44:54 AM
If the same skills do different things in pvp as opposed to pvp, then they are not the same skills.

That's a fine way to do it, where they have different effects, but that's the same as just having completely different rulesets with common names.


Title: Re: SWTOR
Post by: kildorn on September 16, 2011, 11:52:01 AM
WAR did that taunt thing, it caused funny taunt circles for a bit, iirc (tank taunts, you wail on tank, other tank taunts, etc etc), how well it works depends on the counters available and the reduction % imo. Good idea, though.

Affect the game how? Meaning there's a new flag on a keep, or meaning that actual resources of some form change hands?

A keep isn't a resource?  As an example: In WW2O, I can go to sleep, wake up, and we could've lost 3 important towns or something.  Next time I log in, the game is going to be significantly different than when I logged off because of it.

When people say meaningful, a keep usually isn't a resource unless it provides something more than some walls. It's vanity. That said, I vastly prefer vanity rewards from pvp to "+10% damage for holding X"


Title: Re: SWTOR
Post by: Sky on September 16, 2011, 11:55:09 AM
I liked some of the Planetside base perqs, like being able to spawn air vehicles if you capture base X.


Title: Re: SWTOR
Post by: eldaec on September 16, 2011, 11:57:35 AM
WAR did that taunt thing, it caused funny taunt circles for a bit, iirc (tank taunts, you wail on tank, other tank taunts, etc etc), how well it works depends on the counters available and the reduction % imo. Good idea, though.

Affect the game how? Meaning there's a new flag on a keep, or meaning that actual resources of some form change hands?

A keep isn't a resource?  As an example: In WW2O, I can go to sleep, wake up, and we could've lost 3 important towns or something.  Next time I log in, the game is going to be significantly different than when I logged off because of it.

When people say meaningful, a keep usually isn't a resource unless it provides something more than some walls. It's vanity. That said, I vastly prefer vanity rewards from pvp to "+10% damage for holding X"

Daoc keeps provided access to dungeons, determined relic defence strength, have access to teleportation and merchants etc.


Title: Re: SWTOR
Post by: kildorn on September 16, 2011, 12:01:28 PM
Eventually they did. Initially they were just some walls.

edit: I'm pretty sure they added a lot of the rest of the functionality to them due to complaints that they were kind of pointless. If some groups took your keep.. who cared.


Title: Re: SWTOR
Post by: eldaec on September 16, 2011, 12:02:42 PM
If you mean for the first six months of the game when everyone was level 20 and just ran about like headless chickens anyway, then sure.


Title: Re: SWTOR
Post by: kildorn on September 16, 2011, 12:08:55 PM
That's about right, except we weren't level 20 when DF was released, six months after launch. Which I'm pretty sure is the first thing that was keyed to keeps.


Title: Re: SWTOR
Post by: Ingmar on September 16, 2011, 12:11:11 PM
That's about right, except we weren't level 20 when DF was released, six months after launch. Which I'm pretty sure is the first thing that was keyed to keeps.

Relic guards certainly predate that.


Title: Re: SWTOR
Post by: kildorn on September 16, 2011, 12:12:38 PM
What patch were relic guards? (amusingly, the patch list on the herald isn't actually sorted by patch number or date, which makes this a pain in the rear)

I'm pretty positive the first months of RVR were "we took a keep and nobody's trying to take it back, zomg give us meaningful pvp"

edit: relic guards based on keeps owned seems to be much later, they don't appear at all in any patch note after relics were added to the game. The patch after DF caused guards to despawn based on the number of relics held, however. And I found a hilarious note fixing the Minst 3s stun that was mistakenly stunning for 30s. <3

edit2: found it. 1.49, relic guards based on outpost keeps was added, April 2002, same month as DF.


Title: Re: SWTOR
Post by: Ingmar on September 16, 2011, 12:21:24 PM
I had forgotten relics weren't even in the game to start with, but I didn't start until February.

And people complain about unfinished games being released these days...


Title: Re: SWTOR
Post by: Nevermore on September 16, 2011, 12:36:25 PM
They didn't even have anything itemized past level 30 at launch, iirc.


Title: Re: SWTOR
Post by: eldaec on September 16, 2011, 01:22:00 PM
It was the dungeons that weren't itemized, the surface dropped stuff.


Title: Re: SWTOR
Post by: Malakili on September 16, 2011, 01:29:48 PM
Anyway, my point is that meaningful to me is less about losing or gaining items or cash, but how it effects what I do (what there IS to do) when I log in.  At least in an MMO PvP context. 

You could, for example, have "meaningful" PvP in Counter Strike if you were playing in a league, but thats an entirely different discussion, I just want to point out that I am just talking about MMO PvP, not any game in which players compete against other players.  I


Title: Re: SWTOR
Post by: kildorn on September 16, 2011, 01:44:26 PM
I'm not trying to start a fight or anything, I'm just kind of curious what various people think of as meaningful. Like, I'd be totally happy with vanity wardrobes and such from pvp or raiding or dungeons, and have the loot statistically be the same. But I know some people get really upset at that idea.

I like having something to work towards in pvp or pve, that's really a driving factor in me logging in. But I'm okay with being driven by say, minipet collection.


Title: Re: SWTOR
Post by: Malakili on September 16, 2011, 02:07:27 PM
I'm not trying to start a fight or anything, I'm just kind of curious what various people think of as meaningful. Like, I'd be totally happy with vanity wardrobes and such from pvp or raiding or dungeons, and have the loot statistically be the same. But I know some people get really upset at that idea.

I like having something to work towards in pvp or pve, that's really a driving factor in me logging in. But I'm okay with being driven by say, minipet collection.

I just like the things I'm working towards to be group oriented in an MMO.   So, if its PvP I'd like some kind of territory control meta game or something, and if its PvE something like raiding is enough.  Its not to say I don't like solo play or personal progression in principle, I'd just prefer to do it in a game like Diablo, which I think has superior gameplay AND a better personal progression meta game than any MMO to date (in my opinion).


Title: Re: SWTOR
Post by: Fordel on September 16, 2011, 02:25:18 PM
Some high end zones in Hibernia lacked drops for a long time too. I'm looking at you Bog of Cullen!  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on September 16, 2011, 02:27:42 PM
I look back at DAoC PvP rather fondly. It was the one game that actually got my heart pounding as I went out into the frontiers looking for a fight... that I may or may not find.

I liked DAoC for the fact that the relics mattered.  You knew that if a strong opponent got their hands on one or both of your relics that they would make your life a living hell until you got them back.  I also enjoyed the tense feeling that came when you leveled alts in the frontiers or DF.

I want DAoC 2.0 damnit!

I had a love/hate relationship with the relics, because my teeny little realm couldn't hold one to save their goddamn lives, and it required a huge, huge, HUGE coordinated effort to take one. And then 150 Hibs would roll into our frontier, not even trying to be sneaky about it, and carry it off. It's part of why I say "fuck meaningful PvP" today.  :oh_i_see:

I'd still play the shit out of DAoC 2.0 for a while, though. I knows it.


Title: Re: SWTOR
Post by: Nevermore on September 16, 2011, 02:35:11 PM
That's because Hibs were assholes.  :why_so_serious:

Albion was even more populated than Hibernia, but we made up for that by being much more incompetent.


Title: Re: SWTOR
Post by: Threash on September 16, 2011, 02:41:56 PM
I'm not trying to start a fight or anything, I'm just kind of curious what various people think of as meaningful. Like, I'd be totally happy with vanity wardrobes and such from pvp or raiding or dungeons, and have the loot statistically be the same. But I know some people get really upset at that idea.

I like having something to work towards in pvp or pve, that's really a driving factor in me logging in. But I'm okay with being driven by say, minipet collection.

Vanity wardrobes are on one side of the meaningful scale and raid dungeons clear on the other side.


Title: Re: SWTOR
Post by: Ingmar on September 16, 2011, 02:47:58 PM
The #1 problem with relics is they were a Win More mechanic. Oh good, the realm that is already big and strong enough to hold onto them constantly now gets to cap their spell damage through resists.  :oh_i_see:


Title: Re: SWTOR
Post by: Nebu on September 16, 2011, 02:59:03 PM
The #1 problem with relics is they were a Win More mechanic. Oh good, the realm that is already big and strong enough to hold onto them constantly now gets to cap their spell damage through resists.  :oh_i_see:

Gear as a reward for pvp is also a win-more mechanic.  So are realm ranks.  It's VERY hard to tie character advancement to pvp. 



Title: Re: SWTOR
Post by: Malakili on September 16, 2011, 03:04:00 PM
The #1 problem with relics is they were a Win More mechanic. Oh good, the realm that is already big and strong enough to hold onto them constantly now gets to cap their spell damage through resists.  :oh_i_see:

Gear as a reward for pvp is also a win-more mechanic.  So are realm ranks.  It's VERY hard to tie character advancement to pvp. 




Which is actually why I'd prefer someone to have the guts to just do away with it.  You don't need character advancement for an PvP MMO.  The world should advance, not the characters.


Title: Re: SWTOR
Post by: Fordel on September 16, 2011, 03:04:16 PM
Realm Ranks were a participation reward.

Gear was a baseline until ToA in DaoC, thanks to stat caps. ToA ballsed that up though.


Title: Re: SWTOR
Post by: Ingmar on September 16, 2011, 03:06:49 PM
The #1 problem with relics is they were a Win More mechanic. Oh good, the realm that is already big and strong enough to hold onto them constantly now gets to cap their spell damage through resists.  :oh_i_see:

Gear as a reward for pvp is also a win-more mechanic.  So are realm ranks.  It's VERY hard to tie character advancement to pvp. 



Neither of those things are disruptive on NEARLY the scale of DAOC's relics, though.


Title: Re: SWTOR
Post by: luckton on September 16, 2011, 03:11:22 PM
*makes notes in the f13 Forum Chronicles*

And on pages 302-303, the team stroked their e-peens to the glorious days of DAoC, instead of celebrating the fact that BW settles the dual-spec arguments of pages 260-290 (page locations are approximate  :why_so_serious:)

 :grin: :drill:


Title: Re: SWTOR
Post by: Furiously on September 16, 2011, 03:15:05 PM
I thought the problem was there was a forth realm that actively swithed to fotm and the winning realm.


Title: Re: SWTOR
Post by: Paelos on September 16, 2011, 03:38:33 PM
I thought the problem was there was a forth realm that actively swithed to fotm and the winning realm.

with Buffbots


Title: Re: SWTOR
Post by: Rokal on September 16, 2011, 03:50:28 PM
I'm not trying to start a fight or anything, I'm just kind of curious what various people think of as meaningful. Like, I'd be totally happy with vanity wardrobes and such from pvp or raiding or dungeons, and have the loot statistically be the same. But I know some people get really upset at that idea.

I'd be completely okay with this. It would be a big improvement for PvP in any MMO, and it would probably make PvE balancing easier. The downside is the once you can't overcome obstacles with 'better' gear, it would encourage a really strict min/max culture. "Class B does 3% dps more than class C on this fight. Since our gear isn't improving, that gap will always be the same detriment to us". On the other hand, it should be easier to balance that 3% gap since gear is static.


Title: Re: SWTOR
Post by: Simond on September 16, 2011, 04:31:49 PM
I don't understand luckton's explanation of "Taunt"...

If JediTank Taunts SithNoob, then when SithNoob attacks JediHealer, Smuggler or Trooper, SithNoobs damage is reduced.  If SithNoob attacks JediTank instead, SithNoob still does full damage.

Simplified enough for ya?  :grin:
Oh, so they're copying EQ2 as well as WoW?


Title: Re: SWTOR
Post by: Malakili on September 16, 2011, 04:43:44 PM
I'm not trying to start a fight or anything, I'm just kind of curious what various people think of as meaningful. Like, I'd be totally happy with vanity wardrobes and such from pvp or raiding or dungeons, and have the loot statistically be the same. But I know some people get really upset at that idea.

I'd be completely okay with this. It would be a big improvement for PvP in any MMO, and it would probably make PvE balancing easier. The downside is the once you can't overcome obstacles with 'better' gear, it would encourage a really strict min/max culture. "Class B does 3% dps more than class C on this fight. Since our gear isn't improving, that gap will always be the same detriment to us". On the other hand, it should be easier to balance that 3% gap since gear is static.

Its already like that anyway.  The real problem is that people couldn't overcome sucking at the game with gear, which would alienate a LOT of people.


Title: Re: SWTOR
Post by: Surlyboi on September 17, 2011, 08:48:13 AM
Your WWIIOL example doesn't hold water in this argument because, for all intents and purposes, WWIIOL isn't an MMORPG, it's an MMOFPS. There, you CAN have meaningful PVP because that's the only thing there is in the game. By that measure, it's all meaningful because there's almost nothing else to the game but command and control of territory.


Title: Re: SWTOR
Post by: Crumbs on September 17, 2011, 10:32:00 AM
Why isn't there a Buckaroo Banzai MMO?   :drill:

Quote
I would SO fucking play that.

Yo Bloodworth!  I think we have your new project  :drill:


Title: Re: SWTOR
Post by: Nebu on September 17, 2011, 11:27:37 AM
While we're at it, I want an MMOFPS based on the old west.  So much win.


Title: Re: SWTOR
Post by: Kirth on September 17, 2011, 12:22:07 PM
While we're at it, I want an MMOFPS based on the old west.  So much win.

Better yet firefly mmo.


Title: Re: SWTOR
Post by: Nebu on September 17, 2011, 12:25:32 PM
Isn't Star Wars just a sci fi remake of a spaghetti western anyway?   


Title: Re: SWTOR
Post by: Surlyboi on September 17, 2011, 12:53:08 PM
Mashup of spaghetti western and samurai flick with a science fantasy twist.


Title: Re: SWTOR
Post by: Sky on September 17, 2011, 12:55:17 PM
Yeah, I thought it was a remake of a samurai flick that was a remake of a Leone flick. I bet Tarantino will make the mmo.


Title: Re: SWTOR
Post by: stray on September 17, 2011, 01:12:57 PM
This genre should be dead by now. What's going on?

/sinks back into hole


Title: Re: SWTOR
Post by: Ghambit on September 17, 2011, 01:47:42 PM
While we're at it, I want an MMOFPS based on the old west.  So much win.

Better yet firefly mmo.

The Dark Tower (Gunslinger) movie was cancelled btw.   :heartbreak:
I'm still waiting for a Deadlands game though.


Title: Re: SWTOR
Post by: Fabricated on September 17, 2011, 06:29:10 PM
Man... (like actual plot spoilers coming)



Title: Re: SWTOR
Post by: schild on September 17, 2011, 06:38:12 PM
Fucking SWTOR fans and their lack of movie knowledge.

Star Wars, inspired by:
Yojimbo
Hidden Fortress
Sanjuro

Yojimbo was based on Red Harvest. Yojimbo was remade in 1964 as A Fistful of Dollars. In 1960 John Sturges made Magnificent Seven. Which was an overrated bad remake of Seven Samurai (and really had no bearing on Star Wars save minor things here and there - chief among these things merely being it was Another Movie by Kurosawa). In 1990 the Coen brothers took Yojimbo and The Glass Key, put it in a blender, and made Miller's Crossing. In 1996, Bruce Willis was in Last Man Standing, which was also Yojimbo. Or rather, Red Harvest.

Star Wars was made by a neckbeard fuck who, without works to copy from, would've made nothing. Much like your precious SWTOR. If WoW didn't exist, this wouldn't either.

tl;dr: Lucas is, somehow, a worse Quentin Tarantino.


Title: Re: SWTOR
Post by: Fabricated on September 17, 2011, 06:48:06 PM
I dunno a sci-fi movie cribbed from do-des-ka-den would be pretty awesome and funny.


Title: Re: SWTOR
Post by: schild on September 17, 2011, 06:52:35 PM
Or you could just argue that Dodesukaden is already sci-fi given the circumstances behind how it was made, what happened afterwards and the fact it was about a retarded child being an imaginary tram conductor and he somehow squeezed what, like 2+ hours out of that?


Title: Re: SWTOR
Post by: Nebu on September 17, 2011, 07:04:57 PM
Fucking SWTOR fans and their lack of movie knowledge.

I hope that you're not calling me a Star Wars fan.  I am a huge Kurosawa fan though!

Lucas must be a hack.  I never saw the connection. 


Title: Re: SWTOR
Post by: Fabricated on September 17, 2011, 07:06:15 PM
Or you could just argue that Dodesukaden is already sci-fi given the circumstances behind how it was made, what happened afterwards and the fact it was about a retarded child being an imaginary tram conductor and he somehow squeezed what, like 2+ hours out of that?
The homeless dude and the kid's story was way more interesting/sad than the retard train kid.


Title: Re: SWTOR
Post by: schild on September 17, 2011, 07:10:59 PM
Or you could just argue that Dodesukaden is already sci-fi given the circumstances behind how it was made, what happened afterwards and the fact it was about a retarded child being an imaginary tram conductor and he somehow squeezed what, like 2+ hours out of that?
The homeless dude and the kid's story was way more interesting/sad than the retard train kid.
Movie was a mess. I love Kurosawa, but the whole thing was just... yea. I didn't really find any of it interesting, sadly.

Nebu, the only original thing in Star Wars is that Jedi/Sith/Whatever were given power by Midochlorians (or whatever). He probably went through the works of Kurosawa and couldn't figure out where NINJA POWER came from or something so he wrote down "how the fuck do magnets work?" and well, the rest is history.


Title: Re: SWTOR
Post by: Margalis on September 17, 2011, 07:27:02 PM
Yeah, I thought it was a remake of a samurai flick that was a remake of a Leone flick. I bet Tarantino will make the mmo.

Was this sarcasm?


Title: Re: SWTOR
Post by: sam, an eggplant on September 17, 2011, 08:14:33 PM
What's really funny is the beta forums are stupider than most of this thread.

Also, I want a MMO based on shadowrun. Or even better, TORG.


Title: Re: SWTOR
Post by: Paelos on September 17, 2011, 08:33:32 PM
Wait, wait. They make films in other countries?


Title: Re: SWTOR
Post by: Lantyssa on September 17, 2011, 08:43:16 PM
Also, I want a MMO based on shadowrun.
Only if it's true to the table top setting.  Microsoft has a way of perverting any FASA properties they touch.


Title: Re: SWTOR
Post by: Fabricated on September 17, 2011, 09:12:24 PM
There's no way you can capture the real spirit of Shadowrun with modern hardware. You need to be able to have ridiculous highway chases where you collapse entire bridges or blow up buildings or do other such permanently damaging things. Also roleplaying your character is kinda required for it to be balanced. I mean, your negative IQ troll sammy has to be played like he needs sticky notes on his guns to know which end goes towards the bad guy or everything kinda becomes broken.


Title: Re: SWTOR
Post by: sam, an eggplant on September 17, 2011, 09:25:10 PM
Phasing, broheim, phasing.


Title: Re: SWTOR
Post by: UnSub on September 18, 2011, 07:27:14 AM
I'm still waiting for a Deadlands game though.

Here's what the Cheyenne Mountain Entertainment attempt left behind:

From 2008 (http://www.youtube.com/watch?v=QvHe4GuXm3Q&feature=related)

From 2009 (http://www.youtube.com/watch?v=GYrbKtJkKxo&feature=related)

From 2009 (http://www.youtube.com/watch?v=s0gz_OH8wPc&feature=player_embedded)

Lucas cribbed sources for Star Wars all over. Luke coming back to find the moisture farm decimated is very close to a similar scene in "The Searchers", just swapping out Native Americans for Stormtroopers.


Title: Re: SWTOR
Post by: Lantyssa on September 18, 2011, 07:36:02 AM
I liked her boots...


Title: Re: SWTOR
Post by: Bzalthek on September 18, 2011, 08:04:30 AM
Yes, we all know Lucas is an unoriginal hack.  Hell, even besides the scenes ripped straight from other movies with minor alterations, he's blatantly admitted the overall structure of the original star wars trilogy was using Campbell's Hero's Journey as a step by step guide.  A color-by-numbers guide at that.  But I think this may be the 12th time this discussion has been had in this thread.



Title: Re: SWTOR
Post by: Tannhauser on September 18, 2011, 08:32:21 AM
At one time, Lucas was good.  American Graffitti and, yes, Star Wars: ANH.  I was 14 when I went to see it back in '77.  I've always said it was my generations Woodstock.  You don't remember the dark times of the 70's.  It was an era of disco, rollerskates, Sonny and Cher and the Bee Gees.   Star Wars blew up, broke records and became and still is a cultural touchstone.  Everyone knows Star Wars, at least a bit.

Yes, Lucas 'stole' from Kurosawa, he 'stole' from Campbell.  But there are about seven stories in literature; it's not the story it's in the telling. 

Now, I'm not going to argue with you if you say Lucas sucks now.   Phantom Menace blew goats other than Darth Maul.  The other two prequels weren't much better.  But I'd say Lucas is entombed in his echo chamber and his reaction to the criticism is to rub our noses in it.  It's all he can do, I'm not sure he can make a good movie anymore.  But back in the 70's he did.



Title: Re: SWTOR
Post by: Mrbloodworth on September 18, 2011, 08:49:21 AM
Who gives a shit?

Its starwars now!


Title: Re: SWTOR
Post by: Crumbs on September 18, 2011, 08:54:47 AM
Dream Quest of Unknown-Kadath MMO.   Rain of Cats on the Moon crits you for over 9k.  :yahoo:

I resubbed to WoW.   :grin:    I say this for two reasons:  one, full disclosure out of fairness for all the shit I've been talking.  What can I say, I'm flawed.  The second reason is the magic word, "dynamics."

Dynamics are the reason I've resubbed to WoW time and time again.  It's bouncy, fast and fluid.  Yes, I am sick to death of raiding and can't do it anymore.  Yes, I have to turn off chat channels.  Yes, it's really hard at first to catch up on the PVP gear ladder.  However, the physics of the game is so much better than any game (I've played) that has tried to compete.  AOC, FE, Rift...all require stronger graphic capability than WoW but are clunky as hell.  Rift, for example, the world looks stunning with the settings turned up.  And yet, the movement of my toon looks like a mannequin in slow motion with stiff limbs going "clunk...................................tink" when it hits things.  

So, SWTOR.  I've watched the videos but one can't really get a feel of the dynamics from a video alone.  If the NDA allows, can anyone speak about the dynamics of SWTOR?  Even if it's as simple as "it flows" or "it's clunky."  And if this has been discussed already, my apologies.  


Title: Re: SWTOR
Post by: Surlyboi on September 18, 2011, 12:40:28 PM
The only dynamic I got out of WoW was dynamically finding the "fuck this, I quit" button.

TOR isn't my idea of MMO nirvana, but it managed to hold my interest a lot longer.


Title: Re: SWTOR
Post by: Amaron on September 18, 2011, 04:44:00 PM
Dynamics are the reason I've resubbed to WoW time and time again.  It's bouncy, fast and fluid.

I'm not sure dynamics is the right word for what you're talking about.  I can agree all the others need to take notes on the WoW client in a hundred different areas though.   All those things individually would be nitpicking but all added together the quality of things like character movement and combat response add up to a huge deal.


Title: Re: SWTOR
Post by: UnSub on September 18, 2011, 06:00:40 PM
TOR isn't my idea of MMO nirvana, but it managed to hold my interest a lot longer.

But no-one is paying for it yet. Having to put money down month after month changes the equation.


Title: Re: SWTOR
Post by: luckton on September 20, 2011, 06:10:51 AM
http://torwars.com/2011/09/19/torwars-interview-swtors-damion-schubert-reveals-new-game-details/

Quote
That being said, some of the ideas that were planned for post-launch got raised in priority, based on feedback and metrics from our testing. Nothing’s set in stone until we hit launch day, obviously, but we’re aiming to get more into launch now. Of particular note, the dressing room made it in (alt-rightclick to preview an equipment piece’s appearance on you or your companion). The ability for group leaders to mark targets with symbols his party members can see just went in. We also have a couple of minor features we’re putting in designed to make it easier for players to find and form groups – features I’m more willing to talk about once we’ve vetted them as improvements to the game in general.


Title: Re: SWTOR
Post by: Rishathra on September 20, 2011, 06:20:32 AM
 :ye_gods:

That's like a developer making an FPS and saying, "based on player feedback in the beta, we decided to add mouselook sooner."


Title: Re: SWTOR
Post by: luckton on September 20, 2011, 06:26:10 AM
:ye_gods:

That's like a developer making an FPS and saying, "based on player feedback in the beta, we decided to add mouselook sooner."

I know, right?  :why_so_serious:  Seriously, who's driving this thing?  I would think the Mythic devs they absorbed would have at least come in with 'some' of this knowledge...although DAoC didn't actually have those features either...


Title: Re: SWTOR
Post by: Merusk on September 20, 2011, 07:03:39 AM
Ahh.. there's the  :uhrr: we'd been expecting ever since "It's Bioware AUSTIN, you fools" was first coined.


Title: Re: SWTOR
Post by: Paelos on September 20, 2011, 07:22:47 AM
All I took from that article was:

Quote from: SWTOR PR Guy
Not ready to talk about this yet.


Title: Re: SWTOR
Post by: Sobelius on September 20, 2011, 07:42:49 AM
http://torwars.com/2011/09/19/torwars-interview-swtors-damion-schubert-reveals-new-game-details/

Quote
That being said, some of the ideas that were planned for post-launch got raised in priority, based on feedback and metrics from our testing.

Emphasis mine -- he was just clarifying that there were things they had punted to post-release that they were able to get into launch. Don't see the need to get snarky on him -- it wasn't like he was claiming these were amazing new features in SWTOR.  A dressing room and a LFG tool != mouse look in an FPS.

Translating the last paragraph from "vague speak" into English:

"We're making the last rounds of feature keeps/cuts for launch."
"We're looking to keep things that have a big impact but low coding/testing time cost."
"We want to get this game shipped as soon as possible."


Edit to add: I respect the tight lip Bioware is keeping with regard to stuff they are not 99% sure will be in the release. Nothing worse than some idiot producer or program manager or business/marketing/sales type going out and committing a dev team to something that may not be true and may adversely impact the product and/or schedule. I think that shows respect for both the devs/QA as well as respect for the customer.



 


Title: Re: SWTOR
Post by: Sky on September 20, 2011, 07:57:20 AM
While I'm not going to compare the team to Trion, Rift did launch with quite a few things still in the oven. However, Trion bangs out updates like a meth lab in Oakland. Rumor has it BWA is....more sedate.


Title: Re: SWTOR
Post by: luckton on September 20, 2011, 08:08:14 AM
While I'm not going to compare the team to Trion, Rift did launch with quite a few things still in the oven. However, Trion bangs out updates like a meth lab in Oakland. Rumor has it BWA is....more sedate.

This is because Trion's dev team is a mesh of current-gen MMO developers who've been around the block once or twice (in some cases more).  BWA is part-offline games and part-'we had one golden hit that set some standards, so we don't think we need to change a goddamn thing (read: The Mythic part)'.   :drill:

Unsurprisingly, if enough people get introduced to a feature that's hot enough to be considered a standard creature comfort, it's expected to be there from any game post-introduction of that feature, and they don't give a crap about how the dev time for the future game pre-dates the feature's introduction time.  That's why this:
:ye_gods:

That's like a developer making an FPS and saying, "based on player feedback in the beta, we decided to add mouselook sooner."
...is a valid argument, IMO.  If a rag-tag dev team like Trion can boost shit out with what little capital they have, stuff like the above should be getting kicked out at the speed I can get a raktajino out a replicator from EA.


Title: Re: SWTOR
Post by: UnSub on September 20, 2011, 08:21:02 AM
Remember, Trion is (apparently) heavily staffed by console developers, who learn they deliver on-time and on-budget or the game gets cancelled and everyone gets fired.

BioWare AUSTIN is heavily staffed with PC MMO developers, who are often able to keep a project going and people interested on the grounds of MIRACLE PATCH.


Title: Re: SWTOR
Post by: luckton on September 20, 2011, 08:27:24 AM
Remember, Trion is (apparently) heavily staffed by console developers, who learn they deliver on-time and on-budget or the game gets cancelled and everyone gets fired.

BioWare AUSTIN is heavily staffed with PC MMO developers, who are often able to keep a project going and people interested on the grounds of MIRACLE PATCH.

So bring some of the EA Sports devs over.  I'm sure the Madden crew could kick out a fully fleshed and balanced Hutt-Ball feature in two weeks  :awesome_for_real: :drill:

My point is, EA's the fucking Borg of gaming.  Divide up your crew into teams however you want, but they're all still working for one CEO.  If they were serious about this shit, they could easily move some assets around.

Besides, if E&B and WAR proved anything to EA, it's that miracle patches only work if you get them in before you start charging people to play.


Title: Re: SWTOR
Post by: Sky on September 20, 2011, 08:27:41 AM
If a rag-tag dev team like Trion can boost shit out with what little capital they have
:awesome_for_real:

I do like the idea of putting some Madden guys on the huttball.


Title: Re: SWTOR
Post by: Mosesandstick on September 20, 2011, 08:36:32 AM
Adding more people isn't necessarily going to fix the problem.


Title: Re: SWTOR
Post by: luckton on September 20, 2011, 08:40:49 AM
Adding more people isn't necessarily going to fix the problem.

True...you still have 1-3 people at the top who dictate their interpretation of 'The Vision'.  And it's nice to see, based on the article, that their vision can be swayed.  Still, some of those things are just, I dunno, expected.  You don't try to take on the 800-lbs gorilla without at least being able to do what he can do and then trying to do it better.

Edit: Elaborating...for instance, I just assumed, up until reading this article, that the things mentioned (armor preview, target marking, LFG tools) were already in.  I think most people would think that too.  To have them come out 'now' and say "oh by the way, we just added ice to the ice planet that didn't have ice before" is a little  :uhrr:.


Title: Re: SWTOR
Post by: sam, an eggplant on September 20, 2011, 08:44:27 AM
Adding more people isn't necessarily going to fix the problem.
Yes, the ol' mythical man-month. Thing is, if you don't place high value on consistency, adding headcount can make a difference, and I would argue that the PvP game feeling different than the PvE isn't such a bad thing. The traditional problem is that it's hard to hire competent people, but EA has an enormous stable to draw from. They could repurpose an entire studio to developing SWTOR PvP content or the space combat minigame, if they saw the need.


Title: Re: SWTOR
Post by: Lucas on September 20, 2011, 08:47:39 AM
All I took from that article was:

Quote from: SWTOR PR Guy
Not ready to talk about this yet.

What did you expect? They're still in pre-alpha, after all....... :uhrr:

Hey wait...Where is your post... :ye_gods:

Oh wait, it was in the previous page, I thought it was on this one  :headscratch: :hello_kitty_2:


Title: Re: SWTOR
Post by: Shatter on September 20, 2011, 08:50:00 AM
No reason any MMO in this day should launch without a dressing room feature and LFG tool from day 1, those should be considered basics and mandatory at launch. 


Title: Re: SWTOR
Post by: Kirth on September 20, 2011, 09:36:19 AM
No reason any MMO in this day should launch without a dressing room feature and LFG tool from day 1, those should be considered basics and mandatory at launch. 

Yes on dressing rooms, lfg tools I could take or leave, I know they are a great convenience factor but I just feel like they detract form the massive part of MMO's.


Title: Re: SWTOR
Post by: Bunk on September 20, 2011, 09:38:11 AM
I've played quite a few MMOs in my time...  :geezer:

Would not have known exactly what the hell a dressing room feature is without looking it up. Also, I remember when LFG tools were added to WoW. Didn't use em. Resubbed again after BC for a while. Still didn't use em. Not to say they aren't useful and probably should be considered important for those who like PUGs, but I really couldn't care less.

Give me back the days of MMOs that didn't even have chat channels. You had to be close enough for your buddy to hear you! Why? Casue we didn't all have telepathy, damnit!



Title: Re: SWTOR
Post by: Merusk on September 20, 2011, 09:42:20 AM
Games have moved past you, Bunk.  You're a relic.  A Dinosaur!  Go back to playing Whamdoodles with Psychochild and Raph!  :grin:


Title: Re: SWTOR
Post by: luckton on September 20, 2011, 09:45:07 AM
WoW never had a respectable LFG system prior to LFD.  The LFG tools found in EQ1&2, DAoC and others before, during and after WoW's vanilla release were all superior in some form or another.  The only thing WoW had going for it was the instant teleportation of 1-3 group members, assuming at least two people hauled their asses to the dungeon stone to summon the rest the of the group.  LFD has it's flaws, but it was a nice upgrade to the previous system, and the matchmaking part of it was something that wasn't offered by others.  

If I was a BW dev, I'd put in both an automatic LFD system for the lazy and a manual LFG tool a la EQ2 for the more serious crowd.  No reason why you can't have both exist to make everyone happy.


Title: Re: SWTOR
Post by: Kirth on September 20, 2011, 09:54:22 AM
I should clarify that LFD type of feature (instant teleportation, queue based) is what I can do without. A lfg interface that lets me specific I am spec y looking for instance x is something I do like.


Title: Re: SWTOR
Post by: Sky on September 20, 2011, 10:18:44 AM
Instant transport was a revelation for me when Rift added it. Great convenience not having to slog all the way back to where I was questing. If it's not a virtual world sim, I'll take the creature comforts all day long.


Title: Re: SWTOR
Post by: Simond on September 20, 2011, 10:24:54 AM
And don't forget, even in WoW if people want to spend time in /1 putting a group together the old way and slogging on foot to the dungeon nothing is stopping them.

Most people won't. because "old-fashioned group finding" is about on a par with "Sit in uninstanced dungeon camping respawns" in the 'this shit died for a good reason and should stay dead' stakes, but the option is always there.


Title: Re: SWTOR
Post by: sam, an eggplant on September 20, 2011, 10:30:08 AM
Completely agree. Fuck that shit. WoW's system is nearly perfect; they just need to address the queue times.


Title: Re: SWTOR
Post by: NiX on September 20, 2011, 10:42:17 AM
I know, right?  :why_so_serious:  Seriously, who's driving this thing?  I would think the Mythic devs they absorbed would have at least come in with 'some' of this knowledge...although DAoC didn't actually have those features either...
I hope the last bit was sarcasm. DAoC released 10 years ago, well before those features were commonplace.


Title: Re: SWTOR
Post by: Sobelius on September 20, 2011, 10:49:06 AM
No reason any MMO in this day should launch without a dressing room feature and LFG tool from day 1, those should be considered basics and mandatory at launch. 

RIFT released without these and did just fine. Yeah, people asked for them, so I agree in the sense that these have become nearly expected as standard MMO features. But not having them doesn't make a game unplayable or boring.


Title: Re: SWTOR
Post by: Paelos on September 20, 2011, 10:50:31 AM
I wouldn't mind a LFG system like in puzzle pirates. You post your grouping intentions, locations, and your loot policy, and people apply to your group to come on board.


Title: Re: SWTOR
Post by: Merusk on September 20, 2011, 10:58:16 AM
And don't forget, even in WoW if people want to spend time in /1 putting a group together the old way and slogging on foot to the dungeon nothing is stopping them.

Even better is putting the group together and joining the random queue because you don't care what dungeon you're running.   Like Sky, I enjoy that I'm back where I started after the run instead of stuck in the middle of nowhere and having to run back to the city.

Also, to address Kirth's complaint, in WoW's system you can flag exactly that way.  Just pick the dungeon you want from the drop-down and tag which role you want to joine as.

Completely agree. Fuck that shit. WoW's system is nearly perfect; they just need to address the queue times.

Nothing's going to make people WANT to tank.  The only way to address it would be to make a tankless game, which devs seem reluctant to do. Weather it's for fear of losing the tiny portion of the population that enjoys playing a tank , because they worry the player base wouldn't know wtf to do without the DIKU roles at this point, or because they simply lack imagination is irrelevant.


Title: Re: SWTOR
Post by: sam, an eggplant on September 20, 2011, 11:09:19 AM
Actually, their tank bribes worked quite well, dropping queue times to below 15 minutes for normal heroics. Problem is, you don't get better bribes for the more difficult Zul tier of heroics, so those queues remained very long.


Title: Re: SWTOR
Post by: Shatter on September 20, 2011, 12:34:37 PM
No reason any MMO in this day should launch without a dressing room feature and LFG tool from day 1, those should be considered basics and mandatory at launch. 

RIFT released without these and did just fine. Yeah, people asked for them, so I agree in the sense that these have become nearly expected as standard MMO features. But not having them doesn't make a game unplayable or boring.

Sure people will make do if a LFG system doesnt exist but it often sucks, im not even sure the LFG tool they did add even gets used much.  However, if a LFG system is implemented it needs to be functional enough people want to use it and often games dont make them this way.  Is it really that hard to put in a system that allows you to:

Specify level, class, spec/role
Interest for group:  Quest name, quest level, quest location, instance, whatever
Show who else is doing the same quest as you, their spec, class, level, location
Have it notify me that "4 people have joined LFG for the same quest, would you like to form a group" or something so I dont have to keep hitting refresh and I can do other shit. 


Title: Re: SWTOR
Post by: sam, an eggplant on September 20, 2011, 12:56:45 PM
You just basically described the WoW dungeon finder. You realize that, right?


Title: Re: SWTOR
Post by: Amaron on September 20, 2011, 12:58:55 PM
RIFT released without these and did just fine. Yeah, people asked for them, so I agree in the sense that these have become nearly expected as standard MMO features. But not having them doesn't make a game unplayable or boring.

They did just fine because they were smart enough to scramble like mad and get them added.  They still most likely lost a large amount of customers due to their lack.


Title: Re: SWTOR
Post by: Nebu on September 20, 2011, 01:21:09 PM
I refuse to use any matching system until it begins to show player stats like: "number of times bailed from an instance" "number of wipes in an instance" or "shows up on ___ ignore lists"

I was about 1 in 5 for getting a competent player from the dungeon finder in Rift.  More often than not my group would have had more fun just completing the dungeon a man short.  We would have done that were it not for the bonuses we got for dragging some dead weight along.


Title: Re: SWTOR
Post by: Amaron on September 20, 2011, 01:27:47 PM
I was about 1 in 5 for getting a competent player from the dungeon finder in Rift. 

I don't know as it was that bad in WoW.  Does Rift not have ilvl reqs in the LFD?  Regardless it is true that auto matchmaking LFD only really works for faceroll content.


Title: Re: SWTOR
Post by: luckton on September 20, 2011, 01:57:14 PM
TIL that the Trooper male voice actor is Brian Bloom.   :drill:


Title: Re: SWTOR
Post by: Ingmar on September 20, 2011, 01:59:51 PM
At first I read Brian Blessed and was going to second the  :drill:. But I guess Brian Bloom is OK too.


Title: Re: SWTOR
Post by: luckton on September 20, 2011, 02:01:43 PM
At first I read Brian Blessed and was going to second the  :drill:. But I guess Brian Bloom is OK too.

Certainly Bloom doesn't have any Hollywood-type movie roles, but good god, look at his IMDB history.  Man's gotten around...and into some AAA titles too.


Title: Re: SWTOR
Post by: Ingmar on September 20, 2011, 02:04:30 PM
Yeah he's a Bioware regular.


Title: Re: SWTOR
Post by: luckton on September 20, 2011, 02:05:36 PM
Yeah he's a Bioware regular.

He did some work for Blizzard too  :ye_gods:


Title: Re: SWTOR
Post by: Sobelius on September 20, 2011, 02:30:30 PM
RIFT released without these and did just fine. Yeah, people asked for them, so I agree in the sense that these have become nearly expected as standard MMO features. But not having them doesn't make a game unplayable or boring.

They did just fine because they were smart enough to scramble like mad and get them added.  They still most likely lost a large amount of customers due to their lack.

Really? I mean, really? I'm talking SNL-level really?, here. Without any data, you're talking out of your pixellated money hat. :)

I'm no Trion/RIFT fanboi, but the notion of people quitting in droves because of a lack of dungeon finder tool immediately after release is questionable. My point was that there are certain SWTOR features, which, if not ready for launch would not kill the game. These are quality of life features such as: dressing room, dungeon finder, marking targets, etc.  Having these features can make your game more enjoyable, more in line with existing games, more polished, but shipping without them would not kill most games and certainly not SWTOR. Shipping with unfinished content, buggy combat, inventory errors, no optimization passes for network and graphic performance, a borked patcher/downloader, etc. etc. these will cause customers to flee a product, even one as rabidly fanboi-ready as SWTOR.


Title: Re: SWTOR
Post by: sam, an eggplant on September 20, 2011, 03:07:09 PM
Rift's subscription base has certainly dropped since release, given the many calls for server merges and free character transfers to underpopulated realms. Since they haven't merged servers, the obvious way to make group content accessible to lower-populated servers is a cross-server LFD queue. Which is exactly what they did.

Would they have done it anyway? Probably, Rift (and soon, SWTOR) copied everything else. But they really needed it when they lost those subs.


Title: Re: SWTOR
Post by: Tearofsoul on September 20, 2011, 04:53:39 PM
Trion is smart, they shut down servers without being noticed.


Title: Re: SWTOR
Post by: Ingmar on September 20, 2011, 04:58:40 PM
Trion is smart, they shut down servers without being noticed.

This might just mean nobody is really paying attention to them at this point.


Title: Re: SWTOR
Post by: Amaron on September 20, 2011, 05:58:31 PM
Without any data, you're talking out of your pixellated money hat. :)

I didn't mean to imply people quitting in droves.   The data we have is that Blizz started printing a lot more money after they added LFD.  Another point we know is they lost a lot of subs when their LFD borked in Cata.  I don't think it's a far stretch to apply that data to a WoW clone.  The other data we have is that RIFT had a bunch of low pop servers (which means LFD matters more).   I hope you don't think game companies actually use marketing case studies to decide something like that.   Maybe for Halo but not for an MMO.


Title: Re: SWTOR
Post by: UnSub on September 20, 2011, 06:20:21 PM
Rift's subscription base has certainly dropped since release, given the many calls for server merges and free character transfers to underpopulated realms. Since they haven't merged servers, the obvious way to make group content accessible to lower-populated servers is a cross-server LFD queue. Which is exactly what they did.

Would they have done it anyway? Probably, Rift (and soon, SWTOR) copied everything else. But they really needed it when they lost those subs.

RIFT is an interesting case in that it was the polished MMO at launch that followed (arguably) the rules of what a MMO needs to do for a successful title, but it still couldn't hold onto subs.

It's one of the reasons why the sub-based payment model isn't viable any more - players don't put up with minor (or major) inconveniences any more and keep paying that $15 a month just because.


Title: Re: SWTOR
Post by: Fabricated on September 20, 2011, 07:11:50 PM
Rift's subscription base has certainly dropped since release, given the many calls for server merges and free character transfers to underpopulated realms. Since they haven't merged servers, the obvious way to make group content accessible to lower-populated servers is a cross-server LFD queue. Which is exactly what they did.

Would they have done it anyway? Probably, Rift (and soon, SWTOR) copied everything else. But they really needed it when they lost those subs.

RIFT is an interesting case in that it was the polished MMO at launch that followed (arguably) the rules of what a MMO needs to do for a successful title, but it still couldn't hold onto subs.

It's one of the reasons why the sub-based payment model isn't viable any more - players don't put up with minor (or major) inconveniences any more and keep paying that $15 a month just because.
Well, Rift also has one of the least interesting and compelling worlds I've seen in an MMO despite the fact it has gigantic old-god monster things busting out of holes in the sky randomly.


Title: Re: SWTOR
Post by: Ingmar on September 20, 2011, 07:51:24 PM
I actually can't think of a less compelling one I've played, except for Champions.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 20, 2011, 08:10:40 PM
Rift was polished, it was good and it was bland.


Title: Re: SWTOR
Post by: Sobelius on September 20, 2011, 09:03:33 PM
IMHO no game will replicate what Blizzard did with WoW in terms of subs.  It's massive success makes it pretty much a statistical outlier when it comes to subscription measurements.  I also think it is largely a product of both its cultural time and its market timing.

- It rode the second wave of major MMOs, offering a better experience than the other titles on the market, including the similarly-timed release of EQ2.
- EQ 2 is a great study in contrasts to WoW. Arguably it had more going for it in terms of next-gen tech and such, with VO and an engine that was way ahead of the available hardware back in 2004. Yet it belly flopped.
- WoW eventually gained exposure in the wider culture -- from movie theater advertising, to a South Park "WoW" episode, to an annual convention that garners some media attention, and even celebrity commercials -- what other MMO has done that?
- Wow may have had a "cartoony style" BUT its style is so much more than just its graphic appearance -- its names/dialog/quests etc. all have enough of a not-too-super-serious tone that it attracts a wider audience; I intriduced a 47 year old librarian friend to it in 2006 and she subbed for 5 years doing nothing but running solo and playing around with alts after hitting level cap. She just stopped playing this year. She's the kind of person who is not interested in trying out other MMOs. She stuck with her first for a long time, enjoyed being part of its cultural zetgeist, and is now tired of it. Short of something akin to a Star Trek holodeck, I don't think she'll sub to any more MMOs for a while, not even SWTOR.





Title: Re: SWTOR
Post by: Tearofsoul on September 20, 2011, 09:09:53 PM
Trion is smart, they shut down servers without being noticed.

This might just mean nobody is really paying attention to them at this point.

Not really, the whole "free transfer" is smart. To the point that they took couple servers off the transfer list and then "completely disappear" not long after ...


Title: Re: SWTOR
Post by: caladein on September 20, 2011, 09:11:10 PM
Rift's subscription base has certainly dropped since release, given the many calls for server merges and free character transfers to underpopulated realms. Since they haven't merged servers, the obvious way to make group content accessible to lower-populated servers is a cross-server LFD queue. Which is exactly what they did.

Would they have done it anyway? Probably, Rift (and soon, SWTOR) copied everything else. But they really needed it when they lost those subs.

Rift side-stepped doing explicit server mergers by cannibalizing servers for trial use.  Same result for subscribers for the most part, but clearly different PR implications.


Title: Re: SWTOR
Post by: sam, an eggplant on September 20, 2011, 09:58:03 PM
Ahhh. Very clever!


Title: Re: SWTOR
Post by: Shatter on September 21, 2011, 04:38:37 AM
Rift can already be called a success I'm sure, it didnt roll over and die within the first 6 months.  They still have a strong Dev team thats honestly been one of the best Ive seen in an MMO outside of some of their stupid PvP / class changes but they have shown the industry how to launch and run an MMO.  Unfortunately as some pointed out already Rift is bland, I see Rifts now and just run around them to get my dailies done or to get that Carmintium node. 


Title: Re: SWTOR
Post by: Sky on September 21, 2011, 07:05:09 AM
Rift was polished, it was good and it was bland.
This.

I was playing a bit to get to 50 to check out the solo dungeons, not sure I'll make it. If there is a zone event, I just log off that character because it's a pita to deal with in a sparsely populated zone. Even with a population, if I'm questing I generally don't want to chase down Rift invasions. Of course, tying some of the best casual gear in the game to them makes me growly, because then I feel like I should participate for the shiny. They're not fun at all, imo.


Title: Re: SWTOR
Post by: Threash on September 21, 2011, 07:40:29 AM
I was about 1 in 5 for getting a competent player from the dungeon finder in Rift. 

I don't know as it was that bad in WoW.  Does Rift not have ilvl reqs in the LFD?  Regardless it is true that auto matchmaking LFD only really works for faceroll content.

Rift has a lot more class freedom and variety leading to a large amount of completely fucking horrible players.


Title: Re: SWTOR
Post by: luckton on September 21, 2011, 08:16:14 AM
Breaking:  Phase 2 of Guild PRe-Launch Program is GO!

http://www.swtor.com/news/news-article/20110921

Quote
Back in March we initiated our Pre-Launch Guild Program, where members of the Star Wars™: The Old Republic™ community could search for already established guilds or register one of their very own through the Guild Headquarters page. We are thrilled to announce that we have begun the second phase of our Pre-Launch Guild Program!

With Phase 2: Alignment, we are introducing new features which allow guilds to set their allegiance with other guilds in The Old Republic. Now a guild leader, along with members who have the proper permissions, can select up to three guilds as either Allies or Adversaries, depending on their faction affiliation. Qualifying guilds that are marked as Allies and Adversaries of other guilds will have the highest chance of being placed in the game together, allowing these guilds to coexist on the same server.

Another feature being implemented with Phase 2 is the ability for guild leaders and members with the proper permissions to invite friends to join their guild via email. You can start recruiting new members today!

To learn more about guilds in The Old Republic, check out the Guilds Game System page for details, and to search for or join a guild, visit the Guild HQ now! Also be sure to visit the Guilds FAQ for answers to commonly asked questions.

So...who do we align or declare war with?  :grin:


Title: Re: SWTOR
Post by: Merusk on September 21, 2011, 08:30:10 AM
We declare war on SLAP, obviously.


Title: Re: SWTOR
Post by: Sky on September 21, 2011, 08:44:05 AM
So...who do we align or declare war with?  :grin:
I'm hoping everyone planning on playing, but in non-f13 guilds, will align or declare with BC.

I believe Sjofn wants SLAP on a different servers because she wants her Republitards in a different world from her Imperials. The only SLAP showing up is an Imp guild.

ETA: Only three slots for allies/rivals. Have to be set up for the same server rules for a server match. We're currently rivals with Riggswolfe's guild, so we have two slots left for BC. One reserved for SLAP if they go Republic, RP server and want to be on the same server. If not, THEN FINE!  :heartbreak:


Title: Re: SWTOR
Post by: Kirth on September 21, 2011, 09:22:21 AM
So...who do we align or declare war with?  :grin:
I'm hoping everyone planning on playing, but in non-f13 guilds, will align or declare with BC.

I believe Sjofn wants SLAP on a different servers because she wants her Republitards in a different world from her Imperials. The only SLAP showing up is an Imp guild.

ETA: Only three slots for allies/rivals. Have to be set up for the same server rules for a server match. We're currently rivals with Riggswolfe's guild, so we have two slots left for BC. One reserved for SLAP if they go Republic, RP server and want to be on the same server. If not, THEN FINE!  :heartbreak:

I'm forming a guild with some people I work with and some others I know thru gaming (wow, etc...)




Title: Re: SWTOR
Post by: ghost on September 21, 2011, 09:41:40 AM
Rift was polished, it was good and it was bland.
This.

I was playing a bit to get to 50 to check out the solo dungeons, not sure I'll make it. If there is a zone event, I just log off that character because it's a pita to deal with in a sparsely populated zone. Even with a population, if I'm questing I generally don't want to chase down Rift invasions. Of course, tying some of the best casual gear in the game to them makes me growly, because then I feel like I should participate for the shiny. They're not fun at all, imo.

The rifts were pretty cool for the first month, but they got old just like the public quests in Warhammer.  Doing the same thing all the time gets pretty fucking old and there's not much variety to those systems. 


Title: Re: SWTOR
Post by: luckton on September 21, 2011, 09:41:52 AM
So...who do we align or declare war with?  :grin:
I'm hoping everyone planning on playing, but in non-f13 guilds, will align or declare with BC.

I believe Sjofn wants SLAP on a different servers because she wants her Republitards in a different world from her Imperials. The only SLAP showing up is an Imp guild.

ETA: Only three slots for allies/rivals. Have to be set up for the same server rules for a server match. We're currently rivals with Riggswolfe's guild, so we have two slots left for BC. One reserved for SLAP if they go Republic, RP server and want to be on the same server. If not, THEN FINE!  :heartbreak:

I re-applied to Bat Country.  I had some rl friends that had a guild up and going...and in the last couple weeks they lost interest  :uhrr:

I promise I'll stick around this time  :grin:


Title: Re: SWTOR
Post by: luckton on September 21, 2011, 09:45:14 AM
The rifts were pretty cool for the first month, but they got old just like the public quests in Warhammer.  Doing the same thing all the time gets pretty fucking old and there's not much variety to those systems. 

I could stay entertained with Rift, if they were a bit more varied.  I know for a long time during the world events, all you ever saw was the same goddamned Rift encounters over and over.  Each zone has at least 10+ different Rift events, not counting crafting or heroic (go look at the achievements).  Even now past all the events, those WE-unique Rifts still pop up like a plague and prevent me from getting the zone achievement for closing the zone-unique ones  :angryfist:


Title: Re: SWTOR
Post by: Threash on September 21, 2011, 09:49:00 AM
The rifts were pretty cool for the first month, but they got old just like the public quests in Warhammer.  Doing the same thing all the time gets pretty fucking old and there's not much variety to those systems. 

I could stay entertained with Rift, if they were a bit more varied.  I know for a long time during the world events, all you ever saw was the same goddamned Rift encounters over and over.  Each zone has at least 10+ different Rift events, not counting crafting or heroic (go look at the achievements).  Even now past all the events, those WE-unique Rifts still pop up like a plague and prevent me from getting the zone achievement for closing the zone-unique ones  :angryfist:

For me the rifts were never about doing the content.  I just liked playing in a world were shit was happening all over.  I don't care one whit about closing the rifts or fighting the invasions, but i fucking love that they are happening and that they affect gameplay.


Title: Re: SWTOR
Post by: Riggswolfe on September 21, 2011, 09:53:52 AM
So...who do we align or declare war with?  :grin:
I'm hoping everyone planning on playing, but in non-f13 guilds, will align or declare with BC.

I believe Sjofn wants SLAP on a different servers because she wants her Republitards in a different world from her Imperials. The only SLAP showing up is an Imp guild.

ETA: Only three slots for allies/rivals. Have to be set up for the same server rules for a server match. We're currently rivals with Riggswolfe's guild, so we have two slots left for BC. One reserved for SLAP if they go Republic, RP server and want to be on the same server. If not, THEN FINE!  :heartbreak:

My guild is only 8 people, all friends and family so the rivalry will be pretty one sided until the inevitable 2nd month f13 migration! If any f13ers are making a Republic guild feel free to hook up with us as Allies. I'm also hoping that since BW has more or less said that you can make characters of both factions on the same server that I'll be able to make an Imperial alt or two to join BC.


Title: Re: SWTOR
Post by: Ingmar on September 21, 2011, 11:03:09 AM
We're going Republic/RP so yeah, RIVALS it is. I'll set it up today. And allies with Riggs. We're at all of 13 people ourselves so far, but I expect I'll get a little more signup buy-in as the game approaches.

http://www.swtor.com/guilds/6783/slap-force if you need that for some reason.


Title: Re: SWTOR
Post by: Nebu on September 21, 2011, 11:11:16 AM
I have a guild of 6 good friends, but I'm not sure which side we'll be playing on.  Maybe we can all play on the same server?


Title: Re: SWTOR
Post by: Sky on September 21, 2011, 11:44:36 AM
I have a guild of 6 good friends, but I'm not sure which side we'll be playing on.  Maybe we can all play on the same server?
If you go Imperial/RP server, it would close our incestuous ally/rival loop :)

Kinda sucks they limited it, but I can understand it. Tards wouldn't use it like us; to get disparate small clans on the same server. They'd find some stupid thing to do with it.

BC has the numbers on our side...for all of a month.


Title: Re: SWTOR
Post by: DraconianOne on September 21, 2011, 12:07:43 PM
I'm guessing in advance that there'll be US/EU servers so no point in getting my guild to ally with BC.


Title: Re: SWTOR
Post by: Riggswolfe on September 21, 2011, 12:08:26 PM
We're going Republic/RP so yeah, RIVALS it is. I'll set it up today. And allies with Riggs. We're at all of 13 people ourselves so far, but I expect I'll get a little more signup buy-in as the game approaches.

http://www.swtor.com/guilds/6783/slap-force if you need that for some reason.

Hey Ingmar, it looks like you went with a different timezone from BC and I so it may not work out. The little display shows us as not being on the same server type. I'm guessing you did U.S. West whereas both BC and my guild went U.S. East


Title: Re: SWTOR
Post by: Ingmar on September 21, 2011, 12:12:58 PM
Well it isn't like it matters for recruiting, I can change it to East.

Hrm we also have to have 4 people with preorders and their codes punched in, I know we don't have that yet. I'll work on seeing if that will happen.


Title: Re: SWTOR
Post by: Riggswolfe on September 21, 2011, 12:17:47 PM
Yeah so far everyone in my guild has their preorders which works out well.


Title: Re: SWTOR
Post by: Sky on September 21, 2011, 12:51:27 PM
I figure a decent amount of BC has pre-orders...whether they admit it or not.  :grin:


Title: Re: SWTOR
Post by: Reg on September 21, 2011, 01:07:06 PM
Because we're all sheep dancing to Bioware Austin's tune!


Title: Re: SWTOR
Post by: Sky on September 21, 2011, 01:14:20 PM
If only there were someone who could tell us the truth and free us from our delusions.

Since there isn't, I quit my job, broke up with my fiancee and started cooking meth so I have a good stockpile when the Messiah TOR arrives.


Title: Re: SWTOR
Post by: Reg on September 21, 2011, 01:17:06 PM
The only thing I can think of to add to that is that you should move into your Mom's basement.  I have it on the best authority that pathetic TOR fanboy's all live in their Mom's basements.


Title: Re: SWTOR
Post by: Sjofn on September 21, 2011, 02:00:26 PM
So...who do we align or declare war with?  :grin:
I'm hoping everyone planning on playing, but in non-f13 guilds, will align or declare with BC.

I believe Sjofn wants SLAP on a different servers because she wants her Republitards in a different world from her Imperials. The only SLAP showing up is an Imp guild.

ETA: Only three slots for allies/rivals. Have to be set up for the same server rules for a server match. We're currently rivals with Riggswolfe's guild, so we have two slots left for BC. One reserved for SLAP if they go Republic, RP server and want to be on the same server. If not, THEN FINE!  :heartbreak:

Sjofn can deal with Slap in the Force being on the same server as Bat Country! It's just her own private damage and as has been made clear, Ingmar doesn't care about her needs.  :why_so_serious:


Title: Re: SWTOR
Post by: Arrrgh on September 21, 2011, 02:18:24 PM
So...who do we align or declare war with?  :grin:
I'm hoping everyone planning on playing, but in non-f13 guilds, will align or declare with BC.

I believe Sjofn wants SLAP on a different servers because she wants her Republitards in a different world from her Imperials. The only SLAP showing up is an Imp guild.

ETA: Only three slots for allies/rivals. Have to be set up for the same server rules for a server match. We're currently rivals with Riggswolfe's guild, so we have two slots left for BC. One reserved for SLAP if they go Republic, RP server and want to be on the same server. If not, THEN FINE!  :heartbreak:

Sjofn can deal with Slap in the Force being on the same server as Bat Country! It's just her own private damage and as has been made clear, Ingmar doesn't care about her needs.  :why_so_serious:

They hinted there would be some benefit to having all your alts on the same server, but I don't recall where I saw it.



Title: Re: SWTOR
Post by: Ingmar on September 21, 2011, 02:19:59 PM
Yeah it was in some interview, I remember seeing it as well.


Title: Re: SWTOR
Post by: Evildrider on September 21, 2011, 02:28:41 PM
Yeah it was in some interview, I remember seeing it as well.

Yep, they said that there might be a reason to have an Imperial and a Republic character on the same server.  My guess it's something to do with the Legacy system.


Title: Re: SWTOR
Post by: eldaec on September 21, 2011, 02:32:15 PM
I'm guessing in advance that there'll be US/EU servers so no point in getting my guild to ally with BC.

No game with a global publisher has ever needed to region lock servers, I'd be surprised if this does.

If your guild is a filthy socialist euroguild who insists on playing on commie pinko euroservers then that won't help ofc.


Title: Re: SWTOR
Post by: Evildrider on September 21, 2011, 02:35:21 PM
Yeah they said there would be no server locks on the US servers at least.  Then again if most of you are in the EU, you'd probably prefer those servers for the lower ping etc.


Title: Re: SWTOR
Post by: Lucas on September 21, 2011, 04:46:58 PM
Sigh, I wanted to declare war to FoH, NeoGaf and QT3  :grin:


Title: Re: SWTOR
Post by: Nonentity on September 21, 2011, 05:55:09 PM
Any guilds on a west coast PVP server that want to do alliances or enemies? I know most of the F13 folk are doing the RP/PvE server thing.


Title: Re: SWTOR
Post by: Kirth on September 21, 2011, 05:56:32 PM
Almost 90% sure we are going republic so I threw an ally request at slap in the force.


Title: Re: SWTOR
Post by: Lantyssa on September 21, 2011, 06:10:19 PM
We're going Republic/RP so yeah, RIVALS it is. I'll set it up today. And allies with Riggs. We're at all of 13 people ourselves so far, but I expect I'll get a little more signup buy-in as the game approaches.
Virtual 14th if I ever get the game.


Title: Re: SWTOR
Post by: Ingmar on September 21, 2011, 07:56:27 PM
Almost 90% sure we are going republic so I threw an ally request at slap in the force.

Either such designations are one-sided, or I don't know where to look to see that.


Title: Re: SWTOR
Post by: Furiously on September 21, 2011, 08:46:49 PM
Not that I have much interest in playing but a West coast server group might be a good idea.


Title: Re: SWTOR
Post by: Evildrider on September 21, 2011, 09:51:17 PM
Not that I have much interest in playing but a West coast server group might be a good idea.

I don't think there are going to be east and west coast servers.  It's more about what time your guild usually is more active, during eastern or western prime time.


Title: Re: SWTOR
Post by: Ingmar on September 21, 2011, 10:10:34 PM
It apparently affects whether you'll be placed together, though.

EDIT: Man, nobody called me on my effect/affect fuckup.


Title: Re: SWTOR
Post by: DraconianOne on September 22, 2011, 01:24:57 AM
I'm guessing in advance that there'll be US/EU servers so no point in getting my guild to ally with BC.

No game with a global publisher has ever needed to region lock servers, I'd be surprised if this does.

If your guild is a filthy socialist euroguild who insists on playing on commie pinko euroservers then that won't help ofc.

Yep. I gather capitalist US servers don't permit guilds to raid without a sanctioned mulit-tiered DKP system so we'll just stick with our welfare epics system, leaderless guild structure (to be agreed on by our leaders) and subsidised health buffs for all (although regular raid attendees will be able to get them cheaper).  Everyone is equal in the eyes of our guild (although some are more equal than others.)


Title: Re: SWTOR
Post by: Sky on September 22, 2011, 07:40:12 AM
Either such designations are one-sided, or I don't know where to look to see that.
They are one-sided, but you can see them on the new tab they put up (along side Roster/Guild Admin/Cake/etc).


Title: Re: SWTOR
Post by: Mnemon on September 22, 2011, 08:24:31 AM
Rift's subscription base has certainly dropped since release, given the many calls for server merges and free character transfers to underpopulated realms. Since they haven't merged servers, the obvious way to make group content accessible to lower-populated servers is a cross-server LFD queue. Which is exactly what they did.

Would they have done it anyway? Probably, Rift (and soon, SWTOR) copied everything else. But they really needed it when they lost those subs.

RIFT is an interesting case in that it was the polished MMO at launch that followed (arguably) the rules of what a MMO needs to do for a successful title, but it still couldn't hold onto subs.

It's one of the reasons why the sub-based payment model isn't viable any more - players don't put up with minor (or major) inconveniences any more and keep paying that $15 a month just because.
Well, Rift also has one of the least interesting and compelling worlds I've seen in an MMO despite the fact it has gigantic old-god monster things busting out of holes in the sky randomly.

Basically what I was going to say. Rift was a nice game but ultimately had no soul.


Title: Re: SWTOR
Post by: Lucas on September 22, 2011, 08:43:48 AM
Rift's subscription base has certainly dropped since release, given the many calls for server merges and free character transfers to underpopulated realms. Since they haven't merged servers, the obvious way to make group content accessible to lower-populated servers is a cross-server LFD queue. Which is exactly what they did.

Would they have done it anyway? Probably, Rift (and soon, SWTOR) copied everything else. But they really needed it when they lost those subs.

RIFT is an interesting case in that it was the polished MMO at launch that followed (arguably) the rules of what a MMO needs to do for a successful title, but it still couldn't hold onto subs.

It's one of the reasons why the sub-based payment model isn't viable any more - players don't put up with minor (or major) inconveniences any more and keep paying that $15 a month just because.
Well, Rift also has one of the least interesting and compelling worlds I've seen in an MMO despite the fact it has gigantic old-god monster things busting out of holes in the sky randomly.

Basically what I was going to say. Rift was a nice game but ultimately had no soul.

Agreed. But maybe that's relevant only for those of us who are also interested in that feeling of a "world", beside the usual, boring theme park MMO grinding (for them, you can place those mechanics whereever you want and they won't care, they'll just keep skipping dialogues and quest text in order to get their "dose" :P)


Title: Re: SWTOR
Post by: Sobelius on September 22, 2011, 11:55:45 AM
Basically what I was going to say. Rift was a nice game but ultimately had no soul.

Part of a game having a soul is having character/personality. Ask someone to describe WoW's world, or its NPCs without saying what it looks like or what the NPCs do. Most of the time you'll hear it described as funny, lighthearted, even 'cartoony' -- and that's not about the graphic style, that's about its entire approach to the tone of the world. Playing in Azeroth is a lot like being in a cartoon. Few people would probably call WoW a "serious", dark, gritty, or realistic game.

I have a hard time coming up with personality adjectives for RIFT. Gritty? no. Serious? No. Funny? No. Lighthearted? No. Dark/gloomy? No. Unpredictable? At times -- I've had rifts open literally where I'm standing, without warning, at the start of a zone event. But is this a personality trait that makes a game world interesting?



Title: Re: SWTOR
Post by: Kirth on September 22, 2011, 12:19:42 PM
Almost 90% sure we are going republic so I threw an ally request at slap in the force.

Either such designations are one-sided, or I don't know where to look to see that.

Must be one sided. My guild is called The Flameborn.


Title: Re: SWTOR
Post by: eldaec on September 22, 2011, 12:42:39 PM
I have a hard time coming up with personality adjectives for RIFT. Gritty? no. Serious? No. Funny? No. Lighthearted? No. Dark/gloomy? No. Unpredictable? At times -- I've had rifts open literally where I'm standing, without warning, at the start of a zone event. But is this a personality trait that makes a game world interesting?

This is exactly the problem I have getting excited about any fantasy mmog since daoc, but (espeicially RIFT and GW). Fantasy settings have to work three times as hard precisely because they are so played out.

CoX in particular got an enormous amount of benefit of the doubt from me precisely because it doesn't involve elves.


Title: Re: SWTOR
Post by: Fabricated on September 22, 2011, 03:21:25 PM
Warcraft rips off every fantasy novel ever written and is very poorly written in terms of continuity and so forth but I can actually halfway give a shit about their world because the headline characters have distinctive personalities, some actually interesting!

Rift I literally can't tell one character apart from another. I seriously couldn't -force- myself to read quest text after about 15 levels, and I was one of those guys who used to hate people who didn't read quest text.


Title: Re: SWTOR
Post by: fuser on September 22, 2011, 03:30:11 PM
3 weeks now since last beta weekend  :ye_gods:


Title: Re: SWTOR
Post by: Ingmar on September 22, 2011, 03:31:00 PM
Warcraft rips off every fantasy novel ever written and is very poorly written in terms of continuity and so forth but I can actually halfway give a shit about their world because the headline characters have distinctive personalities, some actually interesting!

Rift I literally can't tell one character apart from another. I seriously couldn't -force- myself to read quest text after about 15 levels, and I was one of those guys who used to hate people who didn't read quest text.

This. Guild Wars also beats out Rift on this factor easily, even just with Prince Runs The Fuck Off Rurik, and gets much better about it in the later campaigns.


Title: Re: SWTOR
Post by: Rokal on September 22, 2011, 04:04:27 PM
Rift I literally can't tell one character apart from another. I seriously couldn't -force- myself to read quest text after about 15 levels, and I was one of those guys who used to hate people who didn't read quest text.

I had problems getting into Rift's story too. I really thought the intro was pretty awesome at setting up the stakes and showing what would happen if Regulos went unchecked. But after that.. no memorable characters, story for each zone seemed to be the same, etc.

I started enjoying Rift more when I started doing achievement related stuff instead of just leveling. They actually put some in there that encourage you to explore (find a specific puzzle in the zone and solve it), find optional quests, or collect artifacts. Collecting artifacts is boring as hell, but completing artifact sets often rewards you with a book that fills in the story for the zone/game in a more effective way than the quests do. Here is the book you get for completing the artifact collection "The Day the Rifts Came".


The 'class origin' books were great too, but you might not find/read them on your own. It's sort of like the codex in Mass Effect or Dragon Age, only you have to go out of your way to get new entries. The problem is, unlike ME or DA, you don't really have any awesome characters to fill in the world when you aren't discovering codex entries.

Benefit of an established IP is that you have characters and a world that people already care about.


Title: Re: SWTOR
Post by: Sjofn on September 22, 2011, 04:20:41 PM
Guild Wars also beats out Rift on this factor easily, even just with Prince Runs The Fuck Off Rurik, and gets much better about it in the later campaigns.

Dude has shit to do! Stop lollygagging, Ingmar!


Title: Re: SWTOR
Post by: Lakov_Sanite on September 22, 2011, 04:28:53 PM
I knew jack all about wow when it came out but you instantly got a feel for each race and what they were about. Having several starting areas/cities goes a LONG way to setting the tone.


Title: Re: SWTOR
Post by: Fordel on September 22, 2011, 04:55:46 PM
Guild Wars was amazing at representing medieval cultures that aren't Europe. GW is still the only MMO I've played that let me make actual black people, not just white people with a dark skin tone.


Title: Re: SWTOR
Post by: Shatter on September 22, 2011, 05:14:00 PM
3 weeks now since last beta weekend  :ye_gods:

I know, this sucks :(


Title: Re: SWTOR
Post by: Evildrider on September 22, 2011, 07:37:57 PM
Developer Dispatch: Companions (http://www.youtube.com/watch?v=aMLhS8DAjEc)

Nice little info on the companion system.


Title: Re: SWTOR
Post by: Fordel on September 22, 2011, 09:29:32 PM
The appearance kits are nice, I was worried about everyone having the exact same companions everywhere. I hope there are a lot of them to choose from!


Title: Re: SWTOR
Post by: Sjofn on September 23, 2011, 01:22:23 AM
Guild Wars was amazing at representing medieval cultures that aren't Europe. GW is still the only MMO I've played that let me make actual black people, not just white people with a dark skin tone.

Haha, I still remember in Nightfall... I made my awesome black lady, logged in ... and was fucking surrounded by white people. BRANCH OUT, PEOPLE.


Title: Re: SWTOR
Post by: Lantyssa on September 23, 2011, 03:52:43 AM
I know.  Same with Factions.

My Ritualist is pretty white, but I was going for an albino-otherwordly look with her.  My Warrior is modeled after me.  Everything else takes advantage of their plethora of options.


Title: Re: SWTOR
Post by: Merusk on September 23, 2011, 04:54:09 AM
Guild Wars was amazing at representing medieval cultures that aren't Europe. GW is still the only MMO I've played that let me make actual black people, not just white people with a dark skin tone.

Haha, I still remember in Nightfall... I made my awesome black lady, logged in ... and was fucking surrounded by white people. BRANCH OUT, PEOPLE.

But that'd be RPing and that's lame!

I miss my Alliance Paladin.. she was a sexy Indian-looking skin.   You can't get beyond white on Horde being elves and all.


Title: Re: SWTOR
Post by: Cyrrex on September 23, 2011, 05:40:41 AM
Guild Wars was amazing at representing medieval cultures that aren't Europe. GW is still the only MMO I've played that let me make actual black people, not just white people with a dark skin tone.

Haha, I still remember in Nightfall... I made my awesome black lady, logged in ... and was fucking surrounded by white people. BRANCH OUT, PEOPLE.

I think I will create a dark skinned toon, and play a tank.  I think I'll be pretty unique.  And popular!


Title: Re: SWTOR
Post by: luckton on September 23, 2011, 06:20:25 AM
Developer Dispatch: Companions (http://www.youtube.com/watch?v=aMLhS8DAjEc)

Nice little info on the companion system.

This was rather informative, in that it condenses everything you need to know about companions into one place.  Most of the info was already talked about, and it's nice to finally see the UI for customizing the AI's power usage.  I still think a FFXII Gambit system is feasible and would work wonders for getting exactly what I want from an AI, but since they seem to think the AI's smart enough already, I'll give it a go and complain later  :grin:


Title: Re: SWTOR
Post by: Sky on September 23, 2011, 06:48:22 AM
Haha, I still remember in Nightfall... I made my awesome black lady, logged in ... and was fucking surrounded by white people. BRANCH OUT, PEOPLE.
"The sheriff is a n...." GONG

"What'd he say?"
"The sheriff is near!"

http://www.youtube.com/watch?v=upvZdVK913I


Title: Re: SWTOR
Post by: Kirth on September 23, 2011, 06:57:24 AM
Now that blizz has confirmed d3 delayed to 2012 think ea will announce a release date?


Title: Re: SWTOR
Post by: Mrbloodworth on September 23, 2011, 07:16:21 AM
Developer Dispatch: Companions (http://www.youtube.com/watch?v=aMLhS8DAjEc)

Nice little info on the companion system.

MrBloodworth likes this!


Title: Re: SWTOR
Post by: Paelos on September 23, 2011, 07:32:05 AM
Now that blizz has confirmed d3 delayed to 2012 think ea will announce a release date?

Not bloody likely.


Title: Re: SWTOR
Post by: luckton on September 23, 2011, 07:34:24 AM
Now that blizz has confirmed d3 delayed to 2012 think ea will announce a release date?

Still has to sorta/kinda compete with the Cataclysm finale patch.  But I'll go with Thanksgiving weekend because I'm optimistic/crazy.  :why_so_serious:


Title: Re: SWTOR
Post by: Merusk on September 23, 2011, 07:40:49 AM
Godamit Luckton, I just have to say your avatar makes me laugh every time.


Title: Re: SWTOR
Post by: Sky on September 23, 2011, 07:56:45 AM
Having Paelos, luckton and Merusk's avatards lined up liked that...if they were synchronized it would be epic.


Title: Re: SWTOR
Post by: luckton on September 23, 2011, 08:51:54 AM
Godamit Luckton, I just have to say your avatar makes me laugh every time.

Full size!   :drill: :drill: :drill:



Title: Re: SWTOR
Post by: Sjofn on September 23, 2011, 10:37:01 AM
I, too, laugh every time I see Luckton's avatar. Just putting that out there.


Title: Re: SWTOR
Post by: luckton on September 23, 2011, 11:54:43 AM
I, too, laugh every time I see Luckton's avatar. Just putting that out there.

 :oh_i_see:


Title: Re: SWTOR
Post by: Surlyboi on September 23, 2011, 12:39:26 PM
I, too, laugh every time I see Luckton's avatar. Just putting that out there.

I three.


Title: Re: SWTOR
Post by: luckton on September 23, 2011, 03:23:42 PM
Alright, alright, I can take a hint...I'll dig up the Gene avatar and put him back...


Title: Re: SWTOR
Post by: Rendakor on September 23, 2011, 04:21:59 PM
But that'd be RPing and that's lame!

I miss my Alliance Paladin.. she was a sexy Indian-looking skin.   You can't get beyond white on Horde being elves and all.
I'm not sure if it's a DK-only skin (like the blue hair) but belfs do have a darker skin color.


Title: Re: SWTOR
Post by: Fordel on September 23, 2011, 05:06:50 PM
That's DK only.


Title: Re: SWTOR
Post by: Sjofn on September 23, 2011, 05:44:21 PM
Alright, alright, I can take a hint...I'll dig up the Gene avatar and put him back...

What? I really do like it!


Title: Re: SWTOR
Post by: Fordel on September 23, 2011, 05:53:21 PM
She's a liar!


Title: Re: SWTOR
Post by: Sjofn on September 23, 2011, 05:55:23 PM
SHUT UP FORDEL


Title: Re: SWTOR
Post by: Fordel on September 23, 2011, 05:56:20 PM
She also thinks you smell bad and are a terrible person!


Title: Re: SWTOR
Post by: Evildrider on September 24, 2011, 04:45:04 AM
And it's official!   :awesome_for_real:


Launch Date for STAR WARS: The Old Republic Announced

BioWare and LucasArts are pleased to announce that Star Wars™: The Old Republic™ will launch on December 20, 2011 in North America and on December 22, 2011 in the European Launch Territories! The announcement was first made by BioWare co-founders Dr. Ray Muzyka and Dr. Greg Zeschuk during their keynote address at the 2011 Eurogamer Expo in London, England. Speaking to a packed room of press and fans alike, Dr. Muzyka acknowledged the weight of the moment and the patience of the fans.

    “This is an incredible moment for everyone at BioWare and our partners at LucasArts who have dedicated their lives to build this extraordinary game. We appreciate the patience from the millions of fans who have been waiting for the game’s release.”

Each copy of Star Wars: The Old Republic will come with 30 days of subscription time, after which you have the option to continue playing with one of the following monthly subscription fees:

    1 Month Subscription: $14.99 (£8.99/€12.99)
    3 Month Subscription: $13.99 per month (one-time charge of $41.97/£25.17/€35.97)
    6 Month Subscription: $12.99 per month (one-time charge of $77.94/£46.14/€65.94)

Those who have pre-ordered the game and entered their pre-order code on StarWarsTheOldRepublic.com are eligible for Early Game Access. If you haven’t yet reserved your copy of the game, be sure to visit our Pre-Order page and secure your place in the Old Republic now!

We want to thank you for your continued passion, dedication and support. Though one part of this incredible journey is coming to an end, we are confident that you all share our excitement for this new beginning. Be sure to check back to StarWarsTheOldRepublic.com as well as our Twitter and Facebook pages for all the latest news and updates on Star Wars: The Old Republic.


Title: Re: SWTOR
Post by: koro on September 24, 2011, 04:51:26 AM
Unsurprising considering it's pretty much content-locked and rated by the ESRB, but somewhat disappointing. The game could stand to be a February or March release.


Title: Re: SWTOR
Post by: Hawkbit on September 24, 2011, 04:56:59 AM
Every Bioware employee just realized that they'll be working through Christmas this year.  It might have been good to launch the week before, stores are already a madhouse during that time.  Now add nerds on top of it?  Critical mass.


Title: Re: SWTOR
Post by: Merusk on September 24, 2011, 05:02:07 AM
Real nerds order online and don't go into stores among "people."  We all appreciate their dedication to staying out of the public, though.


Title: Re: SWTOR
Post by: Evildrider on September 24, 2011, 05:09:52 AM
Real nerds order online and don't go into stores among "people."  We all appreciate their dedication to staying out of the public, though.


That's because people suck.  Us nerds are just smart enough to realize it and avoid them at all possible costs.   :awesome_for_real:


Title: Re: SWTOR
Post by: koro on September 24, 2011, 05:13:13 AM
Bah, saw a new email in my inbox and checked it. Was from Bioware, and titled "The announcement you've been waiting for" and it wasn't my beta re-invite.

 :sad_panda:


Title: Re: SWTOR
Post by: Outlawedprod on September 24, 2011, 05:38:01 AM
Now that blizz has confirmed d3 delayed to 2012 think ea will announce a release date?

Yes =p


Title: Re: SWTOR
Post by: Shatter on September 24, 2011, 05:58:09 AM
Thats perfect timing, Im off Dec 20 to early Januray..woohoo!  I guess that means pre-orders start the week before.


Title: Re: SWTOR
Post by: UnSub on September 24, 2011, 06:53:54 AM
What an odd time to release a MMO. As Hawkbit indicated, all BioWare devs and infrastructure people have just had their Christmas and New Years leave cancelled.

I'd be surprised if the D3 release date didn't have some effect and EA really wanted a hot Q4 2011 release, but if things go wrong then BioWare could ruin a lot of nerd Xmases.


Title: Re: SWTOR
Post by: Nyght on September 24, 2011, 06:56:43 AM
What an odd time to release a MMO. As Hawkbit indicated, all BioWare devs and infrastructure people have just had their Christmas and New Years leave cancelled.

So obviously this isn't a push. It will be complete, polished, and ready to roll.  :oh_i_see:


Title: Re: SWTOR
Post by: sam, an eggplant on September 24, 2011, 06:59:38 AM
What an odd time to release a MMO.
It's an odd time to release any game. Nobody releases 5 days before xmas, because consumers purchase gifts earlier. The holiday window traditionally stretches from mid-November through the first week of December. There's a story behind this. EA-mandated release date, no doubt.


Title: Re: SWTOR
Post by: Malakili on September 24, 2011, 07:29:33 AM
Now that blizz has confirmed d3 delayed to 2012 think ea will announce a release date?

Yes =p

http://www.swtor.com/news/news-article/20110924

Quote
BioWare and LucasArts are pleased to announce that Star Wars™: The Old Republic™ will launch on December 20, 2011 in North America and on December 22, 2011 in the European Launch Territories! The announcement was first made by BioWare co-founders Dr. Ray Muzyka and Dr. Greg Zeschuk during their keynote address at the 2011 Eurogamer Expo in London, England. Speaking to a packed room of press and fans alike, Dr. Muzyka acknowledged the weight of the moment and the patience of the fans.

“This is an incredible moment for everyone at BioWare and our partners at LucasArts who have dedicated their lives to build this extraordinary game. We appreciate the patience from the millions of fans who have been waiting for the game’s release.”
Each copy of Star Wars: The Old Republic will come with 30 days of subscription time, after which you have the option to continue playing with one of the following monthly subscription fees:

1 Month Subscription: $14.99 (£8.99/€12.99)
3 Month Subscription: $13.99 per month (one-time charge of $41.97/£25.17/€35.97)
6 Month Subscription: $12.99 per month (one-time charge of $77.94/£46.14/€65.94)


Title: Re: SWTOR
Post by: luckton on September 24, 2011, 07:32:00 AM
It's the 'perfect' time to launch, actually.  They're banking on everyone having already bought retail store gifts and whatnot, which means the only people that will 'want it that badly' will go to the stores, palling in comparison to the number of people that would buy it as a present.

This also makes the digital Origin-only option more lucrative from EA's perspective, and allows them to truly control just how many people will be getting copies of the game to load-balance servers.


Title: Re: SWTOR
Post by: UnSub on September 24, 2011, 07:43:56 AM
And funnily enough, EA's CFO said only the other day that SWOR might still be delayed until 2012 (http://venturebeat.com/2011/09/22/the-old-republic-2012/).

It doesn't read like obfuscation either. Especially the

Quote
“In terms of timing, we haven’t given a street date yet,” Brown said. “We won’t do so for some time, possibly at our next upcoming earnings call towards the end of October.”

bit.

In theory, the CFO should have some idea when the currently most important launch for their company should be.

Luckton, I can see that it does have some benefits - like when it sells out, there is time for restocking following Xmas - but avoiding server issues or minimising sales seem unlikely.


Title: Re: SWTOR
Post by: eldaec on September 24, 2011, 07:47:40 AM
87 days to add 92 pages to the thread.


Title: Re: SWTOR
Post by: Tannhauser on September 24, 2011, 07:48:26 AM
Did they decide to pull the trigger now that D3's pushed back to 2012?  I think so and the CFO not knowing supports this.

Where's my tinfoil hat?  It's around here somewhere.


Title: Re: SWTOR
Post by: sam, an eggplant on September 24, 2011, 07:49:24 AM
It does seem plausible, yes.


Title: Re: SWTOR
Post by: eldaec on September 24, 2011, 07:57:29 AM
They picked Dec 20th, because they are only 90% ready but dozens of people at EA have 'release in 2011' in their performance objectives.

You guys are still obsessed with Diablo to an absurd degree.


Title: Re: SWTOR
Post by: Reg on September 24, 2011, 08:45:52 AM
Obsessed? Bah!  I've already preordered my lifetime subscription!


Title: Re: SWTOR
Post by: Outlawedprod on September 24, 2011, 09:11:27 AM
http://www.esrb.org/ratings/synopsis.jsp?Certificate=31564

Quote
Players can freely explore many areas in the game, including clubs that depict scantily clad female dancers with exposed cleavage; some sequences include dialogue with sexual innuendo (e.g., “An hour. I think I'm insulted. We'll need the whole night,” “I'll be sure to make conjugal visits,” and “Come, dear, let's forgo the nuptials and proceed to the honeymoon.”).

And people were worried it might not live up to the romantic flair of Mass Effect =p


Title: Re: SWTOR
Post by: PalmTrees on September 24, 2011, 09:29:32 AM
Dec 20th? That's a terrible time for me. I'll have it for a couple days then on 23rd or so it's off to visit family for the holiday week. And none of them have a decent gaming rig, not that I'll have much time to sit by myself and play an mmo. Just enough time to get started and hooked, then have it snatched away.


Title: Re: SWTOR
Post by: fuser on September 24, 2011, 09:52:51 AM
Wow, I really feel bad for anyone working at Bioware(even Austin). No doubt its going to be all hands on deck for Hanukkah/Christmas/Kwanzaa/anything else you believe in.


Title: Re: SWTOR
Post by: eldaec on September 24, 2011, 10:23:47 AM
Dec 20th? That's a terrible time for me. I'll have it for a couple days then on 23rd or so it's off to visit family for the holiday week. And none of them have a decent gaming rig, not that I'll have much time to sit by myself and play an mmo. Just enough time to get started and hooked, then have it snatched away.

Pretty sure it will still be there when you get back.


Title: Re: SWTOR
Post by: K9 on September 24, 2011, 10:41:07 AM
Dec 20th? That's a terrible time for me. I'll have it for a couple days then on 23rd or so it's off to visit family for the holiday week. And none of them have a decent gaming rig, not that I'll have much time to sit by myself and play an mmo. Just enough time to get started and hooked, then have it snatched away.

Priorities...


Title: Re: SWTOR
Post by: sam, an eggplant on September 24, 2011, 10:46:58 AM
Wow, I really feel bad for anyone working at Bioware(even Austin). No doubt its going to be all hands on deck for Hanukkah/Christmas/Kwanzaa/anything else you believe in.
They'll probably be crunching until Q2 2012.


Title: Re: SWTOR
Post by: Cyrrex on September 24, 2011, 10:47:18 AM
Great...I have  a new position in finance, so that's the week where we do all of our year-end closing.  Was hoping it was coming out a few weeks sooner.  Oh well, guess I'll have to catch up between Christmas and NYs.


Title: Re: SWTOR
Post by: eldaec on September 24, 2011, 11:17:49 AM
Quote from: ESRB
The words “damn” and “hell” can be heard in dialogue throughout the game.

Also, 'exposed cleavage'? I know Americans, like everyone, get bugs up their asses about weird shit, but exposed cleavage? Maybe I'm misunderstanding what's going on here, but isn't exposed cleavage something you see on the street pretty much every day?


Title: Re: SWTOR
Post by: koro on September 24, 2011, 11:30:52 AM
Quote from: ESRB
The words “damn” and “hell” can be heard in dialogue throughout the game.

Also, 'exposed cleavage'? I know Americans, like everyone, get bugs up their asses about weird shit, but exposed cleavage? Maybe I'm misunderstanding what's going on here, but isn't exposed cleavage something you see on the street pretty much every day?

And TOR has exposed cleavage in all of, like, one piece of clothing.


Title: Re: SWTOR
Post by: Nebu on September 24, 2011, 11:44:28 AM
Dec 20th!  Yay!  I'll be between semesters and able to catass like a pro.

I'm 19 again. 


Title: Re: SWTOR
Post by: MuffinMan on September 24, 2011, 11:53:40 AM
I'll be in Hawaii for 10 days and NYC for 5 days during that time. The game can wait.


Title: Re: SWTOR
Post by: luckton on September 24, 2011, 12:20:18 PM
I wonder if the early-access is like, really super early or just a couple days...


Title: Re: SWTOR
Post by: MuffinMan on September 24, 2011, 12:27:21 PM
Nebu, you post deleter!

I'm wondering the same thing about the early start. I think I'm leaving on the 18th so it probably wouldn't be worth it for me.


Title: Re: SWTOR
Post by: Nebu on September 24, 2011, 12:32:13 PM
Nebu, you post deleter!

I was just experiencing some jealous outrage.  I'm envious that you'll be in Hawaii and NYC over the holidays.  Sounds like a great set of trips.


Title: Re: SWTOR
Post by: eldaec on September 24, 2011, 12:34:09 PM
Deleting posts is a crime against page count.

Burn the heretic!


Title: Re: SWTOR
Post by: Merusk on September 24, 2011, 12:55:08 PM
Quote from: ESRB
The words “damn” and “hell” can be heard in dialogue throughout the game.

Also, 'exposed cleavage'? I know Americans, like everyone, get bugs up their asses about weird shit, but exposed cleavage? Maybe I'm misunderstanding what's going on here, but isn't exposed cleavage something you see on the street pretty much every day?

Breasts can kill, man.  And if youre with your kids on the street you can cover their eyes so they don't see that slut showing off skin.


Title: Re: SWTOR
Post by: Sky on September 24, 2011, 02:24:20 PM
And if youre with your kids on the street you can cover their eyes so they don't see that slut showing off skin.
That sounds dangerously close to Satan's clever plan to destroy our youth, called 'parental responsibility'. Please report to your local indoctrination center for reprogramming.

For future reference, your child is a precious angel who should never have to gaze upon the naked flesh of a woman and that whore should be put away for at least public lewdness, if not prostitution and endangering the welfare of a minor!


Title: Re: SWTOR
Post by: Sjofn on September 24, 2011, 03:36:42 PM
Damn, we're almost certainly going to be in NJ for Christmas when this releases.  :heartbreak:

EVERYONE IS GOING TO BE LEVEL AWESOME WHILE WE'RE STILL LEVEL BULLSHIT WAAAAAAAAH


Title: Re: SWTOR
Post by: Amaron on September 24, 2011, 03:56:02 PM
Every Bioware employee just realized that they'll be working through Christmas this year.  It might have been good to launch the week before, stores are already a madhouse during that time.  Now add nerds on top of it?  Critical mass.

^This.   First time I'll be picking up my pre-order at midnight to AVOID a crowd.


Title: Re: SWTOR
Post by: Fordel on September 24, 2011, 03:57:07 PM
Damn, we're almost certainly going to be in NJ for Christmas when this releases.  :heartbreak:

EVERYONE IS GOING TO BE LEVEL AWESOME WHILE WE'RE STILL LEVEL BULLSHIT WAAAAAAAAH

Oh you know I don't buy my MMO's till at least a few weeks in, you'll be fine!


Title: Re: SWTOR
Post by: Shatter on September 24, 2011, 04:18:31 PM
Like any of you buy MMO's anymore lol


Title: Re: SWTOR
Post by: TripleDES on September 24, 2011, 04:34:48 PM
Reading the last few posts, I take it the game's not ready yet? (WHAT A SURPRISE!)

I think I'll sit this out until spring 2012. Was burned once already with a Star Wars MMO.


Title: Re: SWTOR
Post by: Nebu on September 24, 2011, 04:40:47 PM
Like any of you buy MMO's anymore lol

I buy almost all of them.  It's like a disorder.


Title: Re: SWTOR
Post by: ghost on September 24, 2011, 04:58:24 PM
I'm not sure why I bough this one. It was pretty goddamned stupid of me.


Title: Re: SWTOR
Post by: kildorn on September 24, 2011, 04:59:55 PM
I eagerly await next week's "D3 open beta starts Dec 15th!" email.

This is a horrible release date for the Inf/Ops people though. Dear lord. It's Y2K all over again. I guess family vacations may make opening week a bit lighter on the auth servers, but probably not.


Title: Re: SWTOR
Post by: Tannhauser on September 24, 2011, 05:05:45 PM
I pre-ordered today and have everything ready to go.   :drill:


Title: Re: SWTOR
Post by: Fabricated on September 24, 2011, 05:52:52 PM
Man, do I really need to pre-order this to get it? I never pre-ordered WoW nor any of its expansions; I just went to a rural Walmart at midnight and bought my copy with like 5-6 other people who had the same idea.


Title: Re: SWTOR
Post by: Reg on September 24, 2011, 05:53:55 PM
Chances are I won't be around much between the 20th and New Years either. Maybe this is another attempt to ramp up the number of users gradually. I wonder just how much before the 20th preorder players will be allowed in?


Title: Re: SWTOR
Post by: Evildrider on September 24, 2011, 07:25:44 PM
Chances are I won't be around much between the 20th and New Years either. Maybe this is another attempt to ramp up the number of users gradually. I wonder just how much before the 20th preorder players will be allowed in?

They've been saying days but not weeks.  So that could be anything from 1-13 days before the 20th.  They've been saying it depends on how many units they have sold.  They have also reiterated, again, that supplies are limited.  Most places are sold out of CE copies and they have been sold out on the DDE version for awhile now.


Title: Re: SWTOR
Post by: Margalis on September 24, 2011, 08:04:33 PM
I would bet large amounts of money that the release date was chosen with "what's the latest we can possibly release this and still make Christmas?"


Title: Re: SWTOR
Post by: Sky on September 24, 2011, 09:15:03 PM
I would bet large amounts of money that the release date was chosen with "what's the latest we can possibly release this and still make Christmas?"
Not taking that bet.


Title: Re: SWTOR
Post by: luckton on September 25, 2011, 12:41:15 AM

 :awesome_for_real:


Title: Re: SWTOR
Post by: jakonovski on September 25, 2011, 02:10:05 AM
Dec 20/22? Sounds like Bioware employees get to work through the Christmas holidays.



Title: Re: SWTOR
Post by: Reg on September 25, 2011, 02:36:48 AM
It's a pretty silly time to release an MMO. It's not like it's going to be bought as a gift for many people released that late in the shopping season.  There are probably bonuses depending on a 2011 release.


Title: Re: SWTOR
Post by: Lantyssa on September 25, 2011, 05:38:23 AM
[SW macroimage]
"It's a trap!"


Title: Re: SWTOR
Post by: luckton on September 25, 2011, 08:14:07 AM
Also, I've found more footage of spaceship combat.



Title: Re: SWTOR
Post by: Malakili on September 25, 2011, 08:31:02 AM
It's a pretty silly time to release an MMO. It's not like it's going to be bought as a gift for many people released that late in the shopping season.  There are probably bonuses depending on a 2011 release.

Well, nowadays its pretty common to pre-order this sort of thing, so its not like this will be off the radar and then suddenly 5 days before christmas, oh hey, maybe I'll buy this.  People are going to be asking for it, and you can reserve a copy.


Title: Re: SWTOR
Post by: Reg on September 25, 2011, 08:43:25 AM
Maybe the non-gamers in your life are that sophisticated. If I were to ask for something like this for Christmas and they couldn't just pick it up off a shop shelf I'd most likely end up with some other game with "Star Wars: in the name.  :awesome_for_real:


Title: Re: SWTOR
Post by: Sky on September 25, 2011, 09:18:26 AM
That's why Odin created amazon wishlists. "Here, dumbasses. Buy anything listed here."

Made xmas SO MUCH BETTER. Except my mom, who prints them out and then buys me some weird crap not on the lists.


Title: Re: SWTOR
Post by: Simond on September 25, 2011, 09:28:22 AM
It's a pretty silly time to release an MMO. It's not like it's going to be bought as a gift for many people released that late in the shopping season.  There are probably bonuses depending on a 2011 release.
When's SWG going to shut down again?


Title: Re: SWTOR
Post by: jakonovski on September 25, 2011, 09:33:02 AM
The EU release being on the 22nd is kind of funny because it's past the mail-by date for Christmas presents. Ie. you can pre-order a boxed copy but it will not arrive until after the 26th.



Title: Re: SWTOR
Post by: caladein on September 25, 2011, 12:43:44 PM
The EU release being on the 22nd is kind of funny because it's past the mail-by date for Christmas presents. Ie. you can pre-order a boxed copy but it will not arrive until after the 26th.

Does Amazon.co.whatever not do Release-Date Delivery like we have in the US?


Title: Re: SWTOR
Post by: Merusk on September 25, 2011, 12:44:55 PM
It's a pretty silly time to release an MMO. It's not like it's going to be bought as a gift for many people released that late in the shopping season.  There are probably bonuses depending on a 2011 release.
When's SWG going to shut down again?

December 15th


Title: Re: SWTOR
Post by: jakonovski on September 25, 2011, 12:58:50 PM
The EU release being on the 22nd is kind of funny because it's past the mail-by date for Christmas presents. Ie. you can pre-order a boxed copy but it will not arrive until after the 26th.

Does Amazon.co.whatever not do Release-Date Delivery like we have in the US?

Dunno about Amazon, but I've not seen a reliable one here in Finland. DD ftw.


Title: Re: SWTOR
Post by: Evildrider on September 25, 2011, 01:49:38 PM
The EU release being on the 22nd is kind of funny because it's past the mail-by date for Christmas presents. Ie. you can pre-order a boxed copy but it will not arrive until after the 26th.

Does Amazon.co.whatever not do Release-Date Delivery like we have in the US?

Dunno about Amazon, but I've not seen a reliable one here in Finland. DD ftw.

They said that there's going to be a grace period for people to enter their CD keys after the launch date.  With this date though it'll probably have to be like a week.


Title: Re: SWTOR
Post by: Tannhauser on September 25, 2011, 02:46:00 PM
I bought the deluxe digital download and will get it thru Origin.  I'm sure the download will go swimmingly.  :awesome_for_real:


Title: Re: SWTOR
Post by: Shatter on September 25, 2011, 03:14:10 PM
The EU release being on the 22nd is kind of funny because it's past the mail-by date for Christmas presents. Ie. you can pre-order a boxed copy but it will not arrive until after the 26th.

Does Amazon.co.whatever not do Release-Date Delivery like we have in the US?

Dont be fooled by that shit.  I live in the US and have paid for the release day delivery and it came next day anyhow :P


Title: Re: SWTOR
Post by: Fordel on September 25, 2011, 03:59:01 PM
Conversely I never pay for fancy shipping and I often get shit like the very next day for whatever reason.


Title: Re: SWTOR
Post by: caladein on September 25, 2011, 04:49:34 PM
I haven't done Release-Date a whole lot (because I hardly buy physical games anymore) but it's gone well, same with the base Prime shipping.  I live near Los Angeles though, so your mileage may vary and all.


Title: Re: SWTOR
Post by: pants on September 25, 2011, 07:26:33 PM
Dec 20th? That's a terrible time for me. I'll have it for a couple days then on 23rd or so it's off to visit family for the holiday week. And none of them have a decent gaming rig, not that I'll have much time to sit by myself and play an mmo. Just enough time to get started and hooked, then have it snatched away.

Priorities...

Welcome to Electronic Arts minions, ur I mean highly valued employees!


Title: Re: SWTOR
Post by: Fordel on September 25, 2011, 07:41:01 PM
Drones, the proper term is Drone!


Title: Re: SWTOR
Post by: Mosesandstick on September 26, 2011, 01:57:31 AM
How many games are released the week before Christmas?


Title: Re: SWTOR
Post by: Mrbloodworth on September 26, 2011, 05:58:25 AM
One.


Title: Re: SWTOR
Post by: Cyrrex on September 26, 2011, 06:02:49 AM
I can't imagine that selling boxes will be their problem, regardless of timing.  Anyone who ever doubted that this game would sell millions (definitely plural) is fooling themselves.  What they need to worry about is how many people are going to pay up when Jan. 20 comes around.


Title: Re: SWTOR
Post by: Sky on September 26, 2011, 06:49:58 AM
One.
Brilliant!


Title: Re: SWTOR
Post by: Draegan on September 26, 2011, 08:41:15 AM
Damn, we're almost certainly going to be in NJ for Christmas when this releases.  :heartbreak:

EVERYONE IS GOING TO BE LEVEL AWESOME WHILE WE'RE STILL LEVEL BULLSHIT WAAAAAAAAH

You can come play at my apartment.  My wife probably wouldn't mind!   :awesome_for_real:


Title: Re: SWTOR
Post by: Shatter on September 26, 2011, 08:45:31 AM
I alredy told my wife Xmas is canceled, anyone know a good divorce lawyer? 


Title: Re: SWTOR
Post by: Kirth on September 26, 2011, 10:57:00 AM
I alredy told my wife Xmas is canceled, anyone know a good divorce lawyer? 

No but I believe that you can send your wife out to find trinkets that you then gift back to her, that should grind your affection level back married.


Title: Re: SWTOR
Post by: Ingmar on September 26, 2011, 11:12:49 AM
I alredy told my wife Xmas is canceled, anyone know a good divorce lawyer? 

No but I believe that you can send your wife out to find trinkets that you then gift back to her, that should grind your affection level back married.

 :heart:


Title: Re: SWTOR
Post by: Shatter on September 26, 2011, 11:18:15 AM
I alredy told my wife Xmas is canceled, anyone know a good divorce lawyer? 

No but I believe that you can send your wife out to find trinkets that you then gift back to her, that should grind your affection level back married.

Didnt say I wanted her back  :rock_hard:


Title: Re: SWTOR
Post by: Lucas on September 26, 2011, 11:22:48 AM
After months and months (and months) of waiting, the european facility (Galway, Ireland) for SWTOR is now fully operational (officially called "Bioware Ireland"):

http://www.ea.com/news/ea-inaugurates-new-bioware-facility-in-ireland



Title: Re: SWTOR
Post by: Evildrider on September 26, 2011, 11:34:12 AM
After months and months (and months) of waiting, the european facility (Galway, Ireland) for SWTOR is now fully operational (officially called "Bioware Ireland"):

http://www.ea.com/news/ea-inaugurates-new-bioware-facility-in-ireland


According to Stephen Reid they are gonna have about 400 employees there and are currently hiring, for anyone interested.

They are also hiring at Bioware Austin for a crapload of positions atm.


Title: Re: SWTOR
Post by: Viin on September 26, 2011, 11:44:55 AM
It's really too bad that they are in TX ...


Title: Re: SWTOR
Post by: tmp on September 26, 2011, 12:21:23 PM
They are also hiring at Bioware Austin for a crapload of positions atm.
Shouldn't that be firing, with the launch so soon? :why_so_serious:


Title: Re: SWTOR
Post by: sam, an eggplant on September 26, 2011, 12:59:11 PM
Shouldn't that be firing, with the launch so soon?
No, this is a MMO. Three quarters of the devteam (the most burned-out) will split off to develop the first expansion pack, while the remaining quarter, joined by a bunch of fresh-faced naive newbies, will be the live team.


Title: Re: SWTOR
Post by: Surlyboi on September 26, 2011, 01:06:45 PM
Just got a notification from Amazon estimating the arrival date as 12/22. Nice headstart.


Title: Re: SWTOR
Post by: Ingmar on September 26, 2011, 01:08:59 PM
Yeah I am not sure how our guild stuff is going to work out if I'm not in right away due to holiday whatnot.


Title: Re: SWTOR
Post by: caladein on September 26, 2011, 01:15:32 PM
Just got a notification from Amazon estimating the arrival date as 12/22. Nice headstart.

Assuming it's like every other headstart they'll just allow you to download the client (through Origin :awesome_for_real:) and let you play through the headstart and a week or two after launch until you have to put your retail key in.


Title: Re: SWTOR
Post by: Sky on September 26, 2011, 01:27:38 PM
They said you will be able to pre-load the head-start, so it's not eating up your head-start time. But yeah, if you head-start, you won't be suing EA over anything. But to be fair, I don't think it was ever intended for the headstart to be anything but a download, you're not going to get a physical box before the release date.


Title: Re: SWTOR
Post by: Surlyboi on September 26, 2011, 01:54:44 PM
Yeah, kinda figured. but with a 4,000 terabyte download, by the time I get it all the headstart will be over. :why_so_serious:


Title: Re: SWTOR
Post by: Nebu on September 26, 2011, 02:13:58 PM
Yeah, kinda figured. but with a 4,000 terabyte download, by the time I get it all the headstart year will be over. :why_so_serious:

I'm not looking forward to that download.  At all.


Title: Re: SWTOR
Post by: Viin on September 26, 2011, 03:16:26 PM
Don't panic! It's probably just the noob zones anyways. (Because the rest aren't even *close* to done yet!)


Title: Re: SWTOR
Post by: Ingmar on September 26, 2011, 03:20:29 PM
I had to wipe my computer and start afresh this weekend, no single download can terrify me anymore.

(Related thought: how the fuck is Blood Bowl over 5 GB?)


Title: Re: SWTOR
Post by: Evildrider on September 26, 2011, 04:26:37 PM
Soo Bioware has made Ireland upgrade their Internet!

Quote from Stephen Reid from the Q&A at Eurogamer about the EU servers being based in Dublin:

And here's the reason you're not allowed to freak out. Ireland, as a country, is upgrading its internet infrastructure for our game. Which is a big damn deal, right? I had a conversation with the guy who's doing the server build a few months ago. They were talking about the fact that if you look at the gap in time between when we were guessing to launch and then when we were starting to do our servers, because you're obviously locking down the server hardware and what you need to buy and everything else. The time between that point and launch is so small that we are ramping up and buying hardware faster than any tech project ever. Faster than Google. Faster than Facebook. And this is what we're hearing from the server guys who are working on it, they're like, "This is unprecedented scaling you're talking about." So when you combine that and you go to the Irish government or whoever it is who runs internet in Ireland, and you say, "Hey, look at the bandwidth requirements of our game." And they're like, "Uhm, we might need to get something bigger than a T1 line." So they are literally upgrading the internet infrastructure of the country itself. Which I think is damn cool. And then the US servers are going to be on east coast and west coast. So it doesn't really matter where. Any major metropolitan city in that case is going to be fine.


Title: Re: SWTOR
Post by: Sobelius on September 26, 2011, 04:45:59 PM
EQ2 Extended and (arguably) Guild Wars should be the model for downloads of MMOs -- I was able to get in and play both of these within mere minutes since only the files necessary for beginning play were downloaded initially -- the rest downloaded in the background as I played. Very good model.

Yes, come on down and work at Bioware Austin. You can look forward to late September outdoor activities such as the Celtic Festival this past weekend -- where it reached a mere 99 degrees in the dry and dusty shade of the withered pines.


Title: Re: SWTOR
Post by: Evildrider on September 26, 2011, 07:25:22 PM
Yeah I am not sure how our guild stuff is going to work out if I'm not in right away due to holiday whatnot.

This is from the TOR guild FAQ Ingmar.

What if our guild is transferred into the game during Phase 3, but then our guild leader does not buy the game and log in at launch?

If your guild has been imported into the live game during Phase 3, then you have two weeks after the game’s launch for your guild leader to log in and activate your guild in the live game.

If your guild leader does not log in after two weeks, another member of your guild will be promoted to guild leader. The first officer to log in will be chosen first, but if no officers log in, the first member to join will be promoted.


Title: Re: SWTOR
Post by: Ingmar on September 26, 2011, 08:11:53 PM
Gah, the vultures will be circling!


Title: Re: SWTOR
Post by: Fordel on September 26, 2011, 08:12:42 PM
Your throne is mine Ingmar!


Title: Re: SWTOR
Post by: Kageru on September 26, 2011, 09:51:03 PM

I care more about the NDA dropping than I do about the game's launch. Hopefully that will happen sooner rather than latter.

There's also an advantage to having the classic "bunch of huge archive files" method of download. That's much easier to mirror or distribute than some sort of background streaming mechanism. And if it's mirrored by my ISP then it's just a question of leaving the computer on overnight (or for a couple of nights if it's really that huge).


Title: Re: SWTOR
Post by: Evildrider on September 26, 2011, 10:35:00 PM
With no open beta ever coming, I don't see them dropping the NDA anytime soon.  I really don't know what flood of info people will see with it dropping other than story spoilers.  Which I still think is the main reason it will remain in place.


Title: Re: SWTOR
Post by: Kageru on September 27, 2011, 12:28:28 AM

Mainly if the combat is as bad as it looks and the depth of the content.

Story spoilers? In an MMO? Yeah.... I'd really log on for "days of the young and Jedi".


Title: Re: SWTOR
Post by: Evildrider on September 27, 2011, 12:57:54 AM

Mainly if the combat is as bad as it looks and the depth of the content.

Story spoilers? In an MMO? Yeah.... I'd really log on for "days of the young and Jedi".


Then this game isn't for you.


Title: Re: SWTOR
Post by: Kageru on September 27, 2011, 05:49:26 AM

It may be. I'm in the "train-wreck appreciation society" and have hopes SW:TOR still has something to offer.

Like the fan's grinding their gears when all of the stories have optimal walk-throughs posted the week the day the game goes live.


Title: Re: SWTOR
Post by: UnSub on September 27, 2011, 06:08:55 AM
Quote
The time between that point and launch is so small that we are ramping up and buying hardware faster than any tech project ever. Faster than Google. Faster than Facebook. And this is what we're hearing from the server guys who are working on it, they're like, "This is unprecedented scaling you're talking about." So when you combine that and you go to the Irish government or whoever it is who runs internet in Ireland, and you say, "Hey, look at the bandwidth requirements of our game." And they're like, "Uhm, we might need to get something bigger than a T1 line." So they are literally upgrading the internet infrastructure of the country itself. Which I think is damn cool. And then the US servers are going to be on east coast and west coast. So it doesn't really matter where. Any major metropolitan city in that case is going to be fine.

Sounds reliable and something that will have absolutely no issues. 


Title: Re: SWTOR
Post by: Nyght on September 27, 2011, 06:19:25 AM
So not only will the patches hammer my bandwidth cap, just playing the game will too?  :oh_i_see:


Title: Re: SWTOR
Post by: Mrbloodworth on September 27, 2011, 06:31:57 AM
Quote
The time between that point and launch is so small that we are ramping up and buying hardware faster than any tech project ever. Faster than Google. Faster than Facebook. And this is what we're hearing from the server guys who are working on it, they're like, "This is unprecedented scaling you're talking about." So when you combine that and you go to the Irish government or whoever it is who runs internet in Ireland, and you say, "Hey, look at the bandwidth requirements of our game." And they're like, "Uhm, we might need to get something bigger than a T1 line." So they are literally upgrading the internet infrastructure of the country itself. Which I think is damn cool. And then the US servers are going to be on east coast and west coast. So it doesn't really matter where. Any major metropolitan city in that case is going to be fine.

Sounds reliable and something that will have absolutely no issues. 

Link?


Title: Re: SWTOR
Post by: disKret on September 27, 2011, 06:37:54 AM
http://darthhater.com/2011/09/26/eurogamer-expo-2011-meet-and-greet-qa-highlights/


Title: Re: SWTOR
Post by: Mrbloodworth on September 27, 2011, 07:05:29 AM
Tanks.


Title: Re: SWTOR
Post by: Nebu on September 27, 2011, 08:38:56 AM
Quote
The question was "How are we going to stop specific classes getting cornered into specific roles," and actually what we've seen is that's not really a problem because things are so flexible. Nobody cares what your class is actually. People do not advertise for an "Inquisitor Shadow." People say "I need a tank." So what we actually see a lot is - and we're actually - we can't talk about all of this. We're doing more things to make your role more visible to other players, because that's actually what people are looking for. They don't care if you're an Inquisitor tank, or a Juggernaut tank, or you're playing a Bounty Hunter tank. They care about getting a tank, so because you've got the different pieces, you've actually got a lot more flexibility to play the story you want, and then pick the type of player you want to be.

What is old is new again. 

Joking aside, they better allow the ability to change specs on the fly or this game is going to struggle early.  At the very least, respecs had better be accessible and cheap.  Few people enjoy playing a tank and fewer still are any good at it.  If my class can fill multiple roles, I want to be able to play all of them at the push of a button.  The new standards for this have been established.


Title: Re: SWTOR
Post by: Sky on September 27, 2011, 08:42:49 AM
I agree, but will be surprised if they get it in for ship. I think the best you can hope for is a dual spec thing, since it's what WoW has, despite Rift showing people how to handle multi-spec properly. They seem pretty adamant against switching advanced class after 20 or so, which is a shame since they've already said it doesn't affect the class story at all. I'd like to see, at minimum, cheap respec (including AC) with four presets, two for each AC.


Title: Re: SWTOR
Post by: DraconianOne on September 27, 2011, 08:52:54 AM
Quote
The time between that point and launch is so small that we are ramping up and buying hardware faster than any tech project ever. Faster than Google. Faster than Facebook. And this is what we're hearing from the server guys who are working on it, they're like, "This is unprecedented scaling you're talking about." So when you combine that and you go to the Irish government or whoever it is who runs internet in Ireland, and you say, "Hey, look at the bandwidth requirements of our game." And they're like, "Uhm, we might need to get something bigger than a T1 line." So they are literally upgrading the internet infrastructure of the country itself. Which I think is damn cool. And then the US servers are going to be on east coast and west coast. So it doesn't really matter where. Any major metropolitan city in that case is going to be fine.

Sounds reliable and something that will have absolutely no issues. 

Sounds like a load of Stephen Reid bollocks to me. Google, Amazon and Microsoft have had data centres in Ireland for years and there's a load of top tech companies who are based out of Dublin. Claiming that EA/Bioware have some sort of political clout that these others don't is pretty arrogant - as is assuming that the data infrastucture they require is far greater than that of other companies too.


Title: Re: SWTOR
Post by: 01101010 on September 27, 2011, 09:00:01 AM
Quote
The question was "How are we going to stop specific classes getting cornered into specific roles," and actually what we've seen is that's not really a problem because things are so flexible. Nobody cares what your class is actually. People do not advertise for an "Inquisitor Shadow." People say "I need a tank." So what we actually see a lot is - and we're actually - we can't talk about all of this. We're doing more things to make your role more visible to other players, because that's actually what people are looking for. They don't care if you're an Inquisitor tank, or a Juggernaut tank, or you're playing a Bounty Hunter tank. They care about getting a tank, so because you've got the different pieces, you've actually got a lot more flexibility to play the story you want, and then pick the type of player you want to be.

What is old is new again. 

Joking aside, they better allow the ability to change specs on the fly or this game is going to struggle early.  At the very least, respecs had better be accessible and cheap.  Few people enjoy playing a tank and fewer still are any good at it.  If my class can fill multiple roles, I want to be able to play all of them at the push of a button.  The new standards for this have been established.

This really all depends on how they handle tanking. Blood tanking vs evasion tanking needs to balance out or else it will still come down to: You need Tank class A to be able to defeat Boss C on Dungeon F because Tank class B takes too much damage per hit and healer T can not keep the HP up.

I am brimming with anticipation....  :why_so_serious:


Title: Re: SWTOR
Post by: tmp on September 27, 2011, 09:13:02 AM
Quote
The question was "How are we going to stop specific classes getting cornered into specific roles," and actually what we've seen is that's not really a problem because things are so flexible. Nobody cares what your class is actually. People do not advertise for an "Inquisitor Shadow." People say "I need a tank." So what we actually see a lot is - and we're actually - we can't talk about all of this. We're doing more things to make your role more visible to other players, because that's actually what people are looking for. They don't care if you're an Inquisitor tank, or a Juggernaut tank, or you're playing a Bounty Hunter tank. They care about getting a tank, so because you've got the different pieces, you've actually got a lot more flexibility to play the story you want, and then pick the type of player you want to be.
Unless each class can perform every role, that really doesn't answer the initial question at all, does it?


Title: Re: SWTOR
Post by: Malakili on September 27, 2011, 09:25:49 AM
Quote
The question was "How are we going to stop specific classes getting cornered into specific roles," and actually what we've seen is that's not really a problem because things are so flexible. Nobody cares what your class is actually. People do not advertise for an "Inquisitor Shadow." People say "I need a tank." So what we actually see a lot is - and we're actually - we can't talk about all of this. We're doing more things to make your role more visible to other players, because that's actually what people are looking for. They don't care if you're an Inquisitor tank, or a Juggernaut tank, or you're playing a Bounty Hunter tank. They care about getting a tank, so because you've got the different pieces, you've actually got a lot more flexibility to play the story you want, and then pick the type of player you want to be.
Unless each class can perform every role, that really doesn't answer the initial question at all, does it?

Its just a dodge.  There will be tanks and healer shortages, and plenty of dual wielding jedi all comepting for one slot in a group.


Title: Re: SWTOR
Post by: Torinak on September 27, 2011, 09:26:31 AM
Quote
The time between that point and launch is so small that we are ramping up and buying hardware faster than any tech project ever. Faster than Google. Faster than Facebook. And this is what we're hearing from the server guys who are working on it, they're like, "This is unprecedented scaling you're talking about." So when you combine that and you go to the Irish government or whoever it is who runs internet in Ireland, and you say, "Hey, look at the bandwidth requirements of our game." And they're like, "Uhm, we might need to get something bigger than a T1 line." So they are literally upgrading the internet infrastructure of the country itself. Which I think is damn cool. And then the US servers are going to be on east coast and west coast. So it doesn't really matter where. Any major metropolitan city in that case is going to be fine.

Sounds reliable and something that will have absolutely no issues. 

Sounds like a load of Stephen Reid bollocks to me. Google, Amazon and Microsoft have had data centres in Ireland for years and there's a load of top tech companies who are based out of Dublin. Claiming that EA/Bioware have some sort of political clout that these others don't is pretty arrogant - as is assuming that the data infrastucture they require is far greater than that of other companies too.

Yeah, that claim is complete and utter crap. The only way they could realistically claim it is if nobody on their team ever did any HW or bandwidth estimates until now, and then they had that "uh-oh" moment when they found they'd need more than a few dozen servers.

I have direct experience with data center capacity and deployment by the kind of "other companies" they compare to, and there's just no way EA/Bioware is anywhere in the same ballpark...probably not even within a few orders of magnitude.

Fake edit: Unless they're talking about the initial digital distribution and patching, which as I understand it is on the order of 523412467 GB. :)


Title: Re: SWTOR
Post by: caladein on September 27, 2011, 09:59:49 AM
Its just a dodge.  There will be tanks and healer shortages, and plenty of dual wielding jedi all comepting for one slot in a group.

Of course there will be, but making 75% of the ACs dual-role and having fully automated companions closes the gap a bit.  Would dual-specs close it even further?  I believe so, although less than in a game without companions.


Title: Re: SWTOR
Post by: Ingmar on September 27, 2011, 11:02:32 AM
It's been said before but not in a while I guess - there won't be dual specs at launch, but they're planning to add them 'soon' thereafter. I'd guess in whatever the first big content patch is, but that's nothing more than a guess.


Title: Re: SWTOR
Post by: sam, an eggplant on September 27, 2011, 11:10:48 AM
SWTOR will have dual-specs similar to WoW, but currently the plan is not to allow respeccing your advanced class. So if you pick an advanced class that doesn't support a role, you're out of luck. Like everything else, it's an unambitious WoW clone. It doesn't innovate, even within strict boundaries, like Rift's soul and multi-role mechanic.


Title: Re: SWTOR
Post by: koro on September 27, 2011, 11:31:09 AM
SWTOR will have dual-specs similar to WoW, but currently the plan is not to allow respeccing your advanced class. So if you pick an advanced class that doesn't support a role, you're out of luck. Like everything else, it's an unambitious WoW clone. It doesn't innovate, even within strict boundaries, like Rift's soul and multi-role mechanic.

I've actually heard nothing but the complete opposite: that there will be no dual-specs within an AC, but you can switch ACs for a rapidly increasing fee.


Title: Re: SWTOR
Post by: Ingmar on September 27, 2011, 11:33:27 AM
That's the respeccing, which I think will be in at launch?

So - respec at a trainer for a fee if you want to change ACs, but also you have dual speccing on the fly within an AC at some point down the road.


Title: Re: SWTOR
Post by: koro on September 27, 2011, 11:40:40 AM
That's the respeccing, which I think will be in at launch?

So - respec at a trainer for a fee if you want to change ACs, but also you have dual speccing on the fly within an AC at some point down the road.

I've no clue. Bioware's had some really weird, inconsistent, vague communication of late, both with the public and with their testers.


Title: Re: SWTOR
Post by: Simond on September 27, 2011, 11:49:55 AM
I'm guessing their "We don't need dual-spec/dungeon queues/etc" Vision ran head on into the feedback from the first beta weekend and died quietly in a corner.


Title: Re: SWTOR
Post by: Sky on September 27, 2011, 12:06:34 PM
Yeah, it's gotten muddy with the testing and constant interviewing.

As far as I understand it right now:

AC switching is in at steeply increasing cost, until lvl 20 or so, when you're locked in. To allow people to get a feel for the AC before locking in the choice - though I imagine most core skills come later than the cutoff.

Respec within AC is in, at escalating cost.

No dual spec/multi-spec currently.

I really wish they'd follow Rift, and I feel I should mention that at least once in the thread  :grin:. Even though I tended to settle on a spec to fill each role, it's nice to have the variety to dial in what you feel suits you best. And within classes that multiple specs can fill the same role, it's nice to have a couple to fit the situation (ie; my cleric can have a purifier-based heal style as well as a warden style, for flexibility).


Title: Re: SWTOR
Post by: sam, an eggplant on September 27, 2011, 12:12:58 PM
Right, dual-spec is not in yet, it will be post-release.


Title: Re: SWTOR
Post by: Reg on September 27, 2011, 12:46:18 PM
I hope that it did actually quietly die in a corner. God knows it wouldn't be the first time an MMO dev decided to stubbornly hold on to some stupid issue and ended making his game worse because of it. I can think of a couple of games that improved amazingly once their old guard devs finally left.


Title: Re: SWTOR
Post by: Threash on September 27, 2011, 01:22:38 PM


AC switching is in at steeply increasing cost, until lvl 20 or so, when you're locked in. To allow people to get a feel for the AC before locking in the choice - though I imagine most core skills come later than the cutoff.

Respec within AC is in, at escalating cost.

No dual spec/multi-spec currently.


This is going to kill the game for me.  Even dual specs are simply no longer enough.  I have five different specs that i can switch between at will in Rift, respeccing any one of them costs about as much as you get for a single daily quest.  That is the bare minimum a new game should be shooting for.


Title: Re: SWTOR
Post by: sam, an eggplant on September 27, 2011, 01:33:08 PM
You could very accurately say that Rift innovated in its mechanics while SWTOR focused on content.


Title: Re: SWTOR
Post by: Threash on September 27, 2011, 01:39:34 PM
Still, it's one of those things that once you get it and see how great it works you can't do without.


Title: Re: SWTOR
Post by: Ingmar on September 27, 2011, 01:45:42 PM
Worth considering is whether or not you really need any respecs or dual specs before you hit the endgame in a game that provides you a companion character that can fill any role, and how long you think it will be before you're looking at seriously consuming any endgame content.


Title: Re: SWTOR
Post by: sam, an eggplant on September 27, 2011, 01:47:23 PM
Worth considering is whether or not you really need any respecs or dual specs before you hit the endgame in a game that provides you a companion character that can fill any role, and how long you think it will be before you're looking at seriously consuming any endgame content.
The last I heard, companions were not usable on endgame content (raids and PvP). Also, they're MMO pets. Pets can't really replace a player.


Title: Re: SWTOR
Post by: Threash on September 27, 2011, 01:48:21 PM
Give them enough damage and DPS players can easily be replaced by a pet.


Title: Re: SWTOR
Post by: Paelos on September 27, 2011, 01:49:14 PM
Give them enough damage and DPS players can easily be replaced by a pet.

God willing.


Title: Re: SWTOR
Post by: sam, an eggplant on September 27, 2011, 01:50:21 PM
Give them enough damage and DPS players can easily be replaced by a pet.
Not if the content requires more than standing stationary and practicing your rotation.


Title: Re: SWTOR
Post by: Ingmar on September 27, 2011, 01:50:56 PM
Worth considering is whether or not you really need any respecs or dual specs before you hit the endgame in a game that provides you a companion character that can fill any role, and how long you think it will be before you're looking at seriously consuming any endgame content.
The last I heard, companions were not usable on endgame content (raids and PvP). Also, they're MMO pets. Pets can't really replace a player.

Yes I know. You'll note I was talking entirely about *before* the endgame. If you're not to the endgame by the time they patch in dual specs, no big deal, the swap-able companion can probably cover most of your needs before then.


Title: Re: SWTOR
Post by: Paelos on September 27, 2011, 01:51:05 PM
Give them enough damage and DPS players can easily be replaced by a pet.
Not if the content requires more than standing stationary and practicing your rotation.

I can train a dog to get out of fire faster than I could train some of the people I've raided with.


Title: Re: SWTOR
Post by: Ingmar on September 27, 2011, 01:53:17 PM
Yeah running out of fire is not a terribly complicated bit of AI. Guild Wars henchmen could do it even at release when their AI was terrible.


Title: Re: SWTOR
Post by: caladein on September 27, 2011, 02:02:08 PM
This is going to kill the game for me.  Even dual specs are simply no longer enough.  I have five different specs that i can switch between at will in Rift, respeccing any one of them costs about as much as you get for a single daily quest.  That is the bare minimum a new game should be shooting for.

Saying "but Rift gives you five stored specs!" is ignoring the context of both games (Rift and SWTOR) having radically different class designs.

I don't even think there's much of a need for being able to swap in-the-field if companions turn out to be even relatively competent.  Moreover, being able to swap specs without "going back to town" seems to encourage encounter/instance design balanced around either using all/most of the specs for just that content or having a bench.


Title: Re: SWTOR
Post by: sam, an eggplant on September 27, 2011, 02:09:12 PM
Yeah running out of fire is not a terribly complicated bit of AI. Guild Wars henchmen could do it even at release when their AI was terrible.
"Run out of the fire" is MMO-shorthand for all the weird shit modern raids make you do. This includes running out of range from other players when you have a debuff, collapsing on one person in a specific location, spreading out X yards apart like marks on a clock, tossing a hot potato back and forth, jumping on a platform and flying around, running through floating crystals the same color as a buff on your character, quickly switching targets to nuke down an add, switching targets when the boss reaches a certain percentage of health, interrupting some spells but not others, joining interrupt rotations, using survivability cooldowns to avoid raidwide damage pulses, etc. None of it is rocket science, it's mostly simple action/response, but it changes fight to fight and pet AI won't do all that crap.

I'm pretty surprised I had to explain this here.


Title: Re: SWTOR
Post by: Amaron on September 27, 2011, 02:10:04 PM
I've actually heard nothing but the complete opposite: that there will be no dual-specs within an AC, but you can switch ACs for a rapidly increasing fee.

They already have normal respecing they just don't have "dual spec".   They also seem pretty firm on not allowing you to change your AC.   All this has been reported pretty piecemeal though.


Title: Re: SWTOR
Post by: sam, an eggplant on September 27, 2011, 02:11:16 PM
Right. The advanced class is like the final class in Everquest2, which was widely thought to be a great idea, remains in EQ2 to this day, and emulated by lots of other MMOs.


Title: Re: SWTOR
Post by: Ingmar on September 27, 2011, 02:18:34 PM
Yeah running out of fire is not a terribly complicated bit of AI. Guild Wars henchmen could do it even at release when their AI was terrible.
"Run out of the fire" is MMO-shorthand for all the weird shit modern raids make you do. This includes running out of range from other players when you have a debuff, collapsing on one person in a specific location, spreading out X yards apart like marks on a clock, tossing a hot potato back and forth, jumping on a platform and flying around, running through floating crystals the same color as a buff on your character, quickly switching targets to nuke down an add, switching targets when the boss reaches a certain percentage of health, interrupting some spells but not others, joining interrupt rotations, using survivability cooldowns to avoid raidwide damage pulses, etc. None of it is rocket science, it's mostly simple action/response, but it changes fight to fight and pet AI won't do all that crap.

I'm pretty surprised I had to explain this here.

I'm pretty surprised you think the leveling content where you're using the henchmen will have a lot of this kind of stuff.


Title: Re: SWTOR
Post by: Chimpy on September 27, 2011, 02:26:13 PM
Pretty sure Paelos meant the literal sense of "Don't stand in the fire", not the expanded stuff. From reading his WoW board posts I am pretty sure he was playing with people who it took the kindergarten teacher a week to teach how to clap their hands.


Title: Re: SWTOR
Post by: Mosesandstick on September 27, 2011, 02:31:14 PM
Advanced class switching is definitely in. They said it would very quickly become prohibitively expensive.


Title: Re: SWTOR
Post by: Sjofn on September 27, 2011, 02:33:33 PM
Pretty sure Paelos meant the literal sense of "Don't stand in the fire", not the expanded stuff. From reading his WoW board posts I am pretty sure he was playing with people who it took the kindergarten teacher a week to teach how to clap their hands.

No, that's me.  :awesome_for_real:


Title: Re: SWTOR
Post by: caladein on September 27, 2011, 02:36:40 PM
I'm pretty surprised you think the leveling content where you're using the henchmen will have a lot of this kind of stuff.

I don't know if it will, but I definitely think it should to an extent.  One of the best things I found about Cataclysm's leveling was you were often presented with relatively low-risk raid mechanics.  Break line-of-sight with the big dragon, interrupt something, don't stand in fire, side-step the mob that's charging at you, things like that.

None of it was particularly deadly but it did consistently introduce players to patterns and skills they would find useful later on.


Title: Re: SWTOR
Post by: Paelos on September 27, 2011, 03:09:42 PM
Pretty sure Paelos meant the literal sense of "Don't stand in the fire", not the expanded stuff. From reading his WoW board posts I am pretty sure he was playing with people who it took the kindergarten teacher a week to teach how to clap their hands.

Yeah I played with people who couldn't walk and chew gum. Nor were they willing to listen to people explain how to chew.


Title: Re: SWTOR
Post by: Lantyssa on September 27, 2011, 04:58:20 PM
Bowing out of BC for the moment.  Doing this so I can have some questions answered.


Title: Re: SWTOR
Post by: koro on September 27, 2011, 07:05:36 PM
Right. The advanced class is like the final class in Everquest2, which was widely thought to be a great idea, remains in EQ2 to this day, and emulated by lots of other MMOs.

 :oh_i_see:


Title: Re: SWTOR
Post by: Evildrider on September 27, 2011, 07:38:14 PM
Right. The advanced class is like the final class in Everquest2, which was widely thought to be a great idea, remains in EQ2 to this day, and emulated by lots of other MMOs.


Advanced classes in TOR are not like going from Fire Mage to Frost Mage spec.  It's more like going from a Priest to a Warrior or say a Rogue to a Mage.

Other than that, Dual-spec "after launch", Respecs available within your AC at increasing costs (like say WoW), and you can change your AC at increasing high costs until level 20ish.  That's the current stance on everything at least.  I don't see it changing from that.


Title: Re: SWTOR
Post by: eldaec on September 27, 2011, 09:19:16 PM
Right. The advanced class is like the final class in Everquest2, which was widely thought to be a great idea, remains in EQ2 to this day, and emulated by lots of other MMOs.

The difference is that base to advanced happens much quicker here and is only really a way to signal that the two advanced classes share content/story.

A better comparison is base and advanced class in Daoc, which most people probably don't even remember existed.


Title: Re: SWTOR
Post by: Ingmar on September 27, 2011, 09:21:08 PM
Right. The advanced class is like the final class in Everquest2, which was widely thought to be a great idea, remains in EQ2 to this day, and emulated by lots of other MMOs.

The difference is that base to advanced happens much quicker here and is only really a way to signal that the two advanced classes share content/story.

A better comparison is base and advanced class in Daoc, which most people probably don't even remember existed.

Most people didn't play viking-base-class casters who couldn't benefit from acuity buffs because those only worked on mystics.  :angryfist:


Title: Re: SWTOR
Post by: Sheepherder on September 27, 2011, 09:22:11 PM


Title: Re: SWTOR
Post by: Sjofn on September 27, 2011, 11:27:03 PM
Right. The advanced class is like the final class in Everquest2, which was widely thought to be a great idea, remains in EQ2 to this day, and emulated by lots of other MMOs.

The difference is that base to advanced happens much quicker here and is only really a way to signal that the two advanced classes share content/story.

A better comparison is base and advanced class in Daoc, which most people probably don't even remember existed.

Most people didn't play viking-base-class casters who couldn't benefit from acuity buffs because those only worked on mystics.  :angryfist:

But at least you had your FREE TWOHANDED WEAPON that you never used.


Title: Re: SWTOR
Post by: Fordel on September 27, 2011, 11:40:49 PM
Re-roll Valewalker!


Title: Re: SWTOR
Post by: sam, an eggplant on September 28, 2011, 06:07:36 AM
The difference is that base to advanced happens much quicker here and is only really a way to signal that the two advanced classes share content/story.
Well now we're getting into NDA territory so I'll just say that the mechanic wasn't a good idea in EQ2 and I don't see any reason why it would be any better in another game.


Title: Re: SWTOR
Post by: Lakov_Sanite on September 28, 2011, 06:27:51 AM
Seriously, if it's november and the nda is still up, fuck that shit.


Title: Re: SWTOR
Post by: luckton on September 28, 2011, 06:44:30 AM
Is there another beta test this weekend?


Title: Re: SWTOR
Post by: koro on September 28, 2011, 07:04:28 AM
Is there another beta test this weekend?

Very doubtful.

I don't expect to see more than one beta weekend a month til release, to be honest.


Title: Re: SWTOR
Post by: Shatter on September 28, 2011, 07:52:32 AM
They are still trying to get the beta testers back in and I dont think half even have invites yet.  My guess is weekend betas wont start back until at least a week or 2 after all the original beta testers are in which probably means weekend betas probably wont be back in until around Oct 22 at best. 


Title: Re: SWTOR
Post by: sam, an eggplant on September 28, 2011, 10:56:41 AM
If you look at the weekend betas as marketing, they want to do as many as possible. I would expect them to start up again next weekend. Their beta process is... weird... in ways I can't describe without breaking NDA. But think of the WAR beta, just less so.


Title: Re: SWTOR
Post by: Miasma on September 29, 2011, 06:27:04 PM
Got an email implying I had already been beta testing, which I've never been given access to, asking me to pre-order the game, which I already have, they should know that because I registered the pre order on their site... hoping for access to the beta which I never got.  Good job.


Title: Re: SWTOR
Post by: Ingmar on September 29, 2011, 06:28:26 PM
We all got those too. I think someone in their marketing department spammed the wrong email list.

EDIT: There's a 62 page thread on their official forums about it. Probably 64 by the time I hit post.  :why_so_serious:


Title: Re: SWTOR
Post by: MuffinMan on September 29, 2011, 06:31:20 PM
:angryfist:


Title: Re: SWTOR
Post by: luckton on September 29, 2011, 06:33:37 PM
:angryfist:


Title: Re: SWTOR
Post by: MuffinMan on September 29, 2011, 06:35:30 PM
Heh, just got another e-mail.

Quote
We hope you are enjoying participating in the Game Testing Program and want to thank you for helping shape the most anticipated MMO to date.

We've posted a fun short survey for game testers, and the results have been really interesting so far. Answer a few questions and see what your fellow testers are thinking. After the survey, hit the forums to talk about your experience or get gameplay tips.


Title: Re: SWTOR
Post by: Minvaren on September 29, 2011, 06:49:54 PM
Same here - and I'm not in beta...?


Title: Re: SWTOR
Post by: Crumbs on September 29, 2011, 06:56:56 PM
I got the emails too  :heartbreak:  Trying to get on the bioware site but guess what!

Quote
Some sections of SWTOR.com are currently unavailable due to unusually high traffic. We apologize for the inconvenience. Please check back to this page later.

Edit:  just checked twitter.  Did someone say twitch?


Title: Re: SWTOR
Post by: Tearofsoul on September 29, 2011, 07:46:45 PM
Someone is gonna get fired  :grin:


Title: Re: SWTOR
Post by: TripleDES on September 29, 2011, 09:36:16 PM
And I was wondering whether I missed an earlier email or something...


Title: Re: SWTOR
Post by: Fordel on September 29, 2011, 09:55:39 PM
There was a legitimate new wave of Beta invites too.


Title: Re: SWTOR
Post by: UnSub on September 29, 2011, 10:21:43 PM
I got the emails too  :heartbreak:  Trying to get on the bioware site but guess what!

Quote
Some sections of SWTOR.com are currently unavailable due to unusually high traffic. We apologize for the inconvenience. Please check back to this page later.

Edit:  just checked twitter.  Did someone say twitch?

Once Ireland upgrades its internet, this will all be fixed.


Title: Re: SWTOR
Post by: luckton on September 30, 2011, 02:01:28 AM
http://www.swtor.com/community/showthread.php?t=514549


Title: Re: SWTOR
Post by: luckton on September 30, 2011, 04:00:07 AM
(http://i.imgur.com/TfHyq.jpg)


Title: Re: SWTOR
Post by: Shatter on September 30, 2011, 04:22:05 AM
So if they send you an email thats says you played the beta but you don't remember playing the beta, does the tree make a sound? 


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 05:03:08 AM
pic

are you a bot that aggregates content from reddit to here?


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 05:03:59 AM
We all got those too. I think someone in their marketing department spammed the wrong email list.

EDIT: There's a 62 page thread on their official forums about it. Probably 64 by the time I hit post.  :why_so_serious:

when it gets to 300 they will listen.


Title: Re: SWTOR
Post by: luckton on September 30, 2011, 05:14:34 AM
pic

are you a bot that aggregates content from reddit to here?

Someone would have eventually.  Relevant data is relevant.  :grin:


Title: Re: SWTOR
Post by: sam, an eggplant on September 30, 2011, 07:05:53 AM
There was a legitimate new wave of Beta invites too.
Yes, and it looks like (separate) beta weekend invites as well.


Title: Re: SWTOR
Post by: Miasma on September 30, 2011, 07:06:38 AM
pic

are you a bot that aggregates content from reddit to here?
I would prefer someone repost such things than having to actually sift through all the shit on reddit for the awesome gems found in about one in 1000 posts.


Title: Re: SWTOR
Post by: Crumbs on September 30, 2011, 07:07:01 AM
I always enjoy "sorry for the confusion this may have caused." As in, "we meant to do that, sorry it confused you."


Title: Re: SWTOR
Post by: fuser on September 30, 2011, 07:21:19 AM
There was a legitimate new wave of Beta invites too.
Yes, and it looks like (separate) beta weekend invites as well.

Wait didn't they say the first beta weekend group was getting re-invited first?


Title: Re: SWTOR
Post by: luckton on September 30, 2011, 07:25:15 AM
There was a legitimate new wave of Beta invites too.
Yes, and it looks like (separate) beta weekend invites as well.

Wait didn't they say the first beta weekend group was getting re-invited first?

At this point they ought to just let everyone in for a weekend to both satisfy as a mea culpa for the emails and give their Irish servers a run for their money  :grin:


Title: Re: SWTOR
Post by: Sky on September 30, 2011, 07:27:16 AM
They said the 1st beta weekend group would be eligible for further testing, not that they'd be invited first :)

Also in the group in favor of others mining the mountains of reddit for the few veins of ore.


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 08:20:50 AM
pic

are you a bot that aggregates content from reddit to here?
I would prefer someone repost such things than having to actually sift through all the shit on reddit for the awesome gems found in about one in 1000 posts.

3rd top link in the gaming subreddit is a gem hard to find for sure.


Title: Re: SWTOR
Post by: Sky on September 30, 2011, 08:33:36 AM

3rd top link in the gaming subreddit is a gem hard to find for sure.
Yes, it would be so much easier than simply reading a thread I'm already reading.


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 08:50:54 AM

3rd top link in the gaming subreddit is a gem hard to find for sure.
Yes, it would be so much easier than simply reading a thread I'm already reading.

Sorry wasn't aware that your internet surfing habits are solely devoted to this one message board. Please continue the rage face meme proliferation. Just for shits and giggles heres some stuff on what happens when you make desperate, whiny self entitled people think they missed a beta invite :

(http://i.imgur.com/cIHKA.png)
(http://i.imgur.com/7H4XL.png)
(http://i.imgur.com/rAkpX.png)
(http://i.imgur.com/ykMWV.png)


Title: Re: SWTOR
Post by: MuffinMan on September 30, 2011, 09:01:17 AM
Can you ragequit a game you've never even played?


Title: Re: SWTOR
Post by: Rasix on September 30, 2011, 09:08:48 AM
These whiners will still be there day 1 with collector's editions. 


Title: Re: SWTOR
Post by: Surlyboi on September 30, 2011, 09:09:12 AM
Stupid I can tolerate.

Stupid and unnecessarily entitled? I'd be raking bitches over the coals.

"You cancelled your preorder? over that? Good, we just weeded out another shitty player."


Title: Re: SWTOR
Post by: Sky on September 30, 2011, 09:14:52 AM
Sorry wasn't aware that your internet surfing habits are solely devoted to this one message board.
I'm just saying that if I'm already reading this thread, it's easier than going to another website (that I don't read) to see a (not particularly funny) image. But please, continue being pissy about it.


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 09:19:16 AM
Sorry wasn't aware that your internet surfing habits are solely devoted to this one message board.
I'm just saying that if I'm already reading this thread, it's easier than going to another website (that I don't read) to see a (not particularly funny) image. But please, continue being pissy about it.

Pissy? nah, you got that locked up. I'm more of a  :why_so_serious:


Title: Re: SWTOR
Post by: Merusk on September 30, 2011, 09:51:48 AM
Man, I was hoping for a "u mad bro" so Trippy could swing the banhammer.


Title: Re: SWTOR
Post by: kildorn on September 30, 2011, 09:58:51 AM
Man, people like to rage about a misclicked email.


Title: Re: SWTOR
Post by: Paelos on September 30, 2011, 10:02:56 AM
Man, people like to rage about a misclicked email.

I would bet the average age of anyone raging is b/w 14-17 years old.


Title: Re: SWTOR
Post by: Miasma on September 30, 2011, 10:23:50 AM
Sorry wasn't aware that your internet surfing habits are solely devoted to this one message board.
I'm just saying that if I'm already reading this thread, it's easier than going to another website (that I don't read) to see a (not particularly funny) image. But please, continue being pissy about it.

Pissy? nah, you got that locked up. I'm more of a  :why_so_serious:
No.  You're the twerp who shit on someone and got all internet serious because someone had the nerve to - repost a funny image - on the internet.  Just shut up.


Title: Re: SWTOR
Post by: Crumbs on September 30, 2011, 10:36:18 AM
No ragequitting on my part.  Hell, for an MMO I consider this content.


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 10:38:43 AM
Sorry wasn't aware that your internet surfing habits are solely devoted to this one message board.
I'm just saying that if I'm already reading this thread, it's easier than going to another website (that I don't read) to see a (not particularly funny) image. But please, continue being pissy about it.

Pissy? nah, you got that locked up. I'm more of a  :why_so_serious:
No.  You're the twerp who shit on someone and got all internet serious because someone had the nerve to - repost a funny image - on the internet.  Just shut up.

Even lukton found it funny (which how it was meant) by his response....remind me again who is being "internet serious", cause to me this is the random comments thread until the nda drops. But hey at least we are cruising to page 400, just glad I could contribute.


Title: Re: SWTOR
Post by: Paelos on September 30, 2011, 10:40:14 AM
No ragequitting on my part.  Hell, for an MMO I consider this content.

Sadly, so do I. Half the fun in an MMO is the pre-release fiascos and forum drama-whoring for beta keys.


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 10:42:13 AM
No ragequitting on my part.  Hell, for an MMO I consider this content.

Sadly, so do I. Half the fun in an MMO is the pre-release fiascos and forum drama-whoring for beta keys.

We need Stephen Reid to make a few posts here ala the Mark Jacobs starfucking incident of 09.


Title: Re: SWTOR
Post by: Reg on September 30, 2011, 10:47:48 AM
Oh that'd be awesome! F13 badly needs the 500 new posters that will post just in this thread.


Title: Re: SWTOR
Post by: Draegan on September 30, 2011, 11:15:27 AM
How else will we get to 1000 pages before December?


Title: Re: SWTOR
Post by: sam, an eggplant on September 30, 2011, 11:31:24 AM
Reid is just the CM. It would have to be someone like Jeff Hickman (meh), Dallas Dickinson, or really one of the good Doctors (which would be awesome).


Title: Re: SWTOR
Post by: Sky on September 30, 2011, 11:39:06 AM
I'd like to see the combo of James and Daniel come in and shoot off about a whole bunch of great features laden with their brand of thick, syrupy hype sauce. I think they're shooting for Molyneuxesque at this point.


Title: Re: SWTOR
Post by: Outlawedprod on September 30, 2011, 12:01:16 PM
Less worried about them sending e-mails by mistake.  More worried by the fact they don't appear to be doing this in-house. HTML e-maiils autoflagged as spam because stuff is linked off the swtor domain and instead on chtah.com.  This is a failure that chtah.com seems to do regularly.


Title: Re: SWTOR
Post by: Fabnusen on September 30, 2011, 01:24:29 PM
Hey everyone. I thought I'd share a little info about me:
 
I've been lurking here for a long time. I admit it: utter, seething nerd rage over the NGE brought me here. I remember the 100+ page (at that time considered) epic thread and its summary execution. Have no fear! I am aware of the general disdain for those that found F13 simply due to their nerd rage and the tool-like behavior some of those same people exhibit. That's not me. I enjoy reading (no bullshit & no smoke blowing up any asses) the witty comments, scathing - but honest - feedback and the occasional insight from developers. I've not really done much over here but lurk. Not because I am an unsocial ass, but because I've always felt like a guest; a welcomed guest but, still a guest. I always figured it was best if I kept my NGE roots to myself. In other words, mind my P's & Q's.
 
Anyway, I am looking forward to seeing you all in game!

P.S. Oh, the false e-mail thing? Fucking teases. Besides, like someone else said, it's content at this point.


Title: Re: SWTOR
Post by: Surlyboi on September 30, 2011, 01:53:10 PM
Fuckin' noob.


Title: Re: SWTOR
Post by: Fabnusen on September 30, 2011, 02:02:36 PM
Fuckin' noob.

Crusty old fuck.

I take that back. Noob? Fair enough.


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 02:08:24 PM
Fuckin' noob.

Crusty old fuck.

I take that back. Noob? Fair enough.

You joining bc ? I look forward to lightsabering you in the face then  :grin:


Title: Re: SWTOR
Post by: Ingmar on September 30, 2011, 02:08:49 PM
No, he is a crusty old fuck, you were right.  :-P


Title: Re: SWTOR
Post by: Surlyboi on September 30, 2011, 02:22:05 PM
Old enough to grind to max level up hill both ways in a goddamn snowstorm. Now get off my fuckin' lawn.


Title: Re: SWTOR
Post by: Fabnusen on September 30, 2011, 02:39:15 PM
Quote
You joining bc ? I look forward to lightsabering you in the face then  :grin:

Yep. I already have, actually. I am a proby due to my admitted NGE nerd rage. Look for me there as Tokoyami.


Title: Re: SWTOR
Post by: Chimpy on September 30, 2011, 02:42:46 PM
Old enough to grind to max level up hill both ways in a goddamn snowstorm. Now get off my fuckin' lawn.

How are you going to stay awake for all of the cut-scenes? Old timers always fall asleep after watching TV for 5 minutes, dontchaknow?


Title: Re: SWTOR
Post by: Sjofn on September 30, 2011, 04:21:59 PM
And the youngsters can't stand having to sit still for more than five minutes either! Shit, this game is going to be a failure.  :ye_gods:


Title: Re: SWTOR
Post by: luckton on September 30, 2011, 04:28:12 PM
Old enough to grind to max level up hill both ways in a goddamn snowstorm. Now get off my fuckin' lawn.

STAY A WHILE AND LISTEN!

 :why_so_serious:


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 06:01:22 PM
Old enough to grind to max level up hill both ways in a goddamn snowstorm. Now get off my fuckin' lawn.

STAY A WHILE AND LISTEN!

 :why_so_serious:

In my day we called camp checks on orc2...


Title: Re: SWTOR
Post by: Lakov_Sanite on September 30, 2011, 06:03:59 PM
49 monk lfg fbss


Title: Re: SWTOR
Post by: Fabnusen on September 30, 2011, 07:24:49 PM
Old enough to grind to max level up hill both ways in a goddamn snowstorm. Now get off my fuckin' lawn.

STAY A WHILE AND LISTEN!

 :why_so_serious:

In my day we called camp checks on orc2...


Good times though! I thought I was the shiznat when I got a full set of Banded (?) armor. I fondly remember the first time I whored my shammy out for SOWs; 1plat per. Good times ;)


Title: Re: SWTOR
Post by: Sky on September 30, 2011, 07:26:05 PM
49 monk lfg fbss
Ninjaloot for my rogue pet

My favorite was timer camping Hadden for the fishbone and selling them on ebay.


Title: Re: SWTOR
Post by: Kirth on September 30, 2011, 07:44:19 PM
Old enough to grind to max level up hill both ways in a goddamn snowstorm. Now get off my fuckin' lawn.

STAY A WHILE AND LISTEN!

 :why_so_serious:

In my day we called camp checks on orc2...


Good times though! I thought I was the shiznat when I got a full set of Banded (?) armor. I fondly remember the first time I whored my shammy out for SOWs; 1plat per. Good times ;)

Trading in @ torch 1, some guy random gave me some silver boots of whatever and I used those forever. I had full set of ivy etched too!


Title: Re: SWTOR
Post by: Surlyboi on October 01, 2011, 07:25:53 AM
At the risk of making this an old gamer nostalgia thread, my fourth day in some random guy twinked me with a shiny brass shield and a set of ivy etched that I wore 'til I was like level 40.


Title: Re: SWTOR
Post by: Sky on October 01, 2011, 10:04:44 AM
I originally quit EQ1 being the highest level wizard (1st to 30!) on the server because of a beta guild (3 guilds from beta) meltdown over rubicite armor. That zone got fucking UGLY. Funny how things changed from beta to release.

...but I sold that character on ebay, so win! Couple great ebay years there, between EQ1 and UO. Hell, even a small house on atlantic would sell for $50.


Title: Re: SWTOR
Post by: eldaec on October 01, 2011, 10:59:30 AM
At the risk of making this an old gamer nostalgia thread, my fourth day in some random guy twinked me with a shiny brass shield and a set of ivy etched that I wore 'til I was like level 40.

One of the many many many things I hate about modern mmorpg thinking is that today this is inexplicably regarded as a bad thing.


Title: Re: SWTOR
Post by: Shatter on October 01, 2011, 12:16:17 PM
I originally quit EQ1 being the highest level wizard (1st to 30!) on the server because of a beta guild (3 guilds from beta) meltdown over rubicite armor. That zone got fucking UGLY. Funny how things changed from beta to release.

...but I sold that character on ebay, so win! Couple great ebay years there, between EQ1 and UO. Hell, even a small house on atlantic would sell for $50.

lol, I sold my 2 EQ1 accounts years ago and made over $1000 :)  Since then I got them back so I guess thats a win win. 


Title: Re: SWTOR
Post by: Surlyboi on October 01, 2011, 01:43:54 PM
At the risk of making this an old gamer nostalgia thread, my fourth day in some random guy twinked me with a shiny brass shield and a set of ivy etched that I wore 'til I was like level 40.

One of the many many many things I hate about modern mmorpg thinking is that today this is inexplicably regarded as a bad thing.

Well, that was because the catasses got pissy that noobs didn't have to work as hard sometimes.


Title: Re: SWTOR
Post by: caladein on October 01, 2011, 01:49:42 PM
Well, the simple answer is that twinking of that sort really messes with PvP (and group PvE to a lesser extent).


Title: Re: SWTOR
Post by: Surlyboi on October 01, 2011, 02:11:53 PM
Fuck PVP in its fucking earhole. You shouldn't be PVPing with people half your level or less anyway.


Title: Re: SWTOR
Post by: Sky on October 01, 2011, 02:29:52 PM
How does pvp not fuck up pve, ffs. So tired of that one. Twinking is a lot of fun for alts imo.


Title: Re: SWTOR
Post by: Paelos on October 01, 2011, 06:20:07 PM
Wow yall are taking this thread to dangerous new unexplored places.  :roll:


Title: Re: SWTOR
Post by: Tannhauser on October 01, 2011, 06:27:14 PM
It's ok, all MMO threads on f13 end in either pvp or wardrobe arguments.


Title: Re: SWTOR
Post by: Koyasha on October 01, 2011, 07:48:12 PM
Well, that was because the catasses got pissy that noobs didn't have to work as hard sometimes.
I'd say it was more the "eternal noob" type that got pissy.  Anyone with a high level character themselves had an easy means to twink their own lowbies, so it's unlikely they were complaining much.


Title: Re: SWTOR
Post by: Amaron on October 02, 2011, 01:32:38 AM
God EQ twinking.   Don't even bring that up.   The trauma of farming haste belts.


Title: Re: SWTOR
Post by: Simond on October 02, 2011, 02:35:24 AM
At the risk of making this an old gamer nostalgia thread, my fourth day in some random guy twinked me with a shiny brass shield and a set of ivy etched that I wore 'til I was like level 40.

One of the many many many things I hate about modern mmorpg thinking is that today this is inexplicably regarded as a bad thing.
http://www.wowpedia.org/Heirloom  :oh_i_see:


Title: Re: SWTOR
Post by: eldaec on October 02, 2011, 03:20:07 AM
Hey we implemented a pointless and terrible bind on equip mechanic so let's invent another overcomplicated mechanic that kind of works in different direction.  :uhrr:


Title: Re: SWTOR
Post by: UnSub on October 02, 2011, 08:03:48 AM
lol, I sold my 2 EQ1 accounts years ago and made over $1000 :) 

... which is why SWOR is going to have a cash shop either at launch or within the first 12 months post-launch.


Title: Re: SWTOR
Post by: Shatter on October 02, 2011, 08:27:32 AM
lol, I sold my 2 EQ1 accounts years ago and made over $1000 :) 

... which is why SWOR is going to have a cash shop either at launch or within the first 12 months post-launch.

Yeah well I would be obligated to pay for a jawa companion going "UTINI!"


Title: Re: SWTOR
Post by: Crumbs on October 02, 2011, 09:06:30 AM
lol, I sold my 2 EQ1 accounts years ago and made over $1000 :) 

... which is why SWOR is going to have a cash shop either at launch or within the first 12 months post-launch.

Yeah well I would be obligated to pay for a jawa companion going "UTINI!"

Rainbow Lightsabers.  Rainbow Lightsabers.


Title: Re: SWTOR
Post by: Malakili on October 02, 2011, 10:54:51 AM
lol, I sold my 2 EQ1 accounts years ago and made over $1000 :) 

... which is why SWOR is going to have a cash shop either at launch or within the first 12 months post-launch.

Yeah well I would be obligated to pay for a jawa companion going "UTINI!"

Rainbow Lightsabers.  Rainbow Lightsabers.

I want a Twi'lek advisor to follow me around as a non-combat "pet."


Title: Re: SWTOR
Post by: Chimpy on October 02, 2011, 11:12:54 AM
There are days when this thread does not deliver as well as other days.


Oh hi, 11000th reply though!


Title: Re: SWTOR
Post by: eldaec on October 02, 2011, 12:03:31 PM
There are days when this thread does not deliver as well as other days.

I find your lack of faith disturbing.


Title: Re: SWTOR
Post by: eldaec on October 02, 2011, 12:04:05 PM
See? With that kind of quality posting going on, how can you not love this thread.


Title: Re: SWTOR
Post by: Reg on October 02, 2011, 02:01:28 PM
If we're all very lucky perhaps someone will start telling ewok jokes!


Title: Re: SWTOR
Post by: Shatter on October 02, 2011, 02:36:34 PM
If we're all very lucky perhaps someone will start telling ewok jokes!

Q:  Why did the Ewok fall out of the tree?
A:  It was dead.


Title: Re: SWTOR
Post by: Evildrider on October 02, 2011, 02:45:44 PM
If we're all very lucky perhaps someone will start telling ewok jokes!

Q:  Why did the Ewok fall out of the tree?
A:  It was dead.

Ewokka Ewokka Ewokka


Title: Re: SWTOR
Post by: Surlyboi on October 02, 2011, 11:59:37 PM
Reminds me of the SWG beta days when they opened up Endor and a bunch of people wanted to go out and kill ewoks. About an hour later, they're all sitting at the starport, HAM bars all black. Those Ewoks were bad little fuckers back then.


Title: Re: SWTOR
Post by: eldaec on October 03, 2011, 10:58:43 AM
This thread is now for terrible ewok image macros.

(http://dl.dropbox.com/u/318368/128666610498350701.jpg)


Title: Re: SWTOR
Post by: Kirth on October 03, 2011, 01:09:32 PM
(http://growabrain.typepad.com/photos/uncategorized/2009/01/01/the_son_of_ewok.gif)


Title: Re: SWTOR
Post by: Simond on October 03, 2011, 02:02:37 PM
(http://i.imgur.com/z5Zs6.jpg)


Title: Re: SWTOR
Post by: Fabricated on October 03, 2011, 02:30:20 PM
Don't turn this into a spam thread thanks.


Title: Re: SWTOR
Post by: Lakov_Sanite on October 03, 2011, 04:23:51 PM
I'm not sure there's ever such a thing as spam when dead ewoks are concerned.


Title: Re: SWTOR
Post by: Crumbs on October 03, 2011, 04:57:19 PM
So, NDA going to lift anytime soon? 


Title: Re: SWTOR
Post by: Nebu on October 03, 2011, 05:02:43 PM
The storyline has to stay sooper sekrit, remember?


Title: Re: SWTOR
Post by: Hawkbit on October 03, 2011, 06:09:53 PM
I heard the client install is 1.5 petabytes, confirm?


Title: Re: SWTOR
Post by: sam, an eggplant on October 03, 2011, 06:11:48 PM
So, NDA going to lift anytime soon? 
I wouldn't bet on them ever dropping NDA. My guess is they'll keep it under wraps until the december stress test marketing beta, which will obviously be open.


Title: Re: SWTOR
Post by: Lantyssa on October 03, 2011, 06:14:14 PM
Maybe they'll try to embargo the press until a week after release.


Title: Re: SWTOR
Post by: Mosesandstick on October 03, 2011, 06:18:19 PM
When do MMOs this big usually drop NDA?


Title: Re: SWTOR
Post by: schild on October 03, 2011, 06:22:27 PM
There's only one big MMO. WoW. It had nothing worth calling an NDA.

That's the only game SWTOR wants to compete against. As such, there are no other games.


Title: Re: SWTOR
Post by: Lakov_Sanite on October 03, 2011, 06:38:29 PM
and there won't be an open beta, there will be a "paid" beta.....


yes, think on that.

You are now officially paying to beta test.


Title: Re: SWTOR
Post by: Rasix on October 03, 2011, 06:57:16 PM

You are now officially paying to beta test.

(http://www.magnetmagazine.com/wp-content/uploads/2010/01/TALKING-HEADS550b1.jpg)

Same as it ever was...


Title: Re: SWTOR
Post by: Ingmar on October 03, 2011, 06:57:53 PM
As opposed to unofficially paying to beta test every other MMO that's ever launched?


Title: Re: SWTOR
Post by: Lakov_Sanite on October 03, 2011, 07:00:33 PM
As opposed to unofficially paying to beta test every other MMO that's ever launched?

Well yes, that's kind of the point...it's not even a pretense anymore.


Title: Re: SWTOR
Post by: eldaec on October 03, 2011, 10:06:50 PM
When do MMOs this big usually drop NDA?

1 week before launch if they are plain terrible.

1 month before launch if they are an uninspired retread pushed out the door three months early.

1 quarter before launch if they are halfway decent and contribute anything worthwhile to the genre. Or if it is WoW.


Title: Re: SWTOR
Post by: Amaron on October 03, 2011, 10:54:17 PM
Well yes, that's kind of the point...it's not even a pretense anymore.

I find it sort of amazing that you think this problem is getting worse.  That's some serious rose tinting you've got going on there.


Title: Re: SWTOR
Post by: Shatter on October 04, 2011, 04:28:54 AM
Highly doubt the NDA will drop until sometime in December.  Doing it right now wouldnt be favorable, they just implemented a new build in beta last week and are obviously still reworking aspects of the game more then just tweaks / fixes


Title: Re: SWTOR
Post by: Sky on October 04, 2011, 06:37:13 AM
I guess we need a few more pages, so it's back to the NDA complaints.

Because there are some decent spoiler sites that can answer literally any question you have that's covered by NDA. What you want is hands-on time, and I'm pretty sure they'll do enough events by late november/early december that you'll at least get to see if you're interested. Though I'm still puzzled how you don't know what you're getting here.


Title: Re: SWTOR
Post by: eldaec on October 04, 2011, 08:27:24 AM
The last time a post in this thread said anything about swtor, the star wars themed mmo, we were on page 311.

This thread is literally the internet edition of 'Just a minute'.

No pausing repetition or deviation till page 400!


Title: Re: SWTOR
Post by: Paelos on October 04, 2011, 08:29:22 AM
Here's the galaxy map!

http://www.swtor.com/info/holonet/galaxy-map (http://www.swtor.com/info/holonet/galaxy-map)


Title: Re: SWTOR
Post by: Miasma on October 04, 2011, 08:46:31 AM
Here's the galaxy map!

http://www.swtor.com/info/holonet/galaxy-map (http://www.swtor.com/info/holonet/galaxy-map)
wtf is the unity web player?


Title: Re: SWTOR
Post by: K9 on October 04, 2011, 08:49:11 AM
Seriously, wtf?


Title: Re: SWTOR
Post by: Chimpy on October 04, 2011, 08:58:24 AM
Hutt space kinda looks like a running pilsbury dough boy. Also, why the fuck is there a North labeled on the map?


Title: Re: SWTOR
Post by: Mrbloodworth on October 04, 2011, 09:13:28 AM
Here's the galaxy map!

http://www.swtor.com/info/holonet/galaxy-map (http://www.swtor.com/info/holonet/galaxy-map)
wtf is the unity web player?

Its the browser plugin for the unity game engine. As used in many recent titles.


Title: Re: SWTOR
Post by: Sky on October 04, 2011, 09:47:22 AM
Also, why the fuck is there a North labeled on the map?
North side, represent!

I think midichlorians are polarized, so like Jedi is south and Sith is north or something.


Title: Re: SWTOR
Post by: Triforcer on October 04, 2011, 09:55:59 AM
Time for an actual gameplay comment!

I've just caught up on my SWTOR reading after about a year or a year and a half of neglect.

How can it be that 3 out of the 4 classes on each side have access to stealth?  The Agent/Smuggler has perma out of combat stealth, the Sith Inquisitor/Jedi Consular (Assassin and Shadow classes, respectively) have stealth THEY CAN ATTACK OUT OF WITHOUT BREAKING STEALTH, and apparently the Sith/Jedi warrior classes have an in-combat stealth to escape.

That seems....bad for pvp.  I pity the fools stupid enough to pick a class that is occassionally visible.

Also, reading through the skill trees, somebody hasn't learned their lesson about CC in pvp.  But I guess every mmo has to go through a few months after launch with 10/30/60 second CC lockdowns and no diminishing returns (if diminishing returns exist, I haven't read it yet).  I fondly remember WoW release, with dual mage polymorph casting to perma-sheep someone for 15 minutes.  


Title: Re: SWTOR
Post by: Rasix on October 04, 2011, 10:00:35 AM
I don't think they care at this point. PVP isn't a focus for them (despite what any designer says) and surely isn't a focus at this point in development.  Enjoy your post release patches, GankbotXxX.


Title: Re: SWTOR
Post by: eldaec on October 04, 2011, 10:00:50 AM
why the fuck is there a North labeled on the map?

Saves time as that is exactly how players will refer to it.



Title: Re: SWTOR
Post by: Triforcer on October 04, 2011, 10:03:53 AM
I don't think they care at this point. PVP isn't a focus for them (despite what any designer says) and surely isn't a focus at this point in development.  Enjoy your post release patches, GankbotXxX.

I will, thank you.  The first couple months of an MMO are the most fun anyway, and it will take them at least that long to get in all the anti-CC pvp code.  Until then, ganking with the invisible flavor of the week sounds fun (although with so much stealth, it will be more like wandering around an empty pvp zone, hoping you back into someone invisible that you see before they see you). 


Title: Re: SWTOR
Post by: murdoc on October 04, 2011, 10:05:46 AM
Also, reading through the skill trees, somebody hasn't learned their lesson about CC in pvp.  But I guess every mmo has to go through a few months after launch with 10/30/60 second CC lockdowns and no diminishing returns (if diminishing returns exist, I haven't read it yet).  I fondly remember WoW release, with dual mage polymorph casting to perma-sheep someone for 15 minutes.  

There's no diminishing returns, but CC in PvP is shorter than PvE and each time you're under the effects of CC, you have a bar that fills. Once it fills, you're immune to all CC for 8 seconds.


Title: Re: SWTOR
Post by: kildorn on October 04, 2011, 10:09:58 AM
Also, reading through the skill trees, somebody hasn't learned their lesson about CC in pvp.  But I guess every mmo has to go through a few months after launch with 10/30/60 second CC lockdowns and no diminishing returns (if diminishing returns exist, I haven't read it yet).  I fondly remember WoW release, with dual mage polymorph casting to perma-sheep someone for 15 minutes.  

There's no diminishing returns, but CC in PvP is shorter than PvE and each time you're under the effects of CC, you have a bar that fills. Once it fills, you're immune to all CC for 8 seconds.

Please tell me it's called your Rage meter. Because it's totally filling with player rage.


Title: Re: SWTOR
Post by: Velorath on October 04, 2011, 10:11:05 AM
Also, reading through the skill trees, somebody hasn't learned their lesson about CC in pvp.  But I guess every mmo has to go through a few months after launch with 10/30/60 second CC lockdowns and no diminishing returns (if diminishing returns exist, I haven't read it yet).  I fondly remember WoW release, with dual mage polymorph casting to perma-sheep someone for 15 minutes.  

They announced that instead of diminishing returns, they have a CC immunity bar which fills up (I have no idea how quickly and I assume it's probably still being tweeked) as you get hit by CC effects.  Once it's full, you are immune to CC.  They said the reason they did it this way instead of diminishing returns is because this way somebody is either immune or not, which makes it easier to figure out if you should use a CC ability on them, rather than using one only for it to have little to no effect due to diminishing returns.


Title: Re: SWTOR
Post by: Kirth on October 04, 2011, 10:27:23 AM
:Waves hand: This is not the pvp game you are looking for.


Title: Re: SWTOR
Post by: Mrbloodworth on October 04, 2011, 10:31:18 AM
I was unaware it had PvP, TBH.


Title: Re: SWTOR
Post by: fuser on October 04, 2011, 10:59:25 AM
Another wave of weekend test invites went out so check your spam filters. Anything else is  :nda:


Title: Re: SWTOR
Post by: Paelos on October 04, 2011, 11:07:21 AM
Mmmmm class-based, button-mashing, cc-pvp. Delicious tears.


Title: Re: SWTOR
Post by: luckton on October 04, 2011, 12:58:01 PM
Another wave of weekend test invites went out so check your spam filters. Anything else is  :nda:

You and your lies...take them elsewhere!   :angryfist:


Title: Re: SWTOR
Post by: Evildrider on October 04, 2011, 01:35:45 PM
Another wave of weekend test invites went out so check your spam filters. Anything else is  :nda:

You and your lies...take them elsewhere!   :angryfist:

I can confirm that I got another weekend invite so  :nda:


Title: Re: SWTOR
Post by: Rasix on October 04, 2011, 01:50:16 PM
Another wave of weekend test invites went out so check your spam filters. Anything else is  :nda:

You and your lies...take them elsewhere!   :angryfist:

Quote
You Have Been Selected to Test STAR WARS: The Old Republic!

/point
/laugh

Probably won't even play.


Title: Re: SWTOR
Post by: luckton on October 04, 2011, 01:51:28 PM
 :cry2:


Title: Re: SWTOR
Post by: Ingmar on October 04, 2011, 01:54:05 PM
 :sad_panda:


Title: Re: SWTOR
Post by: NiX on October 04, 2011, 01:59:10 PM
Girlfriend works this weekend, so getting an invite works for me. :awesome_for_real:


Title: Re: SWTOR
Post by: Margalis on October 04, 2011, 02:04:39 PM
Because there are some decent spoiler sites that can answer literally any question you have that's covered by NDA.

1. I am lazy.

2. I want impressions from people I know on some level, not totally random internet dudes.

I am looking less for specific information and more from impressions, and impressions from total strangers are mostly worthless.


Title: Re: SWTOR
Post by: Kirth on October 04, 2011, 02:44:39 PM
Thank Canadian thanksgiving!  :nda: . Is there anyway us testers can coordinate something, wouldn't mind trying this with people this time.


Title: Re: SWTOR
Post by: snowwy on October 04, 2011, 02:56:12 PM
Is it too late to say: Do not want with A REMOTE CONTROLLED EWOK TIL YOU SPERGLORDS ARE ALL LEVEL 50?  And then you'll re-roll and play the other side, right?


Title: Re: SWTOR
Post by: Ingmar on October 04, 2011, 03:25:44 PM
You edited and I still have no idea what you are saying.


Title: Re: SWTOR
Post by: ajax34i on October 04, 2011, 03:33:23 PM
Parsecs, heh.  That is an Earth-Sun-specific unit of measurement.  They should have used lightyears instead.  My immersion is gone.



Title: Re: SWTOR
Post by: Kail on October 04, 2011, 03:39:34 PM
Parsecs, heh.  That is an Earth-Sun-specific unit of measurement.  They should have used lightyears instead.  My immersion is gone.

A light year is also an earth specific measurement (the distance light travels in the time it takes the earth to make one orbit).


Title: Re: SWTOR
Post by: snowwy on October 04, 2011, 05:00:24 PM
Sorry, to many beers again. I'll promise to keep quiet


Title: Re: SWTOR
Post by: Lantyssa on October 04, 2011, 05:10:39 PM
Have you ever posted when you're not drunk?  (Not a judgement call, I'm just curious.)


Title: Re: SWTOR
Post by: Crumbs on October 04, 2011, 06:13:10 PM
I was unaware it had PvP, TBH.

Huttball brotha!  :rerundance:


Title: Re: SWTOR
Post by: Sky on October 04, 2011, 06:35:18 PM
I said before if I was picked I had no interest in testing, but I'm pretty sure if I was, the Jedi Consular would be a safe choice, since lolz oiltanking and whatnot.

But if I was picked, on one hand I have a five day weekend, on the other hand it's fully booked with actual shit to do.

So it would be interesting if I was picked.

And whatnot.


Title: Re: SWTOR
Post by: Sky on October 04, 2011, 06:36:05 PM
And just to pre-empt the pms, NO we have not been invited for guild beta  :grin:


Title: Re: SWTOR
Post by: Murgos on October 04, 2011, 06:37:17 PM
Parsecs, heh.  That is an Earth-Sun-specific unit of measurement.  They should have used lightyears instead.  My immersion is gone.

A light year is also an earth specific measurement (the distance light travels in the time it takes the earth to make one orbit).

An AU is the distance from the earth to the sun.  A Parsec is a little more than 3 light years.


Title: Re: SWTOR
Post by: MuffinMan on October 04, 2011, 06:46:54 PM
And just to pre-empt the pms, NO we have not been invited for guild beta  :grin:
(http://dl.dropbox.com/u/111434/images.jpg)

Double entendre.


Title: Re: SWTOR
Post by: UnSub on October 04, 2011, 07:07:42 PM
I don't think they care at this point. PVP isn't a focus for them (despite what any designer says) and surely isn't a focus at this point in development.  Enjoy your post release patches, GankbotXxX.

Don't worry about PvP - the finest minds from what used to be Mythic are working on it as we speak.


Title: Re: SWTOR
Post by: Lantyssa on October 04, 2011, 07:13:50 PM
I thought Carrie was still over on WAR.


Title: Re: SWTOR
Post by: tmp on October 04, 2011, 09:46:32 PM
There's no diminishing returns, but CC in PvP is shorter than PvE and each time you're under the effects of CC, you have a bar that fills. Once it fills, you're immune to all CC for 8 seconds.

Please tell me it's called your Rage meter. Because it's totally filling with player rage.
I'm partial to CoCkblock meter, myself.


Title: Re: SWTOR
Post by: Cyrrex on October 05, 2011, 12:10:09 AM
I finally get  :nda: for a game I am really interested in...but I don't know if I really want to  :nda: due to the spoilers and whatnot.


Title: Re: SWTOR
Post by: caladein on October 05, 2011, 01:37:05 AM
Try the mirror classes?  You're probably unlikely to play both seriously on live.


Title: Re: SWTOR
Post by: Evildrider on October 05, 2011, 02:26:19 AM
Try the mirror classes?  You're probably unlikely to play both seriously on live.

This is the way to go really.


Title: Re: SWTOR
Post by: luckton on October 05, 2011, 03:56:37 AM
Try the mirror classes?  You're probably unlikely to play both seriously on live.

This is the way to go really.

It's what I'm doing.  IF I EVER GET PICKED FOR  :nda: :angryfist:


Title: Re: SWTOR
Post by: eldaec on October 05, 2011, 04:49:50 AM
I have enough games I don't play that are actually finished and released.

So as a general rule, all betas can fuck right off.


Title: Re: SWTOR
Post by: Count Nerfedalot on October 05, 2011, 09:09:51 AM
Time for an actual gameplay comment!

I fondly remember WoW release, with dual mage polymorph casting to perma-sheep someone for 15 minutes.  

15 minutes? Pfffft!  Old school EQ enchanters at release could keep you charmed for hours, drag you into the middle of their home city or into the bottom of the deepest dungeon.  And then make you attack a guard or boss mob or jump into lava or whatnot, all with full-on exp loss and loss of everything on you.  Now THAT's how you do unbalanced pvp!


Title: Re: SWTOR
Post by: sam, an eggplant on October 05, 2011, 09:37:23 AM
My favorite griefing tactic was binding someone in mid-air, causing a death loop. Griefing was so much more satisfying back in the day. Monk trains were fun too.


Title: Re: SWTOR
Post by: Draegan on October 05, 2011, 12:05:00 PM
If you're in beta and you're not planning on playing a Trooper, play a female one.  Voice over!  :heart:


Title: Re: SWTOR
Post by: Ingmar on October 05, 2011, 12:27:34 PM
The dude trooper is Varric, so win/win really.


Title: Re: SWTOR
Post by: Reg on October 05, 2011, 12:46:26 PM
Is Carth's voice in the game? It just wouldn't feel right without Carth!


Title: Re: SWTOR
Post by: sam, an eggplant on October 05, 2011, 12:52:56 PM
Is Carth's voice in the game? It just wouldn't feel right without Carth!
Yes, Raphael Sbarge voices one of the smuggler companions. The whiny one, I would assume.


Title: Re: SWTOR
Post by: Sky on October 05, 2011, 01:44:12 PM
SR on twatter:

http://twitter.com/#!/Rockjaw/status/121616921320890369

Quote
NDA drop will happen before launch


Title: Re: SWTOR
Post by: Simond on October 05, 2011, 01:58:35 PM
SWTOR launches:    00:00:00 20/12/11
SWTOR NDA drops: 23:59:59 19/12/11
 :awesome_for_real:


Title: Re: SWTOR
Post by: Sjofn on October 05, 2011, 02:21:34 PM
Is Carth's voice in the game? It just wouldn't feel right without Carth!
Yes, Raphael Sbarge voices one of the smuggler companions. The whiny one, I would assume.

Hahahahahaha. Oh God. Maybe he'll be my smuggler's love interest. THAT WOULD JUST FIGURE.


Title: Re: SWTOR
Post by: Reg on October 05, 2011, 02:26:48 PM
According to his wikipedia entry he's also playing Jiminy Cricket in that new "Once Upon a Time" series that's starting soon.  Seems kind of appropriate I think.


Title: Re: SWTOR
Post by: sam, an eggplant on October 05, 2011, 02:53:12 PM
Hahahahahaha. Oh God. Maybe he'll be my smuggler's love interest. THAT WOULD JUST FIGURE.
Only if you play a chick!


Title: Re: SWTOR
Post by: luckton on October 05, 2011, 02:57:23 PM
SWTOR launches:    00:00:00 20/12/11
SWTOR NDA drops: 23:59:59 19/12/11
 :awesome_for_real:

Man spits the truth.


Title: Re: SWTOR
Post by: Fabnusen on October 05, 2011, 03:20:55 PM
lol, I sold my 2 EQ1 accounts years ago and made over $1000 :) 

... which is why SWOR is going to have a cash shop either at launch or within the first 12 months post-launch.

Yeah well I would be obligated to pay for a jawa companion going "UTINI!"

Naw. I want a whining Luke that I can cut down, or force choke at will. Just for fun.


Title: Re: SWTOR
Post by: Sjofn on October 05, 2011, 03:25:50 PM
Hahahahahaha. Oh God. Maybe he'll be my smuggler's love interest. THAT WOULD JUST FIGURE.
Only if you play a chick!

Ingmar has told me I HAVE to play a chick.  :heartbreak:


Title: Re: SWTOR
Post by: Fordel on October 05, 2011, 03:26:45 PM
He's not the boss of you!


Title: Re: SWTOR
Post by: Sjofn on October 05, 2011, 04:00:15 PM
It's alright, my Jedi ... knight, probably? Totally gonna be a dude. With tight pants.


Title: Re: SWTOR
Post by: Fordel on October 05, 2011, 04:31:45 PM
Jedi's all get robe like things, those pants are wasted!


Besides, He'll be too busy playing his lady IA probably.  :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on October 05, 2011, 04:42:14 PM
She-Hawke  :heart: :heart: :heart:


Title: Re: SWTOR
Post by: Malakili on October 05, 2011, 04:47:24 PM
SR on twatter:

http://twitter.com/#!/Rockjaw/status/121616921320890369

Quote
NDA drop will happen before launch

What a visionary statement.


Title: Re: SWTOR
Post by: Sjofn on October 05, 2011, 05:22:06 PM
She-Hawke  :heart: :heart: :heart:

Hmm, is MANHAWKE doing anyone? I heart when he's a snarky troll.


Title: Re: SWTOR
Post by: koro on October 05, 2011, 05:30:35 PM
She-Hawke  :heart: :heart: :heart:

Hmm, is MANHAWKE doing anyone? I heart when he's a snarky troll.

The male Sith Warrior sounds a lot like Manhawke.

But I could just be imagining it.


Title: Re: SWTOR
Post by: Ingmar on October 05, 2011, 05:32:44 PM
Male Sith Warrior is Alistair actually.


Title: Re: SWTOR
Post by: koro on October 05, 2011, 05:35:18 PM
Really? Well I have been playing a lot of Dragon Age lately, so I guess all those British actors start jumbling together to me.


Title: Re: SWTOR
Post by: Sjofn on October 05, 2011, 05:47:40 PM
Yeah my Sith Warrior is already slated to be a dude. Alistair's voice actor is really good, dammit.


Title: Re: SWTOR
Post by: Ingmar on October 05, 2011, 05:52:45 PM
The ones I know for sure (and some credible rumors) and prior Bioware roles:

Sith Warrior
Male - Steve Valentine (Alistair)
Female - the rumor is Claudia Black (Morrigan), I don't think this is confirmed

Sith Inquisitor
Male -
Female -

Bounty Hunter
Male - Steve Blum (Oghren, etc)
Female -

Imperial Agent
Male - Not 100% sure but I believe this is Jamie Glover (couple random voices in DA:O, and The Architect in Awakenings)
Female - Jo Wyatt (She-Hawke)

Jedi Knight
Male - David Hayter (no prior Bioware roles AFAIK but he is Solid Snake in most (all?) of the MGS games)
Female - Kari Walgren (some random side-voices in DA:O but she's been in a billion other things)

Jedi Consular
Male - Nolan North (random voices in DA:O but he's Drake in Uncharted)
Female -

Smuggler
Male -
Female - Ali Hillis (Liara) - only like 90% on this one

Trooper
Male - Brian Bloom (Varric)
Female - Jennifer Hale (Bastila, FemShep, Mazzy from BG2, Dynaheir in BG1, etc etc etc)

There are a bunch of rumors for the ones I left blank too but it was hard to pin anything down. Man Hawke is floating around as a rumor for the Sith Inquisitor, though.


Title: Re: SWTOR
Post by: Merusk on October 05, 2011, 05:57:58 PM
Now that you mention Blum did Oghren I can totally hear it in my head, but I never noticed it before.  Heh.


Title: Re: SWTOR
Post by: koro on October 05, 2011, 06:07:07 PM
I'm pretty sure the female Smuggler is Kath Soucie.


Title: Re: SWTOR
Post by: Miasma on October 05, 2011, 06:36:27 PM
I was going to go Imperial Agent but if varric is a sith hmmmm.


Title: Re: SWTOR
Post by: Fordel on October 05, 2011, 07:23:52 PM
I was going to go Imperial Agent but if varric is a sith hmmmm.

Troopers are a Republic Class.


Title: Re: SWTOR
Post by: Rasix on October 05, 2011, 07:29:47 PM
Pretty sure that the female Bounty Hunter is Jack from ME2.


Title: Re: SWTOR
Post by: eldaec on October 05, 2011, 08:24:19 PM
Nerf trooper VO!


Title: Re: SWTOR
Post by: tmp on October 05, 2011, 08:43:06 PM
Male Sith Warrior is Alistair actually.
It's kinda like having the elf rapist son of an arl from DAO voice male Hawke in DA2, just in reverse. Can't wrap mind around it at all  :ye_gods:

(did make the DA2 playthrough more amusing, tho)


Title: Re: SWTOR
Post by: Sky on October 05, 2011, 08:45:05 PM
Blum totally cemented my choice for Powertech at launch...not that I was wavering in that too much. Wooolverine!


Title: Re: SWTOR
Post by: Ingmar on October 05, 2011, 09:41:30 PM
He was Spike in Cowboy Bebop right? Big stretch playing a bounty hunter.


Title: Re: SWTOR
Post by: Merusk on October 06, 2011, 04:51:45 AM
He was Spike in Cowboy Bebop right? Big stretch playing a bounty hunter.

Yes.. he's been lots of voices.
 Spike, Roger Smith, Mugen, Dark Scream, Fortress Maximus, Wolverine, Duke, Roadblock, Wild Bill, Ripcord, Zartan, TOM from Toonami.

And that's before you get to the video game stuff.

http://en.wikipedia.org/wiki/Steven_Blum


Title: Re: SWTOR
Post by: Kirth on October 06, 2011, 05:16:52 AM
Class/Role philosiphy:

http://www.swtor.com/fr/community/showthread.php?p=9655283#edit9655283
edit, he re-posted it in English:
Quote
Hey guys,

Because the Dev Tracker is a bit wonky again and doesn't show my post, and because translating my English post to German and then back to English isn't producing the most reliable results (Oh god, they did what???), here's the Class Design Philosophy post again, in original source:

"Just to chime in about our class design philosophy here. We've explained this a number of times already during development, but now that we've been running large scale testing for a while and have solidified a lot of the design, I think it's time to explain what we're doing and why.

In regards to class roles, we do things differently than some other games which people might be used to. That creates some anxiety and questions, so let me explain.

Of Class, Advanced Class, Roles.

Unlike other games where you pick a class and that defines your role, class in Star Wars: The Old Republic defines your overall story, your possible roles and your visual style / gameplay style (e.g. Force user vs. Tech user).

Due to the nature of the Advanced Class system, every character starts out in a DPS role at the start of the game, and they're about equally good at it.

By the time you reach level 10, you get to make your choice for Advanced Class, which narrows down which roles you could play, and yes, some Advanced Classes (Gunslinger / Sniper / Marauder / Sentinel) only have damage type roles available, while other Advanced Classes have access to two roles (e.g damage or healing).

What actually defines your role in our game, in terms of traditional MMO gaming, is how you distribute points in your skill trees. Specialize in the 'Combat Medic' tree and become a healer, specialize in the 'Vengeance tree' and become a DPS character.

By spending that first skill point at level 10, you start developing your character into whatever role you want them to play in the long term. Since it's your skill choices that define your role, it is a gradual process. You don't become a healer at level 10 or 11, you're growing into becoming a healer over many levels.

Our content is designed around that. The first Flashpoint assumes the group has only DPS roles. Even if you bring a healer, he'll have only a single heal available at that level as he has just begun his journey into his role, so there isn't too much of a spread in balance.

Over time, the game becomes more firm in the roles it requires for content like Flashpoints, but additional tools like companions still make it more flexible than many other MMOs in regards to what group mix can run group content.

That progression is quite different from how your characters work in other games, and we've certainly seen our share of people being surprised by it in testing ("I just took the Sage Advanced Class, but I don't feel like I'm a great healer").

Hybrids

Ultimately we don't do hybrid roles. You can do them (by mixing different skill trees), but by design, all our classes are meant to be fully capable in the roles they fill. The 'hybrid' tax would be the fact that you won't be able to get the top tier talents in one skill tree if you spread yourself too thin into others.

At high level, all roles have the same capabilities, in our game all healers are 'main healers' provided they are specced accordingly, etc.

Common Questions

So, what's the point of playing an AC that has only DPS options available?

That is a question you have to answer for yourself.

In a traditional fantasy MMO, if you play a thief or a wizard, you're locked to one role as well, so it's the added role flexibility that SWTOR brings to the table that is giving you second thoughts. I would look at it like this:

If you really like the flexibility of non DPS roles and feel comfortable with taking on other roles, you might want to play an AC that has that option available.
If you know you only enjoy DPS roles in a game (and based on our research, a sizable faction of players falls under that umbrella), a DPS only AC means you will get a three different styles of dps gameplay to select from.

So why do we do this? Why not go for a 'this Advanced Class only can DPS and therefore they are the best at it' approach?

Because we want people to pick the class they want to play and reduce the likelihood of them getting told 'sorry, can't participate in this group because we want only the best DPS in game - that is a Gunslinger'.
Likewise, we don't want the fact that a specific tank or healer AC is not available at a time from becoming a stopping point for getting on with your group content.

The truth is, not everyone is comfortable playing every role and shouldn't be expected to.

Players, as they get more familiar with the game, will no doubt find interesting ways of proving the superiority of a specific specialization in a specific situation, that's expected. With different gameplay styles and utility come different strength and weaknesses.

Should things outside our comfort zone be discovered in testing or after launch (e.g. Operations ending up requiring that one specific healer AC because they are deemed 'the absolute best and a must'), we will adjust the game accordingly. We want player skill to be deciding factor in your choices, not which class they picked hundreds of hours ago. That's pretty standard for MMOs.

TL;DR

Q: 'Why would I play a DPS only Advanced Class if I can play an Advanced Class that can respec to fill other roles?' A: If that is your main concern, you shouldn't play that Advanced Class, because you are going to be unhappy about the fact that you cannot switch roles.

Q: Since I can only fill a DPS role, I should do the absolute best damage in the game! A: Not in SWTOR. We give you get more variety in your DPS gameplay. We maintain balance between all ACs that can fill a role.

Q: What ever happened to being 5% better thing for pure DPS classes? A: Given class utility and other considerations of why you might want to have someone in your group, 5% is not considered 'significant' for the purpose of this conversation.

I hope this clears things up a bit. I'm sure there'll be plenty of different and, of course, dissenting opinions on this topic, but at least everyone will be on the same page as what our design goals are in this situation and how we approach balancing classes."

Georg "Observer" Zoeller Principal Lead Combat Designer


Title: Re: SWTOR
Post by: luckton on October 06, 2011, 05:31:58 AM
So when it comes to DPS, every class is the same, they just have different skins and weapon models.

I don't know if that's a good thing or bad thing...I think if that's the way they're gonna go, every class should be a hybrid then.  At least then you can tank or heal if the spot is needed.


Title: Re: SWTOR
Post by: Kirth on October 06, 2011, 05:44:44 AM
I agree, if the choice is really what story you want to play then the 3 diku roles should be at least accessible for each advanced class in some limited way or another. Given 4 person group sizes and the assumption that every high level group needs a tank/healer your looking a 50% split for dps and with a "a sizable faction of players" wanting to play dps I see alot of problems late game.


Title: Re: SWTOR
Post by: Murgos on October 06, 2011, 06:12:50 AM
So when it comes to DPS, every class is the same, they just have different skins and weapon models.

I don't think that's what he said.

There are four pure DPS AC's, two on each side.

Melee DPS (Marauder/Sentinel) and ranged DPS (Gunslinger/Sniper), how is that, "Every class is the same?"


Title: Re: SWTOR
Post by: eldaec on October 06, 2011, 06:17:30 AM
Is it just me, or does almost nothing in that wall of text make any sense without multi-specs.

Quote
In a traditional fantasy MMO, if you play a thief or a wizard, you're locked to one role as well, so it's the added role flexibility that SWTOR brings to the table that is giving you second thoughts. I would look at it like this:

If you really like the flexibility of non DPS roles and feel comfortable with taking on other roles, you might want to play an AC that has that option available.
If you know you only enjoy DPS roles in a game (and based on our research, a sizable faction of players falls under that umbrella), a DPS only AC means you will get a three different styles of dps gameplay to select from.

Quote
Because we want people to pick the class they want to play and reduce the likelihood of them getting told 'sorry, can't participate in this group because we want only the best DPS in game - that is a Gunslinger'.
Likewise, we don't want the fact that a specific tank or healer AC is not available at a time from becoming a stopping point for getting on with your group content.

Quote
Q: 'Why would I play a DPS only Advanced Class if I can play an Advanced Class that can respec to fill other roles?' A: If that is your main concern, you shouldn't play that Advanced Class, because you are going to be unhappy about the fact that you cannot switch roles.

I'm probably missing something obvious, but if your group is sat outside a dungeon cockblocked while looking-for-healer, how does it help to know you could have been a really good healer if you had specced for it two months ago.

Or did they put multispeccing in and I missed it?


Title: Re: SWTOR
Post by: Kirth on October 06, 2011, 06:22:10 AM
I think they said yes for specs within your advanced class, no for advanced class switching. But they have designed themselves into a corner there, and if they offer advanced class switching it will be very awkward, but hey Alts. 


Title: Re: SWTOR
Post by: eldaec on October 06, 2011, 06:25:07 AM
Yes for respecs, ie. permanent reconfiguration of points triggered by paying a cost or completing some bullshit.

AFAIK it is still no for multispecs, ie. having 2 or more specs you have defined and which you can switch freely between in an appropriate non-combat location.


Title: Re: SWTOR
Post by: tazelbain on October 06, 2011, 07:31:15 AM
Makes me think how awesome GW2 class design is.


Title: Re: SWTOR
Post by: koro on October 06, 2011, 09:01:01 AM
"So, what's the point of playing an AC that has only DPS options available?

That is a question you have to answer for yourself."

(the real answer is that Georg doesn't want to admit that the only reason at all to play a Gunslinger/Sniper/Sentinel/Marauder is the pure Rule of Cool choice of Dual Wield/Sniper Fetishism/Dual Wield/Dual Wield)


Title: Re: SWTOR
Post by: luckton on October 06, 2011, 09:08:32 AM
"So, what's the point of playing an AC that has only DPS options available?

That is a question you have to answer for yourself."

(the real answer is that Georg doesn't want to admit that the only reason at all to play a Gunslinger/Sniper/Sentinel/Marauder is the pure Rule of Cool choice of Dual Wield/Sniper Fetishism/Dual Wield/Dual Wield)

I commend them for sticking to their RP guns and saying that story and style > numbers and mechanics, but this stance of that every DPSer, be it a dedicated class or a hybrid speced for DPS, will be the same will backfire, IMO.  The only people that will play the dedicated roles will be those people wanting to play for the story and lore.  The hardcore raiders and guilds won't have them, and just tell everyone to roll hybrids so they can flesh out their raid nights better.


Title: Re: SWTOR
Post by: koro on October 06, 2011, 09:15:56 AM
In fact, a commenter in the original Reddit thread articulated my point better than I did:



Title: Re: SWTOR
Post by: Montague on October 06, 2011, 09:35:46 AM
"So, what's the point of playing an AC that has only DPS options available?

That is a question you have to answer for yourself."

(the real answer is that Georg doesn't want to admit that the only reason at all to play a Gunslinger/Sniper/Sentinel/Marauder is the pure Rule of Cool choice of Dual Wield/Sniper Fetishism/Dual Wield/Dual Wield)

I commend them for sticking to their RP guns and saying that story and style > numbers and mechanics, but this stance of that every DPSer, be it a dedicated class or a hybrid speced for DPS, will be the same will backfire, IMO.  The only people that will play the
dedicated roles will be those people wanting to play for the story and lore.  The hardcore raiders and guilds won't have them, and just tell
 everyone to roll hybrids so they can flesh out their raid nights better.

Is that really all that important to truly hardcore guilds though? I would think they'd rather recruit a geared and experienced Tank than
have to gear up a perfectly good DPSer to now tank(who probably doesn't want to in the first place).


Title: Re: SWTOR
Post by: eldaec on October 06, 2011, 09:45:47 AM
ITT, f13 posters unironically claim not enough people will choose to play DPS classes.

Given that content is anyway shared at a base level, does this even matter?

One spec or another was always going suck anyway.


Title: Re: SWTOR
Post by: Merusk on October 06, 2011, 09:48:52 AM
As always people making the anti-hybrid stance in those threads are assuming the class can do everything all at once.  It's still funny.

"Well the gunslinger can toss heals if needed"  

No.. because they'd be heal spec and tossing heals all the time rather than DPS spec.   Does your Ret Paladin jump in to heal when one of the priests dies? No.

It also assumes that the 'pure dps' ACs have no utility at all.  That was WoW's problem and they worked to fix it.  

Or, as Montague points out, that you're going to bother gearing one person for two roles.  Or that said person wants to play either role.  There's an assload of DKs, Paladins, Warriors and Druids in WoW yet still a shortage of tanks because nobody wants to play the damn role.


Title: Re: SWTOR
Post by: eldaec on October 06, 2011, 09:50:18 AM
Also, the "all tanks/healers/control/dps" are equal meme is transparent bullshit, they are never equal unless they are the same. So I really wouldn't worry.


Title: Re: SWTOR
Post by: eldaec on October 06, 2011, 09:57:59 AM
Regarding utility, looks like they've shared control across all 8 classes. Sniper emgineering, marauder rage etc. DPS dudes seem to have as much utility as anyone else.

Except they probably didn't spec for it because swtor us almost as retarded as SWG in rewarding monoline speccing.


Title: Re: SWTOR
Post by: Nebu on October 06, 2011, 10:02:06 AM
Also, the "all tanks/healers/control/dps" are equal meme is transparent bullshit, they are never equal unless they are the same. So I really wouldn't worry.

I have to bet that someone already has a dps spreadsheet for the classes and can tell you the exact class/build/weapon that will produce the maximum dps.   Hardcore guilds will tell their players what class to play, what build to make, and what role to fill based on spreadsheets from beta or shortly after release.  The classes that aren't on the hardcore lists will fill the forums with whines. 

Same as it ever was. 


Title: Re: SWTOR
Post by: Mrbloodworth on October 06, 2011, 10:07:16 AM
I'm not sure I give a crap. I'm playing because its Star wars, and the story stuff looks cool. Number crunching, like with most games for me, will just kill my fun. Its likely not even necessary, I don't believe this game is designed like games of old.


Title: Re: SWTOR
Post by: tmp on October 06, 2011, 10:20:22 AM
Moving onto more important subject, is there wide enough selection of Twilek /dance emotes?


Title: Re: SWTOR
Post by: koro on October 06, 2011, 10:41:02 AM
Moving onto more important subject, is there wide enough selection of Twilek /dance emotes?

Nope.


Title: Re: SWTOR
Post by: Draegan on October 06, 2011, 11:59:47 AM
People are forgetting that some of the pure dps specs have lightsabers.


Lightsabers.



Title: Re: SWTOR
Post by: Sjofn on October 06, 2011, 12:01:11 PM
Whatever, I shoot first, motherfuckers!



wtb game pst


Title: Re: SWTOR
Post by: eldaec on October 06, 2011, 12:02:17 PM
Too many of them though.

No truly badass jedi in the history of star wars has been a regular user of more than one single sided lightsabre.


Title: Re: SWTOR
Post by: koro on October 06, 2011, 12:26:02 PM
Too many of them though.

No truly badass jedi in the history of star wars has been a regular user of more than one single sided lightsabre.


As sad as it sounds, this is exactly why the Jedi tank I plan to main on release is a Guardian.


Title: Re: SWTOR
Post by: Sky on October 06, 2011, 01:53:38 PM
Whatever, I shoot first, motherfuckers!



wtb game pst
Playable Rodians: not in at launch.


Title: Re: SWTOR
Post by: Dren on October 06, 2011, 02:05:34 PM
Does your Ret Paladin jump in to heal when one of the priests dies? No.

True for PvE.  However, is this because people are so single minded or because the game is set up to punish those that stop DPS'ing and switch to healing even with a man down in the group?  In the WoW case, I believe it is because the game is designed that way.  To support that point, think about Ret Paladins in PvP by contrast.  Really good (emphasis) retadins WILL heal when necessary to keep themselves and others up longer because you will get rewarded for doing so.

Allowing all characters/builds utility, healing, CC, etc. are only good if the game rewards you for having this on all members of a team.  Basically if the AI in the game were designed to be like true players (healers targetted, tanks avoided, DPS stunned, etc.) you would see a much bigger demand for more diverse builds.  If you think about it, the whole concept of a tank having special powers that keep the enemy focused on them the entire fight is pretty silly.

I'd really enjoy having the ability to switch roles depending on the circumstances of the encounter moment by moment.  Go in guns ablazing.  Heal if somebody is in trouble.  Tank if you are getting too much heat.  CC if the opportunity is right.  That's why I tended to prefer paladins and druids for PvP myself.


Title: Re: SWTOR
Post by: Fordel on October 06, 2011, 03:22:47 PM
I think you might see a small increase in the number of tank/heal specs, if only because the companion characters can fill a hole for you. Like even today in WoW, if you spec for healing, when you want to quest solo or whatever, you either respec to your DPS build or kinda putter along as a sad panda.

With a built in buddy, you always have something to support.



They'll still be dwarfed by the sheer number of dual wielding force users no doubt though.


Title: Re: SWTOR
Post by: kildorn on October 06, 2011, 07:23:29 PM
I'm totally cool with "pure dps classes don't far outshine things with a possible other spec"


Title: Re: SWTOR
Post by: Ingmar on October 06, 2011, 08:04:38 PM
Yes, the other way of doing it was clownshoes.


Title: Re: SWTOR
Post by: Amaron on October 06, 2011, 09:11:51 PM
Amusingly all the stealthers in the game are hybrids.   I can think of more than one person who's head would explode if he had to choose between stealth and "l33t deeps".


Title: Re: SWTOR
Post by: eldaec on October 06, 2011, 09:18:49 PM
That's just a wow thing AFAIK.

EVE is probably the best example I can think of where stealth limits DPS, but lots of games do it.

In swtor the main stealth classes have a stealth tree separate to the DPS tree, so no reason swtor couldn't do the same.


Title: Re: SWTOR
Post by: Amaron on October 06, 2011, 09:26:49 PM
In swtor the main stealth classes have a stealth tree separate to the DPS tree, so no reason swtor couldn't do the same.

But they also have a healing tree or a tanking tree.   Thus they wouldn't be "pure" DPS in the manner we were discussing.   You're right it's a WoW thing but the expectation is there now for a lot of people.


Title: Re: SWTOR
Post by: Simond on October 07, 2011, 01:43:34 AM
That's just a wow thing AFAIK.
Yes, Everquest never had a pure DPS class with stealth or anything.


Title: Re: SWTOR
Post by: Sjofn on October 07, 2011, 01:59:52 AM
Neither did DAoC!


Title: Re: SWTOR
Post by: eldaec on October 07, 2011, 03:19:37 AM
Daoc stealth classes didn't do wizard or light tank DPS. They'd ninja out of stealth and be all 'Nyaahhh ASSASSIN STRIKE!' when you were sat about resting for mana, but their actual DPS was mediocre.

I really can't remember the position in EQ because lolpvestealth.


Title: Re: SWTOR
Post by: Koyasha on October 07, 2011, 03:25:18 AM
I really can't remember the position in EQ because lolpvestealth.
Rogues were meh at DPS for a long time.  They even introduced special rogue-only mechanics in various places to force people to bring rogues along, cause they weren't particularly desirable overall.  Eventually they got brought up and were one of the best damage classes in the game.

Rogue stealth on the other hand was always valuable.  The best (and cheapest) option for recovering corpses from whatever dark depths of a dungeon you died in was: send the rogue.  Otherwise you had to get other people to clear the way for you, or get a necro to summon the corpse which was pretty expensive.  Also valuable in a few zones for scouting (to see if anything worth killing is up, if it's out of ranger tracking radius).


Title: Re: SWTOR
Post by: luckton on October 07, 2011, 04:30:59 AM

Rogue stealth on the other hand was always valuable.  The best (and cheapest) option for recovering corpses from whatever dark depths of a dungeon you died in was: send the rogue.  Otherwise you had to get other people to clear the way for you, or get a necro to summon the corpse which was pretty expensive.  Also valuable in a few zones for scouting (to see if anything worth killing is up, if it's out of ranger tracking radius).

Yes, thank you for reminding us of how far we've come from the days where MMOs = having a full and complete second life



Title: Re: SWTOR
Post by: Shatter on October 07, 2011, 04:42:30 AM

Rogue stealth on the other hand was always valuable.  The best (and cheapest) option for recovering corpses from whatever dark depths of a dungeon you died in was: send the rogue.  Otherwise you had to get other people to clear the way for you, or get a necro to summon the corpse which was pretty expensive.  Also valuable in a few zones for scouting (to see if anything worth killing is up, if it's out of ranger tracking radius).

Yes, thank you for reminding us of how far we've come from the days where MMOs = having a full and complete second life


No shit right.  Dam I remember one POF raid that went bad and a 6 hour corpse recovery before it was all over. 


Title: Re: SWTOR
Post by: Lakov_Sanite on October 07, 2011, 06:35:02 AM
Fuuuuuuuuuuuuuuuuuuuck, corpse recovery.

I bitch about SWTOR but I think all this talk is kind of a non issue. All they need to do to insure people play different classes is to have all the classes be useful. It sounds complicated but really there's at least half a dozen ways bioware(AUSTIN!) can ccomplish this so I'm not really worried.

My biggest concern by far is the storyline content just dropping off somewhere mid-level


Title: Re: SWTOR
Post by: Malakili on October 07, 2011, 06:36:37 AM

Yes, thank you for reminding us of how far we've come from the days where MMOs = having a full and complete second life


That was kind of the allure.


Title: Re: SWTOR
Post by: Jherad on October 07, 2011, 08:18:15 AM
[As sad as it sounds, this is exactly why the Jedi tank I plan to main on release is a Guardian.

Same, although I plan to spec him for DPS rather than tanking. I'll probably never try and raid in SWTOR, so I don't give a stuff about minmaxing.


Title: Re: SWTOR
Post by: eldaec on October 07, 2011, 08:32:56 AM
Similarly looking at a juggernaught going deep into the utility rage tree.

Look at us rebelling against the man by playing an EA game!


Title: Re: SWTOR
Post by: luckton on October 07, 2011, 09:33:06 AM
A couple Friday updates.

http://www.swtor.com/news/blog/20111007
- For anyone who watched the Companion video from a week or two ago, here's a follow-up.  They talk about how you'll be able to tailor your comp's AI to suit your needs, or not at all, if you want.

http://www.youtube.com/watch?v=FT4cLHU3Yd0
- The BW devs pick a side and debate why they think they're chosen champion would win in a fight between a Jedi Knight and Bounty Hunter.  Light-sabers cutting up a BH and not doing a damn thing ensue  :uhrr:


Title: Re: SWTOR
Post by: Lucas on October 07, 2011, 10:01:57 AM

Yes, thank you for reminding us of how far we've come from the days where MMOs = having a full and complete second life


That was kind of the allure.

Yep, originally, it wasn't about "dps builds" or endless repeating of raids. The allure was to live an alternate life in a alternate world, no matter how bizarre that may sound. Of course there are people who are taking that concept too far, so they ruin their "first" life.

Now, instead of building my own house, run a small business, go to the local player-run tavern and so on, it looks like they want me to believe I need to be heroic at all times, while looking up on the Net for the best armor set and min/max numbers. Alright.


Title: Re: SWTOR
Post by: eldaec on October 07, 2011, 10:24:35 AM
EVE does that without having to complete six hour corpse runs.

Also, UO, still running.

They talk about how you'll be able to tailor your comp's AI to suit your needs, or not at all, if you want.

The two things that stood out to me...

1) Tailoring AI doesn't even seem to be on the level of Dragon Age. Presumably this is down to the fear of offending stupid people.
2) You can go ahead and put companion abilities directly under your control, making 1) less of an issue, and also helping alleviate the problem this game has with characters having too few abilities/buttons.


Title: Re: SWTOR
Post by: Mrbloodworth on October 07, 2011, 10:32:52 AM
Apparently Defiance  (http://www.defiance.com/en/)is coming out before this.


Title: Re: SWTOR
Post by: koro on October 07, 2011, 11:02:10 AM
2) You can go ahead and put companion abilities directly under your control, making 1) less of an issue, and also helping alleviate the problem this game has with characters having too few abilities/buttons.

What? The game borders on EQ2 with the amount of shit you have to have on your hotbars. Hell, it's arguably worse since most of EQ2's was redundant stuff.

Unless that was sarcasm.


Title: Re: SWTOR
Post by: Ingmar on October 07, 2011, 11:02:54 AM
You have to remember Eldaec is the 40 BUTTONS NOT ENOUGH GIVE ME MORE EQ2 guy.


Title: Re: SWTOR
Post by: tmp on October 07, 2011, 11:36:58 AM
A couple Friday updates.

http://www.swtor.com/news/blog/20111007
- For anyone who watched the Companion video from a week or two ago, here's a follow-up.  They talk about how you'll be able to tailor your comp's AI to suit your needs, or not at all, if you want.

Quote
But don’t start dreaming about conquering the galaxy with an army of companions at your side just yet – Star Wars: The Old Republic is a massively multiplayer game, and as such it is a social experience as much as it is a story-driven BioWare role-playing game. While the majority of content in the game can be mastered by a player and their companion, some group content is a different matter. Flashpoints often require human coordination to successfully overcome challenges.

Take, for example, the fight we showed at PAX East, in which a group of players fought Captain Shivanek and his pet, Ripper. As we showed in the walkthrough video, the group had to split in two to complete this fight. As the first of several boss battles inside the Taral V flashpoint, it provides a moderately difficult challenge for a group of four players – three players and a companion will find this fight to be a far more challenging obstacle that may take several attempts to overcome. Two players and two companions may find it impossible altogether.
Well ain't that great.


Title: Re: SWTOR
Post by: Paelos on October 07, 2011, 12:04:07 PM
I am not amused by that news.


Title: Re: SWTOR
Post by: Draegan on October 07, 2011, 12:06:55 PM
Incoming complaint that it's so difficult to get 3 other people together to raid and groups 2 are so much better.


Title: Re: SWTOR
Post by: Nebu on October 07, 2011, 12:11:58 PM
Incoming complaint that it's so difficult to get 3 other people together to raid and groups 2 are so much better.

 :oh_i_see:

You run a website.  You can troll better than this. 


Title: Re: SWTOR
Post by: Rasix on October 07, 2011, 12:12:35 PM
Incoming complaint that it's so difficult to get 3 other people together to raid and groups 2 are so much better.

You know, I could go into a big long rant about how dumb this and how dumb you are for making that comment, but I'll just leave it at:

Go hang yourself with your poopsock, raider-boy.  Not everyone has the personal bandwidth or desire to group all of the fucking time to experience content that could be made to accomodate systems that are already in the game. They are counting on my money more than they are counting on yours, and when I hit this brick wall, my money goes away.



Title: Re: SWTOR
Post by: Sky on October 07, 2011, 01:06:01 PM
The problem, as I see it, is that not enough mmo focus on group and raid content.


Title: Re: SWTOR
Post by: Draegan on October 07, 2011, 01:08:35 PM
:oh_i_see:

You run a website.  You can troll better than this. 



You know, I could go into a big long rant about how dumb this and how dumb you are for making that comment, but I'll just leave it at:

Go hang yourself with your poopsock, raider-boy.  Not everyone has the personal bandwidth or desire to group all of the fucking time to experience content that could be made to accomodate systems that are already in the game. They are counting on my money more than they are counting on yours, and when I hit this brick wall, my money goes away.



 :awesome_for_real:

So what happens when you can't find one other person to run a dungeon with, you gonna start bitching you can't do it solo?

I'm just laughing at the fact that no matter how small the player requirement is for a piece of content, people will still bitch that it's not even smaller.  

You seem to think I'm calling for more hardcore content.  Which I'm not.  I hate hardcore content.  I think raiding anything in a game is as hardcore as being on a softball team that practices once or twice a week and plays on Saturdays.





Title: Re: SWTOR
Post by: Ingmar on October 07, 2011, 01:13:44 PM
They're probably wrong about how hard it is anyway - players always end up surprising devs on what they can handle solo or undermanned - unless we're literally talking about something where 4 people have to flip a switch simultaneously or whatever. I don't really see a big problem if one or two of the flashpoints have little issues like that, personally. Especially if/when a random group finder is added.


Title: Re: SWTOR
Post by: Draegan on October 07, 2011, 01:17:01 PM
They're probably wrong about how hard it is anyway - players always end up surprising devs on what they can handle solo or undermanned - unless we're literally talking about something where 4 people have to flip a switch simultaneously or whatever. I don't really see a big problem if one or two of the flashpoints have little issues like that, personally. Especially if/when a random group finder is added.

Or like, one person is a tank and the other is a healer and you use companions for dps. 

From the class design dev post from earlier in the week:
Quote
By spending that first skill point at level 10, you start developing your character into whatever role you want them to play in the long term. Since it's your skill choices that define your role, it is a gradual process. You don't become a healer at level 10 or 11, you're growing into becoming a healer over many levels.

Our content is designed around that. The first Flashpoint assumes the group has only DPS roles. Even if you bring a healer, he'll have only a single heal available at that level as he has just begun his journey into his role, so there isn't too much of a spread in balance.

Over time, the game becomes more firm in the roles it requires for content like Flashpoints, but additional tools like companions still make it more flexible than many other MMOs in regards to what group mix can run group content.

That progression is quite different from how your characters work in other games, and we've certainly seen our share of people being surprised by it in testing ("I just took the Sage Advanced Class, but I don't feel like I'm a great healer").

So players don't have defined roles until later in the game.


Title: Re: SWTOR
Post by: eldaec on October 07, 2011, 01:18:11 PM
You have to remember Eldaec is the 40 BUTTONS NOT ENOUGH GIVE ME MORE EQ2 guy.

My ideal MMO would literally fill my second monitor with buttons to push.


Title: Re: SWTOR
Post by: Rasix on October 07, 2011, 01:25:07 PM

 :awesome_for_real:


There's a difference between trolling and flaming.  

Quote
I'm just laughing at the fact that no matter how small the player requirement is for a piece of content, people will still bitch that it's not even smaller.  

Well, if you bring the requirement down the base unit, you can't really get much lower.   The base unit here is even more forgiving since it's player + AI companion.  



Title: Re: SWTOR
Post by: tmp on October 07, 2011, 01:34:23 PM
I'm just laughing at the fact that no matter how small the player requirement is for a piece of content, people will still bitch that it's not even smaller.  
I think the ones really laughing are the Guild Wars guys.


Title: Re: SWTOR
Post by: Draegan on October 07, 2011, 01:37:07 PM
I'm just laughing at the fact that no matter how small the player requirement is for a piece of content, people will still bitch that it's not even smaller. 
I think the ones really laughing are the Guild Wars guys.

Well GW2 still has instanced dungeons that require a group to do.  I believe the max group size is 5. 


Title: Re: SWTOR
Post by: Ingmar on October 07, 2011, 01:44:32 PM
And you can no longer fill your party up with heroes and henchmen in GW2.  :oops:


Title: Re: SWTOR
Post by: Draegan on October 07, 2011, 01:46:05 PM
Yeah but you don't need to "spec" into anything to fill other "roles".  So I'm not sure which one is better.  Finding the right combination of 1-3 other players or just finding 4 other players.


Title: Re: SWTOR
Post by: tmp on October 07, 2011, 02:06:55 PM
And you can no longer fill your party up with heroes and henchmen in GW2.  :oops:
Gah, really? OK no one is laughing then, sad day at the office all around :ye_gods:


Title: Re: SWTOR
Post by: Ingmar on October 07, 2011, 02:12:21 PM
Yeah they're gone entirely.


Title: Re: SWTOR
Post by: Sjofn on October 07, 2011, 02:23:20 PM
Which is easily their biggest mistake, imo.


Title: Re: SWTOR
Post by: tazelbain on October 07, 2011, 02:24:47 PM
The trinity is suppose to be gone.  So there should be no need to pack around a tank bot, a interrupt bot and heal bot.


Title: Re: SWTOR
Post by: Rasix on October 07, 2011, 02:24:47 PM
Yeah they're gone entirely.

Well, that's a shame.  Put one in the negative column.


Title: Re: SWTOR
Post by: Lantyssa on October 07, 2011, 02:46:41 PM
The trinity is suppose to be gone.  So there should be no need to pack around a tank bot, a interrupt bot and heal bot.
I don't care about the roles so much as the meta-game of outfitting my companions.


Title: Re: SWTOR
Post by: Ingmar on October 07, 2011, 02:47:35 PM
They have more personality than most of the GW player base, too.


Title: Re: SWTOR
Post by: tazelbain on October 07, 2011, 02:56:44 PM
I don't care about the roles so much as the meta-game of outfitting my companions.
Lucky for you that you can cyber your companions all you want in SWTOR.  

I am hoping they add them later.  A.net got burned on initial Henchies in GW.  They were just so fucking dumb it left sour taste in everyone month.  So maybe A.net are waiting until they have time to do them right post release.


Title: Re: SWTOR
Post by: kildorn on October 07, 2011, 03:10:41 PM
Henchies were dumb, but still a neat feature. Heroes are so awesome it breaks the game a bit.


Title: Re: SWTOR
Post by: Trippy on October 07, 2011, 03:30:17 PM
Rogue stealth on the other hand was always valuable.  The best (and cheapest) option for recovering corpses from whatever dark depths of a dungeon you died in was: send the rogue.  Otherwise you had to get other people to clear the way for you, or get a necro to summon the corpse which was pretty expensive.  Also valuable in a few zones for scouting (to see if anything worth killing is up, if it's out of ranger tracking radius).
Monk FD corpse dragging was better than using a Rogue at times (e.g. a lot undead could see through Rogue stealth). Multiple Monks doing a FD chain drag was hilarious to watch. Shadowknights could do it as well and they were often quicker cause they have double FD (though the spell can fail). I did corpse runs as a Bard too since Bard's have an invisibility song.


Title: Re: SWTOR
Post by: Lantyssa on October 07, 2011, 07:44:12 PM
Lucky for you that you can cyber your companions all you want in SWTOR.
Unless they're the same sex. :oh_i_see:


Title: Re: SWTOR
Post by: Trippy on October 07, 2011, 08:37:59 PM
Until they add it into the game.


Title: Re: SWTOR
Post by: Draegan on October 07, 2011, 09:26:17 PM
for $5.99.


Title: Re: SWTOR
Post by: Sheepherder on October 07, 2011, 11:15:43 PM
Like even today in WoW, if you spec for healing, when you want to quest solo or whatever, you either respec to your DPS build or kinda putter along as a sad panda.

For a while in Wrath of the Lich King holy priest, disc priest, and holy paladin were really fucking good leveling specs.  I don't know what they're like anymore, but I imagine it's not good.


Title: Re: SWTOR
Post by: tmp on October 08, 2011, 01:08:46 AM
Lucky for you that you can cyber your companions all you want in SWTOR.
Unless they're the same sex. :oh_i_see:
Don't have a link at hand but there was one interview with BioWare people recently in which they alluded to possibility that the Post Launch Gay Patch may, indeed, be coming.


Title: Re: SWTOR
Post by: Sjofn on October 08, 2011, 02:30:13 AM
Like even today in WoW, if you spec for healing, when you want to quest solo or whatever, you either respec to your DPS build or kinda putter along as a sad panda.

For a while in Wrath of the Lich King holy priest, disc priest, and holy paladin were really fucking good leveling specs.  I don't know what they're like anymore, but I imagine it's not good.

Holy paladin was fine if you could keep yourself from dying of boredom, I guess.


Title: Re: SWTOR
Post by: apocrypha on October 08, 2011, 03:34:40 AM
Holy paladin was fine if you could keep yourself from dying of boredom, I guess.

Pull more mobs!  :awesome_for_real:


Title: Re: SWTOR
Post by: Lantyssa on October 08, 2011, 06:12:57 AM
Don't have a link at hand but there was one interview with BioWare people recently in which they alluded to possibility that the Post Launch Gay Patch may, indeed, be coming.
Yeah, we've had the discussion.  I actually think adding it post-launch is a Bad Idea if the game doesn't launch with it.  More publicity I guess, so maybe it'll work out for them, though.


Title: Re: SWTOR
Post by: UnSub on October 08, 2011, 06:39:08 AM
for $5.99.

Meet Gubba, the lesbian Ewok.


Title: Re: SWTOR
Post by: eldaec on October 08, 2011, 02:55:24 PM
Don't have a link at hand but there was one interview with BioWare people recently in which they alluded to possibility that the Post Launch Gay Patch may, indeed, be coming.
Yeah, we've had the discussion.  I actually think adding it post-launch is a Bad Idea if the game doesn't launch with it.  More publicity I guess, so maybe it'll work out for them, though.

They presumably have a male and female romance option for each class anyway, so I'm guessing all they plan to do is sneak it in after tweaking any gender specific pronouns. Wouldn't be very surprised if it ends up coming in even before launch.


Title: Re: SWTOR
Post by: Lantyssa on October 09, 2011, 10:39:10 AM
Since I've had a chance to see the game for myself, I may now consider pre-ordering.  Don't read too much into this.  It's a combination of:

a) I've really missed playing an MMO with my friends and they're just about all going to play this.
b) I now know what to expect for my purchase.

Any impressions will have to wait for the NDA to drop.


Title: Re: SWTOR
Post by: Ratman_tf on October 09, 2011, 05:24:27 PM
a) I've really missed playing an MMO with my friends and they're just about all going to play this.
b) I now know what to expect for my purchase.

This is why I'm probably going to be playing. And when (not if) my friends bail, I'll be leaving as well.


Title: Re: SWTOR
Post by: Furiously on October 10, 2011, 10:25:55 AM
Since I've had a chance to see the game for myself, I may now consider pre-ordering.  Don't read too much into this.  It's a combination of:

a) I've really missed playing an MMO with my friends and they're just about all going to play this.
b) I now know what to expect for my purchase.

Any impressions will have to wait for the NDA to drop.

And most importantly, there is really nothing else to play at that point.


Title: Re: SWTOR
Post by: kildorn on October 10, 2011, 01:42:14 PM
Since I've had a chance to see the game for myself, I may now consider pre-ordering.  Don't read too much into this.  It's a combination of:

a) I've really missed playing an MMO with my friends and they're just about all going to play this.
b) I now know what to expect for my purchase.

Any impressions will have to wait for the NDA to drop.

So this means you're going to be playing with someone other than Slap?! :(


Title: Re: SWTOR
Post by: Sjofn on October 10, 2011, 03:37:17 PM
I wish they had a crying jawa for us to use as our emblem. :(


Title: Re: SWTOR
Post by: Sky on October 10, 2011, 04:13:06 PM
I wish they had a crying jawa for us to use as our emblem. :(
I agree with both sentiments.

(http://dl.dropbox.com/u/3667682/frown.png)

At this point I'm tempted to roll a consular for slapforce 1. Rolling Trooper might pull too much Fordel aggro.


Title: Re: SWTOR
Post by: Ingmar on October 10, 2011, 04:25:52 PM
He's the only one out of 16 or so who have laid claim, so I think you'll be safe.


Title: Re: SWTOR
Post by: Sjofn on October 10, 2011, 04:37:36 PM
You can be a healing trooper and blast him with your medical shotgun. I'm sure he'd forgive you then.


Title: Re: SWTOR
Post by: Lantyssa on October 10, 2011, 04:48:54 PM
a) I've really missed playing an MMO with my friends and they're just about all going to play this.
So this means you're going to be playing with someone other than Slap?! :(
Oh, I'll play with you dirty Rebels, too.  You would probably like another Trooper for company.

Though I'm really more of a Sith at heart...

PS - if Slap or Bat need a pre-order person to get the reservation, let me know and I can switch over.


Title: Re: SWTOR
Post by: Ingmar on October 10, 2011, 04:54:59 PM
We have the 4+ now.


Title: Re: SWTOR
Post by: 01101010 on October 10, 2011, 05:43:41 PM
Time to make my monthly post: They release a Droid race yet?  :why_so_serious:

I was a bit put off by the whole email fiasco bullshit, but I am resigned to play this monstrosity whenever it gets pushed out regardless.


Title: Re: SWTOR
Post by: Fordel on October 10, 2011, 06:01:40 PM
You can be a healing trooper and blast him with your medical shotgun. I'm sure he'd forgive you then.

That's smugglers, Healing Troopers use Sanitary Gatling guns.  :why_so_serious:




No Droid race, a few Droid companions.




For a general impression (none of which should be shocking anyone):

If you enjoy Bioware RPGs and all that entails, you'll probably enjoy SWTOR.

If you enjoy WoW style PvE, questing, dungeons and all that entails, you'll probably enjoy SWTOR.

If you are looking for some kind of open world, live your life as a space cowboy, you will be very disappointed.





Title: Re: SWTOR
Post by: Furiously on October 10, 2011, 06:12:27 PM
I'm just not fond of the graphics style..


Title: Re: SWTOR
Post by: Evildrider on October 10, 2011, 06:18:38 PM
I actually like the graphics.  I think it's stylized enough that it enables them to make a remarkably beautiful world.



Title: Re: SWTOR
Post by: Fordel on October 10, 2011, 06:19:43 PM
Some of the worlds really are spectacular, the scale of the constructions and stuff is very StarWars.


Title: Re: SWTOR
Post by: Evildrider on October 10, 2011, 06:23:43 PM
Some of the worlds really are spectacular, the scale of the constructions and stuff is very StarWars.

Speaking of scale I actually like that they took real effort into making everything to scale in the game.  This makes some of the areas pretty huge.


Title: Re: SWTOR
Post by: Modern Angel on October 10, 2011, 06:57:38 PM
Yeah, the graphics are actually surprisingly good.

I've softened my stance on this game considerably with my second bout in beta. I can't elaborate more, obviously, but I could almost buy this.


Title: Re: SWTOR
Post by: Sjofn on October 10, 2011, 07:08:57 PM
You can be a healing trooper and blast him with your medical shotgun. I'm sure he'd forgive you then.

That's smugglers, Healing Troopers use Sanitary Gatling guns.  :why_so_serious:

I am going to shoot the shit out of you with my healing bullets.


Title: Re: SWTOR
Post by: Paelos on October 10, 2011, 07:19:43 PM
Holy hand grenades!


Title: Re: SWTOR
Post by: Lantyssa on October 10, 2011, 07:41:45 PM
I am going to shoot the shit out of you with my healing bullets.
I'll defib him.  With my Force Lightning.  Whether he needs it or not.

:drillf:


Title: Re: SWTOR
Post by: Shatter on October 10, 2011, 07:51:41 PM
Some of the worlds really are spectacular, the scale of the constructions and stuff is very StarWars.

This, most of what Ive seen looks pretty dam awesome


Title: Re: SWTOR
Post by: eldaec on October 10, 2011, 09:46:22 PM
World art, I agree, looks awesome. Character art, I'm still not convinced, also draw distance seems like a concern, given how expansive the landscape gets.


Title: Re: SWTOR
Post by: Pezzle on October 10, 2011, 10:02:49 PM
Commando fun.


Title: Re: SWTOR
Post by: Sky on October 10, 2011, 10:05:09 PM
PS - if Slap or Bat need a pre-order person to get the reservation, let me know and I can switch over.
Who can tell who has pre-orders in this wretched hive of scum and villainy?

As far as art...well, darn that NDA.

I'll just say my last three nights I hit the hay at 6am, 5am and 5am, which hasn't happened in over ten years. Thank Odin for an understanding fiancee. And a 5-day weekend, so I can sleep tomorrow.


Title: Re: SWTOR
Post by: Cyrrex on October 10, 2011, 10:40:38 PM
Commando fun.


This.  I don't think there will be a shortage of Trooper class players.  I took y'all's advice and decided to beta a class I wouldn't likely play at launch.  Glad I did, in more ways than one.  Fordel will be pleased.


Title: Re: SWTOR
Post by: Evildrider on October 10, 2011, 10:41:21 PM
Commando fun.


This.  I don't think there will be a shortage of Trooper class players.  I took y'all's advice and decided to beta a class I wouldn't likely play at launch.  Glad I did, in more ways than one.  Fordel will be pleased.

/nod


Title: Re: SWTOR
Post by: Surlyboi on October 10, 2011, 11:58:10 PM
PS - if Slap or Bat need a pre-order person to get the reservation, let me know and I can switch over.
Who can tell who has pre-orders in this wretched hive of scum and villainy?

As far as art...well, darn that NDA.

I'll just say my last three nights I hit the hay at 6am, 5am and 5am, which hasn't happened in over ten years. Thank Odin for an understanding fiancee. And a 5-day weekend, so I can sleep tomorrow.

I've got the pre-order love. Aaaand to echo your sentiment, I spent a helluva lot more time playing than I had anything since SWG.

Thankfully, this thing drops after I'm married so then she'll be stuck with me. =)


Title: Re: SWTOR
Post by: 01101010 on October 11, 2011, 03:48:09 AM
What the hell? Am I the only one not in beta?  :heartbreak:


Title: Re: SWTOR
Post by: Sjofn on October 11, 2011, 03:53:21 AM
What the hell? Am I the only one not in beta?  :heartbreak:

I'm not either. I keep telling myself it's for the best.


Title: Re: SWTOR
Post by: luckton on October 11, 2011, 04:18:03 AM
What the hell? Am I the only one not in beta?  :heartbreak:

I'm not either. I keep telling myself it's for the best.

Same for me.   :sad_panda:


Title: Re: SWTOR
Post by: Nyght on October 11, 2011, 04:50:47 AM
If you are looking for some kind of open world, live your life as a space cowboy, you will be very disappointed.

So I settle for the gansta' of love?


Title: Re: SWTOR
Post by: Kirth on October 11, 2011, 04:53:36 AM
Anyone else get like 6 thank you for testing emails? think they still haven't sorted out their bulk mailing issues.


Title: Re: SWTOR
Post by: luckton on October 11, 2011, 05:19:32 AM
Anyone else get like 6 thank you for testing emails? think they still haven't sorted out their bulk mailing issues.

Not me...maybe you got in but didn't know?


Title: Re: SWTOR
Post by: raydeen on October 11, 2011, 05:35:02 AM
If you are looking for some kind of open world, live your life as a space cowboy, you will be very disappointed.

So I settle for the gansta' of love?

Count yourself lucky. I had to settle for being called 'Maurice'.


Title: Re: SWTOR
Post by: Kirth on October 11, 2011, 05:35:15 AM
Anyone else get like 6 thank you for testing emails? think they still haven't sorted out their bulk mailing issues.

Not me...maybe you got in but didn't know?

I knew.


Title: Re: SWTOR
Post by: Lantyssa on October 11, 2011, 06:06:28 AM
Who can tell who has pre-orders in this wretched hive of scum and villainy?
Asking?

Since Slap is taken care of, I'll probably rejoin Bat closer to release or whenever the server assignments near, just to be sure.  Until then I'll remain in my PvP guild.

What the hell? Am I the only one not in beta?  :heartbreak:
I worked some connections, because not knowing was driving me batty.


Title: Re: SWTOR
Post by: luckton on October 11, 2011, 06:52:01 AM
Wait, so we have a Light-side f13 group now, or is it still just Bat Country until live?

Would be nice if we got a sub-forum at some point...page 400 achievement unlock?


Title: Re: SWTOR
Post by: Pezzle on October 11, 2011, 07:04:45 AM
As I understand there will be Bat Country for Empire and Slap in the Force(?) for Republic.  The plan is both on the same server so they can be enemies and shoot each other for hilarity. 

The sub forum may conflict with NDA or get closer than the Overlords like.  Dunno. 



Title: Re: SWTOR
Post by: Paelos on October 11, 2011, 07:06:03 AM
AFAIK games only get public subforums when they launch.


Title: Re: SWTOR
Post by: luckton on October 11, 2011, 07:09:25 AM
AFAIK games only get public subforums when they launch.

Aye, I gathered that much...thus my proposal for the Page 400 achievement unlock  :awesome_for_real:


Title: Re: SWTOR
Post by: Reg on October 11, 2011, 07:12:40 AM
So how is the game handling naming?  Have they got a set up that accounts for duplicates so that we aren't swamped with a million almost identical looking names that just have various obnoxious misspellings to separate them?


Title: Re: SWTOR
Post by: Rasix on October 11, 2011, 08:34:44 AM
Anyone else get like 6 thank you for testing emails? think they still haven't sorted out their bulk mailing issues.

Yep.  Got a bunch.


Title: Re: SWTOR
Post by: kildorn on October 11, 2011, 08:41:16 AM
As I understand there will be Bat Country for Empire and Slap in the Force(?) for Republic.  The plan is both on the same server so they can be enemies and shoot each other for hilarity. 

The sub forum may conflict with NDA or get closer than the Overlords like.  Dunno. 



Hilarity? I just seriously hate you all.


Title: Re: SWTOR
Post by: 01101010 on October 11, 2011, 08:46:49 AM
Anyone else get like 6 thank you for testing emails? think they still haven't sorted out their bulk mailing issues.

I have an email thanking me followed by another email a few days later apologizing for sending it to me as I am not a tester, but on the list of eligible.  STOP PLAYING WITH MY EMOTIONS SMOKEY!


Title: Re: SWTOR
Post by: Shatter on October 11, 2011, 09:26:32 AM
Anyone else get like 6 thank you for testing emails? think they still haven't sorted out their bulk mailing issues.

I have an email thanking me followed by another email a few days later apologizing for sending it to me as I am not a tester, but on the list of eligible.  STOP PLAYING WITH MY EMOTIONS SMOKEY!

No happy ending for you!


Title: Re: SWTOR
Post by: Fabricated on October 11, 2011, 09:58:38 AM
Something sort of annoying I discovered is that you can only pre-reg for one guild. I imagine that's to prevent people from using a single account to take every guild-name on a server but I plan on playing in like 2-3 guilds at launch.


Title: Re: SWTOR
Post by: luckton on October 11, 2011, 10:04:05 AM
Something sort of annoying I discovered is that you can only pre-reg for one guild. I imagine that's to prevent people from using a single account to take every guild-name on a server but I plan on playing in like 2-3 guilds at launch.

Well, you could be like this guy...



Title: Re: SWTOR
Post by: Kirth on October 11, 2011, 10:35:56 AM
As I understand there will be Bat Country for Empire and Slap in the Force(?) for Republic.  The plan is both on the same server so they can be enemies and shoot each other for hilarity. 

The sub forum may conflict with NDA or get closer than the Overlords like.  Dunno. 



My lowly guild is going to be thrown into the mix there, mostly of me 4 guys I work with and anyone I can convince from my old wow guild. We are republic side.


Title: Re: SWTOR
Post by: Sky on October 11, 2011, 11:16:26 AM
I took y'all's advice and decided to beta a class I wouldn't likely play at launch.  Glad I did, in more ways than one.
Having gone this route, I can say I'm beyond pleasantly surprised, I'm amazed and I'm tempted to play a Shadow in SlapForce.

Also, if a few more BC with pre-orders intending to keep them through release could sound off so Lantyssa can stick with her pvp guild for launch, I'd appreciate it. Previously in this thread I was cautiously optimistic...I'm now pushed into fanboy territory. So glad this is coming out in December, when my only chores are running the snowblower and putting wood in the stove. I really should've been trimming the windows to finish up my wall project this weekend...


Title: Re: SWTOR
Post by: 01101010 on October 11, 2011, 11:34:57 AM
 :mob:

Am I the only one still going Empire PvE on release? Bastards...


Title: Re: SWTOR
Post by: Lantyssa on October 11, 2011, 11:35:21 AM
Wait, so we have a Light-side f13 group now, or is it still just Bat Country until live?
It's not so much an f13 Light-side group as it is many members of Slap read f13.  Since they decided to go Rebel, and Bat Country is going to be Imperial, we're going for a rivalry.  Other than Sjofn's discomfort at using the same server for different faction characters, it works out pretty well for everyone.


Title: Re: SWTOR
Post by: luckton on October 11, 2011, 11:39:29 AM
Hmm...I'll have to see what happens...I 'really' want to play a Trooper with tanking bullets  :awesome_for_real: :drill:


Title: Re: SWTOR
Post by: Ingmar on October 11, 2011, 11:42:19 AM
Before people get too excited, remember Slap is not actually a blanket f13 guild and we do have some extra rules about conduct and stuff (especially in the area of homophobic or racial slurs, "LOL we totally raped that", etc.) that you all may not totally enjoy, but if you're willing to put up with our hippie PC ways then yeah, check us out. (Yes you can say fuck, we're not barbarians.)

Oh and hopefully SWTOR isn't allowing special characters in names, but if they are then we have that rule too. If I can't type it on my keyboard without using alt keystrokes, you don't get an invite.  :-P


Title: Re: SWTOR
Post by: Bunk on October 11, 2011, 11:46:26 AM
My pre-order is still sitting there on my desk waiting. Now how to explain to my Mother why I have to head home from Christmas so suddenly...


Title: Re: SWTOR
Post by: Merusk on October 11, 2011, 11:58:47 AM
I took y'all's advice and decided to beta a class I wouldn't likely play at launch.  Glad I did, in more ways than one.
Having gone this route, I can say I'm beyond pleasantly surprised, I'm amazed and I'm tempted to play a Shadow in SlapForce.

Also, if a few more BC with pre-orders intending to keep them through release could sound off so Lantyssa can stick with her pvp guild for launch, I'd appreciate it. Previously in this thread I was cautiously optimistic...I'm now pushed into fanboy territory. So glad this is coming out in December, when my only chores are running the snowblower and putting wood in the stove. I really should've been trimming the windows to finish up my wall project this weekend...

I'm a BC preorder, still, and intend to be there at launch.

Ingmar: I think you're warning a slim, slim minority of folks here. Those I can think of needing such a warning aren't interested in playing TOR anyway.


Title: Re: SWTOR
Post by: Ingmar on October 11, 2011, 12:02:34 PM
Yeah I know, I just like to get any misunderstandings out of the way up front.


Title: Re: SWTOR
Post by: Furiously on October 11, 2011, 12:54:59 PM
Before people get too excited, remember Slap is not actually a blanket f13 guild and we do have some extra rules about conduct and stuff (especially in the area of homophobic or racial slurs, "LOL we totally raped that", etc.) that you all may not totally enjoy, but if you're willing to put up with our hippie PC ways then yeah, check us out. (Yes you can say fuck, we're not barbarians.)

Oh and hopefully SWTOR isn't allowing special characters in names, but if they are then we have that rule too. If I can't type it on my keyboard without using alt keystrokes, you don't get an invite.  :-P

How about retarded? I accidentally let that one slip all the time and then feel guilty.


Title: Re: SWTOR
Post by: Pezzle on October 11, 2011, 01:06:57 PM
I am a BC preorder.  Chances are good I will be around at launch.  Not sure how much time will be spent on Empire stuff, but I will be there.  So long as slap is not crazy PC I will be happy to join up with them for MOAR DAKKA!



Title: Re: SWTOR
Post by: kildorn on October 11, 2011, 01:07:18 PM
Before people get too excited, remember Slap is not actually a blanket f13 guild and we do have some extra rules about conduct and stuff (especially in the area of homophobic or racial slurs, "LOL we totally raped that", etc.) that you all may not totally enjoy, but if you're willing to put up with our hippie PC ways then yeah, check us out. (Yes you can say fuck, we're not barbarians.)

Oh and hopefully SWTOR isn't allowing special characters in names, but if they are then we have that rule too. If I can't type it on my keyboard without using alt keystrokes, you don't get an invite.  :-P

How about retarded? I accidentally let that one slip all the time and then feel guilty.

.. you do NOT want to know the story behind that word in guild chat.  :ye_gods:


Title: Re: SWTOR
Post by: Rasix on October 11, 2011, 01:17:30 PM
So that's a no?  :why_so_serious:

I can imagine the story now.  Bad shaman dies for upteenth time because they are bad.  Someone floats a "retarded".  Cue PC hit squad.


Title: Re: SWTOR
Post by: proudft on October 11, 2011, 01:18:51 PM
.. you do NOT want to know the story behind that word in guild chat.  :ye_gods:

You'll always be retarded to me.   :heart:


Title: Re: SWTOR
Post by: Ingmar on October 11, 2011, 01:28:59 PM
Retarded is one I can't in good conscience enforce because I can't stop myself from using it either.

The story is much stranger than that, Rasix, but I don't think I can explain it in a way that would entertain anyone who wasn't there. Long story short, some guy (I don't even remember how/why this guy was in the guild) ragequit and called Kildy an "unreasonable child" (now that I think of it should be his grief title) because... I am not sure I ever really understood why. Like he wasn't even involved in the conversation, it was just me and Kild giving each other shit on the guild line and then BOOM.


Title: Re: SWTOR
Post by: sam, an eggplant on October 11, 2011, 01:57:19 PM
Well, you could be like this guy...
I signed up around twenty times myself. I own my own domain, so it's easy to think up email accounts. It took about half an hour to do back in 2009.

Anyway, I got into a very early and short focused preview last year, four of the three-day events earlier this year, the month-long Magid marketing beta twice (only used one invite), and one account got into the real beta. I didn't get invited into any of the recent beta weekends, but I'm in the real beta so that's no biggie. Interestingly, none of the accounts got selected more than once for anything.


Title: Re: SWTOR
Post by: koro on October 11, 2011, 03:15:36 PM
So yeah. There's a bit of a hullabaloo (http://www.swtor.com/community/showthread.php?t=531903) over on the official TOR non-beta forums. Basically the gist is that the "most items are able to have their stats customized to your class via crafted/looted/bought item mods that you can keep upgrading gear that you like the look of throughout your character's leveling career" system was recently gutted and changed significantly, and talked about in an interview. The beta forums have been having an absolute fit over it, and in that general forum thread the combat lead, Georg Zoeller, finally responded to the brouhaha with some lovely Ghostcrawler-like snark:

Quote
Clearly, based on the reactions I'm reading in this thread, something terrible must have happened. Let's all panic and run to the door!

Quote
Wait, you mean what I see in front of me on the most current authoritative game build in the office is not what it seems to be?

Think what you see outside the office is the most current Modification System? Nope.

Which I have taken as an indication of just what Bioware thinks of its tester feedback.  :oh_i_see:


Title: Re: SWTOR
Post by: Reg on October 11, 2011, 03:34:08 PM
I imagine they're in full crunch mode at this point. I think they can be forgiven for a little stress created snarkiness to forum dwellers.


Title: Re: SWTOR
Post by: Sky on October 11, 2011, 03:39:41 PM
:mob:

Am I the only one still going Empire PvE on release? Bastards...
My plan is still bounty hunter.

As far as the moddable gear goes, put in fucking appearance tabs, already.


Title: Re: SWTOR
Post by: sam, an eggplant on October 11, 2011, 03:41:47 PM
I think they can be forgiven for a little stress created snarkiness to forum dwellers.
Yeah, MMO players are easy going and don't mind being mocked. Reactions to Milo, Abashi, etc, were aberrations. Fuck 'em if they can't take a joke. Community management is best handled by an amateur with a short temper and a sarcastic edge.


Title: Re: SWTOR
Post by: Mazakiel on October 11, 2011, 03:42:36 PM
I took y'all's advice and decided to beta a class I wouldn't likely play at launch.  Glad I did, in more ways than one.
Having gone this route, I can say I'm beyond pleasantly surprised, I'm amazed and I'm tempted to play a Shadow in SlapForce.

Also, if a few more BC with pre-orders intending to keep them through release could sound off so Lantyssa can stick with her pvp guild for launch, I'd appreciate it. Previously in this thread I was cautiously optimistic...I'm now pushed into fanboy territory. So glad this is coming out in December, when my only chores are running the snowblower and putting wood in the stove. I really should've been trimming the windows to finish up my wall project this weekend...

Pre-ordered, will be in at release. 


Title: Re: SWTOR
Post by: Tannhauser on October 11, 2011, 04:26:25 PM
Pre-ordered under BC.  Still not in beta.   :heartbreak:


Title: Re: SWTOR
Post by: kildorn on October 11, 2011, 04:29:48 PM
I think they can be forgiven for a little stress created snarkiness to forum dwellers.
Yeah, MMO players are easy going and don't mind being mocked. Reactions to Milo, Abashi, etc, were aberrations. Fuck 'em if they can't take a joke. Community management is best handled by an amateur with a short temper and a sarcastic edge.

Worked for DAOC.. :P

But honestly, I'd need to see the threads. Being snarky is usually not okay, unless there are a dozen threads of "hey, this sucks" with devs saying "yeah, fixed in another build" and the CM finally losing it.

If it's "hey, this sucks" followed by "lolz deal with it you uninformed masses", it's completely bullshit.


Title: Re: SWTOR
Post by: Lantyssa on October 11, 2011, 05:13:19 PM
Am I the only one still going Empire PvE on release? Bastards...
I'm still planning on having a full assortment of Imperials in BC, with the Sith Inquisitor being my main.


Title: Re: SWTOR
Post by: Jherad on October 11, 2011, 05:16:53 PM
Applied for BC - I do have a preorder in, but I may not be around much at the start (I'm heading back to the UK for the hols hopefully).

I'll probably concentrate on Sith Warrior and Bounty Hunter at first. I know my wife wants to play as Republic, so I'm going to be rolling both sides I guess.


Title: Re: SWTOR
Post by: Crumbs on October 11, 2011, 05:45:08 PM
Before people get too excited, remember Slap is not actually a blanket f13 guild and we do have some extra rules about conduct and stuff (especially in the area of homophobic or racial slurs, "LOL we totally raped that", etc.) that you all may not totally enjoy, but if you're willing to put up with our hippie PC ways then yeah, check us out. (Yes you can say fuck, we're not barbarians.)

Oh and hopefully SWTOR isn't allowing special characters in names, but if they are then we have that rule too. If I can't type it on my keyboard without using alt keystrokes, you don't get an invite.  :-P

I'll be hitting you guys up for an invite if you'll have me.  I feel like I gotta play with the F13 crowd in at least one game  :Love_Letters:


Title: Re: SWTOR
Post by: Pezzle on October 11, 2011, 07:23:44 PM
Before people get too excited, remember Slap is not actually a blanket f13 guild and we do have some extra rules about conduct and stuff (especially in the area of homophobic or racial slurs, "LOL we totally raped that", etc.) that you all may not totally enjoy, but if you're willing to put up with our hippie PC ways then yeah, check us out. (Yes you can say fuck, we're not barbarians.)

Oh and hopefully SWTOR isn't allowing special characters in names, but if they are then we have that rule too. If I can't type it on my keyboard without using alt keystrokes, you don't get an invite.  :-P

I'll be hitting you guys up for an invite if you'll have me.  I feel like I gotta play with the F13 crowd in at least one game  :Love_Letters:

Spy


Title: Re: SWTOR
Post by: Sjofn on October 11, 2011, 08:25:10 PM
Retarded is one I can't in good conscience enforce because I can't stop myself from using it either.

The story is much stranger than that, Rasix, but I don't think I can explain it in a way that would entertain anyone who wasn't there. Long story short, some guy (I don't even remember how/why this guy was in the guild) ragequit and called Kildy an "unreasonable child" (now that I think of it should be his grief title) because... I am not sure I ever really understood why. Like he wasn't even involved in the conversation, it was just me and Kild giving each other shit on the guild line and then BOOM.

Kild was giving you shit for being a warrior, and Namfoodle (yes, I remember his name) was SO TIRED OF PEOPLE TALKING SHIT ABOUT WARRIORS RAAAAAAAAAAAAAAAAAAARGH.

I dunno if we're "crazy PC," as everyone has their own definition. However, Slap insulated me so well for so long, I am actually surprised when someone lets loose a "lol we totally raped those fags" in a BG or something. I'm all "Wow, people do still say stupid shit like that. Asshats!" Basically keep in mind that I am a humorless feminist, and I love the guild. That's probably a good clue.  :awesome_for_real:


(Also I still use "retarded" too much. I try not to, but it's REALLY REALLY clinging to my vocabulary.)


Title: Re: SWTOR
Post by: Cyrrex on October 11, 2011, 11:39:30 PM
I took y'all's advice and decided to beta a class I wouldn't likely play at launch.  Glad I did, in more ways than one.
Having gone this route, I can say I'm beyond pleasantly surprised, I'm amazed and I'm tempted to play a Shadow in SlapForce.

Also, if a few more BC with pre-orders intending to keep them through release could sound off so Lantyssa can stick with her pvp guild for launch, I'd appreciate it. Previously in this thread I was cautiously optimistic...I'm now pushed into fanboy territory. So glad this is coming out in December, when my only chores are running the snowblower and putting wood in the stove. I really should've been trimming the windows to finish up my wall project this weekend...

Yeah, my problem now is that the story sucked me in quite a bit.  I only made it to level 12 or something, so I don't know how it turns out.  So ironically, I picked a class I probably never would have played....but now I feel compelled to play it anyway, at least at some point.


Edit:  A little too close to NDA territory.


Title: Re: SWTOR
Post by: Surlyboi on October 12, 2011, 12:12:42 AM
Dude, NDA still up. I know you're not talking specifics, but let's keep the powers that be at bay for the time being.


Title: Re: SWTOR
Post by: Cyrrex on October 12, 2011, 12:57:15 AM
Yeah, I suppose I strayed a little too close.  Modified.


Title: Re: SWTOR
Post by: eldaec on October 12, 2011, 03:32:18 AM
Fight the power!

You're being oppressed!


Title: Re: SWTOR
Post by: VainEldritch on October 12, 2011, 08:38:17 AM
Before people get too excited, remember Slap is not actually a blanket f13 guild and we do have some extra rules about conduct and stuff (especially in the area of homophobic or racial slurs, "LOL we totally raped that", etc.) that you all may not totally enjoy, but if you're willing to put up with our hippie PC ways then yeah, check us out. (Yes you can say fuck, we're not barbarians.)

Oh and hopefully SWTOR isn't allowing special characters in names, but if they are then we have that rule too. If I can't type it on my keyboard without using alt keystrokes, you don't get an invite.  :-P

I'll be hitting you guys up for an invite if you'll have me.  I feel like I gotta play with the F13 crowd in at least one game  :Love_Letters:

Spy

 :ye_gods:


Title: Re: SWTOR
Post by: Dren on October 12, 2011, 02:15:45 PM
I'll do my normal routine.  I won't get the pre-order.  I'll come in 3-4 months later and join.  At that point, 10% of you will be left.  I'll get bored and quit too.

Or, I won't play it at all until it goes F2P 6 months from launch.

Fake Edit:  I actually am on the fence this time.  I might get two pre-orders just because my 9 and 11 year old sons are huge SW fans.  We could have some great fun with this.


Title: Re: SWTOR
Post by: Crumbs on October 12, 2011, 04:21:21 PM
Spy

Smuggler actually.....


Title: Re: SWTOR
Post by: Fordel on October 12, 2011, 04:47:27 PM
Spies are Imperial.


Title: Re: SWTOR
Post by: Furiously on October 12, 2011, 04:52:51 PM
I was weak. I pre-ordered today.


Title: Re: SWTOR
Post by: Ingmar on October 12, 2011, 04:54:36 PM
I am going to need to remember to put up a strict NO SPOILERS policy for guild chat for this one.


Title: Re: SWTOR
Post by: Sky on October 12, 2011, 05:26:40 PM
Yeah, this game's release is going to be a spoiler minefield.


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 13, 2011, 03:29:55 AM

I dunno, is it really even possible to spoil a Star Wars plot? That's like spoiling a romantic comedy.


Title: Re: SWTOR
Post by: Cyrrex on October 13, 2011, 03:58:03 AM
I know you are being snarky, but from what I've seen it will be quite easy to spoil it.  I do not, for example, want to hear anything about how the Trooper story plays out.  Forget about it being Star Wars, there are some really good writers on Bioware (AUSTIN!)'s team.


Title: Re: SWTOR
Post by: Lantyssa on October 13, 2011, 04:35:47 AM
So you don't want to know how Femsheptrooperlady's rivalry with the Rodian turns out?  Right.  I won't say anything.  Mum's the word.


Title: Re: SWTOR
Post by: eldaec on October 13, 2011, 04:38:52 AM
Avoiding spoilers for your first swtor dude is fair enough, hard to see how that is going to work for your 8th class, especially if you play it as a multiplayer game.


Title: Re: SWTOR
Post by: 01101010 on October 13, 2011, 04:50:50 AM

 :grin:


Title: Re: SWTOR
Post by: luckton on October 13, 2011, 05:17:03 AM

 :grin:

 :rimshot:


Title: Re: SWTOR
Post by: Cyrrex on October 13, 2011, 05:24:36 AM
So you don't want to know how Femsheptrooperlady's rivalry with the Rodian turns out?  Right.  I won't say anything.  Mum's the word.

OMG WHAT RODIAN I MUST HAVE MISSED THAT THANKS FOR THE TIP.

LFG "who shot first" will pay gold!


Title: Re: SWTOR
Post by: luckton on October 13, 2011, 05:26:07 AM

OMG WHAT RODIAN I MUST HAVE MISSED THAT THANKS FOR THE TIP.

LFG "who shot first" will pay gold!

(http://chzgifs.files.wordpress.com/2011/09/funny-gifs-alderaan-shot-first.gif)


Title: Re: SWTOR
Post by: Threash on October 13, 2011, 05:40:34 AM
Remembers how fast "snape kills dumbledore" was on every public channel on wow and feels bad for anyone wanting to avoid spoilers.


Title: Re: SWTOR
Post by: Fordel on October 13, 2011, 09:23:22 AM
If you are going to want to avoid spoilers, your going to have to close every chat channel in game is my guess.


Even putting aside the usual assholes, people will unintentionally spoiler things for you just by looking for groups for quests.




Title: Re: SWTOR
Post by: Koyasha on October 13, 2011, 09:39:37 AM
That's one of the things that concerns me about how I'm going to handle it in this game.  Normally I hate getting spoilers for good story games, to such a degree that every time a BioWare game in particular comes out, I tend to stop reading the entire internet until I finish it to make sure I don't accidentally ruin something big for myself.  I have no idea what to do with SWTOR in this regard.


Title: Re: SWTOR
Post by: luckton on October 13, 2011, 09:42:09 AM
That's one of the things that concerns me about how I'm going to handle it in this game.  Normally I hate getting spoilers for good story games, to such a degree that every time a BioWare game in particular comes out, I tend to stop reading the entire internet until I finish it to make sure I don't accidentally ruin something big for myself.  I have no idea what to do with SWTOR in this regard.

I'm going to attack this game the same way I attacked Rift, and as has been suggested; turn off the chat channels, go solo to level 50, group up for the dungeons or quests that require it.  Play it like a single-player game, and just treat any PCs running around as programming bugs  :awesome_for_real:


Title: Re: SWTOR
Post by: Nevermore on October 13, 2011, 09:53:33 AM
Before people get too excited, remember Slap is not actually a blanket f13 guild and we do have some extra rules about conduct and stuff (especially in the area of homophobic or racial slurs, "LOL we totally raped that", etc.) that you all may not totally enjoy, but if you're willing to put up with our hippie PC ways then yeah, check us out. (Yes you can say fuck, we're not barbarians.)

Oh and hopefully SWTOR isn't allowing special characters in names, but if they are then we have that rule too. If I can't type it on my keyboard without using alt keystrokes, you don't get an invite.  :-P

I'll be hitting you guys up for an invite if you'll have me.  I feel like I gotta play with the F13 crowd in at least one game  :Love_Letters:

Spy

 :ye_gods:

It would have been a lot funnier if he just called him a Bothan.


Title: Re: SWTOR
Post by: 01101010 on October 13, 2011, 10:17:22 AM

It would have been a lot funnier if he just called him a Bothan.

Foresee a ton of guild names built off that, I do.  :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on October 13, 2011, 10:57:13 AM

I dunno, is it really even possible to spoil a Star Wars plot? That's like spoiling a romantic comedy.

Sounds like someone needs some remedial KOTOR play assigned for this week's homework.


Title: Re: SWTOR
Post by: eldaec on October 13, 2011, 11:02:01 AM

I dunno, is it really even possible to spoil a Star Wars plot? That's like spoiling a romantic comedy.

Sounds like someone needs some remedial KOTOR play assigned for this week's homework.

For that matter, watch Empire again.

It is, however, literally impossible to spoil KOTOR2 as the plot is so mindnumbingly dull you cannot transfer knowledge of it to another human without rendering them unconscious.


Title: Re: SWTOR
Post by: Morfiend on October 13, 2011, 11:10:56 AM
Two questions.

1) Do we know the difference in gameplay from PVE to PVP servers.

2) Is there a PVP segment of F13 making a guild?

Oh yeah, I also just read that they are having RP-PVP servers.


Title: Re: SWTOR
Post by: Sky on October 13, 2011, 11:20:59 AM
go solo to level 50, group up for the dungeons or quests that require it.
Do you mean grouping while leveling for flashpoints/heroic quests? Because you want to do that.

Yes, I just said that!
Foresee a ton of guild names built off that, I do.  :why_so_serious:
Hmmm...Bothan Country....
1) Do we know the difference in gameplay from PVE to PVP servers.

2) Is there a PVP segment of F13 making a guild?
Open pvp? I think the starter worlds are faction-locked. Snakecharmer is bailing on BC for a PvP server, not sure if he has a guild in mind or what. Wonder if it's too rpg-y for Slayerik's crowd :)


Title: Re: SWTOR
Post by: Nebu on October 13, 2011, 11:23:52 AM
Do you mean grouping while leveling for flashpoints/heroic quests? Because you want to do that.

Why?  In every other recent MMO there's absolutely no reason to do group content prior to max level.  Does TOR give us a viable reason to do group content prior to cap?  I'd love to see that. 


Title: Re: SWTOR
Post by: Ingmar on October 13, 2011, 11:26:34 AM
Do you mean grouping while leveling for flashpoints/heroic quests? Because you want to do that.

Why?  In every other recent MMO there's absolutely no reason to do group content prior to max level.  Does TOR give us a viable reason to do group content prior to cap?  I'd love to see that. 

The dungeon finder is a fantastic way to level in WoW, actually. Perhaps that isn't a recent MMO anymore I guess?


Title: Re: SWTOR
Post by: Nebu on October 13, 2011, 11:35:41 AM
The dungeon finder is a fantastic way to level in WoW, actually. Perhaps that isn't a recent MMO anymore I guess?

I'd say an alternative way to level.  If you level solo or level in dungeons in WoW, neither has any impact on the endgame.  It's meaningless from a character development standpoint as any loot or lore is pointless the instant you hit the level cap.  That's my point.  If I'm going to alter my playstyle (playing in a group rather than solo) for a game, I'd at least like there to be a reason beyond loot to do so.  Fun is a good reason, but I rarely find group leveling as fun as solo.  The inefficiency of most people makes me nuts.



Title: Re: SWTOR
Post by: Ingmar on October 13, 2011, 11:41:24 AM
Below max level the dungeon groups are pretty fun, but YMMV. It is certainly *faster* to level through the dungeons in WoW, particularly as a tank, but anyone can speed their progress up by queueing while they do their quests and taking the groups when they pop up.

I'm not sure exactly what you mean by meaningless from a character development standpoint, though. By definition, gaining a level is meaningful to your character development, because if you never gain that level your character won't develop.


Title: Re: SWTOR
Post by: Nebu on October 13, 2011, 11:52:31 AM
I'm not sure exactly what you mean by meaningless from a character development standpoint, though. By definition, gaining a level is meaningful to your character development, because if you never gain that level your character won't develop.

The only rewards are xp and loot.  I want something that I can't get solo that persists through endgame.


Title: Re: SWTOR
Post by: Dren on October 13, 2011, 12:07:29 PM
I'm not sure exactly what you mean by meaningless from a character development standpoint, though. By definition, gaining a level is meaningful to your character development, because if you never gain that level your character won't develop.

The only rewards are xp and loot.  I want something that I can't get solo that persists through endgame.

Agreed.  Even in WoW I never felt doing dungeons while leveling up was necessary.  I mainly would just do the quests and rush to max level.  Then I would participate in endgame content.

It would be nice to get special items, for instance, that you could only get in the early content that grew with the character and helped with later content right into endgame.  Achievements are really the only closest thing you can compare, but they do not have any direct impact on the game. 

You don't want to actually lock people out of content without doing prior content though.  WoW certainly tried this in spades and since then "Instance Locks" have become dirty words.

It has to be direct enough to have an impact on your character's performance/ability to handle content later in the game, but not so punishing that you absolutely cannot participate.  Sometimes fluff can fit this well but it has to be more than just a title or 1 achievement out of 90,000.  You might get a special sash that others can see or special access to lore areas that others can't get.  Tough one to balance.


Title: Re: SWTOR
Post by: Ingmar on October 13, 2011, 12:14:42 PM
I'm not sure exactly what you mean by meaningless from a character development standpoint, though. By definition, gaining a level is meaningful to your character development, because if you never gain that level your character won't develop.

The only rewards are xp and loot.  I want something that I can't get solo that persists through endgame.

Might as well just make grouping mandatory in that case, though (fin trees ahoy). The model that makes most players happy is one where they choose the type of play they prefer on the way to the endgame (and hopefully at the endgame as well although that has been generally less successful for most developers.) If grouping to level is effective people who like grouping will do it, it doesn't need to be incentivized beyond that, permanent exclusive benefits just screws the guy who prefers to level solo. In the case of SWTOR there is going to be story stuff you won't see otherwise, which is going to be incentive for another chunk of players as well.

I guess I just really don't understand the idea that character development prior to the endgame doesn't "count".


Title: Re: SWTOR
Post by: Mrbloodworth on October 13, 2011, 12:24:35 PM
I'm not sure exactly what you mean by meaningless from a character development standpoint, though. By definition, gaining a level is meaningful to your character development, because if you never gain that level your character won't develop.

The only rewards are xp and loot.  I want something that I can't get solo that persists through endgame.

How about a steady group of friends to play with?  :why_so_serious:


Title: Re: SWTOR
Post by: Sky on October 13, 2011, 12:33:18 PM
Why?  In every other recent MMO there's absolutely no reason to do group content prior to max level.  Does TOR give us a viable reason to do group content prior to cap?  I'd love to see that. 
Because it's fun and story-based. MORE STORY. Multiplayer conversations are awesome.

If you worry about leveling in TOR, at least other than thinking about getting your AC or mount or something....you're doing it wrong. Relax and enjoy the story. It's why I've suddenly become a raging fanboy...a game that embraces the journey. Will it please the mmo vets and lookiloos? I DON'T CARE  :grin:

If you just want to reduce it to "well, I'll just race to the endgame and grind gear", you're probably not going to enjoy TOR. If you want to look over and cross your fingers that goody-good Jedi Sky in his nice white robe doesn't win the conversation roll so you can vent the engineers into space to save some time...and even better, watch him recoil in horror as you hit the button...then you might dig TOR. The mmo in TOR is (imo) just the foundation upon which the game is built, not the game itself.


Title: Re: SWTOR
Post by: Nebu on October 13, 2011, 12:36:43 PM
I guess I just really don't understand the idea that character development prior to the endgame doesn't "count".

Consider WoW.  You level from 1-cap.  Once at cap, you are essentially reset to level 1 again just this time in terms of gear instead of a numerical value for level.  All the trip from 1-cap provided was a delay into entry to the new leveling treadmill.  I'd like the trip from 1-cap to contribute to my endgame treadmill, even if it's in a small way.  That's an incentive for me to group and meet people that I would otherwise avoid since I can almost always level faster solo than in a group.  

How about a steady group of friends to play with?  :why_so_serious:

Silly man.  You know that I hate people.  :why_so_serious:


Title: Re: SWTOR
Post by: koro on October 13, 2011, 12:37:49 PM
I'm not sure exactly what you mean by meaningless from a character development standpoint, though. By definition, gaining a level is meaningful to your character development, because if you never gain that level your character won't develop.

The only rewards are xp and loot.  I want something that I can't get solo that persists through endgame.

Social Points. Can't get 'em solo, and they unlock a wide variety of cosmetic-but-upgradeable gear later on down the line. Most people who want the stuff are going to end up having to run a billion flashpoints to get their Social rank up.

That's one of the things that concerns me about how I'm going to handle it in this game.

I'm going to attack this game the same way I attacked Rift, and as has been suggested; turn off the chat channels, go solo to level 50, group up for the dungeons or quests that require it.  Play it like a single-player game, and just treat any PCs running around as programming bugs  :awesome_for_real:

Surprisingly, the best way to go through the game, I've found, is in a dedicated leveling duo. You get XP bonuses, less searching for warm bodies for group quests (the ones you can't duo, at any rate), you can see each others' story cutscenes, and there's even bonus dialogue for doing ye olde average queste you come across in a group instead of solo.


Title: Re: SWTOR
Post by: Nebu on October 13, 2011, 12:38:49 PM
Why?  In every other recent MMO there's absolutely no reason to do group content prior to max level.  Does TOR give us a viable reason to do group content prior to cap?  I'd love to see that.  

I have yet to play an MMO with a story compelling enough to make me want to keep reading.  Most are so trite that I lose interest immediately and commence the grind to cap so that I can pvp sooner.  

If SWTOR is an exception to this, I'd welcome it.  I'm not optimistic.  


Title: Re: SWTOR
Post by: Nebu on October 13, 2011, 12:40:01 PM
Social Points. Can't get 'em solo, and they unlock a wide variety of cosmetic-but-upgradeable gear later on down the line. Most people who want the stuff are going to end up having to run a billion flashpoints to get their Social rank up.

That's a wonderful idea.  I would gladly tolerate other players if it gave me some fun cosmetic (gear/pets) or mount related stuff.


Title: Re: SWTOR
Post by: Draegan on October 13, 2011, 01:01:54 PM
Do you mean grouping while leveling for flashpoints/heroic quests? Because you want to do that.

Why?  In every other recent MMO there's absolutely no reason to do group content prior to max level.  Does TOR give us a viable reason to do group content prior to cap?  I'd love to see that. 

There are instances.  There are open world "heroic" areas that all require a few people to complete.  (I know this because James Ohlen told me at PAX. )


Title: Re: SWTOR
Post by: Amaron on October 13, 2011, 01:04:32 PM
 Most are so trite that I lose interest immediately and commence the grind to cap so that I can pvp sooner.  

It's not like any of them up to now were really trying.   MMO's haven't even attempted basic story features yet.  WoW was considered extravagant for even bothering to write quests.  Nobody's really tried to move much beyond that either.


Title: Re: SWTOR
Post by: Reg on October 13, 2011, 01:07:38 PM
Quote
I have yet to play an MMO with a story compelling enough to make me want to keep reading.  Most are so trite that I lose interest immediately and commence the grind to cap so that I can pvp sooner. 

If SWTOR is an exception to this, I'd welcome it.  I'm not optimistic. 

You better hope you're wrong because aside from the story stuff I really don't think SWTOR offers anything new that your aren't already sick to death of in WoW and Lotro.


Title: Re: SWTOR
Post by: Nebu on October 13, 2011, 01:11:50 PM
You better hope you're wrong because aside from the story stuff I really don't think SWTOR offers anything new that your aren't already sick to death of in WoW and Lotro.

I'll pay $60 to run on a new model of the old treadmill for a month.  Anything beyond that is gravy.


Title: Re: SWTOR
Post by: Ingmar on October 13, 2011, 01:16:40 PM
I guess I just really don't understand the idea that character development prior to the endgame doesn't "count".

Consider WoW.  You level from 1-cap.  Once at cap, you are essentially reset to level 1 again just this time in terms of gear instead of a numerical value for level.  All the trip from 1-cap provided was a delay into entry to the new leveling treadmill.  I'd like the trip from 1-cap to contribute to my endgame treadmill, even if it's in a small way.  That's an incentive for me to group and meet people that I would otherwise avoid since I can almost always level faster solo than in a group.  


I just find that an utterly weird way to look at it. There's no reason, in my opinion, to treat going up an item level particularly differently from going up a character level, other than perhaps the method they expect you to use to accomplish it - hell, if you leveled entirely via PVP or instancing, even the method doesn't really change at cap. I mean in a sense, every level you gain means you're starting over from some other arbitrary new starting point. I just don't think the character development goal you set for yourself is undergoing some fundamental change that renders all prior progress meaningless when you change your objective from 'hit level X' to 'get object Y'. You still can't do the later one without the prior one. It's all the same.


Title: Re: SWTOR
Post by: koro on October 13, 2011, 01:22:13 PM
Social Points. Can't get 'em solo, and they unlock a wide variety of cosmetic-but-upgradeable gear later on down the line. Most people who want the stuff are going to end up having to run a billion flashpoints to get their Social rank up.

That's a wonderful idea.  I would gladly tolerate other players if it gave me some fun cosmetic (gear/pets) or mount related stuff.

There is actually a mount you can get with max social rank as well.


Title: Re: SWTOR
Post by: luckton on October 13, 2011, 01:37:39 PM
go solo to level 50, group up for the dungeons or quests that require it.
Do you mean grouping while leveling for flashpoints/heroic quests? Because you want to do that.

Indeed, but only once.  Same way I did WoW whenever I rolled a alt...I would do the dungeons as I leveled just once to knock out the quests within along with a chance of getting something to boost me.  If I didn't get any loot, no biggie, but usually the quests themselves would tide me over.


Title: Re: SWTOR
Post by: Ginaz on October 13, 2011, 01:42:24 PM
I guess I just really don't understand the idea that character development prior to the endgame doesn't "count".

Consider WoW.  You level from 1-cap.  Once at cap, you are essentially reset to level 1 again just this time in terms of gear instead of a numerical value for level.  All the trip from 1-cap provided was a delay into entry to the new leveling treadmill.  I'd like the trip from 1-cap to contribute to my endgame treadmill, even if it's in a small way.  That's an incentive for me to group and meet people that I would otherwise avoid since I can almost always level faster solo than in a group.  


I just find that an utterly weird way to look at it. There's no reason, in my opinion, to treat going up an item level particularly differently from going up a character level, other than perhaps the method they expect you to use to accomplish it - hell, if you leveled entirely via PVP or instancing, even the method doesn't really change at cap. I mean in a sense, every level you gain means you're starting over from some other arbitrary new starting point. I just don't think the character development goal you set for yourself is undergoing some fundamental change that renders all prior progress meaningless when you change your objective from 'hit level X' to 'get object Y'. You still can't do the later one without the prior one. It's all the same.

Gaining better gear, at least in WoW, allows you to access more content.  You can't que for dungeons unless you meet a minimum gear level.  

Oh, and I applied for BC last night under GinazResser if anyone will be kind enough to accept me. :heart:


Title: Re: SWTOR
Post by: Ingmar on October 13, 2011, 01:46:11 PM

Gaining better gear, at least in WoW, allows you to access more content.  You can't que for dungeons unless you meet a minimum gear level.  


Yes. Exactly like going up a level does.


Title: Re: SWTOR
Post by: Murgos on October 13, 2011, 02:13:30 PM
You better hope you're wrong because aside from the story stuff I really don't think SWTOR offers anything new that your aren't already sick to death of in WoW and Lotro.

I've been playing a lot of LotRO lately, based on the number of people I see everywhere I go in game so are a lot of people.  If SWTOR is just new shiney WoW with lasers and lazer swords with the same story depth of LotRO then it will be one of the best MMO's ever made.


Title: Re: SWTOR
Post by: Rokal on October 13, 2011, 02:47:33 PM
The only rewards are xp and loot.  I want something that I can't get solo that persists through endgame.

Rift does this with reputations. Most of the group content in the game (from level 1-50) gives you reputation with one of the end-game factions. Running dungeons while you level has a direct benefit at end-game, because you may be a little bit closer to those reputation rewards. That said, grinding reputations isn't really fun.


Title: Re: SWTOR
Post by: luckton on October 13, 2011, 03:12:13 PM
The only rewards are xp and loot.  I want something that I can't get solo that persists through endgame.

Rift does this with reputations. Most of the group content in the game (from level 1-50) gives you reputation with one of the end-game factions. Running dungeons while you level has a direct benefit at end-game, because you may be a little bit closer to those reputation rewards. That said, grinding reputations isn't really fun.

But it is one way that serves the purpose described.  How else do you work in something like that?


Title: Re: SWTOR
Post by: Ginaz on October 13, 2011, 03:30:11 PM

Gaining better gear, at least in WoW, allows you to access more content.  You can't que for dungeons unless you meet a minimum gear level.  


Yes. Exactly like going up a level does.

Considering you will likely spend most of your time at the level cap, it is somewhat different than leveling to the cap.  Your progress isn't as well defined as, say, going from level 1 to level 2.


Title: Re: SWTOR
Post by: Malakili on October 13, 2011, 04:35:00 PM

Gaining better gear, at least in WoW, allows you to access more content.  You can't que for dungeons unless you meet a minimum gear level.  


Yes. Exactly like going up a level does.


With the advent of ilevel as dungeon gate it is pretty darn close.
Considering you will likely spend most of your time at the level cap, it is somewhat different than leveling to the cap.  Your progress isn't as well defined as, say, going from level 1 to level 2.


Title: Re: SWTOR
Post by: El Gallo on October 13, 2011, 05:17:38 PM
It's different because you can (usually) skip a ton of item levels.


Title: Re: SWTOR
Post by: Sky on October 13, 2011, 05:37:06 PM
If SWTOR is an exception to this, I'd welcome it.  I'm not optimistic.  
Do you like KotOR/Mass Effect?


Title: Re: SWTOR
Post by: Lantyssa on October 13, 2011, 05:38:28 PM
Why?  In every other recent MMO there's absolutely no reason to do group content prior to max level.  Does TOR give us a viable reason to do group content prior to cap?  I'd love to see that. 
Ask again when the NDA is gone.


Title: Re: SWTOR
Post by: Nebu on October 13, 2011, 05:46:41 PM
Do you like KotOR/Mass Effect?

Could never bring myself to finish Kotor.  For that reason, I never played Mass Effect.  I'm guessing this is bad.


Title: Re: SWTOR
Post by: Jherad on October 13, 2011, 06:41:59 PM
Ask again when the NDA is gone.

Seriously.

Also:

have yet to play an MMO with a story compelling enough to make me want to keep reading.

Not so much readiing in this game.  :grin:


Title: Re: SWTOR
Post by: Sjofn on October 13, 2011, 08:12:02 PM
Do you like KotOR/Mass Effect?

Could never bring myself to finish Kotor.  For that reason, I never played Mass Effect.  I'm guessing this is bad.

I didn't finish KotOR. I finished ME 1&2.


Title: Re: SWTOR
Post by: Lakov_Sanite on October 13, 2011, 09:20:22 PM
I'm still having trouble getting over the fact that every character class is going to have the same exact storyline.  Imagine two smugglers in a raid both bringing the twi'lek girl they are romancing as a companion. Awwwwwkward! It's hard enough in these games when everyone does the same quests.


Title: Re: SWTOR
Post by: Ingmar on October 13, 2011, 09:22:04 PM
1) You can't bring companions to raids, only the regular 4 person groups.
2) There are appearance packs that change their appearance fairly dramatically. So one player might have a red twi'lek companion dressed in heavy armor, while you have a blue twi'lek companion dressed in fatigues, or whatever.
3) Other people's companions don't have the character name overhead, just a generic description.


Title: Re: SWTOR
Post by: Ragnoros on October 13, 2011, 09:30:28 PM
We are well on track to discovering the same truth Fry does. Dating robots can only lead to ruin.  :heartbreak:


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 13, 2011, 11:20:26 PM
Sounds like someone needs some remedial KOTOR play assigned for this week's homework.

Oh please do not get me started on the writing in that game. The meagre sliver of humour I managed to inject into my previous snarkiness will be consumed in a giant flaming pyre of contempt.


Title: Re: SWTOR
Post by: Cyrrex on October 14, 2011, 02:03:44 AM
Why?  In every other recent MMO there's absolutely no reason to do group content prior to max level.  Does TOR give us a viable reason to do group content prior to cap?  I'd love to see that.  

I have yet to play an MMO with a story compelling enough to make me want to keep reading.  Most are so trite that I lose interest immediately and commence the grind to cap so that I can pvp sooner.  

If SWTOR is an exception to this, I'd welcome it.  I'm not optimistic.  

There is reason to be optimistic.  All I think I can get away with saying is that this isn't WoW questing, no siree. Not even a tiny bit.  Bar has been raised, by no small amount.

The content may not be your "thing", if you know what I mean, but that's another matter entirely.


Title: Re: SWTOR
Post by: kildorn on October 14, 2011, 08:00:00 AM
Knowing myself, I will still next->next->finished my way through the lore, then ask in guild why the hell we're in an instance trying to kill *person who was fully explained by the lore during the entire leveling process*

Really, at this point my brain is wired to skim quest text to find the name and number of whatever fozzle I need to kill. It may be awesome writing, but it's just not how I play games :(


Title: Re: SWTOR
Post by: Fordel on October 14, 2011, 08:01:46 AM
There's no quest text in this game.


Title: Re: SWTOR
Post by: Shatter on October 14, 2011, 08:05:47 AM
Knowing myself, I will still next->next->finished my way through the lore, then ask in guild why the hell we're in an instance trying to kill *person who was fully explained by the lore during the entire leveling process*

Really, at this point my brain is wired to skim quest text to find the name and number of whatever fozzle I need to kill. It may be awesome writing, but it's just not how I play games :(

I do the same and being in TOR beta Ive sat through pretty much every quest cutscene to hear the story regardless of how remedial and for the majority Im glad I did.  Definitely brings a new level to questing that I normally cant be bothered with. 


Title: Re: SWTOR
Post by: Dren on October 14, 2011, 08:13:33 AM
There's no quest text in this game.

I'm playing EQ2 right now and am finding the massive amounts of quest text to be very tedious.  I welcome this "feature" of SWTOR.


Title: Re: SWTOR
Post by: fuser on October 14, 2011, 08:18:11 AM
I'm playing EQ2 right now and am finding the massive amounts of quest text to be very tedious.  I welcome this "feature" of SWTOR.

So instead you get to watch 60 seconds of a cut scene to get the kill 10 foozles quest.


Title: Re: SWTOR
Post by: kildorn on October 14, 2011, 08:25:24 AM
There's no quest text in this game.

Then there had better be a tracker after the chatting. ><

I do not want to listen to lady tell me her sob story unless there's an ME2 renegade interrupt that causes me to say "long story short: what gets shot?"


Title: Re: SWTOR
Post by: Sky on October 14, 2011, 08:39:46 AM
So instead you get to watch 60 seconds of a cut scene to get the kill 10 foozles quest.
The kill x quests are automatically gained when you kill one of x in an area, as a 'bonus quest'.

I do love the percolating dark side in the thread though. Malgus approves.


Title: Re: SWTOR
Post by: fuser on October 14, 2011, 08:52:50 AM
So instead you get to watch 60 seconds of a cut scene to get the kill 10 foozles quest.
The kill x quests are automatically gained when you kill one of x in an area, as a 'bonus quest'.

Yep that's true, trying not to go :nda:


Title: Re: SWTOR
Post by: Lantyssa on October 14, 2011, 09:02:10 AM
Knowing myself, I will still next->next->finished my way through the lore, then ask in guild why the hell we're in an instance trying to kill *person who was fully explained by the lore during the entire leveling process*
As if it matters.  You'll be max level before public release. :-P


Title: Re: SWTOR
Post by: Fordel on October 14, 2011, 09:08:28 AM
Kild likes to pretend he is a power gamer, but ends up doing it wrong anyways because he'll miss the obvious two feet in front of his face then spend 10 years defending his failure.  :oh_i_see:


There's roughly zero reason to rush to cap in this game, almost no one gives a shit about world firsts in WoW as it is, less then no one is going to give a shit about it in SWTOR.

I think people may end up staying up all night anyways because they'll get sucked into their class quests or whatever. Like we won't see Sjofn anywhere but online for at LEAST as month  :why_so_serious:




Title: Re: SWTOR
Post by: Sky on October 14, 2011, 09:12:02 AM
6am, 5am, 5am, 1am

 :geezer:

Quite happy it isn't distributed through steam!


Title: Re: SWTOR
Post by: Dren on October 14, 2011, 09:16:48 AM
I'm playing EQ2 right now and am finding the massive amounts of quest text to be very tedious.  I welcome this "feature" of SWTOR.

So instead you get to watch 60 seconds of a cut scene to get the kill 10 foozles quest.

That's ok if I can esc out of it if I want.


Title: Re: SWTOR
Post by: Fordel on October 14, 2011, 09:21:18 AM
I think we discussed this a bit already, but going forward, the big hurdle is how the fuck do they intend to keep up with new content to deliver.


There is a LOT of god damn talky talky, like a metric fuck-ton. I don't think they were exaggerating when they said it was 8 billion novels worth or whatever the real figure was. Even with all the ways they can save/reuse talky talk bits, it's still a enormous amount of writing and voice to generate.



Blizzard can't keep up and all they have to do is get Metzen to growl into a mic in the office for 30 minutes, How is Bioware(Austin) going to handle it  :ye_gods:





Title: Re: SWTOR
Post by: Kirth on October 14, 2011, 09:39:35 AM
I think we discussed this a bit already, but going forward, the big hurdle is how the fuck do they intend to keep up with new content to deliver.


There is a LOT of god damn talky talky, like a metric fuck-ton. I don't think they were exaggerating when they said it was 8 billion novels worth or whatever the real figure was. Even with all the ways they can save/reuse talky talk bits, it's still a enormous amount of writing and voice to generate.



Blizzard can't keep up and all they have to do is get Metzen to growl into a mic in the office for 30 minutes, How is Bioware(Austin) going to handle it  :ye_gods:

I think they said at one of the cons they already have a ton of  VO to patch in. but really, how hard can it be to record a few hours of dialog.


Title: Re: SWTOR
Post by: Fordel on October 14, 2011, 09:43:16 AM
Not sure if serious.


Title: Re: SWTOR
Post by: eldaec on October 14, 2011, 09:44:47 AM
Not hard at all, but only if they are configured for continuous writing and recording - they basically need the same organisation as for a soap opera.

If they have done what every prior games publisher ever has done, and not even thought about post launch content generation, then yeah, this will fall apart fast.


Title: Re: SWTOR
Post by: Sky on October 14, 2011, 09:44:59 AM
In BWA's favor, they probably have it down to a science by now, and a lot of the actors they are using are very active industry talent.

(eldaec, it is quite difficult to do well, that's why most games have garbage VO)


Title: Re: SWTOR
Post by: eldaec on October 14, 2011, 09:52:24 AM
Yes, well, lots of things are difficult to do well in the sense that you need to have staff with relevant skills, this is why we pay people money in exchange for goods and services.

That isn't the same as unaffordable if properly organised, or the same as saying it is an unreasonable expectation.


Title: Re: SWTOR
Post by: LK on October 14, 2011, 09:52:54 AM
I can speak to that. They don't just record the voice and blammo it works for the game. The amount of post-production work to make the voices work is an extremely time-consuming process. Part of Bioware's strategy here is to release with so much content, but I can't help but wonder if that'll be there undoing if they can't keep up as time goes on.


Title: Re: SWTOR
Post by: Murgos on October 14, 2011, 09:55:03 AM
If they have done what every prior games publisher ever has done, and not even thought about post launch content generation, then yeah, this will fall apart fast.

They've talked about this issue a little already.  They claim to be doing something entirely different which is to keep pretty much the entire development team around as the live team and that they have quite a bit planned on a continuous basis moving forward.

If true it could really push the game over the top.


Title: Re: SWTOR
Post by: Shatter on October 14, 2011, 09:57:28 AM
If they have done what every prior games publisher ever has done, and not even thought about post launch content generation, then yeah, this will fall apart fast.

They've talked about this issue a little already.  They claim to be doing something entirely different which is to keep pretty much the entire development team around as the live team and that they have quite a bit planned on a continuous basis moving forward.

If true it could really push the game over the top.

I smell year end bonuses


Title: Re: SWTOR
Post by: Kirth on October 14, 2011, 10:12:51 AM
Not sure if serious.

Perhaps I should have added, for a company that has already recorded 145 terrabytes of voice over already.


Title: Re: SWTOR
Post by: kildorn on October 14, 2011, 10:29:22 AM
If they're running on "we have a dickload of content ready", they're going to run into the wall of ohshit we're out.

The question isn't how much capacity you have here, it's growth versus consumption, and their target consumption rate. Trying to go "oh lol, the endgame will take months to reach" has always backfired as you weren't planning around people who play 23 hours a day.

Legitimately, they need to design around people who play 3 hours a day, maybe 4 days a week to feel like they always have content (and you can probably reuse a lot by making 80% of it the same scenes, and having 20% side scenes only seen by X side or class so people replay for the other aspect of the story)

I'm curious how they do it, honestly. VO takes a long assed time. And it's hard to keep management going with the idea of a full sized production staff working on new content for a game for years.

I'm sure I'll enjoy this quite a bit in my own way, I just have this Valve feeling in the back of my head, where the switch to episodic content would totally allow them to have shorter gaps between games :P


Title: Re: SWTOR
Post by: Shatter on October 14, 2011, 10:41:12 AM
Im hoping that they are putting future / ongoing content to the front on priority.  If like Rift they can continue to introduce new content at regular intervals they should be fine but I dont have a lot of confidence that the content that will exist when the game goes live will be so sufficient that they wont need to add anything within the first 3 months or so.  Problem with most MMO's is they spend the first month of launch putting bugs and exploits down, tweaking and optimizing, etc that content isnt big on the agenda.  You need to actively work on both, not one or the other. 


Title: Re: SWTOR
Post by: Sky on October 14, 2011, 11:27:47 AM
 They claim to be doing something entirely different which is to keep pretty much the entire development team around as the live team and that they have quite a bit planned on a continuous basis moving forward.
Daniel Erickson's stock reply is "I'll still have a job here next year." The writing team isn't going anywhere soon.

As far as consumption, some people will burn through it quickly, same as usual. If you skip dialog and don't like alts, you'll be out of content at some point. If you dig the story, take part in a lot of the side activities, and like rolling alts, then it'll be a different story.

Rift is aiming for a different audience. I tend to read quest text in every game, but in Rift it's just so bad even I skip it almost every time. Much easier to pump out the kind of stuff they're doing on short cycles. TOR is definitely going to be longer release cycles, hopefully an annual cycle like EQ2.

At this point, my list of concerns about TOR is very short.


Title: Re: SWTOR
Post by: Ingmar on October 14, 2011, 11:29:02 AM
Sounds like someone needs some remedial KOTOR play assigned for this week's homework.

Oh please do not get me started on the writing in that game. The meagre sliver of humour I managed to inject into my previous snarkiness will be consumed in a giant flaming pyre of contempt.

I don't think we can be friends anymore.  :cry:


Title: Re: SWTOR
Post by: Chimpy on October 14, 2011, 11:43:04 AM
Not sure if serious.

Perhaps I should have added, for a company that has already recorded 145 terrabytes of voice over already.

You have to know exactly what they mean by 'recorded' though. My guess is they are inflating how much they have for the game by counting every take. Sure, they probably have a fuckton of stuff that is edited and ready for use, but I am sure that the amount of material that they have "on file" that will never be used is many times what they are going to use.

They also probably are counting the straight up un-compressed voice tracks, not the compressed in game audio. 16-bit, 44.1kHz sampling (CD Quality) of one channel, a minute of sound is right around 5MB. Most modern recording is done at 24-bit and with sampling rates up to 192kHz. A minute of audio at that quality level is close to 33MB. Doesn't take long for that to add up.


Title: Re: SWTOR
Post by: Reg on October 14, 2011, 11:44:24 AM
Quote
At this point, my list of concerns about TOR is very short.

You're still in the honeymoon period though. I'm confident that most of Bat Country won't last past the first 30 days as usual.


Title: Re: SWTOR
Post by: Morfiend on October 14, 2011, 12:02:48 PM
Quote
At this point, my list of concerns about TOR is very short.

You're still in the honeymoon period though. I'm confident that most of Bat Country won't last past the first 30 days as usual.


This is Starwars. If we can get a thread to 400 pages I'm sure most will late 2 moths. If only to bitch about it.  :why_so_serious:


Title: Re: SWTOR
Post by: Nebu on October 14, 2011, 12:06:19 PM
Anyone remember the glowing WAR beta comments?  How long did that last?


Title: Re: SWTOR
Post by: Kirth on October 14, 2011, 12:08:58 PM
Anyone remember the glowing WAR beta comments?  How long did that last?

Right about tell tier 4. and my 145 terabyte comment was a subtle joke about install size...


Title: Re: SWTOR
Post by: Sky on October 14, 2011, 12:14:30 PM
I'm confident that most of Bat Country won't last past the first 30 days as usual.

That's what BC does. I'm sure many here will tear it apart and hate it. That's what f13 does.


Title: Re: SWTOR
Post by: Kirth on October 14, 2011, 12:21:39 PM
I'm confident that most of Bat Country won't last past the first 30 days as usual.

That's what BC does. I'm sure many here will tear it apart and hate it. That's what f13 does.

anyone who expects otherwise is in for a shock.


Title: Re: SWTOR
Post by: Morfiend on October 14, 2011, 12:26:23 PM
We are united in our hype, and then again united by our crushed dreams and anger.


Title: Re: SWTOR
Post by: luckton on October 14, 2011, 12:27:30 PM
New trailer with some fresh footage: http://www.swtor.com/media/trailers/signs-war

New raid page: http://www.swtor.com/info/systems/operations

And the bottom picture confirms the new rumor of a Hutt-themed raid.


Title: Re: SWTOR
Post by: Sky on October 14, 2011, 12:32:51 PM
We are united in our hype, and then again united by our crushed dreams and anger.
I've never been hyped for an mmo. At least, not since UO.


Title: Re: SWTOR
Post by: luckton on October 14, 2011, 12:33:51 PM
We are united in our hype, and then again united by our crushed dreams and anger.

It builds community  :grin:


Title: Re: SWTOR
Post by: Nebu on October 14, 2011, 12:34:49 PM
We're usefully cynical.  


Title: Re: SWTOR
Post by: Rasix on October 14, 2011, 12:37:18 PM
Quote
At this point, my list of concerns about TOR is very short.

You're still in the honeymoon period though. I'm confident that most of Bat Country won't last past the first 30 days as usual.


Luckily, for some of us, our content consumption speed has slowed dramatically.  I doubt I can hit max level in a MMO in a month anymore.   If this plays out like Rift (I'm pretty sure this'll do better than Rift here), it'll be just me late at night making snarky comments to an empty guild chat.  :awesome_for_real:


Title: Re: SWTOR
Post by: luckton on October 14, 2011, 12:39:10 PM
Some notes from the live panel at NYCC

- 15 dungeons at launch, with end-game hard modes. (because fuck lore)
- No LFD feature yet
- Visual change with morality path is in, but won't affect the look or actual ability of skills used.
- Release date moved up to 12/20/11


Title: Re: SWTOR
Post by: Fordel on October 14, 2011, 01:23:57 PM
If LFD doesn't go in at launch, I'm guessing it goes in the first big patch.


Title: Re: SWTOR
Post by: luckton on October 14, 2011, 01:28:21 PM
If LFD doesn't go in at launch, I'm guessing it goes in the first big patch.

That, along with dual-specs and other stuff, apparently.  We'll call it "The WoW Patch"  :why_so_serious: :awesome_for_real:


Title: Re: SWTOR
Post by: Rokal on October 14, 2011, 01:42:07 PM
I'm worried about how well they're keep up with patches too. This is Bioware's first entry into the MMO space, and their DLC releases for non-MMO games have been heavily delayed/pretty awful. I don't have much confidence that they're be able to update aggressively with high-quality content.


Title: Re: SWTOR
Post by: Threash on October 14, 2011, 01:42:20 PM
Some notes from the live panel at NYCC

- 15 dungeons at launch, with end-game hard modes. (because fuck lore)
- No LFD feature yet
- Visual change with morality path is in, but won't affect the look or actual ability of skills used.
- Release date moved up to 12/20/11

Wasn't 12/20 the only release date they have given?


Title: Re: SWTOR
Post by: Fordel on October 14, 2011, 01:45:33 PM
I would say SWTOR is ahead of WoW in a lot of ways already, none of which we can talk about of course.  :why_so_serious:


But the lack of a proper LFD tool is going to be a big issue, especially if they are wanting to eat up some of those WoW sub numbers.


Title: Re: SWTOR
Post by: Velorath on October 14, 2011, 01:49:49 PM
Some notes from the live panel at NYCC

- 15 dungeons at launch, with end-game hard modes. (because fuck lore)
- No LFD feature yet
- Visual change with morality path is in, but won't affect the look or actual ability of skills used.
- Release date moved up to 12/20/11

Wasn't 12/20 the only release date they have given?

It's now the release date for Europe as well.  It was originally going to launch in Europe two days later.


Title: Re: SWTOR
Post by: caladein on October 14, 2011, 01:51:31 PM
But the lack of a proper LFD tool is going to be a big issue, especially if they are wanting to eat up some of those WoW sub numbers.

I don't think it's a huge deal early on just because you'll probably have players all over the level range for some time (plus the generally high numbers that come with launch).  A few months in though, it really needs to have it, especially with a game that seems this alt-friendly.


Title: Re: SWTOR
Post by: Fordel on October 14, 2011, 01:56:27 PM
It's just LFD is so much better then spamming general for the most part.


Title: Re: SWTOR
Post by: Morfiend on October 14, 2011, 01:57:09 PM
I'm still looking for someone who is planning on playing on a PVP server with their guild that I could possibly tag along with.

Anyone?


Title: Re: SWTOR
Post by: Amaron on October 14, 2011, 02:23:05 PM
I don't think it's a huge deal early on just because you'll probably have players all over the level range for some time (plus the generally high numbers that come with launch).

A lot of people don't like setting up groups.   It's still a huge flaw to not have LFD and they need to patch it in really fast.


Title: Re: SWTOR
Post by: Rokal on October 14, 2011, 02:34:21 PM
It needs to arrive in the first two months. After a large amount of people have gotten to the level cap, grouping will be the primary end-game again and forming groups manually won't stand for long.


Title: Re: SWTOR
Post by: Fordel on October 14, 2011, 02:35:30 PM
People are going to want to group up well before level cap probably too.


Title: Re: SWTOR
Post by: Velorath on October 14, 2011, 06:13:53 PM
LFD isn't really a grouping tool though. It's a tool specifically for grouping up to do dungeons, which is fine if you've got a game people have been playing for a long time who want to bypass all other content and grind through instances over and over, but I don't think it's the kind of thing you want at launch when you want to encourage people to explore, and do quests and stuff.   They need good tools for putting together groups (which I thought they said they were working on based on beta feedback).


Title: Re: SWTOR
Post by: Rokal on October 14, 2011, 06:43:29 PM
People are going to want to group up well before level cap probably too.

That's true, but the amount of time you spend grouping for dungeons compared to questing or whatever will be much lower before the level cap. Leveling in Rift (as the most recent example), I probably do about 4-6 hours of questing for every 30 minute dungeon I run. When I get to the level cap, that ratio will completely reverse. I can overlook no LFD tool for leveling dungeons at launch because I'm generally not spending a whole lot of time trying to run the dungeons. Forming a group manually isn't convenient, but it's also not hard during the first 1-2 months when thousands of other players on my server are also leveling through the same areas.

After the majority of the players have reached the level cap, they'll look to group content to fill their game time. Spending 1/2 of each game session manually putting a group together will no longer cut it. Players will progress out of the leveling zones, and whoever started playing late will have a much tougher time finding a group for the leveling dungeons.

I don't think missing a LFD tool at launch is catastrophic, but it will be a serious problem after the first month or two. We'll see just how aggressive Bioware can be about patching in new features.


Title: Re: SWTOR
Post by: kildorn on October 14, 2011, 07:30:12 PM
It's just LFD is so much better then spamming general for the most part.

This. LFD type tools make "I want to do an instance" into a trivial level of effort. Click button, go about your thing.

Hanging out in *whatever wide chat method they have where your level folks would be hanging out* requires either moving over there, or constantly reading the spam. It's ::effort::, the level of which depends on the chat system setup.


Title: Re: SWTOR
Post by: Lantyssa on October 14, 2011, 07:44:48 PM
I'm still looking for someone who is planning on playing on a PVP server with their guild that I could possibly tag along with.

Anyone?
My other guild is PvP, but they only take Texans.  Can't remember where you're from.


Title: Re: SWTOR
Post by: Margalis on October 14, 2011, 07:46:57 PM
Quote
My other guild is PvP, but they only take Texans.  Can't remember where you're from.

Joke post?


Title: Re: SWTOR
Post by: Furiously on October 14, 2011, 08:16:40 PM
What if I speak Texan Japanese?


Title: Re: SWTOR
Post by: sinij on October 14, 2011, 08:47:18 PM
I'm still looking for someone who is planning on playing on a PVP server with their guild that I could possibly tag along with.

Anyone?
My other guild is PvP, but they only take Texans.  Can't remember where you're from.

Do you also have to swear to uphold core conservative values before they let you in?


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 14, 2011, 09:22:46 PM
Oh please do not get me started on the writing in that game. The meagre sliver of humour I managed to inject into my previous snarkiness will be consumed in a giant flaming pyre of contempt.

I don't think we can be friends anymore.  :cry:

Aw. Actually, at the risk of attempting to have a nuanced opinion on the Internet, it's specifically the plotting and decision-tree-related writing -- the sort of thing that one might reasonably think could be 'spoiled' -- that is so terrible and predictable. The character writing and dialogue is usually quite good, but the plots? The so-called 'moral' decisions, etc.? Barf.

If all the quality is in characterization and dialogue, that just sounds spoiler-proof to me. The garbage that passes for plot in all-Star-Wars-of-my-experience is so genre-predictable it's hard to imagine what a spoiler would even look like.



Title: Re: SWTOR
Post by: Lantyssa on October 14, 2011, 09:27:32 PM
I don't know, nor really care why.  I'm in it partly because an old friend wanted me to join, and partly for other reasons.  Totally self-serving reasons.


Title: Re: SWTOR
Post by: Surlyboi on October 14, 2011, 09:29:12 PM
Oh please do not get me started on the writing in that game. The meagre sliver of humour I managed to inject into my previous snarkiness will be consumed in a giant flaming pyre of contempt.

I don't think we can be friends anymore.  :cry:

Aw. Actually, at the risk of attempting to have a nuanced opinion on the Internet, it's specifically the plotting and decision-tree-related writing -- the sort of thing that one might reasonably think could be 'spoiled' -- that is so terrible and predictable. The character writing and dialogue is usually quite good, but the plots? The so-called 'moral' decisions, etc.? Barf.

If all the quality is in characterization and dialogue, that just sounds spoiler-proof to me. The garbage that passes for plot in all-Star-Wars-of-my-experience is so genre-predictable it's hard to imagine what a spoiler would even look like.



Title: Re: SWTOR
Post by: Sjofn on October 14, 2011, 09:55:08 PM
Yeeeeah I am lead to believe that at the time, that was a pretty big "omg."


Title: Re: SWTOR
Post by: Evildrider on October 14, 2011, 10:02:58 PM
SWTOR NYCC Main Panel (http://www.youtube.com/watch?v=cOwxLaW_nMk), if anyone else is interested.


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 14, 2011, 10:09:05 PM

Ha ha, okay, good point. Since then it seems to have all been downhill, though.


Title: Re: SWTOR
Post by: Ingmar on October 14, 2011, 10:54:23 PM
Just in KOTOR 1/2 alone:


Maybe lots of those things are predictable, and maybe some of them aren't that interesting to you, but knowing them without experiencing them in-game - even the ones I can see coming - would still significantly diminish the experience for me. Because sometimes, you're wrong about what you predict. Spoilers suck away all the joy of a story, even a mediocre one.

EDIT: And let me add that predictability is not automatically a negative. Foreshadowing is a perfectly legitimate literary tool, after all.


Title: Re: SWTOR
Post by: stray on October 14, 2011, 11:53:37 PM
This game should have Revan in it..

And finish the fucking story.  :oh_i_see:


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 14, 2011, 11:53:50 PM
Spoilers suck away all the joy of a ... mediocre ... story.

Took some doing, but FIFY.

I admit my memory of the specifics of KOTOR's plot is fairly sketchy, but certainly the first one on your list there is just bleargh in its badness. Not to mention vaguely the same thing as Baldur's Gate 2, unless I am misremembering (I never finished BG2, I don't think), in the sense of 'we must invent shit to explain why significant amounts of time never passes but you get so badass so quickly' plus 'you are the chosen one' destiny bullshit plus 'here is our lazy excuse to give you exposition whenever we want so you will do the next thing we want you to', etc. etc. Just so lazy.

Really my whole experience of KOTOR etc. is somewhat tainted by the sinking sensation when I realized that Planescape: Torment was a fluke -- that or the guy in charge of Planescape wasn't actually the reason it was good, and whoever was the reason had since been fired or moved on elsewhere.


Title: Re: SWTOR
Post by: Ingmar on October 15, 2011, 12:05:14 AM
There's so much wrong there I don't even know where to start ( :-P), but I will point out one thing:

Bioware: BG1, BG2, KOTOR, Jade Empire, NWN, Dragon Age 1/2, Mass Effect 1/2
Interplay/Black Isle/Obsidian: Fallout 1/2, Planescape, Icewind Dale 1/2, KOTOR2, NWN2, Alpha Protocol, Fallout: New Vegas (there was some significant personnel turnover between Fallouts 1 and 2 I believe)

Different groups of people entirely.

And no, there is no twist in BG2 like the one in KOTOR. Arguably in BG1, sure. BG2's big 'twist' is


Can I ask, perhaps, for an example of storytelling in an RPG that you don't consider "lazy"? What constitutes effort to you? And perhaps you could spell out for me exactly how the Nameless One isn't just as special a 'chosen one' sort of character as any of the others?


Title: Re: SWTOR
Post by: koro on October 15, 2011, 12:14:53 AM
And no, there is no twist in BG2 like the one in KOTOR. Arguably in BG1, sure. BG2's big 'twist' is


FTFY   :grin:


Title: Re: SWTOR
Post by: eldaec on October 15, 2011, 12:46:44 AM
For sake of myself and the other WoW refuseniks, am I right to assume LFD is just the WoW implementation of Lost Dungeons of Norrath?


Title: Re: SWTOR
Post by: Sjofn on October 15, 2011, 01:03:32 AM
I have no idea what that is, so I cannot help you!


Title: Re: SWTOR
Post by: Evildrider on October 15, 2011, 01:05:43 AM
Looking For Dungeon grants the ability to put yourself and your party members in a queue for a random dungeon.  It looks for people that will round out your group then teleports you straight to the dungeon entrance.  

The bolded part is why they have not implemented it in SWTOR according to the panel today.  They want people to explore the worlds instead of just teleporting magically all over.


Title: Re: SWTOR
Post by: Rokal on October 15, 2011, 01:20:08 AM
I actually appreciated that feature in Rift at launch. Having to manually go to dungeons made them feel like a bit more of an adventure and gave you some idea about what the story of the dungeon was. Again though, it's not something that can last past the first or second month. Once you've found the dungeon and ran to it a few times, you understand what the context of the dungeon is and having to go to it manually after that point is just a hassle.

I'm not entirely opposed to a system where you always have to manually travel to the dungeon. I think it makes the world more believable, and increases everyone's investment in each group that is formed. I just don't really think it can stand in a mass-market MMO at this point.


Title: Re: SWTOR
Post by: Evildrider on October 15, 2011, 01:23:01 AM
I don't mind the travel, but at least all the Flashpoints and Operations launch from your sides fleet location.  So it's not like you have to go to a planet then travel to get there.


Title: Re: SWTOR
Post by: stray on October 15, 2011, 01:26:00 AM
I just don't really think it can stand in a mass-market MMO at this point.

And what can stand? It's all fail. Unless it has a Blizzard name on it.. in which case, even a stinking turd is win (not to say Blizzard necessarily makes stinking turds.. but they could if they wanted to).

I don't know if it's asshole-ish for me to butt in and just say "Go play something else." Over 300 pages on this shit. Really guys?


Title: Re: SWTOR
Post by: caladein on October 15, 2011, 01:31:10 AM
For sake of myself and the other WoW refuseniks, am I right to assume LFD is just the WoW implementation of Lost Dungeons of Norrath?

"LFD" usually means an automated matchmaking system for dungeons.  Players open up a window and select the role(s) they are willing and able to play as determined by their class and specialization: Tank, Healer, Damage, or occasionally Support.  The player is then allowed to select the dungeon(s) they wish to queue for (or a random dungeon from an appropriate set).  Which dungeons are available for selection is usually determined by both a minimum level and gear level.  A maximum level may also be in place.

Usually there are incentives in place for choosing "random" and for the first N times the player completes a "random" dungeon in a certain period of time (e.g. first of the day, first seven in the last seven days).  Adds features to groups such as a "vote kick" while removing the ability for the (nominal) leader to simply remove players at will.

Two other features that are often a part of this system are: a) the ability for players to be matched-up across server lines and b) the ability to be teleported directly to the dungeon (finding the dungeon in the world may or may not be a requirement to queue for it) and to return to where they were upon completion of the run or dissolution of the group.


Title: Re: SWTOR
Post by: eldaec on October 15, 2011, 01:45:33 AM
So it is cross-server LDoN from EQ, fair enough.

Yeah, can't see why you wouldn't put it in, if they think travel in their world is so fucking great they can always make you travel to a specific wayfarer dude to get access to a particular dungeon type. Pretty sure that's how the original EQ implementation worked anyway.


Title: Re: SWTOR
Post by: eldaec on October 15, 2011, 01:49:44 AM
Some notes from the live panel at NYCC

- 15 dungeons at launch, with end-game hard modes. (because fuck lore)
- No LFD feature yet
- Visual change with morality path is in, but won't affect the look or actual ability of skills used.
- Release date moved up to 12/20/11

Wasn't 12/20 the only release date they have given?

It's now the release date for Europe as well.  It was originally going to launch in Europe two days later.

They are now calling it a 'global release date' but I think that's just to wind up Austrailians in particular, and anyone outside of Europe and North America. Since afaik you still don't get shit on 5 of 7 continents.


Title: Re: SWTOR
Post by: Sheepherder on October 15, 2011, 02:06:42 AM
And what can stand? It's all fail. Unless it has a Blizzard name on it.. in which case, even a stinking turd is win (not to say Blizzard necessarily makes stinking turds.. but they could if they wanted to).

That's the thing: they take something awful and make it good...  Then they take their own good stuff and make it awful, but we can't always be winners, right?

The TOA jokes have been thick on our guildline. On the other hand if TOA had been like Vashj'ir I think I might still be playing DAOC, I really enjoyed the zone a lot.


Title: Re: SWTOR
Post by: Sheepherder on October 15, 2011, 02:21:16 AM
Yeah, can't see why you wouldn't put it in, if they think travel in their world is so fucking great they can always make you travel to a specific wayfarer dude to get access to a particular dungeon type. Pretty sure that's how the original EQ implementation worked anyway.

I doubt that would be popular, since that's effectively what Blizzard's meeting stones were if I'm understanding you correctly.

The great thing about Blizzard's dungeon finder is that it costs you nothing except a few UI clicks to try and get into a group.  If you want to add a travel requirement, the time to do that if after you're grouped, because then you're not discouraging people from even trying.


Title: Re: SWTOR
Post by: eldaec on October 15, 2011, 02:27:44 AM
Well, sure but that is just rejecting EA's premise that pointless travel time in a non-sandbox/economic game is somehow a good thing.

I think most people here would agree that travel time is not a feature. But you can ldon style instances with or without it.


Title: Re: SWTOR
Post by: Evildrider on October 15, 2011, 02:28:06 AM
People are just looking at it from a WoW standpoint.  In WoW all the dungeons are off in buttfuck areas of the map.  In TOR all the Flashpoints and Operations launch from one place.  

So basically your fleet area is the equivalent of Stormwind except all the dungeons are right there.


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 15, 2011, 03:23:58 AM
And no, there is no twist in BG2 like the one in KOTOR. Arguably in BG1, sure.

Yeah, maybe it was BG 1 where you keep having the visions and in the end it turns out you're a god, or the reincarnation of some dude, or something like that? Anyways I remember finding the resemblance striking when I played KOTOR, what with it being the same developers and everything.

Speaking of which, it's been a long time since I looked it up, but I'm pretty sure the lead for Planescape: Torment then went on to do KOTOR. For a different company, obviously, but the same guy. I distinctly remember being all enthused about KOTOR as a result. Then again, the Internet was young then, and full of lies, so perhaps I was merely misled.

Can I ask, perhaps, for an example of storytelling in an RPG that you don't consider "lazy"? What constitutes effort to you? And perhaps you could spell out for me exactly how the Nameless One isn't just as special a 'chosen one' sort of character as any of the others?

Well, to answer the last question first, the Nameless One is special because he's interesting, not because of the actions he must inevitably take. He has actual personal qualities (immortality + amnesia, etc.) which, regardless of where they come from (I don't remember offhand), are the spur to the events in the story. The typical special/chosen one character is selected by the plot, for the purpose of fulfilling the plot, and all the special qualities s/he possesses are tailor-made to that end -- which is of course super convenient for writers, especially computer game writers, because mostly they are probably coming up with the plot way before they worry about who the protagonist is going to be. Planescape: Torment is relatively unique in that the plot -- or at least, all the memorable parts of the plot that I remember -- actually emerges from qualities of the character, including past decisions of the character. The game is about the protagonist as a person, not about the protagonist as a means to a series of cut scenes.

Fallout is similar, in that while the Vault Dweller certainly becomes a sort of mythic figure, it's actually mostly just because she is someone who came out of a vault. Planescape: Torment is exceptional mostly because the qualities of the character make for such a fascinating story, and because the writers focus entirely on that process of self-discovery, and because the setup is such that you are simultaneously discovering who you were while you figure out who you are.

Compare this to KOTOR, which in theory could have had a similar tension, since it again features an amnesiac protagonist who did very remarkable things in the past. But instead of inviting you to discover those events and then pass your own judgement, implicitly, through how you choose to have your character reaction and how you assimilate that knowledge into your own actions, it's Star Wars so it's just like 'omg you used to be evil but now you might not be evil?!?!?! OR WILL YOU BE?' I never thought I'd say this, but the D&D alignment system actually provided a superior, subtler moral framework on which to hang complex characterization. The Nameless One's premise also helps, since there isn't a single past you, but several -- and even better, it takes most of the game for them to resolve into clearly distinct personalities.

Anyways, I can surely ramble on forever. 'Effort' for me means giving the protagonist opportunities to act in ways that reflect actual human behaviours and values, and to provide a wide variety of those opportunities, and for them to make sense and be emotionally resonant. Basically, I want choices that feel relevant to the story, and that feel like actual choices. I have no doubt that it is very difficult to achieve, especially in the framework of typical RPG gameplay. As far as recent examples, there were definitely parts of Dragon Age that felt like this, largely due to the generally very awesome (but still woefully underutilized) origin stories. I remember convincing some noblewoman to murder her own son and feeling like it had actually emerged from a series of smaller choices I had made, instead of just being selected from a menu of options-whose-consequences-were-obvious.

Though again, DA starts out with this very strong protagonist-focused story and then proceeds to spend the rest of the game washing that out completely, replacing it with the sort of blank-slate-protagonist that features in most modern RPGs. Most of the good writing in DA is on behalf of the NPC companions and their characterization; this is because they are actually allowed to have character. Like, only Alistair could be the guy who Alistair's (super-cliched, but that's fine) story is about. But the story about your character could be anyone -- not any one of a range of fascinating, coherent possibilities, just... anyone at any given moment.


Title: Re: SWTOR
Post by: eldaec on October 15, 2011, 03:48:44 AM
I think that is one of the main reasons da2 went with a named protagonist.

I've said this before, but DAO would be a better game if you didn't get to create a character and just had to pick one of party as a lead.


Title: Re: SWTOR
Post by: stray on October 15, 2011, 04:41:44 AM
I think that's why I actually like DA2 a little more. It's more personal. As basic as that is, it's a rare thing among most of these games. Some JRPGs might do it better though.


Title: Re: SWTOR
Post by: Sky on October 15, 2011, 07:44:46 AM
Oh, there's an angle I don't remember seeing in the TOR ragging. Not as good as jrpg, FUCK YEAH.

Rock on to 400.

I want pre-pubescent upskirts, and I WANT THEM NOW!

Note: I do not want them


Title: Re: SWTOR
Post by: Murgos on October 15, 2011, 08:04:16 AM
This LFD debate keeps on coming up as though the game is going to fall apart with out it.  This is the third of fourth time I've seen a multi-page debate about how its lack at launch is going to cripple the game permanently.  Seriously?  It's just not that critical.  Is it nice to have?  Sure, it's a convenience.  But that's pretty much all it is.  MMO's have managed to run for quite a while and have groups in dungeons without it.  I.e. "/shout LFG lvl 35 Tank-Spec Guardian for XXX Flashpoint."  actually works well enough most of the time.  Or, if you're around some of the pushier people, clicking yes on "XxXSephirothXXXx would like to invite you to a group." seems to work also.

The dev's are tracking pretty much everything that can be tracked numerically at the moment and that includes numbers of groups formed, where they go, how long they stay together, where they have large numbers of deaths, where they get stuck, where they go afk and take a breather, how many that go into a dungeon complete it and etc...  They've shown examples of all this stuff plotted out on 3-D zone maps a couple of times now and talked about it at different conventions.

Apparently all that data mining has given them the impression that people aren't having much of a problem making groups and going into dungeons without a LFD tool, so it's on the list of 'post-launch' enhancements.


Title: Re: SWTOR
Post by: Numtini on October 15, 2011, 08:19:36 AM
It will continue to be a huge controversy because at least from watching Rift, there is a group who are LFD advocates and come at it with the same zeal that PVPers used to go after games demanding full open PVP. I don't think that actual group formation abilities have a whole lot to do with it.

I think there's a combination of things driving it. I suspect a lot of these people don't like MMOs and they don't want to game with other people and they appreciate the random tools system's tendency to turn people into bots. They're inevitably the first ones to demand that the LFD system have high requirements so they don't need to do strategize or work with people who aren't optimal. Really LFD dungeons are a different play style than non-random challenging dungeons are. I hope that at some point a gaming company realizes this and puts in random anonymous ones that are easy along with a second set of competitive difficult ones.

I also have a personal guess based on their behavior on boards that there may be some very good reasons that they don't find groups easily without a tool and that their disbelief that people act more rudely when the tool is added is because they're the ones who are doing so.


Title: Re: SWTOR
Post by: sam, an eggplant on October 15, 2011, 08:50:48 AM
This game should have Revan in it..

And finish the fucking story.  :oh_i_see:
It does.


Title: Re: SWTOR
Post by: eldaec on October 15, 2011, 08:51:14 AM
Yeah, but not in a way you'll like.


Title: Re: SWTOR
Post by: Simond on October 15, 2011, 09:26:02 AM
LFD is a core requirement for MMOs now just as much as "solo to level" was after WoW launched. Sure you can say "Well I didn't need it in game_x" but that's about on a par with saying "There was nothing wrong with sitting in camps in Guk hoping for nameds to spawn".


Title: Re: SWTOR
Post by: Fabricated on October 15, 2011, 09:29:03 AM
I spent like 4+ years in WoW having to wait for people to log on to run anything, or herding cats just to get 4 random people who were likely terrible so I could half-complete a dungeon. I kinda agree LFD is pretty much needed now; especially for leveling content after the majority of the initial playerbase hits level cap.


Title: Re: SWTOR
Post by: Surlyboi on October 15, 2011, 09:35:07 AM
LFD's about as core as herpes.

And your equivocation to camping Guk doesn't hold water.

I agree with Numtini here, the majority of people pushing for LFD are lazy, anti-social gamers that are just looking for a quick in and out. I'm not the biggest fan of forced grouping in an MMO, but this game doesn't need LFD at launch and probably won't need it at all.

And honestly, fuck wow and all the lame shit it brought to MMOs.


Title: Re: SWTOR
Post by: Ruvaldt on October 15, 2011, 09:56:33 AM
So it is cross-server LDoN from EQ, fair enough.

LDoN was made up of randomized dungeons though, didn't teleport people to the dungeons and didn't matchmake groups.  You still had to cobble together your own group from those people who were available.  WoW LFD matchmakes groups and teleports people directly there, I think.


Title: Re: SWTOR
Post by: kildorn on October 15, 2011, 10:06:26 AM
People are just looking at it from a WoW standpoint.  In WoW all the dungeons are off in buttfuck areas of the map.  In TOR all the Flashpoints and Operations launch from one place.  

So basically your fleet area is the equivalent of Stormwind except all the dungeons are right there.

So.. there's no reason to NOT have a teleport to instance concept, since it's not like they're making you explore to the entrance.

My objection is less "walk to bumblefuck" and more "don't make me hang around a non adventure zone to find a goddamned group, because I want to play your GAME, not play /trade chat spam"

Basically, if it's going to take an hour to form a group, I want to spend that hour doing something that interests me. Not spamming chat channels while standing still in the fleet area. I log into the game to have fun. If I log into an MMO and spend 45 minutes standing around NOT having fun, I'm going to go do something else instead of play your stupid game.

edit: I consider this to be as core a concept in modern gaming as "if I hit join server in your FPS, and it spins on "looking for server" for 45 minutes every day, I'm not likely to continue playing said game", because the fun to waiting ratio is off.


Title: Re: SWTOR
Post by: Surlyboi on October 15, 2011, 10:30:27 AM
And that's core, FOR YOU. Which is fine. But I'm willing to bet for every person that wants to hop in to a game and do shit only to be suddenly whisked to a dungeon, there's a few other people that find that experience akin to being punched in the nuts repeatedly.

If I do a dungeon once, that's enough for me. There's plenty of other shit to do in this game that doesn't require me grouping with a bunch of people and crawling through some dungeon repeatedly in hopes of some looting rare purple foozle-whacker.


Title: Re: SWTOR
Post by: Sky on October 15, 2011, 11:39:06 AM
I liked LFD in Rift, to a degree.

Pros

- I can go about my normal gaming if there's not a group ready, teleport in and then be placed back directly where I left off
- Don't have to monitor chat channels to put together a group
- No cat herding

Cons

- Don't really need it early on and it does break up immersion/community until the game gentrifies, and TOR might be an oddball because it's basically an anti-Rift because alt rolling is awesome where in Rift it was so repetitive as to nauseate

Maybe they could implement it like a standard quick-travel system, where you have to have run the instance once in the traditional fashion before you unlock it in LFD?


Title: Re: SWTOR
Post by: Rendakor on October 15, 2011, 11:47:10 AM
And that's core, FOR YOU. Which is fine. But I'm willing to bet for every person that wants to hop in to a game and do shit only to be suddenly whisked to a dungeon, there's a few other people that find that experience akin to being punched in the nuts repeatedly.

If I do a dungeon once, that's enough for me. There's plenty of other shit to do in this game that doesn't require me grouping with a bunch of people and crawling through some dungeon repeatedly in hopes of some looting rare purple foozle-whacker.
Right, but adding in /LFD doesn't make your life any worse. You can go do each dungeon once then ignore it until you level into a new one (and you can even form your group the old way if you're so inclined); while it's exclusion actually sucks for those of us who want it.

Sky, WoW tried forcing you to run to the instances before you could LFD them but it was pretty annoying when you were trying to queue with your friends but people didn't have them unlocked. A night of "let's run a quick dungeon" turns into "let's run across the world unlocking the dungeons for everyone" which defeats the purpose of an easy LFD system.


Title: Re: SWTOR
Post by: Murgos on October 15, 2011, 11:56:00 AM
Right, but adding in /LFD doesn't make your life any worse.

And we're back to, it's convenient but not a requirement.


Title: Re: SWTOR
Post by: kildorn on October 15, 2011, 12:02:48 PM
As a game progresses, lacking a form of remote queuing also seems to turn leveling instances into ghost towns from my experience.

On launch, you'll have a spread of players doing shit. A year later, you'll have a trickle of new players and alts, but nobody bothering to spend the required three hours trying to get a group together for an instance they'd have outleveled if they just spent that time grinding.


Title: Re: SWTOR
Post by: sinij on October 15, 2011, 12:14:29 PM
This LFD debate keeps on coming up as though the game is going to fall apart with out it. 

Game itself might be a complete and finished product without LFD/some other feature; but any feature "that WOW has" _MUST BE INCLUDED_ if SWTOR wants to out-DIKU WoW.


Title: Re: SWTOR
Post by: Rokal on October 15, 2011, 12:44:01 PM
I agree with Numtini here, the majority of people pushing for LFD are lazy, anti-social gamers that are just looking for a quick in and out.

You have just described 95% of MMO players. The feature is popular because most people are lazy and don't want to spend their game time manually forming a group and then traveling to the dungeon. Often they aren't social enough to want to speak to other people or lead a group themselves.

If SWTOR wants to steal a large chunk of the MMO pie, it needs to have feature parity with the most popular MMOs.


Title: Re: SWTOR
Post by: Surlyboi on October 15, 2011, 12:51:13 PM
I agree with Numtini here, the majority of people pushing for LFD are lazy, anti-social gamers that are just looking for a quick in and out.

You have just described 95% of MMO players. The feature is popular because most people are lazy and don't want to spend their game time manually forming a group and then traveling to the dungeon. Often they aren't social enough to want to speak to other people or lead a group themselves.

If SWTOR wants to steal a large chunk of the MMO pie, it needs to have feature parity with the most popular MMOs.

And if people aren't going to play a game because they can't tick a checkbox on a fucking feature list, the game is better off without them.


Title: Re: SWTOR
Post by: Goreschach on October 15, 2011, 01:06:39 PM
Would it be entirely pointless to point out that the need for lfd and quick instanced dungeon access stems entirely from mmo's being entirely dinggrats based with gameplay totally lacking in any sort of actual fun?


Title: Re: SWTOR
Post by: Paelos on October 15, 2011, 01:09:49 PM
LFD is a fine feature is you don't start doing it cross-server. There has to be some level of community building through it. Cross-server just takes that and kicks it in the balls.

It sounded like a good idea when Blizzard did it because queue times went down for DPS. However, I think it irrevocably damaged their game, and in the end didn't make enough of a dent. No amount of begging, pleading, incentivizing, or cajoling will fix the trinity issues of LFD when 90% of your players are DPS.


Title: Re: SWTOR
Post by: Surlyboi on October 15, 2011, 01:13:41 PM
Would it be entirely pointless to point out that the need for lfd and quick instanced dungeon access stems entirely from mmo's being entirely dinggrats based with gameplay totally lacking in any sort of actual fun?

This. Yet another reason I don't think TOR will need it.


Title: Re: SWTOR
Post by: eldaec on October 15, 2011, 01:18:24 PM
LFD is a fine feature is you don't start doing it cross-server. There has to be some level of community building through it. Cross-server just takes that and kicks it in the balls.

It sounded like a good idea when Blizzard did it because queue times went down for DPS. However, I think it irrevocably damaged their game, and in the end didn't make enough of a dent. No amount of begging, pleading, incentivizing, or cajoling will fix the trinity issues of LFD when 90% of your players are DPS.

In swtor the game doesn't have an easy way to spot dpstards and send them to the back of the bus (since the difference is at a spec level). So in this context it would just produce groups of 4 DPS dudes and no trinity players at all.


Title: Re: SWTOR
Post by: caladein on October 15, 2011, 01:36:17 PM
LFD is a fine feature is you don't start doing it cross-server. There has to be some level of community building through it. Cross-server just takes that and kicks it in the balls.

It only works if it's cross-server, at least from the low level perspective, unless your servers can just handle huge numbers of concurrent users.  Even 5-10 times what a WoW server can have before queues might not be enough if your server is very tilted towards one faction or another.

LFD is only optional if you don't care about pre-cap group PvE (after the first few months of a title/new expansion) or about any players who want to do "unpopular" dungeons for lore/quests/whatever.


Title: Re: SWTOR
Post by: Rokal on October 15, 2011, 01:43:13 PM
And if people aren't going to play a game because they can't tick a checkbox on a fucking feature list, the game is better off without them.

They'll play it, they just might not stick around if they find end-game content to be a chore to organize. Can SWTOR be a success without a LFD tool? Depends on what you consider a success. EA/Bioware has ambitious goals for the game, and I don't think they can meet and maintain those goals without keeping content accessible in the way that a LFD tool does.

Maybe I'm wrong and everyone will embrace forming their own groups and fostering social relationships in-game, but I just don't see it happening.


Title: Re: SWTOR
Post by: Paelos on October 15, 2011, 01:43:19 PM
LFD is a fine feature is you don't start doing it cross-server. There has to be some level of community building through it. Cross-server just takes that and kicks it in the balls.

LFD is only optional if you don't care about pre-cap group PvE (after the first few months of a title/new expansion) or about any players who want to do "unpopular" dungeons for lore/quests/whatever.

They wait longer. BFD. If they are doing a dungeon once for a quest, I could care less if it takes them a day to get it. I'd much rather THAT be the problem than the reverse of anonymous assholes kicking each other and screaming like children because they'll never see anyone in that group again.

Also, I don't think pre-cap dungeons should exist. They serve only to annoy the shit out of every person who is asked to run some alt through the damn thing for the rest of our gaming lives.


Title: Re: SWTOR
Post by: kildorn on October 15, 2011, 01:44:45 PM
LFD doesn't even need to port you anywhere to serve a purpose. That purpose is to take a spammy inefficient system (spamming chat channels 24 DPS LFG XX YY ZZ! for 45 minutes), and automate it. It knows that DPS and X other players are looking for the same instance at the same level, and deals with it.

The hatred of it strikes me as raging against automatic checkout lines at the grocery store. It's simply automating something silly that's done better by a small shell script :P

If anything, the people using LFD are just as anti social as the people who never group outside their guild. The only social aspect they're lacking is.. spamming a spammy channel and hoping everyone else who would be interested happens to be both in the channel and looking at that chat tab at the time.

I'm not saying "you must let me spam queue an instance for my l33t dropz!", I'm just saying that spamming a chat channel is a silly inefficient method of doing things. If the channel is wide enough, it's just used as a spammy chat channel. If it's local enough to not be a spammy chat channel, it lacks the reach to get to all interested parties.

Cross server/not cross server is just a scale thing. Build the system with a goal time in mind to form a group (say, 15 minutes), if it can't form a group on it's own server in 15 minutes, you can assume there isn't a large enough pool of interested parties to work with, and expand to cross server. Community AND efficiency!


Title: Re: SWTOR
Post by: Fordel on October 15, 2011, 01:48:59 PM
LFD has nothing to do with how assholes act, neither does anonymity.



Title: Re: SWTOR
Post by: Paelos on October 15, 2011, 01:50:20 PM
Cross server/not cross server is just a scale thing.

If information flow went across those lines, I would agree. It doesn't. A person cannot talk to anyone from cross-server. They cannot put them on a friends list and bypass the system next time if they are good players. They also cannot use the system to blacklist people from their own server who can't play nice.

People that use the LFD system aren't inherently anti-social, either. They may not have time on their side. They may not be a leadership mentality.


Title: Re: SWTOR
Post by: Fordel on October 15, 2011, 01:58:37 PM
I want to say putting someone on ignore from a cross-server will prevent you from ever seeing them again the LFD queue?

Social Blacklists don't work on servers with thousands of players.


Title: Re: SWTOR
Post by: sinij on October 15, 2011, 02:07:33 PM

And if people aren't going to play a game because they can't tick a checkbox on a fucking feature list, the game is better off without them.

... and the game is better off not cloning DIKU, but they are. Now what?

Quote

Maybe I'm wrong and everyone will embrace forming their own groups and fostering social relationships in-game, but I just don't see it happening.

About as likely as embracing return of the corpse runs, and about as suicidal to release with (without) feature like that.


Title: Re: SWTOR
Post by: Sjofn on October 15, 2011, 02:19:47 PM
LFD is a fine feature is you don't start doing it cross-server. There has to be some level of community building through it. Cross-server just takes that and kicks it in the balls.

I like the way it is now in WoW, actually. It tries to match you with people from your server first. I've wound up in LFD groups where four of the five of us were from the same server. It feels like a decent compromise to me. Because fuck waiting around 45 minutes for a healer because no healer on your server feels like queuing.

And spamming trade or whatever for a group? Fuck that forever. Take that luddite bullshit elsewhere.


EDIT: And yeah, Fordel, if you ignore someone, you will never be matched with them again.


Title: Re: SWTOR
Post by: Fordel on October 15, 2011, 02:32:48 PM
LFD is a fine feature is you don't start doing it cross-server. There has to be some level of community building through it. Cross-server just takes that and kicks it in the balls.

I like the way it is now in WoW, actually. It tries to match you with people from your server first. I've wound up in LFD groups where four of the five of us were from the same server. It feels like a decent compromise to me. Because fuck waiting around 45 minutes for a healer because no healer on your server feels like queuing.

And spamming trade or whatever for a group? Fuck that forever. Take that luddite bullshit elsewhere.


EDIT: And yeah, Fordel, if you ignore someone, you will never be matched with them again.

Just /who X0 druid and send a tell to every one in the list asking if they are resto and if they want to heal for you! COMMUNITY!   :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on October 15, 2011, 02:48:03 PM
ICE, I think the thread has moved past our little argument, so I won't toss another wall of text in here. I'm sure we'll have another derail eventually where it will be appropriate.  :awesome_for_real:


Title: Re: SWTOR
Post by: Fordel on October 15, 2011, 03:04:42 PM
You don't believe in page 1000.


Title: Re: SWTOR
Post by: Surlyboi on October 15, 2011, 03:04:58 PM

And if people aren't going to play a game because they can't tick a checkbox on a fucking feature list, the game is better off without them.

... and the game is better off not cloning DIKU, but they are. Now what?

[/quote[

False equivalencies are fun!


Title: Re: SWTOR
Post by: Merusk on October 15, 2011, 05:08:00 PM
Would it be entirely pointless to point out that the need for lfd and quick instanced dungeon access stems entirely from mmo's being entirely dinggrats based with gameplay totally lacking in any sort of actual fun?

Yes, because the flashpoints are tied the story in this case.  So I can skip the story or I can never see it.  How fun!

I could wait and spam, but  I really don't want to return to the BC-WoW era where a DPS spends 2-3 hours looking for a group for whatever reason.  LFD tools help those of us not interested in playing past 11pm a lot.



Title: Re: SWTOR
Post by: Ingmar on October 15, 2011, 05:16:10 PM
Also, there are in fact people who enjoy the gameplay in MMOs, and LFD gets you more fun/hour if you're one of those people.

I won't say it is entirely pointless to post such a thing, though, because at least it makes you feel better about yourself for being more discerning in taste than those poor losers who actually are enjoying themselves.


Title: Re: SWTOR
Post by: Merusk on October 15, 2011, 05:19:50 PM
No.. surely those people don't exist and haven't been saying "no really, I'm ok with cloned WoW" for 300+ pages.


Title: Re: SWTOR
Post by: Mosesandstick on October 15, 2011, 08:15:27 PM
Honestly, the importance of a LFD tool depends a lot on the context, i.e. the rest of the game, and because NDA is up there's no easy way to discuss the pertinence of a LFD tool without breaking NDA.


Title: Re: SWTOR
Post by: Numtini on October 15, 2011, 08:29:43 PM
Quote
Also, there are in fact people who enjoy the gameplay in MMOs, and LFD gets you more fun/hour if you're one of those people.

There are a lot of different forms of gameplay in MMOs. LFD decreases as many as it increases.


Title: Re: SWTOR
Post by: Nebu on October 15, 2011, 08:32:07 PM
My only gripe with LFD is that it removes the need to develop a reputation within the server community.  It also seems to encourage the worst possible behavior from others... particularly those playing healer/tank roles.


Title: Re: SWTOR
Post by: Ingmar on October 15, 2011, 08:37:29 PM
Quote
Also, there are in fact people who enjoy the gameplay in MMOs, and LFD gets you more fun/hour if you're one of those people.

There are a lot of different forms of gameplay in MMOs. LFD decreases as many as it increases.

Even hand formed groups benefit from being able to queue for a random dungeon and not having to walk to it. I think the positives vastly outweigh the negatives.


Title: Re: SWTOR
Post by: Sjofn on October 15, 2011, 08:46:55 PM
Being able to queue for a random dungeon as a guild group or whatever is a fucking godsend when you're with, say, Slap in the Face. Decision making is impossible for us.


Title: Re: SWTOR
Post by: kildorn on October 15, 2011, 08:59:06 PM
My only gripe with LFD is that it removes the need to develop a reputation within the server community.  It also seems to encourage the worst possible behavior from others... particularly those playing healer/tank roles.

Tanks and Healers had entitled dick issues far before LFD. Especially if you raided, and they knew damned well that you'd have to cancel 39 people's entertainment for the evening if you didn't appease them.

I've never really found LFD to increase the dickishness ratio. It just makes it easier to group with completely random people, so you wind up bumping into more dicks instead of only grouping when your friends are on. Pre LFD I had just as much of a problem with ninja looting, my way or the highway, and dropping out as soon as the boss you cared about dies. The only "new" issue I've found with WoW's LFD is the queue as healer/tank then refuse to play the role bullshit.


Title: Re: SWTOR
Post by: Kageru on October 15, 2011, 09:04:28 PM

It's "world" versus "game". Forming a group and travelling to a place to explore some content gives the feeling of a world, makes it an experience and bonds you with the people you did it with. On the other hand if it's a capsule of content you are going to have to run a lot of times to earn points for completion then efficiency becomes paramount and LFD and even teleport to content is mandatory. At this point in time, and especially for SWTOR, it looks like the game side is so dominant the other is forgotten.

... then again, it's also based on the correct observation the mass market isn't going to be patient or immersed enough to care about "world" concerns. Which does make it sort of weird they think they'll be immersed enough to give a crap about the story, but oh well, will be fun to watch.


Title: Re: SWTOR
Post by: kildorn on October 15, 2011, 09:08:12 PM

It's "world" versus "game". Forming a group and travelling to a place to explore some content gives the feeling of a world, makes it an experience and bonds you with the people you did it with. On the other hand if it's a capsule of content you are going to have to run a lot of times to earn points for completion then efficiency becomes paramount and LFD and even teleport to content is mandatory. At this point in time, and especially for SWTOR, it looks like the game side is so dominant the other is forgotten.

... then again, it's also based on the correct observation the mass market isn't going to be patient or immersed enough to care about "world" concerns. Which does make it sort of weird they think they'll be immersed enough to give a crap about the story, but oh well, will be fun to watch.


From this thread, you already just enter all the flashpoints/instances from the fleet, so you're not exactly hoofing it to the instance anyways.

Anywho, I like walking to an instance. Really. I don't mind it too much, though it sucks to wait 45 minutes for one party member to show up because due to the desire for an immersive world fast travel isn't much of an option (next game to not have rapid travel Dies.)

The reason I like LFD tools is that it's not immersion to me to sit in town spamming /4 or whatever for a group for 45 minutes. I feel like we've moved beyond that in game design. Much the same way that I feel a game with level loss on death would be archaic, or a game where I had to edit a boot disk to free up enough high memory to start it.


Title: Re: SWTOR
Post by: Merusk on October 15, 2011, 09:50:28 PM
There is no such thing as "Server Reptuation" anymore.  It only mattered iin games that limited content to 1% of the population.   In the bad old days you'd know who sucked and who didn't, and who was an asshole because only a tiny portion of the population interacted at that level.

Reputation mattered in EQ, for example, because you'd be locked out of spawn camps. In DAOC you'd be booted from DF or Relic groups.. what's the punishment for being a dick when everything is instanced?  When server transfers or name changes are only a few dollars away?

No, you all are pining for a world that doesn't exist anymore.  In that world LFD may have destroyed 'community structure' but that's not the case anymore.  We're moving farther away from that each year. 

Now suppose they hadn't done the server thing in the first place.  (Which is also a relic.*)  Would you still be arguing for 'server cohesion' and reputation?

* It would have been just as easy to pull an Eve and not have 'servers' because the bulk of the game isn't in world space. That part that is can be handled like Guild Wars or EQ2 with instanced spaces.


Title: Re: SWTOR
Post by: Sheepherder on October 15, 2011, 10:47:35 PM
My only gripe with LFD is that it removes the need to develop a reputation within the server community.  It also seems to encourage the worst possible behavior from others... particularly those playing healer/tank roles.

Yeah... No.

There's a guild on my WoW server that was founded in 2006-ish after it's future guild leader was told they were no longer in charge of the raid alliance because of glaring inconsistencies in the DKP spreadsheets, who was joined in their fledgling raiding guild by a bunch of defecting guild officers who were told they were no longer welcome in their former guilds after they had been discovered attempting to recruit people in their former guild's Vent/TS servers, along with sizable portions of several guild banks.


Title: Re: SWTOR
Post by: Kageru on October 16, 2011, 12:00:15 AM

If you need to run an instance 20 times to earn the needed valor points for shiny_foozle_01 you don't really care who you run it with. You want a group formed fast, in the instance ASAP, and speed run it. Same thing happened in EQ with LDON where you only cared about the points at the end. On the other hand if you are going to form a group to travel for 30 minutes, to a dungeon which has an element of risk, where you might be there for a couple of hours you are going to want to make sure you are going with good and sociable gamers who won't leave you hanging.

LFD is more a symptom of which type of system you are in than a cause.


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 16, 2011, 12:48:17 AM
ICE, I think the thread has moved past our little argument, so I won't toss another wall of text in here. I'm sure we'll have another derail eventually where it will be appropriate.  :awesome_for_real:

And so the waiting begins...


But really I think we can all agree that Planescape: Torment would have been a much better game with an LFD tool included.


Title: Re: SWTOR
Post by: stray on October 16, 2011, 01:32:49 AM

It's "world" versus "game".

If they really wanted to create a world, complete with storytelling, then they wouldn't have made an MMO in the first place. You can't even have an enjoyable world in a coop experience. Let alone an mmo. Even your own friends will fuck up your immersion.

Co-Op games take a quick and dirty approach to storytelling to keep the pacing fast, and not causing too many frustrations with cutscenes, dialogue, quest explanations, etc.., etc.. When people play in groups, they tend to think more in terms of action. If you're going to try to do both at the same time, someone's going to get pissed off. Either your friends for waiting around while you listen to dialogue or look over a quest text. Or you for feeling pushed into brushing quickly through things. The most enjoyable experience for a story and immersive world is to cut off all human beings entirely...except you and the game designers. MMOs just can't accomplish a story based group experience. It's a theme park, at best.


Title: Re: SWTOR
Post by: eldaec on October 16, 2011, 02:05:56 AM

It's "world" versus "game".

If they really wanted to create a world, complete with storytelling, then they wouldn't have made an MMO in the first place. You can't even have an enjoyable world in a coop experience. Let alone an mmo. Even your own friends will fuck up your immersion.


You can and EVE demonstrates that, but what you'd have to accept is that players, acting like players, are the characters and generate your story. Where I agree is that I don't see how you could achieve an immersive world-MMO with a story and setting directed by writers.


Title: Re: SWTOR
Post by: Sheepherder on October 16, 2011, 02:26:44 AM
Incidentally, EVE is another good example that a lot of players are complete fucking knobgoblins even without a blanket of anonymity.


Title: Re: SWTOR
Post by: Simond on October 16, 2011, 03:51:12 AM
Quote
Also, there are in fact people who enjoy the gameplay in MMOs, and LFD gets you more fun/hour if you're one of those people.

There are a lot of different forms of gameplay in MMOs. LFD decreases as many as it increases.
Sitting in Orgrimmar spamming "3 DPS LF tank and healer for Strat" for hours on end is not gameplay.
HTH.

My only gripe with LFD is that it removes the need to develop a reputation within the server community.  It also seems to encourage the worst possible behavior from others... particularly those playing healer/tank roles.
"Server reputation" hasn't really mattered since instancing. One uninstanced mob dropping a key item of loot and people are keeping blacklists? Better behave if you ever want it. Instanced dungeons? Who cares if group_A has a blacklist, you'll get a group eventually and it's not like group_A can lock you out from the mob any more. So...are you suggesting that instancing is removed?  :awesome_for_real:


Title: Re: SWTOR
Post by: Lantyssa on October 16, 2011, 05:20:23 AM
If they really wanted to create a world, complete with storytelling, then they wouldn't have made an MMO in the first place. You can't even have an enjoyable world in a coop experience. Let alone an mmo. Even your own friends will fuck up your immersion.
You're doing it wrong if playing with friends screws things up for you.  Mine only enhance it.


Title: Re: SWTOR
Post by: Kirth on October 16, 2011, 05:22:59 AM
* It would have been just as easy to pull an Eve and not have 'servers' because the bulk of the game isn't in world space. That part that is can be handled like Guild Wars or EQ2 with instanced spaces.

I wish they were going to do this with tor. heck WoW should do this. 


Title: Re: SWTOR
Post by: palmer_eldritch on October 16, 2011, 06:45:39 AM
Quote
Also, there are in fact people who enjoy the gameplay in MMOs, and LFD gets you more fun/hour if you're one of those people.

There are a lot of different forms of gameplay in MMOs. LFD decreases as many as it increases.
Sitting in Orgrimmar spamming "3 DPS LF tank and healer for Strat" for hours on end is not gameplay.
HTH.

My only gripe with LFD is that it removes the need to develop a reputation within the server community.  It also seems to encourage the worst possible behavior from others... particularly those playing healer/tank roles.
"Server reputation" hasn't really mattered since instancing. One uninstanced mob dropping a key item of loot and people are keeping blacklists? Better behave if you ever want it. Instanced dungeons? Who cares if group_A has a blacklist, you'll get a group eventually and it's not like group_A can lock you out from the mob any more. So...are you suggesting that instancing is removed?  :awesome_for_real:

Server reputation matters in some games. It doesn't have to be about blacklisting people either.

Playing EQ2, if we were going to do a difficult dungeon we'd go through people we knew were a good DPS or good tank and see if we could get them to join us. You'd know who was good at what they did and who was not. And most of the dungeons there are instanced at high level.


Title: Re: SWTOR
Post by: Numtini on October 16, 2011, 09:12:53 AM
I think looking at EQ2's dungeon finder experience is helpful in looking at what effects an LFD system has on gameplay. Right now, a couple of weeks in, it's a complete failure. The reason is simple: they added a dungeon finder without changing core gameplay to trivialize the dungeons. EQ2 has a very complicated gameplay. Not all healers, dps, support, or tanks are the same interchangeable parts that they are in Rift or WoW. And people can't do the dungeons because they're too difficult with a purely random group. They are contemplating ideas, but the basic solution is simple. They either need to nerf dungeons to make them trivial or they need to massively escalate requirements so that nobody is matched to a dungeon that isn't trivial for them.

I enjoy random dungeon gameplay, but it's not just about making it easier to find groups for instances. It's an entirely different sort of gameplay.


Title: Re: SWTOR
Post by: Fabricated on October 16, 2011, 10:13:50 AM
If you seriously think sitting around in a hub spamming for group members builds community or is a valuable part of the gaming "experience" you may be autistic.

Way before LFD ever showed up in WoW, finding groups was a pain in the ass, and there was no "reputation" that people built outside of really extraordinary cases. I think there were like 3-4 guys everyone knew not to group with on my heavily populated release day server (that was also home to a ridiculous amount of drama), and that was for pickup RAIDS.


Title: Re: SWTOR
Post by: Nebu on October 16, 2011, 10:28:55 AM
If you seriously think sitting around in a hub spamming for group members builds community or is a valuable part of the gaming "experience" you may be autistic.

I disagree with you therefore I'm autistic.  Awesome. 

I don't like being matched with random people for the sake of convenience.  If you do, that's great.  I just don't happen to like cross server LFD systems.  I think that they break the exact kind of community that these games were designed to build.  MMO's to me are still a 3D chat interface more than a game.  That's why I continue to tolerate the fact that they're fundamentally shitty games in and of themselves.


Title: Re: SWTOR
Post by: eldaec on October 16, 2011, 10:29:27 AM
To be fair, I also remember the initial WoW looking-for-group/member tool (if there was one?) being complete ass. I never had any issues finding a group to do whatever in games with a decent lfg tool (DAoC, CoH, EQ2 all spring to mind).

I'm not sure WoW's current system is the only possible solution. The simple act of putting all dungeon base camps in one location on each planet is a decent start.


Title: Re: SWTOR
Post by: Murgos on October 16, 2011, 03:49:12 PM
Quote
3:10: Question: Is there a dungeon finder? Answer: James Ohlen: Works for established games, not in yet.

http://darthhater.com/2011/10/14/nycc-2011-main-panel-live-blog/

Is that good enough?  Can we carry on now?


Title: Re: SWTOR
Post by: Evildrider on October 16, 2011, 04:08:34 PM
Quote
3:10: Question: Is there a dungeon finder? Answer: James Ohlen: Works for established games, not in yet.

http://darthhater.com/2011/10/14/nycc-2011-main-panel-live-blog/

Is that good enough?  Can we carry on now?

You know you are on f13 right?   :why_so_serious:


Title: Re: SWTOR
Post by: Rokal on October 16, 2011, 05:32:39 PM
Is that good enough?  Can we carry on now?

You'll never get to 400 pages with that attitude.


Title: Re: SWTOR
Post by: stray on October 16, 2011, 05:43:36 PM
If they really wanted to create a world, complete with storytelling, then they wouldn't have made an MMO in the first place. You can't even have an enjoyable world in a coop experience. Let alone an mmo. Even your own friends will fuck up your immersion.
You're doing it wrong if playing with friends screws things up for you.  Mine only enhance it.

They might enhance it as players, I'll give you that. But it contributes nothing to immersion or a character-oriented experience. And I like those kind of experiences btw. No different than, say, being 9 yrs old and playing Contra with a friend. It just depends on the type of game.

You're better off with scripted party members.

OTOH, I recall Alistair in Dragon Age being an impatient asshole too. "The sitting and waiting around part is..... AWESOME."


Title: Re: SWTOR
Post by: Kageru on October 16, 2011, 06:04:41 PM
To be fair, I also remember the initial WoW looking-for-group/member tool (if there was one?) being complete ass. I never had any issues finding a group to do whatever in games with a decent lfg tool (DAoC, CoH, EQ2 all spring to mind).

The LFG system wow launched with was the best. You could tick a box to indicate you wanted to group. Other people could do a /who and see name, class and level of those looking for group (physical location too I think). All the group building was thus under the players control. Of course the problem is that some people or classes didn't get groups so the meeting stones were about taking control out of the players hands. And the players pretty much universally rejected that.

If they really wanted to create a world, complete with storytelling, then they wouldn't have made an MMO in the first place.

I actually agree that the idea of story-telling based MMO is an inherently dumb and wasteful idea. That doesn't change the fact that this is precisely what they are trying to do.


Title: Re: SWTOR
Post by: Fordel on October 16, 2011, 07:05:37 PM
Taking control out of the players hand for forming random groups was not why people hated Meeting Stones.


Meetings stones required you to haul ass to the dungeon, wait by the stone and hope anyone else who wanted that dungeon also hauled ass to the dungeon entrance too. It was actually dumber then spamming general AND less efficient. Hell it was less effective then standing outside the dungeon entrance and spamming /yell or /say  :why_so_serious:


Title: Re: SWTOR
Post by: Kageru on October 16, 2011, 07:32:00 PM

Oh, yeah, had forgotten that was the first stage of meeting stones, that was pretty dumb. Though it looks like three months later they extended it so you could use any inn-keeper.


Title: Re: SWTOR
Post by: Cyrrex on October 17, 2011, 12:29:55 AM


If they really wanted to create a world, complete with storytelling, then they wouldn't have made an MMO in the first place.

I actually agree that the idea of story-telling based MMO is an inherently dumb and wasteful idea. That doesn't change the fact that this is precisely what they are trying to do.


This is basically what I thought when they originally announced this game.  I still sort of see the point, but I'm fairly confident now that this game will succeed in spite of the illogical combination.  The best possible outcome for this game would have been a newer, shinier KOTOR 3 through 8 that you could play with your friends....and that looks to be exactly what they are going to pull off. 

I think this game is going to be a BIG success, both critically and commercially.


Title: Re: SWTOR
Post by: Stabs on October 17, 2011, 01:08:05 AM
I think this game is going to be a BIG success, both critically and commercially.

Explain what you mean by critical success.

I mean obviously there will be some acclaim simply because of the money spent. Best Box Art or Best Voice-Acting from a Welsh-accented Actor are categories it may well win. Or more seriously best Voice Acting, Best Art etc.

But as a game what critical acclaim can it win? It's a choose-my-own adventure laid over a WoW clone. It's not actually doing anything to make a critic sit up, is it?

Maybe it is, I haven't been following this one. Is my impression about its lack of originality off-base? Or do you consider LFD in a different font worthy of winning game design awards if it's a really nice font?


Title: Re: SWTOR
Post by: stray on October 17, 2011, 01:25:57 AM
The best possible outcome for this game would have been a newer, shinier KOTOR 3 through 8 that you could play with your friends....and that looks to be exactly what they are going to pull off.  

I think this game is going to be a BIG success, both critically and commercially.

It's not KoToR if it's multiplayer. If there's one thing that makes a Bioware game what it is, it's that your party are all NPCs with side stories/quests/friendship requirements/etc. Having a Carth or Viconia in your team is a completely different idea than multiplayer. That's where all fun and good writing has ever been with their games.

That isn't to say it's necessarily going to be a bad game for what it is, but why call it KoToR? The only relation between the two is that it's Star Wars.


Title: Re: SWTOR
Post by: Furiously on October 17, 2011, 01:42:24 AM
The best possible outcome for this game would have been a newer, shinier KOTOR 3 through 8 that you could play with your friends....and that looks to be exactly what they are going to pull off.  

I think this game is going to be a BIG success, both critically and commercially.

It's not KoToR if it's multiplayer. If there's one thing that makes a Bioware game what it is, it's that your party are all NPCs with side stories/quests/friendship requirements/etc. Having a Carth or Viconia in your team is a completely different idea than multiplayer. That's where all fun and good writing has ever been with their games.

That isn't to say it's necessarily going to be a bad game for what it is, but why call it KoToR? The only relation between the two is that it's Star Wars.

Because you have 5 npc companions???


Title: Re: SWTOR
Post by: stray on October 17, 2011, 01:45:08 AM
*closes ears* blah blah i didn't hear that.

Must keep the faith. Wtf is wrong with you people?!


Title: Re: SWTOR
Post by: Cyrrex on October 17, 2011, 02:08:56 AM
I think this game is going to be a BIG success, both critically and commercially.

Explain what you mean by critical success.

I mean obviously there will be some acclaim simply because of the money spent. Best Box Art or Best Voice-Acting from a Welsh-accented Actor are categories it may well win. Or more seriously best Voice Acting, Best Art etc.

But as a game what critical acclaim can it win? It's a choose-my-own adventure laid over a WoW clone. It's not actually doing anything to make a critic sit up, is it?

Maybe it is, I haven't been following this one. Is my impression about its lack of originality off-base? Or do you consider LFD in a different font worthy of winning game design awards if it's a really nice font?

Heh, perhaps I shouldn't have used such loaded phrasing.  All I meant is that the general population of gaming "journalists" will give it the typical 9 out of 10 stars (that's my guess), and the rest of the foozles are going to buy the shit out of it.  I didn't mean to imply Academy Awards or anything.

If it really does have all the content that it claims to have, and if that content is anything like :nda:, well, I think they will easily hook a lot of people beyond the first free month.


Title: Re: SWTOR
Post by: Sheepherder on October 17, 2011, 03:19:02 AM
Stray, you can play Baldur's Gate over LAN.


Title: Re: SWTOR
Post by: stray on October 17, 2011, 04:34:52 AM
That's a lame as playing Diablo single player.


Title: Re: SWTOR
Post by: Stabs on October 17, 2011, 07:54:59 AM
I think this game is going to be a BIG success, both critically and commercially.

Explain what you mean by critical success.

I mean obviously there will be some acclaim simply because of the money spent. Best Box Art or Best Voice-Acting from a Welsh-accented Actor are categories it may well win. Or more seriously best Voice Acting, Best Art etc.

But as a game what critical acclaim can it win? It's a choose-my-own adventure laid over a WoW clone. It's not actually doing anything to make a critic sit up, is it?

Maybe it is, I haven't been following this one. Is my impression about its lack of originality off-base? Or do you consider LFD in a different font worthy of winning game design awards if it's a really nice font?

Heh, perhaps I shouldn't have used such loaded phrasing.  All I meant is that the general population of gaming "journalists" will give it the typical 9 out of 10 stars (that's my guess), and the rest of the foozles are going to buy the shit out of it.  I didn't mean to imply Academy Awards or anything.

If it really does have all the content that it claims to have, and if that content is anything like :nda:, well, I think they will easily hook a lot of people beyond the first free month.


Oh I agree with that. I'm sure it will be worth playing for a while - long enough to see at least 2 or 3 storylines plus to play Lightsabre Warsong Gulch a bit.

And of course there are gaming sites that have categories like MMO of the year so obviously SWTOR is a strong contender for best MMO of 2011.

Is it a "9.0"? Possibly because of the way these sites work. Audio 9.5 Art 9.5 Animations 9.5 Voice Acting 9.5 Gameplay 7.5 aggregate score = 9.0. A game can get 9.0 without having much long lasting appeal just by being very polished, very expensively crafted.


Title: Re: SWTOR
Post by: Chimpy on October 17, 2011, 08:12:31 AM
Is it a "9.0"? Possibly because of the way these sites work. Audio 9.5 Art 9.5 Animations 9.5 Voice Acting 9.5 Gameplay 7.5 aggregate score = 9.0. A game can get 9.0 without having much long lasting appeal just by being very polished, very expensively crafted.

Or by paying the game reviewer to give them a good review.


Title: Re: SWTOR
Post by: Lantyssa on October 17, 2011, 08:15:50 AM
It's not KoToR if it's multiplayer. If there's one thing that makes a Bioware game what it is, it's that your party are all NPCs with side stories/quests/friendship requirements/etc. Having a Carth or Viconia in your team is a completely different idea than multiplayer. That's where all fun and good writing has ever been with their games.
You do know Balder's Gate had multi-player, right?


Title: Re: SWTOR
Post by: Sky on October 17, 2011, 09:18:10 AM
Is it a "9.0"? Possibly because of the way these sites work. Audio 9.5 Art 9.5 Animations 9.5 Voice Acting 9.5 Gameplay 7.5 aggregate score = 9.0. A game can get 9.0 without having much long lasting appeal just by being very polished, very expensively crafted.

Or by paying the game reviewer to give them a good review.
Or by being an awesome game.


Title: Re: SWTOR
Post by: eldaec on October 17, 2011, 09:37:45 AM
It's not KoToR if it's multiplayer. If there's one thing that makes a Bioware game what it is, it's that your party are all NPCs with side stories/quests/friendship requirements/etc. Having a Carth or Viconia in your team is a completely different idea than multiplayer. That's where all fun and good writing has ever been with their games.
You do know Balder's Gate had multi-player, right?

This was covered earlier, apparently if you activated that feature you were doing it wrong.

Is it a "9.0"? Possibly because of the way these sites work. Audio 9.5 Art 9.5 Animations 9.5 Voice Acting 9.5 Gameplay 7.5 aggregate score = 9.0. A game can get 9.0 without having much long lasting appeal just by being very polished, very expensively crafted.

Or by paying the game reviewer to give them a good review.
Or by being an awesome game.

Stop responding to a ridiculous straw man argument.


Title: Re: SWTOR
Post by: stray on October 17, 2011, 09:42:19 AM
It's not KoToR if it's multiplayer. If there's one thing that makes a Bioware game what it is, it's that your party are all NPCs with side stories/quests/friendship requirements/etc. Having a Carth or Viconia in your team is a completely different idea than multiplayer. That's where all fun and good writing has ever been with their games.
You do know Balder's Gate had multi-player, right?

Someone already used that one on me. And I said it was lame. The only reason it was probably there was to offer something that was being popularized by Diablo. Yet it wasn't made to be a game like that. It was partly turn based, exceeds even most single player games in length, and much of the content, or at least charm, was from npc interactions. I'm not going to tell anyone else how to play it or anything like that, but nonetheless, multiplayer was not a selling point.. I'll say that.


Title: Re: SWTOR
Post by: Sky on October 17, 2011, 09:50:57 AM
Stop responding to a ridiculous straw man argument.
If I only had a brain!


Title: Re: SWTOR
Post by: 01101010 on October 17, 2011, 10:02:53 AM
Stop responding to a ridiculous straw man argument.
If I only had a brain!

 :rimshot:


Title: Re: SWTOR
Post by: eldaec on October 17, 2011, 10:21:42 AM
I suppose I shouldn't really complain, thanks to Stray we're picking up speed again - getting back toward a page a day.

64 days till launch and still 71 pages to reach 400.


Title: Re: SWTOR
Post by: Nevermore on October 17, 2011, 10:32:34 AM
I don't know, nor really care why.  I'm in it partly because an old friend wanted me to join, and partly for other reasons.  Totally self-serving reasons.

So how hot is she?  :raspberry:


Title: Re: SWTOR
Post by: Ingmar on October 17, 2011, 10:51:02 AM
The multiplayer in BG2 really was pretty lame, but it enabled you to make your own entire party if you wanted or hated using NPCs for some reason or something (see: WUA's thing) so it wasn't completely worthless.


Title: Re: SWTOR
Post by: Amaron on October 17, 2011, 11:08:15 AM
You know with all the comments about community I'm curious how many of you actually want to go back to EQ style dungeons?   I'm sure there are a few of you who are instance haters.   

Let's aim for 500.



Title: Re: SWTOR
Post by: Sky on October 17, 2011, 11:11:47 AM
Honestly, I used to have a ton of fun camping lower guk with my rl buddy and his "girlfriend" (creepy online thing). I was a necro, he was a wizard and she was a druid. We rocked that place pretty hard.

But there's no way I'd want to do that now, unless I quit my job and set up another LAN with him and a bong. Half-hour spawn time + camps = zzzzZZzzZ


Title: Re: SWTOR
Post by: kildorn on October 17, 2011, 11:24:40 AM
Millions of players. One 6 hour respawn mob with the key to the next zone.  Epic combination!

Seriously, new MMOs have time grinds and such that are annoying as shit. But compared to EQ's era? Keying? Corpse runs? Trains? Camp checks? Who the fuck would play that game on anything but the most unpopulated 50 person server? Walking into a cave and running into someone else clearing it is fun, it's neat. It feels like a living world. It's also completely unworkable once you walk into a cave and find that 60 people have every single monster spawn camped and the list can fit you in sometime around next month.

A lot of the things we find compelling that pulled us in to our old MMOs were either new gimmicks that we remember far too fondly (pretty much everything DAOC did, imo), or things that simply don't scale in a game with thousands of people playing in the same level range simultaneously.

edit: in the overworld player housing is a good example of failure to scale: it was neat in UO, due to player density. I cannot imagine what it would have to look like in WoW. There is a lot of land mass in WoW, and there still wouldn't be enough for housing to look like anything but urban sprawl across every zone in the game.


Title: Re: SWTOR
Post by: Amaron on October 17, 2011, 11:30:24 AM
I wasn't arguing for it.  I see people say they don't like instances though so I'm curious what the hell the solution would be.


Title: Re: SWTOR
Post by: kildorn on October 17, 2011, 11:46:40 AM
I know, that's just my take on why things like instancing and such have taken hold. Yes, they're less world-y than seeing other players as you explore. But I can't think of any way to scale an MMO without either hard capping server populations at something stupidly low, eliminating levels and skills and gear entirely so the entire world is non linear and you can do anything at any time to prevent player concentration, or instancing the fuck out of things.


Title: Re: SWTOR
Post by: Sjofn on October 17, 2011, 11:50:11 AM
my rl buddy and his "girlfriend" (creepy online thing)

Don't hate, man.


Title: Re: SWTOR
Post by: Shatter on October 17, 2011, 11:51:05 AM
I wasn't arguing for it.  I see people say they don't like instances though so I'm curious what the hell the solution would be.

EQ1 was like sleeping with your buddies wife, it feels wrong and you know its all kinds of bad but you did it anyhow cause you want the happy ending.  Instances are like hookers, its faster and easy and come with less B*llshit, just get er done and move on.  


Title: Re: SWTOR
Post by: Numtini on October 17, 2011, 11:51:56 AM
I didn't terribly mind camping outdoors, but in a dungeon it felt absolutely ludicrous. You're supposed to crawl a dungeon. So I'm pro-instance. I wouldn't mind more games adding multi-group instances though. There were a couple in AO where there was enough room for two or three groups to run around and it was a nice mix of being able to bump into other people without having a waiting list like EQ.

EQ2 and WoW before the random dungeon finder thing was about perfect. In WoW, their prior-to-random tool was fantastic. I rarely took more than 5 minutes to find a group. I'd fill out the dungeons I wanted, watch the chat, and it was easy. In EQ2 it was the same, only there it was entirely by the level based chats. And I met people and grouped with them or others in their guild again and again if we got along. And there were some guilds I'd never group with because I'd had multiple bad experiences with them. And all that wasn't so much about success or failure, but just about who was fun to game with.


Title: Re: SWTOR
Post by: palmer_eldritch on October 17, 2011, 11:54:16 AM
Forgive me for ruining the theorycrafting by constantly bringing up an actual game but EQ2 has a load of non-instanced dungeons and no camp checks, corpse runs, finding that other people have every single monster spawn camped or anything like that. You don't camp, you run around killing things.

Non-instanced dungeons doesn't mean a game is a clone of EQ1. You had non-instanced dungeons before EQ1 too, in Ultima Online, and no camps there either (except maybe for the PKs camping the entrance to Covetous)


Title: Re: SWTOR
Post by: Amaron on October 17, 2011, 11:57:41 AM
I don't remember any non instanced dungeons with good gear drops.  I couldn't stand EQ2 very long though so how the hell does that work?   They just clone the same boss everywhere?


Title: Re: SWTOR
Post by: Mrbloodworth on October 17, 2011, 12:00:53 PM
I know, that's just my take on why things like instancing and such have taken hold. Yes, they're less world-y than seeing other players as you explore. But I can't think of any way to scale an MMO without either hard capping server populations at something stupidly low, eliminating levels and skills and gear entirely so the entire world is non linear and you can do anything at any time to prevent player concentration, or instancing the fuck out of things.

With enough landmass you could conquer it. But that would be a huge empty world for 5k+.


Title: Re: SWTOR
Post by: Merusk on October 17, 2011, 12:09:25 PM
Forgive me for ruining the theorycrafting by constantly bringing up an actual game but EQ2 has a load of non-instanced dungeons and no camp checks, corpse runs, finding that other people have every single monster spawn camped or anything like that. You don't camp, you run around killing things.

Non-instanced dungeons doesn't mean a game is a clone of EQ1. You had non-instanced dungeons before EQ1 too, in Ultima Online, and no camps there either (except maybe for the PKs camping the entrance to Covetous)

You're just going to totally ignore that population density thing, aren't you?

EQ2's "overland" dungeons are just as instanced as any other part of the game, you just don't have enough players to ever see it happen.

EQ2 and WoW before the random dungeon finder thing was about perfect. In WoW, their prior-to-random tool was fantastic. I rarely took more than 5 minutes to find a group. I'd fill out the dungeons I wanted, watch the chat, and it was easy. In EQ2 it was the same, only there it was entirely by the level based chats. And I met people and grouped with them or others in their guild again and again if we got along. And there were some guilds I'd never group with because I'd had multiple bad experiences with them. And all that wasn't so much about success or failure, but just about who was fun to game with.

It was fantastic IF you were the right class or flavor of the month tank.  The reason they went to random was too many of their customers were getting left out of groups because of the conventional "wisdumb" meant "don't pick up an xyz, that class sucks" or "<tank/healer> if you get another <leather/plate/cloth> wearer I'm quitting group."  Customer service trumps worldliness every day in my preferences.


Title: Re: SWTOR
Post by: Sjofn on October 17, 2011, 12:23:37 PM
In WoW, their prior-to-random tool was fantastic. I rarely took more than 5 minutes to find a group.

This was absolutely not my experience at all. And I say this as someone who was doing most of her pugging on a heavy pop server, as a tank. I can't even imagine the nightmare that was trying to get into a PUG as anything other than a healer (the other class I would PUG as, and it would also take a while).


Title: Re: SWTOR
Post by: kildorn on October 17, 2011, 12:36:20 PM
I don't remember any non instanced dungeons with good gear drops.  I couldn't stand EQ2 very long though so how the hell does that work?   They just clone the same boss everywhere?

From glancing around wikis, the open dungeon named mobs all seem to be quest spawns. You walk up, interact with *object* or enter *room* and the named spawns if you're on that quest step.

I haven't seen any quickly glancing through that were your *item of desire* droppers for camp checks, though I did see a few that said if you were on the quest but someone else was also on the quest and kills the target, you have to leave the zone and come back for the trigger to work. Hopefully fixed by now.

edit: found some non quest spawns with 15-30 minute respawns. Still seems camp-checky to me, unless gear no longer matters much in EQ2.


Title: Re: SWTOR
Post by: eldaec on October 17, 2011, 12:42:09 PM
EQ2 had instanced dungeons for serious business loot raiding.

For random xp / quest dungeons, they weren't instanced, but shit respawned *fast*.


Title: Re: SWTOR
Post by: palmer_eldritch on October 17, 2011, 12:44:39 PM
Forgive me for ruining the theorycrafting by constantly bringing up an actual game but EQ2 has a load of non-instanced dungeons and no camp checks, corpse runs, finding that other people have every single monster spawn camped or anything like that. You don't camp, you run around killing things.

Non-instanced dungeons doesn't mean a game is a clone of EQ1. You had non-instanced dungeons before EQ1 too, in Ultima Online, and no camps there either (except maybe for the PKs camping the entrance to Covetous)

You're just going to totally ignore that population density thing, aren't you?

EQ2's "overland" dungeons are just as instanced as any other part of the game, you just don't have enough players to ever see it happen.

EQ2X has lots and lots of players, and I recommend it! Have I ever mentioned my review on YouTube? http://www.youtube.com/watch?v=he46vWHxWLk

It also has lots of content, which helps a lot.

You make a good point that new instances of dungeons will be created if they get too crowded (if that's what you're talking about). Still, you can get a lot of groups into one dungeon before that happens.

I don't remember any non instanced dungeons with good gear drops.  I couldn't stand EQ2 very long though so how the hell does that work?   They just clone the same boss everywhere?

The bosses have pretty short spawn times and you get AA xp (special XP which lets you buy special abilities a bit like WoW's talents) for killing each boss - but you only get the AA xp once per boss on each character. So there's a motivation for running around killing everything you can, rather than camping the same boss over and over. You also get good loot from quests which involve going into a dungeon and killing bosses, so people are often keen to go in and kill one of the bosses near the end, but then they are happy because they have a good loot piece and don't feel the need to kill it over and over hoping for a cool item.

Also, most of the dungeons have lots of bosses.


Title: Re: SWTOR
Post by: Numtini on October 17, 2011, 12:55:42 PM
I'd forgotten EQ2s dungeons weren't instances up through, I think Kunark? The loot was fine to get yourself into raiding if that's what you wanted. Then with TSO they went to the WoW-style token grind for tiered armor thing.


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 17, 2011, 01:39:30 PM
Seriously, new MMOs have time grinds and such that are annoying as shit. But compared to EQ's era? Keying? Corpse runs? Trains? Camp checks? Who the fuck would play that game on anything but the most unpopulated 50 person server? Walking into a cave and running into someone else clearing it is fun, it's neat. It feels like a living world. It's also completely unworkable once you walk into a cave and find that 60 people have every single monster spawn camped and the list can fit you in sometime around next month.

A lot of the things we find compelling that pulled us in to our old MMOs were either new gimmicks that we remember far too fondly (pretty much everything DAOC did, imo), or things that simply don't scale in a game with thousands of people playing in the same level range simultaneously.

I agree with most of this, but I also find it strange that you seem to feel like the game designers/developers have ZERO control over the population density of their servers. If something is really fun with X number of people but then gets enormously un-fun with X+2000 people, why not just manage server population so that you usually have close to X people? If there was a sweet spot in open-world, EQ-style gameplay, and that experience brought something to the table that is no longer present in instance-focused games, then it seems possible that there is some valuable tradeoff to be made between having a gajillion people on each server (with instances so nobody notices except when they're in town?) and letting players have this open-world experience (without wanting to tear their hair out because everything is camped 24/7.)

I mean, is a server with 1000 players that much worse than a server with 5000, if the gameplay is designed with the former in mind? Are the community/social aspects undermined, etc.? Seems like a question worth asking.


Title: Re: SWTOR
Post by: Ingmar on October 17, 2011, 01:43:09 PM
How do you manage server populations to the exact number you want without running into the "my friends are on this server but it won't let me make a character there" issue?

You could do GW/CoH style zone cloning... what else?


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 17, 2011, 01:49:02 PM

Well, since the exact number is presumably fairly inexact (a hundred in either direction being fine), I would imagine there are a lot of ways to do it. Friends tend to join in groups, but for example it would be fairly simple to allow players on a server to give out 'invites' to that server, even if it is closed to the general population. So if your friend wants to play with you, you use one of these invites, and the invites are dispensed at a rate commensurate with the overall population-management strategy.

I mean, I can only assume there is already technology (in the sense of 'a group of techniques' not in the sense of 'machines', though that also) for this sort of thing, since all MMOs have to manage server populations on at least the broad 'is it alive or is it dead or is it overflowing' scale. Obviously, if your sweet spot is ultra-finicky, that means more resources, but I don't really think the sweet spot for EQ-style play is THAT hardcore specific. And of course you can have a mix of content styles to account for temporary overflow, etc.


Title: Re: SWTOR
Post by: eldaec on October 17, 2011, 02:01:45 PM
Wtb invite to maxpop server, 1plat, pst.

Overpopulation servers are bad, but being stuck on underpopulated servers is worse.


Title: Re: SWTOR
Post by: kildorn on October 17, 2011, 02:12:42 PM

Well, since the exact number is presumably fairly inexact (a hundred in either direction being fine), I would imagine there are a lot of ways to do it. Friends tend to join in groups, but for example it would be fairly simple to allow players on a server to give out 'invites' to that server, even if it is closed to the general population. So if your friend wants to play with you, you use one of these invites, and the invites are dispensed at a rate commensurate with the overall population-management strategy.

I mean, I can only assume there is already technology (in the sense of 'a group of techniques' not in the sense of 'machines', though that also) for this sort of thing, since all MMOs have to manage server populations on at least the broad 'is it alive or is it dead or is it overflowing' scale. Obviously, if your sweet spot is ultra-finicky, that means more resources, but I don't really think the sweet spot for EQ-style play is THAT hardcore specific. And of course you can have a mix of content styles to account for temporary overflow, etc.


Essentially, instanced zones are playing that game for you, but with better control (really talking more instanced overworld than 5 man instance here)

You don't care so much about total server population as much as online server population in a particular level range. I want 50 level 10-20s, 50 level 20-30s, and 50 level 30-40s. Realistically, that will wind up being 150 level 30-40s in a month or two, which won't work. But it also wouldn't work to have 10 level 10-20s, 20 level 20-30s, and 30 level 30-40s to assume I hit 50 30-40s in a month.

5 mans are instanced because some designer decided that it's far easier to tune content if you assume they have 5 dudes. Not somewhere between 1 and 15 dudes (remember when some wow instances let you use multiple groups? Hee!), plus it keeps out the annoying "I we clear to the boss and then some douchebag puts an arrow into him while we're drinking up"

Personally, I'd prefer instances be a little more aware of the fact that they're re-run. So instead of beating up High Lord Soandso 500 times for my sword, I beat up Scarlet Commander or something, and we leave the plot NPCs out of direct combat. But that's just me, I know some people really dig beating up on plot NPCs 500 times.

(I'd also like consistent game worlds, where if rezzing happens at rez points automatically, we have some reason that X npc dying is actually more than a minor setback.)

edit: you'd also need to avoid putting named drops and such on spawners, just to make sure that out of your entire zone the entire playerbase isn't trying to hug the same 5 feet of it.


Title: Re: SWTOR
Post by: Rokal on October 17, 2011, 02:33:32 PM
Overpopulation servers are bad, but being stuck on underpopulated servers is worse.

Over-populated servers are awesome. As long as you aren't running into a login queue, they are the best way to experience an MMO. The ability to participate in any aspect of the game at any hour of the day, a good economy, and a large enough amount of players that you'll probably find a guild you like.

Usually the 'recommended' servers are the lowest population servers that will give you the poorest MMO experience. The first thing I do when I start an MMO is figure out what server has the highest or close-to the highest population and roll there.


Title: Re: SWTOR
Post by: Ice Cream Emperor on October 17, 2011, 02:46:19 PM

It's almost like the word 'overpopulated' has no absolute meaning, but is instead relative to one's preferences!

But yeah, I agree that instances are doing this on a micro-scale, but obviously when all the content is instanced you don't get the same sort of experience as in an open-world model. A more high-level implementation of zoning/instancing would certainly be one way to go -- Aion did this with its non-PvP zones, and it worked quite well. (It worked particularly well later on when the newbie zones were nearly empty and you could jump between instances to farm named dudes for low-level drops.)


Title: Re: SWTOR
Post by: Amaron on October 17, 2011, 03:45:39 PM
If something is really fun with X number of people but then gets enormously un-fun with X+2000 people, why not just manage server population so that you usually have close to X people? If there was a sweet spot in open-world, EQ-style gameplay, and that experience brought something to the table that is no longer present in instance-focused games, then it seems possible that there is some valuable tradeoff to be made between having a gajillion people on each server (with instances so nobody notices except when they're in town?) and letting players have this open-world experience (without wanting to tear their hair out because everything is camped 24/7.)

Managing server population is only really useful when you can create enough content.   Even at the minimum population overcrowding max level content is going to happen.   That's why EQ1 had to pop out expansion boxes regularly and gate the whole system with progression.   That's just not viable now.   Especially when it wasn't really very popular in the first place.


Title: Re: SWTOR
Post by: Lantyssa on October 17, 2011, 04:42:01 PM
So how hot is she?  :raspberry:
He is kind of dorky looking.  But we've been friends since about sixth grade.


Title: Re: SWTOR
Post by: PalmTrees on October 17, 2011, 05:29:23 PM
I wonder how much the "story" will reduce grouping. In CoH when I'm on a mission arc I really don't want to halt my progress on the arc and sidetrack myself just doing random stuff with a group. My current character just finished the First Ward arcs and didn't group at all during that time. Since grouping is also much faster leveling, you risk outleveling your story. CoH adjusts things to some extent, but arcs have level caps. I've come back to arcs just to fight greens and grays and it's kinda a letdown.

Besides leveling it's just a single-mindedness, one thing at a time personality quirk I guess. It's always bugged me when games like Mass Effect or Dragon Age have a story of imminent impending doom, but have "hey wander across the lands, the manifestation of evil will wait for you" game play.

How much this applies to Kotor I dunno, but given my past behavior I expect I'll only be grouping for whatever group only flashpoints they cock-block my story with.


Title: Re: SWTOR
Post by: Lantyssa on October 17, 2011, 05:34:33 PM
This is actually a very worthwhile set of questions.  You should bring it up again when the NDA drops.


Title: Re: SWTOR
Post by: Zetor on October 17, 2011, 09:10:08 PM
At least in COH, grouping is pretty much exclusive with story. A lot of the 'story' in COH missions (especially in MA) is fed through briefing text and clues that you have to take a break from combat to read... breaks flow and just doesn't mesh with the usual 'gogogo' gameplay. You can read all you want when you're solo, though.

As much as I'm loath to admit it, the VOs may actually help in this regard?


Title: Re: SWTOR
Post by: eldaec on October 17, 2011, 09:23:21 PM
A general issue I have with bioware games is that they rarely integrate story telling with actual gameplay. It almost always gets channeled purely through conversation mechanics.

Bizarrely some of the otherwise unremarkable ME dlc is only big example I can think of where story happens in core gameplay (Kasumi especially).


Title: Re: SWTOR
Post by: UnSub on October 17, 2011, 10:22:23 PM
CoH/V also has the Flashback system, where you can go and replay most of the arcs in the game at the 'right' level.

It is an interesting question about how individual story is (particuarly BioWare stories, since that is their experience base: single player RPGs) yet MMOs are meant to be enhanced by group experiences.


Title: Re: SWTOR
Post by: Furiously on October 18, 2011, 02:01:50 AM
CoH/V also has the Flashback system, where you can go and replay most of the arcs in the game at the 'right' level.

It is an interesting question about how individual story is (particuarly BioWare stories, since that is their experience base: single player RPGs) yet MMOs are meant to be enhanced by group experiences.

You don't think it could be a single player game you play with others?


Title: Re: SWTOR
Post by: Kageru on October 18, 2011, 03:16:41 AM

Vanguard was going to have non-instanced dungeons with boss mobs. The idea being that your activity in the zone would trigger a boss event reserved to your party.  In practice they never got it working enough to try it on live. Which then ended up with crawling your way through a dungeon to find the boss spawn was being camped and you might as well have not bothered,

Really if you want to tell a story, even if it's "we killed everything, there was a boss at the end", then it should be instanced. And that also lets you balance the challenge and reward much better. If you want a "place" and player interaction (even if it's going to be negative a lot of the time) then it should be non instanced. I think a lot of players, and almost all the producers, have worked out that the more it is like a game the more mass market appeal it will have. Leading eventually to there being a series of muli-player hubs for forming groups, crafting and preening leading off into raids and instances. WoW is already pretty much there barring a lot of open world content to level up on.

I'd be massively surprised if SWTOR doesn't follow wows lead with more of the levelling done in instances to protect the story flow they've nailed themselves to.


Title: Re: SWTOR
Post by: Samprimary on October 18, 2011, 03:27:20 AM
'overpopulated' does have meaning, but that's in a measured data sense, as in the point at which the server's quantity of users during peak hours does significantly lessen the enjoyment of the experience for most users. Usually this has nothing to do with too many people standing on roofs in Orgrimmar, as it were, but rather lag, queue times, and full servers. If those don't exist, well, most people don't mind a shitzillion people, and usually tend to like it, because it makes the server feel vibrant!


Title: Re: SWTOR
Post by: Numtini on October 18, 2011, 06:44:06 AM
I agree about instances and storytelling and I think the dungeons we've seen in EQ2 and WoW are good examples. One of the things I find really offputting about the entire LFD gameplay is that it's so poorly suited to the kind of dungeons we see in most of the games today. I really wish someone would bring back the kind of random missioning system that COH and AO have. It's a lot more suited to the kind of repeatedly running dungeons than the hand crafted ones we are seeing in the major games.


Title: Re: SWTOR
Post by: kildorn on October 18, 2011, 06:46:25 AM
I would like "story instances" and gameplay centric (grinding/loot/combat whatever) instances to be different. Story being a hand crafted instance of doom. And gameplay being semi random "just go here and beat up *bad guy faction* for laughs"

Didn't AO do semi random, or did I just not play it enough to notice that door missions were always the same?


Title: Re: SWTOR
Post by: Sky on October 18, 2011, 07:19:14 AM
most people don't mind a shitzillion people, and usually tend to like it, because it makes the server feel vibrant!
My main issue with a 'shitzillion' players is that it tends to turn quests relying on contested content into a big waiting/ninja fest. Diku games are almost always better with fewer people outside the social hubs, because they're based on contesting over restricted content. In pvp that may be jazzy, but for pve, it means waiting and frustration.

Few games have truly made mmo worth the first m. UO, Eve, SWG, PS....there's almost a pattern there...With the exception of PS, there's not a lot of reward for short playtimes in those models, though.


Title: Re: SWTOR
Post by: March on October 18, 2011, 07:37:41 AM

Vanguard was going to have non-instanced dungeons with boss mobs. The idea being that your activity in the zone would trigger a boss event reserved to your party.  In practice they never got it working enough to try it on live. Which then ended up with crawling your way through a dungeon to find the boss spawn was being camped and you might as well have not bothered,

Really if you want to tell a story, even if it's "we killed everything, there was a boss at the end", then it should be instanced. And that also lets you balance the challenge and reward much better. If you want a "place" and player interaction (even if it's going to be negative a lot of the time) then it should be non instanced. I think a lot of players, and almost all the producers, have worked out that the more it is like a game the more mass market appeal it will have. Leading eventually to there being a series of muli-player hubs for forming groups, crafting and preening leading off into raids and instances. WoW is already pretty much there barring a lot of open world content to level up on.

I'd be massively surprised if SWTOR doesn't follow wows lead with more of the levelling done in instances to protect the story flow they've nailed themselves to.

WaR experimented with open, or multi-group, dungeons that instanced just the Boss.

Like all things WaR, there was a nugget of a good idea wrapped in a layer of failure; they never could get tagging right, nor solo players griefing groups, nor did they build on the genius of Darkness Falls with the dungeon being a solo place for gathering critical mass for group content.

My impression was that a new [old] dungeon paradigm that leverages instancing judiciously is certainly possible, just not by those folks (unfortunately).


Title: Re: SWTOR
Post by: Mrbloodworth on October 18, 2011, 08:56:24 AM
most people don't mind a shitzillion people, and usually tend to like it, because it makes the server feel vibrant!
My main issue with a 'shitzillion' players is that it tends to turn quests relying on contested content into a big waiting/ninja fest. Diku games are almost always better with fewer people outside the social hubs, because they're based on contesting over restricted content. In pvp that may be jazzy, but for pve, it means waiting and frustration.

Few games have truly made mmo worth the first m. UO, Eve, SWG, PS....there's almost a pattern there...With the exception of PS, there's not a lot of reward for short playtimes in those models, though.

IIRCC, SWG spawned the "nest" when you got close, minimizing the the chances of someone killing it all before you got there. But then again, mission terminals were intended to be the 30 minute content system.

I think it was one of the closest we ever came to having a decent system that did not require the downsides of segregating a player base. Someone should apply it to dungeons. But i suppose that would be odd.


Title: Re: SWTOR
Post by: Nebu on October 18, 2011, 09:22:41 AM
AO also did a nice job with the solo mission terminals and random dungeons.  They were painfully repetitive, but a start in the right direction and far more fun than thew DAoC version.


Title: Re: SWTOR
Post by: Rasix on October 18, 2011, 09:34:48 AM
Yah, the AO implementation wasn't terrible.  I did most of my leveling through those, although it was more efficient to find a good camp and shoot shit.   

Then the 12.6 patch came and they broke this shit out of the game.  Ahh, memories.


Title: Re: SWTOR
Post by: Shatter on October 18, 2011, 09:46:34 AM
 

Then the 12.6 patch came and they broke this shit out of the game.  Ahh, memories.

Miracle patch!


Title: Re: SWTOR
Post by: 01101010 on October 18, 2011, 10:00:45 AM
I think they should do patch version numbers in Roman Numerals... or letters. That would set them apart fer shurr!!


Title: Re: SWTOR
Post by: sinij on October 18, 2011, 10:12:31 AM
I would like "story instances" and gameplay centric (grinding/loot/combat whatever) instances to be different.

WoW attempted this once with a "siege of undercity" quest line caper, not sure why they decided to abandon this model, probably because that was too much effort.


Title: Re: SWTOR
Post by: Slayerik on October 18, 2011, 10:37:16 AM
go solo to level 50, group up for the dungeons or quests that require it.

1) Do we know the difference in gameplay from PVE to PVP servers.

2) Is there a PVP segment of F13 making a guild?
Open pvp? I think the starter worlds are faction-locked. Snakecharmer is bailing on BC for a PvP server, not sure if he has a guild in mind or what. Wonder if it's too rpg-y for Slayerik's crowd :)

Hey Sky! I'm a few days behind, and don't plan on playing this anyway...but glad to see you care  :heart: :heart: :heart: :heart:


Title: Re: SWTOR
Post by: Lantyssa on October 18, 2011, 11:56:56 AM
IIRCC, SWG spawned the "nest" when you got close, minimizing the the chances of someone killing it all before you got there. But then again, mission terminals were intended to be the 30 minute content system.
You also got credit for completing the mission if someone else took out the nest.


Title: Re: SWTOR
Post by: Sky on October 18, 2011, 12:00:50 PM
Hey Sky! I'm a few days behind, and don't plan on playing this anyway...but glad to see you care  :heart: :heart: :heart: :heart:
Yeah, didn't think you guys would be playing it. But if you were, I'd send anyone interested in pvp that way, always better with a good clan/guild/murder. Maybe SC will have something going, I can see a case for pvp, as much as I hate its effect on pve development. Huttball looks like a blast, even if the open world doesn't pan out.


Title: Re: SWTOR
Post by: Mnemon on October 18, 2011, 12:54:45 PM
Overpopulation servers are bad, but being stuck on underpopulated servers is worse.

Over-populated servers are awesome. As long as you aren't running into a login queue, they are the best way to experience an MMO. The ability to participate in any aspect of the game at any hour of the day, a good economy, and a large enough amount of players that you'll probably find a guild you like.

Usually the 'recommended' servers are the lowest population servers that will give you the poorest MMO experience. The first thing I do when I start an MMO is figure out what server has the highest or close-to the highest population and roll there.

For the past couple of games my guild has done the following.

1 - Find the "Cool Kids" server in the forums. Some server always gets designated the "hardcore!" or "open world pvp!" or "Some other such nonsense" server. Avoid that.

2 - Find out what server is the "screw the cool kids server ... this server will be better!" And find out what server the Goons and some other large zerg guilds are flocking to. Avoid those as well.

3 - Whatever server is next in line is the pick. It will be populated enough to have all the perks of the two servers above. Except your queue times will be short in length, and disappear more quickly. And you won't have to deal with the kinds of people who think calling a server "hardcore!" before the game launches makes them better than you.

Of course this is all mute with Bioware's plans to assign servers.


Title: Re: SWTOR
Post by: 01101010 on October 18, 2011, 12:56:05 PM
Or you can hold off till schild makes his server decree.


Title: Re: SWTOR
Post by: Nebu on October 18, 2011, 12:58:09 PM
Or you can hold off till schild makes his server decree.

... and then quits a week after playing there.  Is Schild even playing this game?  I have a hard enough time believing he'd play an MMO anymore. 


Title: Re: SWTOR
Post by: kildorn on October 18, 2011, 01:02:54 PM
Overpopulation servers are bad, but being stuck on underpopulated servers is worse.

Over-populated servers are awesome. As long as you aren't running into a login queue, they are the best way to experience an MMO. The ability to participate in any aspect of the game at any hour of the day, a good economy, and a large enough amount of players that you'll probably find a guild you like.

Usually the 'recommended' servers are the lowest population servers that will give you the poorest MMO experience. The first thing I do when I start an MMO is figure out what server has the highest or close-to the highest population and roll there.

For the past couple of games my guild has done the following.

1 - Find the "Cool Kids" server in the forums. Some server always gets designated the "hardcore!" or "open world pvp!" or "Some other such nonsense" server. Avoid that.

2 - Find out what server is the "screw the cool kids server ... this server will be better!" And find out what server the Goons and some other large zerg guilds are flocking to. Avoid those as well.

3 - Whatever server is next in line is the pick. It will be populated enough to have all the perks of the two servers above. Except your queue times will be short in length, and disappear more quickly. And you won't have to deal with the kinds of people who think calling a server "hardcore!" before the game launches makes them better than you.

Of course this is all mute with Bioware's plans to assign servers.

I think we go by how dwarfy the server name sounds.


Title: Re: SWTOR
Post by: Sky on October 18, 2011, 01:07:49 PM
Or you can hold off till schild makes his server decree.  
BWA solved this one, as long as we have enough pre-orders in BC, which I think we will. Pre-launch guild auto-select ft (hopeful) w.

That's why we're adversaries with SlapForce and a couple smaller guilds; the hope is BWA plants us all on the same server so no hopping around bullshit on launch day trying to coordinate.

That said, Mnemon has a good point about the goon server effect.


Title: Re: SWTOR
Post by: Ingmar on October 18, 2011, 01:21:41 PM
I think we go by how dwarfy the server name sounds.

Which is a problem why?  :x

In this case of course we'll just get plopped somewhere by the game. Which is fine, really.


Title: Re: SWTOR
Post by: Sky on October 18, 2011, 01:25:07 PM
I think we go by how dwarfy the server name sounds.

Which is a problem why?  :x

In this case of course we'll just get plopped somewhere by the game. Which is fine, really.
If we get auto-plopped on the goon server or whatever, I'm cool with choosing by the dwarfiest (which is often also very vikingly!).


Title: Re: SWTOR
Post by: Ingmar on October 18, 2011, 01:37:40 PM
I suspect due to holiday issues and the general trickle-in of players I expect us to have we're going to be stuck wherever we land, for better or for worse.

Odds of goons picking an RP server seem pretty low in any case.


Title: Re: SWTOR
Post by: Furiously on October 18, 2011, 02:10:14 PM
Overpopulation servers are bad, but being stuck on underpopulated servers is worse.

Over-populated servers are awesome. As long as you aren't running into a login queue, they are the best way to experience an MMO. The ability to participate in any aspect of the game at any hour of the day, a good economy, and a large enough amount of players that you'll probably find a guild you like.

Usually the 'recommended' servers are the lowest population servers that will give you the poorest MMO experience. The first thing I do when I start an MMO is figure out what server has the highest or close-to the highest population and roll there.

For the past couple of games my guild has done the following.

1 - Find the "Cool Kids" server in the forums. Some server always gets designated the "hardcore!" or "open world pvp!" or "Some other such nonsense" server. Avoid that.

2 - Find out what server is the "screw the cool kids server ... this server will be better!" And find out what server the Goons and some other large zerg guilds are flocking to. Avoid those as well.

3 - Whatever server is next in line is the pick. It will be populated enough to have all the perks of the two servers above. Except your queue times will be short in length, and disappear more quickly. And you won't have to deal with the kinds of people who think calling a server "hardcore!" before the game launches makes them better than you.

Of course this is all mute with Bioware's plans to assign servers.

moot...


Title: Re: SWTOR
Post by: Paelos on October 18, 2011, 02:14:14 PM
moot...

Moo...


Title: Re: SWTOR
Post by: tazelbain on October 18, 2011, 02:22:26 PM
..t


Title: Re: SWTOR
Post by: Morfiend on October 18, 2011, 02:30:33 PM
moot

Just incase someone didn't get it.


Title: Re: SWTOR
Post by: Ratman_tf on October 18, 2011, 02:48:39 PM
(http://2.bp.blogspot.com/-JtlYgZDe4oY/TaSuO0SjjzI/AAAAAAAABkI/xLeAB5OuMHY/s1600/mute.jpg)


Title: Re: SWTOR
Post by: koro on October 18, 2011, 02:56:24 PM
(http://img525.imageshack.us/img525/686/mootchrispoole4chan.jpg)


Title: Re: SWTOR
Post by: Sheepherder on October 18, 2011, 03:08:30 PM
(http://upload.wikimedia.org/wikipedia/commons/0/07/Vikingraad.jpg)


Title: Re: SWTOR
Post by: Ingmar on October 18, 2011, 03:14:04 PM
(http://www.maniacworld.com/question-is-moot.jpg)


Title: Re: SWTOR
Post by: Paelos on October 18, 2011, 03:19:21 PM
I'm sorry, the answer is Moops...

Moops.


Title: Re: SWTOR
Post by: Kirth on October 18, 2011, 04:28:52 PM
A cows opinion?


Title: Re: SWTOR
Post by: Murgos on October 18, 2011, 04:37:08 PM
Odds of goons picking an RP server seem pretty low in any case.

There are actually a lot of Goon guilds for SWTOR.

The one you probably want to avoid is Star Fleet Dental, although they will bring a large amount of humor and talent to whatever server they're on, you just risk being the butt of the joke.  They will be Republic PVP.  RP PVP if there is such a thing.  If you haven't seen their recruitment videos you should check them out.  They are hilarious.


Title: Re: SWTOR
Post by: Surlyboi on October 18, 2011, 04:54:49 PM
(http://www.maniacworld.com/question-is-moot.jpg)

Fuck yeah! Not many people probably remember that.


Title: Re: SWTOR
Post by: Sky on October 18, 2011, 07:24:10 PM
Ingmar plays Jackson ftw


Title: Re: SWTOR
Post by: Der Helm on October 19, 2011, 12:24:15 AM
Star Fleet Dental
Those guys are insane.  :awesome_for_real:


Title: Re: SWTOR
Post by: Mnemon on October 19, 2011, 10:24:17 AM
A cows opinion?

lol beat me too it.


Title: Re: SWTOR
Post by: koro on October 19, 2011, 10:39:41 PM
So IGN's reporting that the press embargo on TOR is going to be lifted soon.

But the NDA is still in place for testers.

 :uhrr:


Title: Re: SWTOR
Post by: UnSub on October 19, 2011, 11:00:11 PM
What testers think isn't important. It's now up to the gaming press to show EA BioWare how much they appreciate their generosity.


Title: Re: SWTOR
Post by: Riggswolfe on October 19, 2011, 11:04:22 PM
So IGN's reporting that the press embargo on TOR is going to be lifted soon.

But the NDA is still in place for testers.

 :uhrr:

The NDA is in place but will be lifted soon according to some of the devs. I'd be willing to bet it'll drop in mid November. It almost has to but we'll see.


Title: Re: SWTOR
Post by: luckton on October 20, 2011, 02:42:17 AM
Like the press is going to say anything negative at this point.  EA's betting the farm, the house and the beach-resort on this thing succeeding, along with a stupid amount of advertising.  Any press that would say one bad word can kiss their chunk of the ad pie good bye.


Title: Re: SWTOR
Post by: amiable on October 20, 2011, 02:48:33 AM
How is server assignment going to work?  i plan on playing with 7 or 8 friends, but nobody but me is planning on preordering and we certainly aren't organized enough to start a guild pre launch.  I will feel the rage of a thousand blinding suns if my friends are unable to join the same server as me.


Title: Re: SWTOR
Post by: Evildrider on October 20, 2011, 02:52:29 AM
How is server assignment going to work?  i plan on playing with 7 or 8 friends, but nobody but me is planning on preordering and we certainly aren't organized enough to start a guild pre launch.  I will feel the rage of a thousand blinding suns if my friends are unable to join the same server as me.

Even if your guild is sent to a specific server you don't have to go there, but you won't have your guild name and junk saved.  Other than that you and your buds can pick whatever server you guys want to play on when launch comes.  There is no region locks or anything like that.


Title: Re: SWTOR
Post by: Merusk on October 20, 2011, 05:00:13 AM
So IGN's reporting that the press embargo on TOR is going to be lifted soon.

But the NDA is still in place for testers.

 :uhrr:

This sounds familiar and I can't recall what other game did the same thing pre-launch.  Was it WAR, also an EA property?


Title: Re: SWTOR
Post by: Shatter on October 20, 2011, 05:07:22 AM
The NDA needs to just come down.  The core game is done and any new builds wont change beta testers opinions now, good or bad.  At this point they are in tweaks and fixes mode so lets just have at it. 


Title: Re: SWTOR
Post by: eldaec on October 20, 2011, 05:18:43 AM
Yeah, but there is a committee, a senior manager, 3 PR bunnies, and a lawyer who need to sign off on the NDA, none of whom have any day to day connection with the game, but all of whom exercise a veto.

Such is life in a sinister global megacorporation.


Title: Re: SWTOR
Post by: Fordel on October 20, 2011, 09:27:24 AM
They might drop the NDA just to counter blizzcon  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on October 20, 2011, 09:30:03 AM
They might drop the NDA just to counter blizzcon  :why_so_serious:

I actually wouldn't put it past them.

 Edit: IGN is releasing their load now on pc.ign.com


Title: Re: SWTOR
Post by: Zetor on October 20, 2011, 09:42:03 AM
This Massively article (http://massively.joystiq.com/2011/10/20/a-certain-point-of-view-jefs-hands-on-with-swtors-beta/) is not entirely positive... and rags on it a lot about the 'WOW in space' thing. I'm sure everyone is shocked and appalled.  :awesome_for_real:

edit: there's also a much more positive (http://massively.joystiq.com/2011/10/20/lifting-the-beta-curtain-larrys-hands-on-with-swtors-beta/) preview


Title: Re: SWTOR
Post by: Shatter on October 20, 2011, 09:56:33 AM
That first Massively article...the writer is a moron. 


Title: Re: SWTOR
Post by: Sky on October 20, 2011, 10:26:21 AM
But the NDA is still in place for testers.
I dunno, hopefully the press would be more professional in understanding the ramifications of commenting on a beta product.

Wait....ok, now I'm done laughing, sorry.

The crap a lot of the "testers" have been writing has been at the level of official forum troll griping, mostly. And a LOT of them don't seem to have much of a grasp on mmo in general, let alone the vagaries of TOR, which certainly has a different style than other mmo. So while you might get some good post-NDA info here, there's going to be an overwhelming amount of utter crap disinforming the general public.


Title: Re: SWTOR
Post by: Sky on October 20, 2011, 10:31:12 AM
This Massively article (http://massively.joystiq.com/2011/10/20/a-certain-point-of-view-jefs-hands-on-with-swtors-beta/) is not entirely positive... and rags on it a lot about the 'WOW in space' thing.
Quote from: that article
If that's not exactly the ringing endorsement you were hoping for, consider the source. I'm a sandbox guy, and rarely titillated by MMOs that stick to the straight and narrow.
F13 wouldn't have me review Diablo 3, ffs; or better yet Starcraft 2. Or Hainogaijinsuck: No Ima Chopee or whatever the hell jrpg. Honestly, the sheer amount of SWG vets whining about things in TOR not being like SWG is deplorable.
Quote
For those of us who realize that MMOs were meant to be more than casual combat games, though, I'm afraid Sir Alec Guinness said it best when he said this is not the MMO we're looking for.
What a self-righteous cunt.


Title: Re: SWTOR
Post by: eldaec on October 20, 2011, 11:12:44 AM
Wait, f13 has people review things?

Also, stop reading the output of gaming journalists. It is only going to upset you.


Title: Re: SWTOR
Post by: Nebu on October 20, 2011, 11:13:53 AM
Please stop calling them "journalists".  Most are anything but.   :ye_gods:


Title: Re: SWTOR
Post by: Simond on October 20, 2011, 12:23:36 PM
I suspect due to holiday issues and the general trickle-in of players I expect us to have we're going to be stuck wherever we land, for better or for worse.

Odds of goons picking an RP server seem pretty low in any case.
http://eu.battle.net/wow/en/guild/defias-brotherhood/Ye%20Olde%20Goone%20Squade/
http://eu.battle.net/wow/en/guild/defias-brotherhood/Goon%20Squad/

Guess what type of server Defias Brotherhood is. Go on, guess.  :grin:


Title: Re: SWTOR
Post by: Ingmar on October 20, 2011, 12:25:26 PM
Oh sure, but I am talking about the massive "we have to have 8 guilds on this server because we broke the character limit" type goon presence. They only needed 2 there, that's nothing.  :why_so_serious:


Title: Re: SWTOR
Post by: Murgos on October 20, 2011, 01:05:28 PM

Guess what type of server Defias Brotherhood is. Go on, guess.  :grin:

I don't think Bioware has confirmed 'RP' servers yet.

Goon Squad is Republic PVE this time around but they are dwarfed membership wise by Star Fleet Dental (~3:1).  For what it's worth I'll be running around with a Goon Squad tag.  I've found that I like being part of very large, no commitment guilds that still manage to have enough going on to do things now and then.

Listening to the wind blow in the Bat Country chat channel got old fast in EQ2.


Title: Re: SWTOR
Post by: Nevermore on October 20, 2011, 01:30:04 PM
Was it really necessary for EA/Bioware to have 3 separate accounts that are necessary for SWTOR?  Oh, they *claim* you can synch up the EA Master account, the Origins account and the actual SWTOR account, but it's proving to be completely impossible to do so.  Whoever started this fucking retarded trend of making the email address the account name should be drawn, quartered and set on fire. :tantrum:


Title: Re: SWTOR
Post by: Outlawedprod on October 20, 2011, 01:36:13 PM
http://www.rockpapershotgun.com/2011/10/20/hands-on-the-old-republic-part-one/


Title: Re: SWTOR
Post by: Draegan on October 20, 2011, 01:39:36 PM
There are some good "reviews" out there, and by good I mean that they give out decent information and are decently balanced.  Writing quality will vary.

RPS is a good one, and IGN has some good reviews that dish out some details on crafting etc.

The press was able to speak about things up to a certain level, which was around level 18-20 or so.  So you'll get a bunch of low level and beginning mid-level content.

edit:
This one is decent: http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/9186-Star-Wars-The-Old-Republic-Hands-On


Title: Re: SWTOR
Post by: luckton on October 20, 2011, 01:45:56 PM
Ars Technica has a preview up as well.

After reading all of these, what I said above holds true.  Nobody in their right mind is gonna bad talk this game.  That said, those that tried were either idiots or were trying too hard to find a problem, which to me means that maybe we really do have a good game on our hands here.


Title: Re: SWTOR
Post by: Nebu on October 20, 2011, 02:50:45 PM
After reading all of these, what I said above holds true.  Nobody in their right mind is gonna bad talk this game.  That said, those that tried were either idiots or were trying too hard to find a problem, which to me means that maybe we really do have a good game on our hands here.

We're not allowed to have good things.  What will we post about outside of the Politics forums?


Title: Re: SWTOR
Post by: Merusk on October 20, 2011, 03:00:18 PM
Boobs, asses and beer.


Title: Re: SWTOR
Post by: AcidCat on October 20, 2011, 03:21:41 PM
I've found that I like being part of very large, no commitment guilds that still manage to have enough going on to do things now and then.

Sums up my thinking as well, Starfleet Dental here. I'm sure I'll make an Empire character too but no idea where he'll end up.


Title: Re: SWTOR
Post by: Ingmar on October 20, 2011, 03:27:01 PM

Guess what type of server Defias Brotherhood is. Go on, guess.  :grin:

I don't think Bioware has confirmed 'RP' servers yet.

They certainly gave it to us as a server type to sign up for for guild placement.


Title: Re: SWTOR
Post by: Mrbloodworth on October 20, 2011, 03:41:44 PM
3 separate accounts

Really?


..............................  :oh_i_see:


Title: Re: SWTOR
Post by: Ingmar on October 20, 2011, 03:42:44 PM
I just have the one. It does seem to be separate from my Bioware Community account or whatever, but that one also seems to have nothing to do with SWTOR.


Title: Re: SWTOR
Post by: Mrbloodworth on October 20, 2011, 03:48:06 PM
Well, multi accounts is a pet peeve of mine. Seems you need 4 with two emails just to take a shit recently.


Title: Re: SWTOR
Post by: Lantyssa on October 20, 2011, 04:23:23 PM
Thankfully I have a domain where I can create unlimited number of email accounts. ;D


Title: Re: SWTOR
Post by: Sjofn on October 20, 2011, 04:32:50 PM
I have just the one login? I didn't even have to do anything special to make it work that way, I don't think. I've had an account with the EA downloading shit for ages though.


Title: Re: SWTOR
Post by: Sky on October 20, 2011, 04:34:35 PM
I've only used one account to play the game.

Making the account name your email address does need to go die in a corner, though.


Title: Re: SWTOR
Post by: luckton on October 20, 2011, 04:53:24 PM
God I need to stop reading these previews....getting too hyped up  :why_so_serious:


Title: Re: SWTOR
Post by: Crumbs on October 20, 2011, 05:56:20 PM
Quote
For those of us who realize that MMOs were meant to be more than casual combat games, though, I'm afraid Sir Alec Guinness said it best when he said this is not the MMO we're looking for.

a) That is a hella inaccurate quote.

b) Aw man Bloodworth got demoted?


Title: Re: SWTOR
Post by: Sheepherder on October 20, 2011, 09:50:03 PM
It's not much of a demotion.


Title: Re: SWTOR
Post by: lamaros on October 20, 2011, 11:30:09 PM
There are some good "reviews" out there, and by good I mean that they give out decent information and are decently balanced.  Writing quality will vary.

RPS is a good one, and IGN has some good reviews that dish out some details on crafting etc.

If RPS was a good one then I can pretty safely say that this game is not for me. I'm more excited to clip my toenails than to get anywhere near TOR.


Title: Re: SWTOR
Post by: caladein on October 20, 2011, 11:47:27 PM
The RPS staff and commentators don't generally like MMOs but John Walker's piece is pretty fair: it's a modern Diku, it's a modern BioWare RPG, it appears mostly competent at being both.


Title: Re: SWTOR
Post by: Cyrrex on October 21, 2011, 12:18:48 AM
Yeah, it is a modern DIKU MMO.  Spam your attacks, wait for cooldown, rinse and repeat.  If you loathe that formula, then you should probably not play MMOs anyway. 

What SWTOR has that the game it accuses of copying doesn't have:

- Looks pretty nice (if you can handle the art style)...I was actually expecting it to look like shit, but it doesn't at all.
- Sounds freaking awesome
- Voice acting is very good
- The quests are faaaaaaar more interesting.  No contest.  Somebody finally put the RP back in RPG.
- Companions

Really, the only reason I can see people not wanting to play this game is if they are just too sick and tired of the DIKU formula, or if they just fucking hate Star Wars.  We can (and will!) nitpick the shit out of what they could've and should've done differently, but there's no doubt in my mind at this point that Bioware (Austin!) has basically accomplished what they set out to do.


Title: Re: SWTOR
Post by: Mosesandstick on October 21, 2011, 01:43:01 AM
Quote
But once things kick off, and you’ve got ten quests down the right side of the screen and six different people pissed off at you for something, four flashpoints available for when you find someone else to play with, and have I mentioned, two lightsabres, it’s jolly hard not to want to keep going for more.

Four flashpoints at a low level? He's talking about group quests isn't he?


Title: Re: SWTOR
Post by: luckton on October 21, 2011, 02:47:43 AM
Quote
But once things kick off, and you’ve got ten quests down the right side of the screen and six different people pissed off at you for something, four flashpoints available for when you find someone else to play with, and have I mentioned, two lightsabres, it’s jolly hard not to want to keep going for more.

Four flashpoints at a low level? He's talking about group quests isn't he?

That's one of the annoying things I'm finding with BW's take on MMOs...they can't just use terminology that we're all already familiar, no, we have to go and create a whole new language to confuse people with.


Title: Re: SWTOR
Post by: Cyrrex on October 21, 2011, 03:04:38 AM
Yeah, Flashpoints are group quests.  It isn't really a problem with the different terminology.  The first time you run across one, you are instantly aware of what the deal is.


Title: Re: SWTOR
Post by: koro on October 21, 2011, 04:01:01 AM
Flashpoints are the equivalent of WoW 5-man dungeons. The quote from the article is accurate and means what it says.


Title: Re: SWTOR
Post by: eldaec on October 21, 2011, 04:18:58 AM
Every mmog ever makes up new names for the same shit. Taskforces, supergroups, linkshells, battlegrounds, scenarios, souls, jobs, auras, neural remapping, wardrobe, appearance tab, LFD, same old shit, different name.


Title: Re: SWTOR
Post by: luckton on October 21, 2011, 04:22:55 AM
There are some 'flashpoints' that were previewed that only required 2 people.  What are those?


Title: Re: SWTOR
Post by: Mosesandstick on October 21, 2011, 04:36:43 AM
They aren't the same unless things have changed. Group quests are quests that require more than one person, flashpoints are the special storyline based dungeons.


Title: Re: SWTOR
Post by: Cyrrex on October 21, 2011, 05:34:18 AM
Yeah, I think in one case I was offered up a flashpoint as an alternate means of completing the storyline quest.


Title: Re: SWTOR
Post by: Mrbloodworth on October 21, 2011, 06:30:25 AM
Quote
For those of us who realize that MMOs were meant to be more than casual combat games, though, I'm afraid Sir Alec Guinness said it best when he said this is not the MMO we're looking for.

a) That is a hella inaccurate quote.

b) Aw man Bloodworth got demoted?


I left the Wurm project and asked for the red name to be removed.


Title: Re: SWTOR
Post by: Fordel on October 21, 2011, 07:18:38 AM
A lot of the Heroic Quests work like mini-dungeons, this is probably what is confusing some of these writers. They use phasing, but in a better way then WoW does. There's a green 'instance' portal/barrier, that separates the heroic quest area from the normal world and lets your group do the dungeon area without having to fight over spawns and shit, since every group has their own phase of the place. It lets them do more dynamic stuff in terms of story and conversation as well. Most of these mini-dungeon heroic quests are repeatable quests, so you could run them the same way you could run Scarlett monastery or whatever.

It's also how your class specific stories work, and how they prevent the problem of having 23 Jedi lined up waiting for their arch-nemesis to respawn to continue their storyline.

It's all entirely seamless, with the worst lag being a 2 second pause as you cross the barrier and that is rare I found. Half the time you wouldn't even notice the transition if it wasn't for the big green barrier you walk through and the fact the game tells you that you've entered a phased area and who is the 'owner' of it.


It also lets them mix in these mini-instances with the regular world in a way WoW never could, so one little side room of a big Cantina could be devoted to the Smugglers story quest, and the smuggler while inside this area could see the rest of the cantina just fine, like a one way mirror. Helps make things feel like one actual place.



I think all of that has been covered already in various places, but I'm not 100% certain so feel free to nuke it if it's too close to the NDA line.


Title: Re: SWTOR
Post by: Igglethorpe on October 21, 2011, 07:49:09 AM
I think all of that has been covered already in various places, but I'm not 100% certain so feel free to nuke it if it's too close to the NDA line.

You should be OK with that.  TotalBiscuit's video pretty much demonstrates what you said.


Title: Re: SWTOR
Post by: Mrbloodworth on October 21, 2011, 08:09:51 AM
When does the Early Game Access start?


Title: Re: SWTOR
Post by: Shatter on October 21, 2011, 08:19:34 AM
When does the Early Game Access start?

They havent said yet, my guess is Tuesday Dec 13, one week before launch. 


Title: Re: SWTOR
Post by: Sky on October 21, 2011, 08:51:18 AM
My guess would be December 15th. Just too much of a coincidence.


Title: Re: SWTOR
Post by: Murgos on October 21, 2011, 10:15:22 AM
If the point of the Early Game access is actually to smooth out launch then with ~1 million preorders they probably will need to start the early game access earlier than that.


Title: Re: SWTOR
Post by: Outlawedprod on October 21, 2011, 11:20:03 AM
People were wondering how blizzard would combat swtor to prevent subscriptions bleeding away.  We  just heard the answer.   WoW Annual Pass = Free Diablo 3, WoW mount. and guaratneed WoW xpac beta access.


Title: Re: SWTOR
Post by: Sky on October 21, 2011, 11:27:40 AM
If the point of the Early Game access is actually to smooth out launch then with ~1 million preorders they probably will need to start the early game access earlier than that.
Right now physical sales are around 630k (as of last week), so a million thus far is not out of the realm of possibility.

Also, Hater has some links to previews:

http://darthhater.com/2011/10/20/republic-closed-beta-media-event/


Title: Re: SWTOR
Post by: Paelos on October 21, 2011, 11:45:47 AM
People were wondering how blizzard would combat swtor to prevent subscriptions bleeding away.  We  just heard the answer.   WoW Annual Pass = Free Diablo 3, WoW mount. and guaratneed WoW xpac beta access.

Won't work. There's not enough crossover for people to maintain their subs just to get D3.


Title: Re: SWTOR
Post by: Ingmar on October 21, 2011, 11:51:45 AM
There's plenty of overlap between Diablo and WoW players. I would say the people (like Fordel) who only play one or the other are definitely the exception at least in my circle of gamers.


Title: Re: SWTOR
Post by: Fordel on October 21, 2011, 11:59:16 AM
How much does a year of WoW cost anyways?


Title: Re: SWTOR
Post by: Dren on October 21, 2011, 12:00:31 PM
There's plenty of overlap between Diablo and WoW players. I would say the people (like Fordel) who only play one or the other are definitely the exception at least in my circle of gamers.

I don't play WoW anymore, but I agree.  I wouldn't drop my sub to WoW just to play D3.  

However, I would not consider this "deal" when considering dropping WoW for SWTOR.  My guess is a majority of WoW players will buy and play SWTOR for the first month while maintaining WoW.  After that, they will either drop WoW or drop SWTOR.  That "deal" won't sway anyone from that path.


Title: Re: SWTOR
Post by: Dren on October 21, 2011, 12:02:11 PM
How much does a year of WoW cost anyways?

Wasn't it $12.99/mo as the best option?  So, $155 I think.


Title: Re: SWTOR
Post by: Ingmar on October 21, 2011, 12:17:21 PM
Yeah 6 month recurring @ 12.99 a month is the cheapest option.


Title: Re: SWTOR
Post by: Murgos on October 21, 2011, 12:27:08 PM
1 year of WoW & D3 for 130 bucks seems like a pretty good deal and if I had been playing WoW recently I would certainly consider it.  Right now though I have no interest in playing WOW again even though I will certainly buy D3.  However, I'm hyped up enough for SWTOR that if they were to announce a similar deal, like say a 1 year sub to TOR gets you Mass Effect 3 for free I would probably do it.  

Edit:  You have no idea how much I like Kung Fu Panda.  This is going to be rough.


Title: Re: SWTOR
Post by: Fordel on October 21, 2011, 12:33:18 PM
Man I would jump on that deal right now probably.


Title: Re: SWTOR
Post by: Evildrider on October 21, 2011, 01:02:36 PM
Soo basically they are scared of SWTOR and are trying to lock people in for a year before they are able to play it.  Sounds desperate to me. 


Title: Re: SWTOR
Post by: Fordel on October 21, 2011, 01:04:35 PM
They are trying to stop the bleeding for their next investor call or whatever the fuck it's called.


Title: Re: SWTOR
Post by: Sky on October 21, 2011, 01:05:58 PM
if they were to announce a similar deal, like say a 1 year sub to TOR gets you Mass Effect 3 for free I would probably do it.  
Hell yeah, I'd be all over that.

I'm amazed people still have the stomach to play WoW after seven years.


Title: Re: SWTOR
Post by: Merusk on October 21, 2011, 01:06:27 PM
There's plenty of overlap between Diablo and WoW players. I would say the people (like Fordel) who only play one or the other are definitely the exception at least in my circle of gamers.

Yeah I'd agree there's more than enough crossover, but the question really is; are you pumped enough by the announcement to pay for WoW for a year vs just buying D3 and then deciding between WOW or TOR.

I'd also be all-over a ME3-for-free deal with TOR.  However, it's EA and that's giving away too much new stuff.  Remember, Blizzard can give away D3 because they still have a chance to make money off of the 'free' product via the cash AH.


Title: Re: SWTOR
Post by: Evildrider on October 21, 2011, 01:07:41 PM
There's plenty of overlap between Diablo and WoW players. I would say the people (like Fordel) who only play one or the other are definitely the exception at least in my circle of gamers.

It's the opposite for me, I think there's only one person in my current guild that's all hyped up about Diablo 3.  I personally could care less, Diablo 2 bored the shit outta me.


Title: Re: SWTOR
Post by: Shatter on October 21, 2011, 02:17:55 PM
They put up a little video clip of whats inside the CE, still glad thats what I pre-ordered.  Curious to the CE only in game vendors and what that will contain, it says unique companion customizations, etc.

Collector’s Edition Store. At launch the Collector’s Edition Store will be available to those who have the Collector’s Edition of The Old Republic, and will feature items found nowhere else in the game! The Collector’s Edition will be stocked with exclusive social items for yourself, and unique appearances for your companion. The store will also have regular updates to give players incentive to keep coming back.

http://www.swtor.com/news/news-article/20111021


Title: Re: SWTOR
Post by: Morfiend on October 21, 2011, 02:50:02 PM
I got the digital delux edition. I don't care for all the physical crap. Although I wish there was an edition with the Collectors Edition Store that was digital.


Title: Re: SWTOR
Post by: Margalis on October 21, 2011, 03:27:28 PM
Anecdotally I've found that a lot of gamers who play WoW are looking to play SWTOR but a lot of wives etc who are not really gamers but just WoW players have little interest in switching.


Title: Re: SWTOR
Post by: Evildrider on October 21, 2011, 03:41:25 PM
Yeah, but it seems they are getting alot of attention from people that love Bioware games but hate/haven't tried MMO's.  I'm kind of surprised at the amount of people interested in SWTOR that have never played an MMO before or have never played WoW.


Title: Re: SWTOR
Post by: Fordel on October 21, 2011, 03:45:21 PM
From the people I meet and see on the Beta forums, you better fucking believe there are a lot of people who have never played a MMO before.


Title: Re: SWTOR
Post by: Amaron on October 21, 2011, 04:30:47 PM
Anecdotally I've found that a lot of gamers who play WoW are looking to play SWTOR but a lot of wives etc who are not really gamers but just WoW players have little interest in switching.

Yea plenty of people are just there because that's where everyone is.   That might in fact be why EA isn't hitting some markets yet.   Asia is where the money is but SWTOR has no chance of achieving some sort of critical mass over there. 


Title: Re: SWTOR
Post by: koro on October 21, 2011, 04:40:47 PM
They put up a little video clip of whats inside the CE, still glad thats what I pre-ordered.  Curious to the CE only in game vendors and what that will contain, it says unique companion customizations, etc.

Collector’s Edition Store. At launch the Collector’s Edition Store will be available to those who have the Collector’s Edition of The Old Republic, and will feature items found nowhere else in the game! The Collector’s Edition will be stocked with exclusive social items for yourself, and unique appearances for your companion. The store will also have regular updates to give players incentive to keep coming back.

http://www.swtor.com/news/news-article/20111021

The worst thing about it is that you can see the store but you can't even go to it to see what the stuff looks like. It's in a VIP-only area about fifty feet up in the air that you have to take a super special elevator to, where people who spent $150 can literally lord it over everyone. I know it's a bit :nda:, but whatever.

That kinda stuff sort of chafes a little. Have a VIP area with the vendors, but make it a discrete area like City of Heroes did; anything else will just breed resentment, especially from people who would've bought access at a lower price or would have otherwise had the money to blow in a healthier economy.


Title: Re: SWTOR
Post by: proudft on October 21, 2011, 04:50:33 PM
From the people I meet and see on the Beta forums, you better fucking believe there are a lot of people who have never played a MMO before.

Yeah the sense I get from real-life acquaintances is that they have, along with everyone on the planet, heard of WoW but for various reasons ranging from 'lawl nerdy fantasy' to  just no interest in the setting weren't going to play it. 

Star Wars, on the other hand, is something they seem entirely willing to eagerly jump into to find out what's the deal with this mumorporg thing.

I expect the economy to tank.




Title: Re: SWTOR
Post by: Koyasha on October 21, 2011, 06:02:05 PM
The worst thing about it is that you can see the store but you can't even go to it to see what the stuff looks like. It's in a VIP-only area about fifty feet up in the air that you have to take a super special elevator to, where people who spent $150 can literally lord it over everyone. I know it's a bit :nda:, but whatever.

That kinda stuff sort of chafes a little. Have a VIP area with the vendors, but make it a discrete area like City of Heroes did; anything else will just breed resentment, especially from people who would've bought access at a lower price or would have otherwise had the money to blow in a healthier economy.
I would probably buy an edition that came with access to the in-game stuff but not that figure that I presume is the main thing driving the price up.  $70 or even $80 is something I'm usually willing to spend on a CE of some games, if I'm sold enough on the game.  I've bought the special editions of all the BioWare RPG's from Mass Effect on forward, but $150 is just plain too much for me.  Hell, I'd even consider buying it if the figure was one I liked better (as in, 'a figure of a hot girl to go with all my other figures').  It irritates me that they're going to have this in game stuff that I WOULD pay extra for, but it's bundled with a figure that I won't.

They need to take a lesson from NCSoft and release a Digital Collector's Edition (as with Aion, which I bought one of those), so I can just get the digital stuff without the physical junk.


Title: Re: SWTOR
Post by: Tyrnan on October 22, 2011, 02:35:20 AM
Even if they don't, I'd expect to see some sort of CE/VIP pass available as an addon/MT in 6 months or so. At that stage I'd imagine pretty much anyone willing to shell out $150 to get access to the VIP store will have already done so, so they'll start tapping the revenue stream from the people who want access to it, but refused to pay such a high price for crap they mostly didn't want in the CE.


Title: Re: SWTOR
Post by: Surlyboi on October 22, 2011, 06:26:15 AM
According to BWA, that's not gonna happen.

And on the forums, there was much wailing and gnashing of teeth.


Title: Re: SWTOR
Post by: Fordel on October 22, 2011, 06:27:12 AM
Please, like they'll pass on free money.  :why_so_serious:


Title: Re: SWTOR
Post by: MuffinMan on October 22, 2011, 06:30:21 AM
Yeah the sense I get from real-life acquaintances is that they have, along with everyone on the planet, heard of WoW but for various reasons ranging from 'lawl nerdy fantasy' to  just no interest in the setting weren't going to play it. 

Star Wars, on the other hand, is something they seem entirely willing to eagerly jump into to find out what's the deal with this mumorporg thing.
Star Wars is considered less nerdy than Warcraft? I would think they are on the same level.


Title: Re: SWTOR
Post by: Tyrnan on October 22, 2011, 06:47:21 AM
According to BWA, that's not gonna happen.

And on the forums, there was much wailing and gnashing of teeth.

 :ye_gods:

That's quite surprising, to say the least. I'm curious if it's BW taking a stand or just a marketing ploy to get people to buy the CE. It should be interesting to see if they keep their stance on it after a few months when people are begging to throw money at them for it; I just can't see EA saying "No, we're sticking by our principles, keep your money."


Title: Re: SWTOR
Post by: Threash on October 22, 2011, 06:48:34 AM
No, that's like saying "transformers" are nerdy.  For most people they are just extremely popular mainstream movies that they loved, not some incredibly nerdy fandom.


Title: Re: SWTOR
Post by: Fordel on October 22, 2011, 07:05:12 AM
Yeah the sense I get from real-life acquaintances is that they have, along with everyone on the planet, heard of WoW but for various reasons ranging from 'lawl nerdy fantasy' to  just no interest in the setting weren't going to play it. 

Star Wars, on the other hand, is something they seem entirely willing to eagerly jump into to find out what's the deal with this mumorporg thing.
Star Wars is considered less nerdy than Warcraft? I would think they are on the same level.


Star Wars is popular culture at this point. My Mother knows what Star Wars is, I could not say the same thing about Warcraft.


Title: Re: SWTOR
Post by: Murgos on October 22, 2011, 07:09:54 AM
Star Wars is popular culture at this point. My Mother knows what Star Wars is, I could not say the same thing about Warcraft.

Hell, my mother and my wife and my wife's mother have all seen Star Wars, even the new episodes.  None of them have a clue what Warcraft is and only vague ideas of what Transformers is.  My mom probably remembers buying me some transformers 30 years ago.  Maybe.


Title: Re: SWTOR
Post by: UnSub on October 22, 2011, 07:47:55 AM
According to BWA, that's not gonna happen.

And on the forums, there was much wailing and gnashing of teeth.

 :ye_gods:

That's quite surprising, to say the least. I'm curious if it's BW taking a stand or just a marketing ploy to get people to buy the CE. It should be interesting to see if they keep their stance on it after a few months when people are begging to throw money at them for it; I just can't see EA saying "No, we're sticking by our principles, keep your money."

The trick will be to not allow exactly what the Collector's Edition gets, but a renamed version that is almost identical. Depends what is exactly in those stores though.


Title: Re: SWTOR
Post by: kildorn on October 22, 2011, 09:00:59 AM
According to BWA, that's not gonna happen.

And on the forums, there was much wailing and gnashing of teeth.

 :ye_gods:

That's quite surprising, to say the least. I'm curious if it's BW taking a stand or just a marketing ploy to get people to buy the CE. It should be interesting to see if they keep their stance on it after a few months when people are begging to throw money at them for it; I just can't see EA saying "No, we're sticking by our principles, keep your money."

The trick will be to not allow exactly what the Collector's Edition gets, but a renamed version that is almost identical. Depends what is exactly in those stores though.

IMO the trick is to make a new premium store, with mostly similar items and unique fuzzy pets.

So you can skim another $whatever off the CE folks ;)


Title: Re: SWTOR
Post by: Surlyboi on October 22, 2011, 09:09:20 AM
According to BWA, that's not gonna happen.

And on the forums, there was much wailing and gnashing of teeth.

 :ye_gods:

That's quite surprising, to say the least. I'm curious if it's BW taking a stand or just a marketing ploy to get people to buy the CE. It should be interesting to see if they keep their stance on it after a few months when people are begging to throw money at them for it; I just can't see EA saying "No, we're sticking by our principles, keep your money."

The trick will be to not allow exactly what the Collector's Edition gets, but a renamed version that is almost identical. Depends what is exactly in those stores though.

IMO the trick is to make a new premium store, with mostly similar items and unique fuzzy pets.

So you can skim another $whatever off the CE folks ;)

Bingo.


Title: Re: SWTOR
Post by: Amaron on October 22, 2011, 02:57:35 PM
According to BWA, that's not gonna happen.

They have to say that no matter what at this point.


Title: Re: SWTOR
Post by: luckton on October 22, 2011, 03:57:27 PM

They have to say that no matter what at this point.

This.  As with any MMO ever developed, one of the golden rules has always been:

"The answer is always no* unless otherwise specified.  To say yes and then take it back is a slap in the face."

*At least until we either figure out how to do it or give in to our demons.


Title: Re: SWTOR
Post by: Kageru on October 22, 2011, 05:05:15 PM
Star Wars is popular culture at this point. My Mother knows what Star Wars is, I could not say the same thing about Warcraft.

If you want to "live in the world" of star wars it's still nerdy, as is playing WoW. It's going to see a lot of money on the screen that isn't.

I'm still amazed Star Wars has survived the last movies and all the exploitation of the IP though. But I guess that's part of it being so mainstream, it can be famous for being famous even if it's not very good.


Title: Re: SWTOR
Post by: Fordel on October 22, 2011, 06:08:43 PM
Well that's the thing, SWTOR is much closer to watching a movie then living in the world.


Title: Re: SWTOR
Post by: Evildrider on October 22, 2011, 08:27:41 PM

I'm still amazed Star Wars has survived the last movies and all the exploitation of the IP though. But I guess that's part of it being so mainstream, it can be famous for being famous even if it's not very good.


Because sci-fi is less nerdy than elves and dragon fantasy of course!   :awesome_for_real:


Title: Re: SWTOR
Post by: luckton on October 22, 2011, 09:09:59 PM
(http://i.imgur.com/Op2ch.png)


Title: Re: SWTOR
Post by: eldaec on October 23, 2011, 10:06:33 AM
Any boxed internet game is nerdy as fuck no matter how you cut it.

To normal people wow and swtor are indistinguishable.


Title: Re: SWTOR
Post by: Nebu on October 23, 2011, 11:15:20 AM
Any boxed internet game is nerdy as fuck no matter how you cut it.

To normal people wow and swtor are indistinguishable.

The acid test for nerdiness is whether or not you'd discuss it on a date with a hot woman.  If the answer is "fuck no, I'd never bring it up", then it's probably nerdy.


Title: Re: SWTOR
Post by: Surlyboi on October 23, 2011, 11:26:54 AM
Have you people not been paying attention to the landscape lately? The number of hot women that actually go for that shit has gone up considerably in the past few years.


Title: Re: SWTOR
Post by: Nebu on October 23, 2011, 11:31:53 AM
Have you people not been paying attention to the landscape lately? The number of hot women that actually go for that shit has gone up considerably in the past few years.

When you start at 0, anything is an increase.


Title: Re: SWTOR
Post by: Surlyboi on October 23, 2011, 11:41:05 AM
But it was never really at 0. There's always been at least a small population of hot geek women. With the rise of the internets, they've seen that they don't have to hide the geekiness.


Title: Re: SWTOR
Post by: eldaec on October 23, 2011, 11:44:53 AM
Now seriously, apply the test.

You are on a first date with a hot woman you suspect of also being a geek.

You have a variety of interests, experiences, hobbies, and ambitions from which to select conversation topics.

Are you going to select your level 48 Imperial Agent as a topic for discussion?



Title: Re: SWTOR
Post by: Surlyboi on October 23, 2011, 11:54:12 AM
Nope. But I did show her a picture of the last lightsaber I'd built.


Title: Re: SWTOR
Post by: Pezzle on October 23, 2011, 11:58:49 AM
Or you could ask if they do any gaming without being super specific. 


Title: Re: SWTOR
Post by: eldaec on October 23, 2011, 12:00:37 PM
You saw "lightsabre", she saw "employable skills, has hobby that can easily be confined to the garage, good with hands, useful to have around if a fuse blows, may be able to fix hair dryer, can probably be trusted not to burn home down".

None of this translates well to the Eternity Vault raiding scene.


Title: Re: SWTOR
Post by: Surlyboi on October 23, 2011, 12:09:15 PM
And nobody's asking anyone to raid the eternity vault.

I said geeky, not hopeless.


Title: Re: SWTOR
Post by: Ingmar on October 23, 2011, 12:45:32 PM
She's going to find out about the imperial agent eventually.


Title: Re: SWTOR
Post by: Sjofn on October 23, 2011, 01:13:03 PM
But it was never really at 0. There's always been at least a small population of hot geek women. With the rise of the internets, they've seen that they don't have to hide the geekiness.

I don't know if I would describe myself as "hot," but I am always amused at the repeated insistence I do not, nor will I ever, exist.


Title: Re: SWTOR
Post by: Surlyboi on October 23, 2011, 01:34:48 PM
But it was never really at 0. There's always been at least a small population of hot geek women. With the rise of the internets, they've seen that they don't have to hide the geekiness.

I don't know if I would describe myself as "hot," but I am always amused at the repeated insistence I do not, nor will I ever, exist.

Well, of course you don't exist. There's no girls on the interbutts.


Title: Re: SWTOR
Post by: Merusk on October 23, 2011, 02:34:20 PM
I continue to be amazed that some of you are single.  :oh_i_see:


Title: Re: SWTOR
Post by: Lantyssa on October 23, 2011, 04:13:05 PM
If she doesn't want to talk about my level 48 Imperial Agent Sith Sorcerer, then I'm not interested in her anyways.


Title: Re: SWTOR
Post by: Nebu on October 23, 2011, 04:23:31 PM
I was trying to be a smart ass.  I should know better. 


Title: Re: SWTOR
Post by: Paelos on October 23, 2011, 04:39:00 PM
I was trying to be a smart ass.  I should know better. 

Yep. At least they didn't crack out spreadsheets to discuss the issue on your dating specs.


Title: Re: SWTOR
Post by: Surlyboi on October 23, 2011, 04:43:22 PM
I continue to be amazed that some of you are single.  :oh_i_see:

I know, some of us are even getting married! Shock! Horror!


Title: Re: SWTOR
Post by: 01101010 on October 23, 2011, 05:07:14 PM
I continue to be amazed that some of you are single.  :oh_i_see:

I know, some of us are even getting married! Shock! Horror!

...and some of us are smart enough to know better  :why_so_serious:


Title: Re: SWTOR
Post by: Evildrider on October 23, 2011, 05:10:59 PM
Soo if people didn't know the Bioware Wiki got fucked up by some haters earlier.  I think its all fixed now though, here's the version it was changed too. 

http://en.wikipedia.org/w/index.php?title=BioWare&oldid=456093553


Title: Re: SWTOR
Post by: Sjofn on October 23, 2011, 05:21:56 PM
If she doesn't want to talk about my level 48 Imperial Agent Sith Sorcerer, then I'm not interested in her anyways.

I know, right? I dated a non-gamer dude for three years. Mistake.

Then Ingmar and I met and made out and it was awesome.  :heart:


Title: Re: SWTOR
Post by: Lantyssa on October 23, 2011, 05:48:57 PM
I was trying to be a smart ass.  I should know better. 
I know you were.  Don't feel bad.  I do it professionally.


Title: Re: SWTOR
Post by: UnSub on October 23, 2011, 06:13:41 PM
But it was never really at 0. There's always been at least a small population of hot geek women. With the rise of the internets, they've seen that they don't have to hide the geekiness.

I don't know if I would describe myself as "hot," but I am always amused at the repeated insistence I do not, nor will I ever, exist.

I DISBELIEVE THE ILLUSION.


Title: Re: SWTOR
Post by: UnSub on October 23, 2011, 06:19:02 PM
You saw "lightsabre", she saw "employable skills, has hobby that can easily be confined to the garage, good with hands, useful to have around if a fuse blows, may be able to fix hair dryer, can probably be trusted not to burn home down".

Depends what Surlyboi  made the lightsaber out of. If the answer is "a toilet roll, cellophane and Q-tips", her thoughts may have been entirely different.


Title: Re: SWTOR
Post by: Surlyboi on October 23, 2011, 06:39:40 PM
Aluminum, high carbon steel and some LEDs.

We spar in front of the Met some weekends, to the surprise and delight of random passer-by out of the park.


Title: Re: SWTOR
Post by: Sjofn on October 23, 2011, 10:55:19 PM
But it was never really at 0. There's always been at least a small population of hot geek women. With the rise of the internets, they've seen that they don't have to hide the geekiness.

I don't know if I would describe myself as "hot," but I am always amused at the repeated insistence I do not, nor will I ever, exist.

I DISBELIEVE THE ILLUSION.

I COULD be some horrible old hag. You don't know!


Title: Re: SWTOR
Post by: sinij on October 24, 2011, 12:24:19 AM
This is INTERNET, we ALWAYS suspect the worst!


Title: Re: SWTOR
Post by: Sheepherder on October 24, 2011, 12:25:48 AM
I COULD be some horrible old hag. You don't know!

Howling, Bog, Night, or Death?


Title: Re: SWTOR
Post by: Ingmar on October 24, 2011, 12:42:46 AM
She predates 4e.


Title: Re: SWTOR
Post by: Sjofn on October 24, 2011, 12:56:23 AM
I wub you, Ingmar.  :heart:


Title: Re: SWTOR
Post by: Sheepherder on October 24, 2011, 01:02:31 AM
Okay then: Annis, Bheur, Dune Hag, Dusk Hag, Green Hag, Marzanna, Sea Hag, Shrieking Hag, or Xtabay.

I can't believe Wikipedia documents all of this shit.


Title: Re: SWTOR
Post by: Ingmar on October 24, 2011, 01:11:35 AM
Pfft, they missed the silat from Al'Qadim and arguably the Crone of Chaos from the old BEMCI Creature Catalog.  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on October 24, 2011, 03:00:26 AM
He's all mine, ladies.  :drillf:


Title: Re: SWTOR
Post by: Surlyboi on October 24, 2011, 03:39:53 AM
Jesus, Al'Qadim.


Title: Re: SWTOR
Post by: Cyrrex on October 24, 2011, 04:12:18 AM
Aluminum, high carbon steel and some LEDs.

We spar in front of the Met some weekends, to the surprise and delight of random passer-by out of the park.

Can I be your friend?  I want to come play too!



Title: Re: SWTOR
Post by: Nebu on October 24, 2011, 05:06:55 AM
Pfft, they missed the silat from Al'Qadim and arguably the Crone of Chaos from the old BEMCI Creature Catalog.  :why_so_serious:

I don't think I understood a single word in that sentence.   :ye_gods:


Title: Re: SWTOR
Post by: MahrinSkel on October 24, 2011, 05:19:46 AM
Creature Catalog = *Old* school D&D (before 1st Edition AD&D).

Al'Qadim...Dark Sun?

--Dave


Title: Re: SWTOR
Post by: Sir T on October 24, 2011, 05:26:12 AM
Nope, it was TSR's Arabian Nights style world, from 1992.  :grin:

I don't know if I'm happy or sad that I know that...

(http://upload.wikimedia.org/wikipedia/en/e/e5/TSR2126_Arabian_Adventures.jpg)


Title: Re: SWTOR
Post by: Cyrrex on October 24, 2011, 05:39:10 AM
Sometimes I get depressed by how nerdy I am.  Then all I have to do is come here and read a couple of threads in the MMO forum and realize how frighteningly normal I really am.


Title: Re: SWTOR
Post by: 01101010 on October 24, 2011, 06:14:32 AM
Pfft, they missed the silat from Al'Qadim and arguably the Crone of Chaos from the old BEMCI Creature Catalog.  :why_so_serious:

I don't think I understood a single word in that sentence.   :ye_gods:

I don't speak that language either. I just sit back and watch and try to make out what the conversation is about by watching the parts I can recognize.


Title: Re: SWTOR
Post by: Sky on October 24, 2011, 06:46:43 AM
Baba Yaga


Title: Re: SWTOR
Post by: Stabs on October 24, 2011, 06:50:02 AM
Well Baba Yaga is more than just an AD&D reference.


Title: Re: SWTOR
Post by: raydeen on October 24, 2011, 06:55:28 AM
Well Baba Yaga is more than just an AD&D reference.

I know the name from ELP's rendition of Mussorgsky's Pictures At An Exhibition. The Hut of Baba Yaga and The Curse of Baba Yaga.


Title: Re: SWTOR
Post by: Nebu on October 24, 2011, 06:58:22 AM
Baba Yaga

Baba O'Riley?


Title: Re: SWTOR
Post by: Kageru on October 24, 2011, 08:34:07 AM
Creature Catalog = *Old* school D&D (before 1st Edition AD&D).

Which surprised me as I'd not heard of it. I suspect you mean "Book 2: Monsters and Treasure" as the creature catalogue was many years after the AD&D equivalent.

Now I feel both old, nerdy and wondering if my first edition Dungeon Masters guide is still in decent condition.


Title: Re: SWTOR
Post by: Lakov_Sanite on October 24, 2011, 08:46:32 AM
Grendel's mother.


Title: Re: SWTOR
Post by: Murgos on October 24, 2011, 10:01:47 AM

Wasted teenage youth?  Subtle and yet very appropriate.


Title: Re: SWTOR
Post by: Ingmar on October 24, 2011, 10:02:55 AM
Creature Catalog = *Old* school D&D (before 1st Edition AD&D).

Which surprised me as I'd not heard of it. I suspect you mean "Book 2: Monsters and Treasure" as the creature catalogue was many years after the AD&D equivalent.

Now I feel both old, nerdy and wondering if my first edition Dungeon Masters guide is still in decent condition.


Not quite right:

(http://upload.wikimedia.org/wikipedia/en/8/82/AC09CreatureCatalogue.jpg)

Published in the 80s as part of the Basic-Expert-etc. game, which was published in parallel to AD&D, it didn't predate it. Mahrin is thinking of what is usually called OD&D (O for "original") these days.


Title: Re: SWTOR
Post by: Lantyssa on October 24, 2011, 11:42:22 AM
I COULD be some horrible old hag. You don't know!
You're neither old nor a hag, all the speculation notwithstanding. :-P


Title: Re: SWTOR
Post by: Fordel on October 24, 2011, 11:57:49 AM
There's no need to coddle her Lanty!  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on October 24, 2011, 12:14:57 PM
You shut up, Fordel!


Title: Re: SWTOR
Post by: Fordel on October 24, 2011, 12:16:42 PM
NO U!


Title: Re: SWTOR
Post by: Furiously on October 24, 2011, 12:26:04 PM
Oh get a room you two.


Title: Re: SWTOR
Post by: Fordel on October 24, 2011, 12:40:14 PM
No way, she's too old for me.


Title: Re: SWTOR
Post by: Morfiend on October 24, 2011, 12:43:07 PM
This page reminds me of the SWG thread. Keep it going guys. We can only go up from here.


Title: Re: SWTOR
Post by: eldaec on October 24, 2011, 01:28:52 PM
That really was not a good way to start a page, you have provided no fuel for pointless nerd discussion.

For example...

Why can't jedi in swtor use telekinesis to switch off their opponent's lightsabre. This will destroy my immersion!!!


Title: Re: SWTOR
Post by: Reg on October 24, 2011, 01:30:27 PM
Because the other Jedi uses the Force to stop them. That's why only force sensitives can use them.


Title: Re: SWTOR
Post by: Ingmar on October 24, 2011, 01:30:45 PM
On/off switch is made out of Force-immune metal that we'll be fighting over in one of the battlegroundswarfronts, clearly!


Title: Re: SWTOR
Post by: Sir T on October 24, 2011, 01:43:37 PM
Because the Mitoclorians haven't figured out how to use an on/off switch.


Title: Re: SWTOR
Post by: Nevermore on October 24, 2011, 02:04:25 PM
Have Jedi ever shown that much fine control with their TK?


Title: Re: SWTOR
Post by: Amaron on October 24, 2011, 02:15:54 PM
Have Jedi ever shown that much fine control with their TK?

Rule 34


Title: Re: SWTOR
Post by: DraconianOne on October 24, 2011, 02:28:08 PM
Have Jedi ever shown that much fine control with their TK?

Clearly. When you drop a lightsabre, it immediately powers off. Throw a lightsaber and it stays on for the duration.



Title: Re: SWTOR
Post by: Morfiend on October 24, 2011, 03:06:58 PM
Have Jedi ever shown that much fine control with their TK?

Rule 34

Fuck. The mental images from that are just something I didn't need.


Title: Re: SWTOR
Post by: Surlyboi on October 24, 2011, 03:14:20 PM
Baba Yaga

Try "Vecna"


Title: Re: SWTOR
Post by: Sjofn on October 24, 2011, 03:15:00 PM
No way, she's too old for me.

Fuck you, clown!


Title: Re: SWTOR
Post by: Reg on October 24, 2011, 03:16:40 PM
Real girls don't use the F word on the interwebs.


Title: Re: SWTOR
Post by: Sjofn on October 24, 2011, 03:17:49 PM
I think you mean ladies.


Title: Re: SWTOR
Post by: Reg on October 24, 2011, 03:18:32 PM
Oops. My mistake!


Title: Re: SWTOR
Post by: Sky on October 24, 2011, 06:14:13 PM
Try "Vecna"
I've got to hand it to you, you have an eye for this!


Title: Re: SWTOR
Post by: Shatter on October 24, 2011, 06:27:02 PM

Why can't jedi in swtor use telekinesis to switch off their opponent's lightsabre. This will destroy my immersion!!!

Never touch another Jedi's switch


Title: Re: SWTOR
Post by: Paelos on October 24, 2011, 07:47:39 PM
I think you mean ladies.

Which proves yet again that she's actually just a bunny who has somehow gotten access to the interwebs.


Title: Re: SWTOR
Post by: Evildrider on October 24, 2011, 08:02:49 PM
I think you mean ladies.

Which proves yet again that she's actually just a bunny who has somehow gotten access to the interwebs.

(http://i262.photobucket.com/albums/ii102/janicelthompson/poster4608422-1.jpg)


Title: Re: SWTOR
Post by: Sjofn on October 24, 2011, 09:06:26 PM
Oh shit, that picture is awesome.  :heart:


Title: Re: SWTOR
Post by: Sheepherder on October 24, 2011, 09:50:24 PM
Grendel's mother.

Probably not a hag, the argument on that one is still ongoing apparently.


Title: Re: SWTOR
Post by: Surlyboi on October 25, 2011, 12:34:19 AM
Oh shit, that picture is awesome.  :heart:

Which one? The bunny in front of the quadra or the mustard bukkake he's using for his avatard?


Title: Re: SWTOR
Post by: Sjofn on October 25, 2011, 12:59:59 AM
Can't it be both?


Title: Re: SWTOR
Post by: Count Nerfedalot on October 25, 2011, 08:51:03 AM
Are Sjofn and Fordel siblings?  :headscratch:


Title: Re: SWTOR
Post by: Lantyssa on October 25, 2011, 09:05:02 AM
In spirit.


Title: Re: SWTOR
Post by: Sky on October 25, 2011, 09:20:30 AM
the mustard bukkake
Brings back memories of one of my favorite memes:

(http://www.bloggerheads.com/images/mustardmanbig.jpg)


Title: Re: SWTOR
Post by: Nonentity on October 25, 2011, 02:15:42 PM
I think you mean ladies.

Which proves yet again that she's actually just a bunny who has somehow gotten access to the interwebs.

I can confirm this.


Title: Re: SWTOR
Post by: Sjofn on October 25, 2011, 02:19:23 PM
He can, it's true!  :ye_gods:


Title: Re: SWTOR
Post by: Paelos on October 25, 2011, 02:25:40 PM
(http://images.icanhascheezburger.com/completestore/2009/3/4/128806828459978746.jpg)


Title: Re: SWTOR
Post by: Sjofn on October 25, 2011, 02:29:22 PM
(http://www.toontowncentral.com/gallery/data/1082/bunny-computer-2.jpg)


Title: Re: SWTOR
Post by: Riggswolfe on October 25, 2011, 03:03:30 PM
Try "Vecna"
I've got to hand it to you, you have an eye for this!

You win the obscure nerd reference award Sky. I've got to give you a hand!


Title: Re: SWTOR
Post by: Tannhauser on October 25, 2011, 03:26:34 PM
/em mutters something about Vecna's lieutenant Kas


Title: Re: SWTOR
Post by: UnSub on October 25, 2011, 06:03:02 PM
C'mon BioWare AUSTIN, do something controversial! Only one character per server! Permadeath! Announce that the same sex NPC partnership is with a Wookiee hairdresser named Morris! This thread needs some adrenaline, stat.


Title: Re: SWTOR
Post by: Morfiend on October 25, 2011, 06:05:40 PM
People have been using the official guild search to try and get a good grasp of population numbers. Of guilds listed as PVP, sith outnumber republic over 3 to 1. Thats kind of insane.


Title: Re: SWTOR
Post by: Ingmar on October 25, 2011, 06:14:08 PM
Horde/Alliance splits in WoW are about the same as that - PVP servers are largely Horde-dominated, and the reverse is true for PVE. You really have to make an effort to not have one side be the "GRR BADASS" side if you want an even split I think.


Title: Re: SWTOR
Post by: lamaros on October 25, 2011, 07:48:53 PM
Horde/Alliance splits in WoW are about the same as that - PVP servers are largely Horde-dominated, and the reverse is true for PVE. You really have to make an effort to not have one side be the "GRR BADASS" side if you want an even split I think.

Not really.

(http://www.warcraftrealms.com/imgtest.php?serverid=-5)


Title: Re: SWTOR
Post by: Shatter on October 25, 2011, 08:02:14 PM
People have been using the official guild search to try and get a good grasp of population numbers. Of guilds listed as PVP, sith outnumber republic over 3 to 1. Thats kind of insane.

F Jedi, their force abilities throw dirt at people, Sith throw lightning...do the math :P


Title: Re: SWTOR
Post by: Ingmar on October 25, 2011, 08:03:26 PM
OK, so 3:2 or 4:3. The principle still stands, IMO.


Title: Re: SWTOR
Post by: Merusk on October 25, 2011, 08:03:42 PM
He should have said the splits WERE like that.  Which they were, up until Horde got elves.  Much as they hate them, they evened the population out a lot.


Title: Re: SWTOR
Post by: Sjofn on October 25, 2011, 08:10:44 PM
I love my dude blood elves. <3

I hope I love my chick smuggler, dammit.


Title: Re: SWTOR
Post by: Pezzle on October 25, 2011, 08:12:44 PM
If you love Snark, and we know that you do..


Title: Re: SWTOR
Post by: lamaros on October 25, 2011, 08:32:24 PM
He should have said the splits WERE like that.  Which they were, up until Horde got elves.  Much as they hate them, they evened the population out a lot.

Huh? Ingmar was saying that PvP populations were 3:1 Horde:Alliance. They are currently about 55:45. Blood Elves make up 16% of PvP characters. That would swing it more Horde way with their introduction, not less, you would think?

PvE is still Alliance dominated, being 63:37, with again BE being the most popular horde race. So the 3:1 breakdown was only ever really around in Alliance:Horde terms with PvE. Horde never outnumbered Alliance in any significant way in WoW, individual servers excepted.

The comparison is not really there at all.

Edit: 3:2 or 4:3 would be 60:40 or 57:43. 55:45 is closer to 6:5. /pedant.


Title: Re: SWTOR
Post by: Ingmar on October 25, 2011, 09:08:37 PM
My perception is probably colored by a brief visit I made to Cho'gall, which is something like 1000:1 Horde:Alliance.

In any case my core point is there will always be imbalance on PVP servers if you make one side all GRR WE ARE METAL, and probably a corresponding imbalance on PVE servers in the other direction. Even if it is just 5:4, that's 25% more players on one side, which is significant, whether for queue length or for world PVP.


Title: Re: SWTOR
Post by: Sjofn on October 25, 2011, 09:14:48 PM
If you love Snark, and we know that you do..

I am trying so hard not to get overexcited about this game, but everyone seems to think I'm really going to like it. It's good! But bad! WHAT IF YOU'RE ALL WRONG.


Title: Re: SWTOR
Post by: Chimpy on October 25, 2011, 09:17:34 PM
If faction based PvP is an important focus of the game and requires near numerical parity to function properly, then regardless of how well you remove the obvious GRR PUNK RAWK differences, you need to do some form of numerical balancing from the get-go. Aion's limit on character creation worked fairly well early on, it just fell apart later when their "all characters created, period" formula became useless when the first waves quit and people started making the usual AH mules.


Title: Re: SWTOR
Post by: Ginaz on October 25, 2011, 10:17:43 PM
(http://dl.dropbox.com/u/82533/1-narwhal2-450.jpg)

Kree, kree, kreee.  Me hates NDA breakage.  



Title: Re: SWTOR
Post by: caladein on October 25, 2011, 11:31:16 PM
NDA Narwhal, ATTACK!


Title: Re: SWTOR
Post by: Evildrider on October 25, 2011, 11:47:15 PM
Narwhal Hoooo!


Title: Re: SWTOR
Post by: Rasix on October 25, 2011, 11:49:47 PM
DAT DON'T SEEM LEGIT.  Or does this fall under the journalism thing?  I haven't been keeping up.

 :|

edit: fuck it, I'm going in.  Narwhal'd.


Title: Re: SWTOR
Post by: Evildrider on October 25, 2011, 11:52:11 PM
I'm pretty sure more than half of that list is NDA material still unfortunately.


Title: Re: SWTOR
Post by: Ginaz on October 25, 2011, 11:59:46 PM
DAT DON'T SEEM LEGIT.  Or does this fall under the journalism thing?  I haven't been keeping up.

 :|

edit: fuck it, I'm going in.  Narwhal'd.

Sorry, I thought the companions info was already released by Bioware awhile ago.


Title: Re: SWTOR
Post by: Rasix on October 26, 2011, 12:09:20 AM
No biggie.  Info is out there, people can find it.


Title: Re: SWTOR
Post by: eldaec on October 26, 2011, 01:45:32 AM
I think we've reached the point where people are finding the Narwhal meme more fun than they find widely reported public domain nda info new or interesting anyway.


Title: Re: SWTOR
Post by: Shatter on October 26, 2011, 03:29:44 AM
I think we've reached the point where people are finding the Narwhal meme more fun than they find widely reported public domain nda info new or interesting anyway.


Guilty as charged


Title: Re: SWTOR
Post by: Sky on October 26, 2011, 06:42:28 AM
Yay, love a good narwhal siting!

As far as balancing TEH AEWSUM EVILLLL and lolboyscouts; you could take a page from Rift and make both sides generic.
F Jedi, their force abilities throw dirt at people, Sith throw lightning...do the math :P
OILTANKS FOR JUSTICE!


Title: Re: SWTOR
Post by: Lakov_Sanite on October 26, 2011, 07:01:21 AM
Does population balance even matter in a game without world pvp? Sure it might make battleground queue times longer but really, fuck pvp in mmo's.


Title: Re: SWTOR
Post by: Morfiend on October 26, 2011, 08:31:09 AM
Does population balance even matter in a game without world pvp? Sure it might make battleground queue times longer but really, fuck pvp in mmo's.

Unless that is something that has been confirmed, the info floating around the swtor forums says that there is open world pvp, bascially the same as WoW, some zones (planets) will allow faction based PVP. If there wasnt, why would they even need PVP servers.


Title: Re: SWTOR
Post by: Shatter on October 26, 2011, 09:13:30 AM
There will be PvP servers where in certain zones PvP is allowed, IE Tatooine.  They also plan to have an open PvP world where there are specific PvP objectives, etc.  I am assuming the difference between PvE and PvP servers is one will basically allow ganking in more areas vs the other server type but both will have the world PvP location.  I believe they said Ilum is the world PvP planet


Title: Re: SWTOR
Post by: Paelos on October 26, 2011, 09:56:58 AM
Ah yes, the magical "open world" pvp. We're all winners when that's included.


Title: Re: SWTOR
Post by: 01101010 on October 26, 2011, 10:00:35 AM
Any idea if they are going to have PoV effects such as the drunk effect in WoW if you drink certain beverages? Or is that still NDA fodder?



Title: Re: SWTOR
Post by: Fordel on October 26, 2011, 10:09:42 AM
No idea on drunk effect, never thought to test it.


The test group I'm in was on a PvP server, but the way leveling works you're not likely to see the opposing faction till the end game. Unless they specifically go out of their way to find you, which is of course probable as there's always that one guy who can't get off unless he ganks some noobs... but in terms of leveling flow, the two factions are kept pretty darn separate it seems.


Title: Re: SWTOR
Post by: Sand on October 26, 2011, 12:21:17 PM
A couple pages ago people were gnashing teeth over the official CE price of $150.
Its now at $350 on Amazon. And one at $600.

Do they think people cant figure out its still available on Target and Walmart for the original price?


Title: Re: SWTOR
Post by: Fordel on October 26, 2011, 12:34:56 PM
Fools and their money and all that jazz.


Title: Re: SWTOR
Post by: VainEldritch on October 26, 2011, 12:48:54 PM
A couple pages ago people were gnashing teeth over the official CE price of $150.
Its now at $350 on Amazon. And one at $600.

Do they think people cant figure out its still available on Target and Walmart for the original price?

CE appears to be sold out even in the bankrupt shit hole I call home (Portugal).



Title: Re: SWTOR
Post by: Sand on October 26, 2011, 01:24:20 PM
A couple pages ago people were gnashing teeth over the official CE price of $150.
Its now at $350 on Amazon. And one at $600.

Do they think people cant figure out its still available on Target and Walmart for the original price?

CE appears to be sold out even in the bankrupt shit hole I call home (Portugal).



Last I looked Target and Walmart have it marked as available. If they dont ship to Portugal I will buy you a copy and sell it to you for only $250+ shipping!  :grin:


Title: Re: SWTOR
Post by: Sjofn on October 26, 2011, 02:02:30 PM
Yay, love a good narwhal siting!

As far as balancing TEH AEWSUM EVILLLL and lolboyscouts; you could take a page from Rift and make both sides generic.

Yes, but then people die from boredom because "holy crap this is so generic it makes my eyes roll into the back of my head and I pass out from the Dull." Plus it's Star Wars, you either kick puppies or save them, THE END.


Title: Re: SWTOR
Post by: Simond on October 26, 2011, 03:56:31 PM
Last I looked Target and Walmart have it marked as available.
Pretty sure all that means it you'll get an email a day or so before launch from them saying "Oops, we've run out of stock! Our bad". Even the non-CE sales are being limited at launch, remember?


Title: Re: SWTOR
Post by: Merusk on October 26, 2011, 04:34:18 PM
Last I looked Target and Walmart have it marked as available.
Pretty sure all that means it you'll get an email a day or so before launch from them saying "Oops, we've run out of stock! Our bad". Even the non-CE sales are being limited at launch, remember?

Yeah, I was going to post that Target and Walmart oversell just like Best Buy used to and I'm fairly certain Amazon still does.  They expect folks to cancel orders or not keep the minimum in their debit accts so things don't get sold.


Title: Re: SWTOR
Post by: Sir T on October 26, 2011, 05:41:22 PM
Plus it's Star Wars, you either kick puppies younglings or save them, THE END.

Fixed.


Title: Re: SWTOR
Post by: luckton on October 26, 2011, 05:57:55 PM
IGN jacked out another TOR load, talking about dungeons instances flashpoints. 

http://pc.ign.com/articles/121/1210714p1.html

Quote
The Esseles builds tension not through its encounters -- many of which are simple to suit the beginner-status of the Flashpoint -- but through choices. At two particular points, players are given story-bending options, and through the dice-rolling conversation system, only one player's choice will decide the outcome. This can make the group story sequences quite tense, because unless you're constantly communicating with your party members you have no way of knowing what those players will choose.

The Hammer, a separate Flashpoint set on an Empire-controlled superweapon, is more focused on the cooperative aspects of group play. The Flashpoint is set on a massive weapon designed to fire gigantic asteroids indiscriminately at planets, and you have to shut it down.

The Hammer introduces the idea of using player's crafting abilities to create quicker, less dangerous paths through the Flashpoint. Towards the start of the instance, we came across a drill pointed at a wall and a control panel that could only be operated by someone with a certain level of salvaging ability. One of our party members just happened to be able to salvage the drill. It switched on, drilled a hole through the adjacent wall, and made a path directly to the first boss.

I'm liking what I'm reading here.  :awesome_for_real:


Title: Re: SWTOR
Post by: UnSub on October 26, 2011, 06:26:13 PM
"LFM Hammer Team speed run, must have 350+ Electronics".



Title: Re: SWTOR
Post by: Rokal on October 26, 2011, 06:47:12 PM
Tribute runs were awesome.


Title: Re: SWTOR
Post by: Fordel on October 26, 2011, 07:14:28 PM
Yay, love a good narwhal siting!

As far as balancing TEH AEWSUM EVILLLL and lolboyscouts; you could take a page from Rift and make both sides generic.

Yes, but then people die from boredom because "holy crap this is so generic it makes my eyes roll into the back of my head and I pass out from the Dull." Plus it's Star Wars, you either kick puppies or save them, THE END.


What if the only way to save them IS to kick them!


Title: Re: SWTOR
Post by: Stabs on October 26, 2011, 10:34:06 PM
"LFM Hammer Team speed run, must have 350+ Electronics".



Gearscore 2000+ only.


Title: Re: SWTOR
Post by: Fabricated on October 27, 2011, 03:38:28 AM
"LFM Hammer Team speed run, must have 350+ Electronics".
Yeah this pretty much.

It'll be like 3 guildmates and 1 random guy, "Hey so an so, you have 300 salvage?" "No" *kick*


Title: Re: SWTOR
Post by: Murgos on October 27, 2011, 04:05:44 AM

What if the only way to save them IS to kick them!

That would be what we call nuanced and deep story.


Title: Re: SWTOR
Post by: eldaec on October 27, 2011, 05:31:31 AM

What if the only way to save them IS to kick them!

That would be what we call nuanced and deep story.

Player generated content!


Title: Re: SWTOR
Post by: Sky on October 27, 2011, 06:42:35 AM
"LFM Hammer Team speed run, must have 350+ Electronics".



Gearscore 2000+ only.
I'm pretty sure there will be a lot of people that will drag the game down to this level after having been trained in WoW.

I plan on having a healthy ignore list, because if you resist the urge to LCD the game, it's really something amazing.


Title: Re: SWTOR
Post by: luckton on October 27, 2011, 06:49:49 AM
Still no beta invite for Luckton :cry:


Title: Re: SWTOR
Post by: 01101010 on October 27, 2011, 07:05:00 AM
Still no beta invite for Luckton :cry:

Same here... but I am oddly ok with it and suspect I may get more mileage out of the purchase than if I was in beta.


Title: Re: SWTOR
Post by: luckton on October 27, 2011, 07:15:52 AM
I'm just lookin' for something to tide me over till release...was gonna play a class that I wasn't going to play at live, like Jedi or Sith  :why_so_serious:


Title: Re: SWTOR
Post by: Paelos on October 27, 2011, 07:21:14 AM
I'm just lookin' for something to tide me over till release...was gonna play a class that I wasn't going to play at live, like Jedi or Sith  :why_so_serious:

I'd suggest Minecraft.


Title: Re: SWTOR
Post by: ghost on October 27, 2011, 07:48:57 AM
You might get lucky if it is still in beta when it's released.  That way you won't miss out on all the fun.


Title: Re: SWTOR
Post by: Fordel on October 27, 2011, 08:53:42 AM

What if the only way to save them IS to kick them!

That would be what we call nuanced and deep story.


Are you sure http://www.wowhead.com/quest=29101  :grin:


Title: Re: SWTOR
Post by: Shatter on October 27, 2011, 09:23:06 AM
Still no beta invite for Luckton :cry:

You should probably change your user name

I suggest Badluckton


Title: Re: SWTOR
Post by: luckton on October 27, 2011, 09:37:16 AM
Still no beta invite for Luckton :cry:

You should probably change your user name

I suggest Badluckton
(http://www.akirathedon.com/wp-content/uploads/2010/12/Kanye_douche_formation.gif)


Title: Re: SWTOR
Post by: VainEldritch on October 27, 2011, 11:53:48 AM
"Origin is currently experiencing issues with game activation.

We're aware of this issue, and are working to resolve it as soon as possible. We apologize for the inconvenience."

 :facepalm:


Title: Re: SWTOR
Post by: 01101010 on October 27, 2011, 11:58:31 AM
"Origin is currently experiencing issues with game activation.

We're aware of this issue, and are working to resolve it as soon as possible. We apologize for the inconvenience."

 :facepalm:

They were not prepared! Did I do it right?


Title: Re: SWTOR
Post by: Ingmar on October 27, 2011, 12:03:00 PM
That's what happens when these guys are your IT support:

(http://www.wearysloth.com/Gallery/ActorsP/14156-5678.jpg)


Title: Re: SWTOR
Post by: Fordel on October 27, 2011, 12:14:28 PM
Those guys are totally in the game btw.


Title: Re: SWTOR
Post by: Sky on October 27, 2011, 12:17:09 PM
I'm happy they are forcing themselves to beta Origin with BF3 first :)


Title: Re: SWTOR
Post by: eldaec on October 27, 2011, 12:26:42 PM
Same thing happened with steam.

Origin will do fine so long as they keep to blaming others for their transparent policy of Origin exclusive on everything.

Just because EA are evil, that doesn't mean they aren't effective.


Title: Re: SWTOR
Post by: Merusk on October 27, 2011, 12:45:14 PM
I'm just lookin' for something to tide me over till release...was gonna play a class that I wasn't going to play at live, like Jedi or Sith  :why_so_serious:

I'd suggest Minecraft.

Or World of Kersplos.. I mean Tanks.

It's scratching an itch nicely.  A decent balance of grind and action all at once... but easily left behind so you aren't worrying "damnit I'm not maxing my xp/ hour!"


Title: Re: SWTOR
Post by: Crumbs on October 27, 2011, 07:01:51 PM
Even the non-CE sales are being limited at launch, remember?

In case you aren't being sarcastic, that's a marketing strategy.  Saying it's limited.  Both of Howard Stern's book releases come to mind..."guys I don't know if we printed enough books.  Better hurry to the store."

I suspect you guys will come back with some pretty specific info that I missed, but that line always makes me skeptical.



Title: Re: SWTOR
Post by: Malakili on October 27, 2011, 07:06:33 PM
Even the non-CE sales are being limited at launch, remember?

In case you aren't being sarcastic, that's a marketing strategy.  Saying it's limited.  Both of Howard Stern's book releases come to mind..."guys I don't know if we printed enough books.  Better hurry to the store."

I suspect you guys will come back with some pretty specific info that I missed, but that line always makes me skeptical.



They specifically stated they were limiting the number of launch copies so the launch experience was good, rather than over crowded and a cluster fuck for the servers, or something.  If its true, I can't say its a bad idea, launch day is a bit of mess usually, if they have a strategy for keeping buzz positive by avoided crashes queues, etc.  Its probably a good idea.


Title: Re: SWTOR
Post by: 01101010 on October 27, 2011, 07:58:47 PM
They specifically stated they were limiting the number of launch copies so the launch experience was good, rather than over crowded and a cluster fuck for the servers, or something.  If its true, I can't say its a bad idea, launch day is a bit of mess usually, if they have a strategy for keeping buzz positive by avoided crashes queues, etc.  Its probably a good idea.

Meh. From a seasoned player perspective, I agree with you. But business dictates sell as many boxes as possible - server stability is couched under the clause "Game experience may change during online play." YMMV.


Title: Re: SWTOR
Post by: Ingmar on October 27, 2011, 08:53:45 PM
Retention is a big part of the business in MMOs. They may feel they have a better chance to get some initial retention this way.


Title: Re: SWTOR
Post by: Ginaz on October 27, 2011, 10:47:57 PM
I'm just lookin' for something to tide me over till release...was gonna play a class that I wasn't going to play at live, like Jedi or Sith  :why_so_serious:

Thats what I thought about Trooper...until I played it. :heart:


Title: Re: SWTOR
Post by: Evildrider on October 27, 2011, 10:51:25 PM
I'm just lookin' for something to tide me over till release...was gonna play a class that I wasn't going to play at live, like Jedi or Sith  :why_so_serious:

Thats what I thought about Trooper...until I played it. :heart:

I played a trooper because I planned on playing a BH.  Now I have to roll a trooper at some point just to finish the story. 


Title: Re: SWTOR
Post by: UnSub on October 28, 2011, 12:37:23 AM
"LFM Hammer Team speed run, must have 350+ Electronics".
Yeah this pretty much.

It'll be like 3 guildmates and 1 random guy, "Hey so an so, you have 300 salvage?" "No" *kick*

It'll be like the DDO dungeons - sprint to the secret door, then the next, clear the room, disarm the trap, find the final secret door, boss fight and out.

Retention is a big part of the business in MMOs. They may feel they have a better chance to get some initial retention this way.

My thoughts are that they are releasing it a week before Xmas so I'm expecting launch copies will be "limited" in that there will be fewer copies available than there are atoms in the known universe.

In some ways a December launch is clever because the likelihood of being replaced by another big launch in January is limited. Plus a lot of copies will be sold as Xmas gifts.


Title: Re: SWTOR
Post by: DraconianOne on October 28, 2011, 01:34:10 AM
I understood that the pre-order limit was in place more for reasons of limiting the numbers who get early access rather than who gets access at launch. There appear to be plenty of places that you can pre-order the game but not get an early access code (and I don't mean just dubious small online shops - I mean dubious large corporations as well).


Title: Re: SWTOR
Post by: Cyrrex on October 28, 2011, 02:31:43 AM
Pretty sure you're right...I doubt they would shoot themselves in the foot by not having unlimited amounts on the shelves in time for Christmas.

Besides, it isn't like people who aren't allowed in the early access will then turn around and not buy the game.  At least, not in any substantial number.


Title: Re: SWTOR
Post by: 01101010 on October 28, 2011, 03:51:58 AM
Pretty sure you're right...I doubt they would shoot themselves in the foot by not having unlimited amounts on the shelves in time for Christmas.

Besides, it isn't like people who aren't allowed in the early access will then turn around and not buy the game.  At least, not in any substantial number.

Yeah this is not an iPhone where quantities can be limited, especially given the wide spread availability of digital download. Gating purchases would leave a worst taste in the mouth and create all sorts of bad things than server roll backs/restarts/rubberbanding/etc. And it is holiday break for the kids... you honestly think BW and their overlords would overlook it. I get the retention thing, but I would bet retention has more to do with how much your game has to offer rather than a shaky server for a week or two.


Title: Re: SWTOR
Post by: luckton on October 28, 2011, 04:07:39 AM
New article from IGN on setting up and exploring the environment.

http://pc.ign.com/articles/121/1210903p1.html


Title: Re: SWTOR
Post by: Lantyssa on October 28, 2011, 04:42:00 AM
Considering they're "limiting" themselves to way more copies out there than WAR, AoC, or Rift had players in the first month, it's not exactly rare.


Title: Re: SWTOR
Post by: Sky on October 28, 2011, 06:26:52 AM
The release date is also pretty smart because a lot of folks will be doing holiday activities and thus not be stressing the servers quite as much as a release a week before or after.

On the topic of playing the class you're least interested in: I fell in love with the class I had mocked most in this thread.


Title: Re: SWTOR
Post by: 01101010 on October 28, 2011, 06:52:42 AM
The release date is also pretty smart because a lot of folks will be doing holiday activities and thus not be stressing the servers quite as much as a release a week before or after.

On the topic of playing the class you're least interested in: I fell in love with the class I had mocked most in this thread.

 :mob:

damn you beta people.... DAMN YOU TO HELL!


Title: Re: SWTOR
Post by: Sir T on October 28, 2011, 08:57:21 AM
BUT ITS LIMITED!!! YOU MUST BUY!

Considering they're "limiting" themselves to way more copies out there than WAR, AoC, or Rift had players in the first month, it's not exactly rare.


Title: Re: SWTOR
Post by: Murgos on October 28, 2011, 09:57:06 AM
The release date is also pretty smart because a lot of folks will be doing holiday activities and thus not be stressing the servers quite as much as a release a week before or after.

I actually had a conversation with my wife about this.

Me:  You know I am an enormous Star Wars nerd, Right? Well a the new Star Wars game is coming out on the 20th of December.

Her:  That's nice, then you have 5 nights to play it and then we are going to my parents for the holidays.

Me:  DOH!

I'm going to be jonesing bad on the flight out to Cali.  At least I get all day on the 24th once we're done packing (that is, I mean finding space for her stuff in my luggage.  I'll be done packing in 15 minutes).


Title: Re: SWTOR
Post by: Fordel on October 28, 2011, 10:13:40 AM
All of you nubs doubted my class choice, whose laughing now!

(http://www.nexuszero.net/Img/clone_wars.gif)



-edit- Is whose the right word there? should that be 'who is' instead?

Whooose, Whoooose, now it sounds weird in my head.


Title: Re: SWTOR
Post by: Igglethorpe on October 28, 2011, 10:19:07 AM
Anyone from beta have any thoughts on the Imperial Agent?


Title: Re: SWTOR
Post by: Fordel on October 28, 2011, 10:20:05 AM
She has a sexy voice.


Title: Re: SWTOR
Post by: Surlyboi on October 28, 2011, 11:05:35 AM
The release date is also pretty smart because a lot of folks will be doing holiday activities and thus not be stressing the servers quite as much as a release a week before or after.

I actually had a conversation with my wife about this.

Me:  You know I am an enormous Star Wars nerd, Right? Well a the new Star Wars game is coming out on the 20th of December.

Her:  That's nice, then you have 5 nights to play it and then we are going to my parents for the holidays.

Me:  DOH!

I'm going to be jonesing bad on the flight out to Cali.  At least I get all day on the 24th once we're done packing (that is, I mean finding space for her stuff in my luggage.  I'll be done packing in 15 minutes).

I'm flying out on the 20th. =P

That said, there's wifi on the plane so I'll play on the way out and back.  :drill:


Title: Re: SWTOR
Post by: Draegan on October 28, 2011, 11:07:44 AM
Anyone from beta have any thoughts on the Imperial Agent?

She likes guns.


Title: Re: SWTOR
Post by: Sky on October 28, 2011, 11:24:39 AM
The old lady is probably happy to have me distracted from the holiday proceedings. I'm the xmas dork in the relationship; I love the holidays, she couldn't care less. Catass pass! Especially if I hook her up with some good books.


Title: Re: SWTOR
Post by: Sjofn on October 28, 2011, 12:59:04 PM
Ingmar and I are bummed we're doing Christmas in NJ this year.  :heartbreak:


Title: Re: SWTOR
Post by: Sky on October 28, 2011, 01:10:01 PM
WHAT THE FRIG


Title: Re: SWTOR
Post by: Fordel on October 28, 2011, 01:16:23 PM
I need help parsing that.


Title: Re: SWTOR
Post by: Murgos on October 28, 2011, 01:26:34 PM
Ingmar and I are bummed we're doing Christmas in NJ this year.  :heartbreak:

www.youtube.com/watch?v=OR07r0ZMFb8


Title: Re: SWTOR
Post by: 01101010 on October 28, 2011, 01:39:00 PM
Time to put this University employment to good use. I get Dec 23rd to Jan 2nd off.  :grin:


Title: Re: SWTOR
Post by: Sky on October 28, 2011, 01:48:11 PM
I need help parsing that.
If you mean my comment, I was just saying hi in jersian.

 :grin:


Title: Re: SWTOR
Post by: Fordel on October 28, 2011, 01:54:21 PM
Are you insinuating people from Jersey have a unique way of speaking sir?  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on October 28, 2011, 01:57:25 PM
People are always disappointed to discover my boring, Central Jersey accent is hardly an accent at all.  :oh_i_see:


Title: Re: SWTOR
Post by: Fordel on October 28, 2011, 02:18:51 PM
It's true, it's hardly comical at all.


Title: Re: SWTOR
Post by: Morfiend on October 28, 2011, 02:20:34 PM
The release date is also pretty smart because a lot of folks will be doing holiday activities and thus not be stressing the servers quite as much as a release a week before or after.

I actually had a conversation with my wife about this.

Me:  You know I am an enormous Star Wars nerd, Right? Well a the new Star Wars game is coming out on the 20th of December.

Her:  That's nice, then you have 5 nights to play it and then we are going to my parents for the holidays.

Me:  DOH!

I'm going to be jonesing bad on the flight out to Cali.  At least I get all day on the 24th once we're done packing (that is, I mean finding space for her stuff in my luggage.  I'll be done packing in 15 minutes).

If you preorder you have headstart before the 20th.


Title: Re: SWTOR
Post by: proudft on October 28, 2011, 02:54:58 PM
People are always disappointed to discover my boring, Central Jersey accent is hardly an accent at all.  :oh_i_see:

Yes, it's true, it could be much more harrible.


Title: Re: SWTOR
Post by: Sjofn on October 28, 2011, 03:15:59 PM
It's weird, I do say whore-ibble when I'm in CA, but the second I get home - or even if I'm just talking to my mom on the phone - it's right back to harrrrrrrrrible.


Title: Re: SWTOR
Post by: Der Helm on October 28, 2011, 03:42:54 PM
Whooose, Whoooose, now it sounds weird in my head.
Why not try.... "who is" ?  :grin:


Title: Re: SWTOR
Post by: Evildrider on October 28, 2011, 04:46:04 PM
This always comes to mind when I think of New Jersey (http://www.youtube.com/watch?v=80Fv5Bkllao&feature=related) now.


Title: Re: SWTOR
Post by: Sjofn on October 28, 2011, 05:14:57 PM
Fucking buncha tourists from fucking New York.  :mob:


Title: Re: SWTOR
Post by: Surlyboi on October 28, 2011, 09:46:41 PM
Staten Island doesn't count as New York. We disowned those chucklefucks after they put Juliani in office.


Title: Re: SWTOR
Post by: Sjofn on October 28, 2011, 10:09:02 PM
Well, they're sure as hell not NJ either!


Title: Re: SWTOR
Post by: Teleku on October 28, 2011, 10:16:00 PM
The 52nd state?


Also, this is going to be the thread that ends up devouring the forum.  Christ oh mighty.


Title: Re: SWTOR
Post by: Sky on October 28, 2011, 10:22:07 PM
Upstate moves to secede from NYC.

Unfortunately, that makes upstate into a MS/AL type region.


Title: Re: SWTOR
Post by: Draegan on October 28, 2011, 11:15:30 PM
People are always disappointed to discover my boring, Central Jersey accent is hardly an accent at all.  :oh_i_see:

Im up in morristown, ill buy you a christmas beer.


Title: Re: SWTOR
Post by: Sjofn on October 29, 2011, 01:08:10 AM
We'll be in Manchester! I'm originally from Jackson. You know. GREAT ADVENTURE.


Title: Re: SWTOR
Post by: Surlyboi on October 29, 2011, 01:33:30 AM
Upstate moves to secede from NYC.

Unfortunately, that makes upstate into a MS/AL type region.

Like the Manhattan Mini Storage poster says, "If you leave NYC, you'll have to live in America."


Title: Re: SWTOR
Post by: eldaec on October 29, 2011, 01:42:51 AM
Anyone from beta have any thoughts on the Imperial Agent?

On topic narwhal!


Title: Re: SWTOR
Post by: luckton on October 29, 2011, 02:11:07 AM
http://www.youtube.com/watch?v=E4SSFftYa0Q


Title: Re: SWTOR
Post by: Sky on October 29, 2011, 08:32:57 AM
Like the Manhattan Mini Storage poster says, "If you leave NYC, you'll have to live in America."
Except Wall Street is in NYC. So....fuck that. Interesting fact: almost all the murders in my city are committed by NYC residents. Take our water and power, give us drugs, garbage and felons. Awesome!

I'll take rednecks any day.


Title: Re: SWTOR
Post by: Shatter on October 29, 2011, 10:07:16 AM
http://www.youtube.com/watch?v=E4SSFftYa0Q

Dont ever link that again


Title: Re: SWTOR
Post by: 01101010 on October 29, 2011, 10:11:21 AM
http://www.youtube.com/watch?v=E4SSFftYa0Q

Dont ever link that again

Needs Daleks


Title: Re: SWTOR
Post by: Surlyboi on October 29, 2011, 10:50:58 AM
Like the Manhattan Mini Storage poster says, "If you leave NYC, you'll have to live in America."
Except Wall Street is in NYC. So....fuck that. Interesting fact: almost all the murders in my city are committed by NYC residents. Take our water and power, give us drugs, garbage and felons. Awesome!

I'll take rednecks any day.

Yeah, but most Wall Streeters live in Connecticut or Jersey and just pretend to be New Yorkers. Fuck, we should make them show their papers and then deport 'em.


Title: Re: SWTOR
Post by: Sky on October 29, 2011, 12:16:03 PM
So anyway...

How 'bout those bounty hunters?


Title: Re: SWTOR
Post by: Surlyboi on October 29, 2011, 12:37:50 PM
I'm torn. I really wanted to do the straight jedi playthrough, then I went and rolled characters foe all the professions and dammit, they're all compelling. I will be playing either a BH or Imperial agent on the with side first though.

And yes, trooper fucking rocks.


Title: Re: SWTOR
Post by: Sky on October 29, 2011, 01:44:50 PM
I was leaning to Jedi Knight on the Republic side, though now I'm torn on that side's force user class :) And Trooper, of course. With two AC and a couple specs within those, there's plenty of love to go around.

I'm still all about the powertech as my main, just want to stack survival skills to the roof. But I also really want to play a Sith Warrior, pureblood of course (leaning rattatttatta for BH). And since I like the single saber thing, I might end up rolling two tanks, heh.


Title: Re: SWTOR
Post by: Sand on October 29, 2011, 02:03:04 PM
Are guilds important in this game for end of game raids like every other mmo? If so any thoughts on an f13 guild for us non-guilded people?

I'm going to buy the CE from Target or Walmart and hope they ship it.


Title: Re: SWTOR
Post by: 01101010 on October 29, 2011, 02:29:02 PM
I was leaning to Jedi Knight on the Republic side, though now I'm torn on that side's force user class :) And Trooper, of course. With two AC and a couple specs within those, there's plenty of love to go around.

I'm still all about the powertech as my main, just want to stack survival skills to the roof. But I also really want to play a Sith Warrior, pureblood of course (leaning rattatttatta for BH). And since I like the single saber thing, I might end up rolling two tanks, heh.


                                                                                                       :mob:


Title: Re: SWTOR
Post by: Sky on October 29, 2011, 02:43:52 PM
If so any thoughts on an f13 guild for us non-guilded people?
Really? I'll give you a pass because of pain meds or whatever, but c'mon, man.

Also, doubtful BC will last as an active guild to the raiding portions.


Title: Re: SWTOR
Post by: Fordel on October 29, 2011, 03:17:58 PM
Honestly, I found both Jedi class stories to be pretty boring.

Jedi always seem so damned surprised when they are wrong, especially when they've done nothing that would really ensure they would be right to begin with. It's just again and again with "Well we are Jedi and this is how we do things so obviously this is the correct thing to do!"


At least the two Sith classes are honest about their bullshit. "Yea, I have power and want more. Why? Fuck you, that's why!"


Title: Re: SWTOR
Post by: Chimpy on October 29, 2011, 04:17:56 PM
No one is surprised that you did not care for a non-trooper class there, Fordel.


Title: Re: SWTOR
Post by: Kageru on October 29, 2011, 06:52:24 PM

f13 forming a raiding guild is a pretty amusing concept.


Title: Re: SWTOR
Post by: Evildrider on October 29, 2011, 07:05:23 PM

I'm still all about the powertech as my main, just want to stack survival skills to the roof. But I also really want to play a Sith Warrior, pureblood of course (leaning rattatttatta for BH). And since I like the single saber thing, I might end up rolling two tanks, heh.


I'm in the same boat, I want to play a Powertech and a Juggernaut.  I'm probably going Chiss for the BH and plain Jane human for the Juggernaut though, unless Sith Purebloods don't have to have a reddish skin tone.  My Powertech is going to be my dps, pvp character and the Juggernaut my tank.


Title: Re: SWTOR
Post by: Surlyboi on October 29, 2011, 07:53:43 PM
unless Sith Purebloods don't have to have a reddish skin tone.

Racialist!  :why_so_serious:

As for Sand's raiding request, fuck raiding.


Title: Re: SWTOR
Post by: Sky on October 29, 2011, 09:02:32 PM
Story-based, 8-man I can see. I don't think we'd be able to muster 16 even with our various splinter guilds. This is the first game I'm interested in raiding, though not to the hardcore exclusionary extent.


Title: Re: SWTOR
Post by: Chimpy on October 29, 2011, 09:12:26 PM
Is it Tusken raiding?


Title: Re: SWTOR
Post by: Surlyboi on October 29, 2011, 09:26:41 PM
Only if we go in single-file, to disguise our numbers.


Title: Re: SWTOR
Post by: Sjofn on October 29, 2011, 10:43:28 PM
I'm going to be all humans, all the time, I am pretty sure.


Title: Re: SWTOR
Post by: Pezzle on October 30, 2011, 12:28:50 AM
This thread needs more Dakka. 


Title: Re: SWTOR
Post by: koro on October 30, 2011, 02:35:34 AM
I'm going to be all humans, all the time, I am pretty sure.

On the Republic side I pretty much only like Humans as far as male characters go; if I played Empire I'd be torn between Human, Sith Pureblood, and Rattataki where available. Zabraks, Twi'leks, Chiss, et al, do nothing for me.

Girlfriend is torn between a Twi'lek and a Miraluka though, and she almost always plays Humans.


Title: Re: SWTOR
Post by: Tannhauser on October 30, 2011, 04:26:37 AM
Republic-side I'm going to be a Miralukan Jedi Sage.  Imp side I will be a Chiss Operative.  I like having heals.


Title: Re: SWTOR
Post by: 01101010 on October 30, 2011, 05:09:48 AM
Republic-side I'm going to be a Miralukan Jedi Sage.  Imp side I will be a Chiss Operative.  I like having heals.

Droid :cry:

Since they still haven't sent me a beta invite, I haven't really looked at the races/classes. Is cyborg still rumored? Miraluka look interesting on the republics.


Title: Re: SWTOR
Post by: Lantyssa on October 30, 2011, 06:09:41 AM
I'm going to be all humans, all the time, I am pretty sure.
You pretty much have to.  Green humans, red humans, pale bald humans, blind humans, humans with horns....  Twileks are the most exotic we've been shown.


Title: Re: SWTOR
Post by: Sky on October 30, 2011, 08:31:40 AM
I'm underwhelmed by the racial choices, even if I understand some of the necessity driving it. But I think they're workable.

Zero interest in Zabrak or Twilek, and not really into the green dudes.

I'm probably picking some of the more mainstream choices, since I think I'll go Chiss for my IA. Rolling Miraluka for my Jedi Shadow.


Title: Re: SWTOR
Post by: Surlyboi on October 30, 2011, 08:33:25 AM
Human bounty hunter, smuggler and jedi, Chiss agent, Mirialan trooper.


Title: Re: SWTOR
Post by: Fordel on October 30, 2011, 09:41:44 AM
Empire Zabraks and Republic Zabraks are actually pretty different visually. I don't care for the Republic version, but I could make a Empire one. I had a little Darth Maullette Sith Assassin that was full of wit and snark.


The Green Humans on the Republic Side can be pretty, I don't mind them. I could make one.


Those Bald Albino's on the Empire side are a total pass for me though.

The Twileks look really WEIRD in the face, I think it's the lack of eyebrows.

The Sith Purebloods are just ugly bastards.

The no eyeball humans are kinda a ripoff customization wise, the blindfolds take up like 3/4's of your face.

The Chiss are pretty neat, but those eyes are just creepy as shit. I'm still on the fence with them.

The Cyborgs were there, but they were really lame. I'm kinda hoping that they are just placeholder art, was not impressed by them at all.



My Trooper is PROBABLY going to be a Human, unless something changes and impresses me.


Title: Re: SWTOR
Post by: Lantyssa on October 30, 2011, 09:43:09 AM
I expect I'll mostly have Rattataki, Miralens, and Chiss.  Maybe a human or two.  There's a slim chance for a Zabrak.  Most of the races I'd really like to be aren't allowed for players.


Title: Re: SWTOR
Post by: Surlyboi on October 30, 2011, 09:50:26 AM
Lanny likes the wooks and the dogfaces...err Bothans.


Title: Re: SWTOR
Post by: Zetor on October 30, 2011, 09:59:23 AM
Well, isn't "aliens are just humans with funny makeup" a staple of star wars? Plus this way BWA saves on modelling/animation costs. Win/win!

That said, I remember the all-bothan city (Fiarr'melan or something) from SWG as well, it was fairly amusing... yes, my chara was a bothan too.  :awesome_for_real:


Title: Re: SWTOR
Post by: Fordel on October 30, 2011, 10:01:57 AM
No that's StarTrek.

Starwars has a metric fuck load of variety.


Title: Re: SWTOR
Post by: Sjofn on October 30, 2011, 10:23:44 AM
I'm going to be all humans, all the time, I am pretty sure.
You pretty much have to.  Green humans, red humans, pale bald humans, blind humans, humans with horns....  Twileks are the most exotic we've been shown.

And I fuckin' hate twileks.


Title: Re: SWTOR
Post by: Nevermore on October 30, 2011, 10:42:45 AM
And I fuckin' hate twileks.

 :heart:

And here I thought I was the only one who fucking hates Twileks.  Never understood why people liked them.


Title: Re: SWTOR
Post by: Fordel on October 30, 2011, 10:45:12 AM
I like twileks just fine, but the ones in SWTOR look WEIRD.


Title: Re: SWTOR
Post by: Surlyboi on October 30, 2011, 10:54:34 AM
And I fuckin' hate twileks.

 :heart:

And here I thought I was the only one who fucking hates Twileks.  Never understood why people liked them.

Because generally they've been played by fairly hot women in slut wear. Every other jedi out there is in robes and Aayla Secura's sporting leather pants and a bare midriff. The math is pretty simple there.

That said, I'll echo Fordel's sentiment that they just look... off in SWTOR.


Title: Re: SWTOR
Post by: Chimpy on October 30, 2011, 10:54:40 AM
Never understood why people liked them.

Pretty sure it has to do with the fact that they are always half naked and female in the original Star Wars movies.

EDIT: damnit, surly beat me to it.


Title: Re: SWTOR
Post by: MahrinSkel on October 30, 2011, 11:03:46 AM
There were some male Twileks around (Jabba the Hutt's doorman, I seem to recall).  You just looked right past them for the hot slaves (Leia's predecessor as chain-slut, for example).

--Dave


Title: Re: SWTOR
Post by: tmp on October 30, 2011, 11:14:25 AM
Never understood why people liked them.
Same reasons people like Asari.

edit: surprised the Jawa aren't a choice, though. I mean, that's one species for which tossing around oil tanks would be totally in character.


Title: Re: SWTOR
Post by: Surlyboi on October 30, 2011, 11:19:01 AM
There were some male Twileks around (Jabba the Hutt's doorman, I seem to recall).  You just looked right past them for the hot slaves (Leia's predecessor as chain-slut, for example).

--Dave

Bib Fortuna was a twilek. An ugly one, but a twilek nonetheless.


Title: Re: SWTOR
Post by: tmp on October 30, 2011, 11:19:46 AM
My Trooper is PROBABLY going to be a Human, unless something changes and impresses me.
Does it really make any difference for a trooper? :grin:

(http://ecx.images-amazon.com/images/I/41AF6CzX9CL._SL500_AA300_.jpg)


Title: Re: SWTOR
Post by: Fordel on October 30, 2011, 11:27:18 AM
NPC's can have different reactions/dialogues with you depending on species, so yea it can make a difference.


Title: Re: SWTOR
Post by: Chimpy on October 30, 2011, 11:30:03 AM
I thought all troopers were inherently the same race as they are all the same maori lookin dude.


Title: Re: SWTOR
Post by: Fordel on October 30, 2011, 11:33:05 AM
10k years in the future or whatever, yea, they are all Jango Fett clones.


Title: Re: SWTOR
Post by: Surlyboi on October 30, 2011, 11:55:41 AM
3K years, but yeah.


Title: Re: SWTOR
Post by: eldaec on October 30, 2011, 11:58:20 AM
My Trooper is PROBABLY going to be a Human, unless something changes and impresses me.
Does it really make any difference for a trooper? :grin:

(http://ecx.images-amazon.com/images/I/41AF6CzX9CL._SL500_AA300_.jpg)


You can turn helmets off, so I guess so.


Title: Re: SWTOR
Post by: Fordel on October 30, 2011, 12:03:10 PM
I keep my helmet on, make no mistake about it. Like, why even be a Trooper if you aren't going to wear the bucket? It will even give your voice that radio talk filter when you wear it.  :heart:


But there are scenes where it forces it off, and the stuff I mentioned before with how NPC's react to you.


Title: Re: SWTOR
Post by: tmp on October 30, 2011, 12:08:03 PM
I keep my helmet on, make no mistake about it. Like, why even be a Trooper if you aren't going to wear the bucket?
Yeah, srsly. Switching it off would be like, defeating the point of being a trooper in the first place.

If it gets forced off then it kinda sucks... or is it only to avoid things like ME's Shepard drinking through the helmet glass?


Title: Re: SWTOR
Post by: Fordel on October 30, 2011, 12:12:26 PM
I keep my helmet on, make no mistake about it. Like, why even be a Trooper if you aren't going to wear the bucket?
Yeah, srsly. Switching it off would be like, defeating the point of being a trooper in the first place.

If it gets forced off then it kinda sucks... or is it only to avoid things like ME's Shepard drinking through the helmet glass?


Pretty much. That and when it's time to make with the ROMANCE!



Though I am a little sad I can't walk into the bedroom wearing nothing BUT my bucket.  :why_so_serious:


Title: Re: SWTOR
Post by: Nevermore on October 30, 2011, 12:28:20 PM
Maybe with the special edition you'll get a mini-bucket.  :awesome_for_real:


Title: Re: SWTOR
Post by: Tannhauser on October 30, 2011, 12:38:21 PM
So no racial abilities or bonuses?  Looked on the main site and didn't see any. 


Title: Re: SWTOR
Post by: Fordel on October 30, 2011, 12:42:03 PM
There will be racials, but they won't have a impact on combat, just flavor/social/RP stuff. I think there was a Dev Blog or video where they mentioned that. damned if i can find it now though.


Title: Re: SWTOR
Post by: Lantyssa on October 30, 2011, 12:49:04 PM
I'm not a fan of Wookiees.  Bothans yes.

There was a nearly all-Bothan city on Starsider.  Alya'starn.  95% of the 200 or so residents were Bothan.

And here I thought I was the only one who fucking hates Twileks.  Never understood why people liked them.
I've never liked them, either.  The only exception was some red EU Jedi figure with tribal tattoos I thought made for a nice pattern.  I didn't like her enough to buy the figure though.

Asajj Ventress on the other hand I have two of.  :drillf:


Title: Re: SWTOR
Post by: koro on October 30, 2011, 01:54:22 PM
Funny note: last build there was no Wookiee voiced dialogue in the game. So any talking Wookiees used placeholder gibberish dialogue from other alien races.

It sounded hilarious.


Title: Re: SWTOR
Post by: Sand on October 30, 2011, 02:09:47 PM
So my dream of roleplaying a female twi'lek dancer slave is alive and well? Awesome!  :drillf:


Title: Re: SWTOR
Post by: Merusk on October 30, 2011, 02:17:44 PM
The only race I know I'm not interested in is Zabrak. The BH might wind-up as a Cyborg, depending on how they look.



Title: Re: SWTOR
Post by: Evildrider on October 30, 2011, 02:22:57 PM
The only race I know I'm not interested in is Zabrak. The BH might wind-up as a Cyborg, depending on how they look.



It's a human with shit on their face. 


Title: Re: SWTOR
Post by: Surlyboi on October 30, 2011, 03:19:31 PM
I'm not a fan of Wookiees.  Bothans yes.

There was a nearly all-Bothan city on Starsider.  Alya'starn.  95% of the 200 or so residents were Bothan.

And here I thought I was the only one who fucking hates Twileks.  Never understood why people liked them.
I've never liked them, either.  The only exception was some red EU Jedi figure with tribal tattoos I thought made for a nice pattern.  I didn't like her enough to buy the figure though.

Asajj Ventress on the other hand I have two of.  :drillf:

The twilek was Darth Talon. I sort of lost my feel for Asajj when they retconned her to a nightsister reject.


Title: Re: SWTOR
Post by: Tannhauser on October 30, 2011, 03:24:17 PM
I'm not against playing a Zabrak, I played one in SWG.  But them and Sith Purebloods will be vast.  VAST.

Edit:  Spelling.


Title: Re: SWTOR
Post by: Surlyboi on October 30, 2011, 03:32:00 PM
I'm not against playing a Zabrak, I played on in SWG.  But them and Sith Purebloods will be vast.  VAST.

You can't make up for your lack of real world badassery if you play anything else.


Title: Re: SWTOR
Post by: Crumbs on October 30, 2011, 05:44:54 PM
I thought all troopers were inherently the same race as they are all the same maori lookin dude.

Once Were Warriors:  http://www.youtube.com/watch?v=EZw6K1kconc

Temuera Morrison made Attack of the Clones a tad more sinister for me.  And Lucas turned even him to solid wood.


Title: Re: SWTOR
Post by: UnSub on October 30, 2011, 09:02:54 PM
I thought all troopers were inherently the same race as they are all the same maori lookin dude.

Once Were Warriors:  http://www.youtube.com/watch?v=EZw6K1kconc

Temuera Morrison made Attack of the Clones a tad more sinister for me.  And Lucas turned even him to solid wood.

It makes sense that Maoris are the most bad-ass humanoid race in the galaxies.

He also played Abin Sur in the "Green Lantern" film, just to rub it in.


Title: Re: SWTOR
Post by: Kageru on October 30, 2011, 09:56:31 PM
And Lucas turned even him to solid wood.

Might as well play to your strengths I guess.

I'm beginning to wonder if half the fondness for Star wars is because the originals mark a period where grand new stories were being spun. Whereas the current trawling of the comic book genre, remakes or sequels of old movies and adding 3D effects to everything marks a period of movies as easily consumable product for the mass market. Which of course includes the most recent set of star wars movies themselves.



Title: Re: SWTOR
Post by: Sir T on October 30, 2011, 11:16:55 PM
Well, you have to realise that the Godawful crappy wooden acting in the recent bullshit was exactly the way Lucas wanted it..

Also, Lucas didn't have total creative control of the original films. There were people there able to override Lucas's bullshit and his wife rewrote his scripts so they made sense. And Lucas had relatively little to do with The Empire Strikes Back...


Title: Re: SWTOR
Post by: DraconianOne on October 31, 2011, 03:24:17 AM
Well, you have to realise that the Godawful crappy wooden acting in the recent bullshit was exactly the way Lucas wanted it..

Also, Lucas didn't have total creative control of the original films. There were people there able to override Lucas's bullshit and his wife rewrote his scripts so they made sense. And Lucas had relatively little to do with The Empire Strikes Back...

We cannot have this conversation again - especially with WUA being absent.

But, as a little anecdote, my 5 yo son recently sat down to watch Revenge of the Sith. Some context: he sat enthralled through Star Wars, ESB and even enjoys the Clone Wars cartoons. But his school friends had been talking about General Grievous and he kept pestering me to see the film with him in. So I put it on.

I realised less than half way through the film that he was bored out of his tiny little mind.  That to me says more about the quality of RotS than any nerd-wrangling on this forum.


Title: Re: SWTOR
Post by: koro on October 31, 2011, 06:24:00 AM
I've seen each film of the prequel trilogy probably more times individually than the entire OT put together (thanks to keeping my dad company while they kept being re-played what seemed like every week on Spike last year), and I remember precisely dick about each movie aside from snippets of setpieces.

Yet I can remember pretty much the entirety of each of the OT films scene for scene, despite having seen none of them in the past four or five years.


Title: Re: SWTOR
Post by: Merusk on October 31, 2011, 06:31:39 AM
I'd mark that down more to age than quality of films.  You see shit as a kid you remember it now matter how good or bad because of the way the brain works that young.   I can still list all the original Transformers names and know names of kids I haven't seen in ages from Elementary school but have a hard time remembering where each project I'm working on is at without keeping a list.


Title: Re: SWTOR
Post by: Numtini on October 31, 2011, 07:44:30 AM
I'd have to disagree. Star Wars is an incredibly well crafted SF adventure. Empire added in a lot of real drama. They are quite good films. The rest are pretty much disposable. I don't remember Revenge Return any more than I remember the newer ones--though at least I can remember the title.

I do think that part of SWG's failure was that it was based on an older (well my) generation's childhood understanding of the series as being about blasters and x-wings, rather than the younger generation's understanding that the series was about massed number of jedi running around with light sabers.


Title: Re: SWTOR
Post by: Paelos on October 31, 2011, 07:53:42 AM
Pretty much. That and when it's time to make with the ROMANCE!

Though I am a little sad I can't walk into the bedroom wearing nothing BUT my bucket.  :why_so_serious:

Yep. Nothing but a helmet and space boots!


Title: Re: SWTOR
Post by: Surlyboi on October 31, 2011, 07:55:51 AM
I'd have to disagree. Star Wars is an incredibly well crafted SF adventure. Empire added in a lot of real drama. They are quite good films. The rest are pretty much disposable. I don't remember Revenge Return any more than I remember the newer ones--though at least I can remember the title.

I do think that part of SWG's failure was that it was based on an older (well my) generation's childhood understanding of the series as being about blasters and x-wings, rather than the younger generation's understanding that the series was about massed number of jedi running around with light sabers.

Nah, there were fights from go about the availability of jedi. And as someone who's old enough to remember seeing the original trilogy in theaters, Star Wars was as much about jedi and lightsabers to me as it was about blasters and X-Wings.


Title: Re: SWTOR
Post by: eldaec on October 31, 2011, 08:16:59 AM
At launch, swg didn't have X-wings either. It had pretty much no connection to star wars beyond the ability to look like a wookie.


Title: Re: SWTOR
Post by: Sky on October 31, 2011, 08:41:43 AM
Bioware does SW better than Lucas. There should just be some legal ruling to give them the IP ownership. The smuggler with a wookiee companion is more SW than the prequels. HK is a welcome addition to the canon, maybe the best addition since the 80s.

As far as the movies go, the two things that stand out for me were the original casting videos and an interview with Irving Kirschner.


Title: Re: SWTOR
Post by: tmp on October 31, 2011, 09:47:29 AM
I don't remember Revenge Return any more than I remember the newer ones--though at least I can remember the title.
You might be trying to suppress the memories of Ewoks.


Title: Re: SWTOR
Post by: Numtini on October 31, 2011, 09:55:39 AM
I've always felt that Return was the result of a twisted marriage between marketing and Lucas believing his own Joe Campbell mystical bullshit. It was a terrible movie. The first two were really quite good.


Title: Re: SWTOR
Post by: NiX on October 31, 2011, 10:20:05 AM
I won't buy this game until I can be a Wookie Stormtrooper with hair fluffing out of each crevice.


Title: Re: SWTOR
Post by: Surlyboi on October 31, 2011, 10:25:01 AM
Heh, you said, "Hairy crevice."

Yes, I'm 12.


Title: Re: SWTOR
Post by: Fordel on October 31, 2011, 10:29:53 AM
My six year old nephew doesn't like *any* of the live action Starwars movies, there ALL boring to him. He literally WONT watch them, he'll get bored and just wander off to play with his Legos instead.

StarWars to him is the CGI Cartoon show and all his Starwars Legos. The original movies don't even any sense to his little child brain. 'Why are the soldiers bad guys? What happend to Rex?' (one of the clone commanders on the CGI show)


Title: Re: SWTOR
Post by: Shatter on October 31, 2011, 11:20:35 AM
My six year old nephew doesn't like *any* of the live action Starwars movies, there ALL boring to him. He literally WONT watch them, he'll get bored and just wander off to play with his Legos instead.

StarWars to him is the CGI Cartoon show and all his Starwars Legos. The original movies don't even any sense to his little child brain. 'Why are the soldiers bad guys? What happend to Rex?' (one of the clone commanders on the CGI show)


I cry inside for our future generation


Title: Re: SWTOR
Post by: Nebu on October 31, 2011, 11:25:39 AM
My six year old nephew doesn't like *any* of the live action Starwars movies, there ALL boring to him. He literally WONT watch them, he'll get bored and just wander off to play with his Legos instead.

I blame the prequels.  They're complete shit with the exception being Natalie Portman. 


Title: Re: SWTOR
Post by: Shatter on October 31, 2011, 11:29:53 AM
My six year old nephew doesn't like *any* of the live action Starwars movies, there ALL boring to him. He literally WONT watch them, he'll get bored and just wander off to play with his Legos instead.

I blame the prequels.  They're complete shit with the exception being Natalie Portman. 

The prequels can DIAF, the originals should be taught in schools...not the new blue-ray garbage they just released though...NNNOOOOOOOOO!!!!


Title: Re: SWTOR
Post by: Sky on October 31, 2011, 11:57:50 AM
I blame the prequels.  They're complete shit with the exception being Natalie Portman. 
No, she was a central figure in the dreck. The stilted, wooden 'romance' scenes stand out as my fiancee's summary of the prequels.

Mine is the factory chase scene (with flying R2!) that was put in because the movie was too 'dialogue heavy' at that point. Though in retrospect, given the dialogue, I guess I understand.


Title: Re: SWTOR
Post by: 01101010 on October 31, 2011, 12:12:24 PM
I blame the prequels.  They're complete shit with the exception being Natalie Portman. 
No, she was a central figure in the dreck. The stilted, wooden 'romance' scenes stand out as my fiancee's summary of the prequels.

Mine is the factory chase scene (with flying R2!) that was put in because the movie was too 'dialogue heavy' at that point. Though in retrospect, given the dialogue, I guess I understand.

God damn it, she was acting! That is how they do romance on Naboo! Those people are just north of Vulcans in the emotion category. Right?  :why_so_serious:


Title: Re: SWTOR
Post by: Fordel on October 31, 2011, 12:16:10 PM
There will be racials, but they won't have a impact on combat, just flavor/social/RP stuff. I think there was a Dev Blog or video where they mentioned that. damned if i can find it now though.

Found it - http://www.swtor.com/community/showthread.php?p=9949689#edit9949689

Quote
At this time, we do plan on having "racial" abilities, but they will be cosmetic in nature. Think of them as "social" abilities or actions that your character is able to do based on their species.

We wanted to give you something special for your character based on species, but we did not want it to influence your choice in the sense that you would feel "I have to be a Twi'lek Consular because they get +5 Willpower."

So, active "racial" abilities are planned, but they won't affect your combat gameplay in any way.

We'll elaborate more in the future.


Title: Re: SWTOR
Post by: Sand on October 31, 2011, 12:22:47 PM
Well based on that I dont care what race I play.

Thus far classes that seem interesting to me include-
Empire- Sorcerer (mage) or Mercenary (DPS warrior)
Republic- Sage (cleric) or Vanguard (tank)



Title: Re: SWTOR
Post by: Fordel on October 31, 2011, 12:24:48 PM
What makes you think a Mercenary is a DPS warrior?


Title: Re: SWTOR
Post by: eldaec on October 31, 2011, 12:56:32 PM
The biggest issue I have with finding a class to stay interested in is the lack of any interesting support class.

The healers all seem to use simple two spell big heal/little heal spam mechanics, and AFAIK there is no control specialist in the game. Basically I want to play a CoH controller or defender in all games.


Title: Re: SWTOR
Post by: Sky on October 31, 2011, 01:01:16 PM
Or a sage being a 'cleric'. They have a healing tree. It's not Rift, but a sage can also be ranged dps.

There are a couple dps-only ACs, but the rest have two roles (maybe three?) they can fill. And they don't want them to be hybrid (unless you water down the spec yourself), so a Jedi Shadow (consular AC) should be able to fill the MT role (properly specced and geared, of course) as a Vanguard.


Title: Re: SWTOR
Post by: Tyrnan on October 31, 2011, 01:10:08 PM
Do Consulars (and Sorcerers I guess) get a CC spec? I'm sure I remember reading something about that but it was a long time ago so it's a bit hazy. I thought it was part of the Sage AC but maybe it has been removed/watered down in the meantime. Which would be a shame as the thought of having heals, CC and being able to twat people in the face with a lightsabre was a large part of Consulars attraction for me.


Title: Re: SWTOR
Post by: Count Nerfedalot on October 31, 2011, 01:19:32 PM
I'd have to disagree. Star Wars is an incredibly well crafted SF adventure. Empire added in a lot of real drama. They are quite good films. The rest are pretty much disposable. I don't remember Revenge Return any more than I remember the newer ones--though at least I can remember the title.

I do think that part of SWG's failure was that it was based on an older (well my) generation's childhood understanding of the series as being about blasters and x-wings, rather than the younger generation's understanding that the series was about massed number of jedi running around with light sabers.

I think SWG's failures were a lot more basic and technical, rather than anything to do with differnce in feel from the movies!  That said, SWG was definitely a helluva lot more about creatures and melee than the original movies which were about vehicles and blasters.  


Title: Re: SWTOR
Post by: eldaec on October 31, 2011, 01:27:11 PM
Do Consulars (and Sorcerers I guess) get a CC spec? I'm sure I remember reading something about that but it was a long time ago so it's a bit hazy. I thought it was part of the Sage AC but maybe it has been removed/watered down in the meantime. Which would be a shame as the thought of having heals, CC and being able to twat people in the face with a lightsabre was a large part of Consulars attraction for me.

Heal spec, DD spec, or DoT spec.


Title: Re: SWTOR
Post by: Sky on October 31, 2011, 01:27:57 PM
Do Consulars (and Sorcerers I guess) get a CC spec? I'm sure I remember reading something about that but it was a long time ago so it's a bit hazy. I thought it was part of the Sage AC but maybe it has been removed/watered down in the meantime. Which would be a shame as the thought of having heals, CC and being able to twat people in the face with a lightsabre was a large part of Consulars attraction for me.
:ye_gods:

Dunno specifics, and if I did  :nda: I know several classes have CC capabilities, so the shadow might get a sap type thing. I've seen ice grenades or some kind of freeze ray/bomb and BH gets a nifty lasso.

Does any mmo have a pure CC spec? Rift had the Dominator, but was it pure CC. Too many problems with strong CC, from having to balance all pve encounters for it to lolpvpbalance.


Title: Re: SWTOR
Post by: Ingmar on October 31, 2011, 01:28:39 PM
Do Consulars (and Sorcerers I guess) get a CC spec? I'm sure I remember reading something about that but it was a long time ago so it's a bit hazy. I thought it was part of the Sage AC but maybe it has been removed/watered down in the meantime. Which would be a shame as the thought of having heals, CC and being able to twat people in the face with a lightsabre was a large part of Consulars attraction for me.

Heal spec, DD spec, or DoT spec.

That's on the Sage side. There's also melee/stealth/tanking stuff on the Shadow side. Still no CC-as-a-role though.

EDIT: Sky, early MMOs certainly did (pac healers in DAOC for example). There's a reason they've been dropped.


Title: Re: SWTOR
Post by: Tyrnan on October 31, 2011, 01:36:05 PM
Ah, maybe it was just that they had a few CC abilities rather than a whole spec for it, and I'm misremembering it.

Does any mmo have a pure CC spec? Rift had the Dominator, but was it pure CC. Too many problems with strong CC, from having to balance all pve encounters for it to lolpvpbalance.

Yeah I played an Illusionist for a few years in EQ2. SOE's answer to balance was to make anything worth fucking CCing immune to it  :awesome_for_real:


Title: Re: SWTOR
Post by: eldaec on October 31, 2011, 01:43:38 PM
Does any mmo have a pure CC spec? Rift had the Dominator, but was it pure CC. Too many problems with strong CC, from having to balance all pve encounters for it to lolpvpbalance.

Depends on how pure you mean, but EQ Enchanters, DAoC Sorcerors, CoH Controllers, EQ2 Coercers, EVE HICs, all spring to mind as pretty damn pure.

I appreciate that post-2004 all mmogs have tended to lack any interesting support classes, presumably because of the rule about all game mechanics being stolen from one specific rather bland EQ clone.


Title: Re: SWTOR
Post by: Sky on October 31, 2011, 01:46:47 PM
Also, what I said about it destroying pve and pvp. Either the cc becomes a required class, or it's useless. And it's not fun in pvp.

It seems pretty clear to me why the idea of a pure cc archetype is history.


Title: Re: SWTOR
Post by: palmer_eldritch on October 31, 2011, 01:47:59 PM
My six year old nephew doesn't like *any* of the live action Starwars movies, there ALL boring to him. He literally WONT watch them, he'll get bored and just wander off to play with his Legos instead.

StarWars to him is the CGI Cartoon show and all his Starwars Legos. The original movies don't even any sense to his little child brain. 'Why are the soldiers bad guys? What happend to Rex?' (one of the clone commanders on the CGI show)


That also bothered me, except in reverse. I only half-followed the story in the prequels and couldn't understand why Yoda seemed to be so friendly with the stormtroopers.


Title: Re: SWTOR
Post by: eldaec on October 31, 2011, 01:54:11 PM
In the EQ era, yes, CC power was a problem.

But the more recent games (obviously I mean the games from 7 years ago before the mmog-dark-age began) largely fixed that by using softer control mechanics.

Knockback/up/down, accurancy debuff, short duration effects, temporary charms, decoy pets, instead of long term chainable mezz and stun.

CoH controllers in particular were all sorts of fun, and most (good) controllers would tell you the traditional mass stun powers were usually skippable because they were balanced by short duration and long cooldown.


Title: Re: SWTOR
Post by: eldaec on October 31, 2011, 01:54:37 PM
Oh, and in this sort of game, fuck pvp.


Title: Re: SWTOR
Post by: tmp on October 31, 2011, 02:17:04 PM
God damn it, she was acting! That is how they do romance on Naboo! Those people are just north of Vulcans in the emotion category. Right?  :why_so_serious:
It's difficult to act all relaxed when you're painfully aware you're the royalty and a craddle robber.


Title: Re: SWTOR
Post by: Sand on October 31, 2011, 02:20:40 PM
What makes you think a Mercenary is a DPS warrior?

The entire description from the website?

Quote
If the best defense is a good offense, the Mercenary’s got the most
intimidating defense in the galaxy. Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy weapons
platform. There’s no problem extra firepower can’t solve, and no one
who knows what he’s doing gets between a Mercenary and his target.


Or a sage being a 'cleric'. They have a healing tree. It's not Rift, but a sage can also be ranged dps.


A cleric can do ranged DPS as well depending on the spells they memorize each day, or the build they choose in WoW. They are still clerics though and are mainly sought out for healing.


Title: Re: SWTOR
Post by: Evildrider on October 31, 2011, 02:24:18 PM
What makes you think a Mercenary is a DPS warrior?

The entire description from the website?

Quote
If the best defense is a good offense, the Mercenary’s got the most
intimidating defense in the galaxy. Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy weapons
platform. There’s no problem extra firepower can’t solve, and no one
who knows what he’s doing gets between a Mercenary and his target.

Yeah I don't see it as a dps warrior either.  I mean warriors are melee.  If anything I'd say it was closer to a hunter, ranged dps with some tricks.


Title: Re: SWTOR
Post by: Sand on October 31, 2011, 02:28:03 PM
What makes you think a Mercenary is a DPS warrior?

The entire description from the website?

Quote
If the best defense is a good offense, the Mercenary’s got the most
intimidating defense in the galaxy. Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy weapons
platform. There’s no problem extra firepower can’t solve, and no one
who knows what he’s doing gets between a Mercenary and his target.

Yeah I don't see it as a dps warrior either.  I mean warriors are melee.  If anything I'd say it was closer to a hunter, ranged dps with some tricks.

Aww true. I was conflating ranged (blasters) and melee (sabers) and shouldnt have. My mistake.
Okay you're right. Not dps warrior. They are now rangers/hunters/amazons.  :grin:


Title: Re: SWTOR
Post by: eldaec on October 31, 2011, 02:28:14 PM
Merc can spec for short range dps, long range dps, or healing.

I don't know what you mean by DPS warrior anyway.


Title: Re: SWTOR
Post by: Fordel on October 31, 2011, 02:29:59 PM
The Actual DPS warrior would be the Jedi Knight and Sith Warrior, they have the melee and 'rage' mechanics.


Title: Re: SWTOR
Post by: Sand on October 31, 2011, 02:31:10 PM


I don't know what you mean by DPS warrior anyway.

Have you ever played any other rpg or mmo before?
The difference between a tank and a dual wield warrior?
A sword and board versus polearm barbarian?




Title: Re: SWTOR
Post by: Ingmar on October 31, 2011, 02:35:14 PM
We could probably ask you the same question, given the description you quoted talks all about ranged weapons.


Title: Re: SWTOR
Post by: Murgos on October 31, 2011, 02:50:40 PM
I don't know what you mean by DPS warrior anyway.
Have you ever played any other rpg or mmo before?
The difference between a tank and a dual wield warrior?
A sword and board versus polearm barbarian?

How about instead of making up terms that are entirely dependent on which MMO you played last you use more neutral terms that everyone can figure out?  I don't know about you but I've played MMO's where a dual wield warrior was a tank and a pole-arm barbarian also would have been a tank.

Melee DPS, Melee tank, ranged dps, ranged tank, healer, buffer, cc, pet class (pet class really just being a method to swap between the other types depending on pet) and then hybrids of the concepts.

Personally, I like that SWTOR has slimmed down the style a bit by giving everyone pets, buffs and some cc (some more than others).


Title: Re: SWTOR
Post by: Sir T on October 31, 2011, 02:51:22 PM
I'd just like to be the first to predict the upcoming lightbows and lightarrows.  :grin:


Title: Re: SWTOR
Post by: Murgos on October 31, 2011, 02:52:25 PM
I'd just like to be the first to predict the upcoming lightbows and lightarrows.  :grin:

Laser guns and lasers seem to already fit that description...


Title: Re: SWTOR
Post by: 01101010 on October 31, 2011, 02:57:21 PM
I'd just like to be the first to predict the upcoming lightbows and lightarrows.  :grin:

Laser guns and lasers seem to already fit that description...

I was always a fan of Chewy's crossbow.


Title: Re: SWTOR
Post by: Tyrnan on October 31, 2011, 03:20:49 PM
I'd just like to be the first to predict the upcoming lightbows and lightarrows.  :grin:

Why not? Tabula Rasa has Laser Shotguns  :why_so_serious:


Title: Re: SWTOR
Post by: Surlyboi on October 31, 2011, 03:31:12 PM
Had  :heartbreak:


Title: Re: SWTOR
Post by: tmp on October 31, 2011, 03:31:42 PM
I'd just like to be the first to predict the upcoming lightbows and lightarrows.  :grin:
They will just throw these lighsabers really, really often :why_so_serious:

edit: i stand corrected; there's apparently no idea bad enough that wasn't made part of Star Wars already.



Title: Re: SWTOR
Post by: Furiously on October 31, 2011, 04:01:08 PM
I'd just like to be the first to predict the upcoming lightbows and lightarrows.  :grin:

Laser guns and lasers seem to already fit that description...

I was always a fan of Chewy's crossbow.

It's called a bowcaster....


Title: Re: SWTOR
Post by: Sky on October 31, 2011, 04:54:21 PM
Can we discuss class roles without "like x in wow" as if we're mentally handicapped and unable to understand the difference between ranged dps and melee dps? Trying to shoehorn mmo discussion into one shitty (yet popular) mmo's shoes is GETTING FUCKING OLD.


Title: Re: SWTOR
Post by: Tyrnan on October 31, 2011, 04:55:25 PM
Had  :heartbreak:
Oops, yeah that was what I meant to type. I think I'll go reminisce about how much fun defending CPs was, and how many times I one-shotted myself trying to backstab Linkers on my Spy.


Title: Re: SWTOR
Post by: Crumbs on October 31, 2011, 05:01:30 PM
I used to wonder if my love for eps 4-6 and hate for eps 1-3 was based on my age.  Then one day I rewatched TPM and this scene made it crystal clear:

http://www.youtube.com/watch?v=ddpTlzzgtrA

Not only is that SO not how even a jedi should react to almost being eaten by a huge monster, but what happens not thirty seconds later?  THEY ARE CHASED BY ANOTHER LARGE CREATURE THAT IS EATEN BY A LARGER CREATURE.  FFFFUUUUUUUUUUU

Ah, much better  :-)


Title: Re: SWTOR
Post by: Paelos on October 31, 2011, 07:48:37 PM
Can we discuss class roles without "like x in wow" as if we're mentally handicapped and unable to understand the difference between ranged dps and melee dps? Trying to shoehorn mmo discussion into one shitty (yet popular) mmo's shoes is GETTING FUCKING OLD.

Unlikely. When something redefines a genre for the masses, the nomenclature gets used. Sorry.


Title: Re: SWTOR
Post by: Sky on October 31, 2011, 07:59:41 PM
So...because the "masses" had the genre redefined, we all have to use baby-talk here, too?

Because I know what a ranged dps is without 'you know, like a hunter'.


Title: Re: SWTOR
Post by: Draegan on October 31, 2011, 08:03:46 PM
It's really hard to use ranged dps vs. melee dps?  Everyone I know uses those terms. 

Edit:
Then again Paelos is obsessed with WOW; given all those "Why I quit Today" posts for over 3 months of stalking.


Title: Re: SWTOR
Post by: Pezzle on October 31, 2011, 08:08:05 PM
Ranged damage is perfectly viable in ToR.  You can be force or Dakka and even tank! 


Title: Re: SWTOR
Post by: Fordel on October 31, 2011, 08:34:27 PM
Saying something is Ranged DPS or Melee DPS isn't saying very much though.


An Shadow Priest and a Elemental Shaman are both ranged DPS, but they don't play anything like each other for example.


Title: Re: SWTOR
Post by: Pezzle on October 31, 2011, 08:54:54 PM
Those comments do not exist in a vacuum.  We are not talking about theory or alpha builds.  Significant information exists on the various classes and functions.  At this stage, smuggler or commando should be clear enough that using simple expressions is adequate enough.  Going further is going to be NDA though, right? 


Title: Re: SWTOR
Post by: eldaec on November 01, 2011, 03:02:33 AM
If you are going to limit yourself to wow vocabulary you are going to a hard time discussing anything that happened in the genre post EQ.

But whatever, this easily the most retarded derail in 340 pages.

I heard troopers suck because how can a stormtrooper be as cool as a jedi?


Title: Re: SWTOR
Post by: Murgos on November 01, 2011, 05:33:54 AM
Saying something is Ranged DPS or Melee DPS isn't saying very much though.


An Shadow Priest and a Elemental Shaman are both ranged DPS, but they don't play anything like each other for example.

Yeah, because everything can be clearly defined in terms of what it most resembles in wow.  Because WoW created all the canonical forms and thus everything can only be variation on the type.

Give. Me. A. Fucking. Break. From. This. Myopic. Bullshit.


Title: Re: SWTOR
Post by: Lucas on November 01, 2011, 05:52:11 AM
So, - 50 days to release.


Title: Re: SWTOR
Post by: UnSub on November 01, 2011, 06:20:59 AM
So, - 50 days to release.

And 57 pages to 400. A page or more a day folks - that's what we're aiming for.


Title: Re: SWTOR
Post by: Mrbloodworth on November 01, 2011, 06:36:53 AM
Why do you guys bemoan "Standard" MMORPG classes/designs, but then bitch there is no "Pure" <insert class spec here>...?


Title: Re: SWTOR
Post by: Nebu on November 01, 2011, 06:48:07 AM
Why do you guys bemoan "Standard" MMORPG classes/designs, but then bitch there is no "Pure" <insert class spec here>...?

Welcome to f13.  Are you new here?  :why_so_serious:


Title: Re: SWTOR
Post by: Sky on November 01, 2011, 06:51:28 AM

And 57 pages to 400. A page or more a day folks - that's what we're aiming for.
Doing my best  :why_so_serious:
But whatever, this easily the most retarded derail in 340 pages.
WINNING


Title: Re: SWTOR
Post by: Mrbloodworth on November 01, 2011, 06:52:31 AM
Why do you guys bemoan "Standard" MMORPG classes/designs, but then bitch there is no "Pure" <insert class spec here>...?

Welcome to f13.  Are you new here?  :why_so_serious:

Occasionally I wake up.


Title: Re: SWTOR
Post by: Draegan on November 01, 2011, 07:16:38 AM
Saying something is Ranged DPS or Melee DPS isn't saying very much though.


An Shadow Priest and a Elemental Shaman are both ranged DPS, but they don't play anything like each other for example.

That's just a silly thing to say.  When you're talking about video games, Ranged/Melee is perfectly fine.  When talking about WOW you're allowed to qualify.  If we're not talking about WOW, no one gives a shit.


Title: Re: SWTOR
Post by: Paelos on November 01, 2011, 07:20:59 AM
Here's a shocker, you old farts: not everyone who played MMOGs knows about D&D, UO, EQ, DAOC, or whatever. They know WoW and that was their introduction to the whole damn thing. They don't care about RPG "roots" or have ever seen a monster manual or class sheet.

It's not baby-talk or insulting to use those terms when describing rehashed class mechanics with sci-fi skins. Get over yourselves.


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 07:25:48 AM
It is here.

If you're on f13 and don't know anything other than WoW, either educate yourself or GTFO.


Title: Re: SWTOR
Post by: Draegan on November 01, 2011, 07:30:48 AM
Here's a shocker, you old farts: not everyone who played MMOGs knows about D&D, UO, EQ, DAOC, or whatever. They know WoW and that was their introduction to the whole damn thing. They don't care about RPG "roots" or have ever seen a monster manual or class sheet.

It's not baby-talk or insulting to use those terms when describing rehashed class mechanics with sci-fi skins. Get over yourselves.

That's just retarded.  Even in WOW speak different specs mean different things depending on when you last played.  So it's stupid anyway.

It is here.

If you're on f13 and don't know anything other than WoW, either educate yourself or GTFO.

Also this.  If you're too retarded to understand what Ranged DPS and Melee DPS mean then fuck off. 


Title: Re: SWTOR
Post by: Paelos on November 01, 2011, 07:33:48 AM
It is here.

If you're on f13 and don't know anything other than WoW, either educate yourself or GTFO.

Educate yourself on what? The glory of things before? Point me in the direction of those games please.


Title: Re: SWTOR
Post by: luckton on November 01, 2011, 07:34:59 AM
If you're on f13 and don't know anything other than WoW, either educate yourself or GTFO.


Also this.  If you're too retarded to understand what Ranged DPS and Melee DPS mean then fuck off. 

(http://cdn.screenrant.com/wp-content/uploads/pirates-of-the-caribbean-captain-barbossa-570x380.jpg)

Perhaps we should establish some 'guidelines' and sticky them?  :why_so_serious:


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 07:51:16 AM
It is here.

If you're on f13 and don't know anything other than WoW, either educate yourself or GTFO.

Educate yourself on what? The glory of things before? Point me in the direction of those games please.

Educate yourself on the fact that WoW did not invent any of that shit. It took it all and dumbed it down for the fucktarded masses. All of us "old farts" know that and so do you.


Title: Re: SWTOR
Post by: Mrbloodworth on November 01, 2011, 07:56:43 AM
Its still rather complicated for anyone who did not grow up on DnD. Hell, its still complicated for anyone.


Title: Re: SWTOR
Post by: Paelos on November 01, 2011, 07:58:55 AM
Educate yourself on the fact that WoW did not invent any of that shit. It took it all and dumbed it down for the fucktarded masses. All of us "old farts" know that and so do you.

I find that comment especially hilarious from a man with a Steve Jobs avatar.


Title: Re: SWTOR
Post by: Sky on November 01, 2011, 08:30:17 AM
If anything, I'd couch things in Rift terms if we really need to add a layer of example to the raw terms. It's at least modern and varied.

I used shoehorning quite intentionally, since I've seen a lot of 'well, it's kinda like a shadow priest but also with a dildo mage' (I don't play wow, I don't know the jive). How about 'it's a ranged tank with some cc and a heat buildup mechanism that also excels at taunting at close range'. You know, the game we're actually discussing.

I do love the irony of using a 7 yr old game as an example of not knowing about older games. Your info, sehr modern!


Title: Re: SWTOR
Post by: Paelos on November 01, 2011, 08:36:58 AM
I'm using the game that had millions of players as the example.

Sorta like how people compare compact cars to the Camry. Or how people compare phone features to the Iphone. Or how people compare baseball teams to the Yankees. Or how compare operating systems to Windows. Or how people compare investors to Warren Buffett.


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 08:54:20 AM
Educate yourself on the fact that WoW did not invent any of that shit. It took it all and dumbed it down for the fucktarded masses. All of us "old farts" know that and so do you.

I find that comment especially hilarious from a man with a Steve Jobs avatar.

You would, but then again, you apparently can't tell the difference between inspired usability and specifically made-for-the-unwashed-masses mediocrity, so go figure.

Still, I don't blame you for your Stockholm syndrome.


Title: Re: SWTOR
Post by: Hutch on November 01, 2011, 08:55:39 AM
The WoW hatred is nearly palpable in here.

Take up your poopsocks, and strike down the unbelievers!

Your journey to the Dark Side is nearly complete!

ding!
gratz
lol



Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 08:58:37 AM
Don't hate the game as much as the players that seem to forget there was ever anything else.

A polished turd is still a turd and to put it on a pedestal above its forebears is fucking stupid.


Title: Re: SWTOR
Post by: Rasix on November 01, 2011, 09:02:12 AM
If people continue this fucking stupid derail and do not unwad their fucking panties, I will kill this fucking thread dead.  Get the hell over your WoW tourettes, people.  Like it or not, it's going to be a basis for comparison for many a future MMO, especially this one.

Edit:

And stop spreading your little feuds everywhere.  We have a rule about it. It's written somewhere. 


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 09:08:20 AM
Feh.

If it wasn't for the derails and petty squabbles, this thread wouldn't even be at 200.  :why_so_serious:


Title: Re: SWTOR
Post by: 01101010 on November 01, 2011, 09:10:19 AM
If people continue this fucking stupid derail and do not unwad their fucking panties, I will kill this fucking thread dead.  Get the hell over your WoW tourettes, people.  Like it or not, it's going to be a basis for comparison for many a future MMO, especially this one.

Edit:

And stop spreading your little feuds everywhere.  We have a rule about it. It's written somewhere. 

I suggest just staring at Hutch's avatar for a few minutes before you post. I had a huge comment but it simply melted away.  :awesome_for_real:


Title: Re: SWTOR
Post by: Rasix on November 01, 2011, 09:13:06 AM
Yes, quite a calming effect.  That was the edited, nice version of what I was going to post.


Title: Re: SWTOR
Post by: luckton on November 01, 2011, 09:14:53 AM
In response to Mists of Pandaria, BioWare's already working on TOR's first expansion.


 :grin: :why_so_serious:


Title: Re: SWTOR
Post by: Bunk on November 01, 2011, 09:21:50 AM

I suggest just staring at Hutch's avatar for a few minutes before you post. I had a huge comment but it simply melted away.  :awesome_for_real:

Pretty much exactly what happened when I flipped to this page.


Title: Re: SWTOR
Post by: Sky on November 01, 2011, 09:36:34 AM
you apparently can't tell the difference between inspired usability and specifically made-for-the-unwashed-masses mediocrity
Now come on, the unwashed masses can't afford a Mac.


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 09:43:56 AM
They can, they just continually look for excuses why they're too expensive.  :drill:

We've upped our standards, up yours!


Title: Re: SWTOR
Post by: Pezzle on November 01, 2011, 09:46:10 AM
More entertaining than lore slap fights.


Title: Re: SWTOR
Post by: Sjofn on November 01, 2011, 09:47:04 AM
If people continue this fucking stupid derail and do not unwad their fucking panties, I will kill this fucking thread dead.  Get the hell over your WoW tourettes, people.  Like it or not, it's going to be a basis for comparison for many a future MMO, especially this one.

Edit:

And stop spreading your little feuds everywhere.  We have a rule about it. It's written somewhere. 

But Daaaaad, WoW's sitting on SWTOR's side of the seeeeeeat. On PURPOSE.


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 09:50:13 AM
More entertaining than lore slap fights.

Oh, come on, lore slap fights are awesome... in a, "not at all" kinda way.


Title: Re: SWTOR
Post by: Merusk on November 01, 2011, 10:01:28 AM
Y'all just had to go full retard, didn't you?


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 10:11:59 AM
They started it!  :why_so_serious:


Title: Re: SWTOR
Post by: Rasix on November 01, 2011, 10:21:32 AM
I'm somewhat surprised the lore/prequel nonsense a page or two ago didn't draw out a WUA smurf account.  :awesome_for_real:


Title: Re: SWTOR
Post by: sinij on November 01, 2011, 10:24:35 AM
I'm somewhat surprised the lore/prequel nonsense a page or two ago didn't draw out a WUA smurf account.  :awesome_for_real:

WUA isn't smurf account? Or is this matrix within a matrix type of a deal?


Title: Re: SWTOR
Post by: Hutch on November 01, 2011, 10:29:09 AM
I suggest just staring at Hutch's avatar for a few minutes before you post. I had a huge comment but it simply melted away.  :awesome_for_real:
Yes, quite a calming effect.  That was the edited, nice version of what I was going to post.

Yvonne Strahovski, arbiter of peace.


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 10:30:14 AM
Meh, all I see now is Miranda's ass in patent leather.


Title: Re: SWTOR
Post by: eldaec on November 01, 2011, 10:36:44 AM
Why do you guys bemoan "Standard" MMORPG classes/designs, but then bitch there is no "Pure" <insert class spec here>...?

If they were doing something different I wouldn't be so concerned, but if you limit your classes literally to picking one of 'tank, cleric, melee or ranged damage' then you leave a hell of a lot of space for people to discuss what is missing and how pretty much every pre-mmog-dark-age game had an awful lot more variety. I'm not that fussed that I can't make a 'pure' control dude, but afaik I can't make a generally support focussed guy of any sort except direct heal cleric guy.

Extending this whine a little further, afaik, the talent trees are the only element of character customisation after a advanced class?



Title: Re: SWTOR
Post by: Ingmar on November 01, 2011, 11:04:15 AM
Whoops, new page, didn't see Rasix warning. Sorry!

EDIT: Maybe I am tempting fate but I think it needs to be said: If you only played WoW for 3 months 7 years ago, I think you really probably need to back off on pretending you know the first thing about it.


Title: Re: SWTOR
Post by: Paelos on November 01, 2011, 11:57:30 AM
If SWTOR succeeds, it will put WoW to sleep, and become the next iteration that everyone references.

If not, WoW remains the reference point long after Origin dies a horrible death under Steam's boot.


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 12:01:29 PM
I think that SWTOR will be successful in it's own right, but I think the WoW hardcore pvp'ers and so called "leet" raiders, that don't give a shit about story, will drop it like a hot potato within the first few months.


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 12:03:42 PM
If SWTOR succeeds, it will put WoW to sleep, and become the next iteration that everyone references.

If not, WoW remains the reference point long after Origin dies a horrible death under Steam's boot.

Whether SWTOR succeeds or fails, Origin still needs to die in a fire.


Title: Re: SWTOR
Post by: Sky on November 01, 2011, 12:03:49 PM
If you only played WoW for 3 months 7 years ago, I think you really probably need to back off on pretending you know the first thing about it.
NO YOU, MR BOSSYPANTS!  :grin:
I think that SWTOR will be successful in it's own right, but I think the WoW hardcore pvp'ers and so called "leet" raiders, that don't give a shit about story, will drop it like a hot potato within the first few months.
I agree, and hope so. I think there is a rather large audience outside the dedicated WoW players and jaded vets, who will reduce the game to its elements and proclaim it not revolutionary and move back to WoW.


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 12:06:16 PM
I mean if you look at the TOR forums, and I try to avoid it nowadays, ALOT of posters are first time MMO people.  Basically all the Bioware fans that tried to stay away from MMO's.


Title: Re: SWTOR
Post by: Sky on November 01, 2011, 12:12:12 PM
Hell, I try to stay away from mmo  :grin:


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 12:13:20 PM
We all try.

But who can resist the sweet, sweet call to be disappointed yet again so we can bitch about it here?


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 12:15:28 PM
Hell, I try to stay away from mmo  :grin:

It's really the only way I get to play with most of my friends anymore, so I don't mind playing them.  I mean I've only played/tolerated WoW because we couldn't agree on something else to all play together.  Now we are all moving to SWTOR and most of us never plan on going back.


Title: Re: SWTOR
Post by: Fabricated on November 01, 2011, 12:28:46 PM
On that note, I actually got around to preordering SWTOR. Huh, I guess I am getting old; I didn't know that Amazon did release-day shipping for like $1.


Title: Re: SWTOR
Post by: Sky on November 01, 2011, 12:32:33 PM
On that note, I actually got around to preordering SWTOR. Huh, I guess I am getting old; I didn't know that Amazon did release-day shipping for like $1.
I think I forgot to tick that box on my amazon order, but with the head start it shouldn't be an issue, since I'll have to get that through origin, anyway.


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 12:34:29 PM
On that note, I actually got around to preordering SWTOR. Huh, I guess I am getting old; I didn't know that Amazon did release-day shipping for like $1.
I think I forgot to tick that box on my amazon order, but with the head start it shouldn't be an issue, since I'll have to get that through origin, anyway.

You don't have to use Origin for anything unless you ordered through them. 


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 12:36:14 PM
I think that SWTOR will be successful in it's own right, but I think the WoW hardcore pvp'ers and so called "leet" raiders, that don't give a shit about story, will drop it like a hot potato within the first few months.

Which are but a tiny fraction of WoW's player base.  :why_so_serious:



I do think that a lot of people that claim or think they don't give a shit about story, just haven't actually experienced the delivery that Bioware brings with it's voiced protagonist. When they say "I don't give a shit about story" they really mean "I don't give a shit about quest text and Metzen's fan fiction".

I've seen more then a few people when they give their reviews after actually playing the game, that amounts too "I didn't think I would care about the story at all, but <blah> really hooked me into it!"


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 12:41:23 PM
There are still those people that want to get to max level asap or want to level only through PvP.  They are the ones asking Bioware to put in ways for them to completely skip the VO and cut scenes in the game.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 12:44:24 PM
Yea so? There's also people asking for mandatory grouping and shit, doesn't mean there are a lot of them or that they will be listened to.






Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 12:47:09 PM
I was just pointing out that those players were the least likely to stick around with SWTOR past the first couple of months.


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 12:49:25 PM
Cool, game'll be better off without 'em anyway.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 12:51:39 PM
I'm just saying that anyone pinning their hopes on 'WoWtards' going back to WoW and leaving SWTOR pure and clean or whatever, are going to be very disappointed.  :why_so_serious:


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 12:53:56 PM
Don't need them all to go back. Just the most vocal and asstarded. But then, that could be said of any group of fanboys.


Title: Re: SWTOR
Post by: Sjofn on November 01, 2011, 12:56:44 PM
I do think that a lot of people that claim or think they don't give a shit about story, just haven't actually experienced the delivery that Bioware brings with it's voiced protagonist. When they say "I don't give a shit about story" they really mean "I don't give a shit about quest text and Metzen's fan fiction".

I've seen more then a few people when they give their reviews after actually playing the game, that amounts too "I didn't think I would care about the story at all, but <blah> really hooked me into it!"

This game is going to take over my liiiiiiiiiiiiife, isn't iiiiiiiiiiiiiiit.


 :drillf:


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 12:57:55 PM
Yeah, pretty much give up being social with anyone outside the computer for a bit.  :awesome_for_real:


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 12:58:38 PM
That's what I'm saying though, they aren't actually the most vocal group.



Not that it matters, they'll all be drowned out by the guy who will be asking where Darth Vader is.



-fake edit-


Yes Sjofn, yes it will.


Title: Re: SWTOR
Post by: Sjofn on November 01, 2011, 12:59:09 PM
Yeah, pretty much give up being social with anyone outside the computer for a bit.  :awesome_for_real:

Hell, I don't need them inside the computer either, I WILL HAVE COMPANIONS FOR THAT.


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 01:00:35 PM
Yeah, pretty much give up being social with anyone outside the computer for a bit.  :awesome_for_real:

Hell, I don't need them inside the computer either, I WILL HAVE COMPANIONS FOR THAT.

Companions that will even give you nooky.   :awesome_for_real:


Title: Re: SWTOR
Post by: Surlyboi on November 01, 2011, 01:02:06 PM
Not that it matters, they'll all be drowned out by the guy who will be asking where Darth Vader is.

Ah, yes. The only time I ever yearn for open world PvP. Just so I can hunt those people down and kill them repeatedly.


Title: Re: SWTOR
Post by: Pezzle on November 01, 2011, 01:03:21 PM


Hell, I don't need them inside the computer either, I WILL HAVE COMPANIONS FOR THAT.

Pity there will only be so many character slots per server, your love/hate collection is going to be IMMENSE.  You will certainly want to group with others, how else are you going to screw up other peoples conversations?  


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 01:05:54 PM
I will say, that the SWTOR forums, even the Beta forums, may be the dumbest collection of game players I have ever seen. They make WoW General look like philosophers.


Title: Re: SWTOR
Post by: Paelos on November 01, 2011, 01:06:46 PM
The most vocal and annoying people in any MMO community aren't the ones completing max level content, posting actual strategy, or hitting high level pvp goals.

It's always the 10% of the playerbase that really REALLY wants to be that good, but actually doesn't do anything but the baseline normal content, and wants to tell the rest of the world to L2P. It's always a fun experiment to see who tells the people in the WoW forums that Cataclysm wasn't hard enough. 99% of the time, it's a person who has never run a successful heroic level raid in their life. They beat the normal stuff, declared themselves done, and post that the game was simplistic.


Title: Re: SWTOR
Post by: Fabricated on November 01, 2011, 01:07:55 PM
As for the story; I've been watching spoiler videos for some of the opening origin plots and provided they continue to be as interesting, I may actually roll an alt of every class just to check out their opening areas and plots. I literally only played 2 classes to level cap in WoW.

As for annoying playerbases; Star Wars already has a built in one. Even if the "wowtards" that fucked up WoW leave, SWTOR will simply grow a new batch of grognards who will mess up raid design, 4-mans, and PVP by breaking the game over their knees in excel.


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 01:09:00 PM
I will say, that the SWTOR forums, even the Beta forums, may be the dumbest collection of game players I have ever seen. They make WoW General look like philosophers.

I have abandoned the TOR forums, except the dev tracker, til the game launches and it becomes a sub only forum.


Title: Re: SWTOR
Post by: Pezzle on November 01, 2011, 01:09:17 PM
I will say, that the SWTOR forums, even the Beta forums, may be the dumbest collection of game players I have ever seen. They make WoW General look like philosophers.

That may be a bit extreme, but yes, the average SWTOR forum poster is terrible.


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 01:10:11 PM
As for annoying playerbases; Star Wars already has a built in one. Even if the "wowtards" that fucked up WoW leave, SWTOR will simply grow a new batch of grognards who will mess up raid design, 4-mans, and PVP by breaking the game over their knees in excel.

The SWG crowd, to me, is just as annoying as the wowtards.


Title: Re: SWTOR
Post by: eldaec on November 01, 2011, 01:11:39 PM
I'm not sure the SWG crowd and the star wars crowd has much of an intersection.


Title: Re: SWTOR
Post by: Lantyssa on November 01, 2011, 01:12:48 PM
But who can resist the sweet, sweet call to be disappointed yet again so we can bitch about it here?
I polish my lightsaber hilt with my own tears.


Title: Re: SWTOR
Post by: Sky on November 01, 2011, 01:14:08 PM
They are definitely vocal about TOR, which makes me chuckle. Entirely different game with zero chance of success, but they're not deterred. Not that I wouldn't mind an SWG2, I would love it. But Bioware won't be making it and it's :uhrr: to think otherwise.

Same thing happened with Rift because there were some Vanguard devs on the team. The Vanboys were out in force.


Title: Re: SWTOR
Post by: 01101010 on November 01, 2011, 01:14:47 PM
Looking forward to the story actually. The last game I gave two shits about the questlines was FFXI and that's because of the story those quests told - along with the cutscenes. Of course, that could have been a whiplash reaction to the asian grinder I was subjecting myself to while leveling. But some of those stories were very cool, for the time and setting.


Title: Re: SWTOR
Post by: Fabricated on November 01, 2011, 01:19:54 PM
As for annoying playerbases; Star Wars already has a built in one. Even if the "wowtards" that fucked up WoW leave, SWTOR will simply grow a new batch of grognards who will mess up raid design, 4-mans, and PVP by breaking the game over their knees in excel.

The SWG crowd, to me, is just as annoying as the wowtards.
I don't particularly disagree. There's a vocal group on there that actually doesn't want addons enabled and the combat log to be completely unparsable. I get the idea of not wanting DPS meters, but all you do when you try to block them you'll just be required to install dodgy third-party software that literally reads the screen or some shit in order to be able to raid in anything but a straight-up friends/family guild.

As for other Addons, literally one of the major reasons that I struggle so much trying to enjoy non-WoW mmos is the inability to unfuck their interfaces. Rift's may have had a lot of built-in bells and whistles and could be rearranged/resized, but it was still ass ugly, wasted space, and didn't provide information in readable/quickly recognizable formats in areas. Half of playing an MMO is having a good, comfortable interface to interact with the world and the ability to quickly glean information. Blizzard was insanely fucking smart to open their API so much and allow users to do their work for them, even if they had to learn lessons about preventing mods from literally playing the game.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 01:21:07 PM
I will say, that the SWTOR forums, even the Beta forums, may be the dumbest collection of game players I have ever seen. They make WoW General look like philosophers.

That may be a bit extreme, but yes, the average SWTOR forum poster is terrible.


Like half a step above youtube comments maybe.

WoW is full of trolling and retards and jackassery, but the SWTOR forums are actually dumb. Like, stupid, can't comprehend what is being written. It's also full of pseudo intellectuals, contrary'ians and blind faith defenders of <everything>.

Don't even get me started on the god damn SWG posters. JESUS CHRIST!



-edit-

Then you sprinkle in the EU lolore fanatics fighting with the previously mentioned "WHAR IS DARTH VADAR OLOLOL" guys.


Title: Re: SWTOR
Post by: tmp on November 01, 2011, 01:22:59 PM
Incidentally, is it okay for people to reveal how many tetrabytes the client has now, or will the narwhal frown at it? Don't want to spoil myself with the beta signup, but it's slowly getting to the point where i should probably start cleaning up my hd in preparation for the monster...


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 01:24:01 PM
Expect 30-40 Gigs.


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 01:24:59 PM
The only thing I wish they would allow is the ability to mess with the placement and size of the UI.  I did enjoy not having all the crap that I use in WoW though, no DBM, cooldown timer addon's, etc.  I didn't miss them at all and the game looks good enough to me that I don't want all that stuff on my screen anyway.

I think even if they do end up allowing it I'm going to keep myself as pure as possible.  I just hope that their raid content isn't as batshit stupid as WoW's where you almost need a DBM just to keep track of everything.


Title: Re: SWTOR
Post by: tmp on November 01, 2011, 01:29:34 PM
Expect 30-40 Gigs.
Ouch. But given all the voice stuff that sounds reasonable i guess, compared to other clients. Hmm will be hard but i shall do it. :uhrr:

(and thanks)


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 01:30:54 PM
Expect 30-40 Gigs.
Ouch. But given all the voice stuff that sounds reasonable i guess, compared to other clients. Hmm will be hard but i shall do it. :uhrr:

(and thanks)

WoW right now is at 34 gigs and TOR is just as big, if not bigger than WoW is currently.


Title: Re: SWTOR
Post by: 01101010 on November 01, 2011, 01:31:33 PM
Expect 30-40 Gigs.
Ouch. But given all the voice stuff that sounds reasonable i guess, compared to other clients. Hmm will be hard but i shall do it. :uhrr:

(and thanks)

Newegg has Black November deals... hard drives being included in the sales.


Title: Re: SWTOR
Post by: Rasix on November 01, 2011, 01:32:14 PM
Incidentally, is it okay for people to reveal how many tetrabytes the client has now, or will the narwhal frown at it? Don't want to spoil myself with the beta signup, but it's slowly getting to the point where i should probably start cleaning up my hd in preparation for the monster...

Narwhal is unconcerned about client size at this time.  I could verify when I get home, but I haven't reinstalled for the last 2 beta weekends (I know what I'm getting, and I'm a busy man).  It assuredly has grown some.  


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 01:34:46 PM
If that's the deal than the last Beta weekend the client was 27 gigs. 


Title: Re: SWTOR
Post by: 01101010 on November 01, 2011, 01:39:38 PM
Incidentally, is it okay for people to reveal how many tetrabytes the client has now, or will the narwhal frown at it? Don't want to spoil myself with the beta signup, but it's slowly getting to the point where i should probably start cleaning up my hd in preparation for the monster...

Narwhal is unconcerned about client size at this time.  I could verify when I get home, but I haven't reinstalled for the last 2 beta weekends (I know what I'm getting, and I'm a busy man).  It assuredly has grown some.  

My customary  :mob: to you sir.


Title: Re: SWTOR
Post by: Ingmar on November 01, 2011, 01:40:10 PM
Seriously. Place the beta login on the table and back away slowly, and nobody will get hurt.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 01:44:26 PM
Check your in boxes come Wednesday or Thursday, they are gearing up for a big influx of testers.


Title: Re: SWTOR
Post by: Morfiend on November 01, 2011, 01:45:32 PM
Expect 30-40 Gigs.
Ouch. But given all the voice stuff that sounds reasonable i guess, compared to other clients. Hmm will be hard but i shall do it. :uhrr:

(and thanks)

WoW right now is at 34 gigs and TOR is just as big, if not bigger than WoW is currently.

WoW is actually around 20gb. It can grow in size because it saves all the compressed patches, but a clean install will run you around 20gb when all is said and done. I did this a week ago and I was paying attention to files ize as my hard drive is getting a bit full.


Title: Re: SWTOR
Post by: Hutch on November 01, 2011, 01:46:11 PM
The only thing I wish they would allow is the ability to mess with the placement and size of the UI.  I did enjoy not having all the crap that I use in WoW though, no DBM, cooldown timer addon's, etc.  I didn't miss them at all and the game looks good enough to me that I don't want all that stuff on my screen anyway.

I think even if they do end up allowing it I'm going to keep myself as pure as possible.  I just hope that their raid content isn't as batshit stupid as WoW's where you almost need a DBM just to keep track of everything.

Here's the thing about DBM though. Somewhere along the way, the WoW devs accepted the fact that raiders were running DBM (or something like it). Almost every special boss move or encounter event is accompanied by a graphical signal or a vocal emote that comes from the game. Most of these moves also get warnings from the addons, but they're almost redundant now. I first noticed this during the ICC raid in the last expansion, (specifically, the Sindragosa fight,) but the devs might have started doing this in previous raid tiers.

I can think of one fight since then where I was actually watching a DBM cooldown.

My point is that boss fights can be designed to be challenging, but without making something like DBM really useful.


Title: Re: SWTOR
Post by: Ingmar on November 01, 2011, 01:48:16 PM
Yeah, WoW leaves a bunch of unnecessary version-to-version patch files on the drive for things like repairs, reinstalls, etc. You can safely delete all those if you need the space.


Title: Re: SWTOR
Post by: Pezzle on November 01, 2011, 01:51:31 PM
Last build I saw was 27 GB.  This was two weeks ago?  I am not sure it will get much larger before release.  Maybe 30? 

Or was that TB...



Title: Re: SWTOR
Post by: Paelos on November 01, 2011, 01:58:56 PM
Check your in boxes come Wednesday or Thursday, they are gearing up for a big influx of testers.

You say things like this to hurt me, don't you?


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 02:02:11 PM
I'm trying to give you and everyone hope!


Everyone but Ingmar.


Title: Re: SWTOR
Post by: Nebu on November 01, 2011, 02:03:40 PM
I'm trying to give you and everyone hope!

15 yd penalty for taunting!


Title: Re: SWTOR
Post by: eldaec on November 01, 2011, 02:06:14 PM
Fuck all betas. If I wanted to play half finished bugridden star wars games I'd reinstall kotor2.

Anyway, if the download is anything over 3Gb it might as well actually be 138Gb out here in darkest Africa.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 02:07:39 PM
I'll just be buying a box from a store myself.


Title: Re: SWTOR
Post by: Pezzle on November 01, 2011, 02:14:34 PM
I am sort of curious how long it takes to go from final build to store distribution.  What kind of turn around is that typically? 


Title: Re: SWTOR
Post by: Paelos on November 01, 2011, 02:15:40 PM
Amazon be shipping to me house.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 02:15:50 PM
I want to say at least 3 weeks, but that's entirely out of my ass with no actual knowledge or experience in such things.


Title: Re: SWTOR
Post by: Merusk on November 01, 2011, 02:16:08 PM
It's a MMO so it doesn't matter.  The final disk will get patched if it's burned today or at the very last minute prior to pressing and shipping 3mil disks for Dec 20.


Title: Re: SWTOR
Post by: Morfiend on November 01, 2011, 02:16:27 PM
Fuck all betas. If I wanted to play half finished bugridden star wars games I'd reinstall kotor2.

Anyway, if the download is anything over 3Gb it might as well actually be 138Gb out here in darkest Africa.

Next month they are installing running water at your place right?


Title: Re: SWTOR
Post by: Pezzle on November 01, 2011, 02:31:40 PM
It's a MMO so it doesn't matter.  The final disk will get patched if it's burned today or at the very last minute prior to pressing and shipping 3mil disks for Dec 20.

I know that.  The estimation is just a curiosity on lead time.  If it is around 3 weeks the beta testers have to be damn close to the build that will be seen at home (minus the day1 mega patch).


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 02:34:49 PM
I'm sure the art assets are basically done at this point. It's all mechanics now.


Title: Re: SWTOR
Post by: luckton on November 01, 2011, 03:00:25 PM
We are not having the hard drive space argument again  :dead_horse:  :mob:


Title: Re: SWTOR
Post by: Morfiend on November 01, 2011, 03:04:46 PM
We are pulling out all the stops to hit page 400.


Title: Re: SWTOR
Post by: Merusk on November 01, 2011, 03:20:41 PM
I'm sure the art assets are basically done at this point. It's all mechanics now.

Yeah that's my understanding of things, too.


Title: Re: SWTOR
Post by: Simond on November 01, 2011, 03:22:46 PM
The most vocal and annoying people in any MMO community aren't the ones completing max level content, posting actual strategy, or hitting high level pvp goals.

It's always the 10% of the playerbase that really REALLY wants to be that good, but actually doesn't do anything but the baseline normal content, and wants to tell the rest of the world to L2P. It's always a fun experiment to see who tells the people in the WoW forums that Cataclysm wasn't hard enough. 99% of the time, it's a person who has never run a successful heroic level raid in their life. They beat the normal stuff, declared themselves done, and post that the game was simplistic.
That reminds me, I'm pretty sure that TotalBiscuit is going to be playing/youtubing SWTOR.  :oh_i_see:


Title: Re: SWTOR
Post by: koro on November 01, 2011, 03:25:27 PM
Last build I saw was 27 GB.  This was two weeks ago?  I am not sure it will get much larger before release.  Maybe 30?  

Or was that TB...

The old build that ended last month is still sitting on my hard drive at 21 GB. I think I ended up having to download about 17 of it.

Edit:

On that note, I actually got around to preordering SWTOR. Huh, I guess I am getting old; I didn't know that Amazon did release-day shipping for like $1.
I think I forgot to tick that box on my amazon order, but with the head start it shouldn't be an issue, since I'll have to get that through origin, anyway.

You don't have to use Origin for anything unless you ordered through them.  

And unless it's changed in the past month, you don't have to use Origin for TOR even if you order through it; you download everything via the TOR client.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 03:34:38 PM
The most vocal and annoying people in any MMO community aren't the ones completing max level content, posting actual strategy, or hitting high level pvp goals.

It's always the 10% of the playerbase that really REALLY wants to be that good, but actually doesn't do anything but the baseline normal content, and wants to tell the rest of the world to L2P. It's always a fun experiment to see who tells the people in the WoW forums that Cataclysm wasn't hard enough. 99% of the time, it's a person who has never run a successful heroic level raid in their life. They beat the normal stuff, declared themselves done, and post that the game was simplistic.
That reminds me, I'm pretty sure that TotalBiscuit is going to be playing/youtubing SWTOR.  :oh_i_see:

Yea, TB is probably the most perfect example of this.


Title: Re: SWTOR
Post by: Fabricated on November 01, 2011, 03:49:05 PM
The most vocal and annoying people in any MMO community aren't the ones completing max level content, posting actual strategy, or hitting high level pvp goals.

It's always the 10% of the playerbase that really REALLY wants to be that good, but actually doesn't do anything but the baseline normal content, and wants to tell the rest of the world to L2P. It's always a fun experiment to see who tells the people in the WoW forums that Cataclysm wasn't hard enough. 99% of the time, it's a person who has never run a successful heroic level raid in their life. They beat the normal stuff, declared themselves done, and post that the game was simplistic.
That reminds me, I'm pretty sure that TotalBiscuit is going to be playing/youtubing SWTOR.  :oh_i_see:

Yea, TB is probably the most perfect example of this.
I really wanted to like TB since my first exposure to him was his Shining Force 3 LP I've mentioned before. Then I saw his Cataclysm posts and kinda didn't like him. Then he cried about raid nerfs when he didn't raid at all. Then he tried pulling that shit on the SA forums and everyone pretty much called him a retard and ran him off.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 04:10:39 PM
TB is great as long as he isn't giving his actual opinion on anything.

I really enjoy him as a SC2 caster when he is casting two pros, or joking about two scrubs or whatever... but when he plays his own SC2 games on ladder and is live commenting them? I fucking want to strangle him.


Title: Re: SWTOR
Post by: Der Helm on November 01, 2011, 04:49:32 PM
I like the guy, but watch his "WTF is..." and not much more


Title: Re: SWTOR
Post by: Morfiend on November 01, 2011, 05:12:48 PM
I feel like I missed part of the internet. Who is this Biscuit and why should I care?


Title: Re: SWTOR
Post by: Evildrider on November 01, 2011, 05:14:48 PM
On that note, I actually got around to preordering SWTOR. Huh, I guess I am getting old; I didn't know that Amazon did release-day shipping for like $1.
I think I forgot to tick that box on my amazon order, but with the head start it shouldn't be an issue, since I'll have to get that through origin, anyway.

You don't have to use Origin for anything unless you ordered through them.  

And unless it's changed in the past month, you don't have to use Origin for TOR even if you order through it; you download everything via the TOR client.
[/quote]

Well what I meant is you have to at least get your game code from Origin, you don't actually need it to download or run the game.


Title: Re: SWTOR
Post by: Lantyssa on November 01, 2011, 06:39:05 PM
I feel like I missed part of the internet. Who is this Biscuit and why should I care?
He's an annoying guy who is popular because he has a British accent.


Title: Re: SWTOR
Post by: UnSub on November 01, 2011, 06:41:32 PM
I feel like I missed part of the internet. Who is this Biscuit and why should I care?

Think this is his site: http://www.cynicalbrit.com/

I appreciated his run through on Duke Nukem Forever.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 06:43:03 PM
His SC2 stuff: http://www.youtube.com/totalbiscuit

His everything else stuff: http://www.youtube.com/user/TotalHalibut





Title: Re: SWTOR
Post by: Fabricated on November 01, 2011, 07:45:46 PM
I feel like I missed part of the internet. Who is this Biscuit and why should I care?
A British dude who puts on a fake American friendly British accent (his real accent is some terrible near-cockney thing); did a popular WoW podcast and other shit. Also a goon, but as mentioned when he got into faking being part of the grognard class of WoW he got pretty quickly ran off the boards. He "dropped" covering WoW prolly because he saw the writing on the wall it was going to start its downward descent and is now mostly reviewing random indie games and doing SC2 commentary.


Title: Re: SWTOR
Post by: Paelos on November 01, 2011, 08:35:05 PM
Doesn't he do some Minecraft stuff? Or is that another guy?


Title: Re: SWTOR
Post by: Nebu on November 01, 2011, 08:37:53 PM
I always thought totalbisuit was yahtzee.  Shows you what I know.


Title: Re: SWTOR
Post by: Fordel on November 01, 2011, 08:42:19 PM
Doesn't he do some Minecraft stuff? Or is that another guy?


I don't think he's ever played Minecraft.


Are you thinking of the Yogscast maybe?


Title: Re: SWTOR
Post by: Sky on November 01, 2011, 08:50:55 PM
Love Yogscast.

Forget which TB I watched, but I wanted to stab the guy.


Title: Re: SWTOR
Post by: Sjofn on November 02, 2011, 03:07:39 AM
Doesn't he do some Minecraft stuff? Or is that another guy?


I don't think he's ever played Minecraft.


Are you thinking of the Yogscast maybe?

I know TB played Magicka with them (the Yogscast guys are SO BAD AT GAMES), I don't know if he's ever visited them in Minecraft though.


Title: Re: SWTOR
Post by: Tyrnan on November 02, 2011, 06:28:20 AM
I have abandoned the TOR forums, except the dev tracker, til the game launches and it becomes a sub only forum.
That doesn't seem to have improved the Rift forums any. Just resubbed at the weekend and decided to head to the class forums (yeah I know :oh_i_see:) to see what had changed. The amount of crying and bitching is truly staggering.


Title: Re: SWTOR
Post by: Paelos on November 02, 2011, 06:43:04 AM
Ah it WAS Yogscast I was thinking of. They make me laugh.


Title: Re: SWTOR
Post by: Sky on November 02, 2011, 06:53:52 AM
I always loved the official forums for EQ2. Especially the class whining subforums.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 06:56:37 AM
I have abandoned the TOR forums, except the dev tracker, til the game launches and it becomes a sub only forum.
That doesn't seem to have improved the Rift forums any. Just resubbed at the weekend and decided to head to the class forums (yeah I know :oh_i_see:) to see what had changed. The amount of crying and bitching is truly staggering.

There are always gonna be a high amount of retards on game forums.  It's mainly the GW2 people and the ones that don't even plan on playing the game that bother the shit out of me right now.


Title: Re: SWTOR
Post by: Sky on November 02, 2011, 07:32:15 AM
Companies should data mine for players who have subbed for a year of their game without ever posting on the forums. And then get feedback from them, because they're the happy ones not grandstanding or drama whoring. And your game would probably be a lot better for it.


Title: Re: SWTOR
Post by: Numtini on November 02, 2011, 07:41:39 AM
Companies should data mine for players who have subbed for a year of their game without ever posting on the forums. And then get feedback from them, because they're the happy ones not grandstanding or drama whoring. And your game would probably be a lot better for it.

Or possibly they'd not respond since they forgot they were subscribed  :awesome_for_real:

For feedback, I think most people with a bit of sanity can tell whether or not something is real or just whinging. It seems so easy to me. Yes, the official forums are there, but check the unofficial ones. Blogs. And all the rest. It's not rocket science and with the incomes generated by major games today, there's no excuse not to pay someone with a brain to do it.


Title: Re: SWTOR
Post by: Murgos on November 02, 2011, 08:26:15 AM
For feedback, I think most people with a bit of sanity can tell whether or not something is real or just whinging. It seems so easy to me. Yes, the official forums are there, but check the unofficial ones. Blogs. And all the rest. It's not rocket science and with the incomes generated by major games today, there's no excuse not to pay someone with a brain to do it.

I'm of the opinion that most negative feedback on the internet borders on worthless, particularly consumer reviews.  Who's most likely to write a review, someone who understood the realistic limits and achievable results of a product before they bought it or someone who didn't?  So, almost by definition reviews are written by people who did not understand the product they were purchasing.  If you knew what you were buying and got what you expected you don't usually write a review of it.

So, a positive review tells me that the reviewer, no matter how far down the bell curve, had set expectations and had them exceeded.  Good, whatever their expectations were the product is better than that.

A bad review just tells me that the reviewer had set their expectations too high and now I have to decide if the reviewers expectations were reasonable.  Usually reviews don't have that kind of detail.  

If a products reviews are ALL bad then, yeah, it's probably crap.  If the reviews are even a little mixed though?  It gets tough.

Look at the New York Times App reviews on iTunes for an example.  Lots of 5 star and lots of 1 star reviews giving it an average 2.5 stars.  I mean, it's the NYT articles on your phone what could possibly be so bad about it that it gets 1 star?  Just at a glance, that it's part of the 'Newsstand' app tray (oh my clicky finger!), that to subscribe costs too much (less than buying the NYT though, and you get all the front page news free without a subscription) and that it gives you breaking news notifications you may not be interested in (someone bitched that it told them who won the world series, sure you're not a sports fan but 1 star because of that?).

Yet, the five star reviews all say how great it is for reading NYT articles on your phone.

So, yeah, if I want to read NYT articles from my phone do those 1 star reviews mean anything?  Not really.


Title: Re: SWTOR
Post by: Sand on November 02, 2011, 08:30:15 AM
Best Buy has the CE back up on its website as available. I think last week when I checked them they showed it as out of stock. Wife ordered it for me as my Christmas present from either them or Target or both.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 08:36:48 AM
Best Buy has been giving out used pre-order codes, so I'd make sure to check that asap if possible.  Looks like they've been overselling their stock.


Title: Re: SWTOR
Post by: Merusk on November 02, 2011, 09:41:49 AM
Best Buy has been giving out used pre-order codes, so I'd make sure to check that asap if possible.  Looks like they've been overselling their stock.

They do, in anticipation that not everyone ordering will actually purchase.  What also happens is some folks don't keep enough in their debit acct (bank or credit) for the "hold" to be applied. Every. single. week.  They may not be able to charge for the purchase but they're going to make sure that money is unavailable to you to spend.   

They renew the hold every week, dropping it for only a day and a half-ish.  If the money isn't there the preorder is voided by BB and they put the item up for sale.  The preorder hold has shifted from Friday to Tuesday on my account, so that could be why there's a bunch up today. 


Title: Re: SWTOR
Post by: Paelos on November 02, 2011, 10:00:00 AM
Can you simplify that a bit for me Merusk, I'm not quite sure what you mean?

Who is they? BB or the buyer?


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 10:13:17 AM
I preordered the regular no-frills edition from my local Best Buy.  I'm hoping that they'll play the same card they tried on me last time with Deus Ex: HR, which played out like this:

- Local BB is 2 miles away.  I pre-ordered Deus Ex there.
- Went to local BB on release day, was informed that the downtown BB was the only store in the region that was going to carry the PC version.
- Downtown BB is 20 miles away.
- I called corporate office and demanded compensation for having to drive all the way downtown to get a product that they clearly could have sold everywhere (it's not like it's a 200 lbs TV)
- Profit!!1! Corporate credited me a $50 gift card, so basically, free game!


Title: Re: SWTOR
Post by: Merusk on November 02, 2011, 10:47:45 AM
Can you simplify that a bit for me Merusk, I'm not quite sure what you mean?

Who is they? BB or the buyer?

BB = Best Buy.

I'll try to bullet list it.

* Best Buy can not charge your account (Credit Card/ Bank Card/ Whatever) until the item ships.  This is law.

* What they CAN do is put a temporary hold on your account for the full purchase amount, which they do.  So while you still have the money, it's flagged as a pending transaction and your bank won't let you use it. (Like gas stations do when you pre-pay with a Credit Card.)

* That hold is only temporary, falling off after 3-4 days since the bank didn't receive a fully-processed transaction.

* They reapply the hold a day or so after it falls off. 

* If the funds are not available when they try to reapply the hold, Best Buy will cancel your order.

* The day of this hold had been Friday for the last 2-3 months - at least on my own account.  A week or two ago it changed to being applied on a Tuesday

Pt 2: Why are there editions with already-used preorder codes up for sale?

* I suspect this change happened to other people as well.  Most folks being unawares of this process AND how their own bank accounts work, they most likely spent that money over the weekend.  (The ATM said I had money, so I must have money!)

* Come Tuesday, funds are no longer there so the order is cancelled.

* SKU system now shows availability due to auto-cancelled orders.  Puts them as available on the website for others to purchase

* Best Buy sends out preorder code attached to the purchase to the new buyer.  Being an automated system it is unaware of this being a used code that is no longer valid.


Title: Re: SWTOR
Post by: MuffinMan on November 02, 2011, 10:55:58 AM
I'm glad I don't ever pre-order games. That sounds messy.


Title: Re: SWTOR
Post by: Numtini on November 02, 2011, 11:08:03 AM
Is there some reason not to just get the digital for the standard edition?


Title: Re: SWTOR
Post by: Rasix on November 02, 2011, 11:11:58 AM
Is there anyway to update the credit card you preordered with?  I'm pretty sure they're going to try and charge and come to the realization that my CC # has changed.

edit: Google says I'm boned.  Great.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 11:14:37 AM
Is there some reason not to just get the digital for the standard edition?

Origin makes baby Jesus cry.


Title: Re: SWTOR
Post by: Paelos on November 02, 2011, 11:14:44 AM
That makes it clearer, Merusk, thanks.

That being said, the policy seems ridiculous. If you want me to put down a deposit, fine. If you want me to wait and pay later, fine. But having to keep $50 at will in an account just so I can hold a game for sale? I'd rather either pay you nothing or everything and be done with it.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 11:29:01 AM
Is there anyway to update the credit card you preordered with?  I'm pretty sure they're going to try and charge and come to the realization that my CC # has changed.

edit: Google says I'm boned.  Great.

Do you mean on Origin?  If so you have to go through Customer Support.  You can't just change it.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 11:29:53 AM
Is there some reason not to just get the digital for the standard edition?

Nope, unless you are one of those Origin is the devil people.  I got the DDE myself through Origin.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 11:35:53 AM

Nope, unless you are one of those Origin is the devil people.  I got the DDE myself through Origin.

You just wait until some huge calamity occurs with Origin, as it did with Sony.   :tinfoil:


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 11:38:59 AM

Nope, unless you are one of those Origin is the devil people.  I got the DDE myself through Origin.

You just wait until some huge calamity occurs with Origin, as it did with Sony.   :tinfoil:

As it did with Steam...    :why_so_serious:


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 11:46:29 AM
There's a moral difference here.  I'll explain it simply by saying EA and Sony are the 1%, and Steam + the Indy community is the 99%.  The 1% is here just for the money and slush-funding their publicly traded assets.  Steam and the indies are pretty much the only people keeping PC gaming alive now.

I'll also remind you that should Origin frack you over with mismanaging your private info, you can't sue them for any damages incurred.


Title: Re: SWTOR
Post by: Draegan on November 02, 2011, 11:46:44 AM
I'm heading to Bioware Austin for the Fansite Summit next week.  Should be  :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 11:48:58 AM
I'm heading to Bioware Austin for the Fansite Summit next week.  Should be  :awesome_for_real:

Urge to kill rising.... 


Title: Re: SWTOR
Post by: Paelos on November 02, 2011, 11:49:50 AM
I'm heading to Bioware Austin for the Fansite Summit next week.  Should be  :awesome_for_real:

Please wear a redshirt Star Trek uniform and ask a question about phasing.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 11:53:30 AM
I'm heading to Bioware Austin for the Fansite Summit next week.  Should be  :awesome_for_real:

Find out the latest stance on dual-specing and what-not.  They seem to change stances week to week.  :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 11:54:12 AM
There's a moral difference here.  I'll explain it simply by saying EA and Sony are the 1%, and Steam + the Indy community is the 99%.  The 1% is here just for the money and slush-funding their publicly traded assets.  Steam and the indies are pretty much the only people keeping PC gaming alive now.

I'll also remind you that should Origin frack you over with mismanaging your private info, you can't sue them for any damages incurred.

And yet none of that bothers me.   :oh_i_see:


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 11:55:25 AM
I'm heading to Bioware Austin for the Fansite Summit next week.  Should be  :awesome_for_real:

Find out the latest stance on dual-specing and what-not.  They seem to change stances week to week.  :awesome_for_real:

Also make sure they know that AC switching should not be allowed more than once or twice.  I'd prefer not more than once past level 20ish.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 11:58:05 AM
There's a moral difference here.  I'll explain it simply by saying EA and Sony are the 1%, and Steam + the Indy community is the 99%.  The 1% is here just for the money and slush-funding their publicly traded assets.  Steam and the indies are pretty much the only people keeping PC gaming alive now.

I'll also remind you that should Origin frack you over with mismanaging your private info, you can't sue them for any damages incurred.

And yet none of that bothers me.   :oh_i_see:

Of course not, at least not until it actually affects you.  Much like how nobody gives a shit about drunk driving until a drunk driver dispatches someone/thing you cherish.  :oh_i_see:


Title: Re: SWTOR
Post by: Ingmar on November 02, 2011, 11:59:11 AM
Starting to sound a little Sinij-y there, Luckton.

I'm heading to Bioware Austin for the Fansite Summit next week.  Should be  :awesome_for_real:

Find out the latest stance on dual-specing and what-not.  They seem to change stances week to week.  :awesome_for_real:

Also make sure they know that AC switching should not be allowed more than once or twice.  I'd prefer not more than once past level 20ish.

What, why?


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 12:03:05 PM
Starting to sound a little Sinij-y there, Luckton.

I'm heading to Bioware Austin for the Fansite Summit next week.  Should be  :awesome_for_real:

Find out the latest stance on dual-specing and what-not.  They seem to change stances week to week.  :awesome_for_real:

Also make sure they know that AC switching should not be allowed more than once or twice.  I'd prefer not more than once past level 20ish.

What, why?

Because I don't think people should be able to switch classes like they do specs? 


Title: Re: SWTOR
Post by: Paelos on November 02, 2011, 12:05:56 PM
If there's anything that the MMOG world has taught us, it's that giving your customers more flexibility has never proved unpopular or a bad business decision.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 12:06:27 PM
Starting to sound a little Sinij-y there, Luckton.

Mea culpa.  I stand-down from the argument.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 12:07:53 PM
If there's anything that the MMOG world has taught us, it's that giving your customers more flexibility has never proved unpopular or a bad business decision.

Flexibility is one thing, but Evildrider is right.  Respec your class's traits and skills all you want, but to change your class?  Go reroll, fool.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 12:08:19 PM
You really think that people should just be able to switch their class?  I mean so instead of having 8 seperate class types you want to bring it down to 4?  

I mean you might as well let a Sith Warrior respec into a Sith Sorcerer if they want then.  


Title: Re: SWTOR
Post by: Paelos on November 02, 2011, 12:12:43 PM
Perhaps I misunderstood the class vs. spec thing?

I thought there were only 4 classes with two different functions? I'm in favor of switching functions, not switching from a trooper to a jedi.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 12:16:19 PM
Perhaps I misunderstood the class vs. spec thing?

I thought there were only 4 classes with two different functions? I'm in favor of switching functions, not switching from a trooper to a jedi.

Each class: Trooper, Jedi Knight, Bounty Hunter etc. is actually 2 different classes.  So say a Bounty Hunter can become a Powertech or a Mercenary.  They both get totally different abilities and they both have 3 skill trees from them to spec into.  I have no problems with dual-spec ala WoW within your advanced class.  I just am against them letting people switch between advanced classes.  


Title: Re: SWTOR
Post by: Draegan on November 02, 2011, 12:26:44 PM
From what has been publicly released, each AC (Advanced Class) has two AC specific talent trees and the third is shared by the common base class.

Currently they are allowing you to respec for a fee like every other game.  They are thinking about Dual Specs (saving specs to change out at will) but won't be in for release for sure.

They are currently thinking about ways to switch you AC but details of that are still foggy and zero detail has been released publicly other than "we're talking about it, and if we do it, we have to think of how we're going to do it".

That's all I know for 100% surity is out in the public.  The rest of the comments fall into grey territory where I forget what is NDA breaking and what is free game.


Title: Re: SWTOR
Post by: Fordel on November 02, 2011, 12:29:47 PM
There are 4 base classes, which are mirrored on each faction, for a total of 8 class story lines.

Each base class splits into two sub classes, each sub class has 3 talent trees, two are unique to the sub class, and 1 is shared between both subclasses of the base class. Each sub class gets its own unique abilities, from talents and training. Sub classes share the same storylines as their parent base class.



Troopers split into Vanguards or Commandos

Vanguards have a Tank Tree, a DPS Tree and the Shared Tree
Commandos have a Heal Tree, a DPS tree and the Shared Tree
The Shared Tree is a mix of DPS and Utility from what I've seen.

Vanguards and Commandos gain unique abilities relevant to their sub classes, and they also share the baseline abilities from the Trooper base class. Story wise a Commando and Vanguard are identical, they share the exact same plot and conversations and companions and etc.


The Bounty Hunter is mechanically identical to the Trooper, but visually/thematically different.

PowerTech = Vanguard
Mercenary = Commando

Both the PowerTech and the Mercenary share the same baseline Bounty Hunter story.



Are the distinctions between the sub classes enough to prevent switching? I'm not really sold either way yet.

You can respec your talent points like you are used too in other games. Like my Vanguard could go to the trainer and respec between the Tank Tree and the DPS Tree or the Shared Tree for the usual small money cost.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 12:30:32 PM
Aye, one of the trees focuses on improving the base classes abilities.  


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 12:32:22 PM
Perhaps I misunderstood the class vs. spec thing?

I thought there were only 4 classes with two different functions? I'm in favor of switching functions, not switching from a trooper to a jedi.

Each class: Trooper, Jedi Knight, Bounty Hunter etc. is actually 2 different classes.  So say a Bounty Hunter can become a Powertech or a Mercenary.  They both get totally different abilities and they both have 3 skill trees from them to spec into.  I have no problems with dual-spec ala WoW within your advanced class.  I just am against them letting people switch between advanced classes.  

This.  Although to be fair, if we're going to use WoW as a comparison, the argument is changing.  Before, in vanilla, BC and Wrath, your class was your class, and though you had talents that made your particular play-style of that class different, you could still do things other things.  Starting with Cata, you were kinda choosing an 'advanced class' when you hit level 10, and got some things/skill/passives that the other talent specs for your class couldn't get.  With MoP, that divide becomes even more profound since they're getting rid of talent trees and just giving your talent spec abilities and stuff that perhaps was openly available before, but no longer in Pandaria.

Still, WoW's classes are varied enough to offer three specs per class, whereas TOR right now is four classes with two sub-classes, and further divided by three specs per sub-class.  If they took out that layer of two sub-classes, there would be no difference.


Title: Re: SWTOR
Post by: Fordel on November 02, 2011, 12:37:39 PM
Basically, did you ever play DaoC? You know how you start off as a Guardian or a Mage or whatever, then become a Hero or a Eldritch?


Similar deal in SWTOR.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 12:39:42 PM
I think the problem with AC respec is it's going to cause problems like, why play anything else than a Sith Inquisitor?  They can tank, rdps, mdps, and heal.  I don't think its in the games best interest to let everyone be able to have a class that can tank, heal, and dps.  Very few would roll the Jedi Knight, Sith Warrior, Smuggler, or Imperial Agent, because those classes wouldn't be able to "do it all."


Title: Re: SWTOR
Post by: Murgos on November 02, 2011, 12:42:06 PM
Think about this.  If Bioware had just said that there are 8 classes mirrored by faction, you choose what you want to be at start and that there are 4 character stories based on starting class I don't think anyone would even be asking for advanced class changes.  It's what people have been conditioned to expect, when you say it's one class with two sub-classes people start to think, "Well, it's the same class why can't I just respec?"

e: My point is that if it's just context demanding that there should be AC respecs and no mechanical need than there isn't really a compelling reason to have it.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 12:43:41 PM
I think the problem with AC respec is going to go into things problems like, why play anything else than a Sith Inquisitor?  They can tank, rdps, mdps, and heal.  I don't think its in the games best interest to let everyone be able to have a class that can tank, heal, and dps.  Very few would roll the Jedi Knight, Sith Warrior, Smuggler, or Imperial Agent, because those classes wouldn't be able to "do it all."

This point is even further compounded by BW's admission that there's no fundamental difference stat/numbers-wise between a Jedi healer and a Smuggler healer, or a Sith DPS and a BH DPS.  It's just different skins and animation.  I don't see how the Gunslinger and Sniper sub-classes are going to get played at all.  Since those two can only DPS, and every other DPS spec is just as good, what's the point?


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 12:44:34 PM
Think about this.  If Bioware had just said that there are 8 classes mirrored by faction, you choose what you want to be at start and that there are 4 character stories based on starting class I don't think anyone would even be asking for advanced class changes.  It's what people have been conditioned to expect, when you say it's one class with two sub-classes people start to think, "Well, it's the same class why can't I just respec?"

Yeah this is pretty much the problem.  Yet these same people roll 8 different classes in another game that all have the same story.  :D


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 12:48:41 PM
I think the problem with AC respec is going to go into things problems like, why play anything else than a Sith Inquisitor?  They can tank, rdps, mdps, and heal.  I don't think its in the games best interest to let everyone be able to have a class that can tank, heal, and dps.  Very few would roll the Jedi Knight, Sith Warrior, Smuggler, or Imperial Agent, because those classes wouldn't be able to "do it all."

This point is even further compounded by BW's admission that there's no fundamental difference stat/numbers-wise between a Jedi healer and a Smuggler healer, or a Sith DPS and a BH DPS.  It's just different skins and animation.  I don't see how the Gunslinger and Sniper sub-classes are going to get played at all.  Since those two can only DPS, and every other DPS spec is just as good, what's the point?

It basically comes down to playstyle there.  There are people, like myself, that don't mind rolling classes that are pure DPS.  You still have the ability to change in what ways you dps, like say long range or short range/melee dps.

I do agree with what Bioware is trying to do though.  At least they recognize they have to keep a balance between all the classes right out of the gate.   Especially if they are going to put in as much PvP as they have.


Title: Re: SWTOR
Post by: Fordel on November 02, 2011, 12:50:57 PM
Oh, there is no shortage of Snipers and Gunslingers, don't you worry about that.  :why_so_serious:


Seriously, you're worried that people won't play the pure DPS specs?


-edit- I'm replying to Luckton up there.


Title: Re: SWTOR
Post by: ajax34i on November 02, 2011, 12:51:51 PM
Most popular class could be based on the quality of the story, rather than on being able to "do it all."  Much like elves are popular because they are pretty, if only one class gets a pretty female companion AND is able to nailromance her, there you go (not sure if that's the Sith Inquisitor, and while it's easy to check, shrug, won't bother).

In any case, the game could be about WoW-style raiding, or it could be a single-player game which can be re-played 8 times.


Title: Re: SWTOR
Post by: Fordel on November 02, 2011, 12:52:59 PM
Every class gets at least one pretty lady to romance.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 12:55:06 PM
Oh, there is no shortage of Snipers and Gunslingers, don't you worry about that.  :why_so_serious:


Seriously, you're worried that people won't play the pure DPS specs?


-edit- I'm replying to Luckton up there.

Oh I'm sure there will be plenty.  Just for fun, remind me again how long a pure DPS class sits in the LFD queue before getting a group?  :why_so_serious:


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 12:55:23 PM
Every class gets at least one pretty lady to romance.

But only one class gives you a Jawa with a rocket launcher.   :drill:


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 12:56:13 PM
Oh, there is no shortage of Snipers and Gunslingers, don't you worry about that.  :why_so_serious:


Seriously, you're worried that people won't play the pure DPS specs?


-edit- I'm replying to Luckton up there.

Oh I'm sure there will be plenty.  Just for fun, remind me again how long a pure DPS class sits in the LFD queue before getting a group?  :why_so_serious:

There is no LFD, so in SWTOR forever?   :grin:


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 01:00:33 PM

There is no LFD, so in SWTOR forever?   :grin:

More than likely yes.  LFD at least gave DPS a chance to get in some dungeon runs and whatnot.  Before LFD in WoW, I can clearly recall the time difference I was sent in invite to a group when I said "DPS Hunter LFG any Heroic" and when I said "Pally Tank LFG any Heroic".


Title: Re: SWTOR
Post by: Sky on November 02, 2011, 01:03:37 PM
I'm heading to Bioware Austin for the Fansite Summit next week.  Should be  :awesome_for_real:
Are you a Sith Lord looking to turn the Jedi here? It's working.

Nag them about putting in a Rift-style selectable one-ahead ability queue kthxlvu.  :grin:


Title: Re: SWTOR
Post by: Murgos on November 02, 2011, 01:04:35 PM

This point is even further compounded by BW's admission that there's no fundamental difference stat/numbers-wise between a Jedi healer and a Smuggler healer, or a Sith DPS and a BH DPS.  It's just different skins and animation.  I don't see how the Gunslinger and Sniper sub-classes are going to get played at all.  Since those two can only DPS, and every other DPS spec is just as good, what's the point?

They never said a hybrid healer/dps would be as good a healer as a pure healer or as good a dps as a pure dps.  What they said was that if you focus on a function you will be as good at that function as anyone else who focused on that function.

Why you would play one DPS style over another comes to personal preference and preferred play style because DPS types then are broken down by style.

For the pure DPS classes, no other class fills their function/playstyle.
Sentinel/Marauder is melee AOE DPS.
Gunslinger/Sniper is ranged burst dps.

For the hybrids there is overlap on primary function but they have variety in secondary functions for example Scoundrel/Operative and Shadow/Assassin are melee stealth DPS but S/O can be healers and S/A can be tanks.

Etc...

fakeedit:  There was a dev post a few weeks back saying that they were working on LFD.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 01:05:24 PM
The biggest hit to people that just like to dps is also the fact that instead of 60% of a dungeon make-up being DPS it's now only 50%.  I think more people may be interested in tanking in SWTOR though because of the ranged tank aspect.  Its the main reason I am rolling a Powertech personally... well and Blizz.  


Title: Re: SWTOR
Post by: Sjofn on November 02, 2011, 01:06:08 PM
I think the problem with AC respec is it's going to cause problems like, why play anything else than a Sith Inquisitor?  They can tank, rdps, mdps, and heal.  I don't think its in the games best interest to let everyone be able to have a class that can tank, heal, and dps.  Very few would roll the Jedi Knight, Sith Warrior, Smuggler, or Imperial Agent, because those classes wouldn't be able to "do it all."

Bullshit.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 01:07:17 PM

fakeedit:  There was a dev post a few weeks back saying that they were working on LFD.

Yeah I know it's coming, I was just being snarky.  It just won't be in at launch.  I'll be highly surprised if it isn't in the first major patch.  I just hope they don't make it cross-server right away.


Title: Re: SWTOR
Post by: Fordel on November 02, 2011, 01:08:12 PM
Every class gets at least one pretty lady to romance.

But only one class gives you a Jawa with a rocket launcher.   :drill:


This is very very true.


-edit-

I think there might be more healers/tanks not because of the group distribution, but because of the companions. Being a healing specced person with no one to heal blows chunks for the most part. Now you'll always have your little Jawa friend to take care of.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 01:12:07 PM
Every class gets at least one pretty lady to romance.

But only one class gives you a Jawa with a rocket launcher.   :drill:


This is very very true.


-edit-

I think there might be more healers/tanks not because of the group distribution, but because of the companions. Being a healing specced person with no one to heal blows chunks for the most part. Now you'll always have your little Jawa friend to take care of.

Indeed, the healers in my current guild are hopping for joy at that. 


Title: Re: SWTOR
Post by: Ingmar on November 02, 2011, 01:12:25 PM
I think you should be able in some fashion be able to respec between anything that has the same storyline, personally.

I don't buy the 'oh well, everyone will play a consular or inquisitor then' line at all. WoW isn't just a giant mass of people playing druids or paladins.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 01:13:41 PM
They never said a hybrid healer/dps would be as good a healer as a pure healer or as good a dps as a pure dps.  What they said was that if you focus on a function you will be as good at that function as anyone else who focused on that function.

Why you would play one DPS style over another comes to personal preference and preferred play style because DPS types then are broken down by style.

For the pure DPS classes, no other class fills their function/playstyle.
Sentinel/Marauder is melee AOE DPS.
Gunslinger/Sniper is ranged burst dps.

For the hybrids there is overlap on primary function but they have variety in secondary functions for example Scoundrel/Operative and Shadow/Assassin are melee stealth DPS but S/O can be healers and S/A can be tanks.

Etc...
 I've read the same article you're quoting.  I understand the whole 'playstyle' thing, but numbers are numbers, and they did in fact say that there is no 'hybrid-tax'.  A sniper calling down an orbital death star strike will be just as effective as my Jedi Sage's Crane Kick to the throat, if said Crane Kick to the throat was my Sage's DPS tree ending ability.

So if I'm some big-shot raid leader with an elite but small crew, why would I have my crew waste time on a pure DPS, when they could role a hybrid and fill in roles on nights when our main person may be off?


Title: Re: SWTOR
Post by: Miasma on November 02, 2011, 01:15:32 PM
The only people who would seriously consider playing their second or third favourite class as their main just so that they could, potentially, have more utility are those that post in threads like this and in the grand scheme of things there aren't very many of us.  You can rest assured that the vast majority will pick whatever the hell they think is the coolest.

As in at least 75% of people will be carrying one or more lightsabres.


Title: Re: SWTOR
Post by: Paelos on November 02, 2011, 01:16:39 PM
I think you should be able in some fashion be able to respec between anything that has the same storyline, personally.

I think this makes a good point. Why should I have to go back through the Trooper storyline with two characters just because I want to have a Vanguard and a Commando? It's needlessly redundant for a game that's built on story > all.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 01:18:16 PM
They never said a hybrid healer/dps would be as good a healer as a pure healer or as good a dps as a pure dps.  What they said was that if you focus on a function you will be as good at that function as anyone else who focused on that function.

Why you would play one DPS style over another comes to personal preference and preferred play style because DPS types then are broken down by style.

For the pure DPS classes, no other class fills their function/playstyle.
Sentinel/Marauder is melee AOE DPS.
Gunslinger/Sniper is ranged burst dps.

For the hybrids there is overlap on primary function but they have variety in secondary functions for example Scoundrel/Operative and Shadow/Assassin are melee stealth DPS but S/O can be healers and S/A can be tanks.

Etc...
 I've read the same article you're quoting.  I understand the whole 'playstyle' thing, but numbers are numbers, and they did in fact say that there is no 'hybrid-tax'.  A sniper calling down an orbital death star strike will be just as effective as my Jedi Sage's Crane Kick to the throat, if said Crane Kick to the throat was my Sage's DPS tree ending ability.

So if I'm some big-shot raid leader with an elite but small crew, why would I have my crew waste time on a pure DPS, when they could role a hybrid and fill in roles on nights when our main person may be off?

Which also goes back to what I was talking about in AC switching as well.  Why would you let anyone in that didn't have a class that can't tank/heal/dps.


As for the sniper and jedi sage... you can't do a crane kick from 35 m away, using cover that makes you highly resistant to damage.  It's also about what you can do and how you do it.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 01:19:07 PM
I think you should be able in some fashion be able to respec between anything that has the same storyline, personally.

I think this makes a good point. Why should I have to go back through the Trooper storyline with two characters just because I want to have a Vanguard and a Commando? It's needlessly redundant for a game that's built on story > all.

Trump card: The alignment system.  You can go through the content choosing all the 'good' choices and see/experience the outcome as a Vanguard, and then go back through with a Commando and make all the 'evil' choices.


Title: Re: SWTOR
Post by: Rasix on November 02, 2011, 01:19:38 PM
I think you should be able in some fashion be able to respec between anything that has the same storyline, personally.

I think this makes a good point. Why should I have to go back through the Trooper storyline with two characters just because I want to have a Vanguard and a Commando? It's needlessly redundant for a game that's built on story > all.

Plenty of people have played Bioware games more than one time through the same story line.  Second time through you can kick puppies!

For the record, I'm pretty indifferent to AC switching.  Since I don't do endgame shit or even group much, being gimped or unwanted doesn't bother me much.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 01:21:01 PM
I think you should be able in some fashion be able to respec between anything that has the same storyline, personally.

I think this makes a good point. Why should I have to go back through the Trooper storyline with two characters just because I want to have a Vanguard and a Commando? It's needlessly redundant for a game that's built on story > all.

Why do people roll multiple characters in WoW when they all have the same story?  Besides your story will change if you say do one as dark side and do the other as light or grey.  It's not like people don't replay DA or ME multiple times to see the different decisions.


Title: Re: SWTOR
Post by: Paelos on November 02, 2011, 01:21:46 PM
This time I'm running an EVIL petting zoo.  :oh_i_see:


Title: Re: SWTOR
Post by: Ingmar on November 02, 2011, 01:22:17 PM
I think you should be able in some fashion be able to respec between anything that has the same storyline, personally.

I think this makes a good point. Why should I have to go back through the Trooper storyline with two characters just because I want to have a Vanguard and a Commando? It's needlessly redundant for a game that's built on story > all.

Trump card: The alignment system.  You can go through the content choosing all the 'good' choices and see/experience the outcome as a Vanguard, and then go back through with a Commando and make all the 'evil' choices.

You underestimate how much the story content will make you feel attached to that one specific character though. For groups like mine where that kind of choice will outweigh the actual gameplay of a given class, at least for most of us, the ability to respec between ACs could pretty easily make the difference between us being able to do endgame raid type content or not I think.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 01:24:41 PM

For the record, I'm pretty indifferent to AC switching.  Since I don't do endgame shit or even group much, being gimped or unwanted doesn't bother me much.

I think that with AC switching you lose a bit of your individuality.  At least if there are two kinds of troopers you aren't all lumped into the same pile.  I guess I like that there are 8 different types of characters instead of 4.


Title: Re: SWTOR
Post by: Montague on November 02, 2011, 01:25:23 PM
They never said a hybrid healer/dps would be as good a healer as a pure healer or as good a dps as a pure dps.  What they said was that if you focus on a function you will be as good at that function as anyone else who focused on that function.

Why you would play one DPS style over another comes to personal preference and preferred play style because DPS types then are broken down by style.

For the pure DPS classes, no other class fills their function/playstyle.
Sentinel/Marauder is melee AOE DPS.
Gunslinger/Sniper is ranged burst dps.
For the hybrids there is overlap on primary function but they have variety in secondary functions for example Scoundrel/Operative and

Shadow/Assassin are melee stealth DPS but S/O can be healers and S/A can be tanks.

Etc...
 I've read the same article you're quoting.  I understand the whole 'playstyle' thing, but numbers are numbers, and they did in fact say that there is no 'hybrid-tax'.  A sniper calling down an orbital death star strike will be just as effective as my Jedi Sage's Crane Kick to the throat, if said Crane Kick to the throat was my Sage's DPS tree ending ability.

So if I'm some big-shot raid leader with an elite but small crew, why would I have my crew waste time on a pure DPS, when they could role a
hybrid and fill in roles on nights when our main person may be off?

We've been over this before. It would take three times longer to gear you up to be useful in all three roles. Then, what happens if you quit the guild? All the time and effort and loot gearing you up is wasted. Not to mention the fact that it is really difficult to start let's say tanking highend content after learning the fight by dpsing or healing. I've tried the jack of all trades role as a raiding paladin. It is far more difficult to do than you make it sound, and to me it wasn't worth the effort.


Title: Re: SWTOR
Post by: Nevermore on November 02, 2011, 01:25:50 PM
I think the problem with AC respec Druids respeccing is it's going to cause problems like, why play anything else than a Sith Inquisitor Druid?  They can tank, rdps, mdps, and heal.  I don't think its in the games best interest to let everyone be able to have a class that can tank, heal, and dps.  Very few would roll the Jedi Knight, Sith Warrior, Smuggler, or Imperial Agent Warrior, Priest, Mage or Rogue, because those classes wouldn't be able to "do it all."

I guess this is why 80% of WoW players only play Druids, right?  :oh_i_see:


Title: Re: SWTOR
Post by: Sky on November 02, 2011, 01:26:22 PM
So if I'm some big-shot raid leader with an elite but small crew, why would I have my crew waste time on a pure DPS, when they could role a hybrid and fill in roles on nights when our main person may be off?
:oh_i_see:

Your reach, it hath exceeded your grasp.

edit: BWA's reasoning is that some people aren't interested in doing any role outside DPS. Some people don't want to tank or heal. Why shouldn't they get more options to DPS? I think it's a great idea. And while I see some good reasons for allowing AC swapping, I still don't think it's a good idea.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 01:31:44 PM
I think the problem with AC respec Druids respeccing is it's going to cause problems like, why play anything else than a Sith Inquisitor Druid?  They can tank, rdps, mdps, and heal.  I don't think its in the games best interest to let everyone be able to have a class that can tank, heal, and dps.  Very few would roll the Jedi Knight, Sith Warrior, Smuggler, or Imperial Agent Warrior, Priest, Mage or Rogue, because those classes wouldn't be able to "do it all."

I guess this is why 80% of WoW players only play Druids, right?  :oh_i_see:

Pally's and Druids are the two of the most played classes out of the 10 classes in WoW. 

If you have 2 classes that can do it all out of 4, which is what would happen with AC switching, you don't think that it would skew the numbers?


Title: Re: SWTOR
Post by: Ingmar on November 02, 2011, 01:33:58 PM
I think the problem with AC respec Druids respeccing is it's going to cause problems like, why play anything else than a Sith Inquisitor Druid?  They can tank, rdps, mdps, and heal.  I don't think its in the games best interest to let everyone be able to have a class that can tank, heal, and dps.  Very few would roll the Jedi Knight, Sith Warrior, Smuggler, or Imperial Agent Warrior, Priest, Mage or Rogue, because those classes wouldn't be able to "do it all."

I guess this is why 80% of WoW players only play Druids, right?  :oh_i_see:

Pally's and Druids are the two of the most played classes out of the 10 classes in WoW.  

If you have 2 classes that can do it all out of 4, which is what would happen with AC switching, you don't think that it would skew the numbers?

They're slightly higher.

http://www.warcraftrealms.com/census.php

And you'll note that the other 2 'high' classes (mages and hunters) are both pure dps. The evidence that people pick classes based on mechanical issues rather than "I want to be a wizard!" is just not there, except at the very very high end of hardcore raiders/pvpers.

Look no further than the race census above the class one if you're not convinced. People aren't picking blood elves for their awesome mechanically powerful racials.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 01:37:41 PM
It will still be worse in a game with only 4 classes over 10.  Which is what you seem to skip over.

Add in the fact that Sith Inquisitor is already looking to be the most popular class and BH not far behind.


Title: Re: SWTOR
Post by: Paelos on November 02, 2011, 01:40:43 PM
It will still be worse in a game with only 4 classes over 10.  Which is what you seem to skip over.

Add in the fact that Sith Inquisitor is already looking to be the most popular class and BH not far behind.

4 classes on one side. There are 8 classes overall there, chuckles.

I just want to make sure that you are on record as arguing against flexibility on this issue.


Title: Re: SWTOR
Post by: Amaron on November 02, 2011, 01:42:14 PM
I think this makes a good point. Why should I have to go back through the Trooper storyline with two characters just because I want to have a Vanguard and a Commando? It's needlessly redundant for a game that's built on story > all.
You can reverse that though.   If I have a max level Trooper that can switch AC's that will make running the Bounty Hunter story less appealing.   There's nothing more boring than leveling a class I already have.


Title: Re: SWTOR
Post by: Ingmar on November 02, 2011, 01:43:27 PM
It will still be worse in a game with only 4 classes over 10.  Which is what you seem to skip over.

Add in the fact that Sith Inquisitor is already looking to be the most popular class and BH not far behind.

Now show me evidence that it is the most popular class because of how it can spec. As opposed to 'because I get to force choke people and it has an awesome voice actor and look' or whatever. Or I GET TO BE BOBA FETT? SOLD.

I think this makes a good point. Why should I have to go back through the Trooper storyline with two characters just because I want to have a Vanguard and a Commando? It's needlessly redundant for a game that's built on story > all.
You can reverse that though.   If I have a max level Trooper that can switch AC's that will make running the Bounty Hunter story less appealing.   There's nothing more boring than leveling a class I already have.

Sure there is, leveling a class I already have through the exact same story. Which is what I'd have to do if I wanted the other version of a Trooper.


Title: Re: SWTOR
Post by: Nevermore on November 02, 2011, 01:43:43 PM
It will still be worse in a game with only 4 classes over 10.  Which is what you seem to skip over.

Add in the fact that Sith Inquisitor is already looking to be the most popular class and BH not far behind.

That couldn't possibly be because people just like the idea of the evil Sith jedi or the badass Bounty Hunter, right?  Make a class out of something not quite as iconic from the movies, like say Ewok Spear Chucker, and give them Tank, RDPS, MDPS and Heal roles and see how popular that is compared to the rest.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 01:44:48 PM
It will still be worse in a game with only 4 classes over 10.  Which is what you seem to skip over.

Add in the fact that Sith Inquisitor is already looking to be the most popular class and BH not far behind.

4 classes on one side. There are 8 classes overall there, chuckles.

I just want to make sure that you are on record as arguing against flexibility on this issue.

My bad 8 classes, consisting of 4 mirrors.  

I'm not against flexibiltiy as much as I am against having half the class options taken away.  I have no problems with respecing within your AC.  Like I said if I play a Bounty Hunter and I choose Powertech.  I want it to mean something.


Title: Re: SWTOR
Post by: koro on November 02, 2011, 01:47:59 PM
If there's one game that really, desperately needs its client distributed via torrent, it's TOR.

The fact that this is being served up via direct download is insanity.


Title: Re: SWTOR
Post by: Malakili on November 02, 2011, 01:52:19 PM
The evidence that people pick classes based on mechanical issues rather than "I want to be a wizard!" is just not there, except at the very very high end of hardcore raiders/pvpers.

This is right I think.  Even when I was raiding few people chose their class base on this sort of thing.  Most people simply played what they wanted, and if they were good enough, it was fine.  Granted, we weren't ultra high end, but we were near the top of our particular server.  Heck, even I, who care about this sort of thing generally speaking, am not going to choose my class in a game based on this.   It sounds good on paper, but I think in practice people just play what "feels" right.  (Oh, I should say for full disclosure, I played a Druid in WoW, but it was because I liked their lore from WC3  :why_so_serious:, and it was the very first character I made the day I bought the game, same character still kicking at level 85, though I don't currently have an active sub.)


Title: Re: SWTOR
Post by: Lantyssa on November 02, 2011, 01:53:43 PM
Every class gets at least one pretty lady to romance.
Each male of a class gets one pretty lady to romance...


Title: Re: SWTOR
Post by: Sjofn on November 02, 2011, 01:59:00 PM
Look no further than the race census above the class one if you're not convinced. People aren't picking blood elves for their awesome mechanically powerful racials.

That bullshit silence is pretty rad, though! Adds extra "ooh, burnnnnnn" when my pretty, pretty paladin boy interrupts a fellow healer and then follows up with that.  :heart:


But anyway, yeah, people are not going to not play a freaking Jedi Knight because it can't do everything. The very notion is fucking absurd.


Title: Re: SWTOR
Post by: Ingmar on November 02, 2011, 02:01:41 PM
Every class gets at least one pretty lady to romance.
Each male of a class gets one pretty lady to romance...

Which they've been pretty responsive to changing. Especially compared to you know, every single other MMO on the market as far as I've seen.


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 02:02:00 PM
Sure there is, leveling a class I already have through the exact same story. Which is what I'd have to do if I wanted the other version of a Trooper.

So basically you want a class that can do everything.  Because that's what being a trooper with both vanguard and commando would be.   :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on November 02, 2011, 02:10:18 PM
I don't give a fuck what they can do in specific terms, what I know is I will have a character I want to play because of who they are in my head, and I know we will be short on <role X> when we get to the end game, and it will be really frustrating if I made the wrong choice on the way up and can't adapt the character I'm invested in to what my group needs. It doesn't matter to me what that role is or how many there are. I don't care about doing "everything", I care about doing the one thing we end up needing that I can't predict yet when I make the choice. If it is a role my class can't have on either side anyway, fine, I'm not going to lose sleep, what will annoy me is if it is something I *could* have done but chose to go down the healer path instead of the tank path or whatever.

And limiting it to one chance to change is no good, because players quit and join and what we need in 6 months might not be what we need now.

In a story based game character should absolutely trump mechanical role, unless the advanced classes themselves are deeply integrated into the story.


Title: Re: SWTOR
Post by: eldaec on November 02, 2011, 02:13:52 PM
Personally I think the advanced class gives you the perfect mechanism to design in dual speccing.

I'd have let every character be both advanced classes, maintain one juggernaught spec, one marauder spec, (for example) and switch between the two at will.

So basically you want a class that can do everything.  Because that's what being a trooper with both vanguard and commando would be.   :why_so_serious:

More specifically he wants a class that can do everything, but not all at the same time.

Just like UO, EVE, Rift, GW or any other non-class game or any other class based game with multi-speccing.


Title: Re: SWTOR
Post by: Morfiend on November 02, 2011, 02:15:07 PM
I don't give a fuck what they can do in specific terms, what I know is I will have a character I want to play because of who they are in my head, and I know we will be short on <role X> when we get to the end game, and it will be really frustrating if I made the wrong choice on the way up and can't adapt the character I'm invested in to what my group needs. It doesn't matter to me what that role is or how many there are. I don't care about doing "everything", I care about doing the one thing we end up needing that I can't predict yet when I make the choice. If it is a role my class can't have on either side anyway, fine, I'm not going to lose sleep, what will annoy me is if it is something I *could* have done but chose to go down the healer path instead of the tank path or whatever.

And limiting it to one chance to change is no good, because players quit and join and what we need in 6 months might not be what we need now.

In a story based game character should absolutely trump mechanical role, unless the advanced classes themselves are deeply integrated into the story.

I completely agree with this.

I think its all a moot point right now anyhow. The devs have said that they plan to allow people to respec between ACs, but that it wont be as cheap or easy as respeccing between specs. They said they havent decided what yet, but ether it would require a time consuming quest, or be very expensive or something along those lines.


Title: Re: SWTOR
Post by: koro on November 02, 2011, 02:40:47 PM
So that "anti-clown button" that was talked up in interviews at PAX and such that matches the color of your outfit to that of your chest piece (and does a little bit more than that, since it also retextures some stuff for some classes), which was one of the flat-out neatest things in the game has been removed. Intentionally.

 :uhrr:


Title: Re: SWTOR
Post by: 01101010 on November 02, 2011, 02:42:39 PM

I completely agree with this.

I think its all a moot point right now anyhow. The devs have said that they plan to allow people to respec between ACs, but that it wont be as cheap or easy as respeccing between specs. They said they havent decided what yet, but ether it would require a time consuming quest, or be very expensive or something along those lines.

I vote the quest. Make it matter more than I have to sell shit to get enough to cover the cost.


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 02:43:02 PM
So that "anti-clown button" that was talked up in interviews at PAX and such that matches the color of your outfit to that of your chest piece (and does a little bit more than that, since it also retextures some stuff for some classes), which was one of the flat-out neatest things in the game has been removed. Intentionally.

 :uhrr:

Source?


Title: Re: SWTOR
Post by: Amaron on November 02, 2011, 02:44:36 PM
I have to say I don't see the point of allowing it yet making it overly onerous.   Most of the people who want it expect to be able to play both AC's whenever they feel like it instead of switching once a month or whatever.   Making it expensive or whatever is just an elaborate way of saying "no you can't have dual spec AC switching".


Title: Re: SWTOR
Post by: koro on November 02, 2011, 02:44:58 PM
So that "anti-clown button" that was talked up in interviews at PAX and such that matches the color of your outfit to that of your chest piece (and does a little bit more than that, since it also retextures some stuff for some classes), which was one of the flat-out neatest things in the game has been removed. Intentionally.

 :uhrr:

Source?

From Georg Zoeller:

Quote
Please note that this is an intentional change, not a bug.

As usual for our testing, we often test ideas, feature changes, and different designs along with the normal testing of game content.

This round, you're testing the game without it and we encourage you to give your opinion and feedback on this change (and any other change you agree/disagree with, of course).

-- georg

Edit: Apparently this, like the old mod system that was gutted last build, is something that was removed just to "see what happens." I suspect it'll be put back in next build/launch, but it's utterly bizarre that it'd be removed in the first place, since it worked fine and was completely optional.


Title: Re: SWTOR
Post by: Fordel on November 02, 2011, 03:04:54 PM
Rats in a Maze.  :why_so_serious:



They probably want feedback on individual armor piece appearance, since if you turn that option on you never know what the actual colors are.


Title: Re: SWTOR
Post by: Murgos on November 02, 2011, 03:10:40 PM
I've read the same article you're quoting.  I understand the whole 'playstyle' thing, but numbers are numbers, and they did in fact say that there is no 'hybrid-tax'.  A sniper calling down an orbital death star strike will be just as effective as my Jedi Sage's Crane Kick to the throat, if said Crane Kick to the throat was my Sage's DPS tree ending ability.

So if I'm some big-shot raid leader with an elite but small crew, why would I have my crew waste time on a pure DPS, when they could role a hybrid and fill in roles on nights when our main person may be off?

If you had comprehended he same article we both read you would realize that he made a distinction between hybrid tax and spreading your spec points around to different trees.

Specced in multiple trees is not as effective as fully specced in one tree at that particular skill.  Be it healing, dps or what-have-you.  Hybrid tax is a penalty in addition over and above talent dilution.


Title: Re: SWTOR
Post by: Jherad on November 02, 2011, 05:03:36 PM
Edit: Apparently this, like the old mod system that was gutted last build, is something that was removed just to "see what happens." I suspect it'll be put back in next build/launch, but it's utterly bizarre that it'd be removed in the first place, since it worked fine and was completely optional.

Good grief. That had better make its way back in. Such a simple idea, and really helped with immersion.

Although...

Limits the need for cash shop dyes.

 :tinfoil:


Title: Re: SWTOR
Post by: Simond on November 02, 2011, 05:03:58 PM
Starting to sound a little Sinij-y there, Luckton.
Yeah, he should have stuck to "Origin is badly programmed and EA is trying to use it as a blunt instrument to try and bludgeon Steam to death with" (i.e. the facts)


Title: Re: SWTOR
Post by: luckton on November 02, 2011, 05:06:15 PM
Starting to sound a little Sinij-y there, Luckton.
Yeah, he should have stuck to "Origin is badly programmed and EA is trying to use it as a blunt instrument to try and bludgeon Steam to death with" (i.e. the facts)
:Love_Letters:


Title: Re: SWTOR
Post by: Morfiend on November 02, 2011, 05:35:31 PM
Starting to sound a little Sinij-y there, Luckton.
Yeah, he should have stuck to "Origin is badly programmed and EA is trying to use it as a blunt instrument to try and bludgeon Steam to death with" (i.e. the facts)

Dude. This is the internet.  :tinfoil:


Title: Re: SWTOR
Post by: koro on November 02, 2011, 05:40:58 PM
Starting to sound a little Sinij-y there, Luckton.
Yeah, he should have stuck to "Origin is badly programmed and EA is trying to use it as a blunt instrument to try and bludgeon Steam to death with" (i.e. the facts)

Dude. This is the internet.  :tinfoil:

Well Origin does scan every file on your hard drive, requesting access to each one and tends to not want to release access back to you...


Title: Re: SWTOR
Post by: Ice Cream Emperor on November 02, 2011, 05:48:29 PM
For feedback, I think most people with a bit of sanity can tell whether or not something is real or just whinging. It seems so easy to me. Yes, the official forums are there, but check the unofficial ones. Blogs. And all the rest. It's not rocket science and with the incomes generated by major games today, there's no excuse not to pay someone with a brain to do it.

I'm of the opinion that most negative feedback on the internet borders on worthless, particularly consumer reviews.  Who's most likely to write a review, someone who understood the realistic limits and achievable results of a product before they bought it or someone who didn't?  So, almost by definition reviews are written by people who did not understand the product they were purchasing.  

By the definition you just arbitrarily invented, yes. Interesting use of that phrase, there. Even better your definition pretty much amounts to 'l2play, n00bs', since it simply posits that anyone who doesn't like something clearly just doesn't understand it.

In any case, though, I am pretty sure Numtini was talking about people internal to the company gathering feedback on their game/product, and the entire point of the bit you quoted was that because they are internal to the company and do in fact understand their own product, it is fairly easy for them to examine any given piece of feedback and extract whatever value is there, based on that understanding.

But even aside from that, from the point of view of the company who makes the product, a reviewer failing to understand what their product is about, or how it should be used, or what its conceivable limits are... is in fact extremely valuable information that should be incorporated into future marketing/development of the product. If everybody who reviews your toothbrush thinks it's a comb, then you should probably figure out why that might be and do something to address it.





Title: Re: SWTOR
Post by: Lantyssa on November 02, 2011, 06:34:30 PM
clown-suit stuff
Uh, was that posted somewhere outside the beta boards by a dev?  Kinda NDA-breaking there if not.

(And it's not like I don't have an opinion on this, what with my appearance tab crusades...)


Title: Re: SWTOR
Post by: koro on November 02, 2011, 07:17:23 PM
I don't know what part of the forums it was posted in.


Title: Re: SWTOR
Post by: Sky on November 02, 2011, 07:21:05 PM
I GET TO BE BOBA FETT? SOLD.
Boba Fett with a functioning missile pack (damn you toy safety!), flamethrower, missile launching jawa buddy AND voiced by goddamned Wolverine?

Uh....yeah. I mean I was going for BH before all that info came out, but sheesh.

Match to chest was necessary and needs to go back in. And hopefully they come to their senses with appearance tabs at some point. Best case scenario is to have both available, really.


Title: Re: SWTOR
Post by: Nevermore on November 02, 2011, 07:30:41 PM
I GET TO BE BOBA FETT? SOLD.
Boba Fett with a functioning missile pack (damn you toy safety!), flamethrower, missile launching jawa buddy AND voiced by goddamned Wolverine?

Uh....yeah. I mean I was going for BH before all that info came out, but sheesh.

Lies! You're only doing it because you can respec to any role!  :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on November 02, 2011, 07:37:12 PM
I GET TO BE BOBA FETT? SOLD.
Boba Fett with a functioning missile pack (damn you toy safety!), flamethrower, missile launching jawa buddy AND voiced by goddamned Wolverine?

Uh....yeah. I mean I was going for BH before all that info came out, but sheesh.

Lies! You're only doing it because you can respec to any role!  :awesome_for_real:

Obviously, it's because people can't make a choice and live with it.   :why_so_serious:


Title: Re: SWTOR
Post by: Sand on November 02, 2011, 09:37:58 PM
They never said a hybrid healer/dps would be as good a healer as a pure healer or as good a dps as a pure dps.  What they said was that if you focus on a function you will be as good at that function as anyone else who focused on that function.

Why you would play one DPS style over another comes to personal preference and preferred play style because DPS types then are broken down by style.

For the pure DPS classes, no other class fills their function/playstyle.
Sentinel/Marauder is melee AOE DPS.
Gunslinger/Sniper is ranged burst dps.

For the hybrids there is overlap on primary function but they have variety in secondary functions for example Scoundrel/Operative and Shadow/Assassin are melee stealth DPS but S/O can be healers and S/A can be tanks.

Etc...
 I've read the same article you're quoting.  I understand the whole 'playstyle' thing, but numbers are numbers, and they did in fact say that there is no 'hybrid-tax'.  A sniper calling down an orbital death star strike will be just as effective as my Jedi Sage's Crane Kick to the throat, if said Crane Kick to the throat was my Sage's DPS tree ending ability.

So if I'm some big-shot raid leader with an elite but small crew, why would I have my crew waste time on a pure DPS, when they could role a hybrid and fill in roles on nights when our main person may be off?

Your concern reminds me of original WoW before the expansions.
We had people in our guild claim "I will be a feral spec druid and then I can tank and heal!"
They couldnt. They couldnt do either worth a crap.
Im sure the exact same thing will play out here. Pure DPS, Tank, or whatever will always beat the hybrid when acting within their assigned roles.


Edit- Nevermind beaten by Nevermore.


Title: Re: SWTOR
Post by: ajax34i on November 02, 2011, 10:27:20 PM
This thread is moving too fast, so out of curiosity I'll just ask a question rather than continue an argument from 2 pages ago:

Is there a differentiation between kinds of DPS?  For example, can you get good AoE DPS from a hybrid (and by "good" I mean top-the-meters)?  Cause there's DPS and there's DPS, and while your healer/tank soloing ability won't be gimped, if the raid needs AoE they'll have to take a "pure" along.  Is this the case in SWTOR?

Also, not related, but from the specificity of details being discussed here it looks as if the NDA has been lifted, but I must have missed the post where that was announced (if it was).  Could someone modify the title of the thread to indicate NDA status, please?


Title: Re: SWTOR
Post by: Furiously on November 03, 2011, 01:13:15 AM
Am I the only one that wonders why all these Bloodworth announcements are being made? And why they are not repeats of announcements already posted?


Title: Re: SWTOR
Post by: Evildrider on November 03, 2011, 01:53:25 AM
This thread is moving too fast, so out of curiosity I'll just ask a question rather than continue an argument from 2 pages ago:

Is there a differentiation between kinds of DPS?  For example, can you get good AoE DPS from a hybrid (and by "good" I mean top-the-meters)?  Cause there's DPS and there's DPS, and while your healer/tank soloing ability won't be gimped, if the raid needs AoE they'll have to take a "pure" along.  Is this the case in SWTOR?

Also, not related, but from the specificity of details being discussed here it looks as if the NDA has been lifted, but I must have missed the post where that was announced (if it was).  Could someone modify the title of the thread to indicate NDA status, please?


Bioware is trying their hardest to make all the classes as equal as possible.  So say a Pure DPS spec like Sniper will do the same damage as a Sith Juggernaut if he us spec'd for DPS.  The differences come in how they do their damage and what other utilities they can bring.

All the healers and tanks are supposed to be on par as well. 

However if you do a hybrid spec, meaning you only go halfway up the dps tree and halfway up a tank tree, you will not be optimal and shouldn't expect to be as good as someone that has spec'd fully in one area.

Also the NDA is still going, except for some websites who are able to talk about things up to level 20 I think.  The NDA probably won't go away for at least a month, if at all, before launch. 


Title: Re: SWTOR
Post by: DraconianOne on November 03, 2011, 02:13:56 AM
I GET TO BE BOBA FETT? SOLD.
Boba Fett with a functioning missile pack (damn you toy safety!), flamethrower, missile launching jawa buddy AND voiced by goddamned Wolverine?

Uh....yeah. I mean I was going for BH before all that info came out, but sheesh.

Joke's on you, squidface - you don't get to be Boba Fett at all. He used a carbine and from what it looks like, only available weapon to BH in SWTOR is pistols! That's stepping straight into Jango Fett prequel territory :ye_gods:

I'm serious when I say that this is the main thing that puts me off wanting to play a BH. Give me my damned blaster rifle you bastards!


 :why_so_serious:



Title: Re: SWTOR
Post by: Fordel on November 03, 2011, 02:32:58 AM
Blaster Rifles are for real Troopers, not wannabees!


Title: Re: SWTOR
Post by: Murgos on November 03, 2011, 04:20:09 AM

By the definition you just arbitrarily invented, yes. Interesting use of that phrase, there. Even better your definition pretty much amounts to 'l2play, n00bs', since it simply posits that anyone who doesn't like something clearly just doesn't understand it.

I was pretty clear in the next section of what I wrote on how to get value out of a consumer review.  Also, I didn't arbitrarily discount peoples opinion on as broad a subject as like/don't like, I very specifically limited it to writing product reviews.  I didn't even 'arbitrarily invent' the definition, product expectation vs satisfaction = complaints is a common yardstick in Marketing.  You even use it as part of your point in your last paragraph.

As for Numtini's point, so what?  I wasn't rebutting him, I was adding my own observation on the difficulty of getting value from consumer reviews from the point of view of a consumer.  Last time I checked the internet rule book I was still allowed to make a conversational aside.


Title: Re: SWTOR
Post by: Paelos on November 03, 2011, 06:26:42 AM
I'm not against flexibiltiy as much as I am against having half the class options taken away.  I have no problems with respecing within your AC.  Like I said if I play a Bounty Hunter and I choose Powertech.  I want it to mean something.

I'm going to pick at this, only because of your unintentional choice of words. Part of the reason that Cataclysm in WoW turned into a clusterfuck was because the developers insisted on making choices more meaningful. The only problem is that meaningful in an MMOG is interchangable with punishing. Making choices meaningful usually means taking away options from the players, and they readily recognize how simple it would be to add them. Players these days are less inclined to put up with "meaningful" if it just means more needless grind with no new inputs.

Morality choices, unless they dramatically affect outcomes of the story, will not suffice in making people want to play through again.


Title: Re: SWTOR
Post by: Reg on November 03, 2011, 06:47:31 AM
I'm perfectly prepared to play all 8 classes to see all 8 storylines but I have no interest in repeating a storyline just to pick a different AC.  I can handle a long involved quest to change my AC the first time but having done that I expect to be able to change it back and forth any time I like.


Title: Re: SWTOR
Post by: Sky on November 03, 2011, 06:59:48 AM
He used a carbine and from what it looks like, only available weapon to BH in SWTOR is pistols!

Fair enough. And I agree, it's probably the lamest thing this side of all the dual sabers (which are actually pretty cool in action). The Bounty Hunter uses all available prototype tech to achieve his mission....unless it's a rifle. One reasoning I heard was that it would theoretically cut ninja looting, but that was before items for companions went in. But they should've given the IA the pistols.


Title: Re: SWTOR
Post by: Lantyssa on November 03, 2011, 07:10:56 AM
Maybe they should just let the player decide what weapon they want to use...


Title: Re: SWTOR
Post by: Mrbloodworth on November 03, 2011, 07:19:13 AM
That would make it to much like SWG.


Title: Re: SWTOR
Post by: luckton on November 03, 2011, 07:26:22 AM
Make peace with your gods, and prepare yourselves.  We march onward to a galaxy far, far away soon*!

*at least sooner than what we had previously thought, perhaps

http://www.swtor.com/news/news-article/20111102

Quote
Last month we expanded our Pre-Launch Guild Program with the implementation of Phase 2: Alignment, where guilds could designate other guilds as allies or adversaries. Now, as Star Wars™: The Old Republic™ moves ever-closer to launch, we are excited to announce that we have initiated the first part of Phase 3: Deployment!

And Bat Country is listed as READY!  :yahoo:


Title: Re: SWTOR
Post by: Sky on November 03, 2011, 07:41:49 AM
If that goes smooth with the adversaries, it could be the best guild launch in BC history :)

Looks like Kathol and Slappity are also ready, who is the Flameborn? Only 1 pre-order :(


Title: Re: SWTOR
Post by: Mrbloodworth on November 03, 2011, 08:06:38 AM
I assume thats not early access for non-guilded pre-orders?


Title: Re: SWTOR
Post by: luckton on November 03, 2011, 08:29:43 AM
I assume thats not early access for non-guilded pre-orders?
No, it is not.  Join us!


Title: Re: SWTOR
Post by: luckton on November 03, 2011, 08:31:25 AM
Even more news: confirmation of server types:

http://www.swtor.com/community/showthread.php?p=10434480#edit10434480
Quote
There will be four different server types in Star Wars: The Old Republic. Here’s how they work generally, and details on how we’re dealing with roleplaying (RP) servers:

PvE (Player vs Environment) – Players will have to manually flag themselves if they wish to engage in PvP outside of designated Warzones and Open World PvP areas.

PvP (Player vs Player) – Players are automatically flagged for PvP outside of the designated ‘safe’ areas (such as Origin Worlds, Capital Worlds, and the Republic/Imperial Fleets; see below for more info).

RP-PvE – Players are encouraged to roleplay and act ‘in-character’ while playing on an RP-PvE server. Players must manually flag themselves if they wish to engage in PvP outside of designated Warzones and Open World PvP areas.

RP-PvP – Players are encouraged to roleplay and act ‘in-character’ while playing on an RP-PvP server. Players are automatically flagged for PvP outside of the designated ‘safe’ areas (such as Origin Worlds, Capital Worlds, and the Republic/Imperial Fleets; see below for more info).

The pre-launch Guild Headquarters currently allows you to select between three different server types for your guild: PvE, PvP, and RP, which will determine your server placement during Phase 3: Deployment. During Deployment, we will be placing all eligible guilds that select ‘RP’ onto RP-PvE servers by default. If a guild wishes to exist on an RP-PvP server, they will need to create their guild manually on a new server once they reach their Capital World (Dromund Kaas or Coruscant) and create their guild.

The decision to make RP-PvP servers an option for players was made recently, which is why the choice was not available in the Guild Headquarters to start with. We apologize for any inconvenience this causes, but we hope you are as excited as we are to be able to choose this option for your guild in the game at launch.

PvP server rulesets

We also wanted to expand on what the PvP server ruleset means in The Old Republic. The obvious overarching rule is that in general, if you see a player of the opposite faction, you may immediately engage them in combat.

The exception to this rule is sanctuaries, which are large areas where PvP may not take place, regardless of whether you are flagged or unflagged for PvP. Examples of this are the Origin Worlds (Tython, Ord Mantell, Hutta, and Korriban), the Capital Worlds for both sides (Dromund Kaas and Coruscant), and the Republic/Imperial Fleets.

Hopefully this post helps inform your decision as to which server type you’d like to play on at launch. If you haven’t already, create a guild on the Guild Headquarters so that you can get placed on a server before the game launches!

So, are we still on for RP-PvE?


Title: Re: SWTOR
Post by: Sand on November 03, 2011, 08:40:26 AM
RP? If we use ventrilo or teamspeak for raids do I have to talk in character (my Sith voice) on it?  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on November 03, 2011, 08:42:55 AM
RP? If we use ventrilo or teamspeak for raids do I have to talk in character (my Sith voice) on it?  :why_so_serious:

YES  ಠ_ಠ


Title: Re: SWTOR
Post by: caladein on November 03, 2011, 09:09:05 AM
I think when you folks went in on "RP" everyone assumed it meant "RP-PvE".

Since they finally confirmed RP-PvP that might make things interesting but I'm pretty sure my guild's sticking with good ol' normal PvP (especially when there's no cross-faction communication, FOR GOOD REASONS!).


Title: Re: SWTOR
Post by: Furiously on November 03, 2011, 09:10:28 AM
RP? If we use ventrilo or teamspeak for raids do I have to talk in character (my Sith voice) on it?  :why_so_serious:

YES  ಠ_ಠ

That's, "Yes, my master."


Title: Re: SWTOR
Post by: Sky on November 03, 2011, 09:45:02 AM
So, are we still on for RP-PvE?
Yes.
RP? If we use ventrilo or teamspeak for raids do I have to talk in character (my Sith voice) on it?  :why_so_serious:
If you choose to, sure. But lolz BC raiding.


Title: Re: SWTOR
Post by: Kirth on November 03, 2011, 09:48:26 AM
If that goes smooth with the adversaries, it could be the best guild launch in BC history :)

Looks like Kathol and Slappity are also ready, who is the Flameborn? Only 1 pre-order :(

My guild of people I work with, i think two of us have pre ordered but perhaps the other guy hasn't entered a code. The other two haven't pre ordered or haven't entered the code. I'll check.


Title: Re: SWTOR
Post by: Evildrider on November 03, 2011, 10:22:12 AM
I'm perfectly prepared to play all 8 classes to see all 8 storylines but I have no interest in repeating a storyline just to pick a different AC.  I can handle a long involved quest to change my AC the first time but having done that I expect to be able to change it back and forth any time I like.

Then all of you should go petition Bioware to remove advanced classes then.  Because obviously there's no reason to have them.   :roll:


Title: Re: SWTOR
Post by: Paelos on November 03, 2011, 10:40:38 AM
Right, because we want choices to be MEANINGFUL.

That's never gone south anywhere else.


Title: Re: SWTOR
Post by: Evildrider on November 03, 2011, 10:43:51 AM
Right, because we want choices to be MEANINGFUL.

That's never gone south anywhere else.

Yep exactly, I mean if I roll a rogue in WoW and I don't like it, they should let me respec into a warrior if I wanted.


Title: Re: SWTOR
Post by: Paelos on November 03, 2011, 10:47:05 AM
So you think a Vanguard or a Commando choice makes them some wholly different creature? I mean there's got to me a huge gap between a powertech and a mercenary. I know that the differentce between a Guardian and a Sentinal Jedi has be MASSIVE!

Give me a break.


Title: Re: SWTOR
Post by: Lantyssa on November 03, 2011, 10:53:21 AM
Yep exactly, I mean if I roll a rogue in WoW and I don't like it, they should let me respec into a warrior if I wanted.
Actually, yes...

Although this is really akin to letting a Druid switch between Balance, Feral, and Healing.  I'll also point out that EQ2 had this system at launch and it was one of the first things to change, which was a very popular decision.


Title: Re: SWTOR
Post by: Evildrider on November 03, 2011, 10:58:55 AM
So you think a Vanguard or a Commando choice makes them some wholly different creature? I mean there's got to me a huge gap between a powertech and a mercenary. I know that the differentce between a Guardian and a Sentinal Jedi has be MASSIVE!

Give me a break.

You do realize they are called Advanced CLASSES for a reason.  You can't learn the skills of a commando as a vanguard and vice versa.  The only thing they share are some base Trooper abilites.  You aren't going to get a heal or a tanking ability as a base ability.  Those don't come til you pick your AC.  So if you respec from Vanguard to Commando you are going to lose all your Vanguard abilities.


Title: Re: SWTOR
Post by: Evildrider on November 03, 2011, 11:04:20 AM
Yep exactly, I mean if I roll a rogue in WoW and I don't like it, they should let me respec into a warrior if I wanted.
Actually, yes...

Although this is really akin to letting a Druid switch between Balance, Feral, and Healing.  I'll also point out that EQ2 had this system at launch and it was one of the first things to change, which was a very popular decision.

See that is the problem, you guys are looking at AC's as they are specs in WoW.  They aren't.  The specs are within the AC's.  So a Vanguard can be a tank or a dps and a Commando can be a dps or heals. 



Title: Re: SWTOR
Post by: Surlyboi on November 03, 2011, 11:08:48 AM
Exactly. Hence one of my beefs with comparing things with other things where the comparisons break the fuck down.


Title: Re: SWTOR
Post by: Hutch on November 03, 2011, 11:19:18 AM
Yeah this tripped me up at first too. I was thinking of the classes as classes, like they are in WoW or FFXI, which are the other class-based games that I've spent significant time in.

Coming from that perspective, the "aha" moment came when I realized that the Advanced Classes are really what I was thinking of as classes.

Another way to look at it: by the time in your character's life that respeccing or dual-building is going to make a difference, you're not going to be a Jedi Knight anymore. You're going to be a Guardian or a Sentinel. The base class only goes to 10, and the AC goes to ... hey, what is the level cap in this game anyway?


Title: Re: SWTOR
Post by: Surlyboi on November 03, 2011, 11:20:06 AM
50


Title: Re: SWTOR
Post by: Sjofn on November 03, 2011, 11:23:37 AM
I'm in the "if it has the same storyline, it should be able to switch between ACs" camp. I think of it like the RIFT classes, actually, rather than WoW talent trees.


EDIT: And this is coming from someone who played through DA:O ten fucking times, so it's not "waaah I don't want to do a story I've already done" talking here.


Title: Re: SWTOR
Post by: Ingmar on November 03, 2011, 11:25:14 AM
The specs in the next WoW expansion will work exactly like that actually; frost mages literally will not know fireball and fire mages won't know frostbolt. But they'll still let you switch specs, and it will be fine. World will not end.


Title: Re: SWTOR
Post by: Sky on November 03, 2011, 11:26:21 AM
My guild of people I work with, i think two of us have pre ordered but perhaps the other guy hasn't entered a code. The other two haven't pre ordered or haven't entered the code. I'll check.
You'll need four accounts with pre-order codes entered.

As far as the AC thing, they're mostly very different, with a few shared abilities. A Sage is a single-saber ranged healer/dps caster-type where a Shadow is a dual-bladed saber melee stealth dps or tank; they play almost completely differently.

Ingmar: but they're both ranged casters, yeah?


Title: Re: SWTOR
Post by: Evildrider on November 03, 2011, 11:30:26 AM
The specs in the next WoW expansion will work exactly like that actually; frost mages literally will not know fireball and fire mages won't know frostbolt. But they'll still let you switch specs, and it will be fine. World will not end.

Mage is 1 class with 3 specs.  You can train all the abilities and not have access to them depending what spec you are in.

Trooper is 2 classes with 3 specs each.  Within the AC's, you can not even learn the other classes abilities.

This isn't hard.  If your only main complaint is they share the same story, I assume you never rolled more than one character in WoW or almost any other MMO.


Title: Re: SWTOR
Post by: Paelos on November 03, 2011, 11:39:33 AM
This isn't hard.  If your only main complaint is they share the same story, I assume you never rolled more than one character in WoW or almost any other MMO.

From what I understand, you pick an AC to fill a role. Exactly how much difference is there between the specs within each AC?


Title: Re: SWTOR
Post by: Ingmar on November 03, 2011, 11:44:38 AM
The specs in the next WoW expansion will work exactly like that actually; frost mages literally will not know fireball and fire mages won't know frostbolt. But they'll still let you switch specs, and it will be fine. World will not end.

Mage is 1 class with 3 specs.  You can train all the abilities and not have access to them depending what spec you are in.

Trooper is 2 classes with 3 specs each.  Within the AC's, you can not even learn the other classes abilities.

This isn't hard.  If your only main complaint is they share the same story, I assume you never rolled more than one character in WoW or almost any other MMO.

There's not going to be training anymore, you get the abilities as you go up in level ONLY if you are in the right spec. Frostbolt won't even be in the spellbook for a fire mage. It really is basically the same thing now (or will be).

EDIT: And to expand on the story thing, until this last expansion I always had multiple characters at max level in WoW because I could level them up through different zones and have a differentt experience. Cata doesn't have enough 81-85 content to allow multiple paths and combined with the fact that you can't really jump off the rails and do stuff in a different order in those zones, I only managed 2 this time and the second one was pretty dull. So yeah, that would indeed be a big concern for me.

I've never had more than one max level character in any other MMO at all, for similar reasons.


Title: Re: SWTOR
Post by: Lantyssa on November 03, 2011, 12:26:22 PM
Although this is really akin to letting a Druid switch between Balance, Feral, and Healing.  I'll also point out that EQ2 had this system at launch and it was one of the first things to change, which was a very popular decision.
See that is the problem, you guys are looking at AC's as they are specs in WoW.  They aren't.  The specs are within the AC's.  So a Vanguard can be a tank or a dps and a Commando can be a dps or heals. 
Please see my comment on EQ2.  A game which did Advanced Classes, and got rid of them.

I am not looking this as they are specs in WoW so much as what I consider poor game design.  Specs, Advanced Classes, etc. are just arbitrary classifications for a group of abilities.  There is as much reason to not switch classes as to not switch advanced classes as to not switch specs:  tradition and some handwaving that "it doesn't work that way".


Title: Re: SWTOR
Post by: Nevermore on November 03, 2011, 12:32:46 PM
The specs in the next WoW expansion will work exactly like that actually; frost mages literally will not know fireball and fire mages won't know frostbolt. But they'll still let you switch specs, and it will be fine. World will not end.

Mage is 1 class with 3 specs.  You can train all the abilities and not have access to them depending what spec you are in.

Trooper is 2 classes with 3 specs each.  Within the AC's, you can not even learn the other classes abilities.

This isn't hard.  If your only main complaint is they share the same story, I assume you never rolled more than one character in WoW or almost any other MMO.

Your mistake is in thinking the semantics matter.  It boils down to this: choices = good.  limiting choices = bad.  I don't give a fuck if their classes, advanced classes, archetypes, souls or whatever you want to call them.  If there's one thing that Rifts has proven, it's that people* love choices and flexibility with their characters.

*except for the small minority that seem to enjoy hammering their own nuts with wooden mallets.


Title: Re: SWTOR
Post by: caladein on November 03, 2011, 12:55:53 PM
I'm of two minds over AC switching.

Firstly, I'm very much in favor of them because I don't think players should be asked to make irrevocable decisions about something like roles before they have the chance to really sink their teeth into what those choices mean.  The level you pick ACs at is much too early for that in my opinion.  Out of all the SWTOR classes (proper) you're only locking yourself out of one role at most at character select.  This is a good thing in that I believe that there are players, especially in a mass-market title like this, that would be willing to tank or heal if they also liked the character around them.  Pure DPS classes/whatever have value, but should be the exception as they are in this game, not the norm.

Also in favor of switching is that it's impractical to ask for rerolls for a new AC given the apparently linear and story-driven structure of the game.  I would see rerolling as a massive chore, especially once my character gets a lot of stuff built up on it.

The other mind though sees the value of locking down characters.  I for example would only ever swap out of Mercenary if its damage was terrible and we didn't need a proper healing.  I'm just going to heal or shoot.  My friend is pretty set on Sniper as his experience playing hybrids is that everyone else expects him to heal or tank, when he's really just a damage dealing kind of guy.

This value also extends to how the developers create content.  As an example, I'm of the opinion that multi-spec'ing hasn't been some great liberator of choice and multi-arena flexibility at the push of a button, the games are now just balanced around the concept that players will swap between the best spec for each situation.  (Yes, I'm including Rift: "five specs YEAH!" ignores the context that game's builds are actually quite limited in functionality.)

Ideally, I'd prefer the choice, but in the real world, I don't think being able to swap actually makes my experience much better.

Edit: Grammar.


Title: Re: SWTOR
Post by: Amaron on November 03, 2011, 01:55:26 PM
I still don't buy the storyline argument.   The game has 4 classes and 8 advanced classes.   If they allow AC switching that means you'll have to level the same class twice if you want to do all the story lines.


Title: Re: SWTOR
Post by: Ingmar on November 03, 2011, 01:57:14 PM
I still don't buy the storyline argument.   The game has 4 classes and 8 advanced classes.   If they allow AC switching that means you'll have to level the same class twice if you want to do all the story lines.

Which is perfectly fine with me (and also sort of not true, since I only really care about the option to switch ACs once I'm done leveling.)


Title: Re: SWTOR
Post by: koro on November 03, 2011, 01:59:21 PM
Maybe they should just let the player decide what weapon they want to use...

On every section of the forums, beta and non-beta alike, that is pretty much the biggest request across the board. It'll probably be that one niggling thing that Bioware is going to get bitched at for years, like Blizzard and its "player silhouette" horseshit. It's pretty much why I refuse to play any Jedi other than a Guardian or Seer, because I dislike the aesthetics of either double-bladed sabers or dual ones.


Title: Re: SWTOR
Post by: Nevermore on November 03, 2011, 02:12:51 PM
Maybe they should just let the player decide what weapon they want to use...

On every section of the forums, beta and non-beta alike, that is pretty much the biggest request across the board. It'll probably be that one niggling thing that Bioware is going to get bitched at for years, like Blizzard and its "player silhouette" horseshit. It's pretty much why I refuse to play any Jedi other than a Guardian or Seer, because I dislike the aesthetics of either double-bladed sabers or dual ones.

I imagine part of the issue is having to animate various powers with various weapons.


Title: Re: SWTOR
Post by: caladein on November 03, 2011, 02:14:14 PM
I still don't buy the storyline argument.   The game has 4 classes and 8 advanced classes.   If they allow AC switching that means you'll have to level the same class twice if you want to do all the story lines.

Are the advanced class stories actually different inside the same class?  I figured they wouldn't diverge very often.


Title: Re: SWTOR
Post by: Hutch on November 03, 2011, 02:33:29 PM


There's not going to be training anymore, you get the abilities as you go up in level ONLY if you are in the right spec. Frostbolt won't even be in the spellbook for a fire mage. It really is basically the same thing now (or will be).


That's news to me. I thought the talent changes for MoP were just going to fold the current talents into the leveling process (so if you pick a spec, you learn that spec's abilities as you level after 10). I didn't know they were going to take away pre-spec abilites (e.g. Frostbolt) once you pick a spec. Or is Frostbolt just a bad example?


Title: Re: SWTOR
Post by: Ice Cream Emperor on November 03, 2011, 02:34:09 PM
Bioware is trying their hardest to make all the classes as equal as possible.  So say a Pure DPS spec like Sniper will do the same damage as a Sith Juggernaut if he us spec'd for DPS.  The differences come in how they do their damage and what other utilities they can bring. [...]

However if you do a hybrid spec, meaning you only go halfway up the dps tree and halfway up a tank tree, you will not be optimal and shouldn't expect to be as good as someone that has spec'd fully in one area.

The question is really whether there are important activities where having a team full of hybrid spec players can actually be more (or equally) effective than a similar number of specialized players. This seems to me to be a major gap in most MMO encounter design -- generally you only want these sort of specs to do things that are very easy faster (like grind solo, or clear trash between important boss fights), and rarely (or never) to do very hard things well. It would be interesting to see encounters that allowed both hybrid and specialized approaches, and/or dungeons full of encounters that varied in terms of which spec approach was more effective.


Title: Re: SWTOR
Post by: koro on November 03, 2011, 03:15:29 PM
Maybe they should just let the player decide what weapon they want to use...

On every section of the forums, beta and non-beta alike, that is pretty much the biggest request across the board. It'll probably be that one niggling thing that Bioware is going to get bitched at for years, like Blizzard and its "player silhouette" horseshit. It's pretty much why I refuse to play any Jedi other than a Guardian or Seer, because I dislike the aesthetics of either double-bladed sabers or dual ones.

I imagine part of the issue is having to animate various powers with various weapons.

That's the crazy thing, though. Very few skills and abilities have truly unique animations, and a lot of abilities already have alternate animations made for weapons that your class can't use! There are some problems with giving any class access to any weapon, though, but most of them are all related to itemization and statting issues.


Title: Re: SWTOR
Post by: Mrbloodworth on November 03, 2011, 03:20:22 PM
Child object will follow any parent node its at attached to.


Title: Re: SWTOR
Post by: Ingmar on November 03, 2011, 03:57:36 PM


There's not going to be training anymore, you get the abilities as you go up in level ONLY if you are in the right spec. Frostbolt won't even be in the spellbook for a fire mage. It really is basically the same thing now (or will be).


That's news to me. I thought the talent changes for MoP were just going to fold the current talents into the leveling process (so if you pick a spec, you learn that spec's abilities as you level after 10). I didn't know they were going to take away pre-spec abilites (e.g. Frostbolt) once you pick a spec. Or is Frostbolt just a bad example?


You will learn 'core' skills, which will be stuff like polymorph, arcane intellect, etc., the kind of general stuff everyone uses, and then 'spec' skills which only your spec gets - fireball, frostbolt, arcane blast, etc. They said the starter spell that you use from levels 1-10 will be frostfire bolt for mages.

They haven't yet published (or probably even finalized) the full list of what is core/spec/etc,. so there's a bit of speculation involved still.


Title: Re: SWTOR
Post by: Ingmar on November 03, 2011, 04:00:32 PM
Maybe they should just let the player decide what weapon they want to use...

On every section of the forums, beta and non-beta alike, that is pretty much the biggest request across the board. It'll probably be that one niggling thing that Bioware is going to get bitched at for years, like Blizzard and its "player silhouette" horseshit. It's pretty much why I refuse to play any Jedi other than a Guardian or Seer, because I dislike the aesthetics of either double-bladed sabers or dual ones.

I imagine part of the issue is having to animate various powers with various weapons.

That's the crazy thing, though. Very few skills and abilities have truly unique animations, and a lot of abilities already have alternate animations made for weapons that your class can't use! There are some problems with giving any class access to any weapon, though, but most of them are all related to itemization and statting issues.

I suspect in order to fix it they'd have to decouple character type stats from weapons and leave them with just stuff like damage, accuracy, etc. It has the sound of a decision on itemization/how stats work that was made too early in the process to fix now.


Title: Re: SWTOR
Post by: Kageru on November 03, 2011, 05:29:33 PM

I hope this MMO can offer something mildly interesting in terms of new game mechanics. Not even at launch and already the only thing being discussed is class specs and itemization, with the class specs by and large sounding traditional and dull.

Hopefully the interesting stuff is still hiding under their NDA shield.


Title: Re: SWTOR
Post by: Ingmar on November 03, 2011, 05:37:56 PM
I wouldn't hold your breath, nothing I've heard says the game is mechanically innovative in particular.


Title: Re: SWTOR
Post by: Shatter on November 03, 2011, 06:39:01 PM

I hope this MMO can offer something mildly interesting in terms of new game mechanics. Not even at launch and already the only thing being discussed is class specs and itemization, with the class specs by and large sounding traditional and dull.

Hopefully the interesting stuff is still hiding under their NDA shield.


This is not the MMO you are looking for *waves hand*


Title: Re: SWTOR
Post by: Evildrider on November 03, 2011, 06:53:11 PM

I hope this MMO can offer something mildly interesting in terms of new game mechanics. Not even at launch and already the only thing being discussed is class specs and itemization, with the class specs by and large sounding traditional and dull.

Hopefully the interesting stuff is still hiding under their NDA shield.


There is very little hiding under the NDA at this point.  If there is anything big coming out, it will probably happen during the fan site summit coming on the 6-8th.  There are no more big conventions til after launch.  Other than that if you are expecting something outside of the norm of the MMO space, this game is not for you.  If you like current MMO's and Bioware games than you will have a good time.


Title: Re: SWTOR
Post by: Nevermore on November 03, 2011, 07:04:10 PM
I wouldn't hold your breath, nothing I've heard says the game is mechanically innovative in particular.

I'll just be happy if there's no such thing as anything resembling a Fear mechanic.


Title: Re: SWTOR
Post by: Sky on November 03, 2011, 07:44:51 PM
Class stories are for base class, not AC. One of the more compelling arguments for allowing AC swapping.


Title: Re: SWTOR
Post by: Pezzle on November 03, 2011, 09:25:26 PM
How many of you AC switching Jihadists have played the beta?  


Title: Re: SWTOR
Post by: Amaron on November 03, 2011, 09:57:49 PM
Are the advanced class stories actually different inside the same class?  I figured they wouldn't diverge very often.

There are only four base classes and four mirror classes on the other faction that are EXACTLY the same mechanically.   So that's four classes total if we allow frequent AC switching.    So even if the AC's have exactly the same storyline that's still 8 storylines for 4 classes.

If the AC storylines actually diverged that would be 16 storylines for 4 classes.


Title: Re: SWTOR
Post by: Margalis on November 03, 2011, 10:01:13 PM
IMO hybrids only have a place solo/duo or in situations where aggro control is something other than bog-standard MMO.

In most games it makes no sense to go something like DPS / Tank hybrid. If you are the DPS you won't get attacked so tank abilities are irrelevant and if you are the tank you want to be the best tank possible so that your glass cannons can shoot shit.

Now in a game where aggro control is looser and everyone can get attacked hybrids make a lot more sense. To me it's really unfortunate that MMOs have gone down this road where encounters are so easy to control and one person on your team (or one group) is predictably always the one taking damage.


Title: Re: SWTOR
Post by: Ingmar on November 03, 2011, 11:15:44 PM
The companions should cover any hybrid type needs for solo play in any case.


Title: Re: SWTOR
Post by: Cyrrex on November 03, 2011, 11:43:45 PM
I'm just going to warn all you BC folks right now...if we really do end up on an RP server, I am going to roleplay the shit out of this.  My nerdboner is now fully engorged.  I may even type in a British accent.


Title: Re: SWTOR
Post by: Evildrider on November 03, 2011, 11:45:12 PM
I'm just going to warn all you BC folks right now...if we really do end up on an RP server, I am going to roleplay the shit out of this.  My nerdboner is now fully engorged.  I may even type in a British accent.

Is that like in italics?


Title: Re: SWTOR
Post by: Teleku on November 04, 2011, 12:49:35 AM
I'm just going to warn all you BC folks right now...if we really do end up on an RP server, I am going to roleplay the shit out of this.  My nerdboner is now fully engorged.  I may even type in a British accent.
And I'm just going to warn you that I'm going to respond to you in 4chan script kiddie speak every time you talk to me like that.


Title: Re: SWTOR
Post by: Cyrrex on November 04, 2011, 04:09:32 AM
I'm just going to warn all you BC folks right now...if we really do end up on an RP server, I am going to roleplay the shit out of this.  My nerdboner is now fully engorged.  I may even type in a British accent.
And I'm just going to warn you that I'm going to respond to you in 4chan script kiddie speak every time you talk to me like that.

That would be fantastic!

In all honesty, I doubt I could manage to keep up any sustained RP for any length of time.  Still, if we are going to be on an RP server, it is probably worth a tiny bit of extra effort.


Title: Re: SWTOR
Post by: Lantyssa on November 04, 2011, 07:15:51 AM
How many of you AC switching Jihadists have played the beta?  
Do you mean those in favor of switching, or those in favor of not allowing switching?

I'm in favor.  I'm in beta.

I'm just going to warn all you BC folks right now...if we really do end up on an RP server, I am going to roleplay the shit out of this.  My nerdboner is now fully engorged.  I may even type in a British accent.
No worries.  Only a few here have seen me even go close to full RPer.


Title: Re: SWTOR
Post by: Sand on November 04, 2011, 10:00:28 AM
Class stories are for base class, not AC. One of the more compelling arguments for allowing AC swapping.

I have read both sides of the argument here, not without some amusement.
What Sky says above has been my big question. If what he says is true there is no reason not to allow AC switching.
If the class story continues all the way up through lvl 50 then it would of course make no sense to allow you to simply instantly "respec", but if the story ends at lvl 10 as he says then there is no reason not to have some "respec" mechanism in game.



Title: Re: SWTOR
Post by: Furiously on November 04, 2011, 10:38:05 AM
By rping the shit out of it you mean the unfortunate landing party from the enterprise who suffered a terrible transporter issue trapping them far far away long long ago?


Title: Re: SWTOR
Post by: Margalis on November 04, 2011, 10:56:25 AM
Role play an actor on the set of the next Star Wars movie, constantly asking where the craft services tables are.


Title: Re: SWTOR
Post by: Sky on November 04, 2011, 10:57:06 AM
but if the story ends at lvl 10 as he says
That's not what I said.

Sage and Shadow would both have the Consular story, which runs the length of the game afaik.

Another roadblock to AC swapping would be that they're often set up different. Continuing the Consular example I've been using thus far, the Shadow uses a double saber and the Sage uses a single saber. So for loot rolling, you now have Shadows rolling on the highly contested single sabers (Sage and both Jedi Knight ACs) as well as their own double sabers. It's not quite as simple as Rift's soul/role switching because they are actually set up as different classes after level 10.

By the time I'd worry about having to reroll another, say Consular again, I'd have already played through every other base class on both sides. Why would I want to reroll a Consular to play Sage before I'd played a BH or a Sith or a Scoundrel etc etc? The Trooper is definitely worth playing if you've already played a BH - the mirroring is very loose and that's not even taking story into account. Seems like a silly concern about not being able to have everything. There are 8 classes per side, the base class thing is just to consolidate the story.


Title: Re: SWTOR
Post by: Mosesandstick on November 04, 2011, 11:03:12 AM
Yup. If you want to have the two ACs of the same class you have to play through the "same" experience.


Title: Re: SWTOR
Post by: eldaec on November 04, 2011, 11:18:22 AM
The Trooper is definitely worth playing if you've already played a BH - the mirroring is very loose and that's not even taking story into account.

Eh?

They have literally the same skills, stats, abilities and talent trees.

Story and graphics aside, even BW have started referring to them as the same class.

My own plan is largely to play one AC on each side, so I can at least pretend they are different.


Title: Re: SWTOR
Post by: Sky on November 04, 2011, 11:32:40 AM
They have literally the same skills, stats, abilities and talent trees.
No.


Title: Re: SWTOR
Post by: Evildrider on November 04, 2011, 11:45:22 AM
They have literally the same skills, stats, abilities and talent trees.
No.

The classes are mirrors but they aren't exact copies.


Title: Re: SWTOR
Post by: luckton on November 04, 2011, 11:55:19 AM
They have literally the same skills, stats, abilities and talent trees.
No.

The classes are mirrors but they aren't exact copies.

Brings us back to my re-skinned/re-animated comment earlier.  The numbers and effects that the skills do turn out to be the same, it's the execution and 'visual flair' that differs.


Title: Re: SWTOR
Post by: Nevermore on November 04, 2011, 11:57:58 AM
Another roadblock to AC swapping would be that they're often set up different. Continuing the Consular example I've been using thus far, the Shadow uses a double saber and the Sage uses a single saber. So for loot rolling, you now have Shadows rolling on the highly contested single sabers (Sage and both Jedi Knight ACs) as well as their own double sabers. It's not quite as simple as Rift's soul/role switching because they are actually set up as different classes after level 10.

Uh, that's not a roadblock.  In WoW that's a feature.  Hell, my Druid needs 4 different sets of armor and two different weapons and I don't even keep a separate tanking set.


Title: Re: SWTOR
Post by: tazelbain on November 04, 2011, 11:58:24 AM
Do Sith skills have goatees?


Title: Re: SWTOR
Post by: Murgos on November 04, 2011, 12:38:35 PM
Thought I would share this:

Quote from: James Ohlen
Writers finished a major milestone for post release content. We’re going to keep half of the voice actors in Hollywood employed for years.

So, they are already well along on post launch content.


Title: Re: SWTOR
Post by: Bunk on November 04, 2011, 01:13:14 PM
Yup. If you want to have the two ACs of the same class you have to play through the "same" experience.

You could argue this the other way: If I want to play the same class a second time to see how the story differs if I go Goody Twoshoes vs. Evil Bastard, at least I can pick the other AC!

Honestly though, once I heard that gear types were totally different between two ACs of the same class - that seems to be a pretty good reason to limit or not offer switching.


Title: Re: SWTOR
Post by: Sand on November 04, 2011, 01:30:00 PM
but if the story ends at lvl 10 as he says
That's not what I said.

My mistake. When you said the stories were for base class not AC, I mistakenly assumed you meant they stopped at lvl 10 and for the remaining 40 levels there was no specific class story.
Then based on your clarification I wouldnt support being able to switch AC's at all.


Title: Re: SWTOR
Post by: Rasix on November 04, 2011, 01:31:47 PM
 :headscratch:


Title: Re: SWTOR
Post by: Sand on November 04, 2011, 01:39:20 PM
What? Im not in the beta so I dont know whats going on and only have my interpretation of his post. Which could have been read to mean that from levels 1-10 (base class) there is an origin story with associated quests you follow along, but during AC level (11-50) you are doing random quests and world wide story line similar to WoW. This is how I interpreted his post.

He meant the story continues along all 50 levels but which AC you choose doesnt alter that story.

Based on his short post it was an easy mistake/miscommunication to make.


Title: Re: SWTOR
Post by: Sky on November 04, 2011, 01:41:42 PM
I lean toward Bunk's line of thought if I were to ever play the same class through for the other AC. Though again, I'm not sure why you'd do that. Just because they consolidated the story doesn't mean it's the same class any more than it was in EQ2. Unlike EQ2, there's a valid reason (writing and VO overhead) for doing it here. I'm ok with that.


Title: Re: SWTOR
Post by: koro on November 04, 2011, 02:00:39 PM
They have literally the same skills, stats, abilities and talent trees.
No.
How do you mean, no? The names and animations may be different, but mechanically and numbers-wise, they are identical. Any difference is play style from Trooper to Bounty Hunter is pure perception.


Title: Re: SWTOR
Post by: luckton on November 04, 2011, 02:06:05 PM
I assume thats not early access for non-guilded pre-orders?

http://buy.swtor.com/us/

Look in the fine print at the bottom.  I'll highlight it for you.

Quote
CUSTOMERS WHO PRE-ORDER STAR WARS: THE OLD REPUBLIC WILL BE ABLE TO PLAY THE GAME BEFORE THE OFFICIAL LAUNCH. EARLY GAME ACCESS IS THE PERIOD OF TIME BEFORE THE OFFICIAL GAME LAUNCH WHEN PRE-ORDER CUSTOMERS MAY ACCESS THE GAME. EARLY GAME ACCESS MAY BE UP TO 5 DAYS. THE LENGTH OF YOUR EARLY GAME ACCESS DEPENDS ON THE DATE AND ORDER IN WHICH YOU REDEEMED YOUR PRE-ORDER CODE AT THE CODE REDEMPTION CENTER. SEE PRE-ORDER FAQ FOR MORE DETAILS.


Title: Re: SWTOR
Post by: Fordel on November 04, 2011, 03:17:06 PM
They have literally the same skills, stats, abilities and talent trees.
No.


Yes. Mechanically they are IDENTICAL. Same abilities/talents/numbers. The differences are purely visual.


The only actual mechanical difference, is that a BH would use Pistol or Two-Pistols, while a Trooper would use BlasterRifle or Assault Cannon. Everything else is window dressing.


Title: Re: SWTOR
Post by: Surlyboi on November 04, 2011, 04:56:58 PM
They have literally the same skills, stats, abilities and talent trees.
No.


Yes. Mechanically they are IDENTICAL. Same abilities/talents/numbers. The differences are purely visual.


The only actual mechanical difference, is that a BH would use Pistol or Two-Pistols, while a Trooper would use BlasterRifle or Assault Cannon. Everything else is window dressing.

And if you're playing this just as a numbers game, rather than for the experience and the fun, go play Eve and call it a day.


Title: Re: SWTOR
Post by: Samprimary on November 04, 2011, 05:06:42 PM
Well, why say that? It is a valid point of contention to note that they've ended up with the classes as just mirrors of each other.

Does seem like kind of a bummer (I'd want a sniper to be different from a gunslinger, por exemple) but realistically it's evidence of sanity in the faction balance design.


Title: Re: SWTOR
Post by: Fordel on November 04, 2011, 05:21:55 PM
They have literally the same skills, stats, abilities and talent trees.
No.


Yes. Mechanically they are IDENTICAL. Same abilities/talents/numbers. The differences are purely visual.


The only actual mechanical difference, is that a BH would use Pistol or Two-Pistols, while a Trooper would use BlasterRifle or Assault Cannon. Everything else is window dressing.

And if you're playing this just as a numbers game, rather than for the experience and the fun, go play Eve and call it a day.

Who said I'm doing that though? I like window dressing!


Title: Re: SWTOR
Post by: Sjofn on November 04, 2011, 05:39:07 PM
I'm just going to warn all you BC folks right now...if we really do end up on an RP server, I am going to roleplay the shit out of this.  My nerdboner is now fully engorged.  I may even type in a British accent.

<fistbump> I know in my heart I am going to RP my smuggler. And I don't care who in Slap knows it!


Title: Re: SWTOR
Post by: Evildrider on November 04, 2011, 06:32:43 PM
A smuggler of raisins?


Title: Re: SWTOR
Post by: Kageru on November 04, 2011, 06:54:31 PM
And if you're playing this just as a numbers game, rather than for the experience and the fun, go play Eve and call it a day.

You are always playing both, unless you are simple-minded enough you honestly don't notice or enough of a hard-core RP nerd you can overlook it.


Title: Re: SWTOR
Post by: Sky on November 04, 2011, 07:52:39 PM
They have literally the same skills, stats, abilities and talent trees.
No.
Yes. Mechanically they are IDENTICAL. Same abilities/talents/numbers. The differences are purely visual.
Ok, that's the end of the discussion, since we can't make any sense out of what each other is saying without breaking NDA.


Title: Re: SWTOR
Post by: eldaec on November 04, 2011, 08:26:18 PM
Honestly not sure I could maintain the silly accents long enough to RP on the republic side.


Title: Re: SWTOR
Post by: Surlyboi on November 04, 2011, 11:30:45 PM
And if you're playing this just as a numbers game, rather than for the experience and the fun, go play Eve and call it a day.

You are always playing both, unless you are simple-minded enough you honestly don't notice or enough of a hard-core RP nerd you can overlook it.


Or, you can enjoy the goddamn story and turn off the min/maxer part of your brain and just play.


Title: Re: SWTOR
Post by: caladein on November 05, 2011, 01:09:17 AM
Or, you can enjoy the goddamn story and turn off the min/maxer part of your brain and just play.

Enjoying the story or not has little to do with what we're discussing.

If the mirror's story is engaging enough to overshadow playing a very similar experience mechanically (assuming you're playing the mirror AC as well), especially if you've put a lot of time into a main on the other side, that's great.  When it's not though, you're stuck playing a less powerful version of a character you already have with a different skin.

That's a weakness.  Maybe it's one that you don't care about strongly, but it's there and a drawback to playing classes that you've already played the other side's version of.


Title: Re: SWTOR
Post by: Evildrider on November 05, 2011, 02:00:47 AM
Or, you can enjoy the goddamn story and turn off the min/maxer part of your brain and just play.

Enjoying the story or not has little to do with what we're discussing.

If the mirror's story is engaging enough to overshadow playing a very similar experience mechanically (assuming you're playing the mirror AC as well), especially if you've put a lot of time into a main on the other side, that's great.  When it's not though, you're stuck playing a less powerful version of a character you already have with a different skin.

That's a weakness.  Maybe it's one that you don't care about strongly, but it's there and a drawback to playing classes that you've already played the other side's version of.

They may be mirrors but they play a bit differently, not a whole lot but enough to make it a bit of a different experience.


Title: Re: SWTOR
Post by: caladein on November 05, 2011, 03:44:12 AM
I'm just dealing with the premise that they're "the same", not agreeing that that is in fact true.


Title: Re: SWTOR
Post by: Kageru on November 05, 2011, 04:38:03 AM
Or, you can enjoy the goddamn story and turn off the min/maxer part of your brain and just play.

Which of course leads to something like final fantasy 13 where a pretty movie laid thickly over dull mechanics makes for a bad game.

The mechanics part are the game, the story is at best flavor.


Title: Re: SWTOR
Post by: CmdrSlack on November 05, 2011, 05:02:55 AM
A smuggler of raisins?

Only on Hoth.


Title: Re: SWTOR
Post by: 01101010 on November 05, 2011, 07:57:57 AM
Player housing?

 :grin:


Title: Re: SWTOR
Post by: Tannhauser on November 05, 2011, 08:14:55 AM
Your own starship? 

I hope down the road they make space travel more open. I wanna smuggle the hell outta some shit.  I'm one of 'those' people who want to actually fly to destinations.  I'm on a bird to Undercity as I type this.  Irony? I haz it.


Title: Re: SWTOR
Post by: luckton on November 05, 2011, 08:23:13 AM
I doubt space travel will get anymore elaborate than what it is now until one or two expansions get put out, and even then, unless they replicate, say, E&B's method of moving around in space, it'll be silly.


Title: Re: SWTOR
Post by: Numtini on November 05, 2011, 08:31:19 AM
Quote
I hope down the road they make space travel more open. I wanna smuggle the hell outta some shit.  I'm one of 'those' people who want to actually fly to destinations.  I'm on a bird to Undercity as I type this.  Irony? I haz it.

If you want to spend endless amounts of time flying in space CCP already has THE game for you.


Title: Re: SWTOR
Post by: Sky on November 05, 2011, 09:55:02 AM
E&B? Eve?

It's called Jump to Lightspeed, folks.


Title: Re: SWTOR
Post by: CmdrSlack on November 05, 2011, 10:36:49 AM
By the time I had a machine that could run JtL, SWG had already gone full twitch mode.

Was it really like the old SW flying games, but better?


Title: Re: SWTOR
Post by: DraconianOne on November 05, 2011, 11:17:35 AM
By the time I had a machine that could run JtL, SWG had already gone full twitch mode.

Was it really like the old SW flying games, but better?

No - but it wasn't bad.

The controls weren't quite as responsive from what I remember and it wasn't quite as involving but being able to customise your ship was good and I always enjoyed the loot game aspect of finding decent gear to Reverse Engineer.


Title: Re: SWTOR
Post by: luckton on November 05, 2011, 11:41:02 AM
E&B? Eve?

It's called Jump to Lightspeed, folks.

Remind me the last time BioWare made a flight sim game.. :why_so_serious:

I'm not saying they won't do it, nor not possible, but I think making the space experience greater than it's being presented now is on the same schedule as player housing and the dance customization features are coming to WoW.


Title: Re: SWTOR
Post by: Rendakor on November 05, 2011, 12:07:59 PM
What is E&B?


Title: Re: SWTOR
Post by: luckton on November 05, 2011, 12:10:18 PM
What is E&B?

http://www.youtube.com/watch?v=Xqcl3STgj9Q


Title: Re: SWTOR
Post by: Rendakor on November 05, 2011, 12:18:05 PM
Ahh, thanks.


Title: Re: SWTOR
Post by: luckton on November 05, 2011, 12:20:51 PM
Ahh, thanks.

Aye, had some good times with that game.  It was the casual player's EVE/Jumpgate back in the day.  Unfortunately Westwood fell into the same pitfalls that many MMO devs did back in those pre-hindsight days.  EA certainly didn't help matters, and that's why everyone screams bloody mary whenever EA says they're gonna put out a MMO (see Warhammer Online or the first few pages of this thread for samples.)


Title: Re: SWTOR
Post by: Margalis on November 05, 2011, 01:45:13 PM
Earth and Beyond was really cool in a number of ways. Unfortunately it was also really bad in a number of ways, including everything you did off your ship, the way you got missions and the missions themselves. But flying your craft around space was awesome. It really captured the feel of just being out in a ship I thought.


Title: Re: SWTOR
Post by: Tannhauser on November 05, 2011, 02:56:58 PM
I enjoyed the space part as well.  Wasn't a bad game, but I was kind of bored.  I remember when I tried to cancel, some nice Indian woman offered to put me in some uber cruiser to stay subbed.  But I was done. 

Just glad SWTOR has space combat of some kind.  I do wish for ship customization, but they can't put everything in at launch.  I hope you can at least change ship weapon loadouts.  That would be boss.


Title: Re: SWTOR
Post by: Crumbs on November 05, 2011, 05:41:43 PM
I wanna smuggle the hell outta some shit. 

So there is smuggling after all?



Title: Re: SWTOR
Post by: Tannhauser on November 05, 2011, 05:56:20 PM
I was just kidding around, although I'd say the smuggler storyline has some smuggling in it.  I hope.


Title: Re: SWTOR
Post by: Amaron on November 05, 2011, 07:01:33 PM
Yup. If you want to have the two ACs of the same class you have to play through the "same" experience.

You can play the two AC's on opposite sides and experience two totally different stories.


Title: Re: SWTOR
Post by: Evildrider on November 05, 2011, 09:06:23 PM
Yup. If you want to have the two ACs of the same class you have to play through the "same" experience.

You can play the two AC's on opposite sides and experience two totally different stories.

Or you can play one light side and the other dark side and there will still be changes.  Besides the class story quests aren't 100% of the quests anyway.  Any class you roll on one side still has alot of quests that are for everyone.


Title: Re: SWTOR
Post by: Crumbs on November 06, 2011, 09:07:23 AM
I was just kidding around, although I'd say the smuggler storyline has some smuggling in it.  I hope.

I return to my sad corner.


Title: Re: SWTOR
Post by: 01101010 on November 06, 2011, 09:10:10 AM
I was just kidding around, although I'd say the smuggler storyline has some smuggling in it.  I hope.

I return to my sad corner.

If there are drugs/drink in this game that have effects on your character, I'll be calling you. I so want to RP a drug addicted character now... would have been better as a droid, but meh - I can do a lot with an agent or Sith.


Title: Re: SWTOR
Post by: Furiously on November 06, 2011, 11:34:31 AM
You want to buy some deathsticks?


Title: Re: SWTOR
Post by: luckton on November 06, 2011, 12:14:39 PM
You want to buy some deathsticks?

/jedi_mind_trick

You don't want to sell me any deathsticks.


Title: Re: SWTOR
Post by: Tannhauser on November 06, 2011, 01:08:18 PM
Deathsticks.  That's just poor marketing.


Title: Re: SWTOR
Post by: Threash on November 06, 2011, 01:11:22 PM
Should be happysticks.  That could imply something completely different though.


Title: Re: SWTOR
Post by: Surlyboi on November 06, 2011, 10:43:49 PM
Or, you can enjoy the goddamn story and turn off the min/maxer part of your brain and just play.

Which of course leads to something like final fantasy 13 where a pretty movie laid thickly over dull mechanics makes for a bad game.

The mechanics part are the game, the story is at best flavor.

No, the mechanics are fine. And that's not what the bitching was about. The bitching was, "OMG, the BH and the Trooper are the same, only on opposite sides of the spectrum", to which I said, "fuck that, and play the goddamn game."


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 12:11:13 AM
Seems like that logic could apply to literally any possible complaint. The game only runs in 1024 x 768 and has only one class with two abilities.

 "Fuck that, and play the goddamn game."

The game has 8 classes, or actually 7, which is a pretty low number. That doesn't make it wretched excrement but it seems like a perfectly valid thing to point out. Seven classes is certainly on the low end.


Title: Re: SWTOR
Post by: Ingmar on November 07, 2011, 01:17:40 AM
Seems like that logic could apply to literally any possible complaint. The game only runs in 1024 x 768 and has only one class with two abilities.

 "Fuck that, and play the goddamn game."

The game has 8 classes, or actually 7, which is a pretty low number. That doesn't make it wretched excrement but it seems like a perfectly valid thing to point out. Seven classes is certainly on the low end.

How do you get 7? It is either 8 or 4, depending on your feelings about cosmetically-different-but-equivalent-analogues, or ACs-as-classes vs. ACs-as-specs.


Title: Re: SWTOR
Post by: Murgos on November 07, 2011, 04:47:14 AM

How do you get 7? It is either 8 or 4, depending on your feelings about cosmetically-different-but-equivalent-analogues, or ACs-as-classes vs. ACs-as-specs.

It's called trolling.  When you can't accept, 'Looks different and has a different story' as enough of a difference to be different (which defines any sequel game ever made) and you arbitrarily remove one class with no explanation you aren't contributing you are fishing for reactions.

I'll play too and go the other way.  Since each AC has two unique trees you can fully spec into and 1 shared tree also with a full set of skills I say that there is 8 * 2 + 4 = 20 classes.


Title: Re: SWTOR
Post by: Sky on November 07, 2011, 07:29:11 AM
Or, you can enjoy the goddamn story and turn off the min/maxer part of your brain and just play.
Some people seem hell-bent on not enjoying this game. Kinda funny, imo.


Title: Re: SWTOR
Post by: Merusk on November 07, 2011, 09:12:06 AM
You saw the same thing when WoW first released, if you recall.  That alone gives me great hopes for the game.


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 09:16:53 AM
This thread has mostly lost its joie de vivre since page 300.

 :cry:


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 09:34:20 AM
Too many sad Star Wars fanboys falling all over themselves to see who can white knight the hardest.

Someone makes the point that Trooper and BH are functionally equivalent and it spawns pages of "HOW DARE YOU!?!?!" The official forums look downright reasonable by comparison. People accept and acknowledge that the classes are mirrors and just move on.

I'm not sure why a technical point about the design of the game is somehow contentious. Sure, you can claim that looking different and having a different story makes two functionally equivalent classes distinct, but that doesn't make the two classes functionally distinct or change the fact that 4 functionally distinct classes is a low number.

Again that doesn't mean that the game is bad. But the SWTOR fans here absolutely refuse to accept any criticism or even "criticism" in the form of completely factual statements. Apparently anything other than "THIS GAME IS THE BEST EVER OMG!!!!!" is not allowed.

But you know - Star Wars fans.  :awesome_for_real:


Title: Re: SWTOR
Post by: Rasix on November 07, 2011, 09:34:56 AM
0/10


Title: Re: SWTOR
Post by: Shatter on November 07, 2011, 09:45:59 AM
Too many sad Star Wars fanboys falling all over themselves to see who can white knight the hardest.

Someone makes the point that Trooper and BH are functionally equivalent and it spawns pages of "HOW DARE YOU!?!?!" The official forums look downright reasonable by comparison. People accept and acknowledge that the classes are mirrors and just move on.

I'm not sure why a technical point about the design of the game is somehow contentious. Sure, you can claim that looking different and having a different story makes two functionally equivalent classes distinct, but that doesn't make the two classes functionally distinct or change the fact that 4 functionally distinct classes is a low number.

Again that doesn't mean that the game is bad. But the SWTOR fans here absolutely refuse to accept any criticism or even "criticism" in the form of completely factual statements. Apparently anything other than "THIS GAME IS THE BEST EVER OMG!!!!!" is not allowed.

But you know - Star Wars fans.  :awesome_for_real:

You know you get a lightsaber right?


Title: Re: SWTOR
Post by: Surlyboi on November 07, 2011, 09:55:00 AM
Too many sad Star Wars fanboys falling all over themselves to see who can white knight the hardest.

Someone makes the point that Trooper and BH are functionally equivalent and it spawns pages of "HOW DARE YOU!?!?!" The official forums look downright reasonable by comparison. People accept and acknowledge that the classes are mirrors and just move on.

I'm not sure why a technical point about the design of the game is somehow contentious. Sure, you can claim that looking different and having a different story makes two functionally equivalent classes distinct, but that doesn't make the two classes functionally distinct or change the fact that 4 functionally distinct classes is a low number.

Again that doesn't mean that the game is bad. But the SWTOR fans here absolutely refuse to accept any criticism or even "criticism" in the form of completely factual statements. Apparently anything other than "THIS GAME IS THE BEST EVER OMG!!!!!" is not allowed.

But you know - Star Wars fans.  :awesome_for_real:

I'm assuming that was pointed at me mostly, and so allow me to retort:

I'm fine with criticism. When it's valid. Claims of, "OMG! They're mechanically the same, therefore I don't want to play the same game twice!" are bullshit unless you're playing the classes in a vacuum devoid of storylines or any other trappings of any other sort of flavoring.

Shorter me: If you're gonna bitch about the game, bitch about something legit, here's two; the small variety of races to choose from, or the linearity of space combat. Go fucking nuts.


Title: Re: SWTOR
Post by: 01101010 on November 07, 2011, 10:19:18 AM

I'm assuming that was pointed at me mostly, and so allow me to retort:

I'm fine with criticism. When it's valid. Claims of, "OMG! They're mechanically the same, therefore I don't want to play the same game twice!" are bullshit unless you're playing the classes in a vacuum devoid of storylines or any other trappings of any other sort of flavoring.

Shorter me: If you're gonna bitch about the game, bitch about something legit, here's two; the small variety of races to choose from, or the linearity of space combat. Go fucking nuts.

I think everyone knows my feelings on NOT having a certain race to play and would rather not bitch anymore about it. And what is this space combat you speak of? I must read more into that now... hope they included photon torpedos and pulsar cannons!


Title: Re: SWTOR
Post by: Surlyboi on November 07, 2011, 10:27:03 AM
I think everyone knows my feelings on NOT having a certain race to play and would rather not bitch anymore about it.

They probably do, but that beef was and still is a hell of a lot more significant than, "I'm not gonna play a trooper because it's a re-skinned bounty hunter," even though the storylines and other trappings are completely different.


Title: Re: SWTOR
Post by: Murgos on November 07, 2011, 10:31:45 AM
Too many sad Star Wars fanboys falling all over themselves to see who can white knight the hardest.

...

Again that doesn't mean that the game is bad. But the SWTOR fans here absolutely refuse to accept any criticism or even "criticism" in the form of completely factual statements. Apparently anything other than "THIS GAME IS THE BEST EVER OMG!!!!!" is not allowed.

But you know - Star Wars fans.  :awesome_for_real:

I was serious.  What part of a game sequel where it's the same game mechanically but with a different wrapper & story is it that makes you think that SWTORs sith/republic split isn't actually a meaningfully different experience?  You are so focused on this mechanical detail that you are missing the forest for the trees.  By your logic no one should have played Mass Effect 2 because it's the same game as Mass Effect with the same classes, just some different skins and some different dialogue.

Also, if you aren't just trolling explain the 8, no wait it's actually 7, classes thing.  Cause, i don't get it.

People are giving you legitimate arguments but you're so filled with angst that we don't agree with you that you've turned into internet rage nerd.  But, you know?  Internets  :why_so_serious:


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 10:41:57 AM
I'm fine with criticism. When it's valid. Claims of, "OMG! They're mechanically the same, therefore I don't want to play the same game twice!" are bullshit unless you're playing the classes in a vacuum devoid of storylines or any other trappings of any other sort of flavoring.

That they are mechanically the same is a fact and if that dissuades someone from wanting to play both of them despite story differences that is entirely subjective and up to that person.

It's really not possible for what someone genuinely finds fun or not fun to be wrong, invalid or bullshit. Personally I don't give a shit about number of playable races. I'm not going to say complaints about it are invalid though just because I don't care - obviously some people do.

You seem completely trapped in your own perspective. To me number of distinct classes is very important because I tend to be choosy about that sort of thing. Number of distinct races is almost entirely irrelevant and honestly I have no idea which races are playable beyond human. But that's my perspective. I'm not going to demand that everyone agree and that those who don't are spouting BS.

Quote from: Murgos
What part of a game sequel where it's the same game mechanically but with a different wrapper & story is it that makes you think that SWTORs sith/republic split isn't actually a meaningfully different experience?

We aren't talking about sequels but personally I prefer sequels with some mechanical variation from the original. Don't people tend to bitch when too many sequels are the same game with a different coat of paint? But really comparing game sequels to MMO classes is apples and oranges and obfuscates rather than enlightens.

Whether or not story and visual differences are "meaningful" or meaningful enough for someone to play both sides is entirely subjective. To me it depends on how good the story ends up being, but all things equal I'd much rather replay as a mechanically different class so I can get both different mechanics and a different story.


Quote
Also, if you aren't just trolling explain the 8, no wait it's actually 7, classes thing.  Cause, i don't get it.

I wasn't aware that all 4 classes on each side were mirrored, from the discussion I thought it was just BH/Trooper.

How is there even an argument here? There are 4 mechanically distinct classes - that's a low number. Whether or not that's too low or just right or whether or not story differences make up for that is purely opinion but you guys seem to think that opinions that differ from your own just aren't acceptable.

Different people enjoy different things. Controversy!

Personally I'm not concerned with replaying the same class because starting over from scratch is not something I do in MMOs. However I am pretty picky about the kinds of classes I like to play and 4 is getting into "I might not enjoy any of these" territory.


Title: Re: SWTOR
Post by: Ingmar on November 07, 2011, 11:03:04 AM
Too many sad Star Wars fanboys falling all over themselves to see who can white knight the hardest.

Someone makes the point that Trooper and BH are functionally equivalent and it spawns pages of "HOW DARE YOU!?!?!" The official forums look downright reasonable by comparison. People accept and acknowledge that the classes are mirrors and just move on.

I'm not sure why a technical point about the design of the game is somehow contentious. Sure, you can claim that looking different and having a different story makes two functionally equivalent classes distinct, but that doesn't make the two classes functionally distinct or change the fact that 4 functionally distinct classes is a low number.

Again that doesn't mean that the game is bad. But the SWTOR fans here absolutely refuse to accept any criticism or even "criticism" in the form of completely factual statements. Apparently anything other than "THIS GAME IS THE BEST EVER OMG!!!!!" is not allowed.

But you know - Star Wars fans.  :awesome_for_real:

I think the thread you're imagining you're reading may be more interesting than the one we have.


Title: Re: SWTOR
Post by: Tyrnan on November 07, 2011, 11:11:57 AM
How is there even an argument here? There are 4 mechanically distinct classes - that's a low number. Whether or not that's too low or just right or whether or not story differences make up for that is purely opinion but you guys seem to think that opinions that differ from your own just aren't acceptable.

Depending on BW's stance on allowing AC switching via respecs or whatever, it may end up feeling more like 8 mechanically distinct classes since the ACs do seem to play differently from each other. Looking at the information available so far, playing as a Sage/Sorcerer should be quite different that playing as a Shadow/Assassin for example.

I'm beginning to think it would have been much better if BW hadn't gone with the class/advanced class route and just made the ACs into 8 base classes that we could choose at character creation.


Title: Re: SWTOR
Post by: Sky on November 07, 2011, 11:12:36 AM
It's really not possible for what someone genuinely finds fun or not fun to be wrong, invalid or bullshit.
It's not whether you find "4 classes" fun or not people are calling bullshit on. It's the information you're basing it on, which is either third-hand bullshit or covered by NDA.

But let's entertain your viewpoint a bit longer. Link to NDA-cleared information from someone playing the current build on both sides of the "same class" to 50 that shows in detail exactly how the classes (all 4 ACs of the Trooper/BH, for instance) are mechanically the same.
I'm beginning to think it would have been much better if BW hadn't gone with the class/advanced class route and just made the ACs into 8 base classes that we could choose at character creation.
From an overhead/story perspective, 4 classes per faction makes sense. It's the best compromise of story and class flexibility, from a pre-Rift design standpoint.


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 11:14:15 AM
Well the only other current space themed mmo is eve.

Eve only has one class : Eve guy.

So hey, that is a thing.



Title: Re: SWTOR
Post by: Evildrider on November 07, 2011, 11:17:31 AM
I'm beginning to think it would have been much better if BW hadn't gone with the class/advanced class route and just made the ACs into 8 base classes that we could choose at character creation.

I think the main reason this didn't happen is it would have added another 2-3 years and another 50 mil or so to the games development.


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 11:19:16 AM
What? I don't even...


Title: Re: SWTOR
Post by: Evildrider on November 07, 2011, 11:22:26 AM
It's really not possible for what someone genuinely finds fun or not fun to be wrong, invalid or bullshit.
It's not whether you find "4 classes" fun or not people are calling bullshit on. It's the information you're basing it on, which is either third-hand bullshit or covered by NDA.

But let's entertain your viewpoint a bit longer. Link to NDA-cleared information from someone playing the current build on both sides of the "same class" to 50 that shows in detail exactly how the classes (all 4 ACs of the Trooper/BH, for instance) are mechanically the same.


You don't need an NDA lift to know that Smuggler's get a nut kick and Imperial Agent's don't.  They may have an ability that has the same effect, but it's not a complete copy.  This also goes for things like the Bounty Hunter's Rocket Punch or the ability where they fly up into the air and unleash a bunch of missles, the Trooper can't do that but they have some other ability that does the same damage.


Title: Re: SWTOR
Post by: Evildrider on November 07, 2011, 11:25:25 AM
What? I don't even...

If they made all AC's separate, instead of putting two AC's together under one base they would have had to work in 8 more stories.


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 11:27:37 AM
Who says they would have had to add 8 more stories?

Or that 8 more stories costs 50 million for that matter?


Title: Re: SWTOR
Post by: Evildrider on November 07, 2011, 11:31:05 AM
Who says they would have had to add 8 more stories?

Or that 8 more stories costs 50 million for that matter?

If they didn't add 8 more stories than there is no reason to separate them from the way they are now. 

I don't know if it would cost 50 mil, I was just making a sarcastic remark on how much money has been sunk into the game.  Although if they did do 8 more stories that's basically doubling their VO.


Title: Re: SWTOR
Post by: Sky on November 07, 2011, 11:34:00 AM
Doubling the VO, doubling the class story arcs for writers, doubling the load of QA on story arcs.


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 11:36:32 AM
How is it doubling the VO budget when a large majority of quests are not class specific?


Title: Re: SWTOR
Post by: Evildrider on November 07, 2011, 12:02:05 PM
From James Ohlen on Twitter:  We’ve announced all of the races. Twi’lek, Zabrak, Chiss, Mirialan, Miraluka, Sith, Rattataki, Human and Cyborg.

So after everyone knowing for months, Cyborg is officially announced as a race.


Title: Re: SWTOR
Post by: Sky on November 07, 2011, 12:04:00 PM
How is it doubling the VO budget when a large majority of quests are not class specific?
For the stories. Possibly hiring on double the player voice actors, or at least doubling the story work for the existing actors. Either way, lots more time and money; or compromise as they've done. And really, it works fine. It's not a huge deal if they leave it as is, it wouldn't bug me if they changed it. Infinitesimal issue imo.


Title: Re: SWTOR
Post by: Evildrider on November 07, 2011, 12:13:26 PM
How is it doubling the VO budget when a large majority of quests are not class specific?
For the stories. Possibly hiring on double the player voice actors, or at least doubling the story work for the existing actors. Either way, lots more time and money; or compromise as they've done. And really, it works fine. It's not a huge deal if they leave it as is, it wouldn't bug me if they changed it. Infinitesimal issue imo.

You need at least 7 voice actors just for each class: male, female, and 5 companions.  Then you have to retool every quest where they mention your character. 


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 12:17:11 PM
Yes it would be impossible for classes to share actors. As you know, it is unheard of for VO actors to perform multiple roles. Or they could share companions for that matter.

Bioware could have done whatever they damn well liked with the VO.

I don't have any problem with the current approach mind you.


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 12:24:12 PM
Quote
I'm beginning to think it would have been much better if BW hadn't gone with the class/advanced class route and just made the ACs into 8 base classes that we could choose at character creation.

Didn't EQ2 start with a 3-tiered system of classes / more advanced classes and eventually switch towards having you just pick at the start?

There were a number of problems with the original approach. One was that it was just opaque unless you read a lot of out-of-game stuff. A second was that the starter class and the advanced class were often pretty different and as you moved up the tree you were suffering through a class you didn't particularly like to get to one you did. A third was that it was hard to tell whether or not you would enjoy your chosen path until you were far along - this is true to some extent in all games where your endgame role can be pretty different from the journey but it was especially pronounced.

If the advanced class is significantly different from the base you have a lot of issues.

Reading the SWTOR stuff on advanced classes it's not really clear how distinct they are. They sound more like two variations on theme than really distinct classes but it's pretty hard to tell with the wording and naming and such. I do think it's interesting that EQ2 basically started with the same approach and then dropped it.

Quote from: Evilrider
If they didn't add 8 more stories than there is no reason to separate them from the way they are now. 

I disagree and I think most people agree that the EQ2 evolution away from advanced classes was good for a variety of non-story reasons.


Title: Re: SWTOR
Post by: Ingmar on November 07, 2011, 12:27:36 PM
They seem pretty distinct. Take consular for example - one side has tank/stealther/melee dps options, the other side is ranged dps or healing. Those aren't really going to play the same.


Title: Re: SWTOR
Post by: Mosesandstick on November 07, 2011, 12:37:52 PM
The consular's advanced classes are fairly distinct, I'm not sure the others are to the same extent.


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 12:44:45 PM
The EQ system wasn't that difficult.

After starting with 'fighter' I don't think anyone was shocked that they could then select Monk but not Illusionist or whatever.

But it did make the first ten levels bland and uninteresting, and severely limited the number of abilities the game could hand out in those levels.


Title: Re: SWTOR
Post by: 01101010 on November 07, 2011, 12:46:08 PM
From James Ohlen on Twitter:  We’ve announced all of the races. Twi’lek, Zabrak, Chiss, Mirialan, Miraluka, Sith, Rattataki, Human and Cyborg.

So after everyone knowing for months, Cyborg is officially announced as a race.

Well that is that then. I will have a sorta-droid... now onto the strung out part of the master plan.

Well the only other current space themed mmo is eve.

Eve only has one class : Eve guy.

So hey, that is a thing.



And STO, while not fantastic rainbow sauce awesome, would like to see you in room 3.


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 12:50:37 PM
The SWTOR advanced classes mostly just seem to decide if you want access to a tank or healer tree.

They've intentionally avoided the variety of roles you see in something like EQ, so I suspect class matters less than usual anyway.


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 12:52:07 PM
And STO, while not fantastic rainbow sauce awesome, would like to see you in room 3.

You should calculate how many 'classes' there are in STO and then tell someone other than me because this is somehow important.


Title: Re: SWTOR
Post by: 01101010 on November 07, 2011, 01:12:45 PM
And STO, while not fantastic rainbow sauce awesome, would like to see you in room 3.

You should calculate how many 'classes' there are in STO and then tell someone other than me because this is somehow important.

You said space themed MMO. Just supplying the fodder.


Title: Re: SWTOR
Post by: Fordel on November 07, 2011, 01:30:26 PM
It's really not possible for what someone genuinely finds fun or not fun to be wrong, invalid or bullshit.
It's not whether you find "4 classes" fun or not people are calling bullshit on. It's the information you're basing it on, which is either third-hand bullshit or covered by NDA.

But let's entertain your viewpoint a bit longer. Link to NDA-cleared information from someone playing the current build on both sides of the "same class" to 50 that shows in detail exactly how the classes (all 4 ACs of the Trooper/BH, for instance) are mechanically the same.


You don't need an NDA lift to know that Smuggler's get a nut kick and Imperial Agent's don't.  They may have an ability that has the same effect, but it's not a complete copy.  This also goes for things like the Bounty Hunter's Rocket Punch or the ability where they fly up into the air and unleash a bunch of missles, the Trooper can't do that but they have some other ability that does the same damage.


StockStrike is the Troopers equivalent to Rocket Punch. They have the same range, damage, resource costs and talents that change their behavior. You also use them in the same way. Both abilities have been shown in official class videos and stuff so we should be okay on NDA.

Visually they are very different, mechanically they are the same spell.


All the classes are mirrored like this, from abilities to talent trees.


Title: Re: SWTOR
Post by: Samprimary on November 07, 2011, 01:54:55 PM
I'm going to be That Guy and say this is a good thing.


Title: Re: SWTOR
Post by: Threash on November 07, 2011, 01:58:38 PM

How do you get 7? It is either 8 or 4, depending on your feelings about cosmetically-different-but-equivalent-analogues, or ACs-as-classes vs. ACs-as-specs.

It's called trolling.  When you can't accept, 'Looks different and has a different story' as enough of a difference to be different (which defines any sequel game ever made) and you arbitrarily remove one class with no explanation you aren't contributing you are fishing for reactions.

I'll play too and go the other way.  Since each AC has two unique trees you can fully spec into and 1 shared tree also with a full set of skills I say that there is 8 * 2 + 4 = 20 classes.

What do different looks and different quests have to do with being a different class?  Abilities are what determine class, if they have the same abilities they are not a different class.


Title: Re: SWTOR
Post by: Merusk on November 07, 2011, 02:09:39 PM
I'm going to be That Guy and say this is a good thing.

My god, yes.  After the clusterfuck of DAOC's "This class is uber, but this mirror is gimped because we wanted to mix things up" how anyone can argue differently is beyond me.

It avoids the "Both sides have the same classes so must look the same" thing while mirroring the important mechanical bits.

Margalis had a hard-on for FF11 for years and a raging hatred of WOW since beta, so what he wants is vastly different from the folks targeting this game.  He's as easy to ignore as folks going in to Eve threads and trolling "LOLZ SPREADSHETZ IN SPACE!"  While factually concrete it ignores that - hey - some people want that.


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 02:13:52 PM
I might see your point if pvp was at all relevant in swtor.

A pve solo friendly  game would seem like the ideal place to push some unusual classes and abilities.


Title: Re: SWTOR
Post by: Paelos on November 07, 2011, 02:17:32 PM
A pve solo friendly game would seem like the ideal place to push some unusual classes and abilities.

I don't think there's any good game to push unusual classes or abilities if they have a multiplayer component.

Single player, sure. Multiplayer, that's just asking for trouble.


Title: Re: SWTOR
Post by: Merusk on November 07, 2011, 02:18:00 PM
If a game has PVP, it will be relevant and make impact on PvE -  regardless of the intentions or statements of the devs prior to release.


Title: Re: SWTOR
Post by: DraconianOne on November 07, 2011, 02:21:43 PM
Margalis had a hard-on for FF11 for years and a raging hatred of WOW since beta, so what he wants is vastly different from the folks targeting this game.  He's as easy to ignore as folks going in to Eve threads and trolling "LOLZ SPREADSHETZ IN SPACE!"  While factually concrete it ignores that - hey - some people want that.

He also hates KOTOR and dislikes Star Wars. There's definitely a certain amount of "This game is probably not for you" even before getting into classes and mechanics.


Title: Re: SWTOR
Post by: Ingmar on November 07, 2011, 02:23:47 PM
They're going to have PVP servers and PVP battlegrounds, so they have to support it at least to an extent, which I'm sure is the major driver behind the mirrored classes.


Title: Re: SWTOR
Post by: Reg on November 07, 2011, 03:14:36 PM

You know you get a lightsaber right?


Of course he knows about the light saber. He's sitting on it as we speak.  :awesome_for_real:


Title: Re: SWTOR
Post by: Kageru on November 07, 2011, 03:41:53 PM
Margalis had a hard-on for FF11 for years and a raging hatred of WOW since beta, so what he wants is vastly different from the folks targeting this game.  He's as easy to ignore as folks going in to Eve threads and trolling "LOLZ SPREADSHETZ IN SPACE!"  While factually concrete it ignores that - hey - some people want that.

He also hates KOTOR and dislikes Star Wars. There's definitely a certain amount of "This game is probably not for you" even before getting into classes and mechanics.


.... he seems to be making a simple, value-neutral, point that 8 classes on paper are 4 classes mechanically. Which can be a bad thing in terms of diversity and a good thing in terms of classes being distinct and useful.


Title: Re: SWTOR
Post by: Ingmar on November 07, 2011, 03:44:30 PM
value-neutral

sad Star Wars fanboys falling all over themselves to see who can white knight the hardest.

pages of "HOW DARE YOU!?!?!"

But you know - Star Wars fans.  :awesome_for_real:

Yeah, he's clearly being totally reasonable, not reading anything into other people's posts that isn't actually there, and not trolling anyone at all because he's got some kind of weird thing about Star Wars. Nothing like that.


Title: Re: SWTOR
Post by: Rasix on November 07, 2011, 03:45:13 PM
Too bad we missed quoting his earlier edit (it was Triforcer edit worthy).  I think at that point he realized he had gone full retard and stepped back a bit.


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 03:52:59 PM
Ingmar: I only said that after the SW fans spazzed out.

One person said that merely pointing out that the classes are mirrored is bitching and they should just shut up and enjoy it. A second person chimes in that merely talking about whether classes are mirrored is trolling. A third person chimes in that discussing the number of classes means people are trying to actively not enjoy the game.

Only after that did I make my comments. If you don't want to be called a sad Star Wars fanboy don't act like one. Is it really out of bounds to talk about HOW MANY CLASSES ARE IN THE GAME?

For the record your posts have been reasonable. This was my incredible troll:

Quote
The game has 8 classes, or actually 7, which is a pretty low number. That doesn't make it wretched excrement but it seems like a perfectly valid thing to point out. Seven classes is certainly on the low end.

Oh no the horror! If anything I was mistaken because the number of mechanically distinct classes is 4, not 7. But you really think it's fair to say that *I* am the one reading too much into people's posts when the comment above is somehow "trolling"?

I'm talking about the number of classes in the game. Wow, what incredible trolling!!!


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 04:16:58 PM
Of course he knows about the light saber. He's sitting on it as we speak.  :awesome_for_real:

Why haven't you committed suicide yet?

It seems like the sole reason you exist is to turn every Star Wars discussion personal. A life like that can't be worth living.

Oh yeah... :awesome_for_real: I added a smiley so it's cool bro!


Title: Re: SWTOR
Post by: Ingmar on November 07, 2011, 04:21:11 PM
Because you don't have a history of trolling the Star Wars fans, am I right? You're like the reverse boy who cried wolf here, troll long enough and even your non-troll posts start to look like trolls.

It might help if you didn't leap on 'sad Star Wars fanboy' as the reason people disagree with you; they might just, you know, disagree without an agenda or some kind of blinders on.



Title: Re: SWTOR
Post by: Nevermore on November 07, 2011, 04:31:16 PM
They're going to have PVP servers and PVP battlegrounds, so they have to support it at least to an extent, which I'm sure is the major driver behind the mirrored classes.

While I think that both PvP and PvE are drivers, I'd think PvE is the larger driver since it'll be easier to balance the end game encounters with both sides having identical classes.


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 04:34:23 PM
It might help if you didn't leap on 'sad Star Wars fanboy' as the reason people disagree with you; they might just, you know, disagree without an agenda or some kind of blinders on.

What is the actual disagreement here?

Quote the thing I said that you and others disagree with that is controversial to the point of trolling.

To me the only disagreement here is that some people think it's out of bounds to simply discuss how many mechanically distinct classes are in the game - even WITHOUT making any value judgements on that number. What exactly do you disagree with?


Title: Re: SWTOR
Post by: UnSub on November 07, 2011, 04:38:37 PM
This thread has mostly lost its joie de vivre since page 300.

 :cry:

It's because we're grinding out posts on trash mobs.

As soon as an epic boss appears, we'll be good to go.


Title: Re: SWTOR
Post by: Ingmar on November 07, 2011, 04:45:31 PM
Certainly the fact that the classes are mechanically mirrors of each other has been presented as a criticism. I'm not even sure what you think about it to be honest, but given you piled right onto the 'sad fanboy' thing it is fair to say I can take a guess.  :-P

I do agree that a little of the reaction has been pretty retarded (especially the "STOP MIN/MAXING AND JUST PLAY" one from whoever that was), but it also isn't exactly dozens of fanboys coming out of the woodwork with torches and pitchforks.


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 05:02:47 PM
Are you even arguing with anything I said or are you arguing just to argue? Uh-oh this Margalis said something, I better find some reason to post a negative response!

As far as I can tell your only point of contention is that I trolled some people AFTER they called me a troll for making completely reasonable statements. That's your complaint?

Again, what did I say that was so unreasonable that you and others apparently so strongly disagree with?


Title: Re: SWTOR
Post by: Ingmar on November 07, 2011, 05:04:04 PM
I thought arguing just to argue was what we did in this thread?


Title: Re: SWTOR
Post by: 01101010 on November 07, 2011, 05:04:54 PM
This thread has mostly lost its joie de vivre since page 300.

 :cry:

It's because we're grinding out posts on trash mobs.

As soon as an epic boss appears, we'll be good to go.

Anyone got any idea how to handle the NDA? I heard full on DPS till about 40% then kill the adds and watch the rumor attacks, then burn down the rest.


Title: Re: SWTOR
Post by: Fordel on November 07, 2011, 05:07:43 PM
A pve solo friendly game would seem like the ideal place to push some unusual classes and abilities.

I don't think there's any good game to push unusual classes or abilities if they have a multiplayer component.

Single player, sure. Multiplayer, that's just asking for trouble.


Yea, even putting PvP issues aside, look at the issues that the original Paladin/Shaman split caused in Vanilla ward. Fuck, look at what FearWard on dwarf priests did  :why_so_serious:

Then you have DaoC's history of cluster fucking.

God damn doublefrost math.


Title: Re: SWTOR
Post by: Shatter on November 07, 2011, 05:16:09 PM
So TOR has approx 803,000 American Pre-order Box sales so far?

http://www.vgchartz.com/preorders.php


Title: Re: SWTOR
Post by: Evildrider on November 07, 2011, 05:23:03 PM
If a game has PVP, it will be relevant and make impact on PvE -  regardless of the intentions or statements of the devs prior to release.

This is also probably because of the PvP guys that came from Warhammer.  Where they tried to make mirrors but changed them up too much and it ended up not working so well.


Title: Re: SWTOR
Post by: Evildrider on November 07, 2011, 05:27:53 PM
So TOR has approx 803,000 American Box sales so far?

http://www.vgchartz.com/preorders.php

Yep and that's just in the US/North America.  Add in digital and overseas sales and I wonder if they are gonna be at 2mil+ for launch.


Title: Re: SWTOR
Post by: Sjofn on November 07, 2011, 05:30:39 PM
Uh-oh this Margalis said something, I better find some reason to post a negative response!


 :awesome_for_real:


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 05:36:20 PM
Per-orders and box sales are not even close to the same thing.


Title: Re: SWTOR
Post by: Shatter on November 07, 2011, 06:06:40 PM
Per-orders and box sales are not even close to the same thing.

changed it.  Its basically americas only pre-order box sales


Title: Re: SWTOR
Post by: Amaron on November 07, 2011, 06:36:49 PM
.... he seems to be making a simple, value-neutral, point that 8 classes on paper are 4 classes mechanically. Which can be a bad thing in terms of diversity and a good thing in terms of classes being distinct and useful.

Wait what?   Isn't it 16 classes on paper that are 8 classes mechanically?


Title: Re: SWTOR
Post by: Lantyssa on November 07, 2011, 07:02:36 PM
It'd depend how different the ACs are from one another.  And where you draw the line on being different classes.  As they come from the same base class, one could argue that they are not different, for the most part.

Or they could develop in very different ways.  The downside to that would be not finding out if you like that route until well into the character's existence.  Maybe not a huge set-back, but enough to make it annoying.


Title: Re: SWTOR
Post by: Jherad on November 07, 2011, 07:03:28 PM
.... he seems to be making a simple, value-neutral, point that 8 classes on paper are 4 classes mechanically. Which can be a bad thing in terms of diversity and a good thing in terms of classes being distinct and useful.

Wait what?   Isn't it 16 classes on paper that are 8 classes mechanically?

Yes. Each side has:

Force User 1 - splits into 2 advanced classes at level 10.

Force User 2 - Splits into 2 advanced classes...

Ranged DPS 1 - Splits into 2 advanced classes...

Ranged DPS 2 - Splits into 2 advanced classes...

Each side more or less mirrors the other. There are big differences in aesthetics/feel and storyline. So 16 classes total after lvl 10, 8 mirrors. There are essentially 4 early archetypes per side, but you specialise quickly.

Within each of the 8 ACs, you can assign skill points amongst three trees (1 of which is common to the archetype) to focus the class towards a particular role (dps, tanking etc).

I'm pretty sure that's all NDA-safe ( http://www.swtor.com/info/systems/advanced-classes ).


Title: Re: SWTOR
Post by: Reg on November 07, 2011, 07:18:57 PM
Why haven't you committed suicide yet?

It seems like the sole reason you exist is to turn every Star Wars discussion personal. A life like that can't be worth living.

Oh yeah... :awesome_for_real: I added a smiley so it's cool bro!

/em Runs weeping to my room. Weeping!

 :awesome_for_real:


Title: Re: SWTOR
Post by: Reg on November 07, 2011, 07:33:33 PM
It'd depend how different the ACs are from one another.  And where you draw the line on being different classes.  As they come from the same base class, one could argue that they are not different, for the most part.

Or they could develop in very different ways.  The downside to that would be not finding out if you like that route until well into the character's existence.  Maybe not a huge set-back, but enough to make it annoying.

I'd say it's effectively 8 classes even if the mechanics are really four mirrored pairs.  If you play the mirrored class I think the differing storyline is enough to distinguish it from its counterpart - even more so if you play a different advanced class.

But you're right. If you really hated a class' mechanics then you're probably not going to like them any better when you play its mirror.


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 07:40:49 PM
What a novel observation.


Title: Re: SWTOR
Post by: Reg on November 07, 2011, 07:48:38 PM
What a novel observation.

Oh please. I'm blushing!


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 08:00:50 PM
I really don't get why you leap at the opportunity to turn Star Wars video game talk personal. If I didn't know better I'd think you were George Lucas or the lead designer or SWTOR.


Title: Re: SWTOR
Post by: Reg on November 07, 2011, 08:09:03 PM
That's a fine looking light saber you have there. Is it double bladed?


Title: Re: SWTOR
Post by: eldaec on November 07, 2011, 08:16:16 PM
Grrr. Arrrrg. Rarrrrr.


Title: Re: SWTOR
Post by: Margalis on November 07, 2011, 08:22:16 PM
I feel like I must have terribly wronged Reg at some point in the past in some incident I've completely forgotten about but was for him some sort of traumatic experience that requires endless revenge.


Title: Re: SWTOR
Post by: Samprimary on November 07, 2011, 08:25:13 PM
Man, this thread needs that Cool Frog and Dolphin comic


Title: Re: SWTOR
Post by: Fordel on November 07, 2011, 09:54:18 PM
Armor Progression of the Imperial Agent:

http://www.swtor.com/news/news-article/20111104



Title: Re: SWTOR
Post by: Evildrider on November 07, 2011, 11:17:04 PM
Where's Draegan with out SWTOR summit news?!   :awesome_for_real:


Title: Re: SWTOR
Post by: UnSub on November 08, 2011, 01:29:15 AM
This thread has mostly lost its joie de vivre since page 300.

 :cry:

It's because we're grinding out posts on trash mobs.

As soon as an epic boss appears, we'll be good to go.

Anyone got any idea how to handle the NDA? I heard full on DPS till about 40% then kill the adds and watch the rumor attacks, then burn down the rest.

The NDA is cc heavy, so either you need high enough resists or to wait it out in order to defeat it. The loot it drops is of varying quality and a lot of players question its presence at all.


Title: Re: SWTOR
Post by: Tannhauser on November 08, 2011, 03:29:02 AM
The Imperial Agent is looking pretty sweet. My resolve to play a BH is weakening like a couch under a gamer's ass.


Title: Re: SWTOR
Post by: tmp on November 08, 2011, 12:17:06 PM
Armor Progression of the Imperial Agent:

http://www.swtor.com/news/news-article/20111104

Longcoats. Ones that don't make the ass look humongous like the old KotOR robes did. Sold :awesome_for_real:

(well, was sold on the agent already but that just confirms it. Also, actually having trouble on picking the specialization now, since both dress damn neat)


Title: Re: SWTOR
Post by: luckton on November 08, 2011, 12:22:29 PM
Armor Progression of the Imperial Agent:

http://www.swtor.com/news/news-article/20111104



Whoa, whoa, whoa, whoa, whoa... (http://www.youtube.com/watch?v=oSr49hnwU7I)

If I go sniper I can look like Cobra Commander?

I retract my earlier statements regarding the popularity/play-ability of the dedicated DPSers.  Fucking sold.


Title: Re: SWTOR
Post by: Sky on November 08, 2011, 12:30:50 PM
The operation geared sniper looks kinda like Tali in stormtrooper gear...

(http://img546.imageshack.us/img546/8499/torsnipertali.jpg)

 :Love_Letters:


Title: Re: SWTOR
Post by: tmp on November 08, 2011, 12:33:14 PM
Hah, yes. Did cross my mind too, especially since she gets her own battle drone.

The penultimate outfit has some resemblance to Nova's ghost gear, which is also a plus in my book.


Title: Re: SWTOR
Post by: Fordel on November 08, 2011, 12:34:16 PM
The IA doesn't have the right accent for Tali.


Title: Re: SWTOR
Post by: 01101010 on November 08, 2011, 12:39:44 PM
I was thinking about going agent, but now that everyone is eyefucking them, I'll just not play.  :why_so_serious:

But anyway... I'll play a healer most likely. Played nothing but tanks in every thing from FFXI to Aion... though I did drive a caster at first in Aion. RIFT was my only true DPS class I ever made and was meh about it. Though I like the idea of being able to tank as an inquisitor.


Title: Re: SWTOR
Post by: luckton on November 08, 2011, 02:46:44 PM
A fresh batch of invites is going out.

*crosses fingers*


Title: Re: SWTOR
Post by: ShenMolo on November 08, 2011, 02:49:06 PM
I watch that video, and while stimulated to want to play, can't help but be annoyed by seeing dozens of mobs standing within a few yards of each other, guns blazing, and no one hitting anything.


Title: Re: SWTOR
Post by: luckton on November 08, 2011, 02:52:06 PM
I watch that video, and while stimulated to want to play, can't help but be annoyed by seeing dozens of mobs standing within a few yards of each other, guns blazing, and no one hitting anything.

http://starwars.wikia.com/wiki/Stormtrooper_effect

 :why_so_serious:


Title: Re: SWTOR
Post by: ghost on November 08, 2011, 02:52:12 PM
I watch that video, and while stimulated to want to play, can't help but be annoyed by seeing dozens of mobs standing within a few yards of each other, guns blazing, and no one hitting anything.

Well, that would be pretty true to the source material (http://www.youtube.com/watch?v=FSfz9sgeMA4).  



Title: Re: SWTOR
Post by: ShenMolo on November 08, 2011, 04:02:29 PM
I watch that video, and while stimulated to want to play, can't help but be annoyed by seeing dozens of mobs standing within a few yards of each other, guns blazing, and no one hitting anything.

Well, that would be pretty true to the source material (http://www.youtube.com/watch?v=FSfz9sgeMA4).  



Hahaha, that's awesome. A sand person one shotting a racer while the trained elite of the Empire, shooting from the hip, can't hit anything.


Title: Re: SWTOR
Post by: Sky on November 08, 2011, 05:05:26 PM
Quote
This is the phase you've been waiting for. We're ready to begin importing your guild, Bat Country, into the game.
Not that it really means anything at this point.

They also released the early access info, up to five days early depending on the order codes were entered.


Title: Re: SWTOR
Post by: luckton on November 08, 2011, 05:06:12 PM
Quote
This is the phase you've been waiting for. We're ready to begin importing your guild, Bat Country, into the game.
Not that it really means anything at this point.

They also released the early access info, up to five days early depending on the order codes were entered.

Aye, I got that email a few moments ago too.

Goddamn spam getting my beta hopes up  :angryfist:


Title: Re: SWTOR
Post by: Montague on November 08, 2011, 05:24:40 PM
I'm suddenly busy this weekend  :yahoo:


Title: Re: SWTOR
Post by: Merusk on November 08, 2011, 05:32:04 PM
h8u


Title: Re: SWTOR
Post by: Ingmar on November 08, 2011, 05:32:53 PM
h8u


Title: Re: SWTOR
Post by: luckton on November 08, 2011, 05:40:02 PM


Title: Re: SWTOR
Post by: Crumbs on November 08, 2011, 06:53:17 PM
AND I AS WELL

Shit guys if I got in you all better check your emails.


Title: Re: SWTOR
Post by: Jherad on November 08, 2011, 06:55:09 PM
Grrf. New PC arriving on Thursday - was kinda hoping for a nice surprise this weekend. Still, can't be greedy, Skyrim on Friday.


Title: Re: SWTOR
Post by: 01101010 on November 08, 2011, 07:02:00 PM
I'm suddenly busy this weekend  :yahoo:

 :drill:


Title: Re: SWTOR
Post by: Merusk on November 08, 2011, 07:02:36 PM
 :heartbreak: :cry2:

Those grapes were probably sour, anyway.


Title: Re: SWTOR
Post by: Fordel on November 08, 2011, 07:10:25 PM
You can always check: http://www.swtor.com/tester

To see if you are in or not. The Emails can lag behind quite a bit as they funnel them out.


Title: Re: SWTOR
Post by: 01101010 on November 08, 2011, 07:14:03 PM
Thanks to this thread, I actually check that email account. Now I don't have to for a bit...  :awesome_for_real:


Title: Re: SWTOR
Post by: Outlawedprod on November 08, 2011, 07:34:52 PM
http://www.swtor.com/news/news-article/20111107

"Your Star Wars: The Old Republic account credentials are linked to EA.com and Origin.com, so your new password will be applied across all three websites. "

Thanks for the triple security exposure!!


Title: Re: SWTOR
Post by: Morfiend on November 08, 2011, 08:35:55 PM
http://www.swtor.com/news/news-article/20111107

"Your Star Wars: The Old Republic account credentials are linked to EA.com and Origin.com, so your new password will be applied across all three websites. "

Thanks for the triple security exposure!!

Sinji's corner is thataway.  :dead_horse:


Title: Re: SWTOR
Post by: Kageru on November 08, 2011, 09:10:06 PM

MMO syndrome... extreme sniper rifle range is about 150m

That said is there some graphical term for why all the character models look like plastic action figures? I'm assuming it's some combination of modular gear, shiny finish / bloom lighting and clean textures. Reminds me quite a lot of Champions online which had the same problem.

Still, waiting for the NDA to drop is painful.


Title: Re: SWTOR
Post by: eldaec on November 08, 2011, 09:31:53 PM
I suspect part of the reason the models have that look is that they used the Clone Wars as a major influence on their style guide.


Title: Re: SWTOR
Post by: tmp on November 08, 2011, 10:05:18 PM

That said is there some graphical term for why all the character models look like plastic action figures?
Yes, "design". :grin:

srsly though, iirc their early interviews, that style is what they did aim at on purpose -- a take at middle ground between stylized and realistic. And yeah, the Champions Online went for something similar from what little i remember of it (or STO would probably be closer) Doubt either of them consider how it turned out an actual problem.


Title: Re: SWTOR
Post by: Cyrrex on November 08, 2011, 10:27:03 PM

MMO syndrome... extreme sniper rifle range is about 150m

That said is there some graphical term for why all the character models look like plastic action figures? I'm assuming it's some combination of modular gear, shiny finish / bloom lighting and clean textures. Reminds me quite a lot of Champions online which had the same problem.

Still, waiting for the NDA to drop is painful.


I had similar worries on the graphics side when the first videos started popping up.  After a beta weekend, I do not have those concerns anymore.  While I can see why people would compare the choices made to CO, this game looks loads nicer than CO.  IMO.


Title: Re: SWTOR
Post by: Kageru on November 08, 2011, 11:07:31 PM

Ah, not having watched clone wars explains why I would miss that. I guess, with a clear style to the art direction, it will probably age quite well.


Title: Re: SWTOR
Post by: Margalis on November 09, 2011, 12:55:07 AM
Quote
That said is there some graphical term for why all the character models look like plastic action figures?

Find a screenshot that you think illustrates this problem particularly well and I'll tell you what the technical terms are for what makes it look that way.


Title: Re: SWTOR
Post by: luckton on November 09, 2011, 02:20:00 AM
WE HAVE ACHIEVED  :nda: STATUS!

 :rock: :rock_hard: :hulk_rock: :thumbs_up: :woot: :yahoo:


Title: Re: SWTOR
Post by: eldaec on November 09, 2011, 02:27:58 AM

Ah, not having watched clone wars explains why I would miss that. I guess, with a clear style to the art direction, it will probably age quite well.


Personally I think clone wars looks terrible, so not convinced, but can understand how they got to where they are.


Title: Re: SWTOR
Post by: Cyrrex on November 09, 2011, 03:28:41 AM
I also hate how clone wars looks.  The tech is fine, but the art style is dumb, and I hate the way the chose to animate characters.  Probably why I don't watch it.

I don't think SWTOR graphics should be compared to CW at all.  Not close, IMO.  SWTOR is more like KOTOR with a nice graphical upgrade (which, well, it is?).  Or maybe Mass Effect minus the intentional graininess and with far more color.

If there is a valid complaint against the graphics, I'd say that it's more because it follows the colorful style of the prequels and not the darker style of the original trilogy.  Not that that's surprising, but I could see why it would annoy people.


Title: Re: SWTOR
Post by: Lantyssa on November 09, 2011, 04:36:42 AM
With deployment around the corner, reapplied to BC.


Title: Re: SWTOR
Post by: luckton on November 09, 2011, 04:46:24 AM
Looks like they weren't kidding about still sending out invites throughout the night and maybe some this morning.  Keep checking those Inboxes, folks.

Edit: Additionally, I'm hoping the beta client can be patched to live...this thing is huge.


Title: Re: SWTOR
Post by: Cyrrex on November 09, 2011, 04:54:16 AM
Must stop taunting!


Title: Re: SWTOR
Post by: Sky on November 09, 2011, 06:12:51 AM
I'm hoping the beta client can be patched to live...this thing is huge.
Nope.


Title: Re: SWTOR
Post by: luckton on November 09, 2011, 06:14:17 AM
I'm hoping the beta client can be patched to live...this thing is huge.
Nope.

Well then Canadians and other bandwdth-limited/charge-by-the-bit countries are royally fucked.  :ye_gods:


Title: Re: SWTOR
Post by: Surlyboi on November 09, 2011, 06:19:11 AM
Royal Canadian Mounted Fucked?


Title: Re: SWTOR
Post by: Sky on November 09, 2011, 06:21:40 AM
Well then Canadians and other bandwdth-limited/charge-by-the-bit countries are royally fucked.  :ye_gods:
Don't download the beta?
Royal Canadian Mounted Fucked?


Title: Re: SWTOR
Post by: Sand on November 09, 2011, 06:30:52 AM
Royal Canadian Mounted Fucked?

I did that once in Vancouver.


Title: Re: SWTOR
Post by: Numtini on November 09, 2011, 06:41:00 AM
Are the links in the email through some marketing firm? Dynect.net?

I can't tell if I got an invite or the world's worst attempt at phishing.


Title: Re: SWTOR
Post by: murdoc on November 09, 2011, 08:21:26 AM
WE HAVE ACHIEVED  :nda: STATUS!

 :rock: :rock_hard: :hulk_rock: :thumbs_up: :woot: :yahoo:

I guess I know what I'll be doing this weekend.

 :nda:


Title: Re: SWTOR
Post by: Rasix on November 09, 2011, 08:24:38 AM
I guess not logging into the last two sessions has given them a reason to not invite me for this one.  :oh_i_see:


Title: Re: SWTOR
Post by: Paelos on November 09, 2011, 08:25:38 AM
I never get invited to the party anyway.


Title: Re: SWTOR
Post by: Rasix on November 09, 2011, 08:30:31 AM
You know what you're getting. 


Title: Re: SWTOR
Post by: Paelos on November 09, 2011, 08:35:19 AM
You know what you're getting. 

Pigs in space?


Title: Re: SWTOR
Post by: Rasix on November 09, 2011, 08:46:47 AM
Response wheel:

----  Play along. 

----------  (Cue Mel Brooks) No. Jews in space.

----  <Head slam>



Title: Re: SWTOR
Post by: Bunk on November 09, 2011, 09:27:49 AM
I got an email from The Old Republic... telling me they are upgrading their password security and I'll need to change mine sometime in the next month.

 :oh_i_see:


Title: Re: SWTOR
Post by: Malakili on November 09, 2011, 09:33:47 AM
I got an email from The Old Republic... telling me they are upgrading their password security and I'll need to change mine sometime in the next month.

 :oh_i_see:

I also got this e-mail.  I assumed phising attempt and nuked it without reading.


Title: Re: SWTOR
Post by: Evildrider on November 09, 2011, 09:35:11 AM
I got an email from The Old Republic... telling me they are upgrading their password security and I'll need to change mine sometime in the next month.

 :oh_i_see:

I also got this e-mail.  I assumed phising attempt and nuked it without reading.

It's not.  They are going to make everyone change their passwords sometime soon.  They will email you again when they want you to do it.


Title: Re: SWTOR
Post by: Sky on November 09, 2011, 09:35:33 AM
I also got this e-mail.  I assumed phising attempt and nuked it without reading.
Or you could log into swtor.com and change your password. They didn't provide a link, so it would be a pretty shitty phishing attempt.


Title: Re: SWTOR
Post by: Malakili on November 09, 2011, 09:53:09 AM
I also got this e-mail.  I assumed phising attempt and nuked it without reading.
Or you could log into swtor.com and change your password. They didn't provide a link, so it would be a pretty shitty phishing attempt.

Like I said, I didn't actually read it.


Title: Re: SWTOR
Post by: Furiously on November 09, 2011, 10:17:44 AM
Royal Canadian Mounted Fucked?

I did that once in Vancouver.

That might explain your rectal problems.


Title: Re: SWTOR
Post by: Murgos on November 09, 2011, 10:37:25 AM
Are the links in the email through some marketing firm? Dynect.net?

I can't tell if I got an invite or the world's worst attempt at phishing.

They come from 'no-reply@bioware.swtor.com'

So, uh, yeah.  I'm in.


Title: Re: SWTOR
Post by: Morfiend on November 09, 2011, 10:37:46 AM
Anyone planning on playing on a PVP server or anyone looking to try and start something on a PVP server?


Title: Re: SWTOR
Post by: Numtini on November 09, 2011, 10:39:29 AM
It turned out I was in, but the links at least here don't point at swtor.com, they go somewhere and redirect to swtor.com That seems like a bad idea in general.


Title: Re: SWTOR
Post by: Sky on November 09, 2011, 11:04:34 AM
Anyone planning on playing on a PVP server or anyone looking to try and start something on a PVP server?
Snakecharmer is planning on a PvP server, I forget if he's got a posse or not.

The PvP seems like a great fit for the IP, but then I remember it's PvP in an mmo and lol.


Title: Re: SWTOR
Post by: Rokal on November 09, 2011, 11:09:06 AM
 :thumbs_up:


Title: Re: SWTOR
Post by: Draegan on November 09, 2011, 11:25:18 AM
I got back late last night from the Fansite Summit at Bioware Austin.  Great time and they sure knew how to treat the community.  Great people down there in Texas.

Here are some pictures and a quick story of the tour. (http://www.forcejunkies.com/2011/11/09/fansite-summit-a-pictured-story-of-our-time-at-biowares-studio/)


Title: Re: SWTOR
Post by: 01101010 on November 09, 2011, 11:40:25 AM
http://www.youtube.com/watch?v=ey2L_ExKWuI

This comes with preorder?  :grin:


Title: Re: SWTOR
Post by: Sand on November 09, 2011, 11:44:03 AM
I got back late last night from the Fansite Summit at Bioware Austin.  Great time and they sure knew how to treat the community.  Great people down there in Texas.

Here are some pictures and a quick story of the tour. (http://www.forcejunkies.com/2011/11/09/fansite-summit-a-pictured-story-of-our-time-at-biowares-studio/)

I would have grabbed the life sized statue in the building, run, and considered it a mayor success if I had gotten away.
That statue is awesome.  :awesome_for_real:


Title: Re: SWTOR
Post by: Draegan on November 09, 2011, 11:54:43 AM
Yeah the statue was pretty badass, it's about 7' tall.


Title: Re: SWTOR
Post by: luckton on November 09, 2011, 12:30:50 PM
This picture impressed me:

(http://www.forcejunkies.com/wp-content/uploads/2011/11/World-Zone-Size.jpg)

Did they say how such zones compare to real world locations, or perhaps other MMOs?


Title: Re: SWTOR
Post by: Sky on November 09, 2011, 12:39:51 PM
BLIZZ SPOILERZ ZOMG  :drill:

The Malgus statue is cool...but I would've absconded with the Blizz picture.


Title: Re: SWTOR
Post by: ajax34i on November 09, 2011, 01:23:39 PM
Those are planet names, lol, not continents (or islands).


Title: Re: SWTOR
Post by: Draegan on November 09, 2011, 01:27:28 PM
Thats just a solid representation comparing maps in game to other maps.  The key reference point is the small map as that area has had the most (all of the?) public exposure. 

I'll be writing up my exposure of Ilum which is an open world pvp lake.  It's essentially Hoth Battle + Alterac Valley and it's about 4 times the size of AV.


Title: Re: SWTOR
Post by: Lantyssa on November 09, 2011, 02:05:03 PM
Are the links in the email through some marketing firm? Dynect.net?

I can't tell if I got an invite or the world's worst attempt at phishing.
Phishing I think.  If you want to check, go to www.swtor.com/testing or tester.  Where ever the beta app is.


Title: Re: SWTOR
Post by: luckton on November 09, 2011, 02:08:11 PM
If you want to check, go to www.swtor.com/testing or tester.  Where ever the beta app is.

This.  The email is just a notification.  There's no special script link that you have to follow in order to 'activate' your beta.  If BW activates you, swtor.com/testing will tell you.  I've been refreshing that page everyday for the last couple months, and I struck gold this morning.


Title: Re: SWTOR
Post by: caladein on November 09, 2011, 02:10:57 PM
Anyone planning on playing on a PVP server or anyone looking to try and start something on a PVP server?

Yeah, my guild's set up for Sith East Coast PvP.


Title: Re: SWTOR
Post by: Tannhauser on November 09, 2011, 03:22:27 PM
I find my lack of beta access disturbing.


Title: Re: SWTOR
Post by: Ingmar on November 09, 2011, 03:31:39 PM
The actual link is http://www.swtor.com/tester

EDIT: And yeah keep checking, because I didn't get in til literally just now when I went to confirm the right URL.


Title: Re: SWTOR
Post by: Paelos on November 09, 2011, 03:56:55 PM
I keep thinking this is some sort of prank where you keep getting me to check my status to see that I'm not in.

Can we just stop? We're not in. WE'RE NOT IN!  :cry2:


Title: Re: SWTOR
Post by: ajax34i on November 09, 2011, 03:59:23 PM
I'm not even registered, heh.  Awaiting a BIIF from y'all before I do anything.


Title: Re: SWTOR
Post by: UnSub on November 09, 2011, 05:01:53 PM
I checked that tester link and saw nothing that indicated if I was in or not.

It is probably because I was honest about my country of origin and since Australia isn't getting SWOR at launch, they don't need to include people like me.

Which is fine, because I've got a stack of other games to finish.


Title: Re: SWTOR
Post by: luckton on November 09, 2011, 05:09:52 PM
*whoops*


Title: Re: SWTOR
Post by: Nevermore on November 09, 2011, 05:21:45 PM
Can Gingrinch not go one debate without calling for Bernanke to be fired?

Maybe he should use the force.


Title: Re: SWTOR
Post by: luckton on November 09, 2011, 05:28:30 PM
I fail at posting in the proper thread.  Mea culpa.


Title: Re: SWTOR
Post by: Margalis on November 09, 2011, 05:40:20 PM
Gingrich is obviously going for all dark side points.


Title: Re: SWTOR
Post by: Jherad on November 09, 2011, 06:37:33 PM
http://www.youtube.com/watch?v=ey2L_ExKWuI

This comes with preorder?  :grin:

That is pure, unadulterated awesomeness. I need to make something like that for my newfie.


Title: Re: SWTOR
Post by: Viin on November 09, 2011, 06:49:48 PM
I keep thinking this is some sort of prank where you keep getting me to check my status to see that I'm not in.

Can we just stop? We're not in. WE'RE NOT IN!  :cry2:

Speak for yourself.


Title: Re: SWTOR
Post by: Thrawn on November 09, 2011, 07:19:09 PM
Uh, I just signed up for SWTOR.com like 2, maybe 3 days ago.  I'm invited to the weekend beta.  :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on November 09, 2011, 07:22:14 PM
Seems like a LOT of people are in, must be a stress test. Expect unplayability!


Title: Re: SWTOR
Post by: Nevermore on November 09, 2011, 07:28:10 PM
The stupid Old Republic website finally stopped giving me the 'your email address is already in use' error so I finally was able to make an account.  Too late for beta though.  :cry:

And since Ingmar is in the beta now and all preoccupied, I assume it'll be weeks before he lets me in the guild.


Title: Re: SWTOR
Post by: Ingmar on November 09, 2011, 07:30:41 PM
I forgot to put up rule #5, passive-aggressiveness is banned.  :-P


Title: Re: SWTOR
Post by: Nevermore on November 09, 2011, 07:42:29 PM
Like I'd have ever made it a week if that were an actual rule.  :why_so_serious:


Title: Re: SWTOR
Post by: Amaron on November 09, 2011, 08:15:38 PM
You can always check: http://www.swtor.com/tester

To see if you are in or not. The Emails can lag behind quite a bit as they funnel them out.

I still haven't gotten an email but I went to check this link and I'm in.   I can't decide if I'm deliriously excited or if I need to go murder some email server admins.


Title: Re: SWTOR
Post by: Merusk on November 09, 2011, 08:19:46 PM
Congratulations: You have completed the sign-up process.

 :ye_gods: :tantrum:


Title: Re: SWTOR
Post by: Soln on November 09, 2011, 09:03:27 PM
and I'm in beta.


Guild status gents?


Title: Re: SWTOR
Post by: Teleku on November 09, 2011, 11:12:26 PM
Wow, I got into the beta. 

So, we can join Bat Country somehow, yes?


Title: Re: SWTOR
Post by: Ingmar on November 09, 2011, 11:17:03 PM
The guild precreation stuff is not for beta, it is for live.

Also odds are if you got into the beta just this week it is just for the weekend stress test that runs from 5 central Friday to midnight central Sunday - so I wouldn't particularly expect anyone to go setting a guild up (if you even can yet.)


Title: Re: SWTOR
Post by: Tyrnan on November 10, 2011, 12:35:23 AM
Also anyone from outside North America is shit out of luck for this weekend as there's no chance of us being invited. They've said they'll be inviting people from the EU for the next round of normal testing (I'm guessing that people outside the launch zones are still screwed though)



Title: Re: SWTOR
Post by: DraconianOne on November 10, 2011, 01:06:57 AM
The stupid Old Republic website finally stopped giving me the 'your email address is already in use' error so I finally was able to make an account.  Too late for beta though.  :cry:

Oh good. Because I seem to have several email addresses in use across the SWTOR site, Bioware site and Origin and I'd like to bring them all into line. Not that it's letting me of course!



Title: Re: SWTOR
Post by: Sky on November 10, 2011, 07:07:40 AM
So, we can join Bat Country somehow, yes?
Ingmar covered it, but if you want to sign up for the pre-release guild, click the link in my sig.

What that gets you is a pop-up when you first log into the retail client asking you if you want to join BC in-game.


Title: Re: SWTOR
Post by: Lucas on November 10, 2011, 07:35:38 AM
Also anyone from outside North America is shit out of luck for this weekend as there's no chance of us being invited. They've said they'll be inviting people from the EU for the next round of normal testing (I'm guessing that people outside the launch zones are still screwed though)


Yep, next EU wave should be quite large (and for general testing too!), hopefully I'll finally manage to get in too, instead of following the oh-so-seekret couple beta websites out there :P


Title: Re: SWTOR
Post by: Sand on November 10, 2011, 08:09:56 AM


And since Ingmar is in the beta now and all preoccupied, I assume it'll be weeks before he lets me in the guild.

He'll have already raided the guild bank and fled with his ill begotten goods by then.  :why_so_serious:


Title: Re: SWTOR
Post by: Draegan on November 10, 2011, 08:25:08 AM
Here is a stat I think you guys might be interested in.

I was told a few days ago that the number of people they are inviting rivals the number of people that most MMOs launch with. 

I have no idea by what context of metrics that is being described as, but there you have it.


Title: Re: SWTOR
Post by: Minvaren on November 10, 2011, 08:48:14 AM
zOMG beta!   Looks like stress-test time...  :oh_i_see:


Title: Re: SWTOR
Post by: Hawkbit on November 10, 2011, 09:45:38 AM
Are the folks being invited right now the pre-orders?  I was just wondering if I had a shot at getting in without one. 


Title: Re: SWTOR
Post by: Minvaren on November 10, 2011, 10:03:38 AM
No pre-order here, FWIW.


Title: Re: SWTOR
Post by: koro on November 10, 2011, 10:14:39 AM
Also anyone from outside North America is shit out of luck for this weekend as there's no chance of us being invited. They've said they'll be inviting people from the EU for the next round of normal testing (I'm guessing that people outside the launch zones are still screwed though)


That's weird. My girlfriend's sister, who lives in the UK, got a weekend invite a couple days ago.


Title: Re: SWTOR
Post by: 01101010 on November 10, 2011, 11:14:57 AM
No pre-order here, FWIW.

Same. I don't think I'll pre-order either since in every game I have, I have played for all of 3 months tops.


Title: Re: SWTOR
Post by: Lantyssa on November 10, 2011, 12:00:54 PM
He'll have already raided the guild bank and fled with his ill begotten goods by then.  :why_so_serious:
You've never seen SLAP guild bank organization.  He'd never be able to find the good stuff.


Title: Re: SWTOR
Post by: Tyrnan on November 10, 2011, 12:49:37 PM
Also anyone from outside North America is shit out of luck for this weekend as there's no chance of us being invited. They've said they'll be inviting people from the EU for the next round of normal testing (I'm guessing that people outside the launch zones are still screwed though)


That's weird. My girlfriend's sister, who lives in the UK, got a weekend invite a couple days ago.

Looks like they're sending out general beta invitation to the EU over today and tomorrow so maybe that was it?



Title: Re: SWTOR
Post by: luckton on November 10, 2011, 02:30:03 PM
Word to the  :nda:'ers...keep patching.


Title: Re: SWTOR
Post by: Merusk on November 10, 2011, 02:37:27 PM
Are the folks being invited right now the pre-orders?  I was just wondering if I had a shot at getting in without one. 

Preorder, no invite.


Title: Re: SWTOR
Post by: Fabricated on November 10, 2011, 02:42:01 PM
I got in...21gb of client. Yeesh.

edit: Yes, I did read the NDA. I actually read it again just now. Saying the amount of fucking data seems to be alright.


Title: Re: SWTOR
Post by: Tannhauser on November 10, 2011, 02:48:44 PM
Pre-order.  No beta.


Title: Re: SWTOR
Post by: tmp on November 10, 2011, 02:52:45 PM
Are the folks being invited right now the pre-orders?  I was just wondering if I had a shot at getting in without one. 
Their pre-order faq thingie says having the pre-order doesn't count for anything when it comes to the beta invites. It only may buy you the early access, and even that isn't guaranteed.


Title: Re: SWTOR
Post by: Sjofn on November 10, 2011, 03:04:16 PM
He'll have already raided the guild bank and fled with his ill begotten goods by then.  :why_so_serious:
You've never seen SLAP guild bank organization.  He'd never be able to find the good stuff.


<eyetwitch>

I always sort of liked when our vault was raided, frankly.


Title: Re: SWTOR
Post by: Rasix on November 10, 2011, 03:10:37 PM
I kind of felt that way when my WoW friend's account was hacked and they cleared out my tiny guild's bank.

Well, losing all that fish upset me just a little. Nearly a full tab of fish.  Bastards.  What kind of sick bastard steals your fish?


Title: Re: SWTOR
Post by: Fordel on November 10, 2011, 03:17:21 PM
Some of that fish is expensive man!


Title: Re: SWTOR
Post by: Nevermore on November 10, 2011, 04:05:15 PM
Maybe it was a shark. (http://vbsf.ipbhost.com/public/style_emoticons/default/shark_smiley.gif)


Title: Re: SWTOR
Post by: Lantyssa on November 10, 2011, 04:35:23 PM
Wowee-wow-wow!


Title: Re: SWTOR
Post by: Margalis on November 10, 2011, 05:10:49 PM
 :awesome_for_real: :awesome_for_real: :awesome_for_real: :grin: :drill:


Title: Re: SWTOR
Post by: UnSub on November 10, 2011, 05:12:12 PM
Wowee-wow-wow!

This image seemed appropriate to Lantyssa's comment:

(http://images2.wikia.nocookie.net/__cb20081215001633/nickelodeon/images/e/ee/Wubbzy_is_Jumping%2C_Getting_a_butterfly.jpg)


Title: Re: SWTOR
Post by: Evildrider on November 10, 2011, 06:37:11 PM
So who's mad at me for getting my third weekend?  :D


Title: Re: SWTOR
Post by: Evildrider on November 10, 2011, 06:38:29 PM
I kind of felt that way when my WoW friend's account was hacked and they cleared out my tiny guild's bank.

Well, losing all that fish upset me just a little. Nearly a full tab of fish.  Bastards.  What kind of sick bastard steals your fish?

(http://images3.wikia.nocookie.net/__cb20100721203040/muppet/images/thumb/2/22/LewZealand_Large.jpg/300px-LewZealand_Large.jpg)


Title: Re: SWTOR
Post by: koro on November 10, 2011, 07:21:12 PM
So if I wanted to chat with any of you people during your stints in the weekend beta, what all servers will you be on?


Title: Re: SWTOR
Post by: Evildrider on November 10, 2011, 07:25:55 PM
We can't choose that yet.  We don't get access for another 19 hours or so?   At least the weekenders.


Title: Re: SWTOR
Post by: koro on November 10, 2011, 07:33:46 PM
Do the weekend betas only open up late in the evening or something? I figured it was one of those "it's Friday now, log in any time" deals.


Title: Re: SWTOR
Post by: Sjofn on November 10, 2011, 07:56:12 PM
Starts at 5pm CST on 11/11.  :heartbreak:


Title: Re: SWTOR
Post by: koro on November 10, 2011, 08:04:47 PM
Huh. That sucks I guess.

Also, if you're in the closed beta and haven't logged in the past couple of days but want to play the weekend deal with folks, you may wanna load up the patcher, since there's an 800+ MB patch waiting for you.


Title: Re: SWTOR
Post by: Surlyboi on November 10, 2011, 08:28:32 PM
So who's mad at me for getting my third weekend?  :D

Two sessions and three weekends.  :why_so_serious:


Title: Re: SWTOR
Post by: Evildrider on November 10, 2011, 08:31:41 PM
So who's mad at me for getting my third weekend?  :D

Two sessions and three weekends.  :why_so_serious:

Hehe.  I wish the game would just release already.  Everyone in my guild is too bored to even log into WoW now. 


Title: Re: SWTOR
Post by: Lantyssa on November 11, 2011, 03:53:10 AM
So who's mad at me for getting my third weekend?  :D
I laugh at your weekend only access. :-P


Title: Re: SWTOR
Post by: Thrawn on November 11, 2011, 04:39:20 AM
So apparently the installer/patcher/whatever is terrible?  3 days of trying and I have yet to complete one install successfully.


Title: Re: SWTOR
Post by: 01101010 on November 11, 2011, 04:49:36 AM
So apparently the installer/patcher/whatever is terrible?  3 days of trying and I have yet to complete one install successfully.

What is the issue? I ran the exe file and ran the installer overnight without a hitch. Perhaps I got lucky?


Title: Re: SWTOR
Post by: Numtini on November 11, 2011, 05:31:01 AM
It ran superfast for me. Granted, I have a great connection, but still.

Oh and no pre-order and only signed up on the site was it last week or the week before?


Title: Re: SWTOR
Post by: Chimpy on November 11, 2011, 05:48:30 AM
It is better marketing for them to NOT send to pre-orders over "person who expressed interest but still has not made any effort to reserve a copy" as pre-order people are already planning on buying.


Title: Re: SWTOR
Post by: Fordel on November 11, 2011, 05:55:33 AM
I haven't had any issues with the installer.


Title: Re: SWTOR
Post by: Minvaren on November 11, 2011, 06:12:31 AM
Patcher frequently goes to a black screen and "not responding" here.

(restarts it again)


Title: Re: SWTOR
Post by: Murgos on November 11, 2011, 07:50:39 AM
My install was flawless.  Started it up, logged in, got ~1.3 megabytes a second (yes bytes).  It worked fine even though the scheduled windows update restarted the box in the middle of the night.  When it came back up I just restarted the patcher and it picked up right were it left off.


Title: Re: SWTOR
Post by: luckton on November 11, 2011, 08:09:51 AM
My install was flawless.  Started it up, logged in, got ~1.3 megabytes a second (yes bytes).  It worked fine even though the scheduled windows update restarted the box in the middle of the night.  When it came back up I just restarted the patcher and it picked up right were it left off.

Same here, though I was clocking 1.6MB  :drill:


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 08:31:18 AM
I was getting around 2.5-3.5 the whole time.  Hopefully it'll be just as good when launch time comes around.


Title: Re: SWTOR
Post by: Furiously on November 11, 2011, 08:40:04 AM
Wonder if everyone will be able to patch from beta or have to redownload.


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 08:46:39 AM
Word on the street is this is not the last build.  So most likely you'll have to redownload.


Title: Re: SWTOR
Post by: Viin on November 11, 2011, 08:58:01 AM
I *think* my patching is done, but when I log in it throws an error on the patch screen which immediately disappears and the only button that works is 'Exit'. I'm assuming the error is 'you cant play yet!' but who knows.


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 09:00:10 AM
I think so, I guess we'll find out in 6 hours. 


Title: Re: SWTOR
Post by: 01101010 on November 11, 2011, 09:00:21 AM
I *think* my patching is done, but when I log in it throws an error on the patch screen which immediately disappears and the only button that works is 'Exit'. I'm assuming the error is 'you cant play yet!' but who knows.

That is how it has looked all week. I assumed it was because there was no server up. Exit was it. I would open the screen daily to make sure I wasn't missing a patch.. like the one I had to download this morning... but back to Exit only before I left for work.


Title: Re: SWTOR
Post by: Murgos on November 11, 2011, 09:15:55 AM
Word on the street is this is not the last build.  So most likely you'll have to redownload.

With five weeks left to launch I would expect at least two more builds, one more test build after this current test data gets digested (so say, in one-two weeks?) and then another one with the final 'gold' client a few days or a week before the pre-launch people.

There are a few things in this build that have been stated publicly to be in transition, such as the crafting system and outfit coloring system so there has to be one more client before the final launch client just to test those things.


Title: Re: SWTOR
Post by: VainEldritch on November 11, 2011, 09:32:18 AM
My install was flawless.  Started it up, logged in, got ~1.3 megabytes a second (yes bytes).  It worked fine even though the scheduled windows update restarted the box in the middle of the night.  When it came back up I just restarted the patcher and it picked up right were it left off.

Same here, though I was clocking 1.6MB  :drill:

Even here, in the  banana republic that is Portugal where the internet consists of sweaty natives beating out code on bongo drums, I'm downloading the beta client at 1.3 mbps.

Faster code wallahs! Faster!


Title: Re: SWTOR
Post by: Mrbloodworth on November 11, 2011, 09:32:23 AM
Does my EA account work with this? And/or how do I make sure its associated?


Title: Re: SWTOR
Post by: Thrawn on November 11, 2011, 09:59:10 AM
I think my installer completely correctly at last.  What it was doing is downloading assets, installing assets, and at some point it would loop back and download all 16GB or whatever again.  Just looped over, and over, and over.  Kept at a pretty steady 3mb/s though so I must of eaten a ton of bandwidth.  :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 10:02:07 AM
Does my EA account work with this? And/or how do I make sure its associated?

I think you have to make a swtor account with the same email and stuff.  All that stuff was rolled into one for me back in July.


Title: Re: SWTOR
Post by: Mrbloodworth on November 11, 2011, 10:07:25 AM
Does my EA account work with this? And/or how do I make sure its associated?

I think you have to make a swtor account with the same email and stuff.  All that stuff was rolled into one for me back in July.

Yeah, got it.

Next problem, my Best Buy Pre-order codes are "Invalid".


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 10:10:06 AM
Does my EA account work with this? And/or how do I make sure its associated?

I think you have to make a swtor account with the same email and stuff.  All that stuff was rolled into one for me back in July.

Yeah, got it.

Next problem, my Best Buy Pre-order codes are "Invalid".

Yeeeaaaaahhh.. Best Buy has been pulling that shit for awhile now, same as Gamestop.  I don't know which copy of the game you are trying to get, but if it's not the CE I'd go somewhere else or just buy it off Origin.


Title: Re: SWTOR
Post by: Mrbloodworth on November 11, 2011, 10:21:16 AM
Trucegore and IssaBloodworth are applying to the guild.


Title: Re: SWTOR
Post by: Miasma on November 11, 2011, 10:22:51 AM
First beta weekend I've gotten into and it had to land on skyrim day.  I haven't managed to fire up modern warfare yet either.  At least I finished batman arkham city yesterday.


Title: Re: SWTOR
Post by: luckton on November 11, 2011, 11:46:01 AM
It is officially "Stress Test Weekend".  Everyone's invited, and if you're not, there's some game sites out their whoring beta codes for you.

http://www.swtor.com/news/news-article/20111111-0


Title: Re: SWTOR
Post by: Morfiend on November 11, 2011, 12:17:42 PM
It is officially "Stress Test Weekend".  Everyone's invited, and if you're not, there's some game sites out their whoring beta codes for you.

http://www.swtor.com/news/news-article/20111111-0

If anyone manages to find any extra keys, I would love one.  :grin:


Title: Re: SWTOR
Post by: Surlyboi on November 11, 2011, 12:28:23 PM
Just got an invite again.

One note, if you get an invite officially, don't go for one of the ones on the sites listed as it may jeopardize your shot at another beta.


Title: Re: SWTOR
Post by: Tannhauser on November 11, 2011, 12:33:58 PM
NOW I'm in, just 10hrs after buying Skyrim!  *shakes tiny fist*



Title: Re: SWTOR
Post by: eldaec on November 11, 2011, 12:35:30 PM
It is officially "Stress Test Weekend".  Everyone's invited, and if you're not, there's some game sites out their whoring beta codes for you.

http://www.swtor.com/news/news-article/20111111-0

Everyone that is, who can download 138Gb or whatever it is before the weekend is up.

I am maintaining my moral high ground stance of fuck all betas. (http://dl.dropbox.com/u/318368/gf-colbert.gif)


Title: Re: SWTOR
Post by: luckton on November 11, 2011, 12:37:04 PM
It is officially "Stress Test Weekend".  Everyone's invited, and if you're not, there's some game sites out their whoring beta codes for you.

http://www.swtor.com/news/news-article/20111111-0

Everyone that is, who can download 138Gb or whatever it is before the weekend is up.

I am maintaining my moral high ground stance of fuck all betas. (http://dl.dropbox.com/u/318368/gf-colbert.gif)

Shine on, you crazy diamond.


Title: Re: SWTOR
Post by: Mrbloodworth on November 11, 2011, 12:41:58 PM
Holy hammered website batman.


Title: Re: SWTOR
Post by: Minvaren on November 11, 2011, 12:43:29 PM
Looks like another round of invites just went out, as I appear to have been selected again...?  :headscratch:


Title: Re: SWTOR
Post by: TripleDES on November 11, 2011, 12:45:25 PM
Am I supposed to download it this weekend? The site's been hammered yesterday already, too.


Title: Re: SWTOR
Post by: Mrbloodworth on November 11, 2011, 12:46:31 PM
Made account. Check.
Signed in. Check.
Applied pre-order codes. Check.
Joined Bat country. Check.

Download.....?


Title: Re: SWTOR
Post by: Tannhauser on November 11, 2011, 12:48:28 PM
My email says I'm invited but not to get a code from a website.  :uhrr:

Don't toy with me Bioware!


Title: Re: SWTOR
Post by: Nevermore on November 11, 2011, 12:49:16 PM
Yeah, even I just got an invite so they must have invited everyone who signed up before today.


Title: Re: SWTOR
Post by: Morfiend on November 11, 2011, 01:09:41 PM
I just got one too. And so did my friend. I think they might have let everyone in.


Title: Re: SWTOR
Post by: luckton on November 11, 2011, 01:13:59 PM
Yeah, just got a second email here too.  Fecal matter impacting the rotating oscillator: GO!


Title: Re: SWTOR
Post by: Morfiend on November 11, 2011, 01:20:43 PM
Any one have a link to the download thats not on SWTOR.com ?


Title: Re: SWTOR
Post by: Ingmar on November 11, 2011, 01:27:26 PM
If you got a beta invite that DOESN'T have a big RESPOND NOW button it it, it isn't for THIS weekend, it is for a future one.


Title: Re: SWTOR
Post by: Der Helm on November 11, 2011, 01:38:31 PM
If you got a beta invite that DOESN'T have a big RESPOND NOW button it it, it isn't for THIS weekend, it is for a future one.
NOOOOOOOOOOOOOOoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo


Title: Re: SWTOR
Post by: Morfiend on November 11, 2011, 01:39:59 PM
If you got a beta invite that DOESN'T have a big RESPOND NOW button it it, it isn't for THIS weekend, it is for a future one.
NOOOOOOOOOOOOOOoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

Blah, what a fucking blueball.


Title: Re: SWTOR
Post by: Paelos on November 11, 2011, 01:46:01 PM
Yeah I got the email that says you get to test!

Later.  :oh_i_see:

How about you send me that email later, Bioware? WTF?


Title: Re: SWTOR
Post by: Tannhauser on November 11, 2011, 01:47:43 PM
So what Bioware is saying is "Don't get a code now and play, it might mess your beta test up later?"

Epic troll is epic.


Title: Re: SWTOR
Post by: Der Helm on November 11, 2011, 01:47:55 PM
Right as I was about to pull the trigger on  BF3.  :awesome_for_real:


Title: Re: SWTOR
Post by: Zetor on November 11, 2011, 01:54:12 PM
So what Bioware is saying is "Don't get a code now and play, it might mess your beta test up later?"

Epic troll is epic.
Yea, pretty much... "ok, you get to beta-test this game sometime in the future, but meanwhile don't you dare use the beta-test keys we are going to send out via various gaming sites this weekend!"

All this for something that's supposed to be people doing free QA for a game.  :why_so_serious: (yeah I know nobody actually signs up for betas to do that)

[clownshoes.jpg]


Title: Re: SWTOR
Post by: Ingmar on November 11, 2011, 01:54:18 PM
Furthermore given that FilePlanet has a counter up for their keys disappearing that is 7 days, 4 hours currently I would conjecture that it may not be next weekend, more likely the weekend after. Could be wrong on that though.


Title: Re: SWTOR
Post by: Der Helm on November 11, 2011, 01:55:21 PM
Furthermore given that FilePlanet has a counter up for their keys disappearing that is 7 days, 4 hours currently I would conjecture that it may not be next weekend, more likely the weekend after. Could be wrong on that though.
I am gonna cut you ...  :why_so_serious:

edit to add: My status under http://www.swtor.com/tester has not changed at all, but the website seems to be/have been down for maintenance a few minutes ago.


Title: Re: SWTOR
Post by: TripleDES on November 11, 2011, 01:57:03 PM
If you got a beta invite that DOESN'T have a big RESPOND NOW button it it, it isn't for THIS weekend, it is for a future one.
This is fucking idiotic.

Because holy shit, like I'm going to download 21GB for a few hours of testing.


Title: Re: SWTOR
Post by: Nevermore on November 11, 2011, 02:08:22 PM
Furthermore given that FilePlanet has a counter up for their keys disappearing that is 7 days, 4 hours currently I would conjecture that it may not be next weekend, more likely the weekend after. Could be wrong on that though.

Oh good, it'll probably be Thanksgiving weekend when I'm not home.  :oh_i_see:


Title: Re: SWTOR
Post by: Morfiend on November 11, 2011, 02:26:54 PM
On the bright side. Have to give Bioware credit for giving us plenty of ammo to get this thread to 400 pages.


Title: Re: SWTOR
Post by: Montague on November 11, 2011, 02:48:18 PM
Two minutes tilll cascading server failures


Title: Re: SWTOR
Post by: Threash on November 11, 2011, 02:50:28 PM
So i got an invite to weekend stress testing, but the announcement had absolutely no info in how to get in.  Being that there is probably a large download involved in the process i certainly hope they dont mean this weekend.


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 02:51:06 PM
Yeah this reinvite that just went out is not for this weekend but probably the next or something.


Title: Re: SWTOR
Post by: Amaron on November 11, 2011, 02:55:27 PM
Two minutes tilll cascading server failures

Hehe the entire domain seems to be down.

http://www.youtube.com/watch?v=_p73PZIDQuA


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 02:58:37 PM
Well it looks like they invited EVERYONE for the next beta weekend.  Even all of those in this weekend.  I bet I know when the NDA is gonna finally drop.  lol


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 03:08:33 PM
If you can't get into weekend beta.  They are slowly letting people in to simulate stress on the login server.  SR said to exit the launcher and retry every few minutes.

http://twitter.com/#!/rockjaw

That's his twitter feed.


Title: Re: SWTOR
Post by: Mrbloodworth on November 11, 2011, 03:09:43 PM

 :oh_i_see:


Title: Re: SWTOR
Post by: Sjofn on November 11, 2011, 03:15:17 PM
PLAY BUTTON WHY YOU NO LIGHT UP


Title: Re: SWTOR
Post by: Amaron on November 11, 2011, 03:17:04 PM
PLAY BUTTON WHY YOU NO LIGHT UP

Better than having it light up and nothing happening when you press it.


Title: Re: SWTOR
Post by: Thrawn on November 11, 2011, 03:30:01 PM
I can get in, but the game is just a black screen with a cursor when it launches.  I can hear clicks and stuff when I mouse over things and I can click stuff, but all black screen.  This thing is certainly ready to launch in a month.  :popcorn:


Title: Re: SWTOR
Post by: luckton on November 11, 2011, 03:43:32 PM
It's up for me.  There appear to be several servers up...we needs to pick one.


Title: Re: SWTOR
Post by: Sky on November 11, 2011, 03:45:03 PM
Made account. Check.
Signed in. Check.
Applied pre-order codes. Check.
Joined Bat country. Check.

Download.....?
That's not getting into the beta. The pre-launch guild thing is so it sets us up on a server, saves us dicking around on launch day trying to get on the same page.

I also just got the email about having another weekend, without a change in status. I won't be testing it any more, but of course if BC is invited I'll make sure you all know here. I doubt it at this point, if they're doing stress testing.


Title: Re: SWTOR
Post by: 01101010 on November 11, 2011, 04:01:12 PM
I can get in, but the game is just a black screen with a cursor when it launches.  I can hear clicks and stuff when I mouse over things and I can click stuff, but all black screen.  This thing is certainly ready to launch in a month.  :popcorn:

Better than a 3k queue  :uhrr:


Title: Re: SWTOR
Post by: koro on November 11, 2011, 04:07:56 PM
Yeah I got the email that says you get to test!

Later.  :oh_i_see:

How about you send me that email later, Bioware? WTF?

Considering Bioware's been notoriously late on emails for anything (some people didn't get their real deal "come play this weekend" betas until hours ago), I guess being early for once can't hurt.  :oh_i_see:


Title: Re: SWTOR
Post by: Minvaren on November 11, 2011, 04:47:20 PM
It's up for me.  There appear to be several servers up...we needs to pick one.

I checked BC's guild website, but still can't figure out which server we are on....?  :headscratch:


Title: Re: SWTOR
Post by: Mattemeo on November 11, 2011, 04:48:20 PM
So I got the 'you have been selected to test!' email, but it's for an 'upcoming' weekend test event; there's no 'click here to receive beta' button or anything as some have been pointing out here.
What's interesting to me atm is I cannot for the life of me log in on the swtor website to do any more checks/verification.


Title: Re: SWTOR
Post by: Sjofn on November 11, 2011, 04:48:50 PM
 :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real:


And I'm just a stupid jedi consular, god help me if I play a class I actually WANT to play.


Title: Re: SWTOR
Post by: Ingmar on November 11, 2011, 04:57:30 PM
Game works, laggy, but it works.

So far it is  :heart:


Title: Re: SWTOR
Post by: Viin on November 11, 2011, 04:59:00 PM
It's up for me.  There appear to be several servers up...we needs to pick one.

I checked BC's guild website, but still can't figure out which server we are on....?  :headscratch:

I picked Shadow Hand Whitebeam Run - only a queue of 110, but whatevas.


Title: Re: SWTOR
Post by: koro on November 11, 2011, 05:25:56 PM
The lovely thing is that if you are in the closed beta test like me and want to get onto a lower-pop server, you have to sit through the hour+ queue for your old server before you are allowed into the character select screen which gets you to the server selection. And the queue for doing this is never shown.

 :uhrr:


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 05:28:28 PM
Yeah they are trying to fix it right now.  At least the people in my guild who haven't played yet got in.  I don't mind waiting it out.


Title: Re: SWTOR
Post by: Fordel on November 11, 2011, 05:32:33 PM
I can get in, but the game is just a black screen with a cursor when it launches.  I can hear clicks and stuff when I mouse over things and I can click stuff, but all black screen.  This thing is certainly ready to launch in a month.  :popcorn:


Are you using an ATI Card and have you updated your video drivers lately? There was an issue with that awhile ago but the latest drivers fixed it for me.


Title: Re: SWTOR
Post by: Trippy on November 11, 2011, 06:03:41 PM
Is there still an NDA?


Title: Re: SWTOR
Post by: Merusk on November 11, 2011, 06:10:22 PM
Is there still an NDA?


According to the e-mail I got, Yes. With a stress test this size one has to wonder why.


Title: Re: SWTOR
Post by: Shatter on November 11, 2011, 06:11:46 PM
Is there still an NDA?


Yes, and they are having a hell of a time policing their forum right now lol


Title: Re: SWTOR
Post by: koro on November 11, 2011, 06:37:15 PM
Heh, my server's got a 3.5 hour queue time. Guess I should roll on a low pop one for my giriflriend.


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 06:43:16 PM
The lowest queue I found was at 650 the highest I saw was 6k.  lol


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 06:45:16 PM
Is there still an NDA?


The NDA is probably going to drop with the next beta weekend.  I assume this because they gave everyone signed up for testing an invite.


Title: Re: SWTOR
Post by: Amaron on November 11, 2011, 06:49:35 PM
Voice acting + vent is kind of annoying actually.


Title: Re: SWTOR
Post by: Evildrider on November 11, 2011, 06:53:51 PM
Yeah it is lol.  Especially since most guilds have "that guy", you know the one that doesn't shut up.


Title: Re: SWTOR
Post by: ezrast on November 11, 2011, 07:19:47 PM
And so it begins.


Title: Re: SWTOR
Post by: Rokal on November 11, 2011, 07:33:44 PM
All the PvE realms seem to have 1k+ (multi-hour) queues, so I guess I'm rolling on a pvp server :-\


Title: Re: SWTOR
Post by: Lantyssa on November 11, 2011, 07:38:23 PM
I was thinking of playing a bit this weekend, but maybe DCUO will be nice and quiet...


Title: Re: SWTOR
Post by: Minvaren on November 11, 2011, 07:39:50 PM
It is.  :grin:

(edit: No, I'm not sitting through 3+ hour queues to beta test.)


Title: Re: SWTOR
Post by: Viin on November 11, 2011, 07:40:03 PM
All the PvE realms seem to have 1k+ (multi-hour) queues, so I guess I'm rolling on a pvp server :-\

As it should be. I can already see getting bored doing quests, pvp adds spice!


Title: Re: SWTOR
Post by: Surlyboi on November 11, 2011, 07:44:18 PM
Thankfully, I've got MW3, Skyrim :nda: and Saint's Row the Third to keep me occupied next weekend...


Title: Re: SWTOR
Post by: Sky on November 11, 2011, 07:46:55 PM
I checked BC's guild website, but still can't figure out which server we are on....?  :headscratch:
The pre-launch guild page is for retail, not beta.
:awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real:


And I'm just a stupid jedi consular, god help me if I play a class I actually WANT to play.
That is exactly my review. Exactly!


Title: Re: SWTOR
Post by: Teleku on November 11, 2011, 08:10:54 PM
Anything wrong with Jedi Consular?  That was the class I was looking at playing.  Started up an Imperial Agent to mess around with in Beta since I wont be playing horde in retail.

Which I guess means I wont be in BC.  Forgot you guys had decided to go team evil...


Title: Re: SWTOR
Post by: Rokal on November 11, 2011, 08:12:26 PM
I've gotten to ~30 in queue twice now only to have the screen convert to 'spinning SWTOR wheel of death' that never goes anywhere. One more try and I'm probably done for the night.


Title: Re: SWTOR
Post by: Fordel on November 11, 2011, 08:50:49 PM
Anything wrong with Jedi Consular?  That was the class I was looking at playing.  Started up an Imperial Agent to mess around with in Beta since I wont be playing horde in retail.

Which I guess means I wont be in BC.  Forgot you guys had decided to go team evil...


Nah, Sjofn just has a enormous boner for the Smuggler.


Title: Re: SWTOR
Post by: Nevermore on November 11, 2011, 09:00:42 PM
Anything wrong with Jedi Consular?  That was the class I was looking at playing.  Started up an Imperial Agent to mess around with in Beta since I wont be playing horde in retail.

Which I guess means I wont be in BC.  Forgot you guys had decided to go team evil...


Nah, Sjofn just has a enormous boner for the Smuggler.

Now I'm picturing Sam Bee from last Thursday's Daily Show...


Title: Re: SWTOR
Post by: Furiously on November 11, 2011, 09:45:16 PM
I hear the imperial agent is just like the smuggler! Only without the annoying wookie.


Title: Re: SWTOR
Post by: Soln on November 11, 2011, 09:54:07 PM
got on, made a char, got kicked out

seems like you create something without being a shard first


Title: Re: SWTOR
Post by: Sky on November 11, 2011, 09:58:36 PM
Consular, the class I was least interested in, and completely awesome. I did Shadow tank spec.


Title: Re: SWTOR
Post by: Pezzle on November 11, 2011, 10:01:43 PM
:awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real: :awesome_for_real:


And I'm just a stupid jedi consular, god help me if I play a class I actually WANT to play.

I had the same plan.  No WAY I was going to play a terrible trooper so why not beta it.  

COMMANDO IS FUCKING AWESOME, THAT'S WHY.

Playing a stupid Consular now.


Title: Re: SWTOR
Post by: murdoc on November 12, 2011, 12:03:49 AM
Been playing on a lower pop PvP server and the biggest queue I had was 4.

My PC is showing it's age a bit, but it runs good and it's a LOT of fun - even playing the crappy classes I had no interest in.


Title: Re: SWTOR
Post by: Sjofn on November 12, 2011, 12:34:20 AM
Anything wrong with Jedi Consular?  That was the class I was looking at playing.  Started up an Imperial Agent to mess around with in Beta since I wont be playing horde in retail.

Which I guess means I wont be in BC.  Forgot you guys had decided to go team evil...

He (I made a RARE MALE TWILEK) is all of level 3 so I can hardly give a real review of it, but I was enjoying it.


EDIT: You can always play with Slap in the Force! WE'RE going Republic!  :grin:


Title: Re: SWTOR
Post by: Rokal on November 12, 2011, 12:34:40 AM
My initial impressions are mixed. Melee feels really clunky to me (was trying Sith Warrior), but Trooper functioned much smoother. It's possible that part of the discrepancy is server lag, since Trooper felt more responsive when I got to a less populated area, but the promo footage EA released for the game also made melee look a bit clunky. The story content is pretty hit or miss too. Sometimes the voice acting really adds to a quest, and the quest seems genuinely interesting. Sometimes it's just dialogue trees and 45 seconds of voice acting for a "kill 8 rats" quest.


Title: Re: SWTOR
Post by: Sjofn on November 12, 2011, 12:38:34 AM
Also something I feel like I should say because I doubt people even notice it half the time, but the music and sound is like. Perfect.


Title: Re: SWTOR
Post by: Montague on November 12, 2011, 12:48:09 AM
My initial impressions are mixed. Melee feels really clunky to me (was trying Sith Warrior), but Trooper functioned much smoother. It's possible that part of the discrepancy is server lag, since Trooper felt more responsive when I got to a less populated area, but the promo footage EA released for the game also made melee look a bit clunky. The story content is pretty hit or miss too. Sometimes the voice acting really adds to a quest, and the quest seems genuinely interesting. Sometimes it's just dialogue trees and 45 seconds of voice acting for a "kill 8 rats" quest.

I made a Jedi right at zero hour and it was borderline unplayable in melee because of all the stuttering. A few hours later when the starting area was much less crowded it got much better. As someone else said I'd put it just a touch below WoW's for responsiveness.

Also something I feel like I should say because I doubt people even notice it half the time, but the music and sound is like. Perfect.

+1


Title: Re: SWTOR
Post by: Ingmar on November 12, 2011, 01:38:16 AM
The Jedi Knight at 1:30 AM felt a lot better than the Jedi Knight at 5 PM for sure.


Title: Re: SWTOR
Post by: Rokal on November 12, 2011, 01:48:29 AM
I tried the sith warrior again based on what Montague said and yeah, it's totally fine without the server lag.


Title: Re: SWTOR
Post by: luckton on November 12, 2011, 03:15:03 AM
Played a little bit of Imperial Agent action last night (and by little I mean I finished, like 3 quests and hit lvl 2).  Initial sticker shock reaction is good.  Wish I wasn't working overtime today.  That said, today puts me at 52 hours of OT this pay period, which ends to day, so  :awesome_for_real:


Title: Re: SWTOR
Post by: Amaron on November 12, 2011, 04:06:00 AM
I did Consular because I doubted I'd play it at release.    Unfortunately that ended up kind of bad because I really do dislike the class mechanics but the class story is just  :drill: :drill: :drill: :drill:.   I pretty much duoed the entire prologue with a friend who played Jedi Knight.   It worked out fairly well but I think I'll be soloing the prologues at release since it takes so much longer to duo.


Title: Re: SWTOR
Post by: Reg on November 12, 2011, 04:25:06 AM
Does it take longer even if you duo with someone in your own class?


Title: Re: SWTOR
Post by: Amp on November 12, 2011, 04:57:28 AM
I played wow a long time.  Among other mmos. 
I got into the test, was excited,  dl'd the insane dl, and logged in with virtually no problems.

Well that is till I realized that these games DO NOT CHANGE. 

Years and lots of time off of playing, and I came back to WoW in space.  Very pretty game, I would love to have explored it, except for the fact it freakin wow in space.

So I uninstalled it and installed Skyrim.


Title: Re: SWTOR
Post by: Thrawn on November 12, 2011, 05:14:46 AM
Very pretty game, I would love to have explored it, except for the fact it freakin wow in space.

This shouldn't be a shock though, that's been common knowledge for a while.  The only thing I'm unsure about is end game content which will really be the make or break for the game in my opinion.


Title: Re: SWTOR
Post by: Merusk on November 12, 2011, 05:57:47 AM
It sounds like WoW was his first MMO dance. 


Title: Re: SWTOR
Post by: Montague on November 12, 2011, 07:11:01 AM
Does it take longer even if you duo with someone in your own class?

I don't think so, but I'm guessing I can't go into detail because of  :nda:

It's one thing they should really fix, duoing with my wife last night was very annoying since she was a bit behind my quest progression.


Title: Re: SWTOR
Post by: Murgos on November 12, 2011, 07:50:08 AM
It sounds like WoW was his first MMO dance.  

Yeah, at this point DIKU is DIKU regardless of the skin to me.  So, I got exactly what I expected, which is good because I was expecting better WoW with a star wars skin.

I played a consular because, well, Jedi goddamnit.  I only got to level 4 in about 3 hours, 20 minutes of that waiting in a queue (which I expected, though I did have to log in several times to get a reasonable queue length, I eventually found one with a queue of 'only' 300).  This is a large test, there were 20 something servers and all of them were packed.

I loved the 'cinematic combat', run up and throw a rock or something at a Fleshraider, get mobbed by 4 or 5 of them, hit the PBAoE pushback and stun, run over and start serially killing them as they recover from stun.  It felt like something from Yojimbo because of all the different animations, the Jedi robe which looks like a kimono and that my toon had a samurai top knot with a shaved head.  Seriously, the amount of different animations that trigger depending on what's going on is great.  Spinning slashes, behind the back blocks, lunging stabs.  I've never seen that kind of combat animation detail in an MMO, or even most RPG's.

The fully voiced, acted cinematics were exactly right.  The male consular VO is great he's calm, rational but a little gruff when provoked and a just a little sarcastic.  The light side choices didn't even have me rolling my eyes too much.

The thing is, as muched as I loved that intro with the consular I already want to make alts to check out the other starts.  8 characters slots is going to be barely enough, I may need alternate servers.


Title: Re: SWTOR
Post by: apocrypha on November 12, 2011, 08:25:35 AM
I too have now been invited to a beta weekend at some unspecified date in the future. Gee, thanks! They could at least have said when.


Title: Re: SWTOR
Post by: Pezzle on November 12, 2011, 08:31:58 AM
Well, sometime in the next 4 weeks?  :why_so_serious:


Title: Re: SWTOR
Post by: koro on November 12, 2011, 08:35:50 AM
Does it take longer even if you duo with someone in your own class?
Yeah, since only you can progress your storyline when you do your bit; you'd have to repeat it for the other person.


Title: Re: SWTOR
Post by: Amp on November 12, 2011, 08:47:09 AM
It sounds like WoW was his first MMO dance. 

Actually what it sounds like is the devolving of creative MMO's, or programmers.   I want to swing a lightsaber, not watch some stupid timer. 

I've played MMO's since UO was released.  Beta tested everything I could sign up for ...So yea, not my first one...one liner dude.

It's not my fault the genre now sucks.



Title: Re: SWTOR
Post by: Fordel on November 12, 2011, 09:31:32 AM
I made a Jedi right at zero hour and it was borderline unplayable in melee because of all the stuttering. A few hours later when the starting area was much less crowded it got much better. As someone else said I'd put it just a touch below WoW's for responsiveness.


The game is key release, instead of key press apparently.


Title: Re: SWTOR
Post by: caladein on November 12, 2011, 09:37:28 AM
I haven't been serious enough to notice if that's been the case in a lot of other games, but is it?

I think the default in Rift is release (I have it set that way at least) and the option wasn't even part of the WoW client proper until just recently.


Title: Re: SWTOR
Post by: Fordel on November 12, 2011, 10:28:30 AM
Ctrl+Shift+F will also display your FPS in the lower left corner if anyone is curious about that too.


Title: Re: SWTOR
Post by: Thrawn on November 12, 2011, 10:33:08 AM
Ctrl+Shift+F will also display your FPS in the lower left corner if anyone is curious about that too.

Supposedly it even displays if your bottleneck is CPU or GPU based on the color of the numbers.  I forget which is which though.


Title: Re: SWTOR
Post by: Fordel on November 12, 2011, 10:44:53 AM
Oh, I didn't know that, that's neat!




Title: Re: SWTOR
Post by: Viin on November 12, 2011, 10:53:23 AM
For the fanbois that have been following all this and it's "public" knowledge, what is the difference between PvP and non-PvP servers? Are there PvP zones on PvP servers? (That I assume would not be PvP zones on the non-PvP server?)


Title: Re: SWTOR
Post by: Fordel on November 12, 2011, 10:58:12 AM
PvP servers just auto flag you for PvP past like level 15-20 or so (similar to WoW if you are familiar with that). There aren't many spots where you actually run across the opposing faction for the first 30-35 levels though, so if you are just wanting to beat a Queue for the weekend, feel free, the noob planets themselves are total safe zones, the opposing faction can't even land on them.


There is also apparently a big RvR style planet and the standard battlegrounds on both pve/pvp servers.


Title: Re: SWTOR
Post by: Surlyboi on November 12, 2011, 11:01:19 AM
It sounds like WoW was his first MMO dance. 

Actually what it sounds like is the devolving of creative MMO's, or programmers.   I want to swing a lightsaber, not watch some stupid timer. 

I've played MMO's since UO was released.  Beta tested everything I could sign up for ...So yea, not my first one...one liner dude.

It's not my fault the genre now sucks.

No offense, but if WoW wasn't your first DIKU you'd have been saying the same things when it came out, as the formula there was pretty much the same thing EQ did.

So yeah.

That said, this thing gets a lot right if it makes me want to play a DIKU again.


Title: Re: SWTOR
Post by: SnakeCharmer on November 12, 2011, 12:53:40 PM
Ctrl+Shift+F will also display your FPS in the lower left corner if anyone is curious about that too.

Supposedly it even displays if your bottleneck is CPU or GPU based on the color of the numbers.  I forget which is which though.

Green = GPU, red = CPU.  You could be getting 200FPS and the number might be red.  It's just letting you know that your bottleneck at 200FPS is your CPU.  It's kinda cool, actually.


Title: Re: SWTOR
Post by: Rokal on November 12, 2011, 01:02:52 PM
It's not my fault the genre now sucks.

Welcome to the video game industry, where feature creep is common and successful ideas are repeated by sequels and other games. I think it's hilarious that you're complaining that SWTOR is too similar to it's predecessors, and instead say you'll be playing Skyrim: the 5th game in a series that has been mechanically identical since Morrowind (3rd). I'm looking forward to playing Skyrim, but it's hardly original. You know, sort of like SWTOR. A game doesn't need to be completely unique to be fun or worth playing. Hardly any are.


Title: Re: SWTOR
Post by: Margalis on November 12, 2011, 01:06:54 PM
I'm not sure that's a fair point given that the Elder Scrolls series is pretty unique overall.

Sure, Skyrim is a sequel and not wholly original but it's not really part of a genre where every game is basically the same. And I think it's fair to say that "press the button every time your cooldown is up" is sort of a design rathole that doesn't seem like it should be fundamental to the MMO genre.


Title: Re: SWTOR
Post by: Soln on November 12, 2011, 01:55:57 PM
I dunno guys.   Do things pick up at later levels like LotRO?


Title: Re: SWTOR
Post by: Surlyboi on November 12, 2011, 01:58:46 PM
Define, "pick up"


Title: Re: SWTOR
Post by: Modern Angel on November 12, 2011, 02:10:44 PM
I dunno guys.   Do things pick up at later levels like LotRO?

I'd tell you but it would break the NDA, right?


Title: Re: SWTOR
Post by: Furiously on November 12, 2011, 02:32:27 PM
If you are in beta. Please for the love of all things agree with the OP.

http://www.swtor.com/community/showthread.php?t=608595 (http://www.swtor.com/community/showthread.php?t=608595)


Title: Re: SWTOR
Post by: luckton on November 12, 2011, 02:36:08 PM
Just got home from work.

Position in queue: 2533   :ye_gods: :why_so_serious:



Title: Re: SWTOR
Post by: luckton on November 12, 2011, 02:37:44 PM
If you are in beta. Please for the love of all things agree with the OP.

http://www.swtor.com/community/showthread.php?t=608595 (http://www.swtor.com/community/showthread.php?t=608595)

If you're the OP, I must humbly disagree, for the reasons stated by Jesamyn.


Title: Re: SWTOR
Post by: Modern Angel on November 12, 2011, 02:43:07 PM
Ahaha, yes. That Jessamyn cat who says we don't want a game like that OTHER game. Even the people most into it know that it's a knockoff of it.


Title: Re: SWTOR
Post by: TripleDES on November 12, 2011, 02:57:27 PM
Just got home from work.

Position in queue: 2533   :ye_gods: :why_so_serious:
Like I'm going to download 21GB for a few hours over the weekend, for which I'm going to waste a majority at a waiting screen.

I think I'll just skip all this and wait until spring '12, when they've ironed out all issues.


Title: Re: SWTOR
Post by: Rokal on November 12, 2011, 02:59:52 PM
I'm not sure that's a fair point given that the Elder Scrolls series is pretty unique overall.

Sure, Skyrim is a sequel and not wholly original but it's not really part of a genre where every game is basically the same. And I think it's fair to say that "press the button every time your cooldown is up" is sort of a design rathole that doesn't seem like it should be fundamental to the MMO genre.

It's completely fair, especially when you consider that games in the same genre (open world action RPG) have been coming out at-least annually at this point between Fallout(s), Elder Scrolls games, and less popular series like Gothic, Risen, Two Worlds, etc.


Title: Re: SWTOR
Post by: Furiously on November 12, 2011, 03:00:20 PM
I wonder how much of this weekend is testing bringing the servers down then back up to test how the forums and game handles it all :P


Title: Re: SWTOR
Post by: Fordel on November 12, 2011, 03:39:18 PM
Well they've actually said they intend to just reboot all the servers and kick everyone off a few times, just to see if the servers are up to task or not.


Title: Re: SWTOR
Post by: Ingmar on November 12, 2011, 04:00:07 PM
Yeah that was said up front in something I read.


Title: Re: SWTOR
Post by: TripleDES on November 12, 2011, 04:04:42 PM
Well they've actually said they intend to just reboot all the servers and kick everyone off a few times, just to see if the servers are up to task or not.
Like that's not possible to automate.


Title: Re: SWTOR
Post by: Sjofn on November 12, 2011, 04:06:24 PM
Canderous Ordo hasn't been hugely crowded, you guys just need to pick better servers.  :why_so_serious:


Title: Re: SWTOR
Post by: murdoc on November 12, 2011, 05:07:15 PM
Canderous Ordo hasn't been hugely crowded, you guys just need to pick better servers.  :why_so_serious:

Seriously. And like someone else said, just jump on a pvp server. There's next to no queues and it's not like you'll be anywhere near the level that it'll affect you.


Title: Re: SWTOR
Post by: Ingmar on November 12, 2011, 11:49:54 PM
Force Leap + the Jedi Knight AOE things is one of those things I think i could never get tired of.


Title: Re: SWTOR
Post by: Simond on November 13, 2011, 02:38:34 AM
Just got home from work.

Position in queue: 2533   :ye_gods: :why_so_serious:
http://www.leagueofpirates.com/sirvival/queuedance.html
 8-)


Title: Re: SWTOR
Post by: Murgos on November 13, 2011, 06:00:35 AM
Well they've actually said they intend to just reboot all the servers and kick everyone off a few times, just to see if the servers are up to task or not.
Like that's not possible to automate.

We spend millions on simulations.  They never exactly represent reality.  It's a test, now is when you do those things.


Title: Re: SWTOR
Post by: luckton on November 13, 2011, 08:25:09 AM
I still can't decide between BH and IA.


Title: Re: SWTOR
Post by: Shatter on November 13, 2011, 08:26:38 AM
I should be a 5 day head starter, I put my pre-order code in the morning they were available first day.  With the stress testing they are doing and the pre-chosen guild-server launches I am debating on taking the first day or 2 off work to play.  In past games playing day 1 often doesnt work out cause servers are down more then they are up but I'm thinking the combination of the stress testing and what they get out of that plus the guild server designations that maybe this will be a game that has little problems...what to do...


Title: Re: SWTOR
Post by: eldaec on November 13, 2011, 08:35:38 AM
Well they've actually said they intend to just reboot all the servers and kick everyone off a few times, just to see if the servers are up to task or not.
Like that's not possible to automate.

We spend millions on simulations.  They never exactly represent reality.  It's a test, now is when you do those things.

If you knew enough about reality to build the simulation, then you wouldn't need the simulation in the first place.

This is probably zen.


Title: Re: SWTOR
Post by: eldaec on November 13, 2011, 08:39:02 AM
Also, it is christmas, followed by summer holidays.

I will probably grab a copy in December, but I seriously doubt I'm going to make any effort to play it properly till Feb.

5 day headstart at a time of the year when you should all seriously be drunk as hell every night.  :oh_i_see:

Unless you have enough gaming rl friends that you can play it *while* getting drunk - in which case well cool.


Title: Re: SWTOR
Post by: Evildrider on November 13, 2011, 09:29:40 AM
5 day headstart at a time of the year when you should all seriously be drunk as hell every night.  :oh_i_see:

What if you don't drink or aren't a teenager or in their 20's?  The holidays for me consists of mostly keeping to myself and avoiding as much family as possible except on Christmas Day and New Years.


Title: Re: SWTOR
Post by: Furiously on November 13, 2011, 09:35:04 AM
Uncle Frank?


Title: Re: SWTOR
Post by: Evildrider on November 13, 2011, 09:42:27 AM
Uncle Frank?

I am not...

(http://i377.photobucket.com/albums/oo211/eodhughes/FranktheTank.jpg)


Title: Re: SWTOR
Post by: CmdrSlack on November 13, 2011, 12:26:38 PM
So I got an email saying, "Hey, you're in!"

It also says that further info is coming. What's the general wait time on this alleged further info?


Title: Re: SWTOR
Post by: Thrawn on November 13, 2011, 12:38:49 PM
So I got an email saying, "Hey, you're in!"

It also says that further info is coming. What's the general wait time on this alleged further info?

Sometime before Dec. 20th.


Title: Re: SWTOR
Post by: Sky on November 13, 2011, 12:48:27 PM
Sometime before Dec. 20 15th.


Title: Re: SWTOR
Post by: Trippy on November 13, 2011, 12:51:00 PM
No it's Dec 20th in North America.


Title: Re: SWTOR
Post by: luckton on November 13, 2011, 12:54:34 PM
No it's Dec 20th in North America.


Sky is correct.  5-day head start counts as 'release time'.


Title: Re: SWTOR
Post by: Amaron on November 13, 2011, 01:06:50 PM
At this point after getting a spaceship on one guy I feel like stopping beta.   I can tell I'm going to end up playing all 8 storylines at release so spoiling would just be counterproductive.


Title: Re: SWTOR
Post by: Lucas on November 13, 2011, 01:16:37 PM
While we've always known that "story", at least in the Devs eyes, is probably their strongest selling point, I think it's interesting to read (both here and in various other forums) "I don't want to spoil myself" and similar sentences when it comes to a MMO: naturally, it makes me think that, at least at the moment, they're (already?) achieving one of their main objectives, which is make the player interested and engaged in the plot (something we witnessed only in LOTRO before; WoW, especially with the first two expansions, was more about pure zone progression, and along the way you could find interesting and funny quests), along with the other sub-activities and playing styles typical for this kind of game.


Title: Re: SWTOR
Post by: Viin on November 13, 2011, 01:23:34 PM
PvP servers just auto flag you for PvP past like level 15-20 or so (similar to WoW if you are familiar with that). There aren't many spots where you actually run across the opposing faction for the first 30-35 levels though, so if you are just wanting to beat a Queue for the weekend, feel free, the noob planets themselves are total safe zones, the opposing faction can't even land on them.

Can you flag yourself for PvP on non-PvP servers? Or just battlegrounds or the RvR planet?


Title: Re: SWTOR
Post by: Fordel on November 13, 2011, 01:42:38 PM
You can flag yourself yea, just like WoW PvE servers.


Title: Re: SWTOR
Post by: Surlyboi on November 13, 2011, 02:45:22 PM
Uncle Frank?

I am not...

(http://i377.photobucket.com/albums/oo211/eodhughes/FranktheTank.jpg)

You're my boy, Blue!


Title: Re: SWTOR
Post by: Montague on November 13, 2011, 03:15:22 PM
While we've always known that "story", at least in the Devs eyes, is probably their strongest selling point, I think it's interesting to read (both here and in various other forums) "I don't want to spoil myself" and similar sentences when it comes to a MMO: naturally, it makes me think that, at least at the moment, they're (already?) achieving one of their main objectives, which is make the player interested and engaged in the plot (something we witnessed only in LOTRO before; WoW, especially with the first two expansions, was more about pure zone progression, and along the way you could find interesting and funny quests), along with the other sub-activities and playing styles typical for this kind of game.

If you're willing to be immersed, it'll suck you right in. If you go in hating DIKU, hating Star Wars, or hating post-WoW MMO's the story won't do anything for you.



Title: Re: SWTOR
Post by: TripleDES on November 13, 2011, 03:58:35 PM
I wanted to ask whether this continues the KOTOR story in anyway, but then I stumbled across this:

Quote
Q:How does Star Wars: The Old Republic relate to Star Wars: Knights of the Old Republic?

A:Star Wars: The Old Republic takes place approximately three hundred years after the events of Star Wars: Knights of the Old Republic (KOTOR). At the conclusion of the Jedi Civil War in KOTOR, Revan disappeared into unknown space in search of a great threat to the Republic, an expanding Sith Empire led by a mysterious Emperor who planned vengeance for his ancient Jedi enemies. Revan never returned from unknown space, but the Sith Empire did, kicking off a war with the Republic that lasted for decades. Now, despite the uneasy truce created by the Treaty of Coruscant, the tension among the divided star systems is threatening to once again tear the galaxy apart.
:oh_i_see:


Title: Re: SWTOR
Post by: Furiously on November 13, 2011, 04:01:19 PM
At this point after getting a spaceship on one guy I feel like stopping beta.   I can tell I'm going to end up playing all 8 storylines at release so spoiling would just be counterproductive.

I find I only like listening to myself with several of the voice actors.


Title: Re: SWTOR
Post by: Sjofn on November 13, 2011, 10:02:47 PM
Ingmar is lucky I like the smuggler voice actress (the consular voice actress is ... okay. The fact she has three potential boyfriends helps her cause, though.  :drillf:), because otherwise I would totally be nothing but dudes. ESPECIALLY after they patch the gay in.

I saw like five male twileks total during the weekend, and I was the only one not a beefalo.


Title: Re: SWTOR
Post by: Evildrider on November 13, 2011, 10:06:44 PM
Ingmar is lucky I like the smuggler voice actress (the consular voice actress is ... okay. The fact she has three potential boyfriends helps her cause, though.  :drillf:), because otherwise I would totally be nothing but dudes. ESPECIALLY after they patch the gay in.

I saw like five male twileks total during the weekend, and I was the only one not a beefalo.

That's because fat Twi'leks are  :drillf:


Title: Re: SWTOR
Post by: Soln on November 13, 2011, 10:07:23 PM
So weekend testing is over and no more play for me? 


Title: Re: SWTOR
Post by: Sjofn on November 13, 2011, 10:13:20 PM
Ingmar is lucky I like the smuggler voice actress (the consular voice actress is ... okay. The fact she has three potential boyfriends helps her cause, though.  :drillf:), because otherwise I would totally be nothing but dudes. ESPECIALLY after they patch the gay in.

I saw like five male twileks total during the weekend, and I was the only one not a beefalo.

That's because fat Twi'leks are  :drillf:

They totally are, I almost made one myself.


Title: Re: SWTOR
Post by: Evildrider on November 13, 2011, 10:13:39 PM
Yep it ended like 30 minutes ago.  You have the next weekend though, everyone got invited for that one.


Title: Re: SWTOR
Post by: Velorath on November 14, 2011, 01:40:10 AM
At this point after getting a spaceship on one guy I feel like stopping beta.   I can tell I'm going to end up playing all 8 storylines at release so spoiling would just be counterproductive.

Did pretty much the same thing, although I did also play the first few quests on Imperial Agent as well just to give myself a taste of the class I'm going to play first come launch.


Title: Re: SWTOR
Post by: Murgos on November 14, 2011, 04:45:01 AM
If you knew enough about reality to build the a perfect simulation, then you wouldn't need the simulation in the first place.

This is probably zen.

No, it's tautological and not even new. For reference see every Virtual Reality paper/book/movie/ :tinfoil: for the last 45 years.


Title: Re: SWTOR
Post by: murdoc on November 14, 2011, 06:42:25 AM
They really need to drop the NDA.


Title: Re: SWTOR
Post by: Mosesandstick on November 14, 2011, 06:46:42 AM
I think they're waiting for us to hit 400.


Title: Re: SWTOR
Post by: Shatter on November 14, 2011, 07:10:12 AM
I think they're waiting for us to hit 400.

At the current rate of this thread the NDA will drop after launch if we wait for 400 :(  Just realized the earliest head starters start to play in 1 month(Dec 15th)


Title: Re: SWTOR
Post by: Evildrider on November 14, 2011, 07:52:52 AM
They really need to drop the NDA.

I've heard rumors of Dec. 1st.  And that would be about right if they drop the NDA with the next beta weekend.  I mean it's pretty much an "open beta" weekend anyway with all the people they are letting in.


Title: Re: SWTOR
Post by: Fordel on November 14, 2011, 10:24:50 AM
Trooper vs. Inquisitor : http://www.swtor.com/media/trailers/choose-your-side-inquisitor-vs-trooper


I think it's fairly obvious who wins this fight.   8-)


Hint:


Title: Re: SWTOR
Post by: Nebu on November 14, 2011, 10:38:05 AM
Trooper vs. Inquisitor : http://www.swtor.com/media/trailers/choose-your-side-inquisitor-vs-trooper


I think it's fairly obvious who wins this fight.   8-)

The winner is: The class being played by the most people.  At the 3 month mark, they will alter class balance so the other wins and people will then reroll a new toon to play that side.  They continue this balance game to maximize the number of people hanging on to subscriptions.   So goes the legacy of the 3 month reroll. 


Title: Re: SWTOR
Post by: Sky on November 14, 2011, 11:19:14 AM
I think it's fairly obvious who wins this fight.   8-)
(http://img694.imageshack.us/img694/3930/jpegnh.jpg)


Title: Re: SWTOR
Post by: Furiously on November 14, 2011, 12:02:00 PM
Nah - everyone knows the teris ki class is going to pwn in the expansion.


Title: Re: SWTOR
Post by: 01101010 on November 14, 2011, 12:26:10 PM
Monk > all.


Title: Re: SWTOR
Post by: Nevermore on November 14, 2011, 12:47:04 PM
Trooper vs. Inquisitor : http://www.swtor.com/media/trailers/choose-your-side-inquisitor-vs-trooper


I think it's fairly obvious who wins this fight.   8-)


Hint:

Why have you not made some version of that pic your avatar yet?


Title: Re: SWTOR
Post by: Amaron on November 14, 2011, 12:51:46 PM
Why have you not made some version of that pic your avatar yet?

Maybe he thinks a Smiling Communist Potato will beat even a trooper?


Title: Re: SWTOR
Post by: Fordel on November 14, 2011, 01:03:10 PM
It's like half a meg, I would shit up every threads load time that I post in instead of just this one.  :why_so_serious:


Title: Re: SWTOR
Post by: Nevermore on November 14, 2011, 01:28:47 PM
That's why I said a version of it.  I figured the actual .gif would be too big.


Title: Re: SWTOR
Post by: Sjofn on November 14, 2011, 03:13:53 PM
Is this out yet?


Title: Re: SWTOR
Post by: Fordel on November 14, 2011, 03:45:17 PM
Well I'm playing it right now, does that count Sjofn?



That sounds like effort Nevermore!


Title: Re: SWTOR
Post by: Sjofn on November 14, 2011, 04:02:36 PM
No, it does not.  :heartbreak:


Title: Re: SWTOR
Post by: Fordel on November 14, 2011, 04:03:52 PM
Absence makes the heart grow fonder or something!


Title: Re: SWTOR
Post by: Shatter on November 14, 2011, 04:07:11 PM
Absence makes the heart grow fonder or something!

I keep telling the wife that but she keeps comng home


Title: Re: SWTOR
Post by: Lantyssa on November 14, 2011, 04:47:43 PM
As many of you may know by now, SWTOR is taking security seriously, and is forcing everyone to choose new passwords that follow their guidelines.

I for one am glad they are so focused on security.  I feel much safer knowing they are concerned with my safety.




PS - It accepted my old password for my new password.


Title: Re: SWTOR
Post by: Fordel on November 14, 2011, 04:51:54 PM
Well it was about the complexity of the passwords technically.


Title: Re: SWTOR
Post by: Nevermore on November 14, 2011, 05:08:39 PM
Will there be authenticators available?


Title: Re: SWTOR
Post by: Fordel on November 14, 2011, 05:15:23 PM
Yea, they will have some sort of authenticator, I think you can even see one in the big fancy special boxed edition.


Title: Re: SWTOR
Post by: Koyasha on November 14, 2011, 05:26:04 PM
As many of you may know by now, SWTOR is taking security seriously, and is forcing everyone to choose new passwords that follow their guidelines.

I for one am glad they are so focused on security.  I feel much safer knowing they are concerned with my safety.




PS - It accepted my old password for my new password.
Heh, good one.  They also have the good old 'email address as username' going on there.  Very security-conscious, they are.   :oh_i_see:


Title: Re: SWTOR
Post by: Shatter on November 14, 2011, 05:38:45 PM
My CE has an authenticator, F you guys!


Title: Re: SWTOR
Post by: Sky on November 14, 2011, 07:24:14 PM
I was pissy to Trion when they changed from usernames to email addresses. Why not use social security numbers?

And it's a 16 character MAXIMUM. Really? I had to cut my current password generation almost in half to fit.


Title: Re: SWTOR
Post by: Lun on November 14, 2011, 11:41:09 PM
There's a massive beta key giveaway going on at pretty much every "major" gaming site on the internet. For example, Curse.com has about 125k beta keys for the next beta test weekend.

Time to crash some servers  :awesome_for_real:

EDIT: Just google "star wars the old republic beta key giveway"


Title: Re: SWTOR
Post by: rk47 on November 14, 2011, 11:48:43 PM
-.- prolly will break the nda if i ever get in....but...meh..20 gb client ~_~


Title: Re: SWTOR
Post by: Amaron on November 15, 2011, 12:12:32 AM
There's a massive beta key giveaway going on at pretty much every "major" gaming site on the internet. For example, Curse.com has about 125k beta keys for the next beta test weekend.

If you've already registered for beta prior to this weekend then you are already in the next beta test weekend.

Quote
Hi all,

Just a reminder that if you were a registered member of our website on or before November 11th, 2011, you will be invited to the future weekend test. Regardless of whether you received an email last week or not, please do not take beta keys off of any external websites if you are already a registered member of our site. Let's leave them for the more needy, please.

They also said if you do use a key you might mess up your guaranteed spot in the next beta test.


Title: Re: SWTOR
Post by: Furiously on November 15, 2011, 02:06:03 AM
Cause yea, there are what? Three weekends between now and release? They just want everyone and their brother to download 20 gigs. And then have to do it again in a month....


Title: Re: SWTOR
Post by: Evildrider on November 15, 2011, 02:40:24 AM
I have previously tested Star Wars: The Old Republic and already have the game client. Will I need to re-download the client for the upcoming Beta Testing Weekend?

Yes. The game client has changed substantially since earlier Game Testing phases, and you'll need to re-download it for the upcoming Testing Weekend. If you have been invited to the 11-13th of November Beta Testing Weekend, you will need to patch the game client for the upcoming Beta Testing Weekend.

Will I need to re-download the game client after the upcoming Beta Testing Weekend, or can I use it during Early Game Access?

You may have to re-download the game client. This will be confirmed after the upcoming Beta Testing Weekend.


Title: Re: SWTOR
Post by: cironian on November 15, 2011, 03:16:11 AM
Think they just want to stress test their download pipeline before the release rush?


Title: Re: SWTOR
Post by: Pezzle on November 15, 2011, 06:37:25 AM
With the size of this game you can hardly blame them. 


Title: Re: SWTOR
Post by: Cyrrex on November 15, 2011, 09:09:47 AM
We are NEVER going to hit 400 at this rate.  You people disappoint me.

Let's try this:  SWTOR is a WoW killer.

Discuss.


Title: Re: SWTOR
Post by: luckton on November 15, 2011, 09:16:22 AM
SWTOR is a WoW killer.

Discuss.

It will be, in the sense that it does do some things different than WoW, things that people have wanted in WoW for a long time, but never got.  The voice-led story-driven unique-per-class campaign will keep people strapped fastly in their seats until they reach the end of the ride, at which point the game basically turns into every other MMO end-game; dailies, raids and crafting. As long as they can keep the story interesting, the game balanced, patch the bugs ASAP and keep the servers humming, they will succeed in taking a nice chunk out of WoW's pie.  WoW won't die, but it's going to get a body-blow from one 800 lbs. gorilla to another.


Title: Re: SWTOR
Post by: caladein on November 15, 2011, 09:25:24 AM
Unless SWTOR launches with an immaculately balanced and robust PvE raid/difficult small-group game they're completely different games for me.

As someone that has no aversions to keeping two MMO subs rolling, it can easily take over the rest of my game time, both through leveling new characters and doing less serious stuff with friends, but I just don't see it as a great "rec league" game at or around launch.  I don't even know if that's something they even want to go after to be honest.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 15, 2011, 09:42:08 AM
wow's decline has already started, swtor may help it along but it was already a foregone conclusion.  I'm still not convinced swtor will be a huge success though, people do seem to be getting sick of wow gameplay and just pallette-swapping things and adding VO wont make he gameplay suck less.


Title: Re: SWTOR
Post by: tazelbain on November 15, 2011, 09:48:27 AM
I heard LGBT guild's are going to be banned from SWTOR.  Thank the gods!

:cthulu:


Title: Re: SWTOR
Post by: Tyrnan on November 15, 2011, 09:53:15 AM
I heard LGBT guild's are going to be banned from SWTOR.  Thank the gods!

:cthulu:

I hear these people (http://sotor.guildlaunch.com/) approve of this message...


Title: Re: SWTOR
Post by: Ingmar on November 15, 2011, 10:02:18 AM
wow's decline has already started, swtor may help it along but it was already a foregone conclusion.  I'm still not convinced swtor will be a huge success though, people do seem to be getting sick of wow gameplay and just pallette-swapping things and adding VO wont make he gameplay suck less.

It isn't just "adding VO"; it's adding characterization and personal story arcs. That will tend to create a lot of stickiness/attachment to your character for most people. Look at how attached people get to 'their' Commander Shepard.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 15, 2011, 10:26:41 AM
I wouldn't pay a subscription to play mass effect though and it's gameplay is remarkably better than wow. You're also discounting how attached people get to their characters in ANY game.


Title: Re: SWTOR
Post by: Numtini on November 15, 2011, 10:49:25 AM
SWTOR has a few things going for it. People expect it to be "the next big thing" and it's got some really positive branding both with Star Wars and with Bioware, so it will have a load of people playing it who might not have bothered to play something like Rift. Having that kind of social inertia is important. It's by all reports a very good stable game as well.

It has some things against it though. First and foremost, it is SF. Going back to tabletop D&D, SF games never seem to capture the same market share as fantasy games. I think there's some good reasons for this. I played AO for quite a while and I never could quite come to terms with why it was I couldn't use weapon X, Y, or Z. It's much easier to say the mystical rules of the universe laid down by the Gods mean that a paladin can't duel wield. It's a lot harder to tell me that I'm a bounty hunter and can't pick up a blaster rifle.

Overall I think cata was the wow killer. It changed the language of the critique of WoW from an outsider to insider critique. Ie, instead of "I think EQ2 (or whatever) is a better game than WoW" it became "I loved WoW and Bliz fucked it up." That leaves things open for players to find something else. And I don't think Pandas are going to reverse that.

SWTOR should release to enough interest to really grab a large chunk of people, but then it has to grow and not lose its existing subs. That will probably come down to having a robust and quickly developing end game so it doesn't get nailed by Diablo III releasing just as people run out of stuff to do--which I suspect is what Bliz hopes to do. And coming up with a really good expansion that will compete with the Pandas. That's assuming they can develop expansions twice as fast as Bliz, which seems safe as pretty much everyone does.


Title: Re: SWTOR
Post by: Paelos on November 15, 2011, 10:51:29 AM
wow's decline has already started, swtor may help it along but it was already a foregone conclusion.  I'm still not convinced swtor will be a huge success though, people do seem to be getting sick of wow gameplay and just pallette-swapping things and adding VO wont make he gameplay suck less.

Apparently investors were shocked to learn that Activision Blizzard isn't doing that well anymore in the MMOG market. Probably because none of them actually play the game. The stock has since dropped over 15% since the Q3 earnings announcement, and Vivendi unloaded 35M of it's shares as of today.

The truth is, the numbers are starting to catch up with WoW. They have essentially ignored their player issues with their game since the Cataclysm release, and as such they've lost about a quarter of their market share.

If SWTOR is remotely successful, and can capitalize on those not into WoW anymore, or those waiting for something new to leave WoW on the fence, they could easily draw in 3M subs right off the bat.


Title: Re: SWTOR
Post by: Amaron on November 15, 2011, 10:52:54 AM
I'm still not convinced swtor will be a huge success though, people do seem to be getting sick of wow gameplay and just pallette-swapping things and adding VO wont make he gameplay suck less.

This is the same argument we heard against WoW in the first place.   Naysayers thought taking EQ and adding quest text wasn't all that big a deal.   The reality is adding VO does in fact make the gameplay suck less.   They will have to have something else up their sleeve for end game of course.   The VO will help some there but it's going to be diluted.


Title: Re: SWTOR
Post by: Ratman_tf on November 15, 2011, 11:41:49 AM
I just got back into WoW after leaving shortly after Cata hit. Man. I fucking hate all the cutscenes. "Do, don't show!"


Title: Re: SWTOR
Post by: Montague on November 15, 2011, 11:59:21 AM
The medium is evolving again, but probably not like folks expected. It's not game mechanics that's going to change but the presentation. With games like GTA, Mass Effect, Dragon Age, LA Noire and now SWTOR bringing a professionally acted, fully voiced experience, reading scrolling quest text is going to be as old school as forced grouping and non-instanced dungeons. WoW is on the downside but it'll still chug on. The real impact is going to be on Titan. If it has fanfic quest text like WoW it will fail.


Title: Re: SWTOR
Post by: Rokal on November 15, 2011, 12:01:33 PM
SWTOR has a 'skip all cutscenes' box that you can use if you are replaying a class or if they have any storylines that are bad as Uldum's.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 12:59:42 PM
I'm also not really convinced people are sick of the gameplay of WoW. The people who still play, most of the complaining I hear (because they're almost all saying they're waiting for SWTOR to bail) is that the story sucks, they are bored (because they have been playing the game FOREVER by this point), and all their friends left.

I think the big thing SWTOR needs to do, and I do not know if they will be able to do it, is churn out new interesting shit to do. Not drop ten new dailies and call it a day. I know basically everyone develops shit faster than Blizzard ... but Bioware (yes, yes, Bioware AUSTIN) is pretty fucking slow too.


Title: Re: SWTOR
Post by: Viin on November 15, 2011, 01:01:56 PM
It's really too bad they stuck to the many-many-many servers approach. I'd like to see someone try a single server or one for each ruleset and then just use instances within the game to divvy up the resources. They already do this for a lot of zones, why not just extend it?


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 01:05:40 PM
Maybe it's because I haven't played on a virtually dead server since DAOC, but I really don't see why that is attractive in the least. My WoW servers are crowded enough, the last thing I need is to share a server with a million people, 500,000 of which are listing 500 single crafting components.


Title: Re: SWTOR
Post by: Viin on November 15, 2011, 01:08:00 PM
Maybe it's because I haven't played on a virtually dead server since DAOC, but I really don't see why that is attractive in the least. My WoW servers are crowded enough, the last thing I need is to share a server with a million people, 500,000 of which are listing 500 single crafting components.

Heh, good point on the AH. I am use to Eve where the AH is an amazingly good set of tools to find what you want. And it's location specific: even though you can look at AHs in other areas remotely, you still have to go to that area to pick it up.

I'm just tired of having to start over and switch to a new server if I want to start playing with a friend of mine, losing all of my new contacts in the process.


Title: Re: SWTOR
Post by: Nebu on November 15, 2011, 01:14:40 PM
I enjoy playing on dead servers.  I prefer to be self sufficient and the less competition for raw materials, the better.  It also makes the "kill 10 rats" quests easier as I don't have to compete with 100 people for rat spawns.  The only downside is that it makes grouping and pvp a bit more challenging, but I tend to only group with friends anyway. 


Title: Re: SWTOR
Post by: eldaec on November 15, 2011, 01:18:47 PM
If swtor takes 3M subs, that would make it significantly *more* successful than WoW in the west.

I still think 1M is a more reasonable target.


Title: Re: SWTOR
Post by: Ratman_tf on November 15, 2011, 01:19:49 PM
I'm also not really convinced people are sick of the gameplay of WoW. The people who still play, most of the complaining I hear (because they're almost all saying they're waiting for SWTOR to bail) is that the story sucks, they are bored (because they have been playing the game FOREVER by this point), and all their friends left.

I think a lot of people have trouble articulating. They may be turned off by something esoteric like the mouse acceleration curve in a game, but they don't even realize it. All they know is "The game sucks!" maybe if they're insightful, you might get "The controls suck!", once in a blue moon you get someone who realizes exactly what's going on, and can put it into words. "The mouse feels funny!" In that line of thought, maybe people are tired of WoW, but are just complaining about random shit to have something to point at.

Quote
I think the big thing SWTOR needs to do, and I do not know if they will be able to do it, is churn out new interesting shit to do. Not drop ten new dailies and call it a day. I know basically everyone develops shit faster than Blizzard ... but Bioware (yes, yes, Bioware AUSTIN) is pretty fucking slow too.

The problem is, good, fun, well thought out and implemented gameplay mechanisms are pretty rare. It's damn easy to reskin a quest, and game players have voracious appetites for content. Blizzard, one of the big dogs in the industry, has had it's flops. Vehicle combat in Wrath, anyone?


Title: Re: SWTOR
Post by: Draegan on November 15, 2011, 01:26:36 PM
If swtor takes 3M subs, that would make it significantly *more* successful than WoW in the west.

I still think 1M is a more reasonable target.

They most likely have 1M in pre-orders alone.  I would predict that the game will hit 2 million pretty quickly (months not weeks), no idea on staying power though.


Title: Re: SWTOR
Post by: Nebu on November 15, 2011, 01:30:07 PM
They most likely have 1M in pre-orders alone.  I would predict that the game will hit 2 million pretty quickly (months not weeks), no idea on staying power though.

If WAR and Rift sold 1 million boxes, I have to agree with Draegan here (yes, I'm shocked too!).  I also agree that staying power may be an issue.  Rift was a very well crafted WoW clone and it can't seem to hold people like MMO's in the past.  I doubt we'll ever see the kind of patience and loyalty we saw with WoW ever again.  Gamers want a steady flow of content if they're going to be asked to pay a subscription fee.  If the delivery of content comes too slow, people will jump ship.


Title: Re: SWTOR
Post by: Rokal on November 15, 2011, 01:38:53 PM
I think the big thing SWTOR needs to do, and I do not know if they will be able to do it, is churn out new interesting shit to do. Not drop ten new dailies and call it a day. I know basically everyone develops shit faster than Blizzard ... but Bioware (yes, yes, Bioware AUSTIN) is pretty fucking slow too.

Not only is Bioware Austin traditionally slow, the content in SWTOR will take more effort to make than traditional patch content in MMOs like WoW. They have to cover all the content staples that other MMOs do in patch content and make it high quality if they want to be competitive. They also need to record a ton of different voice acting every single time (assuming they want your character to continue to talk, which they did not do with DLC for most of the Dragon Age and Mass Effect). They have to create cutscenes for all those interactions. They have to create branching dialogue, and it's expected that content will have some element of individual choice.

I'd predict they'll have a decent update speed during the first year (a new content patch every 3-4 months maybe), but that update speed dive-bombs after that. I don't expect they'll really be any faster than Blizzard in the long term.


Title: Re: SWTOR
Post by: Sky on November 15, 2011, 01:39:07 PM
I enjoy playing on dead servers.  I prefer to be self sufficient and the less competition for raw materials, the better.  It also makes the "kill 10 rats" quests easier as I don't have to compete with 100 people for rat spawns.  The only downside is that it makes grouping and pvp a bit more challenging, but I tend to only group with friends anyway.  
I used to, but it's so easy to just hoover up everyone in a region into a group. Except most of the sociopathic folks won't join up, even though it's faster and easier and more fun to clear an area with a group and then all get credit for the boss without waiting for respawn. I lost count of how many groups I made in the weekend I played.

TOR makes me happy I didn't get burned out on WoW, because the traditional mmo mechanics don't bother me much, when it's presented in such a great wrapper.

Not sure I buy the argument about content delivery. WoW was relatively slow at pushing out content, compared to the amount of content EQ2 was (is?) pushing out. On the other hand, Rift is putting out pretty regular updates, as well as the world event stuff, but it doesn't seem to be helping retention.


Title: Re: SWTOR
Post by: Tyrnan on November 15, 2011, 01:48:10 PM
They most likely have 1M in pre-orders alone.  I would predict that the game will hit 2 million pretty quickly (months not weeks), no idea on staying power though.

If WAR and Rift sold 1 million boxes, I have to agree with Draegan here (yes, I'm shocked too!).  I also agree that staying power may be an issue.  Rift was a very well crafted WoW clone and it can't seem to hold people like MMO's in the past.  I doubt we'll ever see the kind of patience and loyalty we saw with WoW ever again.  Gamers want a steady flow of content if they're going to be asked to pay a subscription fee.  If the delivery of content comes too slow, people will jump ship.

The thing I found with Rift was that while it was a technically excellent game, the world felt incredibly flat and stale which was a huge factor in my not even lasting until the end of month one. From everything I've read about SWTOR it doesn't sound like it'll have that problem. Hell, even if BW fail specifically at crafting a compelling game world (and it's not something I'd expect them to fail at) the fact that it's set in the Star Wars universe will still give it some legs.


Title: Re: SWTOR
Post by: murdoc on November 15, 2011, 02:00:51 PM
For the first time playing an MMO, I feel like I was part of the story instead of just trying to clear an area. This sold SWtOR on me more than any present or missing gameplay mechanics. It honestly felt like I was part of a Star Wars story and I liked that a LOT.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 02:09:07 PM
I think the big thing SWTOR needs to do, and I do not know if they will be able to do it, is churn out new interesting shit to do. Not drop ten new dailies and call it a day. I know basically everyone develops shit faster than Blizzard ... but Bioware (yes, yes, Bioware AUSTIN) is pretty fucking slow too.

Not only is Bioware Austin traditionally slow, the content in SWTOR will take more effort to make than traditional patch content in MMOs like WoW. They have to cover all the content staples that other MMOs do in patch content and make it high quality if they want to be competitive. They also need to record a ton of different voice acting every single time (assuming they want your character to continue to talk, which they did not do with DLC for most of the Dragon Age and Mass Effect). They have to create cutscenes for all those interactions. They have to create branching dialogue, and it's expected that content will have some element of individual choice.

I'd predict they'll have a decent update speed during the first year (a new content patch every 3-4 months maybe), but that update speed dive-bombs after that. I don't expect they'll really be any faster than Blizzard in the long term.

The DLC for DA2 has a lot of chatty chat chat, so I'm not hugely worried about that part. But yes, adding content for SWTOR is going to have more shit involved, and that is my biggest cause for concern. It'll take me a while to chew through all eight stories, but not everyone is insane like me, so I hope they have figured out a way to spit out content that doesn't suck at a decent clip.


Title: Re: SWTOR
Post by: Rasix on November 15, 2011, 02:16:23 PM
I've stopped caring if MMOs last forever.  Of course, when you can only play for max 2 hours a day, your content progression rate is incredibly slow.  So, they last forever anyways.  :awesome_for_real:


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 02:18:47 PM
Well, you've SEEN what I do to Bioware games, so.


Title: Re: SWTOR
Post by: Rasix on November 15, 2011, 02:19:33 PM
Yes.  Hard to plan for you.  If they can do it.. wow.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 02:24:49 PM
It's why I'm planning to do all eight classes. Give 'em a sporting chance. :grin:


Title: Re: SWTOR
Post by: Nebu on November 15, 2011, 02:25:26 PM
It's why I'm planning to do all eight classes. Give 'em a sporting chance. :grin:

I expect a full review of all 8 within the first month after release!  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 02:32:34 PM
At least one of my characters will be saddled with Ingmar's, might make it hard to do.  :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on November 15, 2011, 03:23:01 PM
They most likely have 1M in pre-orders alone.  I would predict that the game will hit 2 million pretty quickly (months not weeks), no idea on staying power though.

If WAR and Rift sold 1 million boxes, I have to agree with Draegan here (yes, I'm shocked too!).  I also agree that staying power may be an issue.  Rift was a very well crafted WoW clone and it can't seem to hold people like MMO's in the past.  I doubt we'll ever see the kind of patience and loyalty we saw with WoW ever again.  Gamers want a steady flow of content if they're going to be asked to pay a subscription fee.  If the delivery of content comes too slow, people will jump ship.

Having now played both (Rift and SWTOR) just at the intro 1-10 levels, I really really disagree that there's much of a comparison to be made there at all. Rift was mechanically well crafted but a complete and utter failure at haivng any kind of personality, which is in my opinion its ultimate failure. As derpy and Metzen-y as the lore/story stuff in WoW is, there's a ton of personality and charm in it around every corner. SWTOR has that stuff in spades, right down to the sound effects. I can't say enough about the game presentation-wise (especially if they fix up a couple weaker animations), nor about how the voiced protagonist and the story stuff sets the hook enough to want to see what's coming next, especially the companion stuff.

I can't say personally if there's a Conan-post-Tortuga waiting to happen once you get past level X, but that's not the impression I get from others.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 03:25:48 PM
Also it sure seems like Rift is spitting out content pretty fast, so I don't think that's the issue for them either. The game just really has no soul (ha ha ha, ahem).


Title: Re: SWTOR
Post by: Evildrider on November 15, 2011, 03:28:30 PM
I can't say personally if there's a Conan-post-Tortuga waiting to happen once you get past level X, but that's not the impression I get from others.

There isn't.  What you see from level 1-10 goes all the way to 50.

Also it sure seems like Rift is spitting out content pretty fast, so I don't think that's the issue for them either. The game just really has no soul (ha ha ha, ahem).

Rift having the personality of Ben Stein on qualudes was it's downfall.


Title: Re: SWTOR
Post by: Amaron on November 15, 2011, 04:09:20 PM
Not only is Bioware Austin traditionally slow, the content in SWTOR will take more effort to make than traditional patch content in MMOs like WoW.

The voice acting will make it more expensive but it doesn't really add complexity.    You just hire the voice actors and the scene creators and they do their thing with the tools provided.   If Bioware pulls in a million they just have to throw some money at it.  Activision just made bank on MW3 and proved they could just keep milking that cash cow however long they want.   Yet Activision investors are shitting their pants over WoW losing a million customers.    That's a good reminder these MMO's can make so much profit because they put such a low percentage back into content.   Bioware isn't going to sweat any bullets just because they have to spend a bit more money on content.


Title: Re: SWTOR
Post by: luckton on November 15, 2011, 04:50:49 PM
T-minus 30 days to head start.


Title: Re: SWTOR
Post by: Rokal on November 15, 2011, 05:06:00 PM
The voice acting will make it more expensive but it doesn't really add complexity.    You just hire the voice actors and the scene creators and they do their thing with the tools provided.

That's really a lot more effort than you're making it out to be. And yes, it's very expensive. If the game doesn't turn out to be a huge success, EA isn't going to want to invest buckets of money into voice acting for live content updates. The amount of work they have to do to throw in a new 30-quest hub is quite a bit higher when they have to write, hire, coordinate, direct, and record another 800+ lines of dialogue (it adds up fast when you consider 8 different classes/actors with branching dialogue). Not to mention that all of that dialogue is then thrown into scripted cut-scenes with (some?) lip-syncing. Blizzard just throws all that shit in a text box.

The DLC for DA2 has a lot of chatty chat chat, so I'm not hugely worried about that part. But yes, adding content for SWTOR is going to have more shit involved, and that is my biggest cause for concern. It'll take me a while to chew through all eight stories, but not everyone is insane like me, so I hope they have figured out a way to spit out content that doesn't suck at a decent clip.

Why did you buy the DLC for DA2?  :?


Title: Re: SWTOR
Post by: UnSub on November 15, 2011, 05:13:09 PM
Not only is Bioware Austin traditionally slow, the content in SWTOR will take more effort to make than traditional patch content in MMOs like WoW.

The voice acting will make it more expensive but it doesn't really add complexity.    You just hire the voice actors and the scene creators and they do their thing with the tools provided. 

But it isn't that simple. You need the right voice actors to come back and continue their parts. You need to organise time for them to do that. And if anything gets changed following exposure on the test server, you have to get them to come back and re-record the lines.

That's the layer of complexity that needs to be considered.

MMOs can make a lot of money, but that's after they pay off their development costs. WoW was the outlier in that it started to gain players and just kept going (and even reports of its demise today tend to ignore that its has been the most successful game in revenue terms ever and for a long time) but I'm not sure that this is the case for SWOR.

Again, I look back to BioWare's own stats that only 50% of players actually finish the games they release. I've no doubt that SWOR is a 2 - 3m unit shifter at launch, but I wonder how many players will hang around for the long term, as they did for WoW. If SWOR sees a 50% churn rate ("Uh, I've forgotten where I am in this story, why am I paying the sub fee again?"), the estimated duration of each sub will be about 2 months.


Title: Re: SWTOR
Post by: Merusk on November 15, 2011, 05:28:01 PM
Rift - since we're mentioning it - was mechanically brilliant.  It was engaging in a way that DIKU hasn't been for me since WoW started derping things up with the 4.0 patch.

However, the world didn't sell me.  I was bored and I didn't care after getting through the beta.  The quest dialog was dry the characters weren't interesting and the lore wasn't punchy.  It never drew me in and that's what keeps me in a game, even being the DIKU fan that I am.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 05:38:31 PM
The DLC for DA2 has a lot of chatty chat chat, so I'm not hugely worried about that part. But yes, adding content for SWTOR is going to have more shit involved, and that is my biggest cause for concern. It'll take me a while to chew through all eight stories, but not everyone is insane like me, so I hope they have figured out a way to spit out content that doesn't suck at a decent clip.

Why did you buy the DLC for DA2?  :?

Because I really liked DA2. A lot. And I wanted more DA2. Which the DLCs provided. Both DLCs are excellent, by the way.


Title: Re: SWTOR
Post by: Amaron on November 15, 2011, 06:24:40 PM
That's the layer of complexity that needs to be considered.
Yes but it's a separate layer.   It doesn't add that much to the development layer.   It's creating barely any complexity in the software process.  It's expensive as hell I agree.

Quote
MMOs can make a lot of money, but that's after they pay off their development costs.

Yea but is that development cost really a big % factor for big name MMO's?  This game doesn't have to be WoW to pull in the motherload.    A million western subs is ~180 million in yearly revenue.

If you look at all the big name VO games they cost like 50~70 mil.  SWTOR has cost a lot more but it's an MMO and has a lot more content than 1 game so far.   Constantly adding new content to an existing engine is happily cheaper than games from scratch at least.  Wild ass guessing makes me skeptical that they will need to spend more than 35 million a year on full updates.

There's plenty of other costs on top of that but even with a billion in revenue Blizzard clearly isn't setting a huge wall to overcome in terms of cost of updates.   The question is how long is Blizzard going to keep under-investing in their own product.


Title: Re: SWTOR
Post by: Rokal on November 15, 2011, 06:30:14 PM
Because I really liked DA2. A lot.

Oh....

*quits humanity*


Title: Re: SWTOR
Post by: Rasix on November 15, 2011, 06:33:02 PM
Don't tease us. We aren't that lucky.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 06:37:44 PM
Because I really liked DA2. A lot.

Oh....

*quits humanity*

Come at me, bro. Let's get this to 400. Me defending DA2's honor is good for a LOT, I am sure.


Title: Re: SWTOR
Post by: Evildrider on November 15, 2011, 06:53:40 PM
The DLC for DA2 has a lot of chatty chat chat, so I'm not hugely worried about that part. But yes, adding content for SWTOR is going to have more shit involved, and that is my biggest cause for concern. It'll take me a while to chew through all eight stories, but not everyone is insane like me, so I hope they have figured out a way to spit out content that doesn't suck at a decent clip.

Why did you buy the DLC for DA2?  :?

Because I really liked DA2. A lot. And I wanted more DA2. Which the DLCs provided. Both DLCs are excellent, by the way.

Other than the "I picked the wrong conversation choice and now I'm sleeping with a dude" moments, I had more fun with DA2 than I did with DA: Origins.


Title: Re: SWTOR
Post by: caladein on November 15, 2011, 06:56:36 PM
They have hearts!


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 07:07:07 PM
Yeah it's ... it's pretty much impossible to sleep with a dude by accident in DA2. It was pretty difficult to do in DA:O too (I thought) but I could see how people managed to do it. DA2 is like ... how much more spelled out do you need it?  :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on November 15, 2011, 07:08:49 PM
Haha its cuz when I first went through it I didn't pay attention and never saw the hearts til later.  I never did the romance thing in DA or in DA2 for that matter.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 07:11:35 PM
What a good way to teach someone to pay attention. "Ignore our icons, will you? I hope you enjoy Anders eating your face off!"


spoiler: I totally did.


Title: Re: SWTOR
Post by: Rokal on November 15, 2011, 08:08:21 PM
Come at me, bro. Let's get this to 400. Me defending DA2's honor is good for a LOT, I am sure.

Honestly, I could overlook most of the gameplay changes: the waves combat, the loot changes, the re-used areas. What killed DA2 for me was the story. The game is a series of false choices that the game doesn't even attempt to honor in the end. They forced one conclusion on everyone so that they could make more sequels. DA:O and Mass Effect 1/2 are also about false choices, but the choices they gave you were more compelling and it felt like the game really changed based on what you were doing even though it actually didn't (which you see on repeat playthroughs). The pacing of the story was terrible, and Kirkwall felt cheap and lazy instead of like a city that evolved with the story. I mean hell, Ocarina of Time's Hyrule evolved more over the course of the game, and that game is over a decade old. Bioware games don't have excellent gameplay, they live and die by their story & setting. DA2's story & setting were bad.

We could easily get to 400 pages talking about DA2 because I have a fucking axe to grind with that game. I couldn't have been more excited about it before it came out, being a huge fan of DA:O that dumped 170+ hours into it, and it completely let me down.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 08:15:17 PM
170 hours? That's adorable.  :awesome_for_real:

So what it really boils down to, it sounds like to me, is you didn't like the story they elected to tell. That's fine, but I disagree. The theme of futility and that you aren't in fact the center of the universe were both things I actually enjoyed. I can't replay DA2 as much as I replayed DA:O (let's be fair, no one should play any game as much as I played DA:O), but it was not a bad game. I would also say the character writing was outstanding, which is the main reason to play ANY Bioware game.


Title: Re: SWTOR
Post by: Rokal on November 15, 2011, 08:25:36 PM
So what it really boils down to, it sounds like to me, is you didn't like the story they elected to tell. That's fine, but I disagree. The theme of futility and that you aren't in fact the center of the universe were both things I actually enjoyed. I can't replay DA2 as much as I replayed DA:O (let's be fair, no one should play any game as much as I played DA:O), but it was not a bad game. I would also say the character writing was outstanding, which is the main reason to play ANY Bioware game.

Not every game needs to be about you saving the world, but DA2 felt like it didn't have enough focus on any goal at all. Within the first three hours of DAO I had three major goals that motivated me to continue playing to see what happened. The unresolved threads of your origin story, Loghain's betrayel, and the arch demon. They could have cut out the arch demon, making the story smaller scale and less about you being the 'chosen one', and it still would have been an awesome story. Within the first 5 hours of DA2, it doesn't really feel like you have clear or interesting goals. You do some off-screen labor to get into a city, and then your goal becomes 'get money'. The start, middle, and end of the game are not all working towards the same story coherently (which wasn't even a very good story).

I would have been okay with the outcome of DA2 if they were talented enough writers to sell me on it. If my choices felt like they mattered, but it just wasn't enough to save Kirkwall, that would have been okay. That just isn't how it felt to me. The outcome felt so much more forced and unnatural, and the way both factions acted in the end wasn't consistent with how they acted throughout the rest of the game.


Title: Re: SWTOR
Post by: Sjofn on November 15, 2011, 08:42:13 PM
Don't get me wrong, the game isn't perfect. The ending is definitely not what it could be. I just think people who are all BLARGHHARBLURF WORST GAME EVER need to shut the fuck up and get some perspective.  :heart:


Title: Re: SWTOR
Post by: Sophismata on November 15, 2011, 08:46:27 PM
Off the cuff, I didn't like either DA1 or DA2. They were both poor games. The inconsistency with dialogue and gameplay was the primary annoyance. That, and the tactical combat being bad.

But it felt weird to have NPC's, even party members, talk about the evil of mages (and blood magic), all the while ignoring you walking around in wizard robes and slinging fireballs. This became especially obvious (and annoying) in DA2. I think that Bioware feels gameplay verisimilitude is insignificant next to its all-important story.

I wonder if we will see the same in SWTOR.


Title: Re: SWTOR
Post by: Sheepherder on November 15, 2011, 09:12:19 PM
The medium is evolving again, but probably not like folks expected. It's not game mechanics that's going to change but the presentation. With games like GTA, Mass Effect, Dragon Age, LA Noire and now SWTOR bringing a professionally acted, fully voiced experience, reading scrolling quest text is going to be as old school as forced grouping and non-instanced dungeons. WoW is on the downside but it'll still chug on. The real impact is going to be on Titan. If it has fanfic quest text like WoW it will fail.

Blizzard is already moving away from quest text.  It's just really hard to give a shit when the plot is tedious as fuck.


Title: Re: SWTOR
Post by: Rendakor on November 15, 2011, 09:14:31 PM
I didn't get into DA:O, mostly because it felt like a crappier NWN. Even the parts of NWN that weren't stellar were entertaining to me because I like the D&D rules, FR setting, etc. while DA:O just felt like Generic_Fantasy_World. Having friendly fire on by default didn't help, nor did my proud refusal to turn it off despite countless wipes to it. If I'm not enjoying the gameplay OR the story I usually wander off.

I didn't even bother with DA2 just because I didn't care for DA:O and the changes I heard about it (more action-oriented combat!) were not positive to me.


Title: Re: SWTOR
Post by: Evildrider on November 15, 2011, 09:23:51 PM
Man, I wish Bioware would do another Baldur's Gate.   :awesome_for_real:


Title: Re: SWTOR
Post by: Rokal on November 15, 2011, 09:47:25 PM
Don't get me wrong, the game isn't perfect. The ending is definitely not what it could be. I just think people who are all BLARGHHARBLURF WORST GAME EVER need to shut the fuck up and get some perspective.  :heart:

I don't think it's even the worst game that came out that month. I do think it's probably the worst game that Bioware has released though.


Title: Re: SWTOR
Post by: Cyrrex on November 15, 2011, 11:06:28 PM
I think that Bioware feels gameplay verisimilitude is insignificant next to its all-important story.

I wonder if we will see the same in SWTOR.

The "gameplay" in SWTOR is pretty much standard DIKU.  Nobody should be surprised by that by now.  Other than that, all I can say is that I quite enjoyed raping face with my Trooper in a way that I rarely did with, say, my Hunter in WoW.  Will that wear off?  Maybe.  But then I can fall back on the fact that the story is good, and the presentation is fantastic.

This is KOTOR.  Online, and with all the trimmings that entails.  With way better graphics.  And combat that is more fun. 


Title: Re: SWTOR
Post by: Ratman_tf on November 16, 2011, 12:52:44 AM
Blizzard is already moving away from quest text.  It's just really hard to give a shit when the plot is tedious as fuck.

Stop playing.
Watch a tedious cutscene.
Go back to collecting rat gizzards.

Gaming has evolved!  :uhrr:


Title: Re: SWTOR
Post by: Cyrrex on November 16, 2011, 01:05:57 AM
Where WoW literally has you "collecting 10 rat gizzards so I can make rat gizzard soup" all the time, I didn't feel like I was doing any of that kind of worthless stuff in my SWTOR beta experience.  Under the surface, that may be exactly what you are doing...but it doesn't feel like it.  They have done a good job of wrapping these tasks into quest lines, so everything you are doing seems important or relevant.  

You can break all gaming down to a common denominator if you try hard enough (hit button, watch screen, thing happens), but that argument doesn't always work.  This is NOT WoW questing.  If you want to say that the story bores the shit out of you, fine.  But then, not sure why you'd be in the SWTOR thread.


Title: Re: SWTOR
Post by: Rokal on November 16, 2011, 01:46:24 AM
*Most* of the quests weren't that transparent. The exception to this was during the sith warrior/inquis newbie areas, which were the weakest stories/areas I played. Who knows how it is later in the game.


Title: Re: SWTOR
Post by: DraconianOne on November 16, 2011, 02:05:19 AM
Again, I look back to BioWare's own stats that only 50% of players actually finish the games they release.

Ah good, statistics.

Valve's gameplay stats for some of their games show a similar figures:
  • HL2: Episode 1 - 52% of players reached the last map (although only 38% are recorded as having completed the game but Valve point out that this might also be because players don't sit through the credits or there's a bug so it may not reflect who actually finished)
  • HL2: Episode 2 - 50% reach the last map (to all extensive purposes, completing the game - but I note that 59% reached the map before where you defend the missile facility from the Combine offensive so nearly 10% dropped out before finishing the game).
  • Portal: 48% have the Heartbreaker achievement
  • Portal 2: 62% have the Lunacy achievement

The gameplay stats for Episode 1 & 2 have graphs which show similar rates of drop off between levels as well.

Obviously this isn't enough of a dataset to draw significant conclusions from but, based on these, if I had the time and the means for a study, I'd put forward the hypothesis that only 50% of players who start a game actually finish a game (gameplay issues not withstanding). Someone must have done/be doing something similar, surely?

As an aside, I also looked at some of the figures for achievements on www.wow-acheivements.com which used to poll the armoury for data. Looking at the WotLK achievements, it generally seemed like 50-60% of characters completed all the quests for each zone in Northrend (~30% on each faction) although 72% have the Veteran of the Wrathgate achievement (http://www.wow-achievements.com/achievements/quests/wrath-of-the-lich-king/veteran-of-the-wrathgate/). These stats may not be representative of anything though because of Alts, population split between factions, those who have all but one quest needed for the achievement etc.


Title: Re: SWTOR
Post by: Cyrrex on November 16, 2011, 04:51:27 AM
For an MMO, though, players don't have to reach the "end of the game" for it to make much difference to the developers.  I have sunk money in a bunch of MMOs (not like most of you lunatics) and think I've only hit max level in two of them.  And one of them was DCUO, which takes no time at all.

May not be representative of MMO players, but the point is that finishing the game has nothing to do with people buying and playing the game.  The guy who poopsocks his way to level 50 and then ragequits SWTOR won't be giving them nearly as much money as I will on my meandering path.


Title: Re: SWTOR
Post by: 01101010 on November 16, 2011, 05:41:11 AM
For an MMO, though, players don't have to reach the "end of the game" for it to make much difference to the developers.  I have sunk money in a bunch of MMOs (not like most of you lunatics) and think I've only hit max level in two of them.  And one of them was DCUO, which takes no time at all.

May not be representative of MMO players, but the point is that finishing the game has nothing to do with people buying and playing the game.  The guy who poopsocks his way to level 50 and then ragequits SWTOR won't be giving them nearly as much money as I will on my meandering path.

I would say that is the focus of he business model these days. Burning to max level for bragging rights ends up flaming out when there is nothing to do and no one to do anything with. It doesn't take long to figure out, you should stick with the 95% of the curve in order to prolong your enjoyment of an MMO. Being first to cap is hardly a badge of honor like it used to be.


Title: Re: SWTOR
Post by: Murgos on November 16, 2011, 06:14:54 AM
...to all extensive purposes...

For all intents and purposes.  I.e. for what ever reason something was being done the result is thus.  For all extensive purposes would mean for purposes more vast in scope than normal ones, which is not what you are trying to say.

Sorry, it's a pet peeve.

Quote
Obviously this isn't enough of a dataset to draw significant conclusions from but, based on these, if I had the time and the means for a study, I'd put forward the hypothesis that only 50% of players who start a game actually finish a game (gameplay issues not withstanding). Someone must have done/be doing something similar, surely?

Actually, I would change this hypothesis to say, "Only half of players who start a even very good games finish them.".  I would expect that average to mediocre to poor games actually have far less of a fulfillment rate than 50%.

I typically won't even buy a game that isn't highly rated and well received and even then only in a genre that I am really interested in and I won't finish most of those I start.


Title: Re: SWTOR
Post by: Sky on November 16, 2011, 06:49:04 AM
Where WoW literally has you "collecting 10 rat gizzards so I can make rat gizzard soup" all the time, I didn't feel like I was doing any of that kind of worthless stuff in my SWTOR beta experience.  Under the surface, that may be exactly what you are doing...but it doesn't feel like it.  They have done a good job of wrapping these tasks into quest lines, so everything you are doing seems important or relevant.  
Most rpgs can be broken down into those kind of elements. In Skyrim last night, I had a couple fedex and one kill 10 bear and bring me their hides.

Hell, life is just eat, shit, sleep and die. Might as well give up on that, too. I'm beginning to suspect we're harboring nihilists, Donny.
The guy who poopsocks his way to level 50 and then ragequits SWTOR won't be giving them nearly as much money as I will on my meandering path.
Ditto. I played EQ2 very casually, never hit the level cap (they kept raising it anyway). But I would sub for 5-6 months a year up until last year. There is so much content I haven't seen in EQ2 I could get another few years out of it even if they stopped releasing content today. But there are probably a bunch of folks bitching about there being nothing to do.


Title: Re: SWTOR
Post by: Mrbloodworth on November 16, 2011, 07:07:41 AM
The voice acting will make it more expensive but it doesn't really add complexity.    You just hire the voice actors and the scene creators and they do their thing with the tools provided.

That's really a lot more effort than you're making it out to be. And yes, it's very expensive. If the game doesn't turn out to be a huge success, EA isn't going to want to invest buckets of money into voice acting for live content updates. The amount of work they have to do to throw in a new 30-quest hub is quite a bit higher when they have to write, hire, coordinate, direct, and record another 800+ lines of dialogue (it adds up fast when you consider 8 different classes/actors with branching dialogue). Not to mention that all of that dialogue is then thrown into scripted cut-scenes with (some?) lip-syncing. Blizzard just throws all that shit in a text box.

Lip-syncing is likely automatic based off the sound file. Facial expressions, not so much. I also wonder how much of the existing VO lines can be reused. "I don't think we should do this" or "The empire is evil!" can be reused a good deal.


Title: Re: SWTOR
Post by: DraconianOne on November 16, 2011, 07:38:54 AM
...to all extensive purposes...

For all intents and purposes.  I.e. for what ever reason something was being done the result is thus.  For all extensive purposes would mean for purposes more vast in scope than normal ones, which is not what you are trying to say.

Sorry, it's a pet peeve.

I consider myself duly chastised for that malapropism.  :grin:


Title: Re: SWTOR
Post by: Lakov_Sanite on November 16, 2011, 07:59:35 AM
As a complete aside, Skyrim shows exactly why DA and DA:2 sucked.


Title: Re: SWTOR
Post by: Rasix on November 16, 2011, 08:14:05 AM
As a complete aside, Skyrim shows exactly why DA and DA:2 sucked.

Apples and not apples.


Title: Re: SWTOR
Post by: Reg on November 16, 2011, 08:14:21 AM
DA and DA:2 didn't suck. Is it possible that you just don't like them for personal reasons?


Title: Re: SWTOR
Post by: Paelos on November 16, 2011, 08:20:01 AM
DA and DA:2 didn't suck. Is it possible that you just don't like them for personal reasons?

Absolutely not. There is no such thing as personal preference on the internet. There are things that suck and things that rule, and DAMN THE TORPEDOS IF YOU DISAGREE WITH WHAT SUCKS!


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 08:24:21 AM
As a complete aside, Skyrim shows exactly why DA and DA:2 sucked.

No, it just shows you a different kind of game. Skyrim is utterly weak in the areas where Bioware games are strong (characterization, for example - I have one companion in Skyrim and she is utterly devoid of any personality at all). The combat is also frankly kind of shitty, and while DA/DA:2 aren't exactly tours de force in that area either I enjoy that part of the game more in those. The only combat that feels particularly fun to me in Skyrim is the sneaky archer type stuff, and I liked that better with a sniper rifle in the Fallouts. Otherwise it is just click to swing, even the "dumbed down" combat in DA2 has more strategy to it. Perhaps melee will be less lame when I have some more/better shouts to use, I'm not all that far in yet.

Skyrim does a fantastic job of creating a world, there's no doubt, but that's not the only thing that matters, to me at least. Obviously if you like open worlds better you'll probably like TES games more than Bioware ones, but especially for MMOs, that's not the majority of the market. People have voted overwhelmingly with their dollars over the years in favor of a more directed experience.


Title: Re: SWTOR
Post by: Der Helm on November 16, 2011, 08:51:16 AM
I heard LGBT guild's are going to be banned from SWTOR.  Thank the gods!

:cthulu:

I hear these people (http://sotor.guildlaunch.com/) approve of this message...
:heart: :heart: :heart:
I think I found a guild for my Republic alts.
 :heart: :heart: :heart:

 :why_so_serious:


Title: Re: SWTOR
Post by: Sky on November 16, 2011, 08:55:18 AM
I didn't care for DA/DA2, either and I love the characterizations of Bioware games.

As far as melee combat goes, I've been having fun with the 1h/shield combo, though I stick to the war axe for rp and skill point reasons. While it is basic in that you only get a couple attacks (incl shield bash!), stuff like the decaps and finishing moves keep it enjoyable imo.

As far as shouts go, I'm now all about the BULLET TIME SHOUT. Between that and the perk that slows time when an enemy uses a power move...oh yeah baby.


Title: Re: SWTOR
Post by: 01101010 on November 16, 2011, 09:00:08 AM
I heard LGBT guild's are going to be banned from SWTOR.  Thank the gods!

:cthulu:

I hear these people (http://sotor.guildlaunch.com/) approve of this message...
:heart: :heart: :heart:
I think I found a guild for my Republic alts.
 :heart: :heart: :heart:

 :why_so_serious:

RP server and that guild would make for some hilarious dialog. I would go around screaming "the power of christ compels you" at everything I'd be swinging at.  :why_so_serious:


Title: Re: SWTOR
Post by: Mrbloodworth on November 16, 2011, 09:07:41 AM
Holy crap. Read the "CONSTITUTION".

I think that guild is there so they can out "christian" one another.


Title: Re: SWTOR
Post by: Der Helm on November 16, 2011, 09:21:36 AM
Holy crap. Read the "CONSTITUTION".

I think that guild is there so they can out "christian" one another.
It's going to be fun.  :drill:


Title: Re: SWTOR
Post by: Lakov_Sanite on November 16, 2011, 09:36:46 AM
DA tried so hard to be actiony that it really fell flat to me in the rpg dept.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 09:40:42 AM
I can understand coming to that conclusion with DA2, but DA:O was really just Infinity Engine combat redone. (Unless you played it on a console I guess, I am told that version was much more actiony.)


Title: Re: SWTOR
Post by: tmp on November 16, 2011, 09:51:58 AM
So what it really boils down to, it sounds like to me, is you didn't like the story they elected to tell. That's fine, but I disagree. The theme of futility and that you aren't in fact the center of the universe were both things I actually enjoyed.
For a game where you aren't supposed to be the center of the universe DA2 has more than enough of the usual "everyone hangs at the protagonist's lips, comes to him/her with their problems like there is no other capable person in the entire world, and generally think you're the bee's knees" NPC behaviour. The way it's so schizophrenic about it didn't make it feel to me like the theme was "futility", but rather "we are just setting up the plot for DA3 and we're on tight budget".

Granted, it's a glass full/glass empty thing. I've seen people reasoning with themselves that the assets reuse was just a brilliant way to stress the framed narrative, as it's a sign that Varric just didn't bother with environment descriptions, too.


Title: Re: SWTOR
Post by: Pezzle on November 16, 2011, 10:13:54 AM
DA 2 might claim you are not the center of the universe in the story but it is simply not true.  Everything triggers off of your actions and decisions.  There is nothing wrong with that type of game, it is simply a case of saying one thing and doing another.  A hard sell that came up short.  Not a terrible game, but certainly not exceptional.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 10:54:11 AM
So what it really boils down to, it sounds like to me, is you didn't like the story they elected to tell. That's fine, but I disagree. The theme of futility and that you aren't in fact the center of the universe were both things I actually enjoyed.
For a game where you aren't supposed to be the center of the universe DA2 has more than enough of the usual "everyone hangs at the protagonist's lips, comes to him/her with their problems like there is no other capable person in the entire world, and generally think you're the bee's knees" NPC behaviour. The way it's so schizophrenic about it didn't make it feel to me like the theme was "futility", but rather "we are just setting up the plot for DA3 and we're on tight budget".

Granted, it's a glass full/glass empty thing. I've seen people reasoning with themselves that the assets reuse was just a brilliant way to stress the framed narrative, as it's a sign that Varric just didn't bother with environment descriptions, too.

They've admitted openly they did the asset reuse too heavily, they heard about it loud and clear from everyone - thus the DLC has all been new maps. I think reusing the city maps was correct/sensible, since you really are visiting the same locations for narrative reasons, but reusing the same cave map for multiple different caves was the big fail.

As for the "everyone hangs around the protagonist", you are still the central character even if you aren't the most important person in the world. I can wish they'd done more with de-emphasizing the central role of the character (more things like Varric's bullshit story about his confrontation with his brother for example) but when they tried it with Leliana's Song they heard *overwhelmingly* from people that they didn't want content that didn't involve their character at all, so they're a little constrained there. I think they do a decent job of conveying that your party members are hanging out without you even being there, etc., which I think helps make them feel like equals and you're just more of a social hub rather than a leader (every group of friends has one.)


Title: Re: SWTOR
Post by: Paelos on November 16, 2011, 10:55:27 AM
So at what price point would DA:2 have to drop down to before I felt like I wasn't getting scammed?

<Sjofn doesn't need to answer this question>


Title: Re: SWTOR
Post by: eldaec on November 16, 2011, 10:58:53 AM
Depends on how much of a discount you have to apply to make it worth your while dealing with Bioware's terrible DLC interface.


Title: Re: SWTOR
Post by: Sky on November 16, 2011, 11:37:25 AM
My threshold based on the demo and reviews is $5.


Title: Re: SWTOR
Post by: Morfiend on November 16, 2011, 11:43:00 AM
I bought DA2 for full price and dont feel ripped off. I enjoyed the story and also the more actiony combat. I fucking hate the stupid Bioware social/DLC thing, it is a complete pile of shit.


Title: Re: SWTOR
Post by: Pezzle on November 16, 2011, 11:43:06 AM
Maybe 15 bucks?  20 if you get a DLC content pack?  The game has some entertainment value.  


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 11:51:59 AM
My threshold based on the demo and reviews is $5.

IMO the demo is not really the greatest face the game could have put forward.


Title: Re: SWTOR
Post by: Rokal on November 16, 2011, 12:25:04 PM
Wait for the 'complete edition' (I doubt it'll be called Game of the Year edition :p), then wait for that to hit $10-20.


Title: Re: SWTOR
Post by: Sjofn on November 16, 2011, 12:49:06 PM
So at what price point would DA:2 have to drop down to before I felt like I wasn't getting scammed?

<Sjofn doesn't need to answer this question>

I will anyway! Twenty bucks, probably? It sort of depends on what you like and what things enrage you. If repeating enviroments fill you with rage (I certainly thought it was silly every cave was the same damn cave, but it didn't keep me up at night, for example) or you like saving the world and that's ALL, it probably drops lower.


I have to laugh at the "everyone thinks you're awesome and asks you to do shit" complaint, just because they sort of ... have to do that. Or you don't really have a game. Plus I doubt Varric is going to tell the Seeker about all those times someone thought about asking you for help but asked someone else instead. She doesn't give a shit about that. Plus every time an NPC doesn't think you are 100% rad, people complain about said NPC being an asshole. Constantly. Forever. (See: Carver.)


Title: Re: SWTOR
Post by: Paelos on November 16, 2011, 01:29:21 PM
So at what price point would DA:2 have to drop down to before I felt like I wasn't getting scammed?

<Sjofn doesn't need to answer this question>

I will anyway!

 :facepalm:


Title: Re: SWTOR
Post by: Bunk on November 16, 2011, 01:35:05 PM
I liked DA2 quite a bit actually (yay, off topic tangent in the SW thread!), I finished it (which I never managed for DA1) but thinking about the asset reuse issues made me realize something. Bioware games generally do a shitty job of making the environment anywhere near as interesting as the story.

Can anyone think of a time you entered a zone in a Bioware game and wanted to take a screenshot of it? Or a time where the room you entered was really creepy and it added to the feel of the game? Maybe occasionally, but generally - it's just not there in their games.

Skyrim on the other hand - it's been out less than a week and how many screenshots have we already posted on just our own forum?

Bioware needs to take the time to put as much effort in to the environments as the do the story. I can think of a couple cases in Mass Effect where they made the effort (the awesome planet surface view of the "don't let the asteroid hit the planet" DLC in ME1, maybe the Asari's club in ME2). But their predominately isometric view games? - not so much.

I'm hoping there's something in SWOTR that will actually make me pause and say "cool".


Title: Re: SWTOR
Post by: Rokal on November 16, 2011, 01:47:40 PM
I'd agree that it's definitely not their strongest point. The only area that made me want to take screenshots in a Bioware game was late in the deep roads of DA:O. You had a pretty long journey far into a dead civilization, deeper than anyone has gone in ages, and the art of the area aided that feel. In DA:2 the deep roads were like a 15 minute detour that re-used the same art. It really cheapened the effect.


Title: Re: SWTOR
Post by: Fordel on November 16, 2011, 01:58:08 PM
I'm hoping there's something in SWOTR that will actually make me pause and say "cool".

There is no lack of that in SWTOR, the environments are properly Starwars scaled.



ME1 had the big gauntlet on the outside of the Citadel, where you are fighting geth while watching the reaper try to crack into the station. That was pretty awesome.


Title: Re: SWTOR
Post by: Simond on November 16, 2011, 02:11:45 PM
DA2 derail!

(http://i.imgur.com/BKylN.jpg)

Also: DA2 was the worst RPG Bioware ever released.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 02:59:40 PM
Says a dude who loved Spelljammer.  :oh_i_see:

(The NWN1 single player campaign is clearly the worst IMO. Not commenting on the tools, just NWN if you treated it as just a single game.)


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 03:01:01 PM
I'd agree that it's definitely not their strongest point. The only area that made me want to take screenshots in a Bioware game was late in the deep roads of DA:O. You had a pretty long journey far into a dead civilization, deeper than anyone has gone in ages, and the art of the area aided that feel. In DA:2 the deep roads were like a 15 minute detour that re-used the same art. It really cheapened the effect.

There's some really wonderful zone art back in the 2D days of the Infinity Engine. BG2 areas often look fantastic even at 1920x1200 because of the way the art was done.


Title: Re: SWTOR
Post by: tmp on November 16, 2011, 03:12:49 PM
I have to laugh at the "everyone thinks you're awesome and asks you to do shit" complaint, just because they sort of ... have to do that. Or you don't really have a game.
And if they have to do it in order to have the game then it's little point in the game pretending it's totally not doing that and how it's all awesome and original this way, no? It just makes as much sense as "The story of Johnny-no-friends and his trusty bunch of companions".

edit: this isn't to say i think a game about such protagonist is impossible, period. It just simply doesn't work with the template BioWare chose to follow. Something i'd find hard to believe they didn't realize themselves.


Title: Re: SWTOR
Post by: Montague on November 16, 2011, 03:13:20 PM
I'm hoping there's something in SWOTR that will actually make me pause and say "cool".

There is no lack of that in SWTOR, the environments are properly Starwars scaled.



ME1 had the big gauntlet on the outside of the Citadel, where you are fighting geth while watching the reaper try to crack into the station. That was pretty awesome.

Coruscant was awesome, nothing in DA really compares.

For those of us who tested last weekend Stephen Reid tweeted that all characters created that weekend will still be available to play in the next test. :drill:
 



Title: Re: SWTOR
Post by: proudft on November 16, 2011, 03:18:01 PM
Says a dude who loved Spelljammer.  :oh_i_see:

(The NWN1 single player campaign is clearly the worst IMO. Not commenting on the tools, just NWN if you treated it as just a single game.)

I think the NWN1 campaign is the only Bioware game I've ever finished.  I have no idea why that one is the one.  But the only others I've tried are:

Baldur's Gate 1: couldn't get into, stopped somewhere in the first town.
KOTRO: liked this one fine, but it started crashing when I reloaded my save.
Dragon Age: don't like the combat, stopped at some castle zombie invasion.

I like Spelljammer too, COINCIDENCE?   :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on November 16, 2011, 03:21:26 PM
Yes, you are broken too!   :why_so_serious:


Title: Re: SWTOR
Post by: Paelos on November 16, 2011, 03:37:50 PM
I liked the Kashyyyk in KOTOR. It was neat looking and produced the right feel for the place.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 03:41:42 PM
I have to laugh at the "everyone thinks you're awesome and asks you to do shit" complaint, just because they sort of ... have to do that. Or you don't really have a game.
And if they have to do it in order to have the game then it's little point in the game pretending it's totally not doing that and how it's all awesome and original this way, no? It just makes as much sense as "The story of Johnny-no-friends and his trusty bunch of companions".

edit: this isn't to say i think a game about such protagonist is impossible, period. It just simply doesn't work with the template BioWare chose to follow. Something i'd find hard to believe they didn't realize themselves.

"Not the Chosen One who saves the world" doesn't mean it has to be "this guy isn't important to anyone in the world at all" for it to be unusual.


Title: Re: SWTOR
Post by: Paelos on November 16, 2011, 03:59:06 PM
Nobody roleplays the guy that gets cut down by a horde of orcs in a raid on his village.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 04:09:30 PM
I did just a couple weekends ago. New character is promising though.  :why_so_serious:


Title: Re: SWTOR
Post by: tmp on November 16, 2011, 04:22:37 PM
"Not the Chosen One who saves the world" doesn't mean it has to be "this guy isn't important to anyone in the world at all" for it to be unusual.
"the protagonist without influence" suggests to me the conditions applied to character in question are much closer to the latter, rather than the former. If just because otherwise it allows for such wide range of characters it becomes meaningless.

If when people say "my character has no influence and it's awesome" they actually mean "the story doesn't involve literally saving the world but i still get to keep all the perks of being the Chosen One (and it's awesome)" then it's quite a different argument, and one that'd force me to laugh.


Title: Re: SWTOR
Post by: Lantyssa on November 16, 2011, 04:37:47 PM
(The NWN1 single player campaign is clearly the worst IMO. Not commenting on the tools, just NWN if you treated it as just a single game.)
NWN2 beats it, pants down.


Title: Re: SWTOR
Post by: UnSub on November 16, 2011, 05:07:04 PM
Quote
Obviously this isn't enough of a dataset to draw significant conclusions from but, based on these, if I had the time and the means for a study, I'd put forward the hypothesis that only 50% of players who start a game actually finish a game (gameplay issues not withstanding). Someone must have done/be doing something similar, surely?

Actually, I would change this hypothesis to say, "Only half of players who start a even very good games finish them.".  I would expect that average to mediocre to poor games actually have far less of a fulfillment rate than 50%.

At some point (because I'm 1) interested and 2) broken) I plan to go through all the Steam achievements and see what proportion who activated a game actually finished it.

My issue around 'finishing' the game is that without players holding onto the narrative, they are going to be left with the mechanics to keep them engaged with SWOR. No-one really seems that thrilled by SWOR's mechanics. Maybe it will replace WoW for a number of players, and maybe it will pull in a bunch of first timers, but MMOs aren't as sticky as they used to be, particularly with the F2P options out there.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 05:47:51 PM
(The NWN1 single player campaign is clearly the worst IMO. Not commenting on the tools, just NWN if you treated it as just a single game.)
NWN2 beats it, pants down.

That was Obsidian (and Neeshka's voice aside I would argue NWN2 was a better single player experience than NWN1 anyway.)


Title: Re: SWTOR
Post by: Numtini on November 16, 2011, 06:22:01 PM
Quote
Nobody roleplays the guy that gets cut down by a horde of orcs in a raid on his village.

People do in Second Life. Well as long as the orcs rape them first.


Title: Re: SWTOR
Post by: Amaron on November 16, 2011, 06:36:33 PM
Bioware games generally do a shitty job of making the environment anywhere near as interesting as the story.

Artstyle withstanding:  SWTOR is the first MMO where I constantly feel the need to wander around just LOOKING at stuff.  Environment is one area where they have outdone themselves completely .


Title: Re: SWTOR
Post by: Evildrider on November 16, 2011, 07:26:03 PM
(The NWN1 single player campaign is clearly the worst IMO. Not commenting on the tools, just NWN if you treated it as just a single game.)
NWN2 beats it, pants down.

I usually beat it pants down as well.   :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on November 16, 2011, 09:27:31 PM
By the way, I am pleased to hear my two characters with any levels to speak of will exist during the next round of testing, I kinda want to try a flashpoint when one of us (I was level 9, I think Ingmar was too, and we both had tank companions) can actually heal. :P


Title: Re: SWTOR
Post by: Rokal on November 16, 2011, 09:32:58 PM
What level did you get companions anyway? That was the one other feature I wanted to see before the game launched.


Title: Re: SWTOR
Post by: Sjofn on November 16, 2011, 09:34:22 PM
My consular was level 8-ish, I think, when he got his? Seemed like everyone had their first one by level 10 though.


Title: Re: SWTOR
Post by: Evildrider on November 16, 2011, 09:47:46 PM
Just so we can have a few more pages.  Zoeller said no AC respecs in game at all.  Maybe somewhere down the line but most likely not.


Title: Re: SWTOR
Post by: Sjofn on November 16, 2011, 09:53:06 PM
Bleh, I think that's a mistake.


Title: Re: SWTOR
Post by: Zetor on November 16, 2011, 09:53:43 PM
So can a commando-spec trooper (with or without points in the healing tree) actually heal and do it as well as a consular/smuggler/etc? Does he shoot healing bullets or just spam the 'healing drone' ability?


Title: Re: SWTOR
Post by: Evildrider on November 16, 2011, 09:55:16 PM
They've said that all the tanks and healers are on even ground.  It'll probably be more about what you want to play.


Title: Re: SWTOR
Post by: Amaron on November 16, 2011, 10:12:16 PM
Just so we can have a few more pages.  Zoeller said no AC respecs in game at all.  Maybe somewhere down the line but most likely not.

They should have made the game republic only.   That way they could have had 8 full AC specific class story lines.  Instead they wasted 4 of them on emo empire(400!).


Title: Re: SWTOR
Post by: Sheepherder on November 16, 2011, 10:12:50 PM
I did just a couple weekends ago. New character is promising though.  :why_so_serious:

Proudft's journey to the dark side is complete?


Title: Re: SWTOR
Post by: Sky on November 16, 2011, 10:15:23 PM
The grammar snake is being mercilessly taunted.


Title: Re: SWTOR
Post by: Ingmar on November 16, 2011, 10:23:04 PM
I did just a couple weekends ago. New character is promising though.  :why_so_serious:

Proudft's journey to the dark side is complete?

No, he is lazy and never runs games anymore so I have found NEW FRIENDS.


Title: Re: SWTOR
Post by: Fordel on November 16, 2011, 10:25:22 PM
So can a commando-spec trooper (with or without points in the healing tree) actually heal and do it as well as a consular/smuggler/etc? Does he shoot healing bullets or just spam the 'healing drone' ability?


Anyone who specs their heal tree will be able to heal competently and competitively. If you don't spec your tree, you will have a much harder time of trying to be a healer in groups and what not.

Commando's literally shoot healing bolts at their allies, among other things you've seen in videos with drones and what not. I want to say there is a healing grenade too.


Title: Re: SWTOR
Post by: Sheepherder on November 16, 2011, 10:37:01 PM
That is just fucking silly.


Title: Re: SWTOR
Post by: Sjofn on November 16, 2011, 10:54:38 PM
I want to say there is a healing grenade too.

If there isn't I will hold you personally responsible.


Title: Re: SWTOR
Post by: Fordel on November 16, 2011, 11:02:47 PM
I don't pay attention to what the healers do in groups man, as long as my health bar is going the proper direction they could be doing their cultural dance for all I care.



Now the fucking DPS, Jesus Christ guys, there's TWO of you, one of you assist the other, no, NO don't fucking split up and choose your own gold elite mobs for your own, especially if neither of those mobs is the mob *I* am currently focusing on as the God Damn Tank.  :tantrum:


Title: Re: SWTOR
Post by: Evildrider on November 16, 2011, 11:08:56 PM
If I have aggro and I die it's the tanks fault.  If I don't have aggro but the tank is dead and then I die, it's the healers fault.   :awesome_for_real:


Title: Re: SWTOR
Post by: Sjofn on November 16, 2011, 11:12:50 PM
I don't pay attention to what the healers do in groups man, as long as my health bar is going the proper direction they could be doing their cultural dance for all I care.

Man, if that was a heal, I would totally roll nothing but dude twi'leks.


Title: Re: SWTOR
Post by: eldaec on November 16, 2011, 11:39:19 PM
As a regular healer, I don't give a shit who's fault it is that you died (though I'm going to go with 'probably yours'), because I'm the only guy here who can get another group in less than a minute when you scrubs fall apart.

Despite this, I'm really struggling to find a class I'm interested in speccing for support in swtor. This worries me a bit, since I enjoy support more than anyone else I am aware of on earth. So if I can't be arsed with heal specs I wonder who exactly is going to play them.


Title: Re: SWTOR
Post by: Sjofn on November 17, 2011, 12:11:10 AM
What about support doesn't interest you for SWTOR? I find healing bullets too hilarious to NOT spec. And having companions to tank for me (and they do it fine!) means I can actually, like. Level as a healer.

I mean grant you, I was healing for about a half hour as a consular, which has no healing bullets at all ( :heartbreak: ), so what do I know.


PS: Tanks get groups faster than healers, baby.


Title: Re: SWTOR
Post by: Amaron on November 17, 2011, 12:35:55 AM
So if I can't be arsed with heal specs I wonder who exactly is going to play them.

I don't think any of the classes even get heal/support stuff till level 10.   So I imagine they change drastically by the time you get to 20~25 or so.   That makes it hard to try them out unfortunately.


Title: Re: SWTOR
Post by: Cyrrex on November 17, 2011, 12:38:17 AM
PS: Tanks get groups faster than healers, baby.

Which is why I plan to play a tank.  I just want to be popular, for once.


Title: Re: SWTOR
Post by: caladein on November 17, 2011, 12:42:00 AM
I'm not sure how I feel about any of the heal-capable ACs mechanically.  That probably has to wait for at least a decent amount of time with level cap PvE.

Outside of that though, I'm really interested in BH.  Agent is thematically in my wheelhouse and when your third choice's DPS-role is UNLIMITED POWER, that's a pretty good selection.


Title: Re: SWTOR
Post by: DraconianOne on November 17, 2011, 02:09:54 AM
Rumour suggests that the 459 terabyte client download will be available from sometime today before weekend testing. Have yet to find any official confirmation.

Or coffee. But that isn't related.  :oh_i_see:

EDIT:

Quote from: Stephen Reid
When will the Beta Testing Weekend start?

We are targeting November 25-28 for our upcoming Beta Testing Weekend. Exact timing on when you will be invited will be specified in your invite email.


Title: Re: SWTOR
Post by: Reg on November 17, 2011, 02:39:12 AM
Only 459 now? They've really optimized it!


Title: Re: SWTOR
Post by: luckton on November 17, 2011, 04:05:30 AM
Quote from: Stephen Reid
When will the Beta Testing Weekend start?

We are targeting November 25-28 for our upcoming Beta Testing Weekend. Exact timing on when you will be invited will be specified in your invite email.

Shit's about to get real.  For one weekend the last best hope for the subscription-based MMO model will be essentially free-to-play.  Will be interesting to see how well BW handles themselves, and if EA's support has improved at all from the days of E&B and Warhammer Online.


Title: Re: SWTOR
Post by: tmp on November 17, 2011, 04:21:07 AM
I was healing for about a half hour as a consular, which has no healing bullets at all ( :heartbreak: )
Hopefully it's not too late for them to patch in healing fuel tanks for the jedi to toss around...


Title: Re: SWTOR
Post by: Numtini on November 17, 2011, 04:21:31 AM
Oh come on, they couldn't toss it open for thanksgiving?


Title: Re: SWTOR
Post by: Murgos on November 17, 2011, 05:09:20 AM
Oh come on, they couldn't toss it open for thanksgiving?

I'm guessing it's so that people can go home, eat turkey and watch football knowing that tomorrow they die work an all-nighter.  Some web sites are giving out close to a hundred thousand keys EACH, that plus all the SWTOR forum peeps is going to be a million to a million five or more testers.  Yeah, shits going to hit the fan.  I expect that this test is also going to be their full server infrastructure as well as the ability to bring new servers up live, troubleshooting failures live and etc... Also dynamic queue allocations, instance creation onto supporting secondary systems, massive loads shifting as people 4000 back in a queue slam into a newly brought online server.  Panic in the call centers as the tech support queues back up thousands deep full of the most idiotic and inane issues.  You get the idea, total chaos.

Heck, the way things fail in very large systems I wouldn't be entirely surprised if a server fails catastrophically and catches fire (generally a 1 million hour MTBF means that if you have a million of them 1 is failing every couple hours, get something as complex as a server cluster dealing with massive power draw and spectacular things happen much more frequently that most people expect).

I just hope it goes smoothly and that their contingency plans work and this massive ramp up doesn't bite them in the ass and give a million+ potential customers the impression that the game isn't ready.


Title: Re: SWTOR
Post by: eldaec on November 17, 2011, 05:52:10 AM
What makes healing look dull from outside of beta is that it all seems to be regular direct heal.

No wards, hots, combat buffing, debuffs, control, or any other cool shit that adds flavour to support. The heal trees appear to be literally all heal all the time.

And the problem with tanks is that by mmog convention they are expected to lead the group and shit. Healers get to stand at the back and make snide remarks while other people do the dying.


Title: Re: SWTOR
Post by: Numtini on November 17, 2011, 05:53:36 AM
Really? I read somewhere that there were bubble and hot healers.

I have to say, I love the Bounty Hunter so far and it would be a real good choice for me for healing, but I don't think I can cope with the cognitive dissonance of firing healing guns.


Title: Re: SWTOR
Post by: palmer_eldritch on November 17, 2011, 06:01:31 AM
Really? I read somewhere that there were bubble and hot healers.

I have to say, I love the Bounty Hunter so far and it would be a real good choice for me for healing, but I don't think I can cope with the cognitive dissonance of firing healing guns.

What is a bubble healer?

And the problem with tanks is that by mmog convention they are expected to lead the group and shit. Healers get to stand at the back and make snide remarks while other people do the dying.

Tanking always seems to me to be the most difficult role in any MMO because you are expected to be the leader. I've played every other role in various games but never summoned up the courage to give tanking a serious shot.


Title: Re: SWTOR
Post by: Ironwood on November 17, 2011, 06:05:33 AM
Which is actually utter bullshit because you just can't imagine Boromir or Caramon Majere leading fucking anything.


Title: Re: SWTOR
Post by: Murgos on November 17, 2011, 06:08:05 AM

Tanking always seems to me to be the most difficult role in any MMO because you are expected to be the leader. I've played every other role in various games but never summoned up the courage to give tanking a serious shot.

I love tanking but tanks don't need to be the leader.  It's just that if the tank is pulling then the tank is dictating the pace of the game, the tank also has to be more situationally aware than anyone other than a dedicated CC due to adds so is also usually the shot caller.  However, I have seen groups where the tank is simply directed to what to tank just as you would a DPS and the healer or CC manages the group.


Title: Re: SWTOR
Post by: 01101010 on November 17, 2011, 06:11:23 AM
Really? I read somewhere that there were bubble and hot healers.

I have to say, I love the Bounty Hunter so far and it would be a real good choice for me for healing, but I don't think I can cope with the cognitive dissonance of firing healing guns.

What is a bubble healer?

And the problem with tanks is that by mmog convention they are expected to lead the group and shit. Healers get to stand at the back and make snide remarks while other people do the dying.

Tanking always seems to me to be the most difficult role in any MMO because you are expected to be the leader. I've played every other role in various games but never summoned up the courage to give tanking a serious shot.

Leading and tanking seem to go hand and hand, but not always. Had many a dps take the lead while I was tanking... marking shit and talking strats. If they seemed on the ball, I let them go. If they were just talking shit, I cut in told them what I was going to do and how things should happen...if not, then I would bail, given that queues were almost instant on my tank. The problem arises in tanking a new instance you never been in or seen or read about. I tend to read up on stuff but I don't fault others for not doing it that way. Once you run a dungeon once or twice, you get to know what goes where - then it is easy to take the lead and kinda preferable. Until then, guess as to how you think it will go and when you wipe, don't do that anymore.


Title: Re: SWTOR
Post by: DraconianOne on November 17, 2011, 06:20:11 AM
Tanking always seems to me to be the most difficult role in any MMO because you are expected to be the leader. I've played every other role in various games but never summoned up the courage to give tanking a serious shot.

I did a bit of tanking in WoW after the Dungeon Finder came out with both a Warrior and a Pally. It was exhilirating - not because of the game play but because of the shitstorm of grief I was expecting from the people I pugged with. Didn't get as much as I anticipated apart from a couple of dicks but wow - what a rush. I fully intend to be Vanguard/Juggernaut tanking in SWTOR from the off.

OTOH, the only game I've ever healed in is TF2.


Title: Re: SWTOR
Post by: ajax34i on November 17, 2011, 06:24:54 AM
What is a bubble healer?

The term originated with CoH, I think, and is a support character that doesn't actually have a healing ability but has forcefields / bubbles that can prevent damage completely.


Title: Re: SWTOR
Post by: Murgos on November 17, 2011, 06:38:36 AM
What makes healing look dull from outside of beta is that it all seems to be regular direct heal.

No wards, hots, combat buffing, debuffs, control, or any other cool shit that adds flavour to support. The heal trees appear to be literally all heal all the time.

Nonsense.  You are confusing the trees with the class abilities.  The trees have some extra skills you can unlock but most of your skills come from the class trainer and are unlocked as you level based on class and advanced class.

All those thing you said aren't in the game actually are in the game and the different healing AC's have more or less of them depending on the class.


Title: Re: SWTOR
Post by: eldaec on November 17, 2011, 06:44:11 AM
And as I said, my view is from outside beta so only based on how these things are being publicly presented.


Title: Re: SWTOR
Post by: Numtini on November 17, 2011, 06:51:10 AM
I've also found that in PUGs, the tank is always expected to lead.


Title: Re: SWTOR
Post by: eldaec on November 17, 2011, 07:01:48 AM
In most cases tanks have to pull, from that comes leading.

I don't mind doing it occaisionally, but it gets tiring. And I am lazy.


Title: Re: SWTOR
Post by: Amaron on November 17, 2011, 10:21:14 AM
I was healing for about a half hour as a consular, which has no healing bullets at all ( :heartbreak: )
Hopefully it's not too late for them to patch in healing fuel tanks for the jedi to toss around...

I played consular up to like 17 and I never saw a fuel tank once.   I guess they fixed that.   The only jarring thing I saw pulled up was rocks when I was on a space ship.


Title: Re: SWTOR
Post by: Dewdrop on November 17, 2011, 10:35:32 AM
I've also found that in PUGs, the tank is always expected to lead.

I tanked (in the capacity of 'main' tank) in WoW from Vanilla through TBC before burning completely the fuck out and wanting to gouge my eyes from my skull (Sunwell killed my soul a little). There is a tacit expectation that the tank will lead the group. I can't think of a single time that I wasnt expected to be the leader, even if I had never been to a certain zone, from pug dungeons through guild raids. Not only that but heaven forbid I show up to a new content raid without having studied boss mechanics and trash pitfalls. It's exhausting, if you let it get to you. Makes you really appreciate those time you play in a small group of friends who all know each other well and communicate well, those were the times when I got to actually look around and see what the zone looked like.

On the plus side I got to reallyfine tune my sardonic side when I agreed to do a pug run.


Title: Re: SWTOR
Post by: tmp on November 17, 2011, 11:38:01 AM
I played consular up to like 17 and I never saw a fuel tank once.   I guess they fixed that.
Well that's a frickin' shame, i was so looking forward to them :heartbreak:


Title: Re: SWTOR
Post by: Simond on November 17, 2011, 12:00:32 PM
They've said that all the tanks and healers are on even ground.
Every dev for every MMO ever has said that. It doesn't mean it's true.


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 12:17:07 PM
They've said that all the tanks and healers are on even ground.
Every dev for every MMO ever has said that. It doesn't mean it's true.


Most dev's don't actually say that come to think of it. It's usually forced upon them after the fact as the playerbase bitches at them because only Warriors can actually tank and why the fuck does my Paladin have a protection tree if it's not supposed to tank and rabble rabble  :why_so_serious:


Title: Re: SWTOR
Post by: Phunked on November 17, 2011, 12:42:58 PM
They've said that all the tanks and healers are on even ground.
Every dev for every MMO ever has said that. It doesn't mean it's true.


Most dev's don't actually say that come to think of it. It's usually forced upon them after the fact as the playerbase bitches at them because only Warriors can actually tank and why the fuck does my Paladin have a protection tree if it's not supposed to tank and rabble rabble  :why_so_serious:

I think you're about five years too late on that point.


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 12:44:21 PM
Maybe the fucking Rift devs said that too on release, I dunno.


Title: Re: SWTOR
Post by: Lucas on November 17, 2011, 01:02:58 PM
"Conspiracy" time :P : the official website has been down for an hour or so now. Mantenaince has been already done, no twitter posts about it, so: 1. Hacked ; 2. New (launch?) website incoming ; 3. unexpected downtime.

Yeah, back to Skyrim now :P


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 01:04:31 PM
I'm gonna go with the millions of people constantly checking for the new test weekend or whatever. There is also a new build today, I'm sure that isn't helping.


Title: Re: SWTOR
Post by: luckton on November 17, 2011, 01:05:04 PM
There is also a new build today, I'm sure that isn't helping.

Ding!


Title: Re: SWTOR
Post by: Lucas on November 17, 2011, 01:06:40 PM
There is also a new build today, I'm sure that isn't helping.

Ding!

Yep, read the patch notes on another seekret website. They look juicy :D (everything back to normal, now)


Title: Re: SWTOR
Post by: Montague on November 17, 2011, 01:51:55 PM
That's no patch, that's a space station.


Title: Re: SWTOR
Post by: Sjofn on November 17, 2011, 01:57:43 PM
On the tank thing, yeah, you're expected to lead. I assume it's basically because you're in front. Logic!


Title: Re: SWTOR
Post by: Paelos on November 17, 2011, 02:03:18 PM
On the tank thing, yeah, you're expected to lead. I assume it's basically because you're in front. Logic!

People don't want to lead. They want to pew-pew.


Title: Re: SWTOR
Post by: Tyrnan on November 17, 2011, 02:11:43 PM
I've always wanted to give tanking a go in an MMO but the expectation that you will lead the group and know the ins and out of every instance and boss fight has always put me off. I'm tempted to try a tank at launch since I'd have a good excuse for not knowing. Then again, I imagine a frighteningly high percentage of people will still expect the tank to know it all on the 15th :oh_i_see:


Title: Re: SWTOR
Post by: Lantyssa on November 17, 2011, 02:14:23 PM
On the tank thing, yeah, you're expected to lead. I assume it's basically because you're in front. Logic!
How does that work for ranged tanks that fight from the back?


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 02:17:03 PM
Spoilers:


Title: Re: SWTOR
Post by: Ratman_tf on November 17, 2011, 02:46:33 PM
I'm gonna go with the millions of people constantly checking for the new test weekend or whatever. And then the website was suddenly silenced.

(http://1.bp.blogspot.com/-r4Klsjrfmwc/Thtz1HmOdaI/AAAAAAAAAS8/Hld3W4_W2NM/s320/starwars-disturbance.jpg)


Title: Re: SWTOR
Post by: luckton on November 17, 2011, 03:27:37 PM
Spoilers:

Fixed :grin:


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 03:43:23 PM
That really is the jist of it, you'll be shooting stuff from point plank range most of the time as a 'ranged' tank. It was the only way they could balance the tanks without having 1/3rd of them being utterly immune to melee mobs.


Title: Re: SWTOR
Post by: tmp on November 17, 2011, 03:59:31 PM
Shooting from point blank sounds fine. Especially if it involves some minigun sort of a thing.

(not to mention dual-wielding miniguns but i expect that'd make all the Sith feel too threatened in their masculinity and whatnot)


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 04:06:59 PM
Mini-gun using Troopers are Commando's, which are the Healer/DPS advanced class.

Vanguards use normal blaster rifles. They are the tank tree. It really DOES look like my favorite GIF there pretty much, including using the butt of the rifle as a blunt object.


Title: Re: SWTOR
Post by: Lantyssa on November 17, 2011, 04:50:08 PM
You took me entirely too seriously when I asked that.


Title: Re: SWTOR
Post by: 01101010 on November 17, 2011, 04:52:17 PM
Nothing is off limits on the quest for 400.


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 04:52:50 PM
You don't believe in page 400.

-fake edit- beaten!


Title: Re: SWTOR
Post by: Sjofn on November 17, 2011, 05:12:17 PM
I believe, baby. I always believe.


Title: Re: SWTOR
Post by: Viin on November 17, 2011, 05:25:52 PM
I heard a rumor that they were going to force everyone to pvp as the end-game.


Title: Re: SWTOR
Post by: UnSub on November 17, 2011, 05:38:26 PM
I heard a rumor that they were going to force everyone to pvp Huttball as the end-game.

... and healing bullets are hilarious.


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 05:55:05 PM
There is a big RvR planet at 50.


Title: Re: SWTOR
Post by: Sjofn on November 17, 2011, 05:55:46 PM
I will shoot the fuck out of people with my healing bullets. Which is honestly even more reason I should make my consular shadow but ... I was kinda digging the sage.


Title: Re: SWTOR
Post by: Nevermore on November 17, 2011, 06:13:12 PM
There is a big RvR planet at 50.

Is it more like DAoC frontier RvR planet?  Or just another battleground type thing?


Title: Re: SWTOR
Post by: Montague on November 17, 2011, 06:27:07 PM
Looks like everyone who preordered from EA Origin is getting two beta codes to use or give to friends by tomorrow. Stephen Reid also tweeted an "interesting" announcement tomorrow, so I'm guessing NDA drop incoming.


Title: Re: SWTOR
Post by: Evildrider on November 17, 2011, 06:53:42 PM
I don't think it will be the NDA drop yet.  Some of the fan sites from the last Summit mentioned that there was some cool things that they couldn't talk about, but would be able to soon.

I guess Draegan will have to come and give us a hint, since he's "in the know."


Title: Re: SWTOR
Post by: Crumbs on November 17, 2011, 07:07:08 PM

I heard a rumor that they were going to force everyone to pvp Huttball as the end-game.

As they should.  How else will we know who TRULY earned their gear?


Title: Re: SWTOR
Post by: Lantyssa on November 17, 2011, 07:47:13 PM
Bioware Social gave me a code, despite me already being in full-time.  Not sure if it's supposed to be a weekend pass or if others can use it though.


Title: Re: SWTOR
Post by: Evildrider on November 17, 2011, 08:03:17 PM
I read something about them giving people codes to hand out to friends.


Title: Re: SWTOR
Post by: caladein on November 17, 2011, 08:12:58 PM
Bioware Social gave me a code, despite me already being in full-time.  Not sure if it's supposed to be a weekend pass or if others can use it though.

As far as I can tell that's an "Event 1" code just like the pair that pre-orders are getting right now.  So, for the stress test weekend deal-y.


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 08:15:24 PM
There is a big RvR planet at 50.

Is it more like DAoC frontier RvR planet?  Or just another battleground type thing?


Supposed to be like DaoC, but I haven't seen it myself yet.


Title: Re: SWTOR
Post by: proudft on November 17, 2011, 08:49:52 PM
How are you not level 50 yet?


Title: Re: SWTOR
Post by: Zetor on November 17, 2011, 09:37:49 PM
I preordered, but no code... I guess they want me to play moar skyrim.  :awesome_for_real:


Title: Re: SWTOR
Post by: Sand on November 17, 2011, 09:59:34 PM
I tanked in WoW. Im going jedi healer for SWTOR. I think having the insta-grouping feat is an awesome power.
Healing bullets? :uhrr:

Hopefully my wife doesnt screw up getting me the CE for Christmas.


Title: Re: SWTOR
Post by: Sjofn on November 17, 2011, 10:02:09 PM
People who hate healing bullets are worse than Hitler.


Title: Re: SWTOR
Post by: Fordel on November 17, 2011, 10:04:00 PM
How are you not level 50 yet?



They keep taking the damn servers down for patches and builds and shit. I'm leveling my Trooper the way Sickrubick leveled his Mercenary in DaoC.


Title: Re: SWTOR
Post by: Sjofn on November 17, 2011, 10:04:33 PM
Also! Ingmar and I tend to pick our classes with "can we fill the group with whatever other mouthbreathers are around (looking at you, PROUDFT) and drag them through a dungeon, kicking and screaming, and win?" in mind.  :drillf:  It's leftover angst from when he was a thane and I was a skald and our duo was ... subpar.


Title: Re: SWTOR
Post by: Nevermore on November 17, 2011, 11:30:21 PM
It's leftover angst from when he was a thane and I was a skald and our duo was ... subpar.

But awesome!

In other news, our guild full of Consulars (and one Trooper) should be fun.  :awesome_for_real:


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 12:09:44 AM
It's actually going to be full of smugglers, last I looked! Which is why I am eyeing the consular. I'll still probably level the smuggler on my own. Without slowpoke Ingmar WEIGHING ME DOWN. <cough> So she might hit 50 (it's 50, right?) first, depending on how bad I catass.  :why_so_serious:


Title: Re: SWTOR
Post by: Ingmar on November 18, 2011, 12:40:34 AM
A bunch of bandwagoners put down Consular because they saw that I had! But I am not actually sure what my main will be yet. I did like the Knight a lot.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 12:43:42 AM
Maybe it'll change when I finally get to try it out, or if the voice acting really sucks *cough*femaleworgen*cough*, but I've had my eye on Shadow for a long time now, even before I knew they could tank.  Seems like an awful lot of people are interested in them now, though.

By the way, how was Sentinel?  On the one hand they seem like they could be fun with that force jump.  On the other hand, I also get a 'ret paladin' vibe off them for some reason, in the 'everyone and their grandmother will make one' sort of way.


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 01:55:46 AM
Ingmar liked the knight because he could manwhore it up. Don't let him tell you otherwise. My male twi'lek consular didn't get to slut it up at all. What is he supposed to be, some kind of monk?  :why_so_serious:



Title: Re: SWTOR
Post by: DraconianOne on November 18, 2011, 02:05:26 AM
Rather than resurrect the SWG demise thread, I'm going to shit this one up just to get it to 400.

Atmospheric flight and air-to-ground combat being added in SWG's last patch. (http://massively.joystiq.com/2011/11/17/star-wars-galaxies-patch-features-air-to-ground-combat/)

I'm firmly in the camp that still hopes the one thing that does get some proper post-release loving at some stage is the space combat in SWTOR although I think I can live without being able to fly on planets. Not that I've played it yet - but it does look and sound like it's a piece of crap.


Title: Re: SWTOR
Post by: eldaec on November 18, 2011, 02:39:51 AM
Only real threat to page 400 at this point is that 'certain core contributors' are now getting so excited they might literally die from anticipation.



Title: Re: SWTOR
Post by: tmp on November 18, 2011, 03:26:27 AM
I'll still probably level the smuggler on my own. Without slowpoke Ingmar WEIGHING ME DOWN. <cough> So she might hit 50 (it's 50, right?) first, depending on how bad I catass.  :why_so_serious:
obligatory

(http://art.penny-arcade.com/photos/i-8mTcxGh/0/O/i-8mTcxGh.jpg)


Title: Re: SWTOR
Post by: Velorath on November 18, 2011, 03:27:03 AM
Got an extra Beta Code (for an upcoming weekend) from pre-ordering from Origin if anybody needs it.  I'll PM it to the first regular poster who needs it and posts here.


Title: Re: SWTOR
Post by: Cyrrex on November 18, 2011, 03:36:22 AM
I are confused.  I pre-ordered via Origin back in July, and I gots nothing.  Am I not paying close enough attention?  Why did you get one, exactly?


Title: Re: SWTOR
Post by: Velorath on November 18, 2011, 03:39:56 AM
They just sent me an email around 10 hours ago or so.  Check your spam filter maybe.  It's sent from EA rather than Bioware.

Quote
   
As a special thank you for pre-ordering Star Wars: The Old Republic from Origin, we're giving you two Beta Codes for you and a friend to play together in the upcoming Beta! Hurry, codes must be redeemed by 11/18/11.

It then lists two codes.  They have to be redeemed on the SWTOR website (redeem codes in your account settings) by 11:59 CST on the 18th (tonight).


Title: Re: SWTOR
Post by: Numtini on November 18, 2011, 04:01:31 AM
If you preordered, did you put in your preorder early access code?


Title: Re: SWTOR
Post by: Cyrrex on November 18, 2011, 04:08:52 AM
Yeah, I entered my preorder code way back, and can see it is there in my bioware profile.

Checked spam mail, no joy.  Although there is an email from the FBI office in Florida trying to confirm whether or not I am dead, because apparently I may have 30.5 million coming my way.  Which, we would all admit, is even better than SWTOR beta.


Title: Re: SWTOR
Post by: Velorath on November 18, 2011, 04:14:39 AM
I'll PM you my extra code.  If you happen to get an email later on, just pass it along to someone else.


Title: Re: SWTOR
Post by: Zetor on November 18, 2011, 04:23:49 AM
I don't think you're guaranteed to get a beta code even if you preordered -- we have 6 preorders in my guild (all of them fairly early preorders, ~July) and only one of the 6 got codes.

e: of course it is possible that the others will get an email later, though with a 11:59 CST redemption deadline it doesn't seem too likely


Title: Re: SWTOR
Post by: Cyrrex on November 18, 2011, 04:25:48 AM
I'll PM you my extra code.  If you happen to get an email later on, just pass it along to someone else.

Awesome, mighty kind of you.


Title: Re: SWTOR
Post by: Reg on November 18, 2011, 04:38:25 AM
I also have an extra code if anyone needs it. PM me.


Title: Re: SWTOR
Post by: Cyrrex on November 18, 2011, 04:40:18 AM
I assume we need to redownload the launcher and enter the code there? 


Title: Re: SWTOR
Post by: Reg on November 18, 2011, 04:41:16 AM
No you redeem it at the "Redeem codes" part of your SWTOR account page on the website.


Title: Re: SWTOR
Post by: Mrbloodworth on November 18, 2011, 06:15:15 AM
People who hate healing bullets are worse than Hitler.

 :awesome_for_real:


Title: Re: SWTOR
Post by: Hawkbit on November 18, 2011, 06:58:31 AM
I would like a code, please.  If anyone has a spare.  Much appreciated!  

Got one, thanks!!


Title: Re: SWTOR
Post by: Nebu on November 18, 2011, 07:01:35 AM
It's leftover angst from when he was a thane and I was a skald and our duo was ... subpar.

Priceless.  That comment made my day! 


Title: Re: SWTOR
Post by: Minvaren on November 18, 2011, 09:15:53 AM
Looking forward to the next stress-test weekend, and seeing how crafting looks.

Also, if anyone has Zash's phone #, it would be greatly appreciated.   :Love_Letters:


Title: Re: SWTOR
Post by: Furiously on November 18, 2011, 09:16:37 AM
How much of a train-wreck do people think the launch is going to be?


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 09:18:52 AM
How much of a train-wreck do people think the launch is going to be?

I don't.


Title: Re: SWTOR
Post by: Lantyssa on November 18, 2011, 09:24:46 AM
Also, if anyone has Zash's phone #, it would be greatly appreciated.   :Love_Letters:
867-5309


Title: Re: SWTOR
Post by: Trippy on November 18, 2011, 09:26:50 AM
Nothing is off limits on the quest for 400.
People need to be posting at least a page's worth of posts everyday until early release if you want to hit 400 pages by then.


Title: Re: SWTOR
Post by: Lucas on November 18, 2011, 09:27:36 AM
Outlaw's Den, Open PvP area of Tatooine.

http://www.darthhater.com/articles/swtor-news/18694-fan-site-summit-outlaws-den-impressions


Title: Re: SWTOR
Post by: caladein on November 18, 2011, 09:29:51 AM
How much of a train-wreck do people think the launch is going to be?

It's certainly possible but I think the mix of server assignment for guilds and a relatively long head-start period will work in its favor.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 09:31:28 AM
Outlaw's Den, Open PvP area of Tatooine.

http://www.darthhater.com/articles/swtor-news/18694-fan-site-summit-outlaws-den-impressions

I'm assuming that this is also the Friday Update that Stephen Reid was alluding too yesterday.


Title: Re: SWTOR
Post by: Lucas on November 18, 2011, 09:38:39 AM
GameSpy's Concerns About Star Wars: The Old Republic:

http://uk.pc.gamespy.com/pc/bioware-mmo-project/1212884p1.html

Livestream of Beta on massively.com (started a few minutes ago as I write this. Good video quality) :

http://it.twitch.tv/massivelytv


Title: Re: SWTOR
Post by: Cyrrex on November 18, 2011, 09:48:13 AM
So I seemed to have redeemed the code I got from Velorath, and it says that I have successfully redeemed a code for: Message Not Found    :uhrr:

Erm, what?  Anyone else get this?  Just to be clear, I redeemed it under My Account -> Code Redemption.


Title: Re: SWTOR
Post by: Ingmar on November 18, 2011, 09:51:52 AM
Not me, when I redeemed the one they sent me it said Open Beta (Event 1) or some such.


Title: Re: SWTOR
Post by: Shrike on November 18, 2011, 09:58:25 AM
Yeah, if you check your account you should see under redeemed section the Open Beta (Event 1) flag.

Looking forward to this more and more. I'm in serious...uhh...looking forward to this. A lot.


Title: Re: SWTOR
Post by: Cyrrex on November 18, 2011, 09:59:36 AM
Oh wait, under my Code Redemption list, it says Open Beta (Event 1)...so it was probably just a server fart.

We don't even know when this beta is, right?  Sorry for the stupid questions, but I didn't get the original mail.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 10:01:26 AM
Beta weekend is tentative for the 25-28.

Also I think livestreams really don't give a great look at the game.  It's still a different experience when you are playing it for yourself.


Title: Re: SWTOR
Post by: Cyrrex on November 18, 2011, 10:02:47 AM
Also I think livestreams really don't give a great look at the game.  It's still a different experience when you are playing it for yourself.

That is for sure.  Looks way better in person, so to speak.


Title: Re: SWTOR
Post by: Paelos on November 18, 2011, 10:05:25 AM
It's a pretty stupid weekend for a stress test if you asked me. Aren't a lot of people travelling that weekend?


Title: Re: SWTOR
Post by: 01101010 on November 18, 2011, 10:07:15 AM
It's a pretty stupid weekend for a stress test if you asked me. Aren't a lot of people travelling that weekend?

Who gives a shit about those people with lives and families... Those are not the types of people this game was designed for anyway.  :why_so_serious:


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 10:08:21 AM
I mean there aren't many weekends left.  The closer to launch the more people aren't even going to want to play.  Who's gonna blow a ton of time on a weekend when on the next weekend the game is out.



Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 10:09:35 AM
Also new DB site tied to Darth Hater and Curse at http://db.darthhater.com/ .  Also they have a talent calculator on there if people want to look at that.


Title: Re: SWTOR
Post by: Paelos on November 18, 2011, 10:09:45 AM
I mean there aren't many weekends left.  The closer to launch the more people aren't even going to want to play.  Who's gonna blow a ton of time on a weekend when on the next weekend the game is out.



Launch is the 20th right?

You're telling me people wouldn't get it on the 3rd? I think that's just silly.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 10:11:38 AM
For alot of us it's before the 20th.  Early access starts on the 15th.

Also, probably because I've had a couple weekends already, I'm not even planning on playing this next weekend.  I can wait for launch at this point.


Title: Re: SWTOR
Post by: Lucas on November 18, 2011, 10:20:16 AM
It's a pretty stupid weekend for a stress test if you asked me. Aren't a lot of people travelling that weekend?

Not for those outside the U.S.


Title: Re: SWTOR
Post by: March on November 18, 2011, 10:21:21 AM
Just wanted to do my little part in the quest for 400.

The Gamespy article speaks to a small dark fear I have deep in my bowels that The StoryTM will not play nice with others.

A deeper darker fear is that, in the long run, it won't play nice with me.

I know, I know... I'm wrong and misguided.  I'll just go sit over here in the corner.



Title: Re: SWTOR
Post by: Paelos on November 18, 2011, 10:23:20 AM
Also, probably because I've had a couple weekends already, I'm not even planning on playing this next weekend.  I can wait for launch at this point.

Yeah it's mostly that.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 10:29:00 AM
Just wanted to do my little part in the quest for 400.

The Gamespy article speaks to a small dark fear I have deep in my bowels that The StoryTM will not play nice with others.

A deeper darker fear is that, in the long run, it won't play nice with me.

I know, I know... I'm wrong and misguided.  I'll just go sit over here in the corner.



The only thing the story does is stop people with the same class from entering your story areas.  These areas are made to be solo'd anyway and most of the time they aren't too long.  I think there's probably a low percentage of people that actively quest together when leveling in the first place.  It's mainly the married and the couples that do that and they rarely are going to play the same class anyway.  There are quite a few Heroic quests and of course flashpoints to do with groups as you go along anyway.


Title: Re: SWTOR
Post by: Sky on November 18, 2011, 10:30:49 AM
I have zero interest in playing any more of the beta. One weekend was enough, and even that I didn't /need/, it just confirmed what I thought about the game. Well, it did make me really enjoy the class I least wanted to play, so that's pretty awesome.

I might just run through downloading and hammering the login just to help test for a smooth launch, but as far as playing....why? Bossk Hogg is ready to roll (out the barrel)!


Title: Re: SWTOR
Post by: 01101010 on November 18, 2011, 10:32:52 AM
Also, if anyone has Zash's phone #, it would be greatly appreciated.   :Love_Letters:
867-5309

 :drill:


Title: Re: SWTOR
Post by: Morfiend on November 18, 2011, 10:48:48 AM
Outlaw's Den, Open PvP area of Tatooine.

http://www.darthhater.com/articles/swtor-news/18694-fan-site-summit-outlaws-den-impressions

Its not just open pvp, its FFA from what I read. Like the arena in WoW.


Title: Re: SWTOR
Post by: Ingmar on November 18, 2011, 10:51:00 AM
I mean there aren't many weekends left.  The closer to launch the more people aren't even going to want to play.  Who's gonna blow a ton of time on a weekend when on the next weekend the game is out.



Launch is the 20th right?

You're telling me people wouldn't get it on the 3rd? I think that's just silly.

They have to schedule it early enough to actually, you know, have a chance of being able to fix the problems it turns up.


Title: Re: SWTOR
Post by: Lucas on November 18, 2011, 11:00:17 AM
NDA officially lifted.

We failed.

http://www.swtor.com/community/showthread.php?t=630104

P.S. Spill the beans you bloody bastards  :grin:


Title: Re: SWTOR
Post by: 01101010 on November 18, 2011, 11:02:16 AM
NDA officially lifted.

We failed.

http://www.swtor.com/community/showthread.php?t=630104

P.S. Spill the beans you bloody bastards  :grin:

SWTOR is fun to play.  :grin:


Title: Re: SWTOR
Post by: Mosesandstick on November 18, 2011, 11:05:00 AM
That gamespy article is surprisingly accurate.


Title: Re: SWTOR
Post by: Draegan on November 18, 2011, 11:20:55 AM
Outlaws Den is a pretty cool area.  I watched Gabe A. play through it at Bioware.  Fully open PVP unless you're grouped.  I'll have a write up about it later today.  Forgot my notes at home and I haven't had time to write about it recently.

Also lots of screenshots from The Hammer and Directive 7 flashpoints.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 11:28:10 AM
Ingmar liked the knight because he could manwhore it up. Don't let him tell you otherwise. My male twi'lek consular didn't get to slut it up at all. What is he supposed to be, some kind of monk?  :why_so_serious:



Wait a minute.  What happened to the prequel's 'Relationships lead to the dark side so stop lusting after Padme because she's smooth and not like sand' BS?


Title: Re: SWTOR
Post by: Lucas on November 18, 2011, 11:29:42 AM
Legacy system, official post by James Ohlen:

http://www.swtor.com/community/showthread.php?p=10940945

Quote
Hey Everyone,

This build has our first iteration of the Legacy System! At its core the Legacy system is about allowing players to create a family tree of characters. Family is pretty important to the Star Wars universe, with the Skywalker family having one of the most interesting dynamics in movie history. This version is just the foundational components that we will use to build upon in the future. Here are the features of this iteration:
Once your character has completed their Chapter 1 storyline, they will be able to choose a Legacy Last Name. This Legacy Last Name must be unique and is shared across all characters, on all servers - so choose carefully!
Once you have unlocked your Legacy, any and all characters on that server will now contribute to that player's Legacy Experience Points. Much like normal experience points, when you reach certain Legacy thresholds, you will increase your Legacy Level.

We already have plans for how we will expand the functionality of the Legacy System in one of our major post-ship patches. This will include being able to shape your Legacy's family tree, and give you a reward for all those Legacy Levels.

We look forward to reading your feedback on the Legacy System!

--James


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 11:32:25 AM
Isn't that going to be kind of weird if your various characters are different races?


Title: Re: SWTOR
Post by: Montague on November 18, 2011, 11:33:19 AM
Endgame content doesn't seem to be a problem. Two raids (Karagga' Palace, which I don't think has been announced yet, and Eternity Vault), which have three difficulty levels - normal, hard, and nightmare. Plus all the flashpoints have level 50 hard modes.


Title: Re: SWTOR
Post by: koro on November 18, 2011, 11:35:52 AM
Isn't that going to be kind of weird if your various characters are different races?

Just a tad.

Also, every build and patch that goes by without addressing the Jedi Guardian's utter inability to actually tank multiple mobs without some incredible keyboard gymnastics before level 32 makes me that much more worried for launch.

The fact that they still haven't gotten Force Pull (essentially a Death Grip, taunt and all) back after having it removed is also troublesome; the Vanguard version of it is super useful, and it's still puzzling why neither Jedi tank has it anymore.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 18, 2011, 11:36:35 AM
So, universal character ID? Can you opt out of the legacy system or is every character on every server I ever make stuck with the same last name?


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 11:38:05 AM
So, universal character ID? Can you opt out of the legacy system or is every character on every server I ever make stuck with the same last name?

Stuck with the last name, but you can choose to show or not show it in the options.

I'm fine with that implementation, it's better than no last names at all for the people that really care about it.


Title: Re: SWTOR
Post by: Ingmar on November 18, 2011, 11:41:37 AM
Our friend who wants to name his smuggler Dubstep Laserstrider will be happy.

The same last name across all characters is odd. I guess my fat twi'lek will have been adopted.

EDIT: I think I might be more bothered by the fact that last names have to be completely unique per account actually. Expect MAJOR RPer clamor over that one.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 11:43:50 AM
NDA officially lifted.

We failed.

http://www.swtor.com/community/showthread.php?t=630104

P.S. Spill the beans you bloody bastards  :grin:

So I pretty much have to avoid the TOR forums now, people are putting up story spoilers already.


Title: Re: SWTOR
Post by: Murgos on November 18, 2011, 11:53:53 AM
How much of a train-wreck do people think the launch is going to be?

I actually think this will go down as one of the smoothest launches ever for an MMO.  They have done or are doing pretty much everything you could expect to make that happen.  Will there be queues?  Absolutely.  Will there be overcrowding in the newbie zones.  You bet.  Will something unexpected happen, probably.  Will anyone remember those things in 3 months?  Nope.

That said, I don't like a 1 per account family name.  I'd like all my characters to be able to share in the legacy point reward system, what ever that is (Oh, Skinner Box you ARE such a kidder, don't never change.) but I don't know that I want them all to have the same surname so I probably won't display it on most of my characters.



Title: Re: SWTOR
Post by: Shatter on November 18, 2011, 12:02:29 PM
I think the launch will be ok to the point I booked off Dec 15 and 16.  Since they are staggering the pre-order head start dates, some people get to play Dec 15, some more start on Dec 16, etc etc that should help avoid flooding of the system.  Combine that with the guild system being in place and stress testing I think the launch will be fairly smooth.


Title: Re: SWTOR
Post by: Morfiend on November 18, 2011, 12:04:52 PM

That said, I don't like a 1 per account family name.  I'd like all my characters to be able to share in the legacy point reward system, what ever that is (Oh, Skinner Box you ARE such a kidder, don't never change.) but I don't know that I want them all to have the same surname so I probably won't display it on most of my characters.


Yeah, this goes back to the debate in the other thread. More choice is a good thing. I don't understand why they are locking people in to the same last name for every character. RPers are going to have a fit.

I dont like it very much ether. They should just let you pick a last name, and have them not be unique. So if I want all my characters to have the same last name they can.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 12:06:05 PM
I was in all the beta weekends and the server side problems, from previous builds, were fixed before the next weekend.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 12:06:41 PM

That said, I don't like a 1 per account family name.  I'd like all my characters to be able to share in the legacy point reward system, what ever that is (Oh, Skinner Box you ARE such a kidder, don't never change.) but I don't know that I want them all to have the same surname so I probably won't display it on most of my characters.


Yeah, this goes back to the debate in the other thread. More choice is a good thing. I don't understand why they are locking people in to the same last name for every character. RPers are going to have a fit.

I dont like it very much ether. They should just let you pick a last name, and have them not be unique. So if I want all my characters to have the same last name they can.

Or they could have gone the route of just no last names.


Title: Re: SWTOR
Post by: Tyrnan on November 18, 2011, 12:07:22 PM
Isn't that going to be kind of weird if your various characters are different races?

Seems very strange. Also, are they really saying that all my Sith and Republic characters will share the same surname? That could get rather awkward around the holiday season.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 12:10:19 PM
Isn't that going to be kind of weird if your various characters are different races?

Seems very strange. Also, are they really saying that all my Sith and Republic characters will share the same surname? That could get rather awkward around the holiday season.

Because Luke and Vader weren't on opposite sides?  :why_so_serious:


Title: Re: SWTOR
Post by: eldaec on November 18, 2011, 12:12:15 PM
The real reason they want the surnames the way they have them is global chat. Presumably.

No other reason makes any goddamn sense.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 12:12:59 PM

That said, I don't like a 1 per account family name.  I'd like all my characters to be able to share in the legacy point reward system, what ever that is (Oh, Skinner Box you ARE such a kidder, don't never change.) but I don't know that I want them all to have the same surname so I probably won't display it on most of my characters.


Yeah, this goes back to the debate in the other thread. More choice is a good thing. I don't understand why they are locking people in to the same last name for every character. RPers are going to have a fit.

I dont like it very much ether. They should just let you pick a last name, and have them not be unique. So if I want all my characters to have the same last name they can.

Or they could have gone the route of just no last names.

Last names are all but required in a Star Wars universe.  Otherwise, it's just Han and Luke.  BORING!

There's really little reason to force all characters to have the same last name, though.  The negatives far outweigh the one positive I can think of.


Title: Re: SWTOR
Post by: eldaec on November 18, 2011, 12:13:18 PM
Isn't that going to be kind of weird if your various characters are different races?

Seems very strange. Also, are they really saying that all my Sith and Republic characters will share the same surname? That could get rather awkward around the holiday season.

Because Luke and Vader weren't on opposite sides?  :why_so_serious:


They didn't have the same surname though.

Nor did Luke and Leia.


Title: Re: SWTOR
Post by: Tyrnan on November 18, 2011, 12:13:32 PM
Isn't that going to be kind of weird if your various characters are different races?

Seems very strange. Also, are they really saying that all my Sith and Republic characters will share the same surname? That could get rather awkward around the holiday season.

Because Luke and Vader weren't on opposite sides?  :why_so_serious:

Yeah but Vader didn't go round calling himself Darth Vader-Skywalker  :grin:


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 12:13:52 PM
They need to unfuck the mob difficulty or people are going to be in for a rude awakening once they hit 30+. There's a bunch of retards that keep clamoring for a HARD HARD game on the forums and most of them haven't leveled past 12. "Make it HARD and TEDIOUS I need to tell the world how AWESOME I AM for beating it!!"

I have little doubt that Bioware is going to unfuck the difficulty, they have the metrics and heat maps to see how their entire playerbase suddenly hits a fucking wall. They had it right a pair of builds ago, but I think developer ego got hurt or something with all the tard buckets bitching about it being TOO EASY.



The game is still giving certain setups a lot of hiccups as well, it's not optimized very well yet. I can't turn on shadows without putting my frame rate into the toilet this build for example. This is stuff they should be able to fix as well. In Theory.





Title: Re: SWTOR
Post by: eldaec on November 18, 2011, 12:14:16 PM
Padamame and Anakin. Also different surnames.


Title: Re: SWTOR
Post by: Lucas on November 18, 2011, 12:14:50 PM
Update on the Legacy System by Damion Schubert:
http://www.swtor.com/community/showthread.php?p=10942541#edit10942541

Quote
You can choose to do one of the following:
- Display your legacy name as your last name ("Raiel Firewalker")
- Display your legacy name below your name

Raiel
The Firewalker Legacy

- or choose to hide it altogether. This choice can differ per character.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 12:16:15 PM
It's more of a bloodline or a noble house then a last name.


Title: Re: SWTOR
Post by: 01101010 on November 18, 2011, 12:16:46 PM
Interesting... So basically they are adding another leveling tier, the ALT tier. Wonder if it comes with another xp bar.  :why_so_serious:


Title: Re: SWTOR
Post by: Tyrnan on November 18, 2011, 12:17:15 PM
Update on the Legacy System by Damion Schubert:
http://www.swtor.com/community/showthread.php?p=10942541#edit10942541

Quote
You can choose to do one of the following:
- Display your legacy name as your last name ("Raiel Firewalker")
- Display your legacy name below your name

Raiel
The Firewalker Legacy

- or choose to hide it altogether. This choice can differ per character.

I'd still rather have unique surnames for each of my characters that makes sense given their race and class.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 12:18:14 PM
The real reason they want the surnames the way they have them is global chat. Presumably.

No other reason makes any goddamn sense.

You can easily have global names without forced same last names.  See: CoX


Title: Re: SWTOR
Post by: 01101010 on November 18, 2011, 12:19:18 PM
Now I really really really want them to put in a droid race. I can think of so many names for them...


Title: Re: SWTOR
Post by: koro on November 18, 2011, 12:23:16 PM
They need to unfuck the mob difficulty or people are going to be in for a rude awakening once they hit 30+. There's a bunch of retards that keep clamoring for a HARD HARD game on the forums and most of them haven't leveled past 12.

Or they're one of the four hundred billion Sith Sorcerers.

It like arguing for making Final Fantasy Tactics so hard that only Orlandu can survive.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 12:24:20 PM
Isn't that going to be kind of weird if your various characters are different races?

Seems very strange. Also, are they really saying that all my Sith and Republic characters will share the same surname? That could get rather awkward around the holiday season.

Because Luke and Vader weren't on opposite sides?  :why_so_serious:

Yeah but Vader didn't go round calling himself Darth Vader-Skywalker  :grin:

Yeah he had no last name.  Neither did Darth Maul, Darth Cadeus, Darth Bane, etc.   :awesome_for_real:


Title: Re: SWTOR
Post by: Lakov_Sanite on November 18, 2011, 12:24:25 PM
"The Vibroblade Legacy"


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 12:24:56 PM
Their CC got nerfed, they are all crying again it's fine.


"What you mean I'm not supposed to be able to take a coffee break halfway through combat and regen all my health and energy?"


Title: Re: SWTOR
Post by: Lakov_Sanite on November 18, 2011, 12:26:26 PM
Also do devs ever make things easier post-beta? It's always nerfing exp or making shit harder because you don't want players actually eating through your content, god forbid!

I eagerly await the inevitable.


Title: Re: SWTOR
Post by: Paelos on November 18, 2011, 12:27:19 PM
Also do devs ever make things easier post-beta? It's always nerfing exp or making shit harder because you don't want players actually eating through your content, god forbid!

I eagerly await the inevitable.

Oh yeah, that's a certainty.


Title: Re: SWTOR
Post by: koro on November 18, 2011, 12:28:05 PM
Their CC got nerfed, they are all crying again it's fine.


"What you mean I'm not supposed to be able to take a coffee break halfway through combat and regen all my health and energy?"

What nerf? The "mobs under Force Lift regen their health" thing?

If so, my heart bleeds for their plight, and each of my blood cells is playing a tiny fiddle.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 12:29:19 PM
The Dev's have stated what they expect player to mob difficulty to be. What it is now, is WELL outside their stated goals, or they are insane. Either or.

Most specs can be virtually one-shit by certain silver elite mobs. Silver elites are supposed to be a roughly 1 on 1 challenge for a equal level player. Not a death sentence.



I wouldn't be surprised if they are just fucking with us to see how we dance, they've done that before in the Beta.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 12:29:31 PM
I must be one of the few that didn't like the Inquisitor.  I played one to 24 as a Sorc and I found it boring.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 12:30:31 PM
The Lady inquisitor is such a snarky bitch in the face of all this 'ultimate dark side power' I can't help but laugh.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 12:32:24 PM
The Lady inquisitor is such a snarky bitch in the face of all this 'ultimate dark side power' I can't help but laugh.

I do agree with this, I played a lady Twi'lek and I had fun playing her in total bitch mode. 

I mean more the playstyle of the class.  I guess it was cuz it kind of reminded me of Arcane Mage but with Lightning.


Title: Re: SWTOR
Post by: eldaec on November 18, 2011, 12:32:44 PM
In fact, I can't think of any two people across 6 films who share a surname except for the fetts, and possibly Anakin and his mum (if she is ever given a surname?)


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 12:34:19 PM
House Organa?


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 12:35:02 PM
In fact, I can't think of any two people across 6 films who share a surname except for the fetts, and possibly Anakin and his mum (if she is ever given a surname?)

If you move into the EU it's like a Solo-Skywalker fuck-fest of people.  Even then Leia would still be considered a Skywalker Legacy as would all her children.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 12:36:44 PM
The Lady inquisitor is such a snarky bitch in the face of all this 'ultimate dark side power' I can't help but laugh.

I do agree with this, I played a lady Twi'lek and I had fun playing her in total bitch mode. 

I mean more the playstyle of the class.  I guess it was cuz it kind of reminded me of Arcane Mage but with Lightning.


I played the Assassin up to 16 ish or so, seemed all right. My goal was to make a lady darth maul and I succeeded.


Title: Re: SWTOR
Post by: Mosesandstick on November 18, 2011, 12:38:01 PM
In the build I played only gold bosses and a few gold mobs would be a challenge 1:1.


Title: Re: SWTOR
Post by: Pendan on November 18, 2011, 12:38:50 PM
You have to really like the story in order to enjoy this game. The story is not optional. It is mandatory. You can’t get off the starting world without doing the class story. You can’t get off the next world (the home world) without doing the class story. In WoW, LotRo, Fallen Earth, and Rift I have tried to level a character without ever killing things. It was slow but possible. It is impossible in SWtoR.

You also have to do the side questing to get enough exp to continue the class story and that means repeating the same quests with all your characters on the same side. The starting world is shared by two classes with the other two classes on another world. At level 7 or 8 you will be able to leave that world through your class story and you could go to the world the other two classes started on but none of the quests are available even though most are not class specific. So from about level 8 on everyone shares the same non class specific quests. At release of WoW and LotRo they had enough quests that it was very hard to do every quest without out leveling them and turning to 0 exp grey quests. WoW and LotRo of today have 3 or more times the quests needed to level up. I got to level 20 in SWtoR doing every quest available except the group quests on the starting world, home world, and third world with none of them grey.

They gave us high level characters to test out. The only thing I did with mine was test out the space combat. I was able to complete all the space mission in less than 2 hours and they were highly repetitive among them and I can’t imagine enjoying doing them over and over.

I hope they have done something about handling large numbers of people doing the same quests. The way things worked a couple months ago if had more than 5 people in the area many quests became very frustrating while at the same time if you were alone in an area all the trash mobs were frustrating.

I only went into a PvP battleground once at level 12. It appeared I was fighting characters over level 40 with my characters health increased but none of the skills from higher levels. I was never interested in the rest of the game enough to get back to trying PvP more.

After they wiped my characters the first time (which I think they did every 6 weeks in beta), I decided I really did not like the Star Wars story enough to continue playing. It appears in Star Wars every couple thousand years the same things happen with the same technology level and the universe is stagnant. Glimpsing through the time line on one site the only thing that might interest me is when the anti-technology, living weapons race attacks.

All that said, I can’t really say it is a bad game. Combat works but is too similar to other games for what I want. Two of the classes have a mechanic for using cover that is not in other MMORPGs I have played but I found I did not enjoy that type of play. Your first companion gives a huge boost to ability to solo content. I liked being able to empty my grey items in inventory without going back to town by using the companion. The game is highly “polished” and I am sure many people will be mesmerized by the cut scenes and think it is the best game ever. I don’t see long term appeal for the game.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 12:39:33 PM
Gold's just had shitloads of HP, they weren't actually hurting me in the builds I was playing. Silvers were taking me to half health at times, and this is as a Tanking Trooper with a Healing Companion in tow. I was watching DPS Jedi's and Smugglers drop like FLIES.


Title: Re: SWTOR
Post by: Viin on November 18, 2011, 12:45:09 PM
Who the heck tries to level without killing things? What are you, a pacifistic?

Seriously, DIKU MMO == combat. If you don't like it, go play Puzzle Pirates or be a merchant in EVE.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 12:48:52 PM
Who the heck tries to level without killing things? What are, you a pacifistic?

Seriously, DIKU MMO == combat. If you don't like it, go play Puzzle Pirates or be a merchant in EVE.

That and he complains about story and that's like the big selling point for the game.


Title: Re: SWTOR
Post by: koro on November 18, 2011, 12:49:27 PM
Gold's just had shitloads of HP, they weren't actually hurting me in the builds I was playing. Silvers were taking me to half health at times, and this is as a Tanking Trooper with a Healing Companion in tow. I was watching DPS Jedi's and Smugglers drop like FLIES.

Golds in group missions are horrible sacks of hitpoints. It's a little better this build, but oh god when it happens it's horrible.

The boss of one of the early teens Coruscant group missions (Trouble in Deed) is insanely hard to beat with a balanced melee/ranged group while being utterly trivial if most of your group is ranged.

Basically, to anyone who hasn't played the game or watched videos yet, that whole talk from when they showed off the game a lot the past couple years about "we don't want players sitting there whacking on a single enemy because it's boring and unheroic"?

Yeah, complete bullshit.


Title: Re: SWTOR
Post by: Paelos on November 18, 2011, 12:51:45 PM
You have to really like the story in order to enjoy this game. The story is not optional. It is mandatory. You can’t get off the starting world without doing the class story. You can’t get off the next world (the home world) without doing the class story. In WoW, LotRo, Fallen Earth, and Rift I have tried to level a character without ever killing things. It was slow but possible. It is impossible in SWtoR.

I don't often say someone's playstyle is wrong. But dude, your playstyle's wrong.

You're watching a football game and complaining that it's not ballet.


Title: Re: SWTOR
Post by: Furiously on November 18, 2011, 12:54:29 PM
As someone who borrowed the account of a full-time tester, I see a lot of issues at launch. The competition for mobs is going to be horrid. (Group up!)

Characters still seem to be getting "stuck" either losing all their quests or unable to log in.

Space combat is basically....unfun. You play gunner to your robot driving the ship like a blind epileptic.

Re-playability for classes that start on the same planet is a bit painful. (I did it with IA and Bounty Hunter).

They don't seem to be at bug squash stage, they seem to be at "lets change this system" stage.

If you forget to click on the speeder or binding terminals... you are going to have to do a lot of walking.

Positives: Most classes are pretty fun to play.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 01:00:04 PM
Who the heck tries to level without killing things? What are, you a pacifistic?

Seriously, DIKU MMO == combat. If you don't like it, go play Puzzle Pirates or be a merchant in EVE.

That and he complains about story and that's like the big selling point for the game.

I'm hoping the story driven aspect of the game causes most of the more mouth-breathing annoying WoW idiots to become frustrated and/or bored enough to quit, thus elevating the overall player base.  Of course, I also hope a rainbow forms at my apartment and a pot of gold appears in my living room.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 01:02:34 PM
Random info:

Companion Characters are easily one of the better things about this game. It's like having an old DaoC assbot without having to pay for an extra account. They aren't just warlock pets or whatever, they are significantly more in depth and useful.

Like, my Trooper Tank without my little healing friend following me around, is not a fun class to play solo, the end. With my little buddy in tow, I haven't felt that self sufficient in a MMO since DaoC and my Warrior + Shaman assbot.



Mobs work a little differently then what I am used too in most other MMOs. Firstly, instead of 90% of them being melee mobs, it's a much more even split, 50/50 between melee and ranged. It might even favor range, I don't have exact figures, just what I see while playing. Being able to 'herd' mobs is much more important in this game as a consequence and characters are well equipped to do this for the most part.


There are three general tiers of mobs. Weak/Standard, Silver Elite and Gold Elite (which further increases into bosses and world/raid bosses). Weak/Standard mobs come at you in packs of 3+ and you are easily able to handle these packs, as these mobs have shitty HP and low damage. Lots of class abilities are also CC on these weak/standard mobs.

Sticky grenade for example, will cause a weak/standard mob to PANIC, essentially stunning them in place until the grenade goes off. Once the grenade goes off (in about 4 seconds), the explosive force will knock all the weak/standards in the radius on their asses, giving some more CC effect. Put the grenade on a silver/gold, it's just doing it's damage with no secondary effect.


It makes mowing through packs of these trash mobs really fun, as you send them flying and tumbling and general owning their faces like a boss.





Everyone get's a rez, everyone can just rez themselves, and every graveyard if you decide to not rez has a vendor that sells useful medpacks and stims (ie: healing and buffing potions).

Hearthstones will let you heath to ANY bindpoint you've discovered.



Space Combat is Starfox, it's something to do to break things up for a change. It's also good XP, so if you end up like a few ticks away from a level and want to ding before you hit the next planet.


Title: Re: SWTOR
Post by: koro on November 18, 2011, 01:04:46 PM
Space combat also used to be fairly decent money (and oh god you need a lot of money) until they removed cash rewards for it this build.

I could rant for an hour about the low-level money sinks and why they're awful, though.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 01:05:11 PM
I'm hoping the story driven aspect of the game causes most of the more mouth-breathing annoying WoW idiots to become frustrated and/or bored enough to quit, thus elevating the overall player base.  Of course, I also hope a rainbow forms at my apartment and a pot of gold appears in my living room.

We can only hope.   :awesome_for_real:


Title: Re: SWTOR
Post by: Tyrnan on November 18, 2011, 01:06:14 PM

Yeah but Vader didn't go round calling himself Darth Vader-Skywalker  :grin:

Yeah he had no last name.  Neither did Darth Maul, Darth Cadeus, Darth Bane, etc.   :awesome_for_real:

I know, I wasn't really being serious. In fact, I wouldn't even mind having a pair of characters that were related but on different sides as long as it was my choice to make. It's just having all my character forced into being part of the same family I find a bit heavy handed. Hell, if they just left the legacy system as it is and gave us a normal surname too I'd be happy.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 01:06:45 PM
Who the heck tries to level without killing things? What are, you a pacifistic?

Seriously, DIKU MMO == combat. If you don't like it, go play Puzzle Pirates or be a merchant in EVE.

That and he complains about story and that's like the big selling point for the game.

I'm hoping the story driven aspect of the game causes most of the more mouth-breathing annoying WoW idiots to become frustrated and/or bored enough to quit, thus elevating the overall player base.  Of course, I also hope a rainbow forms at my apartment and a pot of gold appears in my living room.


Prepare to have those hopes dashed. This playerbase is going to make you long for the days of WoW-Tards.


I have seriously never encountered a dumber playerbase. It's only going to get worse once everyone gets to play for real.



-edit-

Yea, things start to cost lots and lots of money, REALLY FAST. They probably need to fuck with that some more.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 01:07:02 PM
Space combat also used to be fairly decent money (and oh god you need a lot of money) until they removed cash rewards for it this build.

I could rant for an hour about the low-level money sinks and why they're awful, though.

At least they nerfed slicing, otherwise everyone would have had it.  The money that put out was ridiculous.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 01:09:49 PM
Everyone having the same last name doesn't bother me. How many of you can trace your ancestors back to one Scottish clan of sheep thieves or whatever.


Title: Re: SWTOR
Post by: koro on November 18, 2011, 01:10:26 PM
Space combat also used to be fairly decent money (and oh god you need a lot of money) until they removed cash rewards for it this build.

I could rant for an hour about the low-level money sinks and why they're awful, though.

At least they nerfed slicing, otherwise everyone would have had it.  The money that put out was ridiculous.

They money it puts out is still ridiculous. What they nerfed were the big payouts that you'd sometimes get; in exchange, they more or less evened out how many credits you get from a box per tier so you'd get a consistent amount each time. I made around 12k credits/hour a week ago just running around Coruscant hitting up boxes people left behind because they heard slicing got nerfed.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 01:11:24 PM
I went BioChem/BioAnalysis and was pleased with it. It's basically Space Alchemy  :why_so_serious:


Title: Re: SWTOR
Post by: 01101010 on November 18, 2011, 01:13:21 PM
My only real irritation with the gameplay so far is playing a juggernaut and trying to play it as a tank. Basically you can't, for 4 to 6 levels. You get access to heavy armor, a shield offhand that does not work till you get the ability to use it...in 4 levels. No threat builder, no taunt, nothing tanky about it in anyway. This comes directly after having to make a character changing choice at the trainer to get your AC. Great, now I am in the heavy armor tank role and oh look,  my first dungeon I can start learning how to tank. Nope... you are poor man's dps tag-along till 14. Not one single measly tanking ability. Nothing like waiting for the fun.

Other than that, I haven't had a weekend of naps only in quite some time, so I'd say it wins for me.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 01:15:50 PM
My only real irritation with the gameplay so far is playing a juggernaut and trying to play it as a tank. Basically you can't, for 4 to 6 levels. You get access to heavy armor, a shield offhand that does not work till you get the ability to use it...in 4 levels. No threat builder, no taunt, nothing tanky about it in anyway. This comes directly after having to make a character changing choice at the trainer to get your AC. Great, now I am in the heavy armor tank role and oh look,  my first dungeon I can start learning how to tank. Nope... you are poor man's dps tag-along till 14. Not one single measly tanking ability. Nothing like waiting for the fun.

Other than that, I haven't had a weekend of naps only in quite some time, so I'd say it wins for me.


That's a problem for all the tank specs, something that we've bitched about for builds now. You don't get your tanking stance/buff till like 4-6 levels past 10. Specifically the shield generator thing doing nothing for 4 levels bothers me, because if you don't read the tooltips in your future abilities, you'll have no idea why your shield generator is useless.


Title: Re: SWTOR
Post by: koro on November 18, 2011, 01:21:04 PM
My only real irritation with the gameplay so far is playing a juggernaut and trying to play it as a tank. Basically you can't, for 4 to 6 levels. You get access to heavy armor, a shield offhand that does not work till you get the ability to use it...in 4 levels. No threat builder, no taunt, nothing tanky about it in anyway. This comes directly after having to make a character changing choice at the trainer to get your AC. Great, now I am in the heavy armor tank role and oh look,  my first dungeon I can start learning how to tank. Nope... you are poor man's dps tag-along till 14. Not one single measly tanking ability. Nothing like waiting for the fun.

Other than that, I haven't had a weekend of naps only in quite some time, so I'd say it wins for me.


That's a problem for all the tank specs, something that we've bitched about for builds now. You don't get your tanking stance/buff till like 4-6 levels past 10. Specifically the shield generator thing doing nothing for 4 levels bothers me, because if you don't read the tooltips in your future abilities, you'll have no idea why your shield generator is useless.

Yeah, and Bioware's stance on it is kind of weird. They want the three tank-capable classes to not feel pigeonholed into tanking, so they make it hard-to-impossible for you to actually do so until 14 at a minimum, to allow you to "grow" into the role.

This doesn't mesh well with the other two ends of the trinity, though, since every healing-capable class gets and can effectively use their first heal at level 10, the instant they choose the class. And of course everyone can DPS at any time. So delaying even the most basic of tanking tools - the tank stance - til 14 is just bizarre.


Title: Re: SWTOR
Post by: Lucas on November 18, 2011, 01:22:53 PM
Watching sith warrior starting area:

http://it.twitch.tv/towelliee


Title: Re: SWTOR
Post by: Pendan on November 18, 2011, 01:24:31 PM
It appears I was not very clear and left out my overall play style. On my main character I like going through the story. I read every quest and kill everything. On my second character I generally want to try out another class and I skip through the quest text I know already but I am still killing everything. By my third character I want to try an alternate advancement path. In SWtoR you don’t have options to skip through the quest “text” of a quest you have already done. You sit through the entire speaking parts from what I could find. You don’t have much alternate advancement like I have found in every other DIKU MMO.

To me it is more irritating than ever in such a story driven game to have to sift through a half hour conversation in chat about what is the best smart phone.

If I am supposed to get heavy into the story what is my justification for everyone other character in the world with the same class running around with the same team member (companion) that has the same name and exact same look (until covered with different armor).


Title: Re: SWTOR
Post by: Draegan on November 18, 2011, 01:24:40 PM
This game will not have damage meters as far as I know.  Should make for interesting debates to who has better dps!

Oops, there are no DPS classes in this game because there is no way to measure damage per second!   :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 01:28:08 PM
This game will not have damage meters as far as I know.  Should make for interesting debates to who has better dps!

Oops, there are no DPS classes in this game because there is no way to measure damage per second!   :awesome_for_real:

Yeah but Zoeller wants to have it in sometime down the line as he's also a professed min/maxer.


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 01:35:05 PM
I've been in continuous beta since June.

I have mixed feelings about the game. Initially, I was dead set on buying it, partly because the game ran so shittily in older builds that I couldn't focus on anything BUT the choppiness. Recent builds have fixed that drastically, leaving me wondering if there was a debugger in the background.

So now I'm leaning very slightly on the buy side of things, just for maybe one playthrough. There may be a couple months worth of fun but it's coming with a mountain of problems.

Firstly, it's incredibly dependent on if you like your character's story. If your character's story is dogshit, and fully half of them are mediocre to dogshit, then you won't have a good time. Some of the stories vary wildly by quest, going up and down like a yoyo (Smuggler, I'm looking at you). Then there are a couple really pretty decent ones, as far as video game stories go.

The problem here is that if you choose poorly, you're fucked. You might keep waiting for it to get better and it never does, leaving you locked in with a class you like but a shitty story. In which case, why not play *any other MMO on the market* with a class you like more? Because they've hinged it all on story, there's a certain risk to the player. But whatever, it comes with the territory.

Classes themselves are surprisingly fun for the most part. I especially like their addition of ranged tanking, if for no other reason than a guy I know who works in the MMO industry telling me that ranged tanking was essentially impossible to do correctly. So fuck that guy. Some of the classes are so much like their WoW counterparts that Bioware should really be fucking embarrassed. Jedi Knight stands out. When I played mine to 23ish, they were carbon copies of WoW Warriors. We're not talking inspired by. We're talking carbon fucking copies, with mostly the same abilites (oh, I have a Sunder Armor on my Jedi which stacks to three and does extra threat? AMAZING!) which is just inexcusable.

Talent trees are some of the blandest I've ever seen, and that's pretty much universal. They're all 1% this, 1% that, with a few powers thrown in. The problem is that none of the talent tree active unlocks I can think of off the top of my head has ANY synergy, anywhere. Very few use on procs, etc.

The number of buttons you're going to have at the end is obscene. It's completely over the top and they're going to have to do something about it. With the lack of base UI customization, I could fill all four hotbars with abilities. Some of them overlapped and really need to be consolidated.

The UI is basically garbage. It's nominally attractive but you can't move anything but the chat box, and there's no reason to move THAT because you can't move anything else. You can't scale anything down or up. You get four hotbars, only two of which are at the bottom; the other two are one vertical left and one vertical right. The chat box is in the upper left and the minimap is in the lower right which is annoying as hell, and then doubly annoying because you can't move anything. Like I said, the color scheme and style are attractive but this is the least customizable UI since WoW launched. Inexcusable to not have a customizable UI in 2011.

I love the graphical style. Lighting is crisp, effects are good, animations are solid. The combat animations could be a bit better, in the sense that the visual feedback for various powers isn't always super clear. Sound design is awesome. Music kicks in at dramatic moments, stuff from the movies is reused smartly and the lightsabers have a satisfying VOOSH when drawn.

Zones are actually pretty small and very on rails. There's not a lot of room for exploration that I've seen. They throw you a bone on the little cube doodads they hide places to boost your stats but if you pay attention, you can pick out their locations pretty easily when you wrap up a zone by eyeing where quests DON'T send you. They look plenty big but they do in the Azjol-Nerub way from WLK: huge backdrop vistas but small actual areas you can wander into. If you like Cataclysm WoW, you'll love SWTOR. Supposedly Tatooine is a bit more open but I can't speak to that firsthand.

I really like grouping and the "dungeons" I did felt like being in a Star Wars movie. Shit's flying around, crisp group dialogue, etc. The amount of trash is pretty crappy in them sometimes but the boss fights are surprisingly creative in spots.

Now, here's the biggy. I know you guys say that you're cool with a WoW clone in space but I really don't think that's going to last. I am not really sure people are prepared for just how much of a WoW clone this is, And this is most obvious with the quests. They're terrible. Not always the story or whatever but the actual mechanics. At the end of the day, you're still collecting bear asses but now you do it with voice overs. And this was totally cool for awhile. I was SURPRISED at how cool I was with it for awhile. But by level 20, it starts to get a little tedious and the window dressing disguising it starts to wear off... and then you realize you've played this game.

See, I have a theory, after watching everyone drop WoW like a hot potato, ostensibly ALL for differing reasons (too hard, too easy, too much gear, not enough gear), that the zeigeist has just changed and people are sick of the very WoW-ness of WoW. And I just don't see this being incredibly sticky, even for people who really, really think it will be. I may be proven wrong but I fully expect it to be a lot more Rift, with a subforum going for awhile but interest trailing off, than WoW, with a multiyear, highly engaged playerbase from time immemorial. And I know right now that you guys are going to swear up and down that this is a lie and that you've found your game and the license can make up for a ton of flaws... we'll see. I'm not buying the longevity here.

But it's not a bad game. It's really not. It's just uninspiring and average, with bursts of high octane fun. To try to illustrate, I don't really dig Star Wars aside from the original Trilogy. I would fire this up and play the shit out of it. Hours on end. But I never, ever thought about it when I was away. I never thought, "Goddamn, I need to fire up Star Wars." Not once did I think about it in the off-hours like I did with WoW or Rift or LOTRO... or Dwarf Fortress or Morrowind or Planescape or EU3 or....

So that's telling. But I'm not immune to the charms of a light saber or blaster play. Like I said, I'm leaning narrowly toward picking it up over Xmas, because I do think there's a solid couple months here. But temper your expectations, because the story and voice acting simply aren't good or novel enough to mask that you've played this exact, and I mean EXACT, game before.


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 01:37:48 PM
It's leftover angst from when he was a thane and I was a skald and our duo was ... subpar.

Priceless.  That comment made my day! 

At least I had my song of rest, man.  :why_so_serious:


Title: Re: SWTOR
Post by: Murgos on November 18, 2011, 01:39:57 PM
I've seen a couple of complaints now about having to do the same quests when leveling an alt.  This is one of those things that people forget about games that have been established for a while, they didn't launch with all those starter areas and alternate mid-level paths.  They are almost all added later in expansions.

EQ had a bunch of starter cities but by the teens you were in 1 of 2 places and after that there was 1 path forward.
EQ2 launched with 2 starter towns and by mid-20's everyone was in the same area.
COH 1 starter area, 1 leveling path.
Rifts 2 starter areas, I never played it long enough to see if it provided more diversity later.
WoW had more, I think 4 per side?  And two different leveling areas until, what the 20's?
LoTRO has 4 starter areas but by mid-teens everyone is in the same place.

In comparison SWTOR is launching with 4 starter areas (two per side with 2 questlines each) and two separate leveling areas until mid-20's (Tatooine?).

Would I like more low and mid level content for my alts?  Sure, but it's not the horrible travesty some seem to think.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 01:41:05 PM
It's at least a short lived problem. You'll get your proper stance and shit soon enough.



Crafting: It's equal or superior to WoW crafting in every regard except one. Instant Gratification. If you want your new shiny item your making RIGHT NOW, well, tough shit you get to wait  :why_so_serious:

You the player never actually craft anything, your companions do the crafting, each companion gets a little bonus to a specific craft, though these bonuses aren't really earth shattering if you want to do a craft that your companions don't have bonuses for. Crafting items can take anywhere from 60 seconds to 30minutes. You can queue up 5 crafted items per companion. The number of companions who can craft at any one time is limited by your level range. So you start off with only being able to send one companion off to craft, and by level 40ish, you can send 4 at a time.

You learn recipes from your trainers, or from drops, or from 'Reverse Engineering'. Reverse Engineering is basically a salvage option. It lets you break down crafted items (and sometimes dropped items that would fall into your craft category), into base crafted components. It's not a 100% efficient process, if you put 2 metal and 2 wood into a pair of boots, you'll probably wont get 2 metal and 2 wood back out. Reverse Engineering gives you a chance to learn a advanced version of the item you just broke down. So you could learn to make a pair of blue boots by breaking down a pair of green boots. You can then make those blue con boots and break them down for a chance to learn some purple con boots.

Reverse engineering also solves that problem of "I just made 20 green con boots to skill up my craft... I hope there are a lot of newbies that want boots on the AH today  :awesome_for_real: ".


Collecting crafting materials works in two general ways. First is the usual go out in the world and click the nodes for materials method. If you've crafted in WoW or any other MMO in the past decade, you know how this works pretty much. The only spiffy thing is you can send your companion to do this by shift clicking. So if you see a node 50 yards to your left on the road, you just click the companion over and you never have to make a detour. The companion will catch up to you (it actually teleports back to you if you get far enough away, like a weeping angel). You can also gather yourself at the same time, for twice the gather potential  :why_so_serious:

The other method is through companion side missions, where you open up your crew window pick a side mission on the gathering/mission skill relative to your class, pay a small credit cost and your companion disappears to do whatever. These side missions can reward you with small amounts of light/dark side points (they tell you up front if its a light or dark mission), and crafted materials, special materials and other bonus items like companion gifts. These missions work like item crafting, where you can only send X amount of companions out per level range. They also SHARE that limit with crafting, so if you tie up all your companions on missions, you cant craft stuff till they are back and vice versa. Missions can take anywhere from 5-30+ minutes.

There are mission specific craft skills and you can use your gathering skills to also send companions on missions. You can't queue missions to the best of my knoweldge.


Your companions will do their queue'd crafts and missions even if you are offline, the items/rewards will wait for you till you log back in the next day. A recent change is companions will use your ships cargo hold (ie: bank storage/vault) if your own inventory doesn't have the right materials. So you can basically queue up missions and crafts from anywhere and not have to worry about carrying all the god damn mats with you. It's something you spend like half a minute on every 15-30 minutes or so, and you can do whatever you want in the meantime, continue questing, go run some dungeons, go do space missions.


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 01:41:24 PM
Well a) they're not competing with the games of four years ago and b) maybe the complaint isn't "WoW has more" but "I'm sort of over doing the exact same content on alts, especially in a game arguably geared toward having lots of alts".


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 01:44:35 PM
If you want to skip the quest dialogue, mash the space bar. It auto skips to the next line until you reach a point where you have to reply. If you picked a wrong choice in a dialogue, hit the ESC key, it resets that particular dialogue.

You can turn a conversation that would take several minutes of speaking into a 10 second click fest if you really want too. I don't know why you would want too, but you can.


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 01:46:03 PM
Oh, and!

Ingmar liked the knight because he could manwhore it up. Don't let him tell you otherwise. My male twi'lek consular didn't get to slut it up at all. What is he supposed to be, some kind of monk?  :why_so_serious:



Wait a minute.  What happened to the prequel's 'Relationships lead to the dark side so stop lusting after Padme because she's smooth and not like sand' BS?

He got dark side points for it. Ingmar simply didn't care.  :oh_i_see:


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 01:47:45 PM
If you want to skip the quest dialogue, mash the space bar. It auto skips to the next line until you reach a point where you have to reply. If you picked a wrong choice in a dialogue, hit the ESC key, it resets that particular dialogue.

You can turn a conversation that would take several minutes of speaking into a 10 second click fest if you really want too. I don't know why you would want too, but you can.

Why would I want to?

That's missing the point. The point is that I'm playing the game on its own terms (STORY! VOICE ACTING! CHOICES!) and it's still not very good in parts. I don't want it reduced to a clickfest; I want it to be better.

Or, alternately, you can alt things up and then you have to clickfest it to make it tolerable. Arguably, I don't know that it's true because I'm not going to end up being an altoholic.


Title: Re: SWTOR
Post by: Murgos on November 18, 2011, 01:59:30 PM
Well a) they're not competing with the games of four years ago and b) maybe the complaint isn't "WoW has more" but "I'm sort of over doing the exact same content on alts, especially in a game arguably geared toward having lots of alts".

Fine go play the other game that has what you want.



Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 02:02:18 PM
I'm sorry, are we only supposed to paste positive things here? HERE, the place that arguably ripped a couple games worse than any other site its size out there?

My review is pretty fucking balanced, all told. I'm trying to offer some perspective on the too much repeat content argument and why it matters.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 02:02:55 PM
The issue is going to be can Bioware (Austin) keep up with new content.


I'm relatively confident they will figure out the technical faults between now and release, but say 3-6 months from now, after I've played my Trooper twice and Sjofn has played all 8 classes fourteen times, will we have new stuff to do? Will it be generic story stuff, or will our class stories continue?


Title: Re: SWTOR
Post by: Trippy on November 18, 2011, 02:04:18 PM
COH 1 starter area, 1 leveling path.
CoH had 2 -- Atlas Park and Galaxy City

Doing what I can to get us to 400!


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 02:04:50 PM
The issue is going to be can Bioware (Austin) keep up with new content.


I'm relatively confident they will figure out the technical faults between now and release, but say 3-6 months from now, after I've played my Trooper twice and Sjofn has played all 8 classes fourteen times, will we have new stuff to do? Will it be generic story stuff, or will our class stories continue?

That's going to be the big question. I'm not entirely optimistic, given that they have to go back to the voice actor well each and every time. I wouldn't be surprised if they have some stuff ready to go already but once that's exhausted...


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 02:12:25 PM
COH 1 starter area, 1 leveling path.
CoH had 2 -- Atlas Park and Galaxy City

Doing what I can to get us to 400!


To be fair, Galaxy City suuuuuuuucked.


Title: Re: SWTOR
Post by: Trippy on November 18, 2011, 02:13:11 PM
Yes, yes it did. I did it once with a new character and never again


Title: Re: SWTOR
Post by: eldaec on November 18, 2011, 02:21:52 PM
"I'm sort of over doing the exact same content on alts, especially in a game arguably geared toward having lots of alts".

This I have heard from an awful lot of beta testers.

It basically tells me that for the game to last they need to be outputting content on an industrial scale from day 1, because most nda breaking reviews saythe same thing, it has nowhere near the 8x a typical bioware rpg that was implied by the dev team.

Won't stop me enjoying the game first time through, but they aren't going to have long to get more content into the game. Unless actual testers are going to tell me the guys saying this are wrong and you don't end up doing 90% the same content on each alt.


Title: Re: SWTOR
Post by: Mosesandstick on November 18, 2011, 02:25:29 PM
I can't see people enjoying having to redo any of the higher level stuff.


Title: Re: SWTOR
Post by: Trippy on November 18, 2011, 02:26:13 PM
How is the game geared towards having lots of alts?

I need to plan for how many accounts I'll need :awesome_for_real: :oh_i_see:


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 02:27:58 PM
How is the game geared towards having lots of alts?


It's not technically geared toward having a lot of alts, although the legacy system does promote it a bit.  I think it's more that they expect people to want to try the different stories and factions that they will have a few alts.

Although to it does offer more when rerolling than pretty much every other MMO out there atm.


Title: Re: SWTOR
Post by: eldaec on November 18, 2011, 02:28:59 PM
The argument goes that it is about story, hence alts.

There isn't enough in the combat mechanics for it to be about endgame.

Also...

The number of buttons you're going to have at the end is obscene. It's completely over the top and they're going to have to do something about it. With the lack of base UI customization, I could fill all four hotbars with abilities. Some of them overlapped and really need to be consolidated.

This is promising, how many abilities are on a hotbar? If the answer is 20, then it sounds like they have it about right.


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 02:32:49 PM
Oh god, I'll need to fire it up to see. 1-0, - and =... two more? So 14 slots?

Thing is, I don't mind a lot of buttons. But this was a bit much, not strictly because of the number but because of the sameness of some of the abilities. Also, because you're forced to put some of the more active ones on the side hotbars. Sorry, those are reserved STRICTLY for non-combat, long cooldown abilities.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 02:32:58 PM
From what we've seen and been told there should be a bit of endgame out there.  Heroic Flashpoints, 3 difficulties for the 2 Operations, Ilum with it's solo endgame PvE and open world PvP zone, and the Gambler's Den FFA PvP area on Tatooine.  That's pretty decent overall for launch.


Title: Re: SWTOR
Post by: Trippy on November 18, 2011, 02:41:01 PM
How is the game geared towards having lots of alts?
It's not technically geared toward having a lot of alts, although the legacy system does promote it a bit.  I think it's more that they expect people to want to try the different stories and factions that they will have a few alts.

Although to it does offer more when rerolling than pretty much every other MMO out there atm.
Can a character switch between Advanced Classes or am I going to need 8 accounts if I wanted to be able to play multiple characters at the same in any combination of (adv.) classes? :grin:



Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 02:44:31 PM
Nope, no AC switching was confirmed by Zoeller and unlikely it will ever be an option.  Oh and don't worry it's not 1 character per server!   :awesome_for_real:


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 02:45:28 PM
Yeeeahhhh, but so did everyone else who ever did this stupid idea. AoC and EQ2 both buckled. It might take some time, but SWTOR will, too.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 02:46:45 PM
Yeeeahhhh, but so did everyone else who ever did this stupid idea. AoC and EQ2 both buckled. It might take some time, but SWTOR will, too.

So I guess WoW should make it so you can switch classes too then.


Title: Re: SWTOR
Post by: Sky on November 18, 2011, 02:47:50 PM
That's a problem for all the tank specs, something that we've bitched about for builds now. You don't get your tanking stance/buff till like 4-6 levels past 10. Specifically the shield generator thing doing nothing for 4 levels bothers me, because if you don't read the tooltips in your future abilities, you'll have no idea why your shield generator is useless.
Ditto for heals, but they said the pre-20 game was being balanced for everyone to just be dps because nobody really got their skills. I was kind of laughing when everyone was asking for healers for instances, because the measly heal was pretty lame...if you needed it, you were probably screwed anyway. On a few fights it was nice to have, though.

I played to 20 as a Jedi Shadow, I was surprised they're a tank so I set mine up to do so. Since I didn't really get the skills, well, it was a mixed bag. But I did tank a bunch of group stuff pretty well. I grouped more in the 4 nights I played TOR than I did in the 6 months of Rift alpha, and I grouped more in the Rift alpha than all previous mmo except EQ1 where we played on networked pcs. The most steady group was a dps knight, a smuggler and a sage. We pretty much rolled through most stuff, a couple wipes learning stuff but all in good fun.

The questing in this game is great, the writing and VO is apparently what I've been missing in mmo. I really went full catass for 4 days straight and wanted more when it was over. I hope between BC and SLAP we can avoid teh pug crap as much as possible, but even that wasn't too bad (though beta crowds are usually much more fun and less selfish).

I'm surprised MA's post was as balanced as it was after the 'but wait until you guys know the TRUTH' stuff a while back  :grin: It was a pretty good run down based on my limited experience. The thing I come back to personally is I never burned out on WoW. I still enjoy the mechanics, it's just a background thing to the story. In something like Rift, the story is not enough to keep me around. I really enjoyed the stuff in TOR and look forward to digging in some more.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 02:51:31 PM
COH 1 starter area, 1 leveling path.
CoH had 2 -- Atlas Park and Galaxy City

Doing what I can to get us to 400!


And ironically, they actually removed one of them recently.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 02:53:05 PM
For me I don't mind WoW in concept, it was a powerhouse for a reason.  I did mainly play it cuz that's where my friends were though.  SWTOR pulls me in way that WoW was unable to do.  The first two weekends I think I put in more hours than I had in the last 2 months of playing WoW.



Title: Re: SWTOR
Post by: Trippy on November 18, 2011, 02:53:47 PM
Nope, no AC switching was confirmed by Zoeller and unlikely it will ever be an option.  Oh and don't worry it's not 1 character per server!   :awesome_for_real:
But if I wanted to do any combination, of say, 2 classes (aka dual-boxing), I need them to be on separate accounts :drill:


Title: Re: SWTOR
Post by: murdoc on November 18, 2011, 02:54:06 PM
Said already, but I'll repeat it: Your enjoyment of this game is directly related to your enjoyment of the story.

I personally really like both stories I played and the first Flashpoint. Even my wife, who has nothing to do with videogames, came over to watch me run through the first Flashpoint because the VOs and music got her attention and she thought it looked pretty cool that four of us were sprinting across a hanger bay with all our lightsabres out and Star Wars music blasting.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 02:56:57 PM
There are too many buttons overall, some classes are worse then others in terms of 'why do I have 5 of the same fucking attacking?'. Once you add in medpacks, trinkets, stims, it gets to be a bit much. I'm sure the EQ2 fans will be fine with it  :oh_i_see:


It will be helped once the UI is customizable, or even if they just let me move those fucking sidebars to the bottom, I have the screen space for it. Another flaw is the companion control bars, you can't rearrange them currently. This is slightly maddening, especially since there is a mini companion bar when the main bar is minimized that shows the first 4 companion abilities...

Another fucking super annoying thing about the UI is keybinds, you can't use keybinds on hidden bars, you need those stupid side bars opened if you want to keybind abilities to them.




As for leveling paths, you have two completely distinct ones. Empire and Republic. Otherwise there is quite a bit of overlap on the planet stories, though each class story is unique AND the reactions classes get from NPCs is slightly different, often amusingly.

Like, my Trooper will walk into a military outpost and people will be like "Oh thank God, command sent some reinforcements!", where a Smuggler often gets "Wait, who are you, how did you GET here, it's a military base!".


Title: Re: SWTOR
Post by: Mosesandstick on November 18, 2011, 02:57:21 PM
The further you progress, the more time you spend doing planet quests and the less covering your personal storyline.


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 02:57:57 PM
So I guess WoW should make it so you can switch classes too then.

Uh, no. Because WoW classes aren't subclasses of a "main" class.

Look, EQ2 and AoC did this *exact* same thing. Play X levels of your big meta class (MAGE THIEF WARRIOR FART) and then choose your "real" class. If you choose poorly, well... reroll and do the first X levels over with the exact, 100% same thing.

I promise you. I'll put imaginary e-money on this now: it will change. It might take a year but they'll change it.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 02:59:18 PM
Firstly, it's incredibly dependent on if you like your character's story. If your character's story is dogshit, and fully half of them are mediocre to dogshit, then you won't have a good time. Some of the stories vary wildly by quest, going up and down like a yoyo (Smuggler, I'm looking at you). Then there are a couple really pretty decent ones, as far as video game stories go.

Ok, I'll bite.  Without spoiling, who has the 'dogshit' stories?


Title: Re: SWTOR
Post by: Furiously on November 18, 2011, 02:59:29 PM
But then the game would only have four classes!


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 03:00:29 PM
I'm surprised MA's post was as balanced as it was after the 'but wait until you guys know the TRUTH' stuff a while back

I'm in a good mood and honestly, this last build and a half or so softened my outlook considerably. When I posted it I was absolutely convinced the game was total dogshit. That's because, I think, performance was pretty shoddy and I was playing a Jedi Knight, whose story was just awful do-gooder garbage, even with Dark Side stuff thrown in.

I really prefer playing the Sith side. It's over the top and cartoony evil but fun in a campy sort of way.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 03:03:58 PM
So I guess WoW should make it so you can switch classes too then.

Uh, no. Because WoW classes aren't subclasses of a "main" class.

Look, EQ2 and AoC did this *exact* same thing. Play X levels of your big meta class (MAGE THIEF WARRIOR FART) and then choose your "real" class. If you choose poorly, well... reroll and do the first X levels over with the exact, 100% same thing.

I promise you. I'll put imaginary e-money on this now: it will change. It might take a year but they'll change it.

Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 03:05:40 PM
Firstly, it's incredibly dependent on if you like your character's story. If your character's story is dogshit, and fully half of them are mediocre to dogshit, then you won't have a good time. Some of the stories vary wildly by quest, going up and down like a yoyo (Smuggler, I'm looking at you). Then there are a couple really pretty decent ones, as far as video game stories go.

Ok, I'll bite.  Without spoiling, who has the 'dogshit' stories?


I wouldn't call them dogshit, but I found the two Jedi stories to be fucking boring, especially compared to the Trooper and Smuggler hooks.

The Smuggler hook is god damn hilarious, I am so glad Sjofn didn't have that spoiled for her  :grin:





I'm still undecided on the AC switching or not. Are the AC's different ENOUGH to be different classes, or just extra fancy talent specs? I dunno, let me level a commando to 40 and I'll tell yea.  :why_so_serious:


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 03:07:14 PM
Yeeeahhhh, but so did everyone else who ever did this stupid idea. AoC and EQ2 both buckled. It might take some time, but SWTOR will, too.

So I guess WoW should make it so you can switch classes too then.

Yes, let's have this argument again.  :awesome_for_real:


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 03:07:51 PM
Yeeeahhhh, but so did everyone else who ever did this stupid idea. AoC and EQ2 both buckled. It might take some time, but SWTOR will, too.

So I guess WoW should make it so you can switch classes too then.

Yes, let's have this argument again.  :awesome_for_real:

Hey, we have 25 more pages to go!


Title: Re: SWTOR
Post by: Trippy on November 18, 2011, 03:11:01 PM
I love the Rift Souls system cause I only need 4 accounts :awesome_for_real: but I understand why other games don't do it that way.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 03:11:30 PM
You probably don't even need two accounts for this game Trippy!


Title: Re: SWTOR
Post by: Trippy on November 18, 2011, 03:13:10 PM
I have 2 copies pre-ordered so I'll start with those and if I like it I'll get more accounts.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 03:13:43 PM
It sounds like I'd enjoy the Empire side a lot more than Republic, but stupid Slap always has to pick the goody two-shoes side.  :angryfist: :cry:


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 03:14:07 PM
I have 2 copies pre-ordered so I'll start with those and if I like it I'll get more accounts.


I think you just like to play with yourself.   :awesome_for_real:


Title: Re: SWTOR
Post by: Pendan on November 18, 2011, 03:15:14 PM
Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
No you don't. Just travel to another races starting area and do quests in it instead. Alternately, you can just fish your way to level 20. Now after 20 it becomes more of the same areas but so many quests still exist you can pick the good quests or the ones you have not done.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 03:17:34 PM
Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
No you don't. Just travel to another races starting area and do quests in it instead. Alternately, you can just fish your way to level 20. Now after 20 it becomes more of the same areas but so many quests still exist you can pick the good quests or the ones you have not done.

All the questing in WoW is garbage.  Also, I'd rather repeatedly pound my penis with a hammer than do fishing in WoW. 


Title: Re: SWTOR
Post by: Trippy on November 18, 2011, 03:18:25 PM
I have 2 copies pre-ordered so I'll start with those and if I like it I'll get more accounts.
I think you just like to play with yourself.   :awesome_for_real:
Indeed :why_so_serious: Grouping with random Internet people is :uhrr:

Actually I started doing it originally cause LFG for EQ was so fucking painful that I got enough accounts and computers so I could quad box and never need to look for a group. With 4 I could crawl through any of the non-raid content in any of the dungeons by myself.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 03:19:13 PM
Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
No you don't. Just travel to another races starting area and do quests in it instead. Alternately, you can just fish your way to level 20. Now after 20 it becomes more of the same areas but so many quests still exist you can pick the good quests or the ones you have not done.

Because killing X number of boars in zone A vs killing Y number of spiders in zone B amounts to a huge difference!


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 03:21:03 PM

Actually I started doing it originally cause LFG for EQ was so fucking painful that I got enough accounts and computers so I could quad box and never need to look for a group. With 4 I could crawl through any of the non-raid content in any of the dungeons by myself.


I haven't dual boxed since SWG, but I think that's mainly because of the one character per server junk they had.  Luckily I managed to meet some people back then that I've been MMO hopping with for years.  But yeah, I also hate pugs with a passion!


Title: Re: SWTOR
Post by: Simond on November 18, 2011, 03:21:41 PM
So I guess WoW should make it so you can switch classes too then.

Uh, no. Because WoW classes aren't subclasses of a "main" class.

Look, EQ2 and AoC did this *exact* same thing. Play X levels of your big meta class (MAGE THIEF WARRIOR FART) and then choose your "real" class. If you choose poorly, well... reroll and do the first X levels over with the exact, 100% same thing.

I promise you. I'll put imaginary e-money on this now: it will change. It might take a year but they'll change it.

Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
But if you want to change from fire spec to frost spec to arcane spec you have to...?


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 03:23:40 PM
So I guess WoW should make it so you can switch classes too then.

Uh, no. Because WoW classes aren't subclasses of a "main" class.

Look, EQ2 and AoC did this *exact* same thing. Play X levels of your big meta class (MAGE THIEF WARRIOR FART) and then choose your "real" class. If you choose poorly, well... reroll and do the first X levels over with the exact, 100% same thing.

I promise you. I'll put imaginary e-money on this now: it will change. It might take a year but they'll change it.

Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
But if you want to change from fire spec to frost spec to arcane spec you have to...?

Huh?  I have no problems with dual specs/respecs within your Advanced Class.


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 03:24:39 PM
Ok, I'll bite.  Without spoiling, who has the 'dogshit' stories?

The Jedi stuff is execrable. I found Soldier really trite, but I'm currently playing that one so we'll see if it shapes up. Smuggler I didn't like, then started to like, mainly because the dialogue was pretty hilarious rather than anything to do with the story, which was fairly predictable.

On the Sith side, I played Inquisitor which I liked enough to almost switch planned class if I buy it. There's nothing special about it but you're just so hilariously over the top evil... campy, like I said. It's like a Hammer film.

Planning on playing BH at release, so I tried to avoid it, but I did it to about 20 and then stopped. I really liked the hook here.

Agent I've messed with and it seems okay. People seem to really like it, almost universally, but I haven't been impressed at level 15ish.

On this AC stuff, you're not getting the sameness aspect. You can't go to a different zone. You're using the exact same abilities until you pick your AC. The way they play isn't different enough to make them really distinct classes. As stated, they're way closer to glorified talent trees than different classes.


Title: Re: SWTOR
Post by: Pendan on November 18, 2011, 03:27:51 PM
Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
No you don't. Just travel to another races starting area and do quests in it instead. Alternately, you can just fish your way to level 20. Now after 20 it becomes more of the same areas but so many quests still exist you can pick the good quests or the ones you have not done.

Because killing X number of boars in zone A vs killing Y number of spiders in zone B amounts to a huge difference!
Having a human voice tell be to kill X number of slugs in zone A and X number of birds in zone B is so much better!


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 03:29:37 PM
Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
No you don't. Just travel to another races starting area and do quests in it instead. Alternately, you can just fish your way to level 20. Now after 20 it becomes more of the same areas but so many quests still exist you can pick the good quests or the ones you have not done.

Because killing X number of boars in zone A vs killing Y number of spiders in zone B amounts to a huge difference!
Having a human voice tell be to kill X number of slugs in zone A and X number of birds in zone B is so much better!

I can't recall a quest where I was told to go out and kill a number of mobs.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 03:29:49 PM
It sounds like I'd enjoy the Empire side a lot more than Republic, but stupid Slap always has to pick the goody two-shoes side.  :angryfist: :cry:


We are Republic because that's where the Trooper is, deal with it!  8-)


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 03:30:44 PM
Having a human voice tell be to kill X number of slugs in zone A and X number of birds in zone B is so much better!

Right, exactly. If we're going to be shitting on the Diku for killing boars, nothing's changed. You're still killing boars. It's a dead end argument path.


Title: Re: SWTOR
Post by: Pendan on November 18, 2011, 03:31:54 PM
I can't recall a quest where I was told to go out and kill a number of mobs.
How dark is the rose coloring on your glasses?


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 03:34:38 PM
None of the spoken dialogue tells you to kill 10 boars, those quests just appear magically as you do the tasks the spoken dialogue wants you to do.

Yes, you are still killing 10 boars (or not boars really, more like imperial cannon fodder), but this shouldn't surprise anyone.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 03:34:45 PM
I can't recall a quest where I was told to go out and kill a number of mobs.
How dark is the rose coloring on your glasses?

No really, they did a pretty good job of not giving you quests where they tell you to go off and kill x of y.  All of those are done as bonus quests.  So say they tell you to go destroy x to stop y.  You would go out to that area and if you happen to kill a mob there may pop a bonus mission that gives you xp if you kill 20.  However it's not a requirement.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 03:36:40 PM
I can't recall a quest where I was told to go out and kill a number of mobs.
How dark is the rose coloring on your glasses?

No really, they did a pretty good job of not giving you quests where they tell you to go off and kill x of y.  All of those are done as bonus quests.  So say they tell you to go destroy x to stop y.  You would go out to that area and if you happen to kill a mob there may pop a bonus mission that gives you xp if you kill 20.  However it's not a requirement.


That's not entirely true. If you skip the "Bonus" quests, you'll fall behind the level/content curve. You can make it up by doing a few space missions for example or maybe a dungeon run, but it is a factor.


Title: Re: SWTOR
Post by: Sky on November 18, 2011, 03:37:12 PM
How dark is the rose coloring on your glasses?
Ok, I think we got it.

Also, you see fishing to level 20 as a viable leveling path.


Title: Re: SWTOR
Post by: murdoc on November 18, 2011, 03:37:42 PM
I think they did a decent job of giving the illusion of doing something different with the quests by using interactive storylines, VOs and secondary quests. Once the newness wears off I'm not sure how well that illusion will hold up.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 03:40:24 PM
I think they did a decent job of giving the illusion of doing something different with the quests by using interactive storylines, VOs and secondary quests. Once the newness wears off I'm not sure how well that illusion will hold up.


Well Metzen's fan fiction carried WoW for half a decade, I'm giving SWTOR at least a few years probably.  :why_so_serious:


Like I said before, it's the new content that will be the big question mark. SWTOR as it is right now will give most people at least half a year of content and fun is my guess, but after that? I have no idea what will happen.


I want to say Bioware is aware and already prepared for this... but who the fuck knows!


Title: Re: SWTOR
Post by: Pendan on November 18, 2011, 03:44:49 PM
Maybe it is because I actually read the text in other games that I don't see the difference. Most games try to disguise the kill ten rats quests with dialog but you actually have to read. When a animated character with a actor voice tells me he is doing experiments on the local animal life so go out and gather some parts and I then kill one and a counter goes from 0 of 10 to 1 of 10 I don't understand how you can say it is so much better.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 03:45:36 PM
Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
No you don't. Just travel to another races starting area and do quests in it instead. Alternately, you can just fish your way to level 20. Now after 20 it becomes more of the same areas but so many quests still exist you can pick the good quests or the ones you have not done.

Because killing X number of boars in zone A vs killing Y number of spiders in zone B amounts to a huge difference!
Having a human voice tell be to kill X number of slugs in zone A and X number of birds in zone B is so much better!

I'm not the one saying there's a difference.  :oh_i_see:


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 03:47:56 PM
On this AC stuff, you're not getting the sameness aspect. You can't go to a different zone. You're using the exact same abilities until you pick your AC. The way they play isn't different enough to make them really distinct classes. As stated, they're way closer to glorified talent trees than different classes.

Soo the fact that a Sith Marauder has about 40 different abilities that a Sith Juggernaut doesn't have doesn't make them different enough?  How about that the Marauder has stealth and Juggernauts don't?  Or the fact that Juggernauts use heavy armor and marauders wear medium.  Or hey Marauders can dual wield and Juggernauts can't.

Sith Warrior's have like 12 abilites that are shared between the two AC's and half of those are basic abilities they both would have even if they were split up into 2 separate ones.


Title: Re: SWTOR
Post by: Sand on November 18, 2011, 03:52:30 PM
It sounds like I'd enjoy the Empire side a lot more than Republic, but stupid Slap always has to pick the goody two-shoes side.  :angryfist: :cry:


We are Republic because that's where the Trooper is, deal with it!  8-)

So there will be a F13 Republic guild? Awesome.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 03:54:01 PM
Maybe it is because I actually read the text in other games that I don't see the difference. Most games try to disguise the kill ten rats quests with dialog but you actually have to read. When a animated character with a actor voice tells me he is doing experiments on the local animal life so go out and gather some parts and I then kill one and a counter goes from 0 of 10 to 1 of 10 I don't understand how you can say it is so much better.

Are you refering too:


Or:


Those are the only two quests I experienced in the entire game where spoken dialogue refers to the bear asses you collect.



Sand: No, there is not a F13 republic guild.


Title: Re: SWTOR
Post by: Simond on November 18, 2011, 03:55:11 PM
So I guess WoW should make it so you can switch classes too then.

Uh, no. Because WoW classes aren't subclasses of a "main" class.

Look, EQ2 and AoC did this *exact* same thing. Play X levels of your big meta class (MAGE THIEF WARRIOR FART) and then choose your "real" class. If you choose poorly, well... reroll and do the first X levels over with the exact, 100% same thing.

I promise you. I'll put imaginary e-money on this now: it will change. It might take a year but they'll change it.

Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
But if you want to change from fire spec to frost spec to arcane spec you have to...?

Huh?  I have no problems with dual specs/respecs within your Advanced Class.
And the functional difference between a WoW spec and a SWTOR advanced class is?
(Especially come MoP).


Title: Re: SWTOR
Post by: Sand on November 18, 2011, 03:56:15 PM

Sand: No, there is not a F13 republic guild.

 :oh_i_see:  Then someone should start one because I want to play a Republic Sage healer.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 03:56:37 PM
On this AC stuff, you're not getting the sameness aspect. You can't go to a different zone. You're using the exact same abilities until you pick your AC. The way they play isn't different enough to make them really distinct classes. As stated, they're way closer to glorified talent trees than different classes.

Soo the fact that a Sith Marauder has about 40 different abilities that a Sith Juggernaut doesn't have doesn't make them different enough?  How about that the Marauder has stealth and Juggernauts don't?  Or the fact that Juggernauts use heavy armor and marauders wear medium.  Or hey Marauders can dual wield and Juggernauts can't.

Sith Warrior's have like 12 abilites that are shared between the two AC's and half of those are basic abilities they both would have even if they were split up into 2 separate ones.


I sincerely doubt the Marauder has 40 different abilities from the Juggernaut.

They also share a resource and combat model, that is kinda important on the scale of 'are these things the same or different'.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 03:56:39 PM
So there will be a F13 Republic guild? Awesome.


Some of Slap frequents F13.  However, Slap is not an F13 guild per se.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 04:00:54 PM
So I guess WoW should make it so you can switch classes too then.

Uh, no. Because WoW classes aren't subclasses of a "main" class.

Look, EQ2 and AoC did this *exact* same thing. Play X levels of your big meta class (MAGE THIEF WARRIOR FART) and then choose your "real" class. If you choose poorly, well... reroll and do the first X levels over with the exact, 100% same thing.

I promise you. I'll put imaginary e-money on this now: it will change. It might take a year but they'll change it.

Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
But if you want to change from fire spec to frost spec to arcane spec you have to...?

Huh?  I have no problems with dual specs/respecs within your Advanced Class.
And the functional difference between a WoW spec and a SWTOR advanced class is?
(Especially come MoP).

It's better to look at it like current WoW.  A Mage has 3 talent trees: Fire, Frost, and Arcane.  Each SWTOR Advanced Class also has 3 talent trees.  Example a Powertech has Firebug, Advanced Prototype, and Shield Tech.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 04:02:14 PM
They also share one of those talent trees with both AC's though.


Title: Re: SWTOR
Post by: Pendan on November 18, 2011, 04:03:55 PM
Umm if I play a Mage to level 20 and decide I hate it in WoW, I still have to run through the same garbage on another character.
No you don't. Just travel to another races starting area and do quests in it instead. Alternately, you can just fish your way to level 20. Now after 20 it becomes more of the same areas but so many quests still exist you can pick the good quests or the ones you have not done.

Because killing X number of boars in zone A vs killing Y number of spiders in zone B amounts to a huge difference!

Having a human voice tell be to kill X number of slugs in zone A and X number of birds in zone B is so much better!

I'm not the one saying there's a difference.  :oh_i_see:
I am saying if you are going to reduce WoW's stories to "Kill 10 Rats" then it is just as easy to reduce SWtoR to Kill 10 Rats. However if you actually want to follow the stories in WoW then you don't have to repeat the same ones nearly as much with multiple characters as you do with SWtoR.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 04:05:17 PM
On this AC stuff, you're not getting the sameness aspect. You can't go to a different zone. You're using the exact same abilities until you pick your AC. The way they play isn't different enough to make them really distinct classes. As stated, they're way closer to glorified talent trees than different classes.

Soo the fact that a Sith Marauder has about 40 different abilities that a Sith Juggernaut doesn't have doesn't make them different enough?  How about that the Marauder has stealth and Juggernauts don't?  Or the fact that Juggernauts use heavy armor and marauders wear medium.  Or hey Marauders can dual wield and Juggernauts can't.

Sith Warrior's have like 12 abilites that are shared between the two AC's and half of those are basic abilities they both would have even if they were split up into 2 separate ones.


I sincerely doubt the Marauder has 40 different abilities from the Juggernaut.

They also share a resource and combat model, that is kinda important on the scale of 'are these things the same or different'.

I looked it up on Darth Hater Database... Yes Marauders have about 40 abilities that Juggernauts do not.  Also how many classes use mana in WoW?  Sharing a resource isn't really a unique thing.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 04:09:59 PM
How many classes regen that mana pool the same way in WoW? Sharing resource pools is a big thing, especially the way resource pools define gameplay in SWTOR.


Are you counting each rank of an ability on that comparison ?


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 04:12:30 PM
How many classes regen that mana pool the same way in WoW? Sharing resource pools is a big thing, especially the way resource pools define gameplay in SWTOR.


Are you counting each rank of an ability on that comparison ?

Negative they were unique abilities.  http://db.darthhater.com/abilities/class_abilities/sith_warrior/marauder/?filters=6001=10;6002=50;6003=1;6004=1


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 04:13:21 PM
How many classes regen that mana pool the same way in WoW? Sharing resource pools is a big thing, especially the way resource pools define gameplay in SWTOR.


Are you counting each rank of an ability on that comparison ?

Negative they were unique abilities.  http://db.darthhater.com/abilities/class_abilities/sith_warrior/marauder/?filters=6001=10;6002=50;6003=1;6004=1

Let me fix that for you:

http://db.darthhater.com/abilities/class_abilities/sith_warrior/marauder/?filters=6001=10;6002=50;6003=1;6004=1;6006=0


-edit- You had passives on, IE: each talent in the trees.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 04:14:49 PM
I am saying if you are going to reduce WoW's stories to "Kill 10 Rats" then it is just as easy to reduce SWtoR to Kill 10 Rats.

Except from what everyone else who's played it says, it's not.


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 04:15:21 PM
Passives are still different.  It's still abilites that the other class doesn't have.


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 04:17:51 PM
The Smuggler hook is god damn hilarious, I am so glad Sjofn didn't have that spoiled for her  :grin:

God, me too. If I wasn't already sold, I would've been right there.




Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 04:19:35 PM
Eh, not really different ENOUGH though.

Enraged Slash in the Marauder trees compared to Enraged Sunder in the Juggernaut trees for example. Their doing the same thing, same kind of gameplay (using X attack gives bonus rage).


There different, but I'm still not convinced they are different ENOUGH to really make the claim they are truly separate classes.


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 04:30:37 PM
The DW versus not DW thing doesn't count. Like ... aggressively doesn't count. I sort of laugh at the thought that it SHOULD count.

I'm still thinking of them more like RIFT's souls than WoW's classes in terms of "does it make sense for people to switch between them." Between WoW and RIFT, I am seriously not buying the argument the ACs are SO HUGELY DIFFERENT that the world would end if people could switch between them. People will still play the classes that can't do all three roles, and making people play through the same class's story twice just because oops, the guild doesn't have a tank (or healer, or whatever) is stupid.

It'll change some day, I'm sure. I am annoyed I'll have to wait it out, though.


Title: Re: SWTOR
Post by: Mosesandstick on November 18, 2011, 04:30:56 PM
I still think not switching ACs is pretty minor compared to not having dual spec.


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 04:32:42 PM
No dual spec is stupid too, don't get me wrong there.  :oh_i_see:


Title: Re: SWTOR
Post by: Mosesandstick on November 18, 2011, 04:36:09 PM
It was a general comment, not aimed at you :grin:.

I would've thought there would be more teeth gnashing from those with high level toons. Levelling with a damage spec was unbelievably quicker and more fun.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 04:41:19 PM
It's the companions that really round things out I think. Like I haven't had any problems or feelings of 'oh god this smells' on my tanking trooper, as long as I have my little medic buddy with me.


Title: Re: SWTOR
Post by: Outlawedprod on November 18, 2011, 04:47:38 PM
I got into the stress test last weekend.

The launcher needs improvement.  Not sure what of that is still covered so I removed my commentary.

Major annoyance of limited game play in starter area was the phase/instances for the same zone.  I wanted to do a group quest with some others from general chat. We made a group and then found out we were all in different instances.  You can change instances but it activates the cooldown on your quick travel (hearthstone).  So if your travel is on cooldown it won't let you change.  We had to wait 15 minutes so we could all get in the same instance.  They need to put that on a different timer.


Title: Re: SWTOR
Post by: Simond on November 18, 2011, 05:05:43 PM
Passives are still different.  It's still abilites that the other class doesn't have.
And specs in WoW have passives other specs don't. You can't have this both ways.


Title: Re: SWTOR
Post by: Amaron on November 18, 2011, 05:20:10 PM
This probably got posted 5 pages ago but NDA is dropped: http://www.swtor.com/community/showthread.php?t=630104

Account Wide Leveling System:  http://www.swtor.com/community/showthread.php?p=10940945#post10940945
New flashpoint: http://www.swtor.com/news/news-article/20111118

Look, EQ2 and AoC did this *exact* same thing. Play X levels of your big meta class (MAGE THIEF WARRIOR FART) and then choose your "real" class.

Actually they didn't do the same thing in SWTOR and that's the base of the problem.    Shadow and Sage are both AC's of Consular.   Except they don't have the same meta at all.   I think the point here is they made these AC's purely for story reasons only.   Some of them just don't make any sense for AC switching.



Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 06:03:47 PM
What do you mean by "meta," out of curiousity?


Title: Re: SWTOR
Post by: Murgos on November 18, 2011, 07:02:24 PM
I'm sorry, are we only supposed to paste positive things here? HERE, the place that arguably ripped a couple games worse than any other site its size out there?

My review is pretty fucking balanced, all told. I'm trying to offer some perspective on the too much repeat content argument and why it matters.

I point out at that the game is launching with at least as much non-repeat content as any other game ever and you started whining that, "That's not good enough for 2011."  So, I told you to go play the game that has what you want, because, get it?  That game doesn't exist!

At some point you have to launch the game.

e:  It's just that it's literally, the same stupid internet whining about 'bony knees.'  God, it gets old.


Title: Re: SWTOR
Post by: Ingmar on November 18, 2011, 07:15:57 PM
And honestly, they don't even have to compete with the amount of content that WoW offers, because there is just about nobody left who hasn't done all of that.


Title: Re: SWTOR
Post by: Chimpy on November 18, 2011, 07:27:00 PM
I will play this game when they let me play as an Ewok.

Yub, yub.


Title: Re: SWTOR
Post by: Draegan on November 18, 2011, 07:33:25 PM
How many classes regen that mana pool the same way in WoW? Sharing resource pools is a big thing, especially the way resource pools define gameplay in SWTOR.


Are you counting each rank of an ability on that comparison ?

Negative they were unique abilities.  http://db.darthhater.com/abilities/class_abilities/sith_warrior/marauder/?filters=6001=10;6002=50;6003=1;6004=1

Let me fix that for you:

http://db.darthhater.com/abilities/class_abilities/sith_warrior/marauder/?filters=6001=10;6002=50;6003=1;6004=1;6006=0


-edit- You had passives on, IE: each talent in the trees.

Linking curse makes my soul cry.  The guys at R2-DB are amazing.


Title: Re: SWTOR
Post by: Baldrake on November 18, 2011, 07:39:03 PM
What are the system requirements like? I want to play with my brother, but his computer is crap.


Title: Re: SWTOR
Post by: Sky on November 18, 2011, 07:50:05 PM
It's the companions that really round things out I think. Like I haven't had any problems or feelings of 'oh god this smells' on my tanking trooper, as long as I have my little medic buddy with me.
So much stuff I've forgotten to talk about since NDA drop, heh. I've heard this from the dude who did the (AWESOME) lvl 50 powertech huttball video a while back. He was saying you're basically stuck with your healer companion. This really bummed me out as I'd much rather be out with my boy blizz (YOU'RE MY BOY, BLIZZ) than have to drag around a healbot.

Baldrake, how crap? My creaky old core 2 duo 2.4GHz/4GB ddr2 800 was running it great, though I had a gtx460 upgrade at the time. Only slowdown I saw was the final minutes of the weekend, dance party on the senate steps with tons of people shooting off aoes.


Title: Re: SWTOR
Post by: Modern Angel on November 18, 2011, 07:56:37 PM
I point out at that the game is launching with at least as much non-repeat content as any other game ever and you started whining that, "That's not good enough for 2011."  So, I told you to go play the game that has what you want, because, get it?  That game doesn't exist!

At some point you have to launch the game.

e:  It's just that it's literally, the same stupid internet whining about 'bony knees.'  God, it gets old.

No, you don't get it. I don't care. I really don't. I don't alt. This isn't about me. This is about everyone who might heave a heavy sigh and trudge through the same content again, burning themselves out in the process. It's about perception.

I know they have to launch the game. But, I'm sorry, they do have to compete with the WoW of today. It doesn't matter if they launch with as much content as any other game ever. If it's less than WoW's volume TODAY and it becomes an issue? That's lost revenue. It's immensely unfair but them's the breaks.

This is not new ground, here. It's said every single time an MMO launches and it's said in every hushed design meeting. This is the first time it's ever been poopooed here, even remotely questioned, because... STAR WARS! Or maybe BIOWARE! And that's silly. They're not playing by a magically different rulebook other than starting with a little more goodwill based on their single player games.


Title: Re: SWTOR
Post by: Amaron on November 18, 2011, 08:06:16 PM
What do you mean by "meta," out of curiousity?

Like the basic classes in EQ2.   They played like an introduction to the advanced classes that were similar in many ways.   Consular doesn't even work like that at all.    When you get to 10 and pick Shadow it's like the game throws you sideways into this totally different class.   Consular->Sage is a bit more logical but even then you get the huge range upgrade and all the sudden you're a squishy nuker with a lightsaber stat stick.

After playing Shadow I simply found the idea of AC switching absurd.   It makes sense for some other classes maybe but not for Consular.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 08:11:47 PM
It's the companions that really round things out I think. Like I haven't had any problems or feelings of 'oh god this smells' on my tanking trooper, as long as I have my little medic buddy with me.
So much stuff I've forgotten to talk about since NDA drop, heh. I've heard this from the dude who did the (AWESOME) lvl 50 powertech huttball video a while back. He was saying you're basically stuck with your healer companion. This really bummed me out as I'd much rather be out with my boy blizz (YOU'RE MY BOY, BLIZZ) than have to drag around a healbot.


I  :heart: my Medic so that isn't an issue for me.


Title: Re: SWTOR
Post by: Margalis on November 18, 2011, 08:29:12 PM
It seems like the advanced classes are distinct enough from each other and from the base class that there isn't a mechanical reason for the structure, just story / production reasons.

Although it kind of makes me wonder, if it done for story / production reasons does that mean story content is heavily front-loaded where you get more bang for each dollar spent since the number of classes (and therefore distinct storylines) is fewer?

In a way I'm glad to hear that all the ACs are fairly distinct, but them being so distinct from each other and the base makes the whole setup a little odd. And least in theory the EQ2 design made some sense, though they ended up ditching it anyway.


Title: Re: SWTOR
Post by: Sand on November 18, 2011, 08:36:08 PM
So there will be a F13 Republic guild? Awesome.


Some of Slap frequents F13.  However, Slap is not an F13 guild per se.
 
This must be why I had no idea who or what Slap was when it was mentioned.  BC I know, but I want to play the republic side.

Edit- stupid autocorrect.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 08:52:09 PM
What do you mean by "meta," out of curiousity?

Like the basic classes in EQ2.   They played like an introduction to the advanced classes that were similar in many ways.   Consular doesn't even work like that at all.    When you get to 10 and pick Shadow it's like the game throws you sideways into this totally different class.   Consular->Sage is a bit more logical but even then you get the huge range upgrade and all the sudden you're a squishy nuker with a lightsaber stat stick.

After playing Shadow I simply found the idea of AC switching absurd.   It makes sense for some other classes maybe but not for Consular.

Wow! That sounds totally different from a Shaman that goes from Enhance (melee) to Elemental (ranged! stat stick!) to Resto (healing!).


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 09:20:08 PM
I was thinking of the different druid specs myself.  :oh_i_see:


Title: Re: SWTOR
Post by: Amaron on November 18, 2011, 09:23:00 PM
Wow! That sounds totally different from a Shaman that goes from Enhance (melee) to Elemental (ranged! stat stick!) to Resto (healing!).

I thought they would be similar in the way you describe (ignoring your Sarcasm).   It's really not the same at all.   To be honest Consular->Shadow felt broken at low levels because of it.   It was like playing a class that was missing 80% of it's abilities.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 09:26:48 PM
Which still sounds a lot like Shaman.  Not even getting into Feral Druids, where you literally can't do it until level 8 (now, it used to be level 20!).

Edit: and it used to be it took you until level 40 to play as Enhance doing anything other than auto attacking as your melee attack.  For a melee class.


Title: Re: SWTOR
Post by: Sky on November 18, 2011, 09:30:05 PM
But, I'm sorry, they do have to compete with the WoW of today. It doesn't matter if they launch with as much content as any other game ever. If it's less than WoW's volume TODAY and it becomes an issue?
Except anyone who wants to play through WoW's content already has. I think it's more about can they sustain folks through GW2's launch and the first Rift expansion. BWA has a solid game on their hands, with a ton of launch content, compared to other young games. WoW didn't have shit for content compared to EQ1 when it released, did it?

Sure, plenty of people will stick with WoW because they're invested and their friends play there. Lots of people still play UO or EQ1.


Title: Re: SWTOR
Post by: Amaron on November 18, 2011, 09:43:47 PM
Which still sounds a lot like Shaman.  Not even getting into Feral Druids, where you literally can't do it until level 8 (now, it used to be level 20!).

Edit: and it used to be it took you until level 40 to play as Enhance doing anything other than auto attacking as your melee attack.  For a melee class.

Druid is a much closer example but it's still not really getting there.   Being Shadow is like being Feral without any of the druidy bits.   I'm not arguing that you couldn't make the two classes fit together in a logical way.   I'm just saying that Bioware has chosen not to do so.


Title: Re: SWTOR
Post by: Sjofn on November 18, 2011, 09:45:04 PM
Edit: and it used to be it took you until level 40 to play as Enhance doing anything other than auto attacking as your melee attack.  For a melee class.

Used to be autoattack period. You just had windfury procs to soothe you. :grin:


Title: Re: SWTOR
Post by: Evildrider on November 18, 2011, 10:12:21 PM
Edit: and it used to be it took you until level 40 to play as Enhance doing anything other than auto attacking as your melee attack.  For a melee class.

Used to be autoattack period. You just had windfury procs to soothe you. :grin:

Don't even get me started on leveling as a Paladin!  I think I actually cried a few times.


Title: Re: SWTOR
Post by: Fordel on November 18, 2011, 10:25:50 PM
Paladins were both boring yet overpowered when that seal was broken and instead of making you swing faster but decreasing your damage per hit to keep the same DPS, it just made you swing faster, the end.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 10:29:21 PM
Edit: and it used to be it took you until level 40 to play as Enhance doing anything other than auto attacking as your melee attack.  For a melee class.

Used to be autoattack period. You just had windfury procs to soothe you. :grin:

Well, you could still shock.


Title: Re: SWTOR
Post by: Nevermore on November 18, 2011, 10:34:24 PM
Which still sounds a lot like Shaman.  Not even getting into Feral Druids, where you literally can't do it until level 8 (now, it used to be level 20!).

Edit: and it used to be it took you until level 40 to play as Enhance doing anything other than auto attacking as your melee attack.  For a melee class.

Druid is a much closer example but it's still not really getting there.   Being Shadow is like being Feral without any of the druidy bits.   I'm not arguing that you couldn't make the two classes fit together in a logical way.   I'm just saying that Bioware has chosen not to do so.


The argument isn't whether they have or haven't, it's whether they should or shouldn't.  When someone says 'you can't allow AC respeccing because the game play is so disparate', it's easy to point to classes in WoW where the game play is at least as disparate within the class and everyone is fine with it.  It's this disconnect that baffles me.


Title: Re: SWTOR
Post by: Ingmar on November 18, 2011, 10:39:29 PM
But, I'm sorry, they do have to compete with the WoW of today. It doesn't matter if they launch with as much content as any other game ever. If it's less than WoW's volume TODAY and it becomes an issue?
Except anyone who wants to play through WoW's content already has. I think it's more about can they sustain folks through GW2's launch and the first Rift expansion. BWA has a solid game on their hands, with a ton of launch content, compared to other young games. WoW didn't have shit for content compared to EQ1 when it released, did it?

Sure, plenty of people will stick with WoW because they're invested and their friends play there. Lots of people still play UO or EQ1.

Yeah the amount of content compared to content people have already consumed really is irrelevant. The only thing they have to do is match Blizzard's rate of putting out *new* stuff once people have finished everything they're getting now.


Title: Re: SWTOR
Post by: Mosesandstick on November 19, 2011, 01:41:30 AM
Why is everyone so focussed on the quantity of content as opposed to the quality?


Title: Re: SWTOR
Post by: Surlyboi on November 19, 2011, 02:40:08 AM
Same reason people were bitching about the bounty hunter and trooper being mechanically the same even if the look and feel were completely different.


Title: Re: SWTOR
Post by: Simond on November 19, 2011, 02:59:56 AM
Saw this earlier elsewhere - can one of the testers c/d?

Quote
The cutscenes are fine, story lines are mostly good, and voice acting is excellent.

But sandwiched between that is the steamy turd of quest gameplay mechanics. Well that maybe to harsh, but its just so... mediocre .. that it brings everything else down with it.

Disclaimer: I played the first 2.5 planets only.

This is WoW in 2005, at release. Everything is a kill/fetch/click/collect/comeback.

I cannot think of a single interesting or fun or gimmicky mechanic from the quests at all. There was no vehicle quest, no escort, no NPC interaction outside of cutscenes. It's like their scripting ability is completely non existent.

And the most noticeable part? How unimpressive a "story driven" MMO is without phasing. Your character has no impact on the game world. When you complete an area, nothing happens. You never clear out an outpost, establish a new quest hub; the area you clear on Coruscant never get repopulated or secured. Outside of your class quest hub, NPCs never move, just stand there looking dumb the whole time you are on the planet. And you notice that all the time because you are backtracking back and forth several times to turn in the quests, because porting back mechanic is archaic. Even something as simple as quest giver showing up at the end of the area and offering you a port/ride back would be awesome, but just never happens.

It is such a glaringly weak area of the game that I cannot turn my back to it. Such mediocre game play design should not be tolerated anymore.


Title: Re: SWTOR
Post by: Mosesandstick on November 19, 2011, 03:01:50 AM
A lot of testers felt the best comparison for the game was WoW classic with a storyline and VO.


Title: Re: SWTOR
Post by: Margalis on November 19, 2011, 03:48:59 AM
Why is everyone so focussed on the quantity of content as opposed to the quality?

Because it's an MMO.


Title: Re: SWTOR
Post by: Lantyssa on November 19, 2011, 04:13:14 AM
It sounds like I'd enjoy the Empire side a lot more than Republic, but stupid Slap always has to pick the goody two-shoes side.  :angryfist: :cry:
Join me, and together we shall rule the galaxy!

(I'm sure I mangled that.  I'm so bad at quotes...)  Anyways, that's why I pushed for Slap and BC to be rivals.  The Empire stuff is so much more appealing to me.  But I'll have my Republic alts so I can at least say 'hi'.


Title: Re: SWTOR
Post by: Shatter on November 19, 2011, 04:37:37 AM
Saw this earlier elsewhere - can one of the testers c/d?

Quote
The cutscenes are fine, story lines are mostly good, and voice acting is excellent.

But sandwiched between that is the steamy turd of quest gameplay mechanics. Well that maybe to harsh, but its just so... mediocre .. that it brings everything else down with it.

Disclaimer: I played the first 2.5 planets only.

This is WoW in 2005, at release. Everything is a kill/fetch/click/collect/comeback.

I cannot think of a single interesting or fun or gimmicky mechanic from the quests at all. There was no vehicle quest, no escort, no NPC interaction outside of cutscenes. It's like their scripting ability is completely non existent.

And the most noticeable part? How unimpressive a "story driven" MMO is without phasing. Your character has no impact on the game world. When you complete an area, nothing happens. You never clear out an outpost, establish a new quest hub; the area you clear on Coruscant never get repopulated or secured. Outside of your class quest hub, NPCs never move, just stand there looking dumb the whole time you are on the planet. And you notice that all the time because you are backtracking back and forth several times to turn in the quests, because porting back mechanic is archaic. Even something as simple as quest giver showing up at the end of the area and offering you a port/ride back would be awesome, but just never happens.

It is such a glaringly weak area of the game that I cannot turn my back to it. Such mediocre game play design should not be tolerated anymore.

Questing in TOR is no worse then WOW, Rift or most other MMO's.  In fact I find it better with the voiceovers and quest dialogue instead of text as Im one of those people who just skips quest reading because I cant be bothered.  In Tor I actually find myself listening to the story / quest and taking at least some interest in what Im about to do


Title: Re: SWTOR
Post by: Lantyssa on November 19, 2011, 04:52:58 AM
Saw this earlier elsewhere - can one of the testers c/d?
At it's heart, I agree with it.  The storylines are very personal, and the further along you go, the more you'll be doing the same thing as any other class.  To be fair, the story line quests are where you do the more interesting quests.  Both because they have a continuing narrative and because they put a little more effort into them.

What annoys me though is that the starter planets are only for the classes that start there.  If I take my Sith over to Hutta to play with a friend, I cannot get any quests there.  I'm not sure you can even interact with the lore objects now.  All you can do is explore, kill mobs, and collect datacrons.  Maybe you can get log entries for meeting people if you help with someone else's quests, but I haven't tested that.


Title: Re: SWTOR
Post by: Modern Angel on November 19, 2011, 05:52:08 AM
Yeah, I don't find anything to disagree with there.

It's about the coat of paint and how long it takes before you can see the same wall underneath. Really, I get being drawn in by the voice acting and such. I'm not going to criticize that. What I'll say, and what's going to take a year to prove, is that I don't think people are going to be as tolerant over the same mechanics over the long term as they think they are, and that includes people here. Which is a completely valid way to play, but it's not a valid way for Bioware to keep this behemoth going the way they want.

Which brings is back to the new content machine, as stated. Everything hinges on that, because if there's even a two month period where it's just grinding Huttball or crafting, with all those snazzy cutscenes exhausted as your quest log dissipates, then the bare mechanics are laid out. It really is WoW 2005 once the shiny doodads are pulled off.

Now, like I said, I'm not optimistic they can keep the content going at a good pace. Voice acting is expensive and time consuming. The cut scenes are, in spots, complicated. So we'll see.

I'd add that I think GW2 has every possibility of leeching subs like nobody's business, depending on when they launch.


Title: Re: SWTOR
Post by: Zetor on November 19, 2011, 06:55:46 AM
My guild's pretty much ok with the entire 2005 wow in space thing... none of us expect to still be playing 3-4 months after launch. At that time GW2 should be gearing up towards an open beta...  :awesome_for_real:


Title: Re: SWTOR
Post by: Sand on November 19, 2011, 07:14:31 AM
GW2?

I never played the first one because it came across as being very PvP focused and the microtransactions led me to believe it was pay to be awesome.  Neither one of which I like.

Seems like two completely different gamestyles to me SWTOR versus GW2.


Title: Re: SWTOR
Post by: eldaec on November 19, 2011, 07:34:08 AM
It's the sequel to GW.


Title: Re: SWTOR
Post by: Threash on November 19, 2011, 07:35:27 AM
Saw this earlier elsewhere - can one of the testers c/d?

Quote
The cutscenes are fine, story lines are mostly good, and voice acting is excellent.

But sandwiched between that is the steamy turd of quest gameplay mechanics. Well that maybe to harsh, but its just so... mediocre .. that it brings everything else down with it.

Disclaimer: I played the first 2.5 planets only.

This is WoW in 2005, at release. Everything is a kill/fetch/click/collect/comeback.

I cannot think of a single interesting or fun or gimmicky mechanic from the quests at all. There was no vehicle quest, no escort, no NPC interaction outside of cutscenes. It's like their scripting ability is completely non existent.

And the most noticeable part? How unimpressive a "story driven" MMO is without phasing. Your character has no impact on the game world. When you complete an area, nothing happens. You never clear out an outpost, establish a new quest hub; the area you clear on Coruscant never get repopulated or secured. Outside of your class quest hub, NPCs never move, just stand there looking dumb the whole time you are on the planet. And you notice that all the time because you are backtracking back and forth several times to turn in the quests, because porting back mechanic is archaic. Even something as simple as quest giver showing up at the end of the area and offering you a port/ride back would be awesome, but just never happens.

It is such a glaringly weak area of the game that I cannot turn my back to it. Such mediocre game play design should not be tolerated anymore.

Questing in TOR is no worse then WOW, Rift or most other MMO's.  In fact I find it better with the voiceovers and quest dialogue instead of text as Im one of those people who just skips quest reading because I cant be bothered.  In Tor I actually find myself listening to the story / quest and taking at least some interest in what Im about to do


That's not true, when i quested in WoW lichking all that stuff he is complaining about there did happen.  Areas were cleared, new quest hubs appeared, the world changed.  Questing in the last zone of lich king made me feel like i was slowly liberating mordor and setting barad dur under siege.


Title: Re: SWTOR
Post by: Pendan on November 19, 2011, 08:02:33 AM
Saw this earlier elsewhere - can one of the testers c/d?

Quote
The cutscenes are fine, story lines are mostly good, and voice acting is excellent.

But sandwiched between that is the steamy turd of quest gameplay mechanics. Well that maybe to harsh, but its just so... mediocre .. that it brings everything else down with it.

Disclaimer: I played the first 2.5 planets only.

This is WoW in 2005, at release. Everything is a kill/fetch/click/collect/comeback.

I cannot think of a single interesting or fun or gimmicky mechanic from the quests at all. There was no vehicle quest, no escort, no NPC interaction outside of cutscenes. It's like their scripting ability is completely non existent.

And the most noticeable part? How unimpressive a "story driven" MMO is without phasing. Your character has no impact on the game world. When you complete an area, nothing happens. You never clear out an outpost, establish a new quest hub; the area you clear on Coruscant never get repopulated or secured. Outside of your class quest hub, NPCs never move, just stand there looking dumb the whole time you are on the planet. And you notice that all the time because you are backtracking back and forth several times to turn in the quests, because porting back mechanic is archaic. Even something as simple as quest giver showing up at the end of the area and offering you a port/ride back would be awesome, but just never happens.

It is such a glaringly weak area of the game that I cannot turn my back to it. Such mediocre game play design should not be tolerated anymore.
This is what I have been saying. Then I am told "everyone" disagrees with me.

One of the funny things is 2005 WoW did have the scripting, NPC interactive quests, and even a bit of voice acting. Anyone remember the dwarfs doing the target practice in one of the first quests you come across on the road out of the dwarf starting area? I always thought it a shame more quests did not follow its model. The goat boy quest coming out of the night elf starting area was not quite as interactive but was fun to get turned into a frog.


Title: Re: SWTOR
Post by: tmp on November 19, 2011, 08:03:30 AM
Saw this earlier elsewhere - can one of the testers c/d?

Quote
This is WoW in 2005, at release. Everything is a kill/fetch/click/collect/comeback.
I don't think you need to be a tester to confirm that.

And it's like complaining a manshoot is all about shooting people.


Title: Re: SWTOR
Post by: caladein on November 19, 2011, 08:48:32 AM
I understand the point I think.  That the core Diku gameplay is laid bare too often in between the cut scenes and dialogue wheel time.  The follow-up that springs to mind is, "Is it because the core gameplay is especially dull or is it that cutscenes and dialogue wheel time don't have enough residual punch (or are too infrequent) to make the rest of one's time enjoyable?"

WoW attacks this problem from both sides: phasing for constant narrative reinforcement (to make up a term) and spicing up the core gameplay through either giving you a new class to play with for a quest or two (Wrath of the Lich King) or introducing raid mechanics to solo quest chains (Cataclysm).  Rift does as well by having a very dynamic environment and generally expecting a bit more of the player gameplay-wise.

LotRO is the more similar case to SWTOR in that it's all in on setting and story and it works there for me at least (as someone that hardly cares about the IP).  Lothlorien feels different from Angmar which feels different from Enedwaith.  How much of that is transmitted to a hypothetical Mr. Plays-without-game-music-and-never-reads-quest-text?  I'd lean towards not much.


Title: Re: SWTOR
Post by: Simond on November 19, 2011, 09:11:25 AM
Yeah, basically it sounds a little odd having a MMO based around the story while not actually showing any of the impact the story has. Also 'gimmick' quests (vehicles or what have you) break the flow of kill/fetch/delivery nicely so missing them is going to make things a little more monotonous as well.


Title: Re: SWTOR
Post by: Fordel on November 19, 2011, 09:33:49 AM
They have a gimmick quest system, it's just optional. Space Combat.


It's true there aren't any escort missions, I'm not exactly sad about that either. Then again I was half expecting to rescue another captured Druid (and it's almost always a druid, ever notice that!) on Alderaan.  :why_so_serious:


Title: Re: SWTOR
Post by: Shatter on November 19, 2011, 09:49:24 AM
Saw this earlier elsewhere - can one of the testers c/d?

Quote
The cutscenes are fine, story lines are mostly good, and voice acting is excellent.

But sandwiched between that is the steamy turd of quest gameplay mechanics. Well that maybe to harsh, but its just so... mediocre .. that it brings everything else down with it.

Disclaimer: I played the first 2.5 planets only.

This is WoW in 2005, at release. Everything is a kill/fetch/click/collect/comeback.

I cannot think of a single interesting or fun or gimmicky mechanic from the quests at all. There was no vehicle quest, no escort, no NPC interaction outside of cutscenes. It's like their scripting ability is completely non existent.

And the most noticeable part? How unimpressive a "story driven" MMO is without phasing. Your character has no impact on the game world. When you complete an area, nothing happens. You never clear out an outpost, establish a new quest hub; the area you clear on Coruscant never get repopulated or secured. Outside of your class quest hub, NPCs never move, just stand there looking dumb the whole time you are on the planet. And you notice that all the time because you are backtracking back and forth several times to turn in the quests, because porting back mechanic is archaic. Even something as simple as quest giver showing up at the end of the area and offering you a port/ride back would be awesome, but just never happens.

It is such a glaringly weak area of the game that I cannot turn my back to it. Such mediocre game play design should not be tolerated anymore.

Questing in TOR is no worse then WOW, Rift or most other MMO's.  In fact I find it better with the voiceovers and quest dialogue instead of text as Im one of those people who just skips quest reading because I cant be bothered.  In Tor I actually find myself listening to the story / quest and taking at least some interest in what Im about to do


That's not true, when i quested in WoW lichking all that stuff he is complaining about there did happen.  Areas were cleared, new quest hubs appeared, the world changed.  Questing in the last zone of lich king made me feel like i was slowly liberating mordor and setting barad dur under siege.

Great, Give TOR 5 years of live game to do the same then :P


Title: Re: SWTOR
Post by: eldaec on November 19, 2011, 09:49:58 AM
It sounds a lot like Bioware's typical issue in single player games, they are terrible at integrating story into gameplay. They always tell, never show.


Title: Re: SWTOR
Post by: Threash on November 19, 2011, 10:05:05 AM
Saw this earlier elsewhere - can one of the testers c/d?

Quote
The cutscenes are fine, story lines are mostly good, and voice acting is excellent.

But sandwiched between that is the steamy turd of quest gameplay mechanics. Well that maybe to harsh, but its just so... mediocre .. that it brings everything else down with it.

Disclaimer: I played the first 2.5 planets only.

This is WoW in 2005, at release. Everything is a kill/fetch/click/collect/comeback.

I cannot think of a single interesting or fun or gimmicky mechanic from the quests at all. There was no vehicle quest, no escort, no NPC interaction outside of cutscenes. It's like their scripting ability is completely non existent.

And the most noticeable part? How unimpressive a "story driven" MMO is without phasing. Your character has no impact on the game world. When you complete an area, nothing happens. You never clear out an outpost, establish a new quest hub; the area you clear on Coruscant never get repopulated or secured. Outside of your class quest hub, NPCs never move, just stand there looking dumb the whole time you are on the planet. And you notice that all the time because you are backtracking back and forth several times to turn in the quests, because porting back mechanic is archaic. Even something as simple as quest giver showing up at the end of the area and offering you a port/ride back would be awesome, but just never happens.

It is such a glaringly weak area of the game that I cannot turn my back to it. Such mediocre game play design should not be tolerated anymore.

Questing in TOR is no worse then WOW, Rift or most other MMO's.  In fact I find it better with the voiceovers and quest dialogue instead of text as Im one of those people who just skips quest reading because I cant be bothered.  In Tor I actually find myself listening to the story / quest and taking at least some interest in what Im about to do


That's not true, when i quested in WoW lichking all that stuff he is complaining about there did happen.  Areas were cleared, new quest hubs appeared, the world changed.  Questing in the last zone of lich king made me feel like i was slowly liberating mordor and setting barad dur under siege.

Great, Give TOR 5 years of live game to do the same then :P

That's not how it works and you know it.


Title: Re: SWTOR
Post by: Fordel on November 19, 2011, 10:25:22 AM
The environments being totally static is a valid criticism, they are. The phased stuff and the dungeons are a fair bit more dynamic, but the general questing areas are pretty much what you see is what you get.


Title: Re: SWTOR
Post by: Sheepherder on November 19, 2011, 11:03:10 AM
It's true there aren't any escort missions, I'm not exactly sad about that either. Then again I was half expecting to rescue another captured Druid (and it's almost always a druid, ever notice that!) on Alderaan.  :why_so_serious:

What's that tree dude?  Shay is lost in the harpy infested ruins?  Well that's too fucking bad, isn't it?  Maybe for your next charge you'll remember to tie the fucking bell around their neck.


Title: Re: SWTOR
Post by: Simond on November 19, 2011, 11:36:47 AM
No escort quests means no Bravo Company or Kingslayer Orkus though.


Title: Re: SWTOR
Post by: koro on November 19, 2011, 12:09:43 PM
Well Bioware's already got at least rudimentary phasing tech in the game as it is, so hopefullly they can begin applying it on a larger scale post-release, instead of using it to do little more than make group mini-dungeons and the areas for your personal storyline quests.


Title: Re: SWTOR
Post by: Amaron on November 19, 2011, 12:30:30 PM
The game definitely lacks some of the later bells and whistles WoW came up with.   If they just sit on their ass post release then yea they aren't going anywhere.   The first patch is going to be fairly critical for them.


Title: Re: SWTOR
Post by: Sjofn on November 19, 2011, 12:53:16 PM
No escorts are fine with me. My sorrow is no riding a storm giant while it crushes hundreds of undead beneath his huge feet.


Title: Re: SWTOR
Post by: Ingmar on November 19, 2011, 12:55:56 PM
One of the funny things is 2005 WoW did have the scripting, NPC interactive quests, and even a bit of voice acting. Anyone remember the dwarfs doing the target practice in one of the first quests you come across on the road out of the dwarf starting area? I always thought it a shame more quests did not follow its model. The goat boy quest coming out of the night elf starting area was not quite as interactive but was fun to get turned into a frog.

That wasn't "voice acting", that was recycling the mortar team sound clips from War3.


Title: Re: SWTOR
Post by: murdoc on November 19, 2011, 01:09:13 PM
No escorts are fine with me.

I hate escort missions in ANY game. Having said that the point still kinda stands, they need some sort of slightly different questing system.



Title: Re: SWTOR
Post by: Mosesandstick on November 19, 2011, 01:29:21 PM
I think the lack of variety in gameplay is a massive negative for SWTOR. Most of the enemies I fought were brain-dead, though I understand they have been working on this.


Title: Re: SWTOR
Post by: Fordel on November 19, 2011, 01:38:38 PM
Yea, they've been adding in more abilities on mobs slowly. Not terribly worried about that.


Title: Re: SWTOR
Post by: Mosesandstick on November 19, 2011, 02:14:59 PM
Could you expand on that? I'd really like to know; there basically wasn't mob AI in the build I played. Group quests were pure cc + tank and spank and world mobs would just attack with the odd heal.


Title: Re: SWTOR
Post by: TripleDES on November 19, 2011, 02:17:56 PM
The game releases in a month. What's there exactly to work on during this one month? I'm sure crunch time over at EA-governed Bioware must be pretty fun these last days.


Title: Re: SWTOR
Post by: Fordel on November 19, 2011, 02:24:36 PM
Some mobs will drop Fire to not stand in, some duck into cover (the same cover smugglers/IA's use), you have some stuns, snares, I had a few ranged mobs actually kite me. It's not anything spectacular mind you, but it does add some flavor and dimension to these things. Silver and Gold elites can virtually mirror a players talent spec at times.


Title: Re: SWTOR
Post by: Ratman_tf on November 19, 2011, 02:42:06 PM
The game releases in a month. What's there exactly to work on during this one month? I'm sure crunch time over at EA-governed Bioware must be pretty fun these last days.

Sleep deprivation makes game development fun!  :uhrr:


Title: Re: SWTOR
Post by: TripleDES on November 19, 2011, 03:15:39 PM
Sleep deprivation makes game development fun!  :uhrr:
:drill: Insomnia induced tripping! :drill:


Title: Re: SWTOR
Post by: UnSub on November 19, 2011, 05:00:25 PM
Sleep deprivation makes game development fun!  :uhrr:
:drill: Insomnia induced tripping! :drill:

Lack of sleep is an important ingredient to the miracle patch.


Title: Re: SWTOR
Post by: Fabricated on November 19, 2011, 07:28:48 PM
I played a trooper to 20 during the last beta weekend and I rather liked it. The thing about there not being any real gimmicky quests is absolutely true at least for 1-20 in my experience. There's a lot of roleplaying and most of the grindy "kill x of y mob" stuff is handled through automatically triggered bonus quests and you'd literally have to avoid 90% of the mobs on the way to your main quests to not finish them.

It literally is WoW in space but if you honestly didn't expect that you are retarded. The companion system, crafting, and story are all good. Crafted items are generally solidly better than quest rewards if you bother keeping your crafting skills up, which is nice.

My main complaints so far from my one beta weekend are as follows:

1. While this was lower level stuff, tanking as a vanguard was terrible. The game gives you no idea what abilities generate additional threat and you have like 2 abilities that even vaguely look tank related (Ion Blast which you can talent to make enemies do less damage, and of course a shield wall knockoff). I couldn't hold a candle to Jedi Guardians or some tank specced companions for that matter. I did very competitive damage however.

2. Mob difficulty in questing areas is -wildly- inconsistent. I did the elesses flashpoint with no real tank or healer with an underleveled group and we barely made it through some boss fights but we did it. I had a full group of incredibly well equipped players and a dedicated healer, and we got our fucking balls torn off by this quest on Corusant where you go into a phased area to get some guy's property deed back. I literally died in 2 seconds after pulling a single group with 2 mobs CC'd, and they were the same level as me. It took like 7 wipes to get through it, and then only I got quest credit.


Title: Re: SWTOR
Post by: Furiously on November 19, 2011, 07:38:50 PM
Yea once whoever the instance owner is loots the deed, it stops respawning. So owner needs to loot last.


Title: Re: SWTOR
Post by: Fordel on November 19, 2011, 07:43:54 PM
1. While this was lower level stuff, tanking as a vanguard was terrible. The game gives you no idea what abilities generate additional threat and you have like 2 abilities that even vaguely look tank related (Ion Blast which you can talent to make enemies do less damage, and of course a shield wall knockoff). I couldn't hold a candle to Jedi Guardians or some tank specced companions for that matter. I did very competitive damage however.


Other then the actual tanking stance (Ion Cell), you don't have any specific attacks with extra threat. Troopers/BH just do more damage overall though, so threat isn't an issue (unless your group is a bunch of god damn retards  :why_so_serious: ). Generally you want to focus on the elemental attacks (we get some little upgrades for them and they ignore armor), which tend to be in that 10 meter range, but you also end up with a really beefy stockstrike that refreshes it's cooldown every shielded attack.

The tank'ish stuff fills in as you level up and fill the talent tree. Smoke Grenade (which was recently moved up so you can get it earlier), Adrenaline Rush (A sort of laststand/HoT), Harpoon (death grip), Storm (charge), increased shield chance/amount. The actual mitigation is really passive, but you have a decent amount of control and interrupts.


It doesn't really start to fill in till 25-30 though  yea.


Title: Re: SWTOR
Post by: Baldrake on November 19, 2011, 07:55:53 PM
Baldrake, how crap? My creaky old core 2 duo 2.4GHz/4GB ddr2 800 was running it great, though I had a gtx460 upgrade at the time. Only slowdown I saw was the final minutes of the weekend, dance party on the senate steps with tons of people shooting off aoes.
Thanks Sky, I'm not sure how crap, but now I have a good datapoint...


Title: Re: SWTOR
Post by: Mosesandstick on November 20, 2011, 04:09:27 AM
2. Mob difficulty in questing areas is -wildly- inconsistent. I did the elesses flashpoint with no real tank or healer with an underleveled group and we barely made it through some boss fights but we did it. I had a full group of incredibly well equipped players and a dedicated healer, and we got our fucking balls torn off by this quest on Corusant where you go into a phased area to get some guy's property deed back. I literally died in 2 seconds after pulling a single group with 2 mobs CC'd, and they were the same level as me. It took like 7 wipes to get through it, and then only I got quest credit.

The two quests that caused people to go absolutely mad on the Rep side were this one, and a Mandalorian group quest on Taris.

I'm surprised the bank deed quest hasn't been changed. Compared to everything else before it, the difficulty is insane. When I did it we had an ideal team comp with dps, cc, tank and heals. Still couldn't do it. The global chat about the quest was pretty funny. Up to that point you didn't need a healer for anything, and people who hadn't done it would try and do it without a healer and promptly wipe on the first group of mobs. You also couldn't re-enter the dungeon if you'd finished the quest, another thing I really hope they've changed.

The Mandalorian one wasn't as difficult, but it was much, much, longer and extremely bland. It was pick up X, destroy Y whilst you ran around a map wondering where everything was / waiting for things to respawn. Took 5 hours to finish that one, and there were only around 4 different groups of mobs you'd fight.


Title: Re: SWTOR
Post by: Shatter on November 20, 2011, 04:56:02 AM
Ive been pretty successful in flashpoints, etc with groups by having decent heals.  Having at least 1 full healer and a backup almost anyone seems capable of tanking the early content.  This seems to work ok at least to around level 20.  Im sure at later the levels the need for a true tank is probably much more prominent. 


Title: Re: SWTOR
Post by: koro on November 20, 2011, 07:51:42 AM
2. Mob difficulty in questing areas is -wildly- inconsistent. I did the elesses flashpoint with no real tank or healer with an underleveled group and we barely made it through some boss fights but we did it. I had a full group of incredibly well equipped players and a dedicated healer, and we got our fucking balls torn off by this quest on Corusant where you go into a phased area to get some guy's property deed back. I literally died in 2 seconds after pulling a single group with 2 mobs CC'd, and they were the same level as me. It took like 7 wipes to get through it, and then only I got quest credit.

The two quests that caused people to go absolutely mad on the Rep side were this one, and a Mandalorian group quest on Taris.

I'm surprised the bank deed quest hasn't been changed. Compared to everything else before it, the difficulty is insane. When I did it we had an ideal team comp with dps, cc, tank and heals. Still couldn't do it. The global chat about the quest was pretty funny. Up to that point you didn't need a healer for anything, and people who hadn't done it would try and do it without a healer and promptly wipe on the first group of mobs. You also couldn't re-enter the dungeon if you'd finished the quest, another thing I really hope they've changed.

The Mandalorian one wasn't as difficult, but it was much, much, longer and extremely bland. It was pick up X, destroy Y whilst you ran around a map wondering where everything was / waiting for things to respawn. Took 5 hours to finish that one, and there were only around 4 different groups of mobs you'd fight.

The Mandalorian one (Ravaged Reconstruction if anyone wants to know to avoid it) was actually made much, much easier this past build. Previously, the Mandos would be in groups of 5-6, with 3-4 Elites, and sometimes with a Boss. Now they're 5-6 Mandos, but with 3-4 Strong mobs and a couple normal ones. It's still extremely long, as it took over an hour, even with me knowing where everything was and avoiding as many mob groups as possible, but it's much less of a ball-kicker filled with enemies that take forever to die. The old-style spawns are still there, but limited to the very last part of the area, so there's only a few pulls which will destroy your ass.

The Bonus line for it, though, can fuck off. It leads you all throughout the (non-instanced) complex you slog through, and you finally get to the final boss-kill objective as you reach the end of the normal quest objectives. Then you find out that you have to go all the way back down to the bottom of the area, fighting off dozens of freshly-respawned enemy packs, to find the optional boss.


Title: Re: SWTOR
Post by: Modern Angel on November 20, 2011, 02:49:12 PM
IIt literally is WoW in space but if you honestly didn't expect that you are retarded.

There's a difference between expecting it and wondering if that's enough anymore. And if it IS enough for you, how long is it enough for you?


Title: Re: SWTOR
Post by: Thrawn on November 20, 2011, 02:59:46 PM
IIt literally is WoW in space but if you honestly didn't expect that you are retarded.

There's a difference between expecting it and wondering if that's enough anymore. And if it IS enough for you, how long is it enough for you?

This is kind of how I stand with the game, WoW in space will only keep me interested for so long and I'm sure a lot of people feel that way.  The frequency and quality of the updates seem likely to make or break this game.  With EA being involved I worry it's going to be quantity over quality expansions, and trying to charge for everything.


Title: Re: SWTOR
Post by: Furiously on November 20, 2011, 03:39:42 PM
Since the NDA is down what server is everyone on?


Title: Re: SWTOR
Post by: Fordel on November 20, 2011, 03:45:35 PM
I'm on Leviathan I think? Christ I don't actually remember now, 90% sure it's Levi though.


Title: Re: SWTOR
Post by: Lantyssa on November 20, 2011, 04:30:38 PM
Leviathan

Sith Assassin - Lantyssa
Baby Trooper - Ailuria


Title: Re: SWTOR
Post by: UnSub on November 20, 2011, 05:10:02 PM
It's still extremely long, as it took over an hour,

Heh, I remember when playing CoH taskforces that were considered "short" at 4 hours. And that was when CoH was the 'fast, twitchy MMO'.

How times change.


Title: Re: SWTOR
Post by: koro on November 21, 2011, 02:04:04 AM
It's still extremely long, as it took over an hour,

Heh, I remember when playing CoH taskforces that were considered "short" at 4 hours. And that was when CoH was the 'fast, twitchy MMO'.

How times change.
The difference is, of course, that if Ravaged Reconstruction were a dedicated flashpoint/dungeon with a storyline to follow as opposed to a simple group quest padded out with "KILL TWO HUNDRED MANDALORIANS (this is not an exaggeration) WHILE GETTING LOST MOVING FROM POINT A TO B TO C TO D BECAUSE THERE IS NO INTUITIVE WAY OF KNOWING WHERE YOU HAVE TO GO", nobody would have a problem with it taking around an hour to do. But when your rewards are only a blue-quality item of dubious usefulness, some commendations, and a headache, it begins to not be worth it. The earlier Taris 4-man heroic mission Fall of the Locust is pretty much the complete opposite: it's got a split of about 25% outdoor non-instanced stuff and 75% indoor instanced stuff, with some at least somewhat challenging combat without it being a wipefest or rushing to beat respawn timers. It even has a little bit of dialogue stuff to play around with, and a cool "let's get ready to kick ass" pose your entire group makes at the end of a scene before you move on to the last stretch. And it takes about half the time of Ravaged Reconstruction.

But I played early CoH too. Even "short" TFs like Synapse were still excruciatingly long, and felt so at the time. It's just when you had eight hour TFs like Quarterfield or the six hour wipefest of Positron to compare them to, the relatively shorter stuff seemed like a fart in the wind at times. It wasn't considered good design back then either; aside from a handful of vocal forum diehards or some of the people who spent their entire CoH career at level 14 RPing in some godforsaken corner of Galaxy City, everyone bitched at Cryptic to chop out some of the very obvious filler missions in most of the TFs. As an aside, it speaks volumes to Cryptic's design sense that it took the studio splitting off from NCSoft for that to finally happen.

I remember when Croatoa was released in, what? Issue 4 or 5? When when some folks managed to get the par time for the Katie Hannon TF down to about 45 minutes, some people that were so conditioned to the absurdly long Everything Else felt like it was cheating. Since then? Katie Hannon's been the baseline for how long to design a TF to be.

So no, I don't think times have changed so much as devs have more or less wised up that players aren't going to do silly things like treat Task Forces in CoH as mini D&D campaigns where the group agrees to come back at a later date because the thing is just so fucking long.


Title: Re: SWTOR
Post by: luckton on November 21, 2011, 03:52:21 AM
For those about to rock, the client is up and ready for download.  For previous weekend people, you need to go back to /tester and RSVP for this weekend's test in order to update your client.


Title: Re: SWTOR
Post by: Numtini on November 21, 2011, 04:54:41 AM
While the COX taskforces were really on the long side, the big difference between COX and current games is you didn't have to do TFs or foreswear group content whatsoever. Simple random missions formed the standard of your 30-60 minute runs. I think this is where a lot of current games, WoW Cata in particular, have run off the rails--trying to make serious involved dungeons be the same ones you use for generic easily repeatable group content.



Title: Re: SWTOR
Post by: UnSub on November 21, 2011, 05:33:22 AM
I agree that what TFs were originally set up for - for teams to log in, play a few missions in it, then log out for another time - was very rarely used that way. It sounds like Flashpoints are the evolution of that idea, only much shorter still.

The Katie TF was an interesting TF that some groups ran in less than 20 minutes. Maybe even less than 15 minutes. Lots of people ran it. No-one wanted to run the Quarterfield TF, which was a 6 - 8 hour monster of highly repetitive missions.

However, I'm still wondering out loud how long the shine will remain on such flashpoints. WAR's PQs were lauded very loudly at launch about how great they were, yet within that 30 days post-launch there were only 1 or 2 being run over a few zones and those were the easiest to do.

It doesn't help that reports of mob AI in SWOR is very, very vanilla. If 80% of the game experience is killing mobs, you want that to be interesting. At least in BioWare non-Austin's other games you can turn the game to easy mode so the combat is quick to get through (haven't seen any reports of that in player reports, but if its in there that will be interesting to know).


Title: Re: SWTOR
Post by: Merusk on November 21, 2011, 05:36:50 AM
For those about to rock, the client is up and ready for download.  For previous weekend people, you need to go back to /tester and RSVP for this weekend's test in order to update your client.

Thanks for the heads-up. They hadn't sent out the e-mails to the other testers yet but the /tester page has been updated and those of us with the "next phase" e-mail can download now as well.


Title: Re: SWTOR
Post by: 01101010 on November 21, 2011, 06:08:16 AM
For those about to rock, the client is up and ready for download.  For previous weekend people, you need to go back to /tester and RSVP for this weekend's test in order to update your client.

Thanks for the heads-up. They hadn't sent out the e-mails to the other testers yet but the /tester page has been updated and those of us with the "next phase" e-mail can download now as well.

 While I applaud them for kinda sorta taking security seriously, every fucking time I try and do this beta stuff I have to reset my password, or set a ton of security questions, or light my hair on fire... pain in the ass all around. Just allow authenticators already so we can test those out and stop fucking making me reset my password every week.

p.s.: they better have authenticators for Android phones...  :oh_i_see:


Title: Re: SWTOR
Post by: Der Helm on November 21, 2011, 06:11:59 AM
For those about to rock, the client is up and ready for download.  For previous weekend people, you need to go back to /tester and RSVP for this weekend's test in order to update your client.

Thanks for the heads-up. They hadn't sent out the e-mails to the other testers yet but the /tester page has been updated and those of us with the "next phase" e-mail can download now as well.

Downloading at 5 MB/s... weeeeeee ...


Title: Re: SWTOR
Post by: luckton on November 21, 2011, 06:14:47 AM
p.s.: they better have authenticators for Droid phones...  :oh_i_see:

Fixed (http://cdn-www.swtor.com/sites/all/files/smilies/classic-sw/c3po.png)


Title: Re: SWTOR
Post by: luckton on November 21, 2011, 06:36:22 AM
This came out back in August, but the NDA was still up, so I didn't want Rasix to get all angsty  :why_so_serious:

Since we're now in the clear, I thought I 'd share it.  The first part is BW at GamesCon '09 showing off a quest conversation.  The second is the same quest conversation, but with two years of further development poured in.

http://www.youtube.com/watch?v=kT-qwewvSAM&feature=feedrec_grec_index


Title: Re: SWTOR
Post by: Sky on November 21, 2011, 06:36:56 AM
They really need to get their email notification shit figured out imo.  :oh_i_see:

Improving security does not bother me. Limiting the characters I can use in a password to about half of my normal length does.


Title: Re: SWTOR
Post by: Sand on November 21, 2011, 07:08:43 AM
Correct me if Im wrong but are testers saying that mobs are respawning inside the instanced areas?

If so that screams old school to me, how immersion breaking is it to refight and kill the group you just killed 20 minutes ago. Unless its some big assualt with waves after waves of bad guys, having guards you killed 20 minutes ago magically reincarnate is silly in an instance.


Title: Re: SWTOR
Post by: luckton on November 21, 2011, 07:14:27 AM
Correct me if Im wrong but are testers saying that mobs are respawning inside the instanced areas?

If so that screams old school to me, how immersion breaking is it to refight and kill the group you just killed 20 minutes ago. Unless its some big assualt with waves after waves of bad guys, having guards you killed 20 minutes ago magically reincarnate is silly in an instance.

Would you feel better if you just thought of them as 'reinforcements'?


Title: Re: SWTOR
Post by: Mosesandstick on November 21, 2011, 07:19:34 AM
Flashpoint mobs should not respawn, whilst mobs in normal group dungeons will.


Title: Re: SWTOR
Post by: Bungee on November 21, 2011, 08:34:23 AM
For those about to rock, the client is up and ready for download.  For previous weekend people, you need to go back to /tester and RSVP for this weekend's test in order to update your client.

Thanks, checked the /tester after never getting an email and I'm in! Guess that'll mean a night of downloading, 4h of playing and then finding out that I hate grinding and n00b quests.

But well, thanks for the heads up :)


Title: Re: SWTOR
Post by: luckton on November 21, 2011, 08:35:20 AM
http://www.torhead.com/

Well it took them long enough  :awesome_for_real:


Title: Re: SWTOR
Post by: Numtini on November 21, 2011, 08:36:52 AM
I ran my client and it is downloading 12gig. Is that giong to get me up to speed or do I really need to uninstall/reinstall?


Title: Re: SWTOR
Post by: luckton on November 21, 2011, 08:39:49 AM
I ran my client and it is downloading 12gig. Is that giong to get me up to speed or do I really need to uninstall/reinstall?

12GB is what I got too.  They're saying if you do encounter any problems that you should uninstall/reinstall, if you really feel like giving your ISP more fuel for their 'This is why we need to throttle the internet' fire. 

They say the patching should work though.  If not, I don't mind waiting till I get my retail box.


Title: Re: SWTOR
Post by: Amaron on November 21, 2011, 09:12:56 AM
Correct me if Im wrong but are testers saying that mobs are respawning inside the instanced areas?

SWTOR uses instancing in a lot of spots that aren't actual Flashpoints/Dungeons.    A lot of the class specific quests lead to small instanced area's. 


Title: Re: SWTOR
Post by: Rendakor on November 21, 2011, 09:28:49 AM
For those about to rock, the client is up and ready for download.  For previous weekend people, you need to go back to /tester and RSVP for this weekend's test in order to update your client.
Thanks man, downloading now.


Title: Re: SWTOR
Post by: Nonentity on November 21, 2011, 09:58:11 AM
I got to level 30 in a previous beta with my Vanguard.

I was sad when I got a speederbike and couldn't just ride off into the sands of Tatooine, as soon as I left the city boundaries I started to get 'dehydrated'. Bah.

I'd say play Smuggler/IA or Trooper/BH if you want to have unique gameplay mechanics (ranged tank and cover system), those feel the most sci-fi of the classes. The Jedi/Sith classes are the most 'star wars-y' and have a lot in common with WoW classes.


Title: Re: SWTOR
Post by: murdoc on November 21, 2011, 10:01:35 AM
While I applaud them for kinda sorta taking security seriously, every fucking time I try and do this beta stuff I have to reset my password, or set a ton of security questions, or light my hair on fire... pain in the ass all around. Just allow authenticators already so we can test those out and stop fucking making me reset my password every week.

A Star Wars game with a security question of: What's your favourite movie?  :awesome_for_real:


Title: Re: SWTOR
Post by: Shatter on November 21, 2011, 10:10:28 AM
While I applaud them for kinda sorta taking security seriously, every fucking time I try and do this beta stuff I have to reset my password, or set a ton of security questions, or light my hair on fire... pain in the ass all around. Just allow authenticators already so we can test those out and stop fucking making me reset my password every week.

A Star Wars game with a security question of: What's your favourite movie?  :awesome_for_real:

Not like you have to worry anyone would answer Episode 1-3


Title: Re: SWTOR
Post by: Chimpy on November 21, 2011, 10:28:43 AM
They really need to get their email notification shit figured out imo.  :oh_i_see:

Improving security does not bother me. Limiting the characters I can use in a password to about half of my normal length does.

Do they also use our favorite "billing email address is your login" trick too?


Title: Re: SWTOR
Post by: Numtini on November 21, 2011, 10:41:46 AM
The questions are annoying, if for no other reason than that you have to remember what you put ie, did you grow up on "Smith Street" "Smith St" or "Smith." It's long since the time that games should just ship with an authenticator.


Title: Re: SWTOR
Post by: PalmTrees on November 21, 2011, 11:02:31 AM
Got the download started, going to lose about half the weekend testing time due to Thanksgiving traveling and family stuff though. Still looking forward to trying things out.


Title: Re: SWTOR
Post by: Fordel on November 21, 2011, 11:30:23 AM
I got to level 30 in a previous beta with my Vanguard.

I was sad when I got a speederbike and couldn't just ride off into the sands of Tatooine, as soon as I left the city boundaries I started to get 'dehydrated'. Bah.

I'd say play Smuggler/IA or Trooper/BH if you want to have unique gameplay mechanics (ranged tank and cover system), those feel the most sci-fi of the classes. The Jedi/Sith classes are the most 'star wars-y' and have a lot in common with WoW classes.


You can cruise the entirety of the rest of Tatooine, the exhaustion zone around the spaceport city is a device to prevent the other faction from camping it on PvP servers, since they can't get to it at all that way.


Title: Re: SWTOR
Post by: Sky on November 21, 2011, 12:04:08 PM
Lolpvptardationeffect


Title: Re: SWTOR
Post by: Lucas on November 21, 2011, 12:07:58 PM
Just finished downloading the client (my folder is 18,5 GB); it took me roughly 9 hours on a ADSL 6 Mb


Title: Re: SWTOR
Post by: Mrbloodworth on November 21, 2011, 12:17:16 PM
No weekend for me it seems.


Title: Re: SWTOR
Post by: 01101010 on November 21, 2011, 12:20:24 PM
Just finished downloading the client (my folder is 18,5 GB); it took me roughly 9 hours on a ADSL 6 Mb

Started the dl before I left for work this morning... should be done by the time I get home barring any asshattery.


Title: Re: SWTOR
Post by: eldaec on November 21, 2011, 12:46:28 PM
The questions are annoying, if for no other reason than that you have to remember what you put ie, did you grow up on "Smith Street" "Smith St" or "Smith." It's long since the time that games should just ship with an authenticator.

Use the same strong password for all security questions and store it in a password vault.


Title: Re: SWTOR
Post by: proudft on November 21, 2011, 12:51:20 PM
Sadly it (and most of these stupid question things) complains that you can't have the same answer for more than one question.   :mob:


Title: Re: SWTOR
Post by: Furiously on November 21, 2011, 12:53:47 PM
I'm shocked I am considering playing a guy character for once.


Title: Re: SWTOR
Post by: 01101010 on November 21, 2011, 01:10:55 PM
I'm shocked I am considering playing a guy character for once.

Actually... I am leaning that way to.


Title: Re: SWTOR
Post by: DraconianOne on November 21, 2011, 01:17:52 PM
Out of interest, do any of the beta players have an idea about how long it takes to do Chapter 1 of the class story?


Title: Re: SWTOR
Post by: Viin on November 21, 2011, 01:19:06 PM
Hmm, probably took me 4-6hrs to get my lightsaber on a JK, but I was going through it pretty leisurely.


Title: Re: SWTOR
Post by: koro on November 21, 2011, 01:27:02 PM
Out of interest, do any of the beta players have an idea about how long it takes to do Chapter 1 of the class story?

If you poopsock it, you can hammer it out in a few days; it concludes in your 30s.


Title: Re: SWTOR
Post by: Shatter on November 21, 2011, 01:32:20 PM
http://www.gamespot.com/news/activision-blizzard-stock-downgraded-on-world-of-warcraft-declines-6346436

In an investor note today, Lazard Capital Markets analyst Atul Bagga expressed pessimism over WOW's ability to reverse its negative trend. In the process, Bagga downgraded Activision Blizzard's stock from "buy" to "neutral."

Bagga's move was primarily motivated by a Lazard Capital Markets survey of online players, which was conducted in conjunction with Peanut Labs earlier this month and polled 381 online gamers. The study found that WOW's age, as well as increased competition, could lead to an exodus of 900,000 to 1.6 million players following the launch of EA's Star Wars: The Old Republic in December.

To the point of WOW's age, Lazard Capital Markets' study found that 57 percent of former WOW players said that they had reached end-game content and had become "bored." As for increased competition, the study found that 43 percent of former WOW players had quit due to friends leaving for other MMOGs.

Bagga noted that Star Wars: The Old Republic, in particular, stands to gain from WOW's loosening hold on the market. Of those surveyed who are currently playing WOW, 50 percent said they plan to buy The Old Republic, with an additional 38 percent saying they may buy the game. The survey also found that 87 percent of the 95 players in the study who were participating in The Old Republic beta had already preordered or planned to preorder EA's game.

The analyst didn't completely rule out a resurgence in WOW subscribers. The study indicated that 50 percent of former WOW players would consider coming back to the game if Blizzard were to offer a special promotion. Such promotions would eat in to Activision Blizzard's bottom line, however.

Bagga also said that the game's fourth expansion, Mists of Pandaria, should yield a healthy resurgence in subscriber numbers. Of those surveyed, 33 percent of the former WOW players said they plan to resubscribe to the game upon Mists of Pandaria's launch. A release date for that expansion has not yet been announced.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 21, 2011, 01:45:06 PM
In other news, research shows water to be wet.


Seriously, this is the same damn report for any new mmo coming out almost. The question is not whether lots of mmo players will try swtor, it's how long they will try it for. SWTOR may steal a huge chunk, but whether they stay there for a couple months or a couple years remains to be seen.


Title: Re: SWTOR
Post by: Merusk on November 21, 2011, 01:51:23 PM
Nothing surprising, true, but you're explaining water to a creature that lives in a vacuum - an investor - not old addicts on an MMO forum.   They view that "couple of months" as the long-term, not the short.  Years? What?



Title: Re: SWTOR
Post by: Furiously on November 21, 2011, 02:12:21 PM
Sounds like yesterday was a good day to sell Activision short.


Title: Re: SWTOR
Post by: Montague on November 21, 2011, 02:29:17 PM
Hate this fucking launcher. I've typed my password over and over again, changed it several times and it still gives me "wrong email address, password, etc" error. Tried RSVPing to the test, get the confimation email, try to follow the link to reinstall the launcher and it asks me to RSVP again.  :mob:


Title: Re: SWTOR
Post by: 01101010 on November 21, 2011, 02:30:17 PM
Hate this fucking launcher. I've typed my password over and over again, changed it several times and it still gives me "wrong email address, password, etc" error. Tried RSVPing to the test, get the confimation email, try to follow the link to reinstall the launcher and it asks me to RSVP again.  :mob:

Did you set up the ten security question gauntlet yet? I had to do that before it let me dl.


Title: Re: SWTOR
Post by: Paelos on November 21, 2011, 02:36:54 PM
Sounds like yesterday was a good day to sell Activision short.

The stock's been in freefall since the earnings were released. Major investors are not stupid. They read into those numbers exactly what I posted in the wow thread about it. Activision Blizzard as a company is losing it's cashflow position due to poor choices and heavy R&D on their next projects. I believe they thought they could string the customers along until the end of 2011 with minimal loss, and that has backfired on their projections for the fiscal year.


Title: Re: SWTOR
Post by: Ingmar on November 21, 2011, 02:43:58 PM
Sounds like yesterday was a good day to sell Activision short.

The stock's been in freefall since the earnings were released. Major investors are not stupid. They read into those numbers exactly what I posted in the wow thread about it. Activision Blizzard as a company is losing it's cashflow position due to poor choices and heavy R&D on their next projects. I believe they thought they could string the customers along until the end of 2011 with minimal loss, and that has backfired on their projections for the fiscal year.

"Freefall" is massively overstating it. Even after falling off a bunch from its high point it is still worth more now than it has been for most of 2011. The anomaly is the spike up to $14 a couple weeks ago, not the current price.


Title: Re: SWTOR
Post by: Shatter on November 21, 2011, 02:50:01 PM
In 2012 WOW will take a hit.  Its already seen some of that in 2011 and that was from just pure boredom of players or people not happy with the content / game direction.  Now factor in TOR and GW2 with a bunch of players who are bored or looking and you have a recipe for decline.  Their expansion will get back some of those numbers


Title: Re: SWTOR
Post by: Fordel on November 21, 2011, 02:52:25 PM
What about Blizzard "Buy wow for a year and get Diablo threeeee for freeeeeee", that will stabilize things for them quite a bit I imagine.


Title: Re: SWTOR
Post by: sam, an eggplant on November 21, 2011, 02:57:38 PM
Sounds like yesterday was a good day to sell Activision short.
Guys, please stop talking about the market. The dow and nasdaq are both down ~2% today due to the congress supercommitee "surprisingly" failing to reach a decision on the deficit. ATVI actually outperformed the market by only dropping 1.41%. If you look at year to date, ATVI only dropped 4.5% the entire year including the 1.41% today. It's not doing great, hence the downgrade, but it's hardly in freefall.


Title: Re: SWTOR
Post by: Montague on November 21, 2011, 03:18:39 PM
Hate this fucking launcher. I've typed my password over and over again, changed it several times and it still gives me "wrong email address, password, etc" error. Tried RSVPing to the test, get the confimation email, try to follow the link to reinstall the launcher and it asks me to RSVP again.  :mob:

Did you set up the ten security question gauntlet yet? I had to do that before it let me dl.

Yeah, did that a week ago but now I have all sorts of crap wrong. I answered the RSVP for beta testing and got a confirmation email. I tried to reinstall the launcher from that link in the email and it asks me to RSVP again. Hit accept and it loops back to the RSVP screen. I think it has to do with their shitty website not being able to handle the traffic for all their invites.


Title: Re: SWTOR
Post by: kildorn on November 21, 2011, 03:28:56 PM
Swotor's website is ASS tonight.


Title: Re: SWTOR
Post by: Rokal on November 21, 2011, 03:35:45 PM
Sounds like yesterday was a good day to sell Activision short.

The easy way to 400 500 pages is to turn this into another Cataclysm thread. Just sayin'


Title: Re: SWTOR
Post by: Merusk on November 21, 2011, 03:38:22 PM
Swotor's website is ASS tonight.

Ha.. they just took it down and threw up the "scheduled maintenance" page.  Looks like everyone crashed it.


Title: Re: SWTOR
Post by: Outlawedprod on November 21, 2011, 03:39:34 PM
Swotor's website is ASS tonight.

@SWTOR SWTOR.com is currently experiencing a high volume of traffic, please check back soon. We thank you for your patience!

I like how their launcher and their website appear to be tied together.  Can't tell what the error message I'm getting on the launcher is but it disappears immediately.


Title: Re: SWTOR
Post by: Triforcer on November 21, 2011, 03:55:35 PM
If you are a believer in the Mark Jacobs NDA Drop Quality Indicator, this game should be pretty good.  I can't remember the last time an MMO dropped its NDA more than a month prior to release. 


Title: Re: SWTOR
Post by: Thrawn on November 21, 2011, 04:05:23 PM
Ugh, I have tons of problems with the installer every time it's a major update.  Usually have to close it a re-download everything 5+ times before it actually works.  Always get stuck at some various point with "An error occurred updating".

*edit* Oops, lied a little.  Seems I get stuck in Installing Main Assets 4 repeatedly this time.


Title: Re: SWTOR
Post by: Minvaren on November 21, 2011, 04:06:49 PM
Hate this fucking launcher. I've typed my password over and over again, changed it several times and it still gives me "wrong email address, password, etc" error. Tried RSVPing to the test, get the confimation email, try to follow the link to reinstall the launcher and it asks me to RSVP again.  :mob:

Did you set up the ten security question gauntlet yet? I had to do that before it let me dl.

Thanks for this - the launcher was giving a quick error and then resetting, so I couldn't tell WTF was going on.

Then once I got logged into the launcher, it helpfully told me about the new security requirements...   :uhrr:


Title: Re: SWTOR
Post by: Sky on November 21, 2011, 04:33:37 PM
Ha.. they just took it down and threw up the "scheduled maintenance" page.  Looks like everyone crashed it.
It really was a scheduled maintenance.

Please note that SWTOR.com will be undergoing maintenance from 6:00 PM CST on Monday, 11/21 until 6:00 AM CST on Tuesday, 11/22. During that time, you will not be able to visit the Game Tester Portal to accept your invitation. Please visit the website before or after this window to accept your invitation, and thank you for your understanding!


Title: Re: SWTOR
Post by: Paelos on November 21, 2011, 04:53:50 PM
Sounds like yesterday was a good day to sell Activision short.
Guys, please stop talking about the market. The dow and nasdaq are both down ~2% today due to the congress supercommitee "surprisingly" failing to reach a decision on the deficit. ATVI actually outperformed the market by only dropping 1.41%. If you look at year to date, ATVI only dropped 4.5% the entire year including the 1.41% today. It's not doing great, hence the downgrade, but it's hardly in freefall.

You left out the part about it dropping 15% since Q3 earnings release.

I don't want to continue it any more here either, but you should present the total picture of the situation before and after release when the stock had been trading at 13 and was projected to hit 15 before the earnings change. That's my only point.


Title: Re: SWTOR
Post by: CmdrSlack on November 21, 2011, 05:26:06 PM
Slow patcher is slow.

Good thing that I also have Skyrim now.


Title: Re: SWTOR
Post by: kildorn on November 21, 2011, 05:42:54 PM
Slow patcher is slow.

Good thing that I also have Skyrim now.

5.98M/s

Slow patcher is.. not slow, it's just 20 fucking gigs.


Title: Re: SWTOR
Post by: Rasix on November 21, 2011, 05:49:02 PM
I'm about to throw something at their website.  This password nonsense is testing my patience.


Title: Re: SWTOR
Post by: Ingmar on November 21, 2011, 06:12:17 PM
You left out the part about it dropping 15% since Q3 earnings release.

And that 15% was down from a 52 week high, to a value that's still higher than their average for the year. You're seeing things you want to see. (Much like the crazy people who drove it up to that $14 amount in the first place.)


Title: Re: SWTOR
Post by: Tannhauser on November 21, 2011, 07:26:02 PM
Finally, finally, I'm invited.  Downloading at 1 Mb/s, sadly that is pretty good for my GD ISP.


Title: Re: SWTOR
Post by: Fordel on November 21, 2011, 08:37:45 PM
The chat window being in the upper left is really throwing me off apparently. I must have missed half of Lanty's messages tonight!


Title: Re: SWTOR
Post by: MuffinMan on November 21, 2011, 09:52:49 PM
Downloaded now let me iiinnnn. I have the next three days offfffffff.


Title: Re: SWTOR
Post by: Nevermore on November 21, 2011, 10:21:42 PM
The chat window being in the upper left is really throwing me off apparently. I must have missed half of Lanty's messages tonight!

Is it true you can't move the chat window or map?  Because if it's true then that's just clownshoes.  I've had my chat in the bottom left in every single MMO I've ever played, starting with DAoC.  And the map needs to be in one of the top corners, doesn't matter which.


Title: Re: SWTOR
Post by: eldaec on November 21, 2011, 10:56:57 PM
I remember one mmog that launched with the entire chat system defaulting to off and where the icon to turn it on was so tiny and indecipherable that it took many people here days to find the damn thing.

So clownshoes is relative is what I am saying.


Title: Re: SWTOR
Post by: Fordel on November 21, 2011, 11:07:42 PM
The chat window being in the upper left is really throwing me off apparently. I must have missed half of Lanty's messages tonight!

Is it true you can't move the chat window or map?  Because if it's true then that's just clownshoes.  I've had my chat in the bottom left in every single MMO I've ever played, starting with DAoC.  And the map needs to be in one of the top corners, doesn't matter which.


You can move the Chat Window, but it's fucking useless to do so because you can't move ANYTHING else on the UI. So there is just no where to put the fucking thing. The base UI isn't terrible (I actually like it for the most part, most of the relevant info is in the right spots for me), but not being able to even move stuff around is as you say, clownshoes. I was moving UI elements around in god damn DAOC.

The big thing for me though in regards to the UI, is the quickbars. I have 2 bars on the bottom middle, and that's fine... but I really, really want another like... 8 button slots down there, 4 on each row. I have the space for it, it seems like something I should be able to do with a modern MMO, but nope, your extra quickbar slots are on the extreme left or right edge of your monitor and you'll LIKE IT.  :why_so_serious:


This is something that again, they *SHOULD* be able to fix, maybe even before release, probably in the first patch after if I was a betting man. But still, it's going to be compared to every other MMO out there, and all of those let you at the very very least, move shit around.


Title: Re: SWTOR
Post by: Trippy on November 21, 2011, 11:16:26 PM
A BioWare game with a crappy UI? Say it isn't so! :awesome_for_real:


Title: Re: SWTOR
Post by: Nevermore on November 21, 2011, 11:29:21 PM
I remember one mmog that launched with the entire chat system defaulting to off and where the icon to turn it on was so tiny and indecipherable that it took many people here days to find the damn thing.

So clownshoes is relative is what I am saying.

I set the bar a little bit higher than 'Hey, at least you can chat!'  :oh_i_see:


Title: Re: SWTOR
Post by: Pezzle on November 22, 2011, 12:03:06 AM
Able to move UI elements in DAoC?  Pfft, we were moving them around in EQ!  And we were making our own custom objects in MOO's and MUSH's (and even some MUDS)  These could totally redefine your gaming experience!

Lawn, get off.  Rock music, skateboards.

Old man yells at cloud.



Title: Re: SWTOR
Post by: Wolf on November 22, 2011, 01:00:01 AM
I wasn't into diku back when the everquest -> wow switch was happening, so someone help me out. Was that sort of thing prevalent - http://www.torhead.com/ability/VIBtDV & http://www.torhead.com/ability/7Y8bP0x. That's basically power word: shiled & pw:s talent 1:1.


Title: Re: SWTOR
Post by: eldaec on November 22, 2011, 01:34:44 AM
Able to move UI elements in DAoC?  Pfft, we were moving them around in EQ!  And we were making our own custom objects in MOO's and MUSH's (and even some MUDS)  These could totally redefine your gaming experience!

Lawn, get off.  Rock music, skateboards.

Old man yells at cloud.


I remember having to manually copy source code out of a magazine in order to play games on computers.

Basically you young'uns are all spoilt.



Title: Re: SWTOR
Post by: Merusk on November 22, 2011, 01:41:36 AM
Oh I remember doing that, too; only to be disappointed when I found out you needed a hard drive to save the really fun games to.


I wasn't into diku back when the everquest -> wow switch was happening, so someone help me out. Was that sort of thing prevalent - http://www.torhead.com/ability/VIBtDV & http://www.torhead.com/ability/7Y8bP0x. That's basically power word: shiled & pw:s talent 1:1.

Yes and no.  WoW had a lot more abilities than EQ could ever have hoped to for some classes.  Warriors, for example, only had Kick, Taunt, Disarm & Bash as active button pushing skills in EQ.  Blizzard - as is their way - took ideas from more games than that single one.  The anti-damage bubble thing was stolen from DAOC rather than EQ if you want to say it came from another game.  (Although the idea was older than that.)


Title: Re: SWTOR
Post by: DraconianOne on November 22, 2011, 01:48:57 AM
Oh I remember doing that, too; only to be disappointed when I found out you needed a hard drive to save the really fun games to.

A hard drive? You people don't know you were born. In my day, we had to save games to cassette!  :geezer:


Title: Re: SWTOR
Post by: eldaec on November 22, 2011, 01:54:50 AM
I think you meant to say "punchtape".


Title: Re: SWTOR
Post by: DraconianOne on November 22, 2011, 02:33:01 AM
Woah - no need to be rude. I'm not that old.


Title: Re: SWTOR
Post by: Reg on November 22, 2011, 02:56:14 AM
Real men used cards to program their room sized IBM 360 mainframes.


Title: Re: SWTOR
Post by: Wolf on November 22, 2011, 03:13:08 AM
I wasn't into diku back when the everquest -> wow switch was happening, so someone help me out. Was that sort of thing prevalent - http://www.torhead.com/ability/VIBtDV & http://www.torhead.com/ability/7Y8bP0x. That's basically power word: shiled & pw:s talent 1:1.
Yes and no.  WoW had a lot more abilities than EQ could ever have hoped to for some classes.  Warriors, for example, only had Kick, Taunt, Disarm & Bash as active button pushing skills in EQ.  Blizzard - as is their way - took ideas from more games than that single one.  The anti-damage bubble thing was stolen from DAOC rather than EQ if you want to say it came from another game.  (Although the idea was older than that.)

Well I can get "instant heal that leaves a hot" or the concept of "bubble-absorby-heal". What I don't get is why they're straight up copy/pasting abilties. I understand why weakened soul is there, but even in the current itteration in wow, if there weren't other synergies with talents, it'd be sort of redudant. Just seems like lazy design to do it in exactly that same way. Case in point - not devastate (http://www.torhead.com/ability/3wZh9K) and not lava burst (http://www.torhead.com/ability/eD60cp3).


Title: Re: SWTOR
Post by: Modern Angel on November 22, 2011, 03:31:56 AM
That' basically how I felt. I don't mind similar abilities but throughout there are straight, 100% copies of WoW abilities. It's lazy and it's more obvious than they think. Now, plenty of people won't care but again... once the paint cracks, you don't want to be playing the exact same game you just left.


Title: Re: SWTOR
Post by: Numtini on November 22, 2011, 03:57:20 AM
I'll be interested to see how Generation WOW handles things like the UI at release. In Rift, the screaming hordes were obnoxious about anything and everything that differed from WoW. It has to have a random cross server dungeon finder. It has to have fully active add ons for DPS and threat meters and semi-automated healing. HAS TO HAS TO.


Title: Re: SWTOR
Post by: Surlyboi on November 22, 2011, 04:02:01 AM
 :popcorn:


Title: Re: SWTOR
Post by: Miasma on November 22, 2011, 05:28:36 AM
I wouldn't call something as important as a dungeon finder a mere UI issue.  I got nausea inducing flashbacks when I played a couple weekends ago, left the newbie planet and started seeing all those lfg requests in general chat.  There is no excuse for an mmo in this day and age with this budget and this many years in development not to have such an awesome feature.


Title: Re: SWTOR
Post by: Kageru on November 22, 2011, 05:29:48 AM
I wasn't into diku back when the everquest -> wow switch was happening, so someone help me out. Was that sort of thing prevalent - http://www.torhead.com/ability/VIBtDV & http://www.torhead.com/ability/7Y8bP0x. That's basically power word: shiled & pw:s talent 1:1.

Yes. EQ had damage absorption shields, though mitigation would be done via AC buffs.

It was actually quite a clever mechanic for enchanters that had massive aggro problems and would get one-shot if they lost control for even a moment. They wanted it to be a little more forgiving but on the other hand they didn't want them to be capable of tanking. So they got a line of "Rune" spells that gave them a temporary damage shield. I think they also messed with overheal granting a damage shield, but I'm fuzzier on that.

The EQ spell system was actually quite complete but not as integrated in terms of having spell synergies and rotations.


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 05:43:05 AM
On one hand, Rift showed that that are a few more combinations of "punch" and/or "heal" left out there, but not many.  And I'm not sure having a single-target and an AOE heal version of Earth Shield is really engaging if you're not expected to use them in interesting ways by the encounter designers.

Still, it was able to mix things up a bit, especially in the lower levels where you might go "Oh hey, cleaving Shadow Bolts!  That's kind of cool."

On the other, SWTOR does have interesting (and new, at least to me) mechanics, like heat and variable energy regen and how those interact with healing strategy.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 22, 2011, 06:02:31 AM
Let's not kid ourselves. Not being able to change the UI in 2011 IS fucking clownshoes.


Title: Re: SWTOR
Post by: Mrbloodworth on November 22, 2011, 06:04:37 AM
By weekend, do they mean Friday or Saturday?


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 06:12:30 AM
It's almost certain that a LFG feature will make it's way into the game.  A shame it won't be until after the new year, but mark my words; it will be there.  There are people will leave TOR and march right back to WoW over this tool, because it provides a quick and dirty way to get your dungeon rocks off and enjoy the meat and potatoes of the game as quickly and efficiently as possible without wasting time trying to coordinate various people's schedules and having to travel to the dungeon, etc, etc.

As for custom UIs and addons, while they worked wonders for WoW, I think I've reached the point where I'm just indifferent about them.  If they ever allow for us to reskin the UI, let alone use addons, great.  But even WoW killed off some addons because they actually integrated the feature(s) in to the base UI.  You look at Rift at launch, and you see that much of the UI was already movable and could be customized to a certain extent right out of the box, no addons needed.  Some of these things are in TOR, and if you compared the number of base UI features in TOR vs. vanilla WoW, TOR would actually be an improvement by a modest amount.


Title: Re: SWTOR
Post by: amiable on November 22, 2011, 06:12:56 AM
Let's not kid ourselves. Not being able to change the UI in 2011 IS fucking clownshoes.

I never understood why this feature is so important to folks.  I find most game UI's fine.  Part of the annoyance I had with wow is that you practically HAD to download addons if you wanted to play competitively in PvE and PvP and those addons tended to really clutter up the screen.  Locked UI's mean everyone plays on a relatively similar playing field.  I can't remember if they have macros for this game, I hope they don't, although it may be an inevitability because of macro-programmable keypads and such.

My thoughts on a game playing healers:  This game is terrific for folks who are interested in playing a support oriented class.  I played a trooper and a healing inquisitor up to the mid 30's and honestly I felt very powerful.  DPs companions put out a good deal of damage and while you won't be clearing quests as fast as DPS specced classes, you will also be able to do things they will never be able to do (like complete all the 4 man quests solo which I pretty much did up to level 30).  You also have a much broader array of companion selection as tanks, dps and healer companions all become useful in different instances.  Resource management is relatively well integrated as well.  I especially like the free low powered channeled heal over time ability that almost every healer class gets, it offers you something to do when you run low on resources.  

The animations for healers are terrific too.  I LOVE the trooper healing animations, and I am sad my F&F guild is going dark side at launch, I hope the bounty hunters animations are just as cool!


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 06:14:06 AM
By weekend, do they mean Friday or Saturday?

They posted about this yesterday...apparently in order to load-balance the servers, they are letting people in based on the date/time they RSVP'd for this weekends test.  You could get in as early as Friday evening, as late as Saturday afternoon, or somewhere in between.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 06:33:25 AM
I don't even plan on trying to play until Saturday night, so that works for me.


Title: Re: SWTOR
Post by: Bungee on November 22, 2011, 06:36:14 AM
I don't even plan on trying to play until Saturday night, so that works for me.

I can't even play all weekend... Forgot that this was the insane weekends only beta  :heartbreak:


Title: Re: SWTOR
Post by: Tyrnan on November 22, 2011, 06:36:39 AM
Let's not kid ourselves. Not being able to change the UI in 2011 IS fucking clownshoes.

Are you referring to the inability to move interface elements around or not being able to have full UI mods? The former I agree seems incredibly stupid, and I say this as a person who has most of the UI elements where BW put them anyway (like others chat, map and tertiary hotbars are the problem with their default setup).

UI mods though I could happily live without. Spending ages finding the right mods and getting the UI set up just so only to have a patch fuck half of it up gets old. Also being told you need to download and install a dozen different mods before you're allowed to raid wasn't exactly fun either.


Title: Re: SWTOR
Post by: Mrbloodworth on November 22, 2011, 06:43:47 AM
By weekend, do they mean Friday or Saturday?

They posted about this yesterday...apparently in order to load-balance the servers, they are letting people in based on the date/time they RSVP'd for this weekends test.  You could get in as early as Friday evening, as late as Saturday afternoon, or somewhere in between.

Cool, the e-mail made no mention of any dates or times.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 06:55:42 AM
I'll be interested to see how Generation WOW handles things like the UI at release. In Rift, the screaming hordes were obnoxious about anything and everything that differed from WoW. It has to have a random cross server dungeon finder. It has to have fully active add ons for DPS and threat meters and semi-automated healing. HAS TO HAS TO.

IIRC, most of the screaming hordes in Rift about dps meters were on the "NEVER IN THIS GAME. WE DRAW THE LINE HERE AND NO FURTHER!" side. Essentially trying to blame addons for the dickish nature of some members in online communities. Those people have never used Xbox Live.

But UI Customization does not really mean mods. It means "can I move my fucking hotbars around". Mods are a reaction to "is your UI feature complete" or "is ____ just a total pain in the ass"


Title: Re: SWTOR
Post by: Wolf on November 22, 2011, 06:55:57 AM
how exactly do you do the RSVP bit? I poked around on the website but didn't see anything. I also haven't done the questions or whatever, and can't find any place to do it on the site?

I just hope it's playble this weekend, because it seems it's more of an open beta - as in, make an account, you get an invite.


Title: Re: SWTOR
Post by: Thrawn on November 22, 2011, 06:57:26 AM
Let's not kid ourselves. Not being able to change the UI in 2011 IS fucking clownshoes.

I never understood why this feature is so important to folks.  

For me I prefer to play with 3 monitors with eyefinity, so being able to change the UI layout is VERY important to me.  In most games they support the huge resolution, but then the UI is completely terrible without the ability to modify it.  SWTOR is an example of this when I tried it in beta, I'll just end up playing it on one monitor because of the UI until the ability to modify it is added.


Title: Re: SWTOR
Post by: Mrbloodworth on November 22, 2011, 06:58:39 AM
Is the client oriented such that I can download it, put it on an external, and copy over the install to another machine, or does the launcher prevent this?


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 06:59:18 AM
how exactly do you do the RSVP bit? I poked around on the website but didn't see anything. I also haven't done the questions or whatever, and can't find any place to do it on the site?

I just hope it's playble this weekend, because it seems it's more of an open beta - as in, make an account, you get an invite.

They should have sent you an email link to accept the invite.


Title: Re: SWTOR
Post by: Numtini on November 22, 2011, 06:59:51 AM
Hasn't almost everything since EQ2 and WoW launched with very limited or no customization on the UI?


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 07:00:28 AM
Is the client oriented such that I can download it, put it on an external, and copy over the install to another machine, or does the launcher prevent this?

You can likely do this. It's a standard looking patcher, so it's just looking at what is in the install directory and going "oh hey, that matches my checksums!" or downloading it again.


Title: Re: SWTOR
Post by: Jherad on November 22, 2011, 07:00:44 AM
So, I'm not going back through the previous 380+ pages again to remind myself what was said about this, but wanted to make a small contribution to the post NDA discussion -

I seem to remember someone somewhere mentioning something about all archetypes being essentially equal tanks at level 10 with points spent in ACs then determining role. This is not even slightly the case. The gap between (for example) a newly AC'd lvl 10ish Knight and a Shadow (with 0 points spent) in tanking and DPS ability is pretty frickin' enormous based on armour and weapons alone. The first flashpoint is pretty forgiving though, so you don't need particular classes.

Before I started beta I also had the (mis)conception that all ACs had two roles (eg damage and tanking for Jedi knights) and you picked one based on how you spent your points. Whilst somewhat true, as a Jedi Knight for example, my experience is that you are a tank. You can either be a really tanky tank, or a somewhat damagy tank, but a tank you remain. You just don't get the abilities and (really importantly) weapons to compete with the real DPS ACs.

YMMV, others may have experienced otherwise.


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 07:05:47 AM
how exactly do you do the RSVP bit? I poked around on the website but didn't see anything. I also haven't done the questions or whatever, and can't find any place to do it on the site?

I just hope it's playble this weekend, because it seems it's more of an open beta - as in, make an account, you get an invite.

www.swtor.com/tester

Go there, sign in, and see what it says.

Is the client oriented such that I can download it, put it on an external, and copy over the install to another machine, or does the launcher prevent this?
You can copy.  I've done this without issue.


Title: Re: SWTOR
Post by: Wolf on November 22, 2011, 07:09:51 AM
I think the site is broken right now :/


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 07:10:10 AM
Yes, the vast majority of people bitching about UI mods complain about damagemeters, which basically implies they're bad players you don't want to group with anyway. Aside from my completely correct and justified elitism, they don't understand that any game that writes a combatlog (and SWTOR does) will have damagemeters, even if they're outside the game. These realtime combatlog parsers originated with EQ2 and were popularized with Rift in its pre-UI mod days. Damagemeters are unavoidable. Embrace them.

As for mods in general, remember that SWTOR is a diku MUD and it has no click to heal. No grid/clique or vuhdo. In fact, it has no ability to create mouseover macros; even Rift had that. You need to hit F2 to target the tank then the 1 button to cast a heal, old-school. Healing is fucking painful in SWTOR.

Those are arguments for full UI mods ala WoW, and doesn't even mention that you can't move the windows or bars around. Even everquest one has that now.


Title: Re: SWTOR
Post by: Thrawn on November 22, 2011, 07:13:43 AM
SWTOR is a diku MUD and it has no click to heal. No grid/clique or vuhdo. In fact, it has no ability to create mouseover macros; even Rift had that.

annnnd just like that I refuse to play a healer in SWTOR.  Thank you for helping me narrow down my class choices.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 07:14:44 AM
annnnd just like that I refuse to play a healer in SWTOR.  Thank you for helping me narrow down my class choices.
I completely agree. I would rather tongue-kiss my grandfather than heal in SWTOR.


Title: Re: SWTOR
Post by: ghost on November 22, 2011, 07:15:53 AM
I think the site is broken right now :/

No, it just takes forever to get through.


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 07:16:22 AM
I think the site is broken right now :/

Yeah, a couple million people trying to bang the site for client downloads, forum bashing and other muck will have that effect  :why_so_serious:

As for mods in general, remember that SWTOR is a diku MUD and it has no click to heal. No grid/clique or vuhdo. In fact, it has no ability to create mouseover macros; even Rift had that. Healing is fucking painful in SWTOR.

You say painful.  I say "Whack-A-Mole" by having to actually use skill and reflexes instead of relying on add-ons to do it for me.  Healing used to be a badge of honor being able to keep a party alive through the fire and flame while juggling through targets, hotkeys and managing skills.  I'm rather glad they're taking the basic old-school approach from the start.  It will probably change over time...


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 07:18:38 AM
You're saying you enjoy fighting the interface. I'm going to avoid the entire "well it's an opinion, and opinions are subjective" jazz and just come out on the side of you're a fucking lunatic.

And yeah, Bioware will absolutely add click to heal, as well as WoW-style LFD functionality, just like Rift. But that's not good enough; this is 2011, it needs to be in for release. Game systems at bare minimum need to be comparable to WoW. Players know there's a better way.


Title: Re: SWTOR
Post by: Mrbloodworth on November 22, 2011, 07:23:31 AM
Is the client oriented such that I can download it, put it on an external, and copy over the install to another machine, or does the launcher prevent this?
You can copy.  I've done this without issue.

Great thanks.


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 07:26:58 AM
You're saying you enjoy fighting the interface. I'm going to avoid the entire "well it's an opinion, and opinions are subjective" jazz and just come out on the side of you're a fucking lunatic.

- I played a Mentalist healer in DAoC for years.  I outhealed and outclassed the 'real' healers on many occasions, in a game that still to this day knows nother of addons, and only after it fell into decline that it decided to broaden it's base by introducing creature comforts like UI skinning and such.
- I played a Defender healer in CoH, another game that has no addons and requires constant vigil over the health bars and active skill duties.
- I played Haflings in my inaugural season of f13 Blood Bowl

So yeah, I am a fucking lunatic.  I assure you though, I am one of many. I'm sorry you require a crutch (or three) in order to be as looney as I.  :why_so_serious: :drill:


Title: Re: SWTOR
Post by: 01101010 on November 22, 2011, 07:29:12 AM
By weekend, do they mean Friday or Saturday?

They posted about this yesterday...apparently in order to load-balance the servers, they are letting people in based on the date/time they RSVP'd for this weekends test.  You could get in as early as Friday evening, as late as Saturday afternoon, or somewhere in between.

Cool, the e-mail made no mention of any dates or times.

FYI:
Quote
Hello everyone! We are excited to have you joining us for Beta Testing Weekend! We can’t wait to get you all into the test. If you just received your invitation today, you can visit www.swtor.com/tester to download the launcher and begin patching the game.

To simulate a launch environment, testers who have accepted new invites to weekend testing will gain testing access in staggered intervals based on when their invites were accepted. The first group of testers will be able to log on beginning on Friday morning (11/25) at 10:00AM CST (16:00 London, 17:00 Paris/Berlin). Then, Saturday and Sunday at 10:00 AM CST (16:00 London, 17:00 Paris/Berlin) the second and final waves of testers will gain access. Please watch your email for details about when your phase of testing begins. This will come in a separate email from your invite.

To our existing testers: at 10:00AM CST on Friday 11/25, you will notice several new servers appear in server selection for the weekend test to accommodate all our weekend testers. You are welcome to create characters on these new servers, but please note that they will only be available for the duration of the weekend test, which ends on 11/27 at 11:59PM CST (11/28 5:59 London, 6:59 Paris/Berlin).

All testers share forums at this time, so please welcome our weekend testers, who will be active in these forums for the duration of the weekend test!


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 07:30:28 AM
You're saying you enjoy fighting the interface. I'm going to avoid the entire "well it's an opinion, and opinions are subjective" jazz and just come out on the side of you're a fucking lunatic.

- I played a Mentalist healer in DAoC for years.  I outhealed and outclassed the 'real' healers on many occasions, in a game that still to this day knows nother of addons, and only after it fell into decline that it decided to broaden it's base by introducing creature comforts like UI skinning and such.
- I played a Defender healer in CoH, another game that has no addons and requires constant vigil over the health bars and active skill duties.
- I played Haflings in my inaugural season of f13 Blood Bowl

So yeah, I am a fucking lunatic.  I assure you though, I am one of many. I'm sorry you require a crutch (or three) in order to be as looney as I.  :why_so_serious: :drill:

I really don't understand what you're getting at.  Having a mouseover macro just makes it so I don't have to change my target proper to heal someone.  There's no extra logic that the game handles over having it be "Change target, cast on target, repeat".  I'm tempted to think you're thinking about something else entirely.

(I guess you can argue it's more difficult, but it's not an engaging or interesting kind of difficulty.)


Title: Re: SWTOR
Post by: Mrbloodworth on November 22, 2011, 07:31:03 AM
stuff

That wasn't in the e-mail!

Sorry, I have not really been following the game very closely. So stuff posted on the main site I miss.


Title: Re: SWTOR
Post by: Wolf on November 22, 2011, 07:35:00 AM
Great. I'm willing to bet that us in the third world, that don't even get the game at launch, will be stuck in the sunday slot.  :heartbreak:

Well, at least it won't ruin my dreamhack.


Title: Re: SWTOR
Post by: 01101010 on November 22, 2011, 07:37:20 AM
I really don't understand what you're getting at.  Having a mouseover macro just makes it so I don't have to change my target proper to heal someone.  There's no extra logic that the game handles over having it be "Change target, cast on target, repeat".  I'm tempted to think you're thinking about something else entirely.

(I guess you can argue it's more difficult, but it's not an engaging or interesting kind of difficulty.)

Not having target of target is much more of an issue for me than mouseover anything. I learned a lot playing whm in FFXI to know how to heal like this. Of course, I am going to play a tank though....  :oh_i_see:


Title: Re: SWTOR
Post by: VainEldritch on November 22, 2011, 07:37:41 AM
I think the site is broken right now :/

Yeah, a couple million people trying to bang the site for client downloads, forum bashing and other muck will have that effect  :why_so_serious:


If it's like this today, then looking ahead to December 20th the BW Community Team must feel like they are on beach watching some gargantuan tidal wave inexorably approaching as they stack pathetic sandbags. It is quite as they work, but high above flocks of seagulls stream inland and underfoot the ground begins to tremble.

I hope someone packed the aqualungs.

 :ye_gods:


Title: Re: SWTOR
Post by: Thrawn on November 22, 2011, 07:40:09 AM
You say painful.  I say "Whack-A-Mole" by having to actually use skill and reflexes instead of relying on add-ons to do it for me.  Healing used to be a badge of honor being able to keep a party alive through the fire and flame while juggling through targets, hotkeys and managing skills.  I'm rather glad they're taking the basic old-school approach from the start.  It will probably change over time...

I can't help but thinking of this in the same way as some parent talking about how they walked to school uphill both ways through 10 feet of snow in 120 degree weather when they were a kid and us youngsters have it so easy now.  :awesome_for_real:


Title: Re: SWTOR
Post by: Sky on November 22, 2011, 07:41:46 AM
I never understood why this feature is so important to folks.  I find most game UI's fine.  Part of the annoyance I had with wow is that you practically HAD to download addons if you wanted to play competitively in PvE and PvP and those addons tended to really clutter up the screen.  Locked UI's mean everyone plays on a relatively similar playing field.  I can't remember if they have macros for this game, I hope they don't, although it may be an inevitability because of macro-programmable keypads and such.
I am completely on the same page.

I did move around EQ2's UI quite a bit, but TOR's UI works for me.

And macros. I think Rift has taught us that macros are bad. Same thing as mouseover healing: L2P  :why_so_serious:


Title: Re: SWTOR
Post by: Numtini on November 22, 2011, 07:44:14 AM
I like my mouseover healing just fine, and I was shocked that there was no ability to at least reskin and move around the UI, but I think when you start to do stuff like have the interface do active processing ie, only the stuff I can cure shows up in my UI, I see other healers incoming heals or hots, threat meters, etc. The things where you use to have the player make an analysis of data. Then you get into a problem where you've got an arms race between interface and challenge, which is where you get all the dances and such in WoW. Again, I love Vuhdo. But some aspects of it, I think, are changing the game.

Damage meters attract the most attention because people kick/ragequit over them. I really like seeing what's going on, particularly in a raid environment. But people pitching fits when you're doing fine because they are theoretically not putting out enough DPS is enough to make me ok living without them.

In the end, all of this is just commentary because no matter how corrosive some things are, there will be full active UI mods and an instant dungeon finder that awards points and transports you to and from the dungeon and people will act in the same rude manner they do in WoW.

Edit: Rift style macros are horrible. It reduced everything to mashing one button and I think that's one of the main things making the game feel so dull.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 07:45:20 AM
Not having target of target is much more of an issue for me than mouseover anything.
Right, it doesn't have target of target either.

Rift's particular implementation with dozens of skills off the GCD forcing people to macro everything is bad. Macros in of themselves are perfectly fine-- the WoW implementation in particular works well.

And again, SWTOR writes a combatlog so it will have damagemeters anyway.


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 07:45:45 AM
The problem with Rift is that while you can play without macros, you're looking at about 3-4 hotbars filled to the brim with skills and having to play like goddamned master piano player in order to do the same thing that one or two macros could do.

That may sound somewhat contradictory to what I had just posted.  All I can say is that even I have limits  :why_so_serious:


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 07:46:14 AM
And macros. I think Rift has taught us that macros are bad. Same thing as mouseover healing: L2P  :why_so_serious:

Rift's macro clusterfuck is entirely on Trion.  They could have made theirs fail after the first failed on-GCD ability like WoW does.

It really is one of those things I can't get my head around about that game.  (Thankfully, I can avoid playing melee just fine.)


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 07:46:26 AM
I think the site is broken right now :/

Yeah, a couple million people trying to bang the site for client downloads, forum bashing and other muck will have that effect  :why_so_serious:

As for mods in general, remember that SWTOR is a diku MUD and it has no click to heal. No grid/clique or vuhdo. In fact, it has no ability to create mouseover macros; even Rift had that. Healing is fucking painful in SWTOR.

You say painful.  I say "Whack-A-Mole" by having to actually use skill and reflexes instead of relying on add-ons to do it for me.  Healing used to be a badge of honor being able to keep a party alive through the fire and flame while juggling through targets, hotkeys and managing skills.  I'm rather glad they're taking the basic old-school approach from the start.  It will probably change over time...

Hotkey (F1-5) healing + button press doesn't bother me in grouped content.

Where it makes me want to stab someone is in Raid or PVP content. Exactly what hotkey is "target the third member of group four", which is why things like healbot and grid/clique started up. That and libheal, which is goddamned awesome (shows your expected incoming heal to others running libheal enabled mods, so you not only know "X is hurt" but know he's about to get a heal so don't panic)

All that said, I have no idea how large raid content gets in SWOTOR, or PVP content. I'm mostly going into this blind based on the assumption that I may in fact like the story. But if there's raid or multi group pvp, a basic healing UI will just not cut it. Please tell me there's at least a target of target frame.


Title: Re: SWTOR
Post by: Numtini on November 22, 2011, 07:47:39 AM
I honestly love the piano player style of play. It's one of the reasons I always preferred EQ2 to WoW. That's a preference and it does go both ways.

Oh and the idea of downloading 12-20gig, then getting in Sunday morning for a test over a 4 day weekend that ends on Sunday is bogus.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 07:48:34 AM
SWTOR does not have target of target at all. It does have multi-group raids. I don't know if it has multi-group PvP or not, haven't paid much attention to that. Target of target, much like all the other crap missing from WoW, will be added post-release.

Without all these niceties we've come to expect, SWTOR isn't a great MMO, but if you enjoyed KOTOR you will find the leveling experience pretty compelling. Hopefully by the time we get a couple characters to max-level they'll have added those conveniences and it will succeed as a MMO.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 22, 2011, 07:53:22 AM
I'm not talking about mods, those are nice and do bring in a certain community to a game that does help but this is about being able to move UI elements at all.  Not being able to do something like move your hotbars around is going to be a HUGE quality of life issue for a lot of people.  It may not ever be something people point out as the reason they leave but it will add a lot of frustration to a game and make things much less fun.  To me it's almost certainly a dealbreaker.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 07:55:29 AM
SWTOR does not have target of target at all. It does have multi-group raids. I don't know if it has multi-group PvP or not, haven't paid much attention to that.

Target of target, much like all the other crap missing from WoW, will be added post-release.

No target of target and "click name, click heal" will drive me mad. MAD I tell you. Just because you are, as Numtini pointed out, having the player make judgement calls and analysis on the data presented. But without the right tools (target of target, a decent UI) you're honestly half guessing and scrambling in a situation that should be pretty calm. I do not WANT what libheal fixed. libheal fixed the need for a 40 man raid to have a healers channel where everyone called out their healing targets every fucking cast so we knew who was already getting heals. Libheal does that with a much clearer UI over it. Also, range indicators on the health UI for things like PVP where someone may be at half health, but is in reality across the goddamned map from you.

But really, I can live without that, it's just annoying and will make me want to raid for much shorter time periods. A solution to "you have 15 players, the basic heal plan of F1/Healbutton fails with more than 1 group. Deal with it!" issue is far higher on my list of please god let them have an elegant solution that doesn't involve "just bring a healer for each group!"


Title: Re: SWTOR
Post by: Pezzle on November 22, 2011, 08:01:25 AM
Healing in the game is not particularly difficult.  On occasion getting a companion has been annoying, that is about it.  I need to figure out if there are keyboard shortcuts for the sidebars, THAT is bothersome.  

And to hell with WoW and the mod aids it infects you with.  That shit is ridiculous.  


Title: Re: SWTOR
Post by: eldaec on November 22, 2011, 08:05:40 AM
I dislike target of target because it removes too much decision making, only place I thought it worked ok was CoH, because the abilities tended to be heavily positional with lots of aoe, so assist spamming wasn't generally a great approach.

But I have no issue at all with UI mods.

Trying them out just adds another level of personalisation and meta gaming. It acts as another shiny babble to play with before I inevitably get bored and wander off.


Title: Re: SWTOR
Post by: Wolf on November 22, 2011, 08:11:52 AM
I really don't get the hate on damage/healing meters. They help you improve as a player and as a team. Yeah kids will be obnoxious with them, but they'll be obnoxious anyway so I don't see the difference.

btw, since we're on the topic of UI, how do procs visualize? Talking about something like this - http://www.torhead.com/ability/gnRzk3C


Title: Re: SWTOR
Post by: Ironwood on November 22, 2011, 08:13:02 AM
Because it gives them weapons.

Being obnoxious without a weapon to do so is easy to ignore.  When someone is ramming 'CRAP DPS CRAP DPS CRAP DPS' down the groups throat because you're maybe .005% under the rest of them sometimes leads to, well, the wee bastards winning.

 :why_so_serious:


Title: Re: SWTOR
Post by: Sky on November 22, 2011, 08:13:21 AM
I honestly love the piano player style of play. It's one of the reasons I always preferred EQ2 to WoW. That's a preference and it does go both ways.

Oh and the idea of downloading 12-20gig, then getting in Sunday morning for a test over a 4 day weekend that ends on Sunday is bogus.
Bb! NEED A Bb NOW! :) Since it's pretty much left hand dexterity, I enjoy it. I don't like being restricted on modifier keys (alt/ctrl), then it's like playing a chord!

I'm not even planning on playing but I downloaded it just to do my part to stress things. I might jump in for a bit as a Consular again just to add load to the servers, but I don't see any reason to waste time playing.

As far as raid healing, I say just get rid of raids.


Title: Re: SWTOR
Post by: 01101010 on November 22, 2011, 08:22:51 AM
I dislike target of target because it removes too much decision making, only place I thought it worked ok was CoH, because the abilities tended to be heavily positional with lots of aoe, so assist spamming wasn't generally a great approach.

But I have no issue at all with UI mods.

Trying them out just adds another level of personalisation and meta gaming. It acts as another shiny babble to play with before I inevitably get bored and wander off.

My only issue with the lack of target of target is the fact that healing the main "tank" becomes an F-key press, heal press, then retarget the active mob. In this game, where a lot of mobs come in packs, it makes it a fucking mess to tab through (though now that I think about it, there might be a hot key for last target) each hostile target to ge the right one, or you could try and monkey with the mouse click which is equally as silly. I was quite flustered in the fact that each MMO I have played since realizing this great feature has had it.


Title: Re: SWTOR
Post by: Ironwood on November 22, 2011, 08:23:07 AM

As for mods in general, remember that SWTOR is a diku MUD and it has no click to heal. No grid/clique or vuhdo. In fact, it has no ability to create mouseover macros; even Rift had that. You need to hit F2 to target the tank then the 1 button to cast a heal, old-school. Healing is fucking painful in SWTOR.

Good God, that sounds horrendous.

The wife isn't gonna be happy.


Title: Re: SWTOR
Post by: Sky on November 22, 2011, 08:23:17 AM
For the lol:

(http://img818.imageshack.us/img818/6140/webqueue.jpg)


Title: Re: SWTOR
Post by: 01101010 on November 22, 2011, 08:30:37 AM
For the lol:

(http://img818.imageshack.us/img818/6140/webqueue.jpg)

There is a fucking queue to get on the god damn website now?  :uhrr: :ye_gods:


Title: Re: SWTOR
Post by: Mrbloodworth on November 22, 2011, 08:31:17 AM
Yeah ran into that too.


Title: Re: SWTOR
Post by: Pezzle on November 22, 2011, 08:32:15 AM
The thing is, if you add hot kustom UI bits the game gets easier and then they balance towards you having mods.  Then you must have them.  I engaged in a rather fantastic rant the first time I saw some of the advanced WoW stuff.  If the mods are going to tell you how to play the game (or play it for you) then why bother?  


Title: Re: SWTOR
Post by: Wolf on November 22, 2011, 08:32:25 AM
it's great when the waiting room redirects you to "server not found".


Title: Re: SWTOR
Post by: 01101010 on November 22, 2011, 08:43:29 AM
it's great when the waiting room redirects you to "server not found".

Working as intended...


Title: Re: SWTOR
Post by: ghost on November 22, 2011, 08:45:44 AM
I think I'm drifting into the realm of "skip the beta" and wait until ~months after I get my pre-order to activate my sub. 


Title: Re: SWTOR
Post by: Nevermore on November 22, 2011, 08:50:17 AM
Let's not kid ourselves. Not being able to change the UI in 2011 IS fucking clownshoes.

I never understood why this feature is so important to folks.  I find most game UI's fine.  Part of the annoyance I had with wow is that you practically HAD to download addons if you wanted to play competitively in PvE and PvP and those addons tended to really clutter up the screen.  Locked UI's mean everyone plays on a relatively similar playing field.  I can't remember if they have macros for this game, I hope they don't, although it may be an inevitability because of macro-programmable keypads and such.


There are plenty of games that allow you to move elements of your UI around as you like without allowing addons.  Guild Wars and CoX for two examples.  CoX was especially nice in that it allowed you to make new hotbars you could actually move into different shapes as well as put them where ever you like.


Title: Re: SWTOR
Post by: amiable on November 22, 2011, 08:55:46 AM
I enjoy old school healing, but honestly I pretty much hate doing PvE in groups of larger than 8 people.  I remember coming back to wow and running a pug raid and getting screamed at because I didn't have like 7 different mods that were apparently essential to do an encounter.  Why do I need third party mods to successfully do my job?  It's infuriating.  Putting everyone on the same playing field will hopefully reduce a lot of that crap.


Title: Re: SWTOR
Post by: Bungee on November 22, 2011, 09:00:45 AM
Uhm, I just read that they took on the ol' XP via PvP. Viable? Or just a gimmick?


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 09:03:59 AM
Uhm, I just read that they took on the ol' XP via PvP. Viable? Or just a gimmick?

If anything it'll be as viable as grinding mobs in PvE, which is to say that if you enjoy grinding out space boars for 21 hours a day for two months straight, it's viable.

Quests, man, it's all about the quests.


Title: Re: SWTOR
Post by: Falconeer on November 22, 2011, 09:16:12 AM
Uhm, I just read that they took on the ol' XP via PvP. Viable? Or just a gimmick?

If anything it'll be as viable as grinding mobs in PvE, which is to say that if you enjoy grinding out space boars for 21 hours a day for two months straight, it's viable.


Space boars? No.
Space morons? Gimme.

If nothing else, their AI is slightly more unpredictable.


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 09:23:58 AM
(http://i.imgur.com/5j7KA.png)


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 09:29:32 AM
I enjoy old school healing, but honestly I pretty much hate doing PvE in groups of larger than 8 people.  I remember coming back to wow and running a pug raid and getting screamed at because I didn't have like 7 different mods that were apparently essential to do an encounter.  Why do I need third party mods to successfully do my job?  It's infuriating.  Putting everyone on the same playing field will hopefully reduce a lot of that crap.

You don't need mods to do your job. People are whiny about what everyone else needs. The only one I usually ask people to install if they insist on playing without common raid mods is libheal, because it benefits everyone else who is running mods without impacting your gameplay at all. I know all of one person who healed raids in WoW without a single healing mod, and I think she's certifiably insane. Wrath and Cata went a long way to making it entirely possible to do without hating your life, though. The base UI has come a long way, and almost has everything I want now.

Boss Mods were the norm prior to Cata (and maybe wrath?), when raid bosses had abilities on strict timers, but lacked obvious cues for them. They changed the encounters to pretty clearly telegraph when it was time to change tactics for a minute.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 09:34:25 AM
I don't particularly care whether functionality is exposed via the default UI (like Rift) or user-created mods. I do, however, expect to see that functionality. This is 2011, and SWTOR is releasing with the least customizable and feature-rich UI of any major MMO on the market today.

To summarize, SWTOR is missing:

1) Macros. Missing entirely.
2) Click-healing
3) Basic UI customization. Cannot move bars or windows around and cannot change scale or opacity either. Again, everquest one has all this.
4) Target of target. Both frame and auto-cast functionality. (IE, you cast a heal on a targetted monster and it heals your tank). Also no dual-targetting, which is a viable alternative.
5) Predictive healing. (libheal mentioned above)
6) Raid frames don't show buffs/debuffs and have no aggro, tank, or range indicators. They can't be changed to show a health deficit for healers.

I feel allowing mods is a good idea, since it allows you to leverage the expertise of millions of players. But if you take a hard-line stance against mods, you need to present a kick-ass default UI.


Title: Re: SWTOR
Post by: Nebu on November 22, 2011, 09:44:30 AM
I feel allowing mods is a good idea, since it allows you to leverage the expertise of millions of players. But if you take a hard-line stance against mods, you need to present a kick-ass default UI.

This should keep the thread going for another few pages.  

I hate mods.  I prefer that players adapt to the UI.  MMO's have gotten too easy with mods and macros.  As someone that enjoys pvp, I like to know that it was me that beat the opponent, not my UI tweaks and macros.  The more level the playing field, the easier it is to separate ability levels.


Title: Re: SWTOR
Post by: Mrbloodworth on November 22, 2011, 09:45:15 AM
I feel allowing mods is a good idea, since it allows you to leverage the expertise of millions of players. But if you take a hard-line stance against mods, you need to present a kick-ass default UI.

This should keep the thread going for another few pages.  

I hate mods.  I prefer that players adapt to the UI.  MMO's have gotten too easy with mods and macros.  As someone that enjoys pvp, I like to know that it was me that beat the opponent, not my UI tweaks and macros.  The more level the playing field, the easier it is to separate ability levels.

Same here.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 09:48:38 AM
Unless you're just playing the devil's advocate to keep the thread moving, there's no need to talk further about addons. SWTOR doesn't have them. Although, like Rift, I'll betcha they add em later on.

As for macros (which also aren't in SWTOR), WoW-style macros are fine, because they are very strictly limited. Rift-style macros aren't.


Title: Re: SWTOR
Post by: Nevermore on November 22, 2011, 09:54:10 AM
Again, there's a big difference between allowing addons and just being able to move the stupid mini map to a different spot.  The former I don't care about one way or the other.  Not having the latter is clownshoes.


Title: Re: SWTOR
Post by: Bunk on November 22, 2011, 09:54:57 AM
Wow. As in the exclamation rather than the game. The last two pages have done more to make me glad I never raided in WoW than anything else I've ever read. Basically two pages of "WoW was unplayable unless you had 15 third party mods that did everything for you automatically!!1!!"

(I do agree that you should be able to move UI components though)


Title: Re: SWTOR
Post by: Nebu on November 22, 2011, 09:59:15 AM
(I do agree that you should be able to move UI components though)

I'll agree here as well as resizing/keybinding. 


Title: Re: SWTOR
Post by: Lakov_Sanite on November 22, 2011, 10:01:52 AM
Does the ui even allow for multiple hotbars or is there a lot of shift/alt clicking involved? I actually like seeing all my buttons.


Title: Re: SWTOR
Post by: Numtini on November 22, 2011, 10:03:22 AM
People equate UI mods with active mods, which are really mini-programs. EQ2 doesn't have add ons as such, but it allows virtually unlimited UI replacement. I used Profit and I'm pretty sure there wasn't a single bit of the original UI left, but I think the only additional feature it added was one click healing and curing.


Title: Re: SWTOR
Post by: koro on November 22, 2011, 10:05:49 AM
Does the ui even allow for multiple hotbars or is there a lot of shift/alt clicking involved? I actually like seeing all my buttons.

You can have up to four visible hotbars. Most classes will need all four just to fit the skills they get on them.

I just want a goddamn UI scale option with the ability to move UI elements around. The UI was very obviously designed for a widescreen monitor with lots of screen real estate, so those of us still stuck in the land of 4:3 have a UI that takes up way too much room.


Title: Re: SWTOR
Post by: Fabricated on November 22, 2011, 10:07:11 AM
I can't recall in the ridiculous amount of press released by Bioware on this game, but didn't they specifically say they were working on an addon API and that it was going to go in some time after retail in a major patch? Same with a Dungeon Finder?

SWTOR's forums are easily as bad as WoW's the more I read them. The vocal minority there is pretty anti-LFD and anti-addon.


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 10:08:37 AM
A Dungeon Finder was talked about by devs this year.  Won't be in release, but they have not denied it ever going in at all.

I seem to recall there being an option in the configuration for resizing the UI,,,I may be wrong.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 10:11:01 AM
The same (very) vocal minority showed up in the Rift forums. And here, for that matter, assuming those guys aren't just being contrary. They lost in Rift, just like they will lose with SWTOR. Because they're wrong.

As for hotbars, you can have two hotbars at the bottom, one on the left, and one on the right. They are not resizable, movable, scalable, and you can't adjust transparency. You can hotkey each button individually, but there are a couple reserved keys unavailable-- not a big deal. I believe one of the bottom hotbars is lost once you get a companion-- I haven't actively played SWTOR in a couple months, I just login briefly with each patch to see what changed.


Title: Re: SWTOR
Post by: Wolf on November 22, 2011, 10:17:17 AM
(http://i.imgur.com/hGNaA.jpg)
ಠ_ಠ


Title: Re: SWTOR
Post by: Merusk on November 22, 2011, 10:17:31 AM
The vocal minority are those players that see DPS parses and threat-detectors as detrimental to the game and that's really what they're against, not add-ons in general.   My response is usually, "they wouldn't care if they didn't suck at playing the PvE grouping part so very much."


Title: Re: SWTOR
Post by: Sheepherder on November 22, 2011, 10:19:20 AM
As for custom UIs and addons, while they worked wonders for WoW, I think I've reached the point where I'm just indifferent about them.  If they ever allow for us to reskin the UI, let alone use addons, great.  But even WoW killed off some addons because they actually integrated the feature(s) in to the base UI.

And if the mods had never existed none of the XML / Lua guys at Blizzard would have said "Oh... that's neat."

The only one I usually ask people to install if they insist on playing without common raid mods is libheal, because it benefits everyone else who is running mods without impacting your gameplay at all. I know all of one person who healed raids in WoW without a single healing mod, and I think she's certifiably insane.

The "display incoming heals" part of libheal has been included in the Blizzard UI.

I once watched my younger brother solo heal Malchezzar on his paladin without mods because the other healer died in the first shadow nova.

Wow. As in the exclamation rather than the game. The last two pages have done more to make me glad I never raided in WoW than anything else I've ever read. Basically two pages of "WoW was unplayable unless you had 15 third party mods that did everything for you automatically!!1!!"

You're getting a false impression because people are picky about what they use.


Title: Re: SWTOR
Post by: Draegan on November 22, 2011, 10:19:47 AM
Did SWTOR turn on their combatlog in the last week?  As of a week ago it wasn't in.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 10:19:55 AM
The vocal minority are those players that see DPS parses and threat-detectors as detrimental to the game and that's really what they're against, not add-ons in general.   My response is usually, "they wouldn't care if they didn't suck at playing the PvE grouping part so very much."
Right, they didn't know what they were doing and got kicked out of a group/raid/guild, and they feel that nobody will notice how much they suck without meters. I truly and honestly believe this.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 10:23:31 AM
The vocal minority are those players that see DPS parses and threat-detectors as detrimental to the game and that's really what they're against, not add-ons in general.   My response is usually, "they wouldn't care if they didn't suck at playing the PvE grouping part so very much."
Right, they didn't know what they were doing and got kicked out of a group/raid/guild, and they feel that nobody will notice how much they suck without meters. I truly and honestly believe this.

So you don't think it's in response to the min/maxer mentality? I'm not against them, but they do turn regular people into dicks, idiots, and meter watchers.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 10:28:02 AM
Dikus are enormous time investments; everybody playing at a high level is a powergamer, because it takes hundreds of hours to get there. Obviously you get some edge cases who RP or whatever, but the game mechanics don't support that sort of thing except in providing a chatroom. Dikus aren't SWG or UO.

Regarding the combatlog, you're right, it's not in the game now. SWTOR used to have one. From a quick google it looks like it was removed a couple weeks ago and nobody knows why. They're going to have to either re-add it or just give up on modern WoW-style raiding entirely. That would be a bold choice, but EA isn't going to let them deviate from the model (WoW) that much.


Title: Re: SWTOR
Post by: Nebu on November 22, 2011, 10:31:40 AM
Could it be that 3rd party dps/hps meters rely on combatlog info?   Just a guess.  Makes me wonder if they're trying to avoid their use.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 10:33:06 AM
They do indeed, but again, if they want to promote a competitive raiding environment, they must re-enable combatlogs.


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 10:35:15 AM
Could it be that 3rd party dps/hps meters rely on combatlog info?   Just a guess.  Makes me wonder if they're trying to avoid their use.

If you want to disable tools like parsers, you don't need to kill the combat log, just kill dumping it to a file.  Or only show your part of it and no one else's, like LotRO does.

Still, I think hiding information from players "for their own good" is idiotic.  Players being able to make intelligent analysis of a game's systems makes for a better game.


Title: Re: SWTOR
Post by: eldaec on November 22, 2011, 10:40:14 AM
don't show buffs/debuffs

Wait, what? Seriously you can't tell what buffs and debuffs are on your group?


Title: Re: SWTOR
Post by: eldaec on November 22, 2011, 10:43:20 AM
Again, there's a big difference between allowing addons and just being able to move the stupid mini map to a different spot.  The former I don't care about one way or the other.  Not having the latter is clownshoes.

I remember when mmogs didn't have maps, mini or otherwise. We had to craft our own maps on paper animal skin, and we damn well liked it.


Title: Re: SWTOR
Post by: amiable on November 22, 2011, 10:43:38 AM
They do indeed, but again, if they want to promote a competitive raiding environment, they must re-enable combatlogs.

It's entirely possible that they do not want to do this.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 10:43:52 AM
You can see buffs/debuffs in a group (although it also shows long-duration ones), but not in a raid.

Hiding information from users is very oldschool-- everquest1 in fact. I was actually the guy that proved EQ1 stats did nothing, back in like 1999 or so on the shaman boards. Remember when each EQ1 class had its own site?

It's entirely possible that they do not want to do this.
They don't want to promote a competitive raiding environment? Bzzzzzt, wrong. EA wants SWTOR to do everything WoW does, just better. They're already talking about endgame raids, the eternity vault or whatever.


Title: Re: SWTOR
Post by: eldaec on November 22, 2011, 10:47:02 AM
Unfortunately EA have been completely up front in stating that they feel the need to pander to raiders.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 10:47:23 AM
They do indeed, but again, if they want to promote a competitive raiding environment, they must re-enable combatlogs.

It's entirely possible that they do not want to do this.

From a business design perspective, I'd say they are probably smart to avoid that completely. There is a game that will always beat you out there right now.


Title: Re: SWTOR
Post by: koro on November 22, 2011, 10:51:18 AM
You can see buffs/debuffs in a group (although it also shows long-duration ones), but not in a raid.

The buff/debuff icons also happen to be about 10x10 pixels and the darkening clock-tick effect that shows how long they have remaining tends to make them indistinguishable.

Any raid or flashpoint encounters that require rapid debuff cleansing will be a world of hurt with how hard it is to rapidly target someone and fire off an ability.


Title: Re: SWTOR
Post by: Evildrider on November 22, 2011, 10:56:57 AM
I feel allowing mods is a good idea, since it allows you to leverage the expertise of millions of players. But if you take a hard-line stance against mods, you need to present a kick-ass default UI.

This should keep the thread going for another few pages.  

I hate mods.  I prefer that players adapt to the UI.  MMO's have gotten too easy with mods and macros.  As someone that enjoys pvp, I like to know that it was me that beat the opponent, not my UI tweaks and macros.  The more level the playing field, the easier it is to separate ability levels.

Same here.

Ditto.


Title: Re: SWTOR
Post by: Morfiend on November 22, 2011, 10:59:38 AM
I'm all for mods as long as the developer is on top of them. Ala Blizzard getting rid of game breaking ones. I love my mods, but most of the ones I use for just for layout and customization. Stuff like improved nameplates, and movable UI elements.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 10:59:52 AM
From a business design perspective, I'd say they are probably smart to avoid that completely. There is a game that will always beat you out there right now.
So from a business perspective, you think they would be wise to avoid fostering a competitive raid environment? Can you name a successful diku MMO that doesn't include endgame raids? What do you propose as the PvE endgame to take the place of raiding?

I would love to play a diku MMO with a truly different endgame. I think it's very possible, and I think someone will do it, eventually. But is EA going to stick their necks out on SWTOR? Hell no.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 11:00:20 AM
I don't think anyone objects to the level playing field argument, they just object to the "shitty UI just means you need to learn to love it" aspect.

If the UI is badass, I don't care if I can't mod it much. If the UI is complete shit, I'd prefer it to either be made better, or made modable. See the Skyrim thread for "dear god people learn to make a fucking UI"


Title: Re: SWTOR
Post by: Viin on November 22, 2011, 11:02:04 AM
I just want a goddamn UI scale option with the ability to move UI elements around. The UI was very obviously designed for a widescreen monitor with lots of screen real estate, so those of us still stuck in the land of 4:3 have a UI that takes up way too much room.

We don't want your kind around these parts, move along stranger.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 11:02:46 AM
Right. They either need to commit the resources to producing a truly mature and feature-rich default UI or allow users to build addons. Ideally both, like Rift.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 11:03:50 AM
I'm all for mods as long as the developer is on top of them. Ala Blizzard getting rid of game breaking ones. I love my mods, but most of the ones I use for just for layout and customization. Stuff like improved nameplates, and movable UI elements.

Moreover, Blizzard has been taking the core/required mods and making them part of the base UI for a while now. They want a level playing field as much as anyone else, it makes development easier. They're just not trying to keep the UI shitty. They accept that some changes are improvements, and copy them into the base UI.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 22, 2011, 11:05:21 AM
If Skyrim has taught me anything it's that  game needs to be REALLY fucking good to overcome a shit UI and even then it's still a huge black mark on something otherwise fun.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 11:08:49 AM
The vocal minority are those players that see DPS parses and threat-detectors as detrimental to the game and that's really what they're against, not add-ons in general.   My response is usually, "they wouldn't care if they didn't suck at playing the PvE grouping part so very much."
Right, they didn't know what they were doing and got kicked out of a group/raid/guild, and they feel that nobody will notice how much they suck without meters. I truly and honestly believe this.

Or they PUG. PUGs are just annoying with meters. I run them and don't spam them because it helps me know what is going on with myself and others. I can find out in a click if the reason our healer is OOM constantly is they're sitting happily at 70% overheal because they keep dropping large heals on 5% damage. It lets me know if I'm fucking up my skills when I see my damage output is well below my par.

But I've seen plenty of "LOL U SUX KICK THEM" just because you're half the theoretical max dps for your spec in perfect gear, when you're not even max level. PUGs bring out all kinds. I don't blame the tools though. I blame the Tool.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 11:09:44 AM
From a business design perspective, I'd say they are probably smart to avoid that completely. There is a game that will always beat you out there right now.
So from a business perspective, you think they would be wise to avoid fostering a competitive raid environment? Can you name a successful diku MMO that doesn't include endgame raids? What do you propose as the PvE endgame to take the place of raiding?

You sort of answer your own question. I can name one really big MMO with a raiding endgame. What you need in this scenario to beat that game is not to out-do it because I believe it already tapped a very large percentage of the player market. If the players want an endgame raiding market, you'll have to outproduce the big gorilla.

OR, you differentiate. You craft your game around storylines and smaller group content. You decrease the size of necessary players and build around that style of play. MMOs have already shown they are willing to go smaller and tighter with their encounter mechanics. The real key for SWTOR will be if they can craft stories and updates with regular certainty, and if they can continue to add value and flavor items with their smaller group content.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 11:13:09 AM
I believe SWOTOR will live and die based on content updates after the first 6-12 months, but I wouldn't recommend they just kick raiding and large scale PVP out the airlock and go "we don't want your kind here"

I prefer small group encounters, but I won't try and pretend I haven't had a mess of fun with 10-25 guild friends fucking around in raid zones.

edit: I will say I had no fun doing 40 man raids, but a lot of it was due to only being friends with 3 of the people in said raids. Raids themselves aren't the fun part, it's being able to pull a lot of your friends together and share an experience.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 11:22:53 AM
There are tons of successful diku MMOs, both past and present. LOTRO, EQ, EQ2, aion, allods, conan, DaoC, DCUO, Rift, RoM, etc. All of them used raiding as their PvE endgame, with varying levels of success. Trying anything different is a major risk.

SWTOR is the most expensive game of all time. EA is not trying to "go smaller". It's not a shot in the dark. They're not looking to take risks. They want to take WoW's lunch.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 11:29:18 AM
SWTOR is the most expensive game of all time. EA is not trying to "go smaller". It's not a shot in the dark. They're not looking to take risks. They want to take WoW's lunch.

If that's their goal, they will fail. You can beat WoW eventually. You can certainly steal some of WoW's momentum, but you have to offer people something better or different. Getting more raidy than WoW? That's not going to happen.

You're not going to draw in people by being more hardcore, or getting more into competative raiding as your main focus. Cataclysm fallout has proven that's a bad idea. WoW is what it is because it initially rejected those ideals from EQ and made the game more accessible with the new idea of quests being the focus.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 11:34:39 AM
As for hotbars, you can have two hotbars at the bottom, one on the left, and one on the right. They are not resizable, movable, scalable, and you can't adjust transparency. You can hotkey each button individually, but there are a couple reserved keys unavailable-- not a big deal. I believe one of the bottom hotbars is lost once you get a companion-- I haven't actively played SWTOR in a couple months, I just login briefly with each patch to see what changed.


You can set which hotbar the companion bar will replace and you can just minimize the companion bar with the ~ (tilde I think?) key. I move mine to the far left if I want it open, but I usually just turn everything onto autocast and let me companion sort it self out.


Title: Re: SWTOR
Post by: Sky on November 22, 2011, 11:35:04 AM
LOTRO, EQ, EQ2, aion, allods, conan, DaoC, DCUO, Rift, RoM, etc. All of them used raiding as their PvE endgame, with varying levels of success.
There are a whole lot of people who think raiding is shit gameplay and don't partake in it. And then a whole lot that do just because it's incentivized with phat lewtz, they endure shit gameplay to get them.

And as you point out ALL OF THOSE GAMES USE RAIDING as an 'endgame'.

Time for a change, because I think fans of raiding ARE COVERED BY EVERY OTHER GAME ON THE MARKET. TOR is the first mmo I've played since UO that I haven't been made to feel like a total scrub third-class citizen because 'that's just how it is, man, it's MMO lol play Skyrim'. But I would also like to see some mmo that focuses MORE on raiding and leaves off the quest-style content that just gets in the way for those folks. You can't please everyone, and continuing to try is making for an extremely mediocre genre.

There's a lot of money on the table if they don't fall into the trap of chasing the hardcore. The casual (softcore?) is the majority. Better to have 50 people who play for three months a year than 10 people subbed year 'round, with those ten bitching about class balance and rate of content release and loot tables and stat algorithms.


Title: Re: SWTOR
Post by: Outlawedprod on November 22, 2011, 11:35:58 AM
Having trouble getting on swtor.com today still.  Finally got onto the tester page a few minutes ago.  Funny enough before it finally would load I got a "you are in a queue" message.

Queue for tester signup webpage LOL


Title: Re: SWTOR
Post by: Bunk on November 22, 2011, 11:37:30 AM
They do indeed, but again, if they want to promote a competitive raiding environment, they must re-enable combatlogs.

See, now this I don't get. What the hell is a competetive Raiding environment?

So people are so concerned about being the absolute best and most efficient at raids, that they have to have an individual scoring mechanic for each participant? I guess I understand it, even though I'd have zero interest in being involved in it.

I'm all for a combat log to tell me I did Uber! - but the moment my participation is contingent on being in the top X percentile? Fuck that shit.

Well, the positive thing is, if I don't want to be involved in Call of Duty Raiding, I don't have to. If Raiding is getting balanced to provide challenge to these types of players, then its just completely outside of my interest or skill level.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 11:46:23 AM
Without a combatlog, you can't tell why you failed. Did your tank forget to use a cooldown? Did the healers hit a lag spike? Why did the boss suddenly kill everybody, did he hit an enrage timer? If so, which of your DPS is underperforming? Why did Bobby the jedi shadow die? Did he take threat from the tank? Did he forget to hide behind the oil can? Did he stand in the fire?

Raiding is supposed to be sufficiently difficult that you can't just half-ass it and hope to win. Everybody has to understand how the fight works and fill their role correctly. Without a combatlog, you can't evaluate why you failed or individual players' performance.

Competitive raiding is substantially harder than that, with bosses tuned much harder such that only a couple guilds on each server might hope to beat it in the first couple weeks.

Also, without a combatlog, nobody understands how their character works. Which abilities should I be using? In what order? What is the best way to play? This comes back to hiding information from the player, like in the bad old everquest1 days.


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 11:48:24 AM
They do indeed, but again, if they want to promote a competitive raiding environment, they must re-enable combatlogs.

See, now this I don't get. What the hell is a competetive Raiding environment?

So people are so concerned about being the absolute best and most efficient at raids, that they have to have an individual scoring mechanic for each participant? I guess I understand it, even though I'd have zero interest in being involved in it.

It depends on the use of competitive.  I took it as "competitive in the market", meaning how does SWTOR's raid game stack up to WoW's or Rift's.  Without any analytical tools, it's almost certainly DOA.

Clearly, you took it as competitive as in a scoreboard-like thing.  As long as a game is sufficiently popular and the raids aren't of trivial difficulty, you'll have that.  There's no real way around that part of how players try to organize things.


Title: Re: SWTOR
Post by: amiable on November 22, 2011, 11:49:16 AM
Honestly a game with "a competitive raiding environment" is not a game I'm interested in playing anymore.  It leads to all sorts of horribly unfun behaviors by the playerbase and incentivizes general jackassery.  LOTRO had a nice formula wherein raid loot was basically a sidegrade and you could get nice loot by crafting, running smaller dungeons etc...  There are still plenty of folks who raid but I certainly never got the hard-core poopsocking jackassery vibe that pervades WoW at almost every level.


Title: Re: SWTOR
Post by: Shatter on November 22, 2011, 11:49:34 AM
Combat logs are a sad measure of a players performance, but WOW drove it into too many people as the holy bible of measuring suck/greatness.  The biggest problems in my final months of raiding in WOW werent from bad DPS or lacking heals but from fights where if 1 person died it was a wipe and this was usually due to lack of surrouding awareness.  There were 2 people in particular, both clerics who had outstanding heals but sucked at moving or performing any other task. On specific bosses we would guarantee wipe if either of them were chosen for something as part of the boss fight that didnt involve standing around and healing.  Yes, standing in fire type of stuff.  I will take players who are situationally aware and reactive over high DPS any day.  The other problem with logs / meters were those who would DPS so hard they would pull tank aggro just to top meters.  Point is I have found meters like these to be more of a problem then a benefit.

Add:  The meters were also typically the source of drama and bullshit 90% of the time as well. 


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 11:56:39 AM
Combat logs are a sad measure of a players performance, but WOW drove it into too many people as the holy bible of measuring suck/greatness.  The biggest problems in my final months of raiding in WOW werent from bad DPS or lacking heals but from fights where if 1 person died it was a wipe and this was usually due to lack of surrouding awareness.  There were 2 people in particular, both clerics who had outstanding heals but sucked at moving or performing any other task. On specific bosses we would guarantee wipe if either of them were chosen for something as part of the boss fight that didnt involve standing around and healing.  Yes, standing in fire type of stuff.  I will take players who are situationally aware and reactive over high DPS any day.  The other problem with logs / meters were those who would DPS so hard they would pull tank aggro just to top meters.  Point is I have found meters like these to be more of a problem then a benefit.

That's just people using the tools poorly.  Moreover, without a raidwide combat log, you're going to need everyone to remember to run their own log dump and upload to the parser site and then run that through something like CompareBot just to figure out who actually was being aware if the mistakes aren't accompanied by huge graphical effects.

Most of the people in my raid run some type of parser and if we're doing anything serious, I'll feed a live report up to World of Logs.  We're not doing it to see who does more damage (there's certainly a friendly competition among the damage dealers, but they all know their own limitations anyway) we're using it to understand why something bad happened.


Title: Re: SWTOR
Post by: Numtini on November 22, 2011, 11:59:50 AM
Quote
There were 2 people in particular, both clerics who had outstanding heals but sucked at moving or performing any other task

I didn't realize I was healing for your guild  :awesome_for_real:


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 12:03:33 PM
Fuck damage meters. I want "died in a fire" meters. That's my holy grail of MMOG performance.

LFM for 10m Darth Lewtz encounter, must have DIAF rating of 1500+


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 12:05:40 PM
Add:  The meters were also typically the source of drama and bullshit 90% of the time as well. 

And if you didn't have them, you'd just have blind accusations as to who's fault it was that the group wiped.  Parser addons didn't create the desire to scapegoat others, it just provided another avenue for it.  (Also, I've used data to defend myself as a healer many times from players who wanted to blame me for their getting blown to bits for their own mistakes.)

This ties into the "LFD makes people into massive assholes" line of attack against it, when my experience is that a number of players were plenty good at being massive assholes before those tools existed.

Fuck damage meters. I want "died in a fire" meters. That's my holy grail of MMOG performance.

LFM for 10m Darth Lewtz encounter, must have DIAF rating of 1500+

http://raidbots.com/comparebot/ (http://raidbots.com/comparebot/)


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 12:07:40 PM
We use combat logs to see HOW people are screwing up, and if we can fix it.


Like one of the most common problems we have in our groups and raids in regards to people doing low DPS, was that they simply weren't casting ENOUGH. They would be pressing the right buttons, but not often enough. Our top DPS would have 95+ percent activity, while the guys who were always lagging behind would have like 80%. So when someone asked me "How can I do more DPS?", I could tell them "Cast more!".



Without the raid parser, that is the kind of problem that is hard to identify on the fly.



-fake edit- Our raid parser had a 'who took what damage in the raid and how they died' section too. IE: Who died in the fire meter  :why_so_serious:


Title: Re: SWTOR
Post by: Miasma on November 22, 2011, 12:10:44 PM
WoW handled the combat logs just fine.  The data is there but there is nothing in the default UI that will give you threat, damage or healing meters.  If you want full blown meters and graphing you have to go get an addon.  It's a good compromise.


Title: Re: SWTOR
Post by: Bunk on November 22, 2011, 12:25:16 PM
There were 2 people in particular, both clerics who had outstanding heals but sucked at moving or performing any other task.

Just throwing this out there, but could that have been a side effect of having 45 UI windows active on screen at a time? I've seen Raiding screenshots posted for WoW where 90% of the screen real estate was filled with UI.

Someone posted earlier about how if you didn't have all the Raid UI Add-ons, you wouldn't know exactly when the Boss was about to trigger his Omegablast, and you wouldn't know when to shift watchamwahoos. To me it almost seems like playing Donkey Kong with addons running to time all Mario's jumps for you based on where the barrels were, because the player can't be expected to do that by hand! That might be inefficient!

It's too bad. The general idea of raids seems cool, doing complex scripted events with a group of buddies, but if they have to be balanced to players who are using addons that would be called blatant cheating in any other type of game environment, then I don't see the point. Balance the game to the UI of the game.


Title: Re: SWTOR
Post by: proudft on November 22, 2011, 12:28:15 PM
The (few) times I raid healed, having a 10-person Grid in the dead center of my screen was the only thing keeping me from dying in fire.  Looking over to the left at health bars and back to the middle of the screen over and over and over was not going to cut it.

That said, yeah, the WoW addons were a bit much.  I tried to go as minimal as possible, Grid was the only one I really 'needed' because the little raid party windows you could drag around were ridiculously small and hard to click on.


Title: Re: SWTOR
Post by: tmp on November 22, 2011, 12:31:40 PM
Without a combatlog, you can't tell why you failed.
I think that points out the basic design of the game sucks donkey balls. Not to actual need for a combatlog.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 12:32:52 PM
You could move the default raid frames to the middle too, it's what I did when healing.


The only mods I used was a threat meter and a Moonkin specific addon for eclipse in WotLK (eclipse in cata didn't require one). The default UI for WoW has had all the things people assume they need mods for, for like 2 expansions now.


Title: Re: SWTOR
Post by: Nevermore on November 22, 2011, 12:37:32 PM
The default UI for WoW has had all the things people assume they need mods for, for like 2 expansions now.

For combat maybe, but you'd have to pry Altoholic from my cold, dead hands.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 22, 2011, 12:46:42 PM
bagnon, seriuosly


Title: Re: SWTOR
Post by: waylander on November 22, 2011, 12:47:18 PM
I posted a formal review over on SWTOR.com, and it got to 3 pages long before the billion NDA lifting threads blew all other discussion off of the first pages of the forum.

I am most disappointed with two things right now...........

1. The absolute lack of guild features in a modern mmo release
2. The state of the PVP content (or lack of it!)

Anyway I copied my review over here because the SWTOR forums are constantly down due to high volume messages.

Quote
Short Summary
  • System Specs
    Core I-7 (930) Overlocked 3.3 Ghz
    6 Gigs of Ram
    Geforce GTX 460 Vid Card (1 gig)


    Total Score: 8 out of 10 Overall Rating on the Hades grading system.


  • The Good:

    The game ran very well on my computer, and I had no video lag at all except when the client was streaming data to me.  The world was nice looking, and felt epic because it was so large.  The planets have a feel about them, and it allows you to experience the game while feeling like a real part of the Star Wars setting.

    The storyline is very interesting, and I felt like I was rising in power within the Sith Academy.  They do a good job of making you feel like a worm, and then thrive as you rise in power to throw off the shackles of apprenticeship.  As you progress through the story line, the choices you make matter..........so choose wisely.

    Characters feel powerful at low levels, and have a variety of interesting moves. In other games a rat, frog, bug, etc is kicking your butt at level 1 and make you feel wimpy.  TOR has the newbie feeling powerful from the start, and that is a good thing.  Running around wasting time going from point to point appears minimized in this game.

    The PVP instanced Warfronts are fun to play, and should provide countless hours of entertainment by themselves.

    Personal ships are pure awesome!

    Overall the game starts you out well, and sets you up for future character development.


  • The Bad:

    The UI seems to be fairly limiting compared to other games.

    PVP does not appear to have a point in this game other than as a temporary change of pace.

    There are tons of boxes, crates, etc lying around the zones and within the tombs. If would be nice if there was some random treasure, as well as a random mob, that could pop out of them.

    The recall to your local bind point feels too long.

The Long Version


Technical Evaluation

  • Required Specs: See game FAQ
  • Recommended Specs: See game FAQ
  • Game/Server Stability, Amount of Bugs/Crashes: Very Stable
  • Game/Server Performance(FPS/Lag/Responsiveness):Very Stable
  • Graphics/Art Style/Atmosphere:Good graphics, epic feel
  • Sound/Music: Entertaining
  • Controls: Standard MMO controls
Gameplay Evaluation
  • Observed InGame Activities
    ---PvE:Questing
    ---PVP Warfronts
    ---Mob grinding
    ---Dungeon Exploration


  • Classes Played:

    Sith Warrior-Tank

    The Sith Warrior is the tank of the Sith side.  The class does feel durable, well situated for mob damage, and has a variety of attacks in the lowbie evels.  The class uses rage as a buildup to open up other abilities, and the use of those abilities lowers rage. All in all, anyone who's played a tank in any game since Dark Age of Camelot would feel right at home. A Sith Warrior can be spec'd and geared for damage burst, an endurance warrior with low to moderate damage, or some hybrid.  This will all depend on gear, and other abilites available to the class that may be put in later.

    Sith Inquisitor-DPS

    This class is a little different than others I've played in the past, but the SI  is the SWTOR equivalent of a wizard/mage class.  The difference of course is that the SI can stand toe to toe(for a short while) and melee while firing off magical attacks. In previous MMO's a wizard that doesn't kite is dead meat in about 2 seconds. The SI is fun and exciting to play, and it is certainly a class you will want in your group.  The SI can DPS, Heal, or be a hybrid that is very effective.


  • Game Mechanics:
    Typical MMO game mechanics with hotbars, cooldowns, standard UI, radar, zone maps, etc. TOR is a class based game, with leveling as a means of advancement, and soloing seems as viable as grouping.  Obviously if you solo you may miss out on some of the content, but the game can be played however you wish.

    There are randomized quest bonus tasks that can be done in the course of normal leveling for a change of pace.

    Heroic quests are full of trash mobs, but the quest rewards are decent enough to do them.

    Special "Epic" instances called Flashpoints where about half require a real group to complete. They are fun, and add to the game lore.

    I have not completed any High level "Epic" Dungeons.

  • Character Development/Leveling System:

    TOR features a standard leveling system, and with new powers or abilities gained every two levels or so. There are other things to look forward to each level other than just new powers because there are all sorts of cool items or gear that open up at levels where you don't get a character power.


  • Max Level, time required to reach:

    Perception appears acceptable, even to a casual gamer.

    15 hours a week = 1.5 months to max level (tops)

    Rolling Alts will be fun in this game as well!


  • Respeccing: Available

  • Armor and Itemization:

    Armor and itemization seems varied, and other items may be obtained by quests or through NPC merchants.  There does seem to be a good initial variety in order to let a player optimize their character towards their preferred playstyle.  Early level itemization appears balanced, and does not appear to skew too high or too low.  If this holds true throughout the game, then people should not be turned down for groups or raids simply due to gear.


  • Grind:

    The early levels of TOR did not feel like a grind at all.  Objectives are easy to find, finish, and there are extra bonuses here and there.

    There are different types of PVE and PVP content that you can do so that you are not always quest chaining, and some of the story arc missions are very entertaining.


  • Estimated playtime needed for casual and hardcore:

    Hardcore: lol need I state it?
    Casual: take your time, enjoy the game

    The early game seems to be very casual friendly, and casual friendly games result in heavily populated servers. In my opinion the game should be targeted towards casual players for the most part, and then certain non mandatory content be added in to appease the hardcore gamers as they chew through the content.  


  • Fighting System/Combat Mechanics:

    Typical MMO button mashing, but with more options available to you in the early levels than most other MMO's offer. Like some previous games, TOR features some skills or abilities that require a power up or specific situation in order to execute them.  This is good because it prevents spam attacks by skills that may be overpowered otherwise, and it provides for a certain level of tactical combat to occurr.  The user simply can't snooze through auto attacks nor are they in a situation where they just press 1111222111 all the time to win.


  • Balance:

    Each class appears to have its niche, and hybrids appear to be legitimate contenders.


  • Ladders, Statistics: None at this time, other than warfront final scores


  • PVP, RVR, Game Mechanics:

    Ilum is a high level PVP planet.

    Typical instanced warfront PVP with victory scores, bonuses, etc, but no organized ranked ladder/competition system at this point. I hope that something is done on that issue.


  • Guild Mechanics:

    I am not impressed with the guild mechanics at all.  Warhammer Online has more guild mechanics than SWTOR.  Rift had better guild mechanics than SWTOR.  In SWTOR, I feel like guild mechanics have taken a giant leap back to 2002 era MMO's.


  • Guild Size impact/viability: Unknown for now

  • Player Impact on Economy/World Design etc:Minimal
Conclusion
  • Would a Guild play this game officially?

    Of course they would, it is Star Wars afterall.  In order to retain guilds there needs to be a robust end game system, opportunities for guild growth, good player/guild management systems, guild rewards and incentives, and an engaging competitive component.  Several of these features do not appear to be there for guilds at the present time.  I hope that in the not too distant future that SWTOR can bring guild systems up to the present day 2011 MMO level with benefits, guild stuff, etc.

    I don't think SWTOR will have a problem attracting guilds, but I do think they will have a problem retaining them without the things I've mentioned.


  • Who should and who shouldn't buy this game:

    If you love Star Wars, this is your game.
    If you want to feel like a hero, this is your game.
    If you want a change of pace from your current MMO, this is your game.
    If you are expecting a revolutionary MMO, this isn't your game.
    If you are playing solely for PVP purposes, this isn't your game....right now.

    SWTOR takes most current MMO concepts, refines them to make them better, but at the end of the day it plays like all the other MMO's out there.  SWTOR is a fine MMO product that has a lot of potential, but at this point in time it delivers a solid game in an exciting universe, and a lot of things to do while we look forward to post retail content patches.

    It is retail ready based on what we can see today, but they need to push out fast content patches after release.




Title: Re: SWTOR
Post by: caladein on November 22, 2011, 12:54:33 PM
Someone posted earlier about how if you didn't have all the Raid UI Add-ons, you wouldn't know exactly when the Boss was about to trigger his Omegablast, and you wouldn't know when to shift watchamwahoos. To me it almost seems like playing Donkey Kong with addons running to time all Mario's jumps for you based on where the barrels were, because the player can't be expected to do that by hand! That might be inefficient!

It's too bad. The general idea of raids seems cool, doing complex scripted events with a group of buddies, but if they have to be balanced to players who are using addons that would be called blatant cheating in any other type of game environment, then I don't see the point. Balance the game to the UI of the game.

That's how WoW works right now, and has for some time.  Bosses have emotes and resource bars and big effects that let you know when things are coming or when they happen.  Raid mods at this point are just about having an easy reference to what the moves are and when they're coming up.

The "discovery" aspect of raiding hasn't mattered for the vast majority of players for a long time and Blizzard's embraced that.  Everyone knows the moves, players just need to learn to handle them and their role at the same time.


Title: Re: SWTOR
Post by: Bunk on November 22, 2011, 12:55:40 PM
So, you wrote a review on an MMO whose major features to make it standout would be a deep storyline, the dialogue wheel/alignment system, and companions - and make no mention of any of them in your review?


Title: Re: SWTOR
Post by: waylander on November 22, 2011, 12:57:27 PM
So, you wrote a review on an MMO whose major features to make it standout would be a deep storyline, the dialogue wheel/alignment system, and companions - and make no mention of any of them in your review?

The voice acting is cool the first time around, but you can speed through it.  To me it is a neat feature, but having it or not really isn't a game breaker so there was no need to spend time on it.


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 01:00:02 PM
It's also something everyone sort of "knows" at this point.  I'm not terribly interested in reading about the story and what not aside from "It is any good?".

But I am knee deep in mechanics stuff because that's something that they haven't talked about.

Also, waylander's a GM so that's an important perspective to hear from.


Title: Re: SWTOR
Post by: Sjofn on November 22, 2011, 01:01:35 PM
I know all of one person who healed raids in WoW without a single healing mod, and I think she's certifiably insane.


I am not.  :why_so_serious:


Title: Re: SWTOR
Post by: Rasix on November 22, 2011, 01:02:50 PM
We have proof.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 01:03:14 PM
Without a combatlog, you can't tell why you failed.
I think that points out the basic design of the game sucks donkey balls. Not to actual need for a combatlog.
The alternative is expecting people to honestly own up to their mistakes. So....


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 01:09:10 PM
Hell put all of that aside, you need a combat log to make sure your own abilities are doing what they are supposed to.  :why_so_serious:


Title: Re: SWTOR
Post by: Velorath on November 22, 2011, 01:09:28 PM
Without a combatlog, you can't tell why you failed. Did your tank forget to use a cooldown? Did the healers hit a lag spike? Why did the boss suddenly kill everybody, did he hit an enrage timer? If so, which of your DPS is underperforming? Why did Bobby the jedi shadow die? Did he take threat from the tank? Did he forget to hide behind the oil can? Did he stand in the fire?

Raiding is supposed to be sufficiently difficult that you can't just half-ass it and hope to win. Everybody has to understand how the fight works and fill their role correctly. Without a combatlog, you can't evaluate why you failed or individual players' performance.

Competitive raiding is substantially harder than that, with bosses tuned much harder such that only a couple guilds on each server might hope to beat it in the first couple weeks.

Also, without a combatlog, nobody understands how their character works. Which abilities should I be using? In what order? What is the best way to play? This comes back to hiding information from the player, like in the bad old everquest1 days.


Fuck, that doesn't sound fun at all.  If I have to go through logs after every raid to figure out the we failed because Joe didn't do the correct shot rotation to maximize his DPS, and Bob overhealed 40%, I'd just rather not bother.  I don't want to half-ass my way through a raid, but neither do I want everybody to have to be playing at 95% efficiency or more in order to complete the content.

Also, I don't like macros and UI mods, because messing around with that stuff and researching which mods I need is time I'm not spending actually playing the game.  I don't want to spend time doing research on forums for information on what mods I need and the "correct" way to play my class.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 01:11:01 PM
Well that's the beauty of raid parsers, they go through the logs for you and you just get handy charts and tables!


No one here is actually going through the combat logs by hand.


Title: Re: SWTOR
Post by: Miasma on November 22, 2011, 01:11:07 PM
There were 2 people in particular, both clerics who had outstanding heals but sucked at moving or performing any other task.

Just throwing this out there, but could that have been a side effect of having 45 UI windows active on screen at a time? I've seen Raiding screenshots posted for WoW where 90% of the screen real estate was filled with UI.

Someone posted earlier about how if you didn't have all the Raid UI Add-ons, you wouldn't know exactly when the Boss was about to trigger his Omegablast, and you wouldn't know when to shift watchamwahoos. To me it almost seems like playing Donkey Kong with addons running to time all Mario's jumps for you based on where the barrels were, because the player can't be expected to do that by hand! That might be inefficient!

It's too bad. The general idea of raids seems cool, doing complex scripted events with a group of buddies, but if they have to be balanced to players who are using addons that would be called blatant cheating in any other type of game environment, then I don't see the point. Balance the game to the UI of the game.
Just because there are thousands of add ons doesn't mean you actually have to run them.  The very best UIs, the ones that most people want to emulate, are always nice and clean with as little clutter as possible.  You really don't "need" very many add ons to raid.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 01:14:43 PM
The longer we go on about raiding the more I'm reminded why WoW is losing subs.


Title: Re: SWTOR
Post by: Morfiend on November 22, 2011, 01:25:46 PM
I posted a formal review over on SWTOR.com, and it got to 3 pages long before the billion NDA lifting threads blew all other discussion off of the first pages of the forum.

I am most disappointed with two things right now...........

1. The absolute lack of guild features in a modern mmo release
2. The state of the PVP content (or lack of it!)

Anyway I copied my review over here because the SWTOR forums are constantly down due to high volume messages.


Just out of interest who is this review aimed at? Seems like it was written for someone who had almost no interaction with the game, but at the same time, didnt mention some of the very basic stuff. I felt sort of like most of it was telling us stuff we already knew, but also didnt mention anything about advanced classes, or the story.

I'm not ragging on it or you, I am just curious as like I said, it feels odd in the type of information included.


Title: Re: SWTOR
Post by: Bunk on November 22, 2011, 01:27:42 PM
The longer we go on about raiding the more I'm reminded why WoW is losing subs.

I felt I hadn't contributed enough to the grind for 400.


Title: Re: SWTOR
Post by: Sky on November 22, 2011, 01:30:02 PM
I thought that's all we were doing at this point. I don't expect raiders to do anything but whine about lack of raid tools, after all.

 :why_so_serious:


Title: Re: SWTOR
Post by: murdoc on November 22, 2011, 01:30:31 PM
They have a combat log of some sort as you get medals in PvP based on how you play your class. I think it's a fantastic system and at the end of BG it's nice to see who did more of the things that their class is capable of. I don't see why they wouldn't be able to have the same sort of system for raids.

I like the fact there's no addons. I hate the fact I can't resize my default UI.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 01:30:46 PM
The longer we go on about raiding the more I'm reminded why WoW is losing subs.

You can sub a lot of the UI commentary from raiding into battleground PVP. The UI additions make some stupidly hard parts of pvp (where it's player versus interface, nothing more) a lot nicer.

A raid frame that auto adjusts to only show me injured players within healing range so I actually have a screen to look at for combat? Awesome. Beats the pants off of a raid frame that shows me everyone at any range in the same light so I have no idea who I could heal right now, as well as taking up half my screen.

Though I vaguely remember the default raid UI now showing range. I'm sure it shows debuff types finally. But it's more UI alterations that make it into the main branch, because they're quality of life improvements.

I came to fight fozzles, not the interface.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 01:31:31 PM
They have a combat log of some sort as you get medals in PvP based on how you play your class. I think it's a fantastic system and at the end of BG it's nice to see who did more of the things that their class is capable of. I don't see why they wouldn't be able to have the same sort of system for raids.

Is "dicked around in the midfield all game" a medal?


Title: Re: SWTOR
Post by: Montague on November 22, 2011, 01:31:46 PM
I'm in the anti-mods camp but from past experience in WoW I'm for combat log parsing. True story - I'm in a casual Kharazan group that's trying to  get to Moroes and we can't get past the zombie zerg on the steps. The tank keeps dying, our healers are chain casting heals but nothing's working. We finally do a log parse and find out our main healer is spamming Prayer of Healing while cybering with the off tank, who's auto-attacking. I'm all for casual raiding and eliminating elitism, but when your time is at a premium tools like this are essential because morons like these two ARE out there, and in fact I expect to see a lot more them in SWTOR than WOW.


Title: Re: SWTOR
Post by: murdoc on November 22, 2011, 01:32:35 PM


Is "dicked around in the midfield all game" a medal?

That and 'killed self by standing in fire' will get you voted MVP.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 01:33:39 PM
I'm in the anti-mods camp but from past experience in WoW I'm for combat log parsing. True story - I'm in a casual Kharazan group that's trying to  get to Moroes and we can't get past the zombie zerg on the steps. The tank keeps dying, our healers are chain casting heals but nothing's working. We finally do a log parse and find out our main healer is spamming Prayer of Healing while cybering with the off tank, who's auto-attacking. I'm all for casual raiding and eliminating elitism, but when your time is at a premium tools like this are essential because morons like these two ARE out there, and in fact I expect to see a lot more them in SWTOR than WOW.


Ahem: looooooooool


Title: Re: SWTOR
Post by: tmp on November 22, 2011, 01:34:38 PM
We finally do a log parse and find out our main healer is spamming Prayer of Healing while cybering with the off tank, who's auto-attacking.
The parsers have become quite more sophisticated than i'd give them credit for :why_so_serious:


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 01:35:20 PM
I don't care for chasing off idiots with combat logs. Sure, I may snicker in private about them, but whatever. I care about combat logs to know what I can do better, when I did well, and generally what the fuck just happened. I was a big fan of an older mod that on mouseover of a dead person in the raid frames would show the last 15 seconds of their lives in terms of incoming damage/healing/debuffs. So you could see things like "got a ton of heals, got two shot with an instant attack" or "Ingmar went down the stairs to fight an add, and for some reason we all decided to heal Sjofn instead and he still hasn't forgiven us"


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 01:35:34 PM
I'm in the anti-mods camp but from past experience in WoW I'm for combat log parsing. True story - I'm in a casual Kharazan group that's trying to  get to Moroes and we can't get past the zombie zerg on the steps. The tank keeps dying, our healers are chain casting heals but nothing's working. We finally do a log parse and find out our main healer is spamming Prayer of Healing while cybering with the off tank, who's auto-attacking. I'm all for casual raiding and eliminating elitism, but when your time is at a premium tools like this are essential because morons like these two ARE out there, and in fact I expect to see a lot more them in SWTOR than WOW.

 :rofl:



Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 01:36:32 PM
The cybering while on Moroes story wins this page. Kudos.


Title: Re: SWTOR
Post by: Simond on November 22, 2011, 01:37:06 PM
It's also something everyone sort of "knows" at this point.  I'm not terribly interested in reading about the story and what not aside from "It is any good?".

But I am knee deep in mechanics stuff because that's something that they haven't talked about.

Also, waylander's a GM so that's an important perspective to hear from.
I found this in the SA SWTOR thread: http://www.shamusyoung.com/twentysidedtale/?p=14239
Quote
Now, I know I said I’d have a Shogun 2 post for you guys today, but on Friday, Bioware finally stopped actively trying to prevent people from talking about their latest game and dropped the Old Republic’s NDA. Given I’ve been waiting to do a post on this game for what seems like forever, you’ll have to forgive me putting off Shogun 2 for a little while longer.

Back around mid-August, I received a welcome surprise in my inbox – a beta invite to the Old Republic. Ever since then, I’ve been itching to tell people about my experiences with the game. Some of you may also remember how I played it back at PAX 2010 and raised some concerns about the budget and direction for the game. I’ve long been waiting to see if I would have to eat those words. And I think just about everyone has been waiting to see if what is probably the most hyped MMO – perhaps, the most hyped videogame – in history will actually live up to all it promises.

So why don’t we get down right to that? Does BioWare’s first MMO live up to its enormous hype?

Is Star Wars: The Old Repubic any good?

And if I were to put all of my thoughts and experiences about the game into a single-word answer to that question, it would really just have to be:

No.

On the surface, that answer seems absurd, doesn’t it? I mean, it’s BioWare! Sure, I may have been a rather vocal critic of their last few titles, but that doesn’t mean they can’t make a good game anymore. And it’s Star Wars! Probably the most well-recognized fiction franchise in human history! Just think about the money that LucasArts and EA could – and did – throw into a project like this. How could it possibly be bad?!

Well, that’s not an easy question to answer. While I would never say the Old Republic is a good game, I don’t think I’d qualify it as a bad game either. It’s certainly not an obviously bad game – the game does good things, but they don’t seem to come together to form a coherent, interesting whole. MMOs are such complex creatures, and it can be difficult to get to the heart of why you don’t like one on a whole. But I think one of the most important elements to understanding my answer lies with the very core of the game’s design.

Put simply, Star Wars: The Old Republic is a game with an overarching design that seems to be very confused with itself. On the one hand, you have many of the elements that go into any given BioWare game you can name from the past nine years. Cinematic cutscenes, voiced dialogue, interesting side characters, clever humor. Everything you’d expect from a BioWare game. On the other hand, you have a cheap World of Warcraft knockoff with clunky combat, utterly dull encounters, very little customization, few community features, and pitifully little player-choice – even for a linear themepark game. While I’m convinced that there are ways that you could skilfully and seamlessly blend traditional MMO mechanics with BioWare’s signiature storytelling style, the way the two come together in this game is anything but.
The full article is an interesting read.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 01:37:36 PM
Yes, cybering story wins. That needs a medal as well.  :grin:


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 01:39:34 PM
Whether you guys find raiding distasteful or not is immaterial; the SWTOR endgame is raiding, and people expect to have similar tools to the market leader.


Title: Re: SWTOR
Post by: luckton on November 22, 2011, 01:46:21 PM
Whether you guys find raiding distasteful or not is immaterial; the SWTOR endgame is raiding, and people expect to have similar tools to the market leader.

Yes, let's add more product and feature-creep to a game that's now 5+ years in development  :uhrr:

I'm sorry, but I gotta give credit to BW for at least sticking to their stated objectives of releasing a mainstream MMO with a strong story-based mechanic and giving their all to capture the Star Wars experience.  I feel that they've met that goal, they've spent time now polishing everything up and making sure everything in right now is as bug free, seamless and ready as possible.  As has been stated many times before in many threads on this forum, first impressions are everything, and having a strong initial outing with a character that keeps them enthralled in the game as much as possible will help do that.  Hopefully, it will help blind them to what you see as shortcomings of 'what a modern MMO should have' long enough for them to start development of patches, content and addressing your concerns in post-release.

Now shut up and give me my Imperial Agent already  :drill:


Title: Re: SWTOR
Post by: Sky on November 22, 2011, 01:46:58 PM
Whether you peons like it or not, the alpha gameplay is what you all wish you could do. So they better cater to us or fail miserably.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 01:49:59 PM
Whether you guys find raiding distasteful or not is immaterial; the SWTOR endgame is raiding, and people expect to have similar tools to the market leader.

Don't you need to be a cartoon supervillain to say shit like this?


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 01:52:02 PM
Don't be a playa hata!


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 01:54:02 PM
Whether you guys find raiding distasteful or not is immaterial; the SWTOR endgame is raiding, and people expect to have similar tools to the market leader.
Don't you need to be a cartoon supervillain to say shit like this?

He's right though, if you're going to offer raiding (or anything), it should be reasonably well supported.  And as a developer, you don't get to decide what that means.

An unmovable interface with no combat logging or macros is fine for KOTOR3 co-op, but it's not for launching a Diku in 2011.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 02:08:00 PM
And as a developer, you don't get to decide what that means.

Are you high or just insane?


Title: Re: SWTOR
Post by: Simond on November 22, 2011, 02:13:23 PM
"As a developer who wants to make a successful diku-derivative MMO etc".
Better?


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 02:18:10 PM
And as a developer, you don't get to decide what that means.
Are you high or just insane?

Neither?  The expectations that players have about what a title "should" have/be are out of the developer's control for the most part.

I generally like to take games on their own terms, but just from every discussion surrounding appearance tabs (to take one example), that's not what most people do.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 02:29:19 PM
I don't much care about certain things. I couldn't give a shit about the appearance tab. I never noticed the clownsuit effect, when that cartoon came out I went "Oh hey, yeah." I very much enjoy the metagame of customizing my UI with tons of addons, but it's no biggie, for the most part. Thing is, there are certain features I simply cannot live without.

No click-to-heal means that healing is out of the question. Like 9/11. Nevar again.

Missing LFD means that I won't be doing many flashpoints. Lvl47 ranger LFG frenzied plzzzz NEVAR again.

There are a couple more, but you get the idea. I've become accustomed to these conveniences and I simply will not participate if they are not present. Life is too short to sit in a LFG channel for hours. Fuck that shit right up the ass.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 02:30:24 PM
I've never clicked to heal either.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 02:31:36 PM
You don't know what you're missing, man. I usually don't play a healer in these games, even on my alts, so it's no great loss for me. But when I did try it, it made an enormous difference.

Again, I expect Bioware will add most of this stuff to SWTOR post-release. I just hope they do it by the time the bell curve hits max level, because without them, SWTOR remains a great single-player KOTOR while leveling, but isn't much of a MMO.


Title: Re: SWTOR
Post by: Evildrider on November 22, 2011, 02:32:16 PM
Meh I like click to heal better than WoW with addons.  It's definitely a more boring endeavor when all you do is /stare@healbot.


Title: Re: SWTOR
Post by: Murgos on November 22, 2011, 02:36:08 PM

Neither?  The expectations that players have about what a title "should" have/be are out of the developer's control for the most part.

Bioware has been pretty solid on metrics and surveys.  I'm pretty sure they have a good idea of what their weak areas are and what they 'should have' to meet most reasonable expectations.

I'll say this though, the raid tools you think are essential probably aren't.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 02:36:21 PM
Neither?  The expectations that players have about what a title "should" have/be are out of the developer's control for the most part.

I think you are confusing the expectations that you (or high level raiders) have with the majority of the players. I believe the majority of people do not give a shit about parses or "improving" how they play a game to a min/max standard. Especially in a game that's about story and voice-overs.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 02:37:33 PM
Neither?  The expectations that players have about what a title "should" have/be are out of the developer's control for the most part.

I think you are confusing the expectations that you (or high level raiders) have with the majority of the players. I believe the majority of people do not give a shit about parses or "improving" how they play a game to a min/max standard. Especially in a game that's about story and voice-overs.


But they do care why Fordel is doing twice their DPS in gear two tiers behind.  :why_so_serious:


Title: Re: SWTOR
Post by: Evildrider on November 22, 2011, 02:38:35 PM

Neither?  The expectations that players have about what a title "should" have/be are out of the developer's control for the most part.

Bioware has been pretty solid on metrics and surveys.  I'm pretty sure they have a good idea of what their weak areas are and what they 'should have' to meet most reasonable expectations.

I'll say this though, the raid tools you think are essential probably aren't.

I didn't even have any addons while playing WoW til I got to LK and that's because the raid I was in made me.  You don't need all that crap to raid all it does is make it "derpable".


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 02:39:41 PM
Without a combatlog you can't improve your performance, because you have no benchmarks.

Also, are you seriously so naive as to think that SWTOR is about story and voiceovers? The solo leveling game is about those things. The endgame will be identical to every other diku. PvP and raids until the expansion pack, then you start over again.

The solo leveling game is where SWTOR excels, because as I've said several times here, it's not much of a MMO. Once you hit max level you have a choice to make

a) start an alt
b) PvP
c) raid


Title: Re: SWTOR
Post by: Mosesandstick on November 22, 2011, 02:41:45 PM
Bioware has been pretty solid on metrics and surveys.  I'm pretty sure they have a good idea of what their weak areas are and what they 'should have' to meet most reasonable expectations.

I'll say this though, the raid tools you think are essential probably aren't.

I'm going to disagree with this. It's anecdotal, but a lot of the feedback I've heard from anyone who's (mistakenly) being in multiple tests is that a lot of simple things have either not been fixed or taken a long time. I think the list of features that they've said will be implemented in the future miracle patches adds credence to this view.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 02:43:51 PM
I've been in the beta for a long time, and was in a 3 day preview event way back in june 2010. The game has improved immensely since last year, and each patch in the past 6 months has been pretty damn major. They aren't sitting on their asses at Bio Austin.

They listen to feedback and make changes. They just have a way to go, still.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 02:45:20 PM
Without a combatlog you can't improve your performance, because you have no benchmarks.

Also, are you seriously so naive as to think that SWTOR is about story and voiceovers? Are you new? The solo leveling game is about those things. The endgame will be identical to every other diku. PvP and raids.

I seriously have a mental image of you twirling a mustache as you type.


Title: Re: SWTOR
Post by: Mosesandstick on November 22, 2011, 02:46:01 PM
I'm not disagreeing with how much the game has changed. The point is that there is either more work that needs to be done, or there are things that they don't think are important and won't fix. They have a slight problem in that they're releasing the game in a month.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 02:49:14 PM
Did you think the story would last forever, that you would log in nightly and enjoy awesome fully voiced quests in brand new environments noticeably improving your character? That SWTOR is basically a single-player RPG that never ends? That would be pretty damn awesome, but sorry, no.

There's a ton of content in the game, since you basically have ~4 different stories per faction (with some duplication) but at some point you'll run out and be left with a bunch of max-level characters and a choice between the two remaining options.

Yes, SWTOR still needs work, but the core gameplay is sound. They'll have another 6-8 weeks or so for the live team to get endgame support systems working before it actually hurts player perception.


Title: Re: SWTOR
Post by: Mosesandstick on November 22, 2011, 02:55:24 PM
I think people are overstating the desire to make alts. The game slows down and the MMO elements become more prevalent. Despite the 4 individual and differing stories, I don't see why people would want to go through the same planets, the same areas, the same zones, and the same quests again.


Title: Re: SWTOR
Post by: Ingmar on November 22, 2011, 02:56:23 PM
If damage meters are causing drama in your non-PUG groups, you need to play with different people. I've found them a really useful tool for improving as a player, and it will be a shame if I can't get that level of feedback on what I'm doing. Same for a lot of other informational mods.

I think people are overstating the desire to make alts. The game slows down and the MMO elements become more prevalent. Despite the 4 individual and differing stories, I don't see why people would want to go through the same planets, the same areas, the same zones, and the same quests again.

People do it in MMOs that *don't* have all that individual story, why wouldn't they do it when there's an even better setup for it?


Title: Re: SWTOR
Post by: DraconianOne on November 22, 2011, 03:00:23 PM
If damage meters are causing drama in your non-PUG groups, you need to play with different people. I've found them a really useful tool for improving as a player, and it will be a shame if I can't get that level of feedback on what I'm doing. Same for a lot of other informational mods.

A shame is one thing but is it a game-breaker for you?

Let me put it another way - do you play LOTRO and, if not, is the reason for that because there's no damage meter or because the gameplay gets a bit tedious after a while?


Title: Re: SWTOR
Post by: Modern Angel on November 22, 2011, 03:00:39 PM

I found this in the SA SWTOR thread: http://www.shamusyoung.com/twentysidedtale/?p=14239


This... this right here? Is a perfect summation of my feelings about the game. They're complicated, because I'm sitting here getting distracted by the sometimes okay story, the good flashpoints and the whish zoom of lightsabers while wondering how the game could be so utterly samey.

And Paelos, sam's saying the simplest fucking thing in the world and you're misunderstanding him while being a tremendous asshole for no other reason than you hate raiding. Hate raiding so much that you end up looking like a bigger asshole than the raiders.

Here, let me put it simply for you: Bioware put raiding as the endgame. Since they did, there are expectations that go along with that based on how WoW/Rift/EQ2 did it. It's problematic that they don't meet those expectations. That's all. And if you think this won't end up being a raiding focused game a la WoW oooohhhhhhhh buddy are you going to be weeping big buttery tears five months from now.


Title: Re: SWTOR
Post by: Mosesandstick on November 22, 2011, 03:04:55 PM
People do it in MMOs that *don't* have all that individual story, why wouldn't they do it when there's an even better setup for it?

This is a fair point, but I'm not sure whether SWTOR can be that succesful based on the population who enjoy making alts. I also think it's mechanically weaker game than WoW, and that weakness becomes more apparent the further you progress.


Title: Re: SWTOR
Post by: caladein on November 22, 2011, 03:05:59 PM
Neither?  The expectations that players have about what a title "should" have/be are out of the developer's control for the most part.

I think you are confusing the expectations that you (or high level raiders) have with the majority of the players. I believe the majority of people do not give a shit about parses or "improving" how they play a game to a min/max standard. Especially in a game that's about story and voice-overs.

"Developers have little control over player expectations" is the part you called out and that part has nothing to do with whatever thoughts I have about specific systems.

I'll say that most players don't care about systems, full stop.  That doesn't mean that they aren't important to their enjoyment of a game.

Something like not having a combat log doesn't just impact high level play, but I feel it leads to a less well balanced title going forward.  And that impacts all players, or at least those that would otherwise not have as fun a time because the spec they think seems really cool leaves them frustrated with X, Y, or Z thing that it can't do that the game expects it to.

Let me put it another way - do you play LOTRO and, if not, is the reason for that because there's no damage meter or because the gameplay gets a bit tedious after a while?

LotRO does (or did, I can't find the download link for CStats), it's just out-of-game and self only.


Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 03:07:58 PM
it's mechanically weaker game than WoW, and that weakness becomes more apparent the further you progress.
How so? Most mechanics are effectively identical to WoW, or rather WoW as of a couple years ago. I never got past level 20 or so in the beta, so I'm interested to see what you mean.


Title: Re: SWTOR
Post by: Ingmar on November 22, 2011, 03:08:04 PM
If damage meters are causing drama in your non-PUG groups, you need to play with different people. I've found them a really useful tool for improving as a player, and it will be a shame if I can't get that level of feedback on what I'm doing. Same for a lot of other informational mods.

A shame is one thing but is it a game-breaker for you?

Let me put it another way - do you play LOTRO and, if not, is the reason for that because there's no damage meter or because the gameplay gets a bit tedious after a while?

I play LOTRO solo so it doesn't really matter. If I was trying to do the group thing with my guild as we do in WoW and plan to in SWTOR, then it would be pretty frustrating I expect. It isn't going to be a game-breaker for me but that's partly because I expect them to fix it somehow eventually.


Title: Re: SWTOR
Post by: Velorath on November 22, 2011, 03:13:09 PM
Without a combatlog you can't improve your performance, because you have no benchmarks.


To me, improving your performance should be "this enemy has an AOE with a large range so I need to stand back farther if I'm healing", or "I needed to taunt that add who killed the healer, but I was too focused on something else at the time".  In my opinion it shouldn't be "if I use my abilities in this specific order my dps goes up 5%", or "I should have used this healing spell 6 seconds later to keep from overhealing too much".  Once it gets to a certain level of micromanaging, to me you aren't even playing the game anymore, you're playing the min/maxing meta game, which I'm sure is great for some people, but not something I'm interested in.


Title: Re: SWTOR
Post by: Surlyboi on November 22, 2011, 03:16:23 PM
Without a combatlog you can't improve your performance, because you have no benchmarks.


To me, improving your performance should be "this enemy has an AOE with a large range so I need to stand back farther if I'm healing", or "I needed to taunt that add who killed the healer, but I was too focused on something else at the time".  In my opinion it shouldn't be "if I use my abilities in this specific order my dps goes up 5%", or "I should have used this healing spell 6 seconds later to keep from overhealing too much".  Once it gets to a certain level of micromanaging, to me you aren't even playing the game anymore, you're playing the min/maxing meta game, which I'm sure is great for some people, but not something I'm interested in.

This. If you need a spreadsheet, you failed.


Title: Re: SWTOR
Post by: Simond on November 22, 2011, 03:19:11 PM
Counterpoint: DPS doing less, well, DPS than the healer.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 03:19:55 PM
Without a combatlog you can't improve your performance, because you have no benchmarks.


To me, improving your performance should be "this enemy has an AOE with a large range so I need to stand back farther if I'm healing", or "I needed to taunt that add who killed the healer, but I was too focused on something else at the time".  In my opinion it shouldn't be "if I use my abilities in this specific order my dps goes up 5%", or "I should have used this healing spell 6 seconds later to keep from overhealing too much".  Once it gets to a certain level of micromanaging, to me you aren't even playing the game anymore, you're playing the min/maxing meta game, which I'm sure is great for some people, but not something I'm interested in.


Our raid parsers tell you those things though, is what some of us are trying to say.




Title: Re: SWTOR
Post by: Mosesandstick on November 22, 2011, 03:21:27 PM
How so? Most mechanics are effectively identical to WoW, or rather WoW as of a couple years ago. I never got past level 20 or so in the beta, so I'm interested to see what you mean.

I got to 37 playing a sage. I'm not sure if mechanics is the right term, but I'll try and explain my point anyhoo. In terms of solo combat, SWTOR is I think comparable to WoW. It generally feels gratifying, and multiple mobs are more impressive than one. The only major fault is the poor mob AI, and I can't comment on how much it's changed, but as I said previously there's very little variation, and the article Simond linked above goes in to this as well.

The group combat really isn't very good. We've already spent a couple of pages talking about how healers have less options in the game. Most of the fights were very slow-paced boring tank n spank. I've heard this has been improved, but I don't know to what extent. Even worse is how prevalent group quests become. It just becomes nearly impossible to play the game solo, and getting in to a group quest is just a pain. Having to stop whatever it is you're doing, get a group and then go to the dungeon. PITA.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 03:23:12 PM
I'm up to 44 or 45, I haven't at any point "needed" to group for anything.


I've run a few groups just to test out the tank dynamic, but it wasn't a requirement by any stretch of the imagination.


Title: Re: SWTOR
Post by: Mosesandstick on November 22, 2011, 03:24:23 PM
Did you solo all the Group 2 quests?


Title: Re: SWTOR
Post by: Velorath on November 22, 2011, 03:26:41 PM
Without a combatlog you can't improve your performance, because you have no benchmarks.


To me, improving your performance should be "this enemy has an AOE with a large range so I need to stand back farther if I'm healing", or "I needed to taunt that add who killed the healer, but I was too focused on something else at the time".  In my opinion it shouldn't be "if I use my abilities in this specific order my dps goes up 5%", or "I should have used this healing spell 6 seconds later to keep from overhealing too much".  Once it gets to a certain level of micromanaging, to me you aren't even playing the game anymore, you're playing the min/maxing meta game, which I'm sure is great for some people, but not something I'm interested in.


Our raid parsers tell you those things though, is what some of us are trying to say.



Those are generally things that the game should be telling you, not some UI mod.  Especially in a game like SWTOR where you can apparently raid with as few as 8 people, it shouldn't be so hard to get a sense of what fucked things up when you fail.  I don't need a parser to tell me someone was standing in AOE range when they shouldn't have been, because I should see the player getting hit by the AOE effect.


Title: Re: SWTOR
Post by: Outlawedprod on November 22, 2011, 03:27:16 PM
Damage meters and raiding mean nothing imo.

The success of an mmo is dependent on the penultimate factor called drama.  Whether guild, pvp, loot, etc.  You simply need to have some type of mechanisms or a canvas that allows or fosters the player community to have drama.

Ultimately people ride the bandwagon.  WoW became a big success because everyone wanted to be a part of the big thing.  The reason the game is in decline is that the game's player community roles and environment have been tapped dry for drama and pushing new interactive ground.  The game's defining moments no longer happen.  There is nothing that will approach Leeroy Jenkins.   The introduction of Arena in TBC was a huge boon to WoW because it allowed new methods of interactive drama to unfold in the playerbase.  Even if casuals don't take part in said drama they play experience was influenced by it because that arena drama in TBC had bearing on the environment in which the casuals logged into.  This no longer happens because you login and do some single player content or run a dungeon queue.  Casuals no longer interact with the raiders or pvp people who built the foundations of server's environment.

Swtor has a chance to do something new.  The ultimate weak link is that the game is basically focused on single player style storytelling rpg levelling from the start.  This inhibits community.  The saving grace is that the star wars fan base already provides a crutch the community can fall back on.  Both for those who love it and want to be a part of it and those who simply are haters there to harass star wars fans.  Whether anything can be built on it remains to be seen.


Title: Re: SWTOR
Post by: Ingmar on November 22, 2011, 03:29:20 PM
Without a combatlog you can't improve your performance, because you have no benchmarks.


To me, improving your performance should be "this enemy has an AOE with a large range so I need to stand back farther if I'm healing", or "I needed to taunt that add who killed the healer, but I was too focused on something else at the time".  In my opinion it shouldn't be "if I use my abilities in this specific order my dps goes up 5%", or "I should have used this healing spell 6 seconds later to keep from overhealing too much".  Once it gets to a certain level of micromanaging, to me you aren't even playing the game anymore, you're playing the min/maxing meta game, which I'm sure is great for some people, but not something I'm interested in.

This. If you need a spreadsheet, you failed.

Again, these logs are perhaps not what you imagine them to be. They help you figure stuff like that out, but *most importantly* they help the person in charge figure it out for people who don't understand the big picture of what is going on. And when you play with people because you like them instead of because they're super awesome players, it is extraordinarily helpful for the leader to have a way to spot things that are causing problems so he can gently (or perhaps passive-aggressively) give advice.  :-P


Title: Re: SWTOR
Post by: Rokal on November 22, 2011, 03:30:25 PM
Fuck, that doesn't sound fun at all.  If I have to go through logs after every raid to figure out the we failed because Joe didn't do the correct shot rotation to maximize his DPS, and Bob overhealed 40%, I'd just rather not bother.

It's really not that involved. Identifying what caused you to wipe usually takes less than 10 seconds, and you're only reviewing a few lines of activity, not the entire fight. When our raid says 'okay, why did person X die?' I can look at the death recount and see that they didn't get healed for 8 seconds, or they died to something they were supposed to avoid. Then we can correct the problem next time we try the fight. Without logs? It's much more guess work, which is a lot more frustrating and likely to cause tempers to flare.

Rift style macros are horrible. It reduced everything to mashing one button and I think that's one of the main things making the game feel so dull.

Rift macros are pretty disgusting, it's one of my major turn-offs with the game. Every time you see someone recommending a certain build, they include 1 or 2 macros that play the build for you. I only have a few shift-cast macros set up in Rift, but I would be less competitive than someone that did macro all of their abilities to one or two buttons. They really should have put a stop to the macro abuse early, as now it's in the game to stay.

Hasn't almost everything since EQ2 and WoW launched with very limited or no customization on the UI?
Almost every major MMO since WoW (and even a few before it) has allowed you to move the UI around. LOTRO and Rift have really excellent UI customization without (until recently) allowing any mod use. There is really no reason that Bioware has for not allowing you to move things like action bars and the chat box around. It's insane.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 03:30:39 PM
Skipped almost all of them, they aren't crucial to the level to content XP curve. You can do like 2-3 space mission dailies to even your self off if you think you are behind.

Doing ALL the Heroics leads you to really out leveling the content by quite a bit.



Velo - It's not even a mod, it's just a parsing of the base combat log after the fact. It's also pretty hard to have total vision and awareness of everyone's actions during a raid in real time. Any encounter in which you CAN have total awareness of everyone, is usually a pretty straight forward and simple one.


Title: Re: SWTOR
Post by: Ingmar on November 22, 2011, 03:31:36 PM
Yeah Rokal is spot on with the death log, being able to see the last 10 seconds or whatever of what was hitting a player before they died is 100% gold. Players are wrong like 80% of the time on what actually killed them vs. why they think they died.  :-P


Title: Re: SWTOR
Post by: Furiously on November 22, 2011, 03:34:26 PM
You also can't do ZOR chains with your friends in space.


Title: Re: SWTOR
Post by: Sheepherder on November 22, 2011, 03:36:10 PM
To me, improving your performance should be "this enemy has an AOE with a large range so I need to stand back farther if I'm healing", or "I needed to taunt that add who killed the healer, but I was too focused on something else at the time".  In my opinion it shouldn't be "if I use my abilities in this specific order my dps goes up 5%", or "I should have used this healing spell 6 seconds later to keep from overhealing too much".  Once it gets to a certain level of micromanaging, to me you aren't even playing the game anymore, you're playing the min/maxing meta game, which I'm sure is great for some people, but not something I'm interested in.

This. If you need a spreadsheet, you failed.
We use combat logs to see HOW people are screwing up, and if we can fix it.

Like one of the most common problems we have in our groups and raids in regards to people doing low DPS, was that they simply weren't casting ENOUGH. They would be pressing the right buttons, but not often enough. Our top DPS would have 95+ percent activity, while the guys who were always lagging behind would have like 80%. So when someone asked me "How can I do more DPS?", I could tell them "Cast more!".

Without the raid parser, that is the kind of problem that is hard to identify on the fly.

-fake edit- Our raid parser had a 'who took what damage in the raid and how they died' section too. IE: Who died in the fire meter  :why_so_serious:

Pernicious consequences of the WoW style of game design are effectively impossible to diagnose without computer support.  In Fordel's case, the guys are losing ~20% of the damage they could be doing because they're carefully taking the time to figure out which button is the best, when the correct answer is "press any key".


Title: Re: SWTOR
Post by: Mosesandstick on November 22, 2011, 03:36:25 PM
Skipped almost all of them, they aren't crucial to the level to content XP curve. You can do like 2-3 space mission dailies to even your self off if you think you are behind.

Doing ALL the Heroics leads you to really out leveling the content by quite a bit.

Cool, there was mixed feedback in my test over what you needed to do. I think one guy ran out of quests at 49  :awesome_for_real:. I thought heroics were only going to be at level 50? Or is that something else I've mixed it up with?

How many people avoid group quests? Being slightly OCD and playing a story-based MMO I would never miss a quest.


Title: Re: SWTOR
Post by: Ingmar on November 22, 2011, 03:38:43 PM
Pernicious consequences of the WoW style of game design are effectively impossible to diagnose without computer support.  In Fordel's case, the guys are losing ~20% of the damage they could be doing because they're carefully taking the time to figure out which button is the best, when the correct answer is "press any key".

No, actually that's not it. It was a case of losing 20% of possible casts to latency - watching cast bar finish all the way, then pushing next spell. Quartz fixed the issue for the player as I recall, since it showed you your latency as part of your cast bar so you could actually cast as fast as you were supposed to be able to.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 03:45:33 PM
Ok, for those of you advocating the use of the parses, are you still playing WoW?

Are you still raiding in WoW? If not, when did you stop?

If SWTOR doesn't do it for you, will you go back to WoW, or will you play both at the same time to remain on the fence?


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 03:46:15 PM
Skipped almost all of them, they aren't crucial to the level to content XP curve. You can do like 2-3 space mission dailies to even your self off if you think you are behind.

Doing ALL the Heroics leads you to really out leveling the content by quite a bit.

Cool, there was mixed feedback in my test over what you needed to do. I think one guy ran out of quests at 49  :awesome_for_real:. I thought heroics were only going to be at level 50? Or is that something else I've mixed it up with?

How many people avoid group quests? Being slightly OCD and playing a story-based MMO I would never miss a quest.

Group quests are labeled as HEROIC 2 or HEROIC 4, and they are almost always repeatable (not even daily, just you can do them, hand in and do them again and again if you so desire) and use SWTOR's phase/instanced system. Some of them are pretty elaborate and are like mini-dungeons. Fall of Locust on Taris is a good example on the republic side. There always seem to be people LFG in general for them (assuming the planet has people on it at least, the higher level planets are pretty damn lonely since not everyone is a poopsocker like me  :awesome_for_real: ) and the few times I wanted to do one, I got a group together in less then 5 minutes.

I'm also a tank though, so your mileage may vary!

I believe they have their own 'Hardmode' dungeons at 50 as well, but I am not there yet myself to check. Hardmodes being low level dungeons re-tuned for 50.


Title: Re: SWTOR
Post by: Sjofn on November 22, 2011, 03:49:25 PM
We have proof.

Quiet, you.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 03:50:11 PM
Pernicious consequences of the WoW style of game design are effectively impossible to diagnose without computer support.  In Fordel's case, the guys are losing ~20% of the damage they could be doing because they're carefully taking the time to figure out which button is the best, when the correct answer is "press any key".

No, actually that's not it. It was a case of losing 20% of possible casts to latency - watching cast bar finish all the way, then pushing next spell. Quartz fixed the issue for the player as I recall, since it showed you your latency as part of your cast bar so you could actually cast as fast as you were supposed to be able to.

No, we had some problems where the solution was "press any key" as well Ing.  :why_so_serious:

But yea, one of the bigger cases of "y u no DPS" was simply a case of needing quartz to manage latency. Install one castbar mod and DPS increases by like 50%!


Title: Re: SWTOR
Post by: Mosesandstick on November 22, 2011, 03:52:33 PM
So damn confusing. I thought they were going to call the harder versions "heroics". Hardmodes are definitely in, I remember them mentioning it. I'm glad they included them, a lot of people were calling for more content and I thought the easiest way would be to have the hardmodes.

I was a healer so no problems getting a group, but I did not enjoy grouping with my dps spec, and I did not enjoying soloing with my healing spec. I would steamroll content with my healing companion (once I had him), and only use my tank companion for tough fights. My tank companion didn't do anywhere near enough DPS to justify me being a healing spec.


Title: Re: SWTOR
Post by: Modern Angel on November 22, 2011, 03:53:29 PM
Ok, for those of you advocating the use of the parses, are you still playing WoW?

Are you still raiding in WoW? If not, when did you stop?

If SWTOR doesn't do it for you, will you go back to WoW, or will you play both at the same time to remain on the fence?

No.

No. Three months after Cataclysm launched

No, I'm not going back to WoW, ever.

Again: this is not about what I want to do now or how things should ideally be in game design. Bioware did a specific thing with their endgame, which is raiding. If you're going to do that, it comes with expectations from the people who raid.

Further, if you do raiding as your endgame, you're competing with WoW. Straight up, point blank, that's who you're competing with. This isn't the same as "all MMOs are competing with WoW". This is way more specific than that, both due to the quality of WoW raiding historically and with the niche nature of it.

Being mad at the people with those expectations isn't the way to go. This is on Bioware. They chose to make the WoW clone in every way, including (especially, maybe; we'll see how things pan out) the raiding endgame.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 03:56:59 PM
So damn confusing. I thought they were going to call the harder versions "heroics". Hardmodes are definitely in, I remember them mentioning it. I'm glad they included them, a lot of people were calling for more content and I thought the easiest way would be to have the hardmodes.

I was a healer so no problems getting a group, but I did not enjoy grouping with my dps spec, and I did not enjoying soloing with my healing spec. I would steamroll content with my healing companion (once I had him), and only use my tank companion for tough fights. My tank companion didn't do anywhere near enough DPS to justify me being a healing spec.


I want to say I saw most healers cruising with a DPS companion most of the time, but honestly, I wasn't paying much attention to them. Tank+Healer companion = tru luv  :heart:


Title: Re: SWTOR
Post by: Sheepherder on November 22, 2011, 03:58:16 PM
No, actually that's not it. It was a case of losing 20% of possible casts to latency - watching cast bar finish all the way, then pushing next spell. Quartz fixed the issue for the player as I recall, since it showed you your latency as part of your cast bar so you could actually cast as fast as you were supposed to be able to.

Ahh, one of those.  I've taken Quartz for granted since TBC, since, you know, Arms warrior @ 800ms ping.  Still effectively the same problem: You could/should be casting something every second you're not prohibited from doing so, because it's almost mathematically impossible to have a wrong choice unless you get in the habit of using Ghost Wolf as a filler spell.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 03:59:40 PM
No, actually that's not it. It was a case of losing 20% of possible casts to latency - watching cast bar finish all the way, then pushing next spell. Quartz fixed the issue for the player as I recall, since it showed you your latency as part of your cast bar so you could actually cast as fast as you were supposed to be able to.

Ahh, one of those.  I've taken Quartz for granted since TBC, since, you know, Arms warrior @ 800ms ping.  Still effectively the same problem: You could/should be casting something every second you're not prohibited from doing so, because it's almost mathematically impossible to have a wrong choice unless you get in the habit of using Ghost Wolf as a filler spell.


We have had that issue as well.  :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on November 22, 2011, 04:00:08 PM
The thing that is killing me is these things are not just for the insane cutting edge people. They're helpful for losers like Slap in the Face, hardly a hardcore guild. Like extremely helpful. And when the group and raid sizes are so small (4/8/something else, right?), it makes it a lot easier for losers like Slap to even consider DOING the raiding. Which is good, but if you make half the fight versus your interface and make it hairpullingly difficult to find easy things to stop fucking up, they'll stop. And if you're banking on people to stay because of your raiding endgame, that is really bad.

Also the chat window is in a stupid place and it makes me angry.


Title: Re: SWTOR
Post by: Modern Angel on November 22, 2011, 04:02:00 PM
Whoa, whoa, whoa... Sfojn, you're ruining the settled upon narrative here: raiders = scum, mods = bad, angry angry angry

fe: Oddly, SWTOR (which I am playing tonight, actually) makes me want to fire up Rift.


Title: Re: SWTOR
Post by: Sjofn on November 22, 2011, 04:06:20 PM
I'm a rogue cop that doesn't play by anybody's rules!


Title: Re: SWTOR
Post by: Mosesandstick on November 22, 2011, 04:07:41 PM
I want to say I saw most healers cruising with a DPS companion most of the time, but honestly, I wasn't paying much attention to them. Tank+Healer companion = tru luv  :heart:

Probably depends on which class you're playing. I'm guessing because its story dependent the levels where you gain your companions are the same, so you know that you go through a fair bit of the game with just one or two companions. Don't have a choice  :grin:


Title: Re: SWTOR
Post by: Modern Angel on November 22, 2011, 04:08:29 PM
I'm a rogue cop that doesn't play by anybody's rules!

http://www.youtube.com/watch?v=pokYz9im1rU


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 04:10:27 PM
I want to say I saw most healers cruising with a DPS companion most of the time, but honestly, I wasn't paying much attention to them. Tank+Healer companion = tru luv  :heart:

Probably depends on which class you're playing. I'm guessing because its story dependent the levels where you gain your companions are the same, so you know that you go through a fair bit of the game with just one or two companions. Don't have a choice  :grin:


Troopers get their healer second, so I kinda gamed things a bit and rushed my story quest to exclusion of all else to get my healer companion asap.


That's true though, some classes do get some companions sooner and later and stuff.


Title: Re: SWTOR
Post by: Paelos on November 22, 2011, 04:20:55 PM
Further, if you do raiding as your endgame, you're competing with WoW. Straight up, point blank, that's who you're competing with. This isn't the same as "all MMOs are competing with WoW". This is way more specific than that, both due to the quality of WoW raiding historically and with the niche nature of it.

Ok, so why not "raid" differently? Why do you have to give people the exact same stuff WoW did? To me that doesn't make sense.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 22, 2011, 04:23:35 PM
Further, if you do raiding as your endgame, you're competing with WoW. Straight up, point blank, that's who you're competing with. This isn't the same as "all MMOs are competing with WoW". This is way more specific than that, both due to the quality of WoW raiding historically and with the niche nature of it.

Ok, so why not "raid" differently? Why do you have to give people the exact same stuff WoW did? To me that doesn't make sense.

They already did, that's the point. The game IS wow in space, the only question now is how good of a wow clone will it be.


Title: Re: SWTOR
Post by: Modern Angel on November 22, 2011, 04:29:48 PM

They already did, that's the point. The game IS wow in space, the only question now is how good of a wow clone will it be.

Right. The ship's sailed. It's like asking why the class mechanics are the way they are. They made a carbon copy of WoW in space with fewer design differences than almost anything else that's come out recently. Setting aside good or bad, it's unarguably an extremely unambitious title from a design standpoint. If we're going down that route you might as well ask why they didn't design a different game altogether. They just didn't.



Title: Re: SWTOR
Post by: sam, an eggplant on November 22, 2011, 04:30:12 PM
Anyone that doesn't get that by now clearly hasn't played the game. Which means they haven't wanted to play, since everybody that ever registered has been invited to at least one beta weekend by now.


Title: Re: SWTOR
Post by: Modern Angel on November 22, 2011, 04:36:16 PM
I don't think that's it. I think the license holds a lot of pull for people and it can mask a lot of flaws. But I also think that's extremely short term.


Title: Re: SWTOR
Post by: Simond on November 22, 2011, 04:39:01 PM
Anyone that doesn't get that by now clearly hasn't played the game. Which means they haven't wanted to play, since everybody that ever registered has been invited to at least one beta weekend by now.
I want to play!



...something around Easter next year. Fuck buying MMOs at launch.  :awesome_for_real:


Title: Re: SWTOR
Post by: Viin on November 22, 2011, 04:40:34 PM
You know, if they just limited "raids" to 8 ppl max you wouldn't need all of these crutches....


Title: Re: SWTOR
Post by: Sheepherder on November 22, 2011, 05:07:05 PM
We have had that issue as well.  :why_so_serious:

I once saw a DPS warrior's taunt get resisted by Gruul.

The thing that is killing me is these things are not just for the insane cutting edge people. They're helpful for losers like Slap in the Face, hardly a hardcore guild. Like extremely helpful. And when the group and raid sizes are so small (4/8/something else, right?), it makes it a lot easier for losers like Slap to even consider DOING the raiding. Which is good, but if you make half the fight versus your interface and make it hairpullingly difficult to find easy things to stop fucking up, they'll stop. And if you're banking on people to stay because of your raiding endgame, that is really bad.

I would say that decent tools helps Slap and it's ilk more than anybody else.  Nobody in Ensidia is going to get caught with low activity or time on target, or getting large numbers of parried attacks, or DPSing in the wrong stance, or get wrecked by the boss without attempting to pop cooldowns.

You know, if they just limited "raids" to 8 ppl max you wouldn't need all of these crutches....

By all accounts Slap would find a way to make you a liar.


Title: Re: SWTOR
Post by: Rokal on November 22, 2011, 05:13:59 PM
You know, if they just limited "raids" to 8 ppl max you wouldn't need all of these crutches....

If raids were SOLO you'd still find a use for combat logs. Just the other day playing DDO alone, I looked at my combat window to figure out how I died so quickly. Combat log mods and parsers just make it less tedious.


Title: Re: SWTOR
Post by: Sjofn on November 22, 2011, 05:26:54 PM
You know, if they just limited "raids" to 8 ppl max you wouldn't need all of these crutches....

By all accounts Slap would find a way to make you a liar.

And then we'd one-shot some boss we had no right to even get down to 50%.


I love Slap.  :heart:


Title: Re: SWTOR
Post by: Nevermore on November 22, 2011, 05:37:39 PM
Am I wrong in thinking the way mobs are set up in SWTOR sounds closer to how CoX did their mobs (at least how they were supposedly designed, not so much how they turned out) rather than how WoW does theirs?  One PC = 3 mooks (minions in CoX) or 1 LT (silver elite in TOR?) and a boss (gold elite?) is supposed to need more than one PC to bring down in general.

Also, I keep scratching my head when someone complains about 'poor AI'.  Is there some hidden intelligence in WoW mob AI that I never noticed?  Because in WoW they all would either run up and hit you or stand and cast if they were able to and that's it.  I don't see how mob AI could be any more basic than that.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 05:43:23 PM
Am I wrong in thinking the way mobs are set up in SWTOR sounds closer to how CoX did their mobs (at least how they were supposedly designed, not so much how they turned out) rather than how WoW does theirs?  One PC = 3 mooks (minions in CoX) or 1 LT (silver elite in TOR?) and a boss (gold elite?) is supposed to need more than one PC to bring down in general.

Also, I keep scratching my head when someone complains about 'poor AI'.  Is there some hidden intelligence in WoW mob AI that I never noticed?  Because in WoW they all would either run up and hit you or stand and cast if they were able to and that's it.  I don't see how mob AI could be any more basic than that.


You've got it right, except for Gold Elite is supposed to be killable by a PC+Companion if they use cooldowns and play it right. There is a separate 'Boss' Elite level too.


Complaints about mob AI had more to do with how bland mobs were I think. A few builds ago they basically didn't have ANY special attacks for the most part. Now they do stuff, stun, specials, sometimes they'll even try to kite you. Some of the gold elite mobs basically have a whole toolkit and reflect player talent trees almost.


Title: Re: SWTOR
Post by: Merusk on November 22, 2011, 05:54:40 PM
Players always want "more intelligent mobs" that "act like players" right up until they actually run into them.  Then it's nothing but bitch, bitch, bitch, "wahh, this is too hard" and "wahh I have to use more than 3 skills."

c.f. TOC in WoW.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 06:00:56 PM
Players just want to claim they are awesome.


See people claiming every game since the dawn of time is "TOO EASY LAWL".


Title: Re: SWTOR
Post by: Kageru on November 22, 2011, 06:04:06 PM
I found this in the SA SWTOR thread: http://www.shamusyoung.com/twentysidedtale/?p=14239
Quote

Good read, and pretty much matches my expectations. The story elements don't change the MMO gameplay but are just a bag on the side that has consumed massive resources, which would have been better spent in advancing the underlying mechanics.

My near total lack of interest in the game is perfected to total lack of interest.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 06:09:41 PM
Ok, for those of you advocating the use of the parses, are you still playing WoW?

Are you still raiding in WoW? If not, when did you stop?

If SWTOR doesn't do it for you, will you go back to WoW, or will you play both at the same time to remain on the fence?

No.

No, mid Cata.

No, I'll continue being a game nomad, trying to find something that amuses me. In my case, fanboying over GW2 knowing my guild probably won't play it heavily as I cry myself to sleep.

I like parses because I like analyzing data. Especially in complicated fights. Parses are rarely "you suck at dps, lol" unless it's a dumbass gear check fight with a short timer. In complex fights, it's figuring out what the holy shit was going on behind all those huge fancy effects all over the place, and figuring out either how to do it better or how to do it at all. Parses helped me a ton to figure out Hodir and make it click for me. I felt fucking useless the first dozen times I tried that until I brushed all the effects away and just "got" how the fight went and which of my spells were having the most impact during which phase.


Title: Re: SWTOR
Post by: kildorn on November 22, 2011, 06:20:04 PM
Further, if you do raiding as your endgame, you're competing with WoW. Straight up, point blank, that's who you're competing with. This isn't the same as "all MMOs are competing with WoW". This is way more specific than that, both due to the quality of WoW raiding historically and with the niche nature of it.

Ok, so why not "raid" differently? Why do you have to give people the exact same stuff WoW did? To me that doesn't make sense.

If you want to bring alternative ideas as an endgame, more power to the company. Rock my socks off. edit: I completely consider bringing an actual compelling story to be new gameplay and innovation in the MMO field. Awesome! And if they keep feeding it content, I expect it to be very popular.

If you want to run with the same endgame everyone else has, I kind of expect you to bring some of the same improvements that have gone on.

I wouldn't excuse a web browser without the ability to parse XML or had a back button that launched tomorrow, either. I will excuse "we lack as much content as the people with a _ year head start", but I won't give a pass to "oh and we've completely ignored every innovation or improvement in our chosen field"


Title: Re: SWTOR
Post by: Rokal on November 22, 2011, 06:32:38 PM
Players always want "more intelligent mobs" that "act like players" right up until they actually run into them.  Then it's nothing but bitch, bitch, bitch, "wahh, this is too hard" and "wahh I have to use more than 3 skills."

I remember the arena boss fight in BRD that was part of the tier 0.5 set quest. The fight was supposed to mimic pvp, where the enemy ai would attack healers and more fragile targets first, and would attempt to use interrupts and such. It was a response to "why do all the enemies just attack the least vulnerable target (tank) like idiots" and it was completely not fun.


Title: Re: SWTOR
Post by: SurfD on November 22, 2011, 07:38:15 PM
Players always want "more intelligent mobs" that "act like players" right up until they actually run into them.  Then it's nothing but bitch, bitch, bitch, "wahh, this is too hard" and "wahh I have to use more than 3 skills."

I remember the arena boss fight in BRD that was part of the tier 0.5 set quest. The fight was supposed to mimic pvp, where the enemy ai would attack healers and more fragile targets first, and would attempt to use interrupts and such. It was a response to "why do all the enemies just attack the least vulnerable target (tank) like idiots" and it was completely not fun.
Much like the "PvP" raid fight in the Crusader's Colleseum.


Title: Re: SWTOR
Post by: CmdrSlack on November 22, 2011, 08:13:36 PM
Quote
Again, these logs are perhaps not what you imagine them to be. They help you figure stuff like that out, but *most importantly* they help the person in charge figure it out for people who don't understand the big picture of what is going on. And when you play with people because you like them instead of because they're super awesome players, it is extraordinarily helpful for the leader to have a way to spot things that are causing problems so he can gently (or perhaps passive-aggressively) give advice. 

Jaysus. Really? I guess this is the advancement of gameplay from EQ to WoW, but I never even raided in EQ. There were lots of camping encounters, there were lots of hard encounters that required some group discipline. When I was a senior guide, I used to hide inviz in the planes and watch massive plane raid wipes. It was great. The nascent raider community was fun when all of the raid drama was vented via /shout.

That just seems like a fuckton of after-market solutions to a style of gameplay that is like repeatedly slamming your dick in a drawer.


Title: Re: SWTOR
Post by: Velorath on November 22, 2011, 08:23:44 PM
Velo - It's not even a mod, it's just a parsing of the base combat log after the fact. It's also pretty hard to have total vision and awareness of everyone's actions during a raid in real time. Any encounter in which you CAN have total awareness of everyone, is usually a pretty straight forward and simple one.

There's a reason you will never see me do a raid in SWTOR with a group of 16 or 24 people.  8 is a good number.  From playing DAOC for good length of time, I know it's possible to have a good understanding of who is doing what, just from watching the screen.  I don't even care if they end up giving out better loot for people who raid with larger groups as long as I at least get to experience the content with a 8 man group.  I've got zero desire to spend time figuring out which of the 24 people in the group wasn't pulling their weight and then trying to explain it to them with charts.


Title: Re: SWTOR
Post by: Margalis on November 22, 2011, 09:25:32 PM
You can't just throw some intelligent mobs into a game that is centered around tank and spank. That doesn't mean intelligent mobs are a bad idea, just you have to commit to doing it right.


Title: Re: SWTOR
Post by: Ingmar on November 22, 2011, 09:32:12 PM
Nobody wants truly intelligent mobs, they want mobs that seem just intelligent enough to make them feel good about beating them. The problem is that's such a knife-edge of balance and player skill there's no point you can put mobs at that will make more people happy than unhappy I suspect.


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 09:32:59 PM
Velo - It's not even a mod, it's just a parsing of the base combat log after the fact. It's also pretty hard to have total vision and awareness of everyone's actions during a raid in real time. Any encounter in which you CAN have total awareness of everyone, is usually a pretty straight forward and simple one.

There's a reason you will never see me do a raid in SWTOR with a group of 16 or 24 people.  8 is a good number.  From playing DAOC for good length of time, I know it's possible to have a good understanding of who is doing what, just from watching the screen.  I don't even care if they end up giving out better loot for people who raid with larger groups as long as I at least get to experience the content with a 8 man group.  I've got zero desire to spend time figuring out which of the 24 people in the group wasn't pulling their weight and then trying to explain it to them with charts.

I was talking 10 mans in WoW.

Played DaoC for half a decade. DaoC 8 man groups were so not a good example of anything in terms of PvE. DaoC is not a good example for PvE.


The Awareness from PvP is a different ball game entirely and not really applicable... be it 8v8 DaoC or 5v5 WoW.


Title: Re: SWTOR
Post by: Nebu on November 22, 2011, 09:39:24 PM
I have a love/hate relationship with large market games for the reasons cited above.  You need the market to justify a large budget title, but in marketing to the mass market, you're forced to water down content to a point of triviality for those wanting a challenge.   FPS games are wildly popular despite the fact that you lose more than you win in them.  If MMO's had challenge appropriate to that in FPS, they'd go out of business.  This means that even 5 man content should be doable by the masses.  I want some content to be HARD for a group to complete.  Something like a 50% success rate for even a skilled team.  If that happened, the forums would blow.   It makes me sad.


Title: Re: SWTOR
Post by: Evildrider on November 22, 2011, 09:49:10 PM
It's cuz the the top 1% think they are better than the 99% amirite?   :why_so_serious:


Title: Re: SWTOR
Post by: Fordel on November 22, 2011, 09:52:41 PM
I have a love/hate relationship with large market games for the reasons cited above.  You need the market to justify a large budget title, but in marketing to the mass market, you're forced to water down content to a point of triviality for those wanting a challenge.   FPS games are wildly popular despite the fact that you lose more than you win in them.  If MMO's had challenge appropriate to that in FPS, they'd go out of business.  This means that even 5 man content should be doable by the masses.  I want some content to be HARD for a group to complete.  Something like a 50% success rate for even a skilled team.  If that happened, the forums would blow.   It makes me sad.


Well they have that in WoW for raids, and will be adding it for 5 mans in the next expansion. They'll even be gear neutral, where they just bump or lower everyone's stats to a pre-set for the challenge.

FPS games also have the advantage of being able to find a new server/game very quickly and not having any expectation that you'll be a pwnmobile.


Title: Re: SWTOR
Post by: Zetor on November 22, 2011, 10:38:53 PM
Players always want "more intelligent mobs" that "act like players" right up until they actually run into them.  Then it's nothing but bitch, bitch, bitch, "wahh, this is too hard" and "wahh I have to use more than 3 skills."
I remember the arena boss fight in BRD that was part of the tier 0.5 set quest. The fight was supposed to mimic pvp, where the enemy ai would attack healers and more fragile targets first, and would attempt to use interrupts and such. It was a response to "why do all the enemies just attack the least vulnerable target (tank) like idiots" and it was completely not fun.
Different strokes... that fight (and the Delrissa fight in Magister's Terrace which was more of the same) was one of my favorites (and my guilds'). I can fully accept that we're the exception though. 

Regarding mob difficulty, this vid (http://www.youtube.com/watch?v=jZQerOSv7pw) shows a level 50 arsenal spec mercenary BH with a healing companion soloing a lv49 and lv50 named elite boss 'at the same time' (keeping one of them CC'd for the first half of course). WARNING: may be boring to watch :awesome_for_real:


Title: Re: SWTOR
Post by: Sjofn on November 22, 2011, 10:46:03 PM
I always liked the "pvp" fights myself, but they seem to generally be loathed when they're thrown in.


Title: Re: SWTOR
Post by: Wolf on November 23, 2011, 01:27:50 AM
Some people really need to get over the ZOMG PARSES ELITIST RAIDERS 50 HOUR WEEKS POOPSOCK mentality. There are plenty of people that enjoy raiding and do it on a schedule - raiding 4-8 hour weeks over 2 to 3 days, and these guilds manage to finish tiers on time. They do that by not throwing themselves at bosses again and again, but by analysing where the mistakes happened and what can be done to avoid said mistakes. Combat parses help do that in the middle of the raid.

As an aside the one fight they showed in that one video - if that's any indication on what they're trying to pass as raiding content in this day and age, lack of addons to parse combat logs won't even come close to their biggest issue.


Title: Re: SWTOR
Post by: Velorath on November 23, 2011, 01:50:18 AM
Velo - It's not even a mod, it's just a parsing of the base combat log after the fact. It's also pretty hard to have total vision and awareness of everyone's actions during a raid in real time. Any encounter in which you CAN have total awareness of everyone, is usually a pretty straight forward and simple one.

There's a reason you will never see me do a raid in SWTOR with a group of 16 or 24 people.  8 is a good number.  From playing DAOC for good length of time, I know it's possible to have a good understanding of who is doing what, just from watching the screen.  I don't even care if they end up giving out better loot for people who raid with larger groups as long as I at least get to experience the content with a 8 man group.  I've got zero desire to spend time figuring out which of the 24 people in the group wasn't pulling their weight and then trying to explain it to them with charts.

I was talking 10 mans in WoW.

Played DaoC for half a decade. DaoC 8 man groups were so not a good example of anything in terms of PvE. DaoC is not a good example for PvE.


The Awareness from PvP is a different ball game entirely and not really applicable... be it 8v8 DaoC or 5v5 WoW.

I'm not holding up DAOC as an example of good PVE.  I'm holding it up as an example of being able to see the majority of what's going on in groups that size and that I can typically see when somebody fucks up.  Really for me this doesn't even come down to an argument of mods or no mods.  It's about raiding generally being a shit idea the way it's implemented in most games, and mods are typically a way of dealing with the symptoms rather than the disease.  Rather than bolting stuff onto the UI to make it easier to micromanage a group of 10-20 people, just don't make me group with that many people to see all the cool endgame shit.


Title: Re: SWTOR
Post by: Amaron on November 23, 2011, 02:07:50 AM
I want some content to be HARD for a group to complete.  Something like a 50% success rate for even a skilled team.  If that happened, the forums would blow.   It makes me sad.

What?  WoW has that.   Hardcore raid modes will destroy even skilled teams.   Even the top 1% can't do hardcore usually.   The actual numbers are something like .1% for he hard bosses and around .5% for the normal ones.


Title: Re: SWTOR
Post by: Ingmar on November 23, 2011, 02:19:29 AM
Velo - It's not even a mod, it's just a parsing of the base combat log after the fact. It's also pretty hard to have total vision and awareness of everyone's actions during a raid in real time. Any encounter in which you CAN have total awareness of everyone, is usually a pretty straight forward and simple one.

There's a reason you will never see me do a raid in SWTOR with a group of 16 or 24 people.  8 is a good number.  From playing DAOC for good length of time, I know it's possible to have a good understanding of who is doing what, just from watching the screen.  I don't even care if they end up giving out better loot for people who raid with larger groups as long as I at least get to experience the content with a 8 man group.  I've got zero desire to spend time figuring out which of the 24 people in the group wasn't pulling their weight and then trying to explain it to them with charts.

I was talking 10 mans in WoW.

Played DaoC for half a decade. DaoC 8 man groups were so not a good example of anything in terms of PvE. DaoC is not a good example for PvE.


The Awareness from PvP is a different ball game entirely and not really applicable... be it 8v8 DaoC or 5v5 WoW.

I'm not holding up DAOC as an example of good PVE.  I'm holding it up as an example of being able to see the majority of what's going on in groups that size and that I can typically see when somebody fucks up.  Really for me this doesn't even come down to an argument of mods or no mods.  It's about raiding generally being a shit idea the way it's implemented in most games, and mods are typically a way of dealing with the symptoms rather than the disease.  Rather than bolting stuff onto the UI to make it easier to micromanage a group of 10-20 people, just don't make me group with that many people to see all the cool endgame shit.

The reason you could tell what was going on in DAOC, is that nothing was going on.


Title: Re: SWTOR
Post by: Falconeer on November 23, 2011, 02:31:17 AM
My very brief comment about SWTOR:

It's beta, but as of now it doesn't hold a candle to Rift outside of the story. As someone else pointed out, it's a mediocre WoW clone whereas Rift was a very good WoW clone if not an improvement.

SWTOR has great story (and that's a plus over any other MMORPG), and if you are into that a great license. It's all good to entertain players for the first couple of months, but it's not gonna hold after you reach the cap, and then you will find yourself surrounded by a game that is not so fun to play. It's not that fun to play to begin with, but the story pushes you forward. Also, and I am not talking about balance, PvP is equally bland.



EDIT: It's fair to state that I feel exactly the same about LoTRO. I loved my first 2 months there, and then I left for good and never looked back. So you may want to use that as a frame of reference to gauge my comment.


Title: Re: SWTOR
Post by: Fabricated on November 23, 2011, 03:51:36 AM
You pretty much need some sort of a mod API or a competent interface with features that people put in mods for raiding unless you can literally do whatever you want and still beat the encounters. I wasn't jonesing for interface mods during the last beta weekend but I wasn't doing any endgame content either.

Sperg's gonna sperg, no matter what you do. Even if you make the encounters easy and block log parsing...someone is literally going to write some third-party program that parses DPS from screenshots somehow and everyone who raids will "have" to install it. Don't play with spergy assholes is the solution, particularly for endgame content. The "heroic" 4-mans will be at least as bad as WoW's in terms of community LFD tool or not, that's just how it is when you do anything semi-difficult with random people.

Bioware can get it right if the base difficulty level of raiding is very accessible, and considering the smallest group size is 8, I think that helps. You have any idea how many times my guild was short like 1-2 people on raid nights? A lot.


Title: Re: SWTOR
Post by: Shatter on November 23, 2011, 04:20:15 AM
My very brief comment about SWTOR:

It's beta, but as of now it doesn't hold a candle to Rift outside of the story. As someone else pointed out, it's a mediocre WoW clone whereas Rift was a very good WoW clone if not an improvement.

SWTOR has great story (and that's a plus over any other MMORPG), and if you are into that a great license. It's all good to entertain players for the first couple of months, but it's not gonna hold after you reach the cap, and then you will find yourself surrounded by a game that is not so fun to play. It's not that fun to play to begin with, but the story pushes you forward. Also, and I am not talking about balance, PvP is equally bland.



EDIT: It's fair to state that I feel exactly the same about LoTRO. I loved my first 2 months there, and then I left for good and never looked back. So you may want to use that as a frame of reference to gauge my comment.

Rift was solid but I think a lot of people just had a hard time getting into the game.  I played it a lot longer then I should of only because nothing else came out to play.  I like TOR because I'm a Star Wars fan and can get into the game much more then I could Rift.


Title: Re: SWTOR
Post by: Sheepherder on November 23, 2011, 05:01:17 AM
Bioware can get it right if the base difficulty level of raiding is very accessible, and considering the smallest group size is 8, I think that helps. You have any idea how many times my guild was short like 1-2 people on raid nights? A lot.

You'll still end up with a regular raid crew of 8 people, as your spares will lose interest because they get benched every other week.  Then one or two of your regulars won't show up because life happens... :oh_i_see:

The holy grail here would be flexible raid sizes, by letting you sub a companion or two in or out, or by adjusting the boss difficulty.


Title: Re: SWTOR
Post by: Fabricated on November 23, 2011, 05:10:32 AM
Bioware can get it right if the base difficulty level of raiding is very accessible, and considering the smallest group size is 8, I think that helps. You have any idea how many times my guild was short like 1-2 people on raid nights? A lot.

You'll still end up with a regular raid crew of 8 people, as your spares will lose interest because they get benched every other week.  Then one or two of your regulars won't show up because life happens... :oh_i_see:

The holy grail here would be flexible raid sizes, by letting you sub a companion or two in or out, or by adjusting the boss difficulty.
Yeah, but that's one of those things that just seems easy to do. Fudging some the numbers up/down 1-2 people on a raid automatically is easy, but your encounter mechanics are limited by the minimum number of players.


Title: Re: SWTOR
Post by: Outlawedprod on November 23, 2011, 05:34:02 AM
Has anyone considered that the devs haven't put combat logs into the game because of immersion?

They want you to immerse yourself in the Star Wars universe and the story of swtor.  If you die it is not because of bad DPS, standing in the fire, failing it use cooldowns, or situational awareness.  The answer is always far simpler.  It is because you simply were just not strong enough in the force.  To succeed in PVE you must stretch out your feelings and become one with the keyboard.  They are telling you to put the blast shield down and L2P


Title: Re: SWTOR
Post by: Ironwood on November 23, 2011, 05:48:54 AM
Not sure if serious.


Title: Re: SWTOR
Post by: palmer_eldritch on November 23, 2011, 06:04:10 AM
Rift was solid but I think a lot of people just had a hard time getting into the game.  I played it a lot longer then I should of only because nothing else came out to play.  I like TOR because I'm a Star Wars fan and can get into the game much more then I could Rift.

Should have.


Title: Re: SWTOR
Post by: Numtini on November 23, 2011, 06:05:09 AM
Quote
It's beta, but as of now it doesn't hold a candle to Rift outside of the story. As someone else pointed out, it's a mediocre WoW clone whereas Rift was a very good WoW clone if not an improvement.

I keep going back to Rift because on paper it's a fantastic game with a lot of what I want from a game, but something just doesn't grab. I just get no compulsion at all to play. I feel like I've seen and done it all even though I really haven't at all. If I had a guild I'd probably stick around and raid or whatever, but while I can see it being this great game on paper, I dunno. Something just doesn't work that I can't even articulate. I can say the world is bland or the macroing is annoying, but I know I'd put up with both of those otherwise. Just not sure what it is.

Even being in the "keep add ons out and just allow passive mods" camp, the UI is a huge problem in SWTOR. It's also kind of stunning that in a game this complex, they didn't understand this is a big deal. Ditto for the dungeon finder. We know the forums will erupt until it's in, so why isn't it in a game this big? On the other hand, I had a blast and that included the instances. In the end, I think there is some impossible to define "fun factor" in a game and all the systems being right on paper won't make a not fun game fun and everything being wrong won't make a not fun game not fun.


Title: Re: SWTOR
Post by: Falconeer on November 23, 2011, 06:20:50 AM
Quote
It's beta, but as of now it doesn't hold a candle to Rift outside of the story. As someone else pointed out, it's a mediocre WoW clone whereas Rift was a very good WoW clone if not an improvement.

I keep going back to Rift because on paper it's a fantastic game with a lot of what I want from a game, but something just doesn't grab. I just get no compulsion at all to play. I feel like I've seen and done it all even though I really haven't at all.

Yes, exactly. I agree with that. Rift held me for 5 months and honestly it's more than I was expecting from a diku in 2011, but with each iteration I am less interested. And a game that would have gotten me addicted for years in 2003 now only lasts a few months.
I think that SWTOR has even less to offer than Rift, plot and license aside, and it's way less smooth and clever, so when that beautifully handcrafted content will be over (and I suspect that will take precisely a few months) I'm afraid it will hold as "bad" as Rift, considering there's not even that much to play around with classes or PvP, and customization is very poor so far, from characters to the locked UI. Bioware did for 50 levels what Age of Conan did for 20. Remarkable, but similarly short lived in my book considering there's a smelly dinosaur under the hood.


Title: Re: SWTOR
Post by: schild on November 23, 2011, 06:53:11 AM
(http://i.imgur.com/ByVv1.png)


Title: Re: SWTOR
Post by: Ironwood on November 23, 2011, 07:02:19 AM
That captures my feelings entirely.


Title: Re: SWTOR
Post by: Pezzle on November 23, 2011, 07:10:57 AM
The things that come to mind when I think of WoW are simply not present in this game.  Let people scream and kick their feet for mods and group finders etc.  None of it is really needed.  You do not need to grind the same shitty instance over and over for a set.  Grab a friend and run a few quests.  You have fun, everyone wins.  Sometimes if my regular partner is not around I will roam about helping other people just for fun.  Remember fun?  You do not need charts and graphs and meters and mods for it.  Some people spend a ton of energy trying to turn this game into something it is not.


Title: Re: SWTOR
Post by: Paelos on November 23, 2011, 07:16:44 AM
That's pretty much my thought on it. I will play SWTOR as long as I'm having fun with it, and the elite raider mentality hasn't filtered down through use of mods and meters to the regular populace. Reason being, the regular populace has no idea how to correctly use those metrics, and they couldn't play at the level of the people who can use them, so they make everyone else's life miserable.

It's the WoW forums analogy where you see the people who have completed the regular raids telling everyone to L2P while living high and mighty, and the heroic completionists are dead silent.


Title: Re: SWTOR
Post by: trias_e on November 23, 2011, 07:21:01 AM
That captures my feelings entirely.


I started with the face on the right.  Then I pre-ordered SWTOR because there's something in my genetic code which forces me to buy new MMORPGs even though I know I will never play it past the first month.  


Title: Re: SWTOR
Post by: Lakov_Sanite on November 23, 2011, 07:24:40 AM
Quote
You do not need to grind the same shitty instance over and over for a set.

How many people are playing endgame stuff in swtor yet? You didn't do that in wow vanilla until 50, If you think you won't be doing the same instances(flashpoints) over and over...I've got a bridge for you.


Title: Re: SWTOR
Post by: Sky on November 23, 2011, 07:48:16 AM
Some people spend a ton of energy trying to turn this game into something it is not.
That's what f13 does.


Title: Re: SWTOR
Post by: Viin on November 23, 2011, 07:53:00 AM
And that's why we stop playing after 2 weeks!


Title: Re: SWTOR
Post by: luckton on November 23, 2011, 07:53:43 AM
And that's why we stop playing after 2 weeks!

And then come back to try it off and on after major patches  :oh_i_see: :grin:


Title: Re: SWTOR
Post by: Ironwood on November 23, 2011, 08:03:10 AM
The things that come to mind when I think of WoW are simply not present in this game.  Let people scream and kick their feet for mods and group finders etc.  None of it is really needed.  You do not need to grind the same shitty instance over and over for a set.  Grab a friend and run a few quests.  You have fun, everyone wins.  Sometimes if my regular partner is not around I will roam about helping other people just for fun.  Remember fun?  You do not need charts and graphs and meters and mods for it.  Some people spend a ton of energy trying to turn this game into something it is not.

This describes exactly how WoW was at the start and, to be honest, still can be.

But I'm burned on it.  Doing it 'with Lightsabres' is not for me.  Even browsing 'Torhead' gave me the creeps.


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 08:04:37 AM
Has anyone considered that the devs haven't put combat logs into the game because of immersion?

They want you to immerse yourself in the Star Wars universe and the story of swtor.  If you die it is not because of bad DPS, standing in the fire, failing it use cooldowns, or situational awareness.  The answer is always far simpler.  It is because you simply were just not strong enough in the force.  To succeed in PVE you must stretch out your feelings and become one with the keyboard.  They are telling you to put the blast shield down and L2P

I turn off floaty numbers and health bars -- and am often tempted to turn off floaty names -- when I play solo in LOTRO. It's kind of a "faux surprise" thing, helping me pay more attention to what I'm doing and seeing and less to numbers.  I'm hoping to be able to do the same in SWTOR this weekend.


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 08:22:34 AM
I have a love/hate relationship with large market games for the reasons cited above.  You need the market to justify a large budget title, but in marketing to the mass market, you're forced to water down content to a point of triviality for those wanting a challenge.   FPS games are wildly popular despite the fact that you lose more than you win in them.  If MMO's had challenge appropriate to that in FPS, they'd go out of business.  This means that even 5 man content should be doable by the masses.  I want some content to be HARD for a group to complete.  Something like a 50% success rate for even a skilled team.  If that happened, the forums would blow.   It makes me sad.

Most MMOs could do a better job at making more challenging non-combat activities. I like RIFTs puzzles, for example. Or the haunted hobbit burrow in LOTRO (not super hard but a little challenging at first).

I found that DDO had some hard content for small groups -- and not hard because you chose a higher level dungeon than your party. There were a number of dungeons that required multiple party members to have decent environment jumping skills, or coordination in opening/moving doors at the right time, or even just navigating multi-level ramps and twisty interior spaces ("The Pit" being the most notorious such dungeon). Even dungeons that "split the party" and forced them to fight their way back together.

I also really liked being able to block attacks in real time, and use a shield to prevent enemy missiles fire from hitting my party's wizard while the wizard tried to get close enough to charm the undead archers (yay for little pink hats floating over the undead!).  Or the requirement in some dungeons to have to jump and catch a ledge, then move sideways along the ledge, to get past an obstacle.  Yes, this kind of stuff has been around in 3-D adventure games forever,  but I don't see many MMOs supporting it. Perhaps too many casual players find it too hard to maneuver a toon in 3-D space?



Title: Re: SWTOR
Post by: kildorn on November 23, 2011, 08:26:21 AM
Man, fuck jumping puzzles.


Title: Re: SWTOR
Post by: Ingmar on November 23, 2011, 08:28:30 AM
Platformer shit: do not want.


Title: Re: SWTOR
Post by: Pezzle on November 23, 2011, 08:29:55 AM
Man, fuck jumping puzzles.

Then do not become a Cron hunter, holy shit.


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 08:30:04 AM
I support no jumping or LOS!






 :oh_i_see:


Title: Re: SWTOR
Post by: Sjofn on November 23, 2011, 08:53:35 AM
That's pretty much my thought on it. I will play SWTOR as long as I'm having fun with it, and the elite raider mentality hasn't filtered down through use of mods and meters to the regular populace. Reason being, the regular populace has no idea how to correctly use those metrics, and they couldn't play at the level of the people who can use them, so they make everyone else's life miserable.

That's just ... not true. "How u push button better" is not actually beyond the grasp of "the regular populace." Again, Slap in the Face is like ... so not an elite raiding guild. It does not have an elite raiding mentality. But those tools are useful, and they helped us suck less.


I also have done an obscene amount of PUGs, and not once have I seen someone get bitched at for their shitty DPS, even when it would be entirely justified. I believe it happens, but I do not believe it happens with the frequency people claim. I would've surely seen it by now.


Title: Re: SWTOR
Post by: Lantyssa on November 23, 2011, 08:55:19 AM
No, I'll continue being a game nomad, trying to find something that amuses me. In my case, fanboying over GW2 knowing my guild probably won't play it heavily as I cry myself to sleep.
I'll be there, kildy.


Title: Re: SWTOR
Post by: tmp on November 23, 2011, 08:58:26 AM
Platformer shit: do not want.
You scrubs just can't be arsed to grind for proper gear the encounters were designed for.



Title: Re: SWTOR
Post by: Ratman_tf on November 23, 2011, 09:10:45 AM
Platformer shit: do not want.

Someone should try to emulate Tomb of Horrors in a MMOG dungeon.


Title: Re: SWTOR
Post by: Ingmar on November 23, 2011, 09:16:34 AM
I think it has already happened on a spiritual level... assuming you mean 'make an unfun, arbitrary character grinder.'  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on November 23, 2011, 09:23:48 AM
The site keeps going up and down, so here's a cut and paste of the article regarding pre-launch guilds just posted.

Last Chance to Finalize Your Guild

http://www.swtor.com/news/news-article/20111123

Quote
A few weeks ago we announced that Phase 3 of our Pre-Launch Guild Program had begun. Phase 3: Deployment allows guild members to see whether or not their guild qualifies for transfer into the game. As we approach Early Game Access for Star Wars™: The Old Republic™, we want to remind all of you in guilds that the Pre-Launch Guild Program will end on December 2nd, 11:59PM CST so that guilds can be assigned to servers for Early Game Access.

This is your last chance to:

-Make any changes to your guild
-Ensure your guild meets requirements for deployment into the game
-Designate your guild’s Allies and Adversaries
-Review and accept pending guild applications

So how do you ensure that your guild makes it into the game for launch? It’s simple! All you have to do is make sure at least four members of your guild have pre-ordered the game and redeemed their Pre-Order Code at our Code Redemption Center. Once you’ve done that, you can check your guild’s page within the Guild HQ to see if you have met all of the pre-designated conditions.

If your guild does not yet qualify for transfer to the game, you still have time. Visit our Pre-Order page, secure your copy of Star Wars: The Old Republic, and redeem your Pre-Order Code to help ensure that your guild makes the cut for launch!

To learn more about guilds in The Old Republic, check out the Guilds Game System page for details and visit the Guilds FAQ for answers to commonly asked questions.

*Customers who pre-order Star Wars: The Old Republic will be able to play the game before the official launch. “Early Game Access” is the period of time before the official game launch when pre-order customers may access the game. Early Game Access may be up to 5 days. The length of your Early Game Access depends on the date and order in which you redeemed your Pre-Order Code at the Code Redemption Center. See Pre-Order FAQ for more details.

**We will make reasonable efforts to ensure that qualifying guilds are imported into a server that meets your specified preferences, but we cannot make any guarantees given the anticipated volume of guilds (among other factors). All server placements therefore remain in our sole discretion. We also cannot take responsibility for technical errors or glitches that prevent your guild from importing into the game as planned. See Terms of Service for more details.


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 09:26:52 AM
Platformer shit: do not want.

Someone should try to emulate Tomb of Horrors in a MMOG dungeon.



So this would require what seems to be missing from a lot of MMOs -- variety of interaction. Tomb of Horrors would be cool, but  you can't, for example, take a piece of junk from your inventory and "test" to see what happens when you
Variety of action in most MMOs:
- click on an object in the world
- click a UI button to make your toon attack/heal/buff/debuff/stun/mezz/slow/root/etc a targeted enemy or ally
- move your toon onto something, or through something, to trigger an event or location change
- perform an emote at a specific location to advance a quest objective

Skyrim changed their lockpicking mini-game UI.
Neocron had an electronic lock-picking system/mini-game.
Vanguard had the "Diplomacy" card game.

Maybe more things like this (mini-games or some different kinds of environment interaction mechanisms)?




Title: Re: SWTOR
Post by: Wolf on November 23, 2011, 09:44:56 AM
That's pretty much my thought on it. I will play SWTOR as long as I'm having fun with it, and the elite raider mentality hasn't filtered down through use of mods and meters to the regular populace. Reason being, the regular populace has no idea how to correctly use those metrics, and they couldn't play at the level of the people who can use them, so they make everyone else's life miserable.
I also have done an obscene amount of PUGs, and not once have I seen someone get bitched at for their shitty DPS, even when it would be entirely justified. I believe it happens, but I do not believe it happens with the frequency people claim. I would've surely seen it by now.

It hasn't happened to you because you play at a decent level, have an understanding of how trash pulls and boss fights work, and carry your group - so you don't wipe (and that has nothing to do with gear before someone plays that particular card). Once wipes start to happen, if there isn't someone to take control and explain why wipes are happening and what should be done, tards bust out the recount. It's all about investing the time to learn to play your character(s) and understand dungeon and raid encounters. And that has a lot to do with decent gui and available information.


Title: Re: SWTOR
Post by: kildorn on November 23, 2011, 10:24:50 AM
That's pretty much my thought on it. I will play SWTOR as long as I'm having fun with it, and the elite raider mentality hasn't filtered down through use of mods and meters to the regular populace. Reason being, the regular populace has no idea how to correctly use those metrics, and they couldn't play at the level of the people who can use them, so they make everyone else's life miserable.
I also have done an obscene amount of PUGs, and not once have I seen someone get bitched at for their shitty DPS, even when it would be entirely justified. I believe it happens, but I do not believe it happens with the frequency people claim. I would've surely seen it by now.

It hasn't happened to you because you play at a decent level, have an understanding of how trash pulls and boss fights work, and carry your group - so you don't wipe (and that has nothing to do with gear before someone plays that particular card). Once wipes start to happen, if there isn't someone to take control and explain why wipes are happening and what should be done, tards bust out the recount. It's all about investing the time to learn to play your character(s) and understand dungeon and raid encounters. And that has a lot to do with decent gui and available information.

It's luck. I've had far more good pug experiences than bad. Happily carrying someone who is running at 20% the DPS they should be and whatnot. I've rarely run into L2PLAY NUBS from anyone, and only twice run into the "and we hit the last boss, kick the healer and get our friend in the group without a word" crap. It's just that the bad times tend to leave lasting impressions on people, while the hundreds of times things have just worked out are expected behavior.

I pug a lot. I stopped doing so as much on Cata's release just because PUG heroics became painfully stupid, but I still rarely saw the DPS chart bullshit. If anything what I saw a lot more of was "tank has less than N hitpoints, kick them" before the first pull. That requires no mods or performance analysis at all to do, and is a lot of why I say that douchebags will be douchebags. It's not recount that causes dickish behavior, and a lack of recount doesn't suddenly make everyone pleasant and patient people.

Smugglers look like a ton of fun, by the by. Though I'm laughing at the whole "this weapon is only used for special attacks" thing. You see, I only bust out my shotgun occasionally!


Title: Re: SWTOR
Post by: Ingmar on November 23, 2011, 10:28:33 AM
The only time I ever see Recount come up in PUGs is when someone starts saying "OMG CAN SOMEONE LINK THE RECOUNT?" (Invariably, the person asking for this is in last place on dps.) I've never seen it used as a bludgeon.

Now, what I *have* seen used many times to crap on people is GearScore (though not recently - at its height it got pretty annoying though). Possibly people are getting their memories of shitty experiences using WoW addons confused?


Title: Re: SWTOR
Post by: kildorn on November 23, 2011, 10:33:37 AM
Gearscore was such crap. And having it integrated into LFD just lead to yet more amazing bullshit.

And yeah, whoever went "linkz the recountz!" was always in last on the dps charts, and always by a large margin. Thankfully they usually asked in tells what they could do differently in my experience.


Title: Re: SWTOR
Post by: Paelos on November 23, 2011, 10:34:26 AM
My problem with recount isn't as a bludgeon. My problem is the dps staring at it, ignoring regular raid commands, and then complaining outside of fights when they get replaced on rosters. Or sending tells in raids, or people bitching about other people to me.

You see, people are rarely up front about their shitting on other people in front of them. They do it behind their backs to the raid leader (ie - me). And it's ALWAYS about what they see on the recount. This phenomenon did not exist until it became the norm. We ran successful casual raids all through vanilla and most of TBC. By the time Wrath came along, every single person was using it from top down and it changed the face of mid-tier raiding for the worse, imo.

I don't mind it when it's used for what it should be. I would be a hell of a lot happier if you could restrict it in groups to just the raid leader getting the information though. It would solve a lot of my issues with people sniping at each other.


Title: Re: SWTOR
Post by: kildorn on November 23, 2011, 10:41:11 AM
I lead raids for a bit back in vanilla. There was PM'd drama non stop before meters ever became common. "So and so healed X instead of Y, they should be docked points!" "My frostbolt deals N more damage than Frank's, I should be the class lead!"

Heck, I had those PMs back in DAOC days doing MLs. It's just a down side to running the shitshow. I hope slap isn't that bad about whining to Ingmar, but I'm sure we've all privately bitched about X or Y raid member when frustrated. I know I get bitchy as fuck after the 15th wipe to the same simple thing. And it's never meter related, it's "we wiped because people didn't pay attention!", including myself.

Though I'll agree with you on DPS tunnel vision. I tend to leave my meter UI off, and only look at it after boss encounters. But I've see people who actually think the number mid fight is really useful, and stare at it. Probably the same people who actually look at their damage numbers over the mob's head during a boss fight.


Title: Re: SWTOR
Post by: Paelos on November 23, 2011, 10:43:49 AM
Yes, but before meters I could just tell them to STFU and do their job. Now, I get spreadsheets telling me why I am wrong for having this person involved.


Title: Re: SWTOR
Post by: luckton on November 23, 2011, 10:43:49 AM
GearScore at first failed because it just counted ANYTHING as contributing to your score.  This means a Rogue that was wearing all epic Intellect cloth was more valuable than the same Rogue wearing uncommon Agility leather.  The program has gotten smarter, but the initial damage was done; people didn't like being degraded to a number.

For my part, I did use a gear evaluating tool called Elitist Group (http://www.wowace.com/addons/elitistgroup/) (developed by the people of the same Jerkish name), a tool that didn't just assign you number based on the quality of gear, but actually checked your whole loadout for appropriate gear selections.  It was a better way of handling things, and allowed me to give quick and appropriate feedback to a fellow if I found them failing.

Integrating the ilvl gear system into the LFG tool was necessary.  You won't be able to convince me otherwise.  I'm sorry you don't feel that one needs to cut their teeth on regular dungeons so they can gear up and be able to contribute to future harder encounters as the game is balanced.  


Title: Re: SWTOR
Post by: kildorn on November 23, 2011, 10:49:51 AM
I don't think it failed in LFD because people in greens should be able to pug heroics.

I think it failed because people in SHIT GEAR could game the system via ilvls being a poor determination of the quality of one's equipment.

Excuse me while I take my blue top 10 tanking trinket off and equip a shitty dps epic so the game thinks I can tank. <-- THAT is why it was poor.

edit: at least at the start of Cata, it was frequent for people to zone into a pug and then magically their HP and mana would swing by a few thousand as they put their real gear on. Abusing PVP crafted items was pretty much expected, and only actually worked for Druids.


Title: Re: SWTOR
Post by: koro on November 23, 2011, 10:50:27 AM
Has anyone considered that the devs haven't put combat logs into the game because of immersion?

Or, you can go with the real answer, which is "combat logs were in the game but removed because they could not get them to work properly".


Title: Re: SWTOR
Post by: Numtini on November 23, 2011, 11:29:55 AM
The problem with LFD and gearscore predated cata and was that groups required that you be not adequately geared, but massively overgeared so you could run them without breaks or cc or planning and based that overgearing on the score. Ditto for PUG raids. That was a case of gearscore making idiots worse than they already were.

But you do need some kind of level on gear for the dungeon finder. EQ2 didn't have that when their LFD launched and it was a disaster because you had people with completely inadequate gear being put into tanking roles and that sort of thing. (Along with a dozen other complete failures in the tool like assuming all tank capable classes were tanks--no clue if they ever fixed it.)

I never had problems with people using ACT in EQ2 and I loved capabilities like the VCR function for getting better at particular bosses. I think having the parser separate acts as a screening mechanism. If they're the kind of person to scream because of a couple of bad parses if everything is otherwise going well, they're apparently too stupid to set up ACT.


Title: Re: SWTOR
Post by: luckton on November 23, 2011, 11:34:21 AM
Is anyone having problems logging on to the SWTOR site?  It's asking me for security questions I don't remember setting up  :ye_gods:


Title: Re: SWTOR
Post by: Evildrider on November 23, 2011, 11:38:27 AM
Is anyone having problems logging on to the SWTOR site?  It's asking me for security questions I don't remember setting up  :ye_gods:

There's been some stuff going down with the site today.  When it gets fixed, if you haven't, you do need to set up those security questions.


Title: Re: SWTOR
Post by: luckton on November 23, 2011, 11:39:28 AM
Is anyone having problems logging on to the SWTOR site?  It's asking me for security questions I don't remember setting up  :ye_gods:

There's been some stuff going down with the site today.  When it gets fixed, if you haven't, you do need to set up those security questions.

I should have rephrased.  I've setup the questions already, it's asking me a question that I didn't select to be asked.


Title: Re: SWTOR
Post by: Outlawedprod on November 23, 2011, 11:39:55 AM
Now that the NDA's down I'm looking for some solid info on the important stuff.  Anyone have enough playtime in beta to drop knowledge on what they consider the most IMBA classes and abilities once you get to level cap?


Title: Re: SWTOR
Post by: Mosesandstick on November 23, 2011, 11:44:56 AM
I've heard tanks and healers outperform other classes at getting invited to groups.


Title: Re: SWTOR
Post by: Numtini on November 23, 2011, 11:56:21 AM
This secret question stuff is out of hand. I'm locked out of my account and need to call them.


Title: Re: SWTOR
Post by: DraconianOne on November 23, 2011, 12:07:08 PM
This secret question stuff is out of hand. I'm locked out of my account and need to call them.


From Stephen Reid (@Rockjaw) about 15 mins ago on Twitter:

"For those of you who may be locked out of you accounts due to security question issues; we're working on a solution, no call to CS required"


Title: Re: SWTOR
Post by: Ironwood on November 23, 2011, 12:13:03 PM
Yes, but before meters I could just tell them to STFU and do their job. Now, I get spreadsheets telling me why I am wrong for having this person involved.

Wait, wait wait.

You're a fucking accountant.  You should LOVE that shit.

I bet your home server is fucking 95% Excel.


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 12:27:03 PM
(http://memegenerator.net/cache/instances/400x/11/11344/11616409.jpg)


Title: Re: SWTOR
Post by: Fordel on November 23, 2011, 12:33:43 PM
Yea the SWTOR site is shitting itself. I can log into the launcher just fine, but not the site itself.


Title: Re: SWTOR
Post by: Modern Angel on November 23, 2011, 12:34:21 PM
Yes, but before meters I could just tell them to STFU and do their job. Now, I get spreadsheets telling me why I am wrong for having this person involved.

See, it sounds like you had an extremely personal and bad experience with damage meters and how they affected your raid. Which is fine. But there are a lot more people looking at your self-assurance on this going "Whhhaaaa?" and probably a couple more looking at your red-eyed hatred of all raiders for inflicting this wound on you and thinking you might be unhinged. Your experience just isn't the norm, including in Sfojn's casual guild. It certainly wasn't mine when I was doing higher end raiding and it wasn't when I was in a crappy raiding guild.

Basically, I'm sorry you have such shitty acquaintances. :(


Title: Re: SWTOR
Post by: luckton on November 23, 2011, 12:56:21 PM
10 pages away people!  WE MUST POST MORE THINGS!


Title: Re: SWTOR
Post by: Fordel on November 23, 2011, 01:00:36 PM
The SWTOR site has unfucked itself, at least for me.

So Luckton, how bout dem healing bullets!


Title: Re: SWTOR
Post by: Lakov_Sanite on November 23, 2011, 01:01:17 PM
I remember when 300 was a big deal....I'm old.


Title: Re: SWTOR
Post by: luckton on November 23, 2011, 01:02:15 PM
The SWTOR site has unfucked itself, at least for me.

So Luckton, how bout dem healing bullets!

Aye, I seemed to login fine now.

And yes, healing bullets for Bounty Hunters, healing darts and flying syringes for IA's  :drill:


Title: Re: SWTOR
Post by: Fordel on November 23, 2011, 01:04:35 PM
Troopers get a healing GRENADE.


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 01:06:35 PM
Still waiting for my "official start time" email.

I find the staggered start time thing more than slightly absurd. Color me jaded on the Bioware empire. Do they really need to simulate this? Are they afraid the metal in their hardware gear isn't solid enough? It's not like it's been a dragon's age since the last beta weekend. And it's not like they can't use the evidence in hand and make a highly educated guess/plan for the mass effect of adding new testers.

Howzat for a useless thread bump?


Title: Re: SWTOR
Post by: luckton on November 23, 2011, 01:08:18 PM
Troopers get a healing GRENADE.

IA's get a healing 'probe' 

:hello_thar:


Title: Re: SWTOR
Post by: tmp on November 23, 2011, 01:13:29 PM
:hello_thar:
Does the game allow to create clearly underage twi'leks for my the agent to probe heal?


Title: Re: SWTOR
Post by: Fordel on November 23, 2011, 01:14:35 PM
Only boy ones.


Title: Re: SWTOR
Post by: Paelos on November 23, 2011, 01:14:45 PM
Yes, but before meters I could just tell them to STFU and do their job. Now, I get spreadsheets telling me why I am wrong for having this person involved.

Wait, wait wait.

You're a fucking accountant.  You should LOVE that shit.

I bet your home server is fucking 95% Excel.

I know! I'm shocked as well that I don't want to do exactly what I do for a living in a game.


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 01:18:28 PM
Not sure why recover password is taking so long.


Title: Re: SWTOR
Post by: luckton on November 23, 2011, 01:27:33 PM
Not sure why recover password is taking so long.

I did the same thing earlier, but never got an email.  I was able to login a little bit ago though without having to change my password.  I would suggest trying again, unless you legitimately forgot your PW  :awesome_for_real:


Title: Re: SWTOR
Post by: tmp on November 23, 2011, 01:29:58 PM
Only boy ones.
I suppose this is where the change of initial plans and agent Robinson come in.


Title: Re: SWTOR
Post by: Zetor on November 23, 2011, 01:32:13 PM
Troopers get a healing GRENADE.
Bounty hunters get a healing MISSILE. :awesome_for_real:

(yeah yeah I know that the two abilities are identical mechanics-wise)


Title: Re: SWTOR
Post by: Sky on November 23, 2011, 01:36:44 PM
Still waiting for my "official start time" email.

I find the staggered start time thing more than slightly absurd. Color me jaded on the Bioware empire. Do they really need to simulate this? Are they afraid the metal in their hardware gear isn't solid enough? It's not like it's been a dragon's age since the last beta weekend. And it's not like they can't use the evidence in hand and make a highly educated guess/plan for the mass effect of adding new testers.

Howzat for a useless thread bump?
3/10

Looks like the problems with the website for the (not) open beta are putting the systems to a proper stress test. And yeah, I bet they're doing the staggering this weekend to get a real-world simulation of the staggered launch. Doesn't hurt to run the actual hardware through the real cycle before you're dealing with paying customers.


Title: Re: SWTOR
Post by: Bunk on November 23, 2011, 01:38:57 PM
But you do need some kind of level on gear for the dungeon finder. EQ2 didn't have that when their LFD launched and it was a disaster because you had people with completely inadequate gear being put into tanking roles and that sort of thing. (Along with a dozen other complete failures in the tool like assuming all tank capable classes were tanks--no clue if they ever fixed it.)

So essentially you are saying that gear in WoW reached the point that it was effectively just an alternative to increasing the level cap. Get to level 80 then grind your way through the next 20 levels of Gearscore. So some Raids were essentially level 80 and others were level 80 + Tier 3 gear.

Problem with this mechanic being that actual character power level becomes ridiculously hard to judge past the level cap without using addons to scan every piece of gear someone has equipped.

I guess I knew this was the case, but never really thought about it.

I wore whatever gear looked coolest. *shrug*



Title: Re: SWTOR
Post by: Viin on November 23, 2011, 02:07:34 PM
Yes, the endgame is basically Diablo in disguise.


Title: Re: SWTOR
Post by: DraconianOne on November 23, 2011, 02:09:25 PM
I wore whatever gear looked coolest. *shrug*

No jeans, no trainers.

If your name's not on the list then you can't come in.


Title: Re: SWTOR
Post by: Wolf on November 23, 2011, 02:14:46 PM
a guildie got confirmation mails that he's accepted to the friday test. On three accounts. Yeah, yeah, he's an asshole, at least I get to get in on friday for sure  :awesome_for_real:


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 02:15:26 PM
Yes, the endgame is basically Diablo in disguise.

Makes an argument for level progression = increasing breadth of skill choices rather than incremental stat bumping. I've barely played any GW but I think that is/was their design -- always have 8 skills but higher level means broader range of choices for those 8?

I saw SWTORs skill trees and sighed. Not a selling point for me. (If there have to be skill trees, RIFT's soul system is my preference.)



Title: Re: SWTOR
Post by: Rokal on November 23, 2011, 02:22:17 PM

I found that DDO had some hard content for small groups -- and not hard because you chose a higher level dungeon than your party. There were a number of dungeons that required multiple party members to have decent environment jumping skills, or coordination in opening/moving doors at the right time, or even just navigating multi-level ramps and twisty interior spaces ("The Pit" being the most notorious such dungeon). Even dungeons that "split the party" and forced them to fight their way back together.

I also really liked being able to block attacks in real time, and use a shield to prevent enemy missiles fire from hitting my party's wizard while the wizard tried to get close enough to charm the undead archers (yay for little pink hats floating over the undead!).  Or the requirement in some dungeons to have to jump and catch a ledge, then move sideways along the ledge, to get past an obstacle.  Yes, this kind of stuff has been around in 3-D adventure games forever,  but I don't see many MMOs supporting it. Perhaps too many casual players find it too hard to maneuver a toon in 3-D space?

Speaking of DDO's active combat, this is where I think SWTOR is really a missed opportunity. The combat is identical to WoW's, and it really feels off-putting for a Star Wars game in 2011. Playing a trooper during the last beta weekend I kept wondering "why am I tab-targeting and playing with action bars when I should just be aiming and shooting". Ranged combat in DDO is how SWTOR ranged combat should be play. Borderlands came out two years ago and it seemed so obvious that it's where MMOs were going. And yet here we are, with another MMO where you click on an enemy to target them, stand still, and then press 1-5 on your keyboard every couple seconds to attack them.

I've been playing a ton of DDO lately, to the point where I haven't logged into Rift in over a week despite a big patch with tons of stuff to do. It's hard to get excited about an MMO where combat (what you're doing for 95% of the game) feels so stale. Rift and WoW both share the same boring combat, but somehow in my mind it's not as egregious because they're fantasy games where I spend more time casting spells than shooting guns, and they don't attempt to feel futuristic.

I also really like the Mario levels in DDO, but I know I'm the minority there. Weird puzzle quests like Tomb of the Tormented and platforming levels like Spies in the House show me things I haven't already done 300 times in an MMO, and I really enjoy them.

Edit: To clarify, the 'missed opportunity' is that the game probably would have felt much more refreshing, and maybe had a longer hook for jaded MMO games and non-MMO gamers alike, if the combat felt like a step forward rather than a rehash.


Title: Re: SWTOR
Post by: Sjofn on November 23, 2011, 02:28:05 PM
There does not seem to be a "log in" button on their website any more for me.


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 02:28:45 PM
I was just going to post that.

Apparently logging into the client tells me: "This account requires activation steps to access the game. Finalize verification for this account" where account is a link to sign in.

Is this the prompt to do the security questions.


Title: Re: SWTOR
Post by: taolurker on November 23, 2011, 02:32:23 PM
The login page now says page not found... LOL

Bioware HQ: We can stop people from getting into the beta by keeping them from logging into our webpage! GENIUS!


Title: Re: SWTOR
Post by: Fordel on November 23, 2011, 02:33:01 PM
No Sjofn's allowed.


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 02:34:20 PM
I wonder if its a reaction to the load. How many copies did this sell anyway?


Title: Re: SWTOR
Post by: Morfiend on November 23, 2011, 02:35:07 PM
They remove the login button when their site is under super heavy crushing load. Like it is right now.


Title: Re: SWTOR
Post by: murdoc on November 23, 2011, 02:38:40 PM
Still waiting for my "official start time" email.

I find the staggered start time thing more than slightly absurd. Color me jaded on the Bioware empire. Do they really need to simulate this? Are they afraid the metal in their hardware gear isn't solid enough? It's not like it's been a dragon's age since the last beta weekend. And it's not like they can't use the evidence in hand and make a highly educated guess/plan for the mass effect of adding new testers.

Howzat for a useless thread bump?

Just got my "official start time" email.


Title: Re: SWTOR
Post by: Pezzle on November 23, 2011, 02:40:04 PM
I never used the healing bullets thing as a Commando.  I also specced out of the Kolto Grenade.

Last night I was forced to use an ability I NEVER use, which was interesting.  You have to use it or lose the fight.  Silly Sages.  


Shit like gearscore gets me into fights with group members.  Not interested in your spreadsheets, thanks.  Also, wtf?  Why do you need this stupid mod shit for 4 man groups?  Yeah, you can form raids but they are pretty damn rare.  Go ahead and fight your 500k HP world boss and get 2 drops for 16 people.  That stuff is all PUG right now and who wants to fight that level of loot retardation.  



Title: Re: SWTOR
Post by: Jherad on November 23, 2011, 02:41:27 PM
You’ll be able to begin testing Star Wars™: The Old Republic™ very soon! Your test begins:

Friday, Nov. 25 at 10:00AM CST


Of course, I'll be at the in-law's eating turkey.  :oh_i_see:


Title: Re: SWTOR
Post by: VainEldritch on November 23, 2011, 02:44:49 PM
I wonder if its a reaction to the load. How many copies did this sell anyway?

If you have an EA Origin account, change your PW there  - it takes about 30 seconds and since they merged it with your SWTOR PW all will be good. I tried three times to reset my PW through SWTOR.com and every time they failed to send the reset E-mail and I used Origin.

They have a made great game but their login is a fucking mess. They'd better sort this shit out before launch or the forums will be apoplectic with rage.

Nothing creates a bad impression and leads to closed wallets faster than an ugly front end. Just ask a ten dollar whore.


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 02:48:21 PM
I wonder if its a reaction to the load. How many copies did this sell anyway?

If you have an EA Origin account, change your PW there  - it takes about 30 seconds and since they merged it with your SWTOR PW all will be good. I tried three times to reset my PW through SWTOR.com and every time they failed to send the reset E-mail and I used Origin.

They have a made great game but their login is a fucking mess. They'd better sort this shit out before launch or the forums will be apoplectic with rage.

Nothing creates a bad impression and leads to closed wallets faster than an ugly front end. Just ask a ten dollar whore.

So close. I changed it, and i get the same line. I guess its because I never set up security questions.


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 02:50:01 PM
They have a made great game but their login is a fucking mess. They'd better sort this shit out before launch or the forums will be apoplectic with rage.
Nothing creates a bad impression and leads to closed wallets faster than an ugly front end. Just ask a ten dollar whore.

ROFL -- and I agree. The security checks/changes/lockdown are understandable given the Steam forum hack, but why didn't they just do an authentication app in advance of release? Maybe they will...?


Title: Re: SWTOR
Post by: Sky on November 23, 2011, 02:50:46 PM
In friday and I'll be at work.

Hey guys, maybe when they sent out all the emails saying you should update your shit, you shoulda updated your shit.  :why_so_serious:


Title: Re: SWTOR
Post by: Fordel on November 23, 2011, 02:51:15 PM
There is some kind of authenticator planned yes. They have a field on the launcher for your authenticator code to go.


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 02:53:48 PM
In friday and I'll be at work.

Hey guys, maybe when they sent out all the emails saying you should update your shit, you shoulda updated your shit.  :why_so_serious:

Never got one. This message is when I log into the launcher. I was never asked to update anything.


Title: Re: SWTOR
Post by: Sky on November 23, 2011, 02:54:04 PM
Listening to the grumbles, I ran the patcher just to be sure I could log in and there is a patcher update and a patch. So you should probably grab that stuff asap just in case.


Title: Re: SWTOR
Post by: Fordel on November 23, 2011, 02:56:11 PM
The patch isn't very big, and no notes with it.


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 02:57:52 PM
The patch isn't very big, and no notes with it.

It also requires a log in :)


Title: Re: SWTOR
Post by: Ingmar on November 23, 2011, 02:58:32 PM
Soundtrack:

http://www.youtube.com/user/SWTORost


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 03:03:45 PM
Rejoice!

Customer support forums also requires a log in. Origin CS told me to use the SWTOR CS.


Title: Re: SWTOR
Post by: Merusk on November 23, 2011, 03:04:08 PM
There is some kind of authenticator planned yes. They have a field on the launcher for your authenticator code to go.

This has been known for a while as the Physical CE comes with an Authenticator.

https://images-na.ssl-images-amazon.com/images/G/01/videogames/detail-page/B005B8DRVU.01.lg.jpg


Title: Re: SWTOR
Post by: VainEldritch on November 23, 2011, 03:05:39 PM
Soundtrack:

http://www.youtube.com/user/SWTORost

Death Star elevator music?


Title: Re: SWTOR
Post by: Morfiend on November 23, 2011, 03:08:30 PM
In friday and I'll be at work.

Hey guys, maybe when they sent out all the emails saying you should update your shit, you shoulda updated your shit.  :why_so_serious:

Actually, I think the problem is their site was fucked, and telling people they needed to change their password. I waited an hour and tried again, and it let me log in with out changing my password.


Title: Re: SWTOR
Post by: Mrbloodworth on November 23, 2011, 03:20:46 PM
All sorted now. The website became unfucked.


Title: Re: SWTOR
Post by: Montague on November 23, 2011, 03:25:28 PM
"Bioware Tech Support, this is Peggy, what is problem, please?"


Title: Re: SWTOR
Post by: VainEldritch on November 23, 2011, 03:35:49 PM
I just received an E-mail from BW telling me I can begin testing SWOTOR on Friday at 10-00 AM CST - and I was like... :awesome_for_real:   :heart:

Then I realised that I've been a general tester for several builds and know the stories to level 20 verbatim - and I was like...  :ye_gods:   :heartbreak:

The lesson is: living for months with four hours sleep turns one's brain to  :uhrr:

Thank you Bioware.


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 03:44:27 PM
I just received an E-mail from BW telling me I can begin testing SWOTOR on Friday at 10-00 AM CST - and I was like... :awesome_for_real:   :heart:

Then I realised that I've been a general tester for several builds and know the stories to level 20 verbatim - and I was like...  :ye_gods:   :heartbreak:

The lesson is: living for months with four hours sleep turns one's brain to  :uhrr:

Thank you Bioware.


You were the kind of kid who ate all their Hallowe'en candy before they got home, weren't you?


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 03:46:32 PM
Soundtrack:

http://www.youtube.com/user/SWTORost

Death Star elevator music?

No, that's this track: http://www.youtube.com/watch?v=522uGI-8dtE


Title: Re: SWTOR
Post by: Thrawn on November 23, 2011, 03:49:27 PM
Friday 10AM start here as well.


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 03:54:12 PM
There is some kind of authenticator planned yes. They have a field on the launcher for your authenticator code to go.

This has been known for a while as the Physical CE comes with an Authenticator.

https://images-na.ssl-images-amazon.com/images/G/01/videogames/detail-page/B005B8DRVU.01.lg.jpg

Was hoping they'd be testing their launcher authenticator this weekend via an app. (I've become a fan of the authenticator app idea thanks to RIFT.)


Title: Re: SWTOR
Post by: UnSub on November 23, 2011, 04:59:57 PM
Speaking of DDO's active combat, this is where I think SWTOR is really a missed opportunity. The combat is identical to WoW's, and it really feels off-putting for a Star Wars game in 2011. Playing a trooper during the last beta weekend I kept wondering "why am I tab-targeting and playing with action bars when I should just be aiming and shooting". Ranged combat in DDO is how SWTOR ranged combat should be play. Borderlands came out two years ago and it seemed so obvious that it's where MMOs were going. And yet here we are, with another MMO where you click on an enemy to target them, stand still, and then press 1-5 on your keyboard every couple seconds to attack them.

Once the story is done (or sidelined, because you haven't levelled up enough to advance the story), all you have are the mechanics. BioWare don't go good mechanics. Passable, functional ones sure, but hardly good, balanced ones.

I'm not really fussed if SWOR is found fun during the beta period. The key questions for SWOR are:

1) "Is it fun in three months time after launch?"

2) "Is it fun enough to justify a subscription cost when F2P titles are a valid alternative?"


Title: Re: SWTOR
Post by: Nebu on November 23, 2011, 05:01:32 PM
My only concern is that it's worth the box cost.  Everything beyond that is gravy to me.


Title: Re: SWTOR
Post by: Nevermore on November 23, 2011, 05:07:50 PM
I support no jumping

Didn't Guild Wars already cover that for you?  :grin:


Title: Re: SWTOR
Post by: Lucas on November 23, 2011, 05:09:32 PM
I'll begin on Friday too, 5pm my time. Four hours before my girlfriend will start ruining my plans for the weekend  :grin: :grin:


Title: Re: SWTOR
Post by: Igglethorpe on November 23, 2011, 05:10:43 PM
I don't post often, but in reading well over 100 pages of this stuff, I get the feeling that most of us are a wee bit too close to gaming in general.  I venture to say quite a few people will experience an MMO for the first time and will not have the experience or frames of reference that we have.  Most of us on F13 feel compelled to tear this game apart hoping to find some elusive "holy grail of game design" that just isn't there.  At some point we are going to have to accept what has been presented.  Either enjoy it or move on.  Course, we would never reach page 400 if everyone felt that way...

While its true that they may have fallen short on some levels for a number of our expectations, speaking for myself I'm really looking forward to this game, warts and all.  I think I can suspend belief in the thought that a "nirvana MMO" will release anytime soon.

Enjoy the game while it lasts.. or don't.


Title: Re: SWTOR
Post by: Furiously on November 23, 2011, 05:11:52 PM
I cant wait for the fallout when people that played two weekends ago find their characters are bugged and unable to log them in.


Title: Re: SWTOR
Post by: Jherad on November 23, 2011, 05:13:43 PM
My only concern is that it's worth the box cost.  Everything beyond that is gravy to me.

I'm counting on this being good enough as a SP/Coop game for the leveling experience with at least 2 months of fun. I think I'm too old/broken/bitter for endgame in any MMO now and have long since realised I'm no longer the target audience. I'd say that probably applies to a good many other people on this forum.  :grin:


Title: Re: SWTOR
Post by: Nevermore on November 23, 2011, 05:23:08 PM
You’ll be able to begin testing Star Wars™: The Old Republic™ very soon! Your test begins:

Friday, Nov. 25 at 10:00AM CST


Of course, I'll be at the in-law's eating turkey.  :oh_i_see:

You eat turkey for breakfast the day after?


Title: Re: SWTOR
Post by: Jherad on November 23, 2011, 05:28:56 PM
You’ll be able to begin testing Star Wars™: The Old Republic™ very soon! Your test begins:

Friday, Nov. 25 at 10:00AM CST


Of course, I'll be at the in-law's eating turkey.  :oh_i_see:

You eat turkey for breakfast the day after?

Knowing my mother-in-law, there will be turkey every meal until I go back home.  :ye_gods:


Title: Re: SWTOR
Post by: fuser on November 23, 2011, 06:16:05 PM
Three days trying to fix my SWTOR password  :uhrr:. Now the 1-855 just says "sorry too busy"


Title: Re: SWTOR
Post by: Mattemeo on November 23, 2011, 06:26:20 PM
Looks like I'm in on Saturday morning, 10:00am CST.
Stupid security questions ANSWER!
Horrendous ammount of downloading BEGIN!

No idea what I'll play; I presume I'll get shunted to whichever server Slap is flopping about on. Maybe.


Title: Re: SWTOR
Post by: kildorn on November 23, 2011, 06:30:18 PM
I'm intrigued by the Scoundrel. But confused by his desire to carry around a goddamned shotgun and rarely use it.


Title: Re: SWTOR
Post by: Furiously on November 23, 2011, 06:37:32 PM
It's cause the agent carries a knife.


Title: Re: SWTOR
Post by: Lantyssa on November 23, 2011, 07:31:19 PM
No idea what I'll play; I presume I'll get shunted to whichever server Slap is flopping about on. Maybe.
You should play an Imperial.  (But I'll have my Trooper at the very least, so Fordel doesn't feel all alone.)


Title: Re: SWTOR
Post by: Paelos on November 23, 2011, 08:09:14 PM
I've informed my guild that I'm a Trooper. Whether it will be tanking or healing grenades is a tough call.


Title: Re: SWTOR
Post by: Sjofn on November 23, 2011, 08:20:45 PM
I have this suspicion three of my four Bat Country alts are going to be dudes. Lady inquisitor, man IA, man BH, beefalo twi'lek (pink, if you please) warrior. I just like the dude voices on that side better on the whole ... and beefalo twi'lek men are 100% pure love.


Title: Re: SWTOR
Post by: Ingmar on November 23, 2011, 08:35:59 PM
Looks like I'm in on Saturday morning, 10:00am CST.
Stupid security questions ANSWER!
Horrendous ammount of downloading BEGIN!

No idea what I'll play; I presume I'll get shunted to whichever server Slap is flopping about on. Maybe.

Not for the beta, that stuff is all for live. I think our dudes for the test are on Canderous Ordo assuming server names are the same etc.


Title: Re: SWTOR
Post by: Riggswolfe on November 23, 2011, 09:40:40 PM
I have a quick question. I've got a friend who is getting warnings when he tries to patch or whatever that his cpu is not a dual core so he can't play.  One, yes, I'm surprised he is on a single core as well and two, have you guys heard of anyone actually playing on a single core despite the warning?


Title: Re: SWTOR
Post by: Rendakor on November 23, 2011, 10:00:04 PM
I'm in at 10am CST on Friday as well, which is...1 hour before I have to work. Fml.


Title: Re: SWTOR
Post by: Wolf on November 23, 2011, 11:18:05 PM
where can I check out available races? Knowing me I'll waste an hour and a half making my character at the start if I don't put in some research :P


Title: Re: SWTOR
Post by: Ingmar on November 23, 2011, 11:28:05 PM
Races are purely cosmetic, if that helps.


Title: Re: SWTOR
Post by: taolurker on November 23, 2011, 11:37:17 PM
where can I check out available races? Knowing me I'll waste an hour and a half making my character at the start if I don't put in some research :P
During the Stress test weekend I spent too much time in character creation and kept getting a Network error trying to log into the game. I also watched the intro videos and had it happen right after the video too. D=

I will be in this Friday am, but sure hope I get further through playing the Character, but I also was crashing (possibly drivers) and was experiencing more Network, Patcher and Server Select testing than I was actually able to see of the game. Got to maybe mess around with a created character for about 10mins tops.

With the NDA down I'm surprised I'm not really seeing positive reviews for the game's stickyness, and although I wouldn't mind a box, it's something I can probably get in a year's time as a free trial or free to play. I don't see the population being all that large, and I expected to see more advertising to go with the video gaming site hype. I also am not totally sold on a Single Player game in Multi-player, with Cut-scenes and voice-overs too much either.

Am I missing something or is the run speed like really slow? Was this networking issues? Is there some kind of speed burst? Am I gonna be bugging people for SoWs?

Also why did my jump look like I was trying to be Spider-Man?

I did have additional stress with their email, security and associated BS along with doing "Stress Testing".


Title: Re: SWTOR
Post by: Sobelius on November 23, 2011, 11:41:51 PM
While its true that they may have fallen short on some levels for a number of our expectations, speaking for myself I'm really looking forward to this game, warts and all.  I think I can suspend belief in the thought that a "nirvana MMO" will release anytime soon.
Enjoy the game while it lasts.. or don't.

I think it's not too surprising that f13 folks can both enjoy a game and tear it apart. I loved the brief time I had in SWTOR last beta weekend despite its shortcomings. It hooked me when I felt bad about killing someone in cold blood as part of one moment in a story.  And grinned when an NPC chastised me for not being decisive enough in my treatment of a prisoner. Is this the stuff of ad nauseum grindfests that define the typical "long time play" experience? Probably not. I've kept my expectations low enough that I found BW delivered just above them last beta weekend. And ditto on the box cost being a baseline for value -- even original AOC met that for me for its "first 20 levels" story (no I didn't sub more than an extra month, but I felt I got my money's worth -- especially in the beefcake character creation department).


Title: Re: SWTOR
Post by: Bungee on November 24, 2011, 12:03:24 AM
I think there was solid point made regarding "there'll be a lot of first time MMORPG players playing" just given the universe this game is put in.

Just for reference: how did LOTRO do with those "first time because I'm a nerd" players quantity wise?


Title: Re: SWTOR
Post by: VainEldritch on November 24, 2011, 12:30:14 AM
Am I missing something or is the run speed like really slow? Was this networking issues? Is there some kind of speed burst? Am I gonna be bugging people for SoWs?


You get Sprint at level 15 (or 14 - I'm too addled by sleep depravation to be sure) and then thing zip along nicely.

Also why did my jump look like I was trying to be Spider-Man?
The craptastic jumping animation is one of the (few) paces I can fault them in this area. It does look bloody terrible and your character appears to do a bullettime slowdown (cue slow synth).


Title: Re: SWTOR
Post by: Wolf on November 24, 2011, 12:32:12 AM
Races are purely cosmetic, if that helps.

My woes are purely cosmetic :oh_i_see:


Title: Re: SWTOR
Post by: Sjofn on November 24, 2011, 01:19:15 AM
Beefalo twi'lek dude. Trust me.  :grin:


Title: Re: SWTOR
Post by: Wolf on November 24, 2011, 01:57:20 AM
can I be an evil twi'lek girl lady :hello_thar:


Title: Re: SWTOR
Post by: Cyrrex on November 24, 2011, 02:11:14 AM
Twi'lek ladies aren't evil.  They are just very, very naughty.


Title: Re: SWTOR
Post by: Sheepherder on November 24, 2011, 02:33:50 AM
The holy grail here would be flexible raid sizes, by letting you sub a companion or two in or out, or by adjusting the boss difficulty.
Yeah, but that's one of those things that just seems easy to do. Fudging some the numbers up/down 1-2 people on a raid automatically is easy, but your encounter mechanics are limited by the minimum number of players.

I was going to include that in my post, but onward to 400!

Someone should try to emulate Tomb of Horrors in a MMOG dungeon.

Heroic Shadow Labyrinth.  Or maybe Heroic Auchenai Crypts.


Title: Re: SWTOR
Post by: Chimpy on November 24, 2011, 02:42:29 AM
Fordel hasn't posted the trooper .gif in like 50 pages. What is this world coming to.

Also, yub yub.


Title: Re: SWTOR
Post by: Wolf on November 24, 2011, 02:58:15 AM
I think I finally figured out the whole "red zone" retardedness. They're looking to make a buck on the initial box sales, without driving the prices down in Europe, which is why they're only launching in the big PC markets in eastern europe - Poland, Czech Republic, Russia and Greece (yeah, 14 salaries a year does make you a big video game market). The general rule of thumb is that games retail a lot cheaper in those countries than the rest of Europe. A couple of examples - both Modern Warfare 3 and Battlefield 3 retailed at ~30eu in Poland and even cheaper in Russia. I just did a quick check and TOR is retailing at 45eu in Poland, which is probably the most expensive PC release in recent years.

On the flip side, the trade prices of pre-paid cards are a lot lower than what is normal. Which will make retailers feature them and even offer them cheaper than what you pay online to drive sales, which I guess is their plan to retain customers in those countries.

There you go, this should keep you going for 7+ pages. I accept payment in space gold. 


Title: Re: SWTOR
Post by: Sjofn on November 24, 2011, 03:13:51 AM
can I be an evil twi'lek girl lady :hello_thar:

You can, but that's boring. Plus they're only allowed to be Hollywood fat. :(


Title: Re: SWTOR
Post by: Lantyssa on November 24, 2011, 04:49:59 AM
where can I check out available races? Knowing me I'll waste an hour and a half making my character at the start if I don't put in some research :P

Human
Cyborg
Twi'lek
Zabrak (2)
Rattataki
Chiss
Sith Pureblood
Mirialan
Miraluka

Each class has a choice of four of five of these, with Rattataki, Chiss, and Sith being Imperial, and Mirialan and Miraluka being Republic.  Zabrak have slightly different looks depending upon side.


Title: Re: SWTOR
Post by: Lantyssa on November 24, 2011, 04:55:48 AM
With the NDA down I'm surprised I'm not really seeing positive reviews for the game's stickyness, and although I wouldn't mind a box, it's something I can probably get in a year's time as a free trial or free to play. I don't see the population being all that large, and I expected to see more advertising to go with the video gaming site hype. I also am not totally sold on a Single Player game in Multi-player, with Cut-scenes and voice-overs too much either.

Am I missing something or is the run speed like really slow? Was this networking issues? Is there some kind of speed burst? Am I gonna be bugging people for SoWs?

Also why did my jump look like I was trying to be Spider-Man?
The low levels don't make me inclined to think it has any stickiness.  My interest is purely to play with friends and to tide me over until GW2 launches.  It's pretty, the story will keep me entertained enough, but they'll need a lot more sandbox elements or activities to keep me hooked.

Run is slow.  At 15 you get an out of combat sprint ability.  Around 25 you can get a 'speeder' for 40k training plus 5k per vehicle.


Title: Re: SWTOR
Post by: Wolf on November 24, 2011, 05:02:09 AM
That led me to http://swtor.wikia.com/wiki/Star_Wars:_The_Old_Republic_Wiki which has the races for all classes, thanks!


Title: Re: SWTOR
Post by: Surlyboi on November 24, 2011, 06:03:31 AM
With the NDA down I'm surprised I'm not really seeing positive reviews for the game's stickyness, and although I wouldn't mind a box, it's something I can probably get in a year's time as a free trial or free to play. I don't see the population being all that large, and I expected to see more advertising to go with the video gaming site hype. I also am not totally sold on a Single Player game in Multi-player, with Cut-scenes and voice-overs too much either.

Am I missing something or is the run speed like really slow? Was this networking issues? Is there some kind of speed burst? Am I gonna be bugging people for SoWs?

Also why did my jump look like I was trying to be Spider-Man?
The low levels don't make me inclined to think it has any stickiness.  My interest is purely to play with friends and to tide me over until GW2 launches. 

What, what, WHAT? Have you played all the stories? That shit still has me tied up at startup trying to figure out which one I want to play on a particular session.

I will agree run is slow as shit for starters though.


Title: Re: SWTOR
Post by: Lucas on November 24, 2011, 06:37:15 AM
Sigh :  Shiny box in the middle of the official website telling you to pre-order + discount on amazon italy = me purchasing the collector's edition for € 134  :angryfist:


Title: Re: SWTOR
Post by: Wolf on November 24, 2011, 06:43:26 AM
Wait, what? Uncharted's collector's is in a fucking briefcase and doesn't cost as much  :ye_gods:


Title: Re: SWTOR
Post by: palmer_eldritch on November 24, 2011, 07:02:30 AM
I like the fact that you can be play a really evil and arrogant character if you like. Single player RPGs often have conversation options which involve your character behaving badly, but you tend to be at a disadvantage if you choose them because the NPCs treat you like the asshole you are. There's an obvious "right" choice to make. In this game, if you want to be the intimidating Imperial agent or sith who makes people quake in their boots then you can, right from the start.


Title: Re: SWTOR
Post by: Lantyssa on November 24, 2011, 07:05:16 AM
What, what, WHAT? Have you played all the stories? That shit still has me tied up at startup trying to figure out which one I want to play on a particular session.
No, I haven't played all the stories.  I'm trying to save most of them for release so I don't get spoiled too badly.  They're enough to keep me entertained for a bit, but they are not great works of literature, nor do they have me hanging at the edge of my seat wondering what happens next.


Title: Re: SWTOR
Post by: Sobelius on November 24, 2011, 07:23:06 AM
What, what, WHAT? Have you played all the stories? That shit still has me tied up at startup trying to figure out which one I want to play on a particular session.
No, I haven't played all the stories.  I'm trying to save most of them for release so I don't get spoiled too badly.  They're enough to keep me entertained for a bit, but they are not great works of literature, nor do they have me hanging at the edge of my seat wondering what happens next.

I played a Sith Warrior to level 6 and liked the way, even at that low level, the story's layers of internal politics had started to create tension for me. I began thinking about who I wanted to support and who to betray, or whether to ignore them for a bit while I smacked around a few tomb diggers. Edge of my seat? No. Great literature? Please -- this is space opera and they've never had pretensions of examining the human condition via a video game. But engaging, yes. I do want to see what will unfold next.


Title: Re: SWTOR
Post by: koro on November 24, 2011, 07:26:54 AM
I like the fact that you can be play a really evil and arrogant character if you like. Single player RPGs often have conversation options which involve your character behaving badly, but you tend to be at a disadvantage if you choose them because the NPCs treat you like the asshole you are. There's an obvious "right" choice to make. In this game, if you want to be the intimidating Imperial agent or sith who makes people quake in their boots then you can, right from the start.

Just having the ability to make your character act a certain way - even if there's no mechanical advantage to doing so or both options lead to the same conclusion - increases my enjoyment of the game immensely. It's kind of like all those optional dialogue choices in KOTOR II that hint at you actually knowing people you meet that you are reasonably likely to have known previously instead of being forced to have them explain to you how you know them.


Title: Re: SWTOR
Post by: murdoc on November 24, 2011, 07:38:09 AM
I just noticed in a video that when chosing answers in the dialogue tree it actually tells you if you'll get dark/light side points with your answer - i never noticed that while playing and made a couple of choices that gave me lightside points I wasn't expecting.


Title: Re: SWTOR
Post by: Adam Hunt on November 24, 2011, 08:01:35 AM
I just noticed in a video that when chosing answers in the dialogue tree it actually tells you if you'll get dark/light side points with your answer - i never noticed that while playing and made a couple of choices that gave me lightside points I wasn't expecting.

Allo all.

The should be a setting (I don't have an active beta) that lets you turn that off and just play according to your own guilty conscience. ;)


Title: Re: SWTOR
Post by: Surlyboi on November 24, 2011, 08:05:01 AM
What, what, WHAT? Have you played all the stories? That shit still has me tied up at startup trying to figure out which one I want to play on a particular session.
No, I haven't played all the stories.  I'm trying to save most of them for release so I don't get spoiled too badly.  They're enough to keep me entertained for a bit, but they are not great works of literature, nor do they have me hanging at the edge of my seat wondering what happens next.

I played a Sith Warrior to level 6 and liked the way, even at that low level, the story's layers of internal politics had started to create tension for me. I began thinking about who I wanted to support and who to betray, or whether to ignore them for a bit while I smacked around a few tomb diggers. Edge of my seat? No. Great literature? Please -- this is space opera and they've never had pretensions of examining the human condition via a video game. But engaging, yes. I do want to see what will unfold next.

My experience in the Sith Warrior playthrough was a little different. My main thought through the bits I played, as I looked at my master was, "I can't wait to shove a lightsaber up your ass. How the fuck did a fat bastard like you survive to become a Sith Lord?"


Title: Re: SWTOR
Post by: Mrbloodworth on November 24, 2011, 08:11:57 AM
Is there a list of servers and types anywhere yet?


Title: Re: SWTOR
Post by: murdoc on November 24, 2011, 08:14:43 AM
I just noticed in a video that when chosing answers in the dialogue tree it actually tells you if you'll get dark/light side points with your answer - i never noticed that while playing and made a couple of choices that gave me lightside points I wasn't expecting.

Allo all.

The should be a setting (I don't have an active beta) that lets you turn that off and just play according to your own guilty conscience. ;)

I think that as long as you don't mouse over the conversation wheel, it won't appear. I just make my decisions using the number keys.


Title: Re: SWTOR
Post by: Sobelius on November 24, 2011, 08:28:43 AM
I played a Sith Warrior to level 6 and liked the way, even at that low level, the story's layers of internal politics had started to create tension for me. I began thinking about who I wanted to support and who to betray, or whether to ignore them for a bit while I smacked around a few tomb diggers. Edge of my seat? No. Great literature? Please -- this is space opera and they've never had pretensions of examining the human condition via a video game. But engaging, yes. I do want to see what will unfold next.

My experience in the Sith Warrior playthrough was a little different. My main thought through the bits I played, as I looked at my master was, "I can't wait to shove a lightsaber up your ass. How the fuck did a fat bastard like you survive to become a Sith Lord?"

So I'm guessing you chose the "raging-hothead" answers whereas I chose the "obedient-but-seething" answers... either way, the Sith Academy is what I would imagine mirror-universe version of Star Trek's Star Fleet Academy would be like.



Title: Re: SWTOR
Post by: Lucas on November 24, 2011, 08:34:06 AM
Ideally, I would like to play my imperial agent in a way that he/she slowly starts to develop a personal code of honour. So, yes, very loyal to the empire but not a heartless bitch. Hopefully the plot will allow me to play that way.


Title: Re: SWTOR
Post by: Sky on November 24, 2011, 08:39:56 AM
From interviews with Alex Freed, that sounds exactly like what he was shooting for with the light side of the IA.


Title: Re: SWTOR
Post by: luckton on November 24, 2011, 08:52:52 AM
I just noticed in a video that when chosing answers in the dialogue tree it actually tells you if you'll get dark/light side points with your answer - i never noticed that while playing and made a couple of choices that gave me lightside points I wasn't expecting.
If the choice you make is a significant story altering choice, it will adjust your LS/DS accordingly.  Moussing over the options will indicate if such a choice will do that.

I've had some choices where there's one LS option and the other two don't do anything, but most altering choices are either pick the good or pick the evil.


Title: Re: SWTOR
Post by: Lucas on November 24, 2011, 08:54:28 AM
While I've no more the time nor the willingness to get heavily involved in the MMO roleplaying communities (actually, I was only during the 1997-2000 UO period), I like to do so casually (casual in-character chat with random guys on the road, in a cantina, etc.). It will be interesting to see how the roleplayers will put together the personal path leading to the end of the main story, and the more "mundane" interactions with other characters (same and opposite faction). I guess something similar happens in LOTRO.

Personally, I would basically "detach" the main storyline from the rest of the interactions: while talking to other players, I'm just one more trooper, smuggler, inquisitor etc.


Title: Re: SWTOR
Post by: Adam Hunt on November 24, 2011, 09:31:26 AM
I think that as long as you don't mouse over the conversation wheel, it won't appear. I just make my decisions using the number keys.
Don't quote me on this but I'm 90% certain I saw it. Check in general settings down near the bottom. You may have to scroll.


Also, question. How's the TOR Chapter looking for allies? 4 and 4 already? If I understand correctly all this feature does it put you all on the same server?


Title: Re: SWTOR
Post by: Crumbs on November 24, 2011, 09:41:28 AM
Do lightsabers sound better at higher levels?  Because the first few I used literally sounded like plastic tubes spinning in the wind. 


Title: Re: SWTOR
Post by: luckton on November 24, 2011, 09:53:04 AM
Do lightsabers sound better at higher levels?  Because the first few I used literally sounded like plastic tubes spinning in the wind. 

Considering that vibroblades are essentially plastic energized tubes, I'd say th:ey got the sound effect spot on.  :oh_i_see:


Title: Re: SWTOR
Post by: Sand on November 24, 2011, 10:33:27 AM
Do the light side and dark side have consequences for your character.
For example like ending up a fallen paladin.


Title: Re: SWTOR
Post by: Lantyssa on November 24, 2011, 10:40:30 AM
Ideally, I would like to play my imperial agent in a way that he/she slowly starts to develop a personal code of honour. So, yes, very loyal to the empire but not a heartless bitch. Hopefully the plot will allow me to play that way.
It's quite possible.  My Sith go very much light-side.  That doesn't mean they're nice.
Do the light side and dark side have consequences for your character.
For example like ending up a fallen paladin.
Kind of?  Mainly appearance.


Title: Re: SWTOR
Post by: koro on November 24, 2011, 11:33:31 AM
Do lightsabers sound better at higher levels?  Because the first few I used literally sounded like plastic tubes spinning in the wind.  

Each lightsaber hilt has different sounds as well as looks. The best thing to do is grab every saber you can find and see which look and sound you like the best, and then keep that sucker for the rest of the game. Most all lightsabers are fully moddable, and you can rip out mods from better-but-uglier models and slap them into your current neato-keen one to keep it up to date.

For instance, here I am using the lightsaber I got in the level 9 flashpoint at level 22, with current mods:


Also, for any fans of the Star Wars Legacy comics, the saber hilt models that the Imperial Knights use is in-game. My Sith Warrior a couple builds back had one.


Title: Re: SWTOR
Post by: VainEldritch on November 24, 2011, 11:54:47 AM
Do the light side and dark side have consequences for your character.
For example like ending up a fallen paladin.
Kind of?  Mainly appearance.

I really, really do like the Dark Side Corruption. I deliberately made my human female Jedi Consular as pasty-faced as possible and chose every DS  option. At DS 1 I got lovely yellow eyes! So cool.

More! I want more! Time to be evil.

Right - I'm off to make calamitous decisions that will lead to unnecessary deaths and then I'll sodomize my elderly master with a prize-winning leek.

Dark Side emo' coolness here I come.

*grabs leek*


Title: Re: SWTOR
Post by: Lantyssa on November 24, 2011, 11:57:48 AM
Make sure to hum Loituma while spinning it about and advancing upon your master.  To complete the image.


Title: Re: SWTOR
Post by: eldaec on November 24, 2011, 12:02:55 PM
Help me with the spec choices. People keep saying they have all the usual range of mmog abilities, but this what I'm seeing, let me know where there is more to these specs than I've listed....

Juggernaught/Guardian
   Rage/Focus : wtf?
   Immortal/Defense : General Tanking
   Vengence/Vigilance : Single target melee dps

Maurauder/Sentinel
Don't care - dual light sabres look ridiculous.

Sage/Sorceror
  Lightning/Telekinetics : Direct damage
  Corruption/Seer : Direct Heal
  Madness/Balance : Short Range DoTs

Assassin/Shadow
  Madness/Balance : Short Range DoTs
  Kinetic/Darkness  : Avoidance tank
  Decption/Inflitration : Stealth/Melee dps

Operative/Scoundrel
  Lethality/Dirty Fighting : DoTs
  Medic/Sawbones : Heals
  Concealment/Scrapper : Stealth/Melee dps

Sniper/Gunslinger
  Lethality/Dirty Fighting : DoTs
  Engineering/Saboteur : med range aoe dps?
  Marksmen/Sharpshooter : long range direct damage

Powertech/Vanguard
   Prototype/Assault : Shortish range direct damage
   Shield/Shield  : Tank of some sort
   Firebug/tactics : ??? more aoe maybe?

Mercenary/Commando
   Bodyguard/Medic : Healing bullets
   Arsenal/Gunnery : Long range direct damage
   Firebug/tactics : ??? more aoe maybe?


Title: Re: SWTOR
Post by: Lucas on November 24, 2011, 12:15:08 PM
11/23 patch notes (hopefully there won't be a multi-gigabyte patch tomorrow, but check the launcher often, just in case :P), grabbed from DarthHater.com:

http://www.darthhater.com/articles/swtor-news/19722-patch-notes-11-23-2011

Quote


Title: Re: SWTOR
Post by: Montague on November 24, 2011, 12:37:32 PM
Kinda bummed to see the damage reduction for high-level mobs. I know folks were complaining that non-tank classes 30+ were getting assraped in solo missions but I was looking forward to the challenge.


Title: Re: SWTOR
Post by: Merusk on November 24, 2011, 12:41:27 PM
It's not Friday yet, dammit.



Title: Re: SWTOR
Post by: Fordel on November 24, 2011, 12:43:46 PM
Go solo Heroic 2's if you want a challenge then Montague, they're totally doable with you + companion.


Title: Re: SWTOR
Post by: Zetor on November 24, 2011, 12:53:03 PM
Mercenary/Commando
   Bodyguard/Medic : Healing bullets
   Arsenal/Gunnery : Long range direct damage
   Firebug/tactics : ??? more aoe maybe?
There are a few videos explaining how these classes work... they're fairly simplistic and informative if you don't mind occasional mumbling:
"healing bullets" spec http://www.youtube.com/watch?v=1-RPPNujdxg
"spam that missile" spec http://www.youtube.com/watch?v=_b7LesO6DLo
"burn stuff" spec (really hard to understand what he's saying sometimes) http://www.youtube.com/watch?v=iLpXrmecvzc


Title: Re: SWTOR
Post by: Evildrider on November 24, 2011, 01:31:48 PM
With hundreds of hours come thousands of characters--literally. So many of them, in fact, that this November, The Old Republic will enter the Guinness Book of World Records for having the biggest voice-over cast in entertainment history, with more than 1,000 actors speaking in three different languages. The game has between 250,000 and 280,000 lines of dialogue--the word-count equivalent of five Infinite Jests.

Taken from this article:  BioWare Bets Big With The Old Republic. (http://www.fastcompany.com/magazine/161/bioware)


Title: Re: SWTOR
Post by: Sand on November 24, 2011, 01:39:23 PM
Any min/maxer's get a read on which of the three healing specs is going to be the best in the long term for raiding needs? Any hard numbers to get comparisons on?


Title: Re: SWTOR
Post by: Lun on November 24, 2011, 02:44:11 PM
I have a question for anyone who has been or is currently in the closed beta test:

My beta starts tomorrow at 17:00 CET. Do you think I will be able to play though all the character classes up to level 10-ish by the end of the beta?

I'm curious, so I can stack up on food and lock myself in for the weekend  :awesome_for_real:


Title: Re: SWTOR
Post by: caladein on November 24, 2011, 02:54:45 PM
Any min/maxer's get a read on which of the three healing specs is going to be the best in the long term for raiding needs? Any hard numbers to get comparisons on?

The scuttlebutt right now is that Sorcerer/Sage is better, but that could all get washed away in a balance pass.

Down the line the balance between energy/heat-based and force-based healers just comes down to encounter design.  If Operative/Scoundrel throughput is balanced around max energy return and encounter design is based around a lot of huge spikes, they might never be in a good place (or, you might not want to have them make up the majority of your healer corps).  Mercenary/Commando seems similar although running out of heat capacity bites you immediately instead of in the near future.


Title: Re: SWTOR
Post by: Tannhauser on November 24, 2011, 03:25:39 PM
My beta starts tomorrow at 11am!  I have severed all ties to friends and family and will burrow, hermit-like, into the game for the weekend.



Title: Re: SWTOR
Post by: Der Helm on November 24, 2011, 03:26:47 PM
My beta starts tomorrow at 11am!  I have severed all ties to friends and family and will burrow, hermit-like, into the game for the weekend.


Looks like I am going to play Dungeon Defenders for the next 17 hours to pass the time.  :grin:


Title: Re: SWTOR
Post by: 01101010 on November 24, 2011, 03:30:06 PM
I have a question for anyone who has been or is currently in the closed beta test:

My beta starts tomorrow at 17:00 CET. Do you think I will be able to play though all the character classes up to level 10-ish by the end of the beta?

I'm curious, so I can stack up on food and lock myself in for the weekend  :awesome_for_real:

From my past weekend experience... yeah, you can. But it will be close if you do both sides.


Title: Re: SWTOR
Post by: Pezzle on November 24, 2011, 04:39:47 PM
Wait, the brought it down for maintenance on Thanksgiving??


Title: Re: SWTOR
Post by: kildorn on November 24, 2011, 06:23:55 PM
Wait, the brought it down for maintenance on Thanksgiving??

Why not?


Title: Re: SWTOR
Post by: Numtini on November 24, 2011, 06:36:37 PM
Wait, the brought it down for maintenance on Thanksgiving??

That's EA's dedication to their workers' well being and happiness.


Title: Re: SWTOR
Post by: Viin on November 24, 2011, 06:46:21 PM
Just logged in and a small patch was up, if you wanna grab it before tomorrow morning.


Title: Re: SWTOR
Post by: kildorn on November 24, 2011, 06:46:50 PM
I'm more thinking they have some non US people in their ops crew. If you're going to run international, you SHOULD.


Title: Re: SWTOR
Post by: Merusk on November 24, 2011, 07:34:25 PM
Hey, money before tradition.  Toys-R-Us, Target, Wal*mart and Macy's are all forcing their employees to go in tonight, why shouldn't EA get in on the fun?


Title: Re: SWTOR
Post by: Fordel on November 24, 2011, 07:38:36 PM
Well the EU servers are up!


One change I didn't notice at first, but they updated all the Cyborg options, so they reflect the class they are on. I predict a METRIC FUCK TON of Imperial Agent 'Cyborgs' now.


Title: Re: SWTOR
Post by: Der Helm on November 24, 2011, 08:02:56 PM
One change I didn't notice at first, but they updated all the Cyborg options, so they reflect the class they are on.
What does this mean, could you elaborate ?


Title: Re: SWTOR
Post by: Fordel on November 24, 2011, 08:08:25 PM
The implants, they fit the theme of the class.

So the implants a Trooper gets are different from Smugglers, a Sith warrior is different from a Imperial Agent.


Imperial Agents get very minimalistic and sleek implants now, including Deus Ex style sunglasses.


Title: Re: SWTOR
Post by: Merusk on November 24, 2011, 08:11:11 PM
I can't wait 12 hours to find out! yarrrg.


Title: Re: SWTOR
Post by: MuffinMan on November 24, 2011, 08:43:37 PM
Are we attempting to organize at all for this weekend?


Title: Re: SWTOR
Post by: Viin on November 24, 2011, 08:58:56 PM
I think we'd be lucky to be able to get on the same server.. but we can try!


Title: Re: SWTOR
Post by: Lucas on November 24, 2011, 10:44:26 PM

Imperial Agents get very minimalistic and sleek implants now, including Deus Ex style sunglasses.

Me want!!!  :drill:

I just downloaded (7.53am CET) a small patch:

- Updated the User Interface art for the Legacy System

- Players will no longer see Error 1003 when attempting to join the queue for a full server


Title: Re: SWTOR
Post by: Wolf on November 25, 2011, 01:48:00 AM
Any min/maxer's get a read on which of the three healing specs is going to be the best in the long term for raiding needs? Any hard numbers to get comparisons on?

The scuttlebutt right now is that Sorcerer/Sage is better, but that could all get washed away in a balance pass.

Down the line the balance between energy/heat-based and force-based healers just comes down to encounter design.  If Operative/Scoundrel throughput is balanced around max energy return and encounter design is based around a lot of huge spikes, they might never be in a good place (or, you might not want to have them make up the majority of your healer corps).  Mercenary/Commando seems similar although running out of heat capacity bites you immediately instead of in the near future.

From just barely looking at the specs, I think the sorcerer is most versatile. Purely speculative and from that one movie they released, I fully expect encounter design/difficulty to be very strongly toned down. So I expect the choice will be more along the lines of "is your healer versatile enough to fill more roles", rather than "can your healer push out throughput".

As an aside, if you're from Europe and you want to play on day one - pre-order today. Supply got completely screwed yesterday afternoon. Weather it's EA's incompetence or malice (pushing origin sales) it's retarded either way.


Title: Re: SWTOR
Post by: Tannhauser on November 25, 2011, 02:55:01 AM
Five hours until access!  Hmm, what class should I try as my first foray into The Old Republic?  My first toon in WoW was an orc shaman, maybe stay iconic and play a Jedi Knight even though I'm playing one at release.

Whats good crafting for Knights?  Also, any tips for a newbie or does the game do a good job at starting you?


Title: Re: SWTOR
Post by: Sobelius on November 25, 2011, 03:12:03 AM
Also, any tips for a newbie or does the game do a good job at starting you?

Play with your eyes open, use your keyboard + mouse, and breathe with your mouth closed. Avoid poopsocking if possible. Otherwise, if you've played almost any other MMO in the last 6 years, you will do fine.

Consider reading the FAQ in the tester forum, or this FAQ: http://liberi-fatali.net/the-old-republic/star-wars-the-old-republic-guide-and-faq/.



Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 03:20:50 AM
Like a lot of other people, I'll try a couple classes I'm the least interested with, in my case Trooper and Sith Warrior. But, of course, I won't resist and also take a peek at the two I intend to play at the beginning of retail, Agent and Consular.


Title: Re: SWTOR
Post by: luckton on November 25, 2011, 04:08:21 AM
Well the EU servers are up!


One change I didn't notice at first, but they updated all the Cyborg options, so they reflect the class they are on. I predict a METRIC FUCK TON of Imperial Agent 'Cyborgs' now.

You make this sound like a bad thing.  :why_so_serious:


Title: Re: SWTOR
Post by: luckton on November 25, 2011, 05:29:42 AM
And now, a PSA from the people at Reddit regarding this weekend.



Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 06:23:02 AM
Roughly 1h and 30m to the neverending queues  :awesome_for_real:


Title: Re: SWTOR
Post by: Merusk on November 25, 2011, 06:39:53 AM
PVP Server, I choose you!


Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 06:43:11 AM
"Last famous words" at 3.53pm CET :

Quote
@Rockjaw
Stephen Reid
Morning all. The Community and Live Services teams are all on deck and ready to get #SWTOR up for this weekend's test!
33 secondi fa via TweetDeck

 :oh_i_see: :drill:


Title: Re: SWTOR
Post by: Wolf on November 25, 2011, 07:01:18 AM
I have a meeting that starts in an hour and a half.   :argh:


Title: Re: SWTOR
Post by: Sky on November 25, 2011, 07:06:12 AM
That PSA is 100% correct. Anyone expecting to have a good gaming experience this weekend is in for a let-down. This is the weekend they intend to Break Shit.

Of course, then everyone will doomcast TOR because they're too dim-witted to understand what a stress test is and they're treating it like a free preview.

Should be fun and easily put us over 400.


Title: Re: SWTOR
Post by: Mosesandstick on November 25, 2011, 07:11:06 AM
At this point we should be aiming for 500.


Title: Re: SWTOR
Post by: luckton on November 25, 2011, 07:12:55 AM
If 400 doesn't unlock a SWTOR sub-forum prior to the game release, I don't know what will.  Let's just aim for that right now  :grin:


Title: Re: SWTOR
Post by: Der Helm on November 25, 2011, 07:22:41 AM
If 400 doesn't unlock a SWTOR sub-forum prior to the game release, I don't know what will.  Let's just aim for that right now  :grin:
F13-Achievements ? I second that notion.  :drill:


Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 07:43:59 AM
5 minutes ; meltdown imminent.


Title: Re: SWTOR
Post by: Tannhauser on November 25, 2011, 07:49:57 AM
May the Force be with the servers.


Title: Re: SWTOR
Post by: kildorn on November 25, 2011, 07:51:31 AM
That PSA is 100% correct. Anyone expecting to have a good gaming experience this weekend is in for a let-down. This is the weekend they intend to Break Shit.

Of course, then everyone will doomcast TOR because they're too dim-witted to understand what a stress test is and they're treating it like a free preview.

Should be fun and easily put us over 400.

Ideally in my mind, they'd sabotage the game around sunday. And by that I mean offline the primary firewalls and such, and see how a failover impacts the system.

Marketing will probably ban that practice, but QQ. It's not production ready until someone has started yanking cables!


Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 07:52:38 AM
"Play" button now active for me.


Title: Re: SWTOR
Post by: Numtini on November 25, 2011, 07:53:34 AM
A little slow, but I'm in. One of my characters wouldn't load. The other went right in.


Title: Re: SWTOR
Post by: Der Helm on November 25, 2011, 07:54:06 AM
Did you have to restart the client or did it went active on itself ? (Loggin in takes more time each time I try. IT HAS BEGUN!  :why_so_serious: )

edit: Client starting up now.


Title: Re: SWTOR
Post by: Merusk on November 25, 2011, 07:58:07 AM
The Ebon Hawk server, Republic side, Trooper named Merusk


Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 08:01:00 AM
Out of masochism, trying out the only one EU english server (Kissai Caste): started queue at position n. 968, now down to 744  :drill:


Title: Re: SWTOR
Post by: Numtini on November 25, 2011, 08:13:01 AM
On the character I got in on, the quests were messed up and I had to go back to the start. That's not terrible, but it's less than a month. Lag is no worse than last time, but it really makes movement sluggish.


Title: Re: SWTOR
Post by: Sky on November 25, 2011, 08:14:57 AM
May the Force be with the servers.
I think the quote you were looking for is "I have a baaad feeling about this..."


Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 08:19:36 AM
...And down to position n.10 in the queue. Let's see if the servers are going to crash now :P


Title: Re: SWTOR
Post by: CmdrSlack on November 25, 2011, 08:23:58 AM
Blarg. I am apparently downloading shit via the patcher. I thought I'd already done this. Good thing I bought Skyrim for the 360.


Title: Re: SWTOR
Post by: Hawkbit on November 25, 2011, 08:27:25 AM
I've got complete ass for textures, yet I'm running at 10fps.  It is virtually unplayable at the moment.


Title: Re: SWTOR
Post by: VainEldritch on November 25, 2011, 08:34:58 AM
All servers full.  :heartbreak:

12 hour wait time.  :ye_gods:

/win

 :drill:


Title: Re: SWTOR
Post by: Der Helm on November 25, 2011, 08:36:21 AM
In the game, forgot which server (picked a "Light" load one, heh..), Saw a guy named Lamaros running aroung in the Sith tombs.  :grin:


Title: Re: SWTOR
Post by: Falconeer on November 25, 2011, 08:37:28 AM
This game looks and plays too much like Anarchy Online. 9 years too late and with less originality.


Title: Re: SWTOR
Post by: Reg on November 25, 2011, 08:53:05 AM
I don't see any resemblance to Anarchy Online at all. What are you talking about?


Title: Re: SWTOR
Post by: tmp on November 25, 2011, 08:59:18 AM
I don't see any resemblance to Anarchy Online at all. What are you talking about?
Agents with sniper rifles would be my guess.

Which is fine, my AO char was an agent. :grin:


Title: Re: SWTOR
Post by: TripleDES on November 25, 2011, 09:01:40 AM
I guess I didn't care about these security questions much, but I kinda forgot what I've entered.

It's a stupid way, anyway.


Title: Re: SWTOR
Post by: koro on November 25, 2011, 09:04:37 AM
This game looks and plays too much like Anarchy Online. 9 years too late and with less originality.

You are completely insane.


Title: Re: SWTOR
Post by: DraconianOne on November 25, 2011, 09:24:49 AM
Yep, this test is certainly causing stress.   :why_so_serious:

Got in, played for a bit, realised that the character I rolled totally upsets their story dialogue because they assume that your character is a particular way (e.g. like rolling a fat character and the NPC says "Wow! You've got a great physique - you really must give me your diet plan!" but without the Renegade Interupt of punching them in the face).

Luckily, a friend gifted me DA:O last night so may end up playing that all weekend instead.


Title: Re: SWTOR
Post by: Surlyboi on November 25, 2011, 09:26:58 AM
They're gonna need a bigger boat.

It's kinda funny though. I complained about server lag and I had people telling me they were running graphics on max and it was smooth as glass, which was obviously bullshit, but hey...

If the lag sucks too much, I'll go back to Skyrim until the frothing masses have been banished again. 


Title: Re: SWTOR
Post by: Amaron on November 25, 2011, 09:29:41 AM
I'm impressed.  I got right in and I'm having no lag nor am I seeing any problems.


Title: Re: SWTOR
Post by: tmp on November 25, 2011, 09:33:29 AM
they assume that your character is a particular way (e.g. like rolling a fat character and the NPC says "Wow! You've got a great physique - you really must give me your diet plan!" but without the Renegade Interupt of punching them in the face).
Desperate kissups happen in all ages and galaxies :why_so_serious:


Title: Re: SWTOR
Post by: Numtini on November 25, 2011, 09:42:26 AM
Quote
This game looks and plays too much like Anarchy Online. 9 years too late and with less originality.

Actually yes, I think it's inevitable if you're going to have a person to person game with blasters and such. AO was more plausible though with the Notum and such.


Title: Re: SWTOR
Post by: Nebu on November 25, 2011, 09:49:00 AM
This game looks and plays too much like Anarchy Online. 9 years too late and with less originality.

I don't know about the rest of you, but I would happily pay to play AO done right.  I'll find out soon enough if this is the case.


Title: Re: SWTOR
Post by: Der Helm on November 25, 2011, 09:53:39 AM
Played for almost two hours before the server went down. Or the client crashed. I am not sure.

Gonna try to max out all the bells and whistles now to see how fast I can bring my aging rig to it's knees.


Title: Re: SWTOR
Post by: eldaec on November 25, 2011, 10:07:20 AM
Mercenary/Commando
   Bodyguard/Medic : Healing bullets
   Arsenal/Gunnery : Long range direct damage
   Firebug/tactics : ??? more aoe maybe?
There are a few videos explaining how these classes work... they're fairly simplistic and informative if you don't mind occasional mumbling:
"healing bullets" spec http://www.youtube.com/watch?v=1-RPPNujdxg
"spam that missile" spec http://www.youtube.com/watch?v=_b7LesO6DLo
"burn stuff" spec (really hard to understand what he's saying sometimes) http://www.youtube.com/watch?v=iLpXrmecvzc


This is actually pretty useful stuff. The total lack of real description of the mechanics used by the 6 possible builds in each class mean I still have little idea what I might actually play.


Title: Re: SWTOR
Post by: fuser on November 25, 2011, 10:09:59 AM
Still stuck in call centre hell, 1hr 30mins again to be dropped and now the call centre is "all our agents are busy".

Don't forget your secret question or you will lock your account and be trapped.


Title: Re: SWTOR
Post by: Falconeer on November 25, 2011, 10:11:43 AM
This game looks and plays too much like Anarchy Online. 9 years too late and with less originality.

I don't know about the rest of you, but I would happily pay to play AO done right.  I'll find out soon enough if this is the case.

Yes you are right. I totally would too. But seriously, as much as I LOVE the original Star Wars trilogy, it's a franchise that lost most of its appeal to me over time due to the remixes and the unrecoverable mess of the new trilogy, while on the other hand Anarchy Online had a very unique feeling thanks to inspired music, a fascinating colour palette and the cool political turmoil. Star Wars these days feels too much like a kids thing, where Anarchy Online was harsher and somewhat more adult oriented. Which I prefer.


Title: Re: SWTOR
Post by: Miasma on November 25, 2011, 10:24:22 AM
Still stuck in call centre hell, 1hr 30mins again to be dropped and now the call centre is "all our agents are busy".

Don't forget your secret question or you will lock your account and be trapped.
This has come up a few times so I want to make sure - they are only asking secret question crap if you forget your password right?  I usually enter gibberish in those fields so that any idiot who knows what high school I went to can't reset my password, if they are asking that as a routine question just to log in I'm going to be in trouble.


Title: Re: SWTOR
Post by: proudft on November 25, 2011, 10:37:39 AM
No, it asks em whenever you log in from a 'new' computer.  So, yeah, something you will remember would be best.  :ye_gods:


Title: Re: SWTOR
Post by: Sky on November 25, 2011, 11:08:43 AM
Did they reduce avatar textures? I know they're not the sharpest in the world, and of course Skyrim is destroying my enjoyment of graphics for a while...but when I rolled a Consular his robe was straight out of 2002 with super blurry textures. I would've remembered something that jarringly out of place, I think. My initial thought on the 367 beta weekend was that it was a bit medium res but nicely stylistic. This looked pretty bad, with everything on max @ 1080p (the textures, the models seemed fine though I didn't have any time to run around).

I know some people went nuts over the pop-in during conversations, but I hope the solution isn't to make everything super low res.


Title: Re: SWTOR
Post by: Lantyssa on November 25, 2011, 11:09:45 AM
Please note, 'new' computer means you logged completely out of the game.  I get asked about half the time I try to log in.


Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 11:36:08 AM
Beside any individual problems some people may surely experience, wow, performance (both client and server) wise this has been quite a smooth ride so far, way above average :). Messed around a bit with the trooper. As I personally expected, I don't find much appeal in playing a story and class like that (at least for now), but hey, I don't complain :)


Title: Re: SWTOR
Post by: Wolf on November 25, 2011, 11:39:02 AM
Since i don't feel like waiting or speaking french tonight i'm filling up a yank server :) hope lag is not that bad


Title: Re: SWTOR
Post by: Hawkbit on November 25, 2011, 11:47:59 AM
I realize they aren't remotely in the same genre to compare, but I find it interesting that my 4yr old PC plays Skyrim decently on high settings, yet this I'm getting maybe 10fps with the lowest possible settings.  "Beta" or not, when you invite everyone to see the game it is a demo of sorts.  For me, this demo is most definitely keeping me from a purchase until at least a few months pass after launch and I might even wait to get a new PC before trying it again. 

I'm hoping they loosen some of this up a bit as the beta wears on.  I'll try again tonight, I suppose.

Also:  hire some animators.  The character running models are straight out of 2002. 


Title: Re: SWTOR
Post by: Horik on November 25, 2011, 11:50:47 AM
I'm getting in without issue as well but somehow skipping server select screen and going right into character select from the server I was on two weeks ago. This happening to anyone else?


Title: Re: SWTOR
Post by: MuffinMan on November 25, 2011, 11:55:36 AM
I'm getting in without issue as well but somehow skipping server select screen and going right into character select from the server I was on two weeks ago. This happening to anyone else?
Don't most MMO's do this?


Title: Re: SWTOR
Post by: Horik on November 25, 2011, 11:58:39 AM


It didn't last testing weekend, I probably just missed something .


Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 12:00:53 PM
On a german PvP server, there is an est. waiting time of 24 hours  :awesome_for_real:



Title: Re: SWTOR
Post by: Montague on November 25, 2011, 12:01:45 PM
I realize they aren't remotely in the same genre to compare, but I find it interesting that my 4yr old PC plays Skyrim decently on high settings, yet this I'm getting maybe 10fps with the lowest possible settings.  "Beta" or not, when you invite everyone to see the game it is a demo of sorts.  For me, this demo is most definitely keeping me from a purchase until at least a few months pass after launch and I might even wait to get a new PC before trying it again. 

I'm hoping they loosen some of this up a bit as the beta wears on.  I'll try again tonight, I suppose.

Also:  hire some animators.  The character running models are straight out of 2002. 

Once the initial crush of characters get out of the starting area or logout the FPS improves. My 5 year old setup with a modest GPU upgrade was getting around 20-25 FPS when I waited a few hours last test, but right at the start it was a stuttering mess.


Title: Re: SWTOR
Post by: tmp on November 25, 2011, 12:05:35 PM
Did they reduce avatar textures? I know they're not the sharpest in the world, and of course Skyrim is destroying my enjoyment of graphics for a while...but when I rolled a Consular his robe was straight out of 2002 with super blurry textures. I would've remembered something that jarringly out of place, I think.
Possibly the client loads smaller versions of the textures to cope with overall amount, a result of million characters milling around, or smth?


Title: Re: SWTOR
Post by: Lucas on November 25, 2011, 12:08:41 PM
settings to make the game look better (yeah well, beside texture pop in and detail, of course):

AntiAliasingLevel = 2
enableadvenvirolighting = true
DebugAdvEnviroLighting = true

in AppData-->Local-->SWTOR-->betatest-->settings-->clientsettings.ini ("Renderer" section)

Works with my graphic card (Nvidia GTX 560).


Title: Re: SWTOR
Post by: proudft on November 25, 2011, 12:14:35 PM
I have a random stray pink pixel near the chat window - it's bizarre, it looks like a monitor dead pixel but dragging windows over it covers it up.   But yeah, 10 minutes of test was enough to convince me to be done with this until release, it seems pretty sweet and I'd like to take my time with it with my 'real' guy.


Title: Re: SWTOR
Post by: Amaron on November 25, 2011, 12:21:21 PM
Best Bounty Hunter nostalgia moment so far:

 :drill:
I realize they aren't remotely in the same genre to compare, but I find it interesting that my 4yr old PC plays Skyrim decently on high settings, yet this I'm getting maybe 10fps with the lowest possible settings. 

That's definitely some sort of driver problem or bug.   Most people run the game smoothly.   The question is how many people is it going to affect.



Title: Re: SWTOR
Post by: Fordel on November 25, 2011, 12:30:58 PM
Try turning off shadows, that's what seems to kill my frame rate.

Shadows on, I get like 10-20 fps, shadows off, I get like 60.


Title: Re: SWTOR
Post by: eldaec on November 25, 2011, 12:40:54 PM
I realize they aren't remotely in the same genre to compare, but I find it interesting that my 4yr old PC plays Skyrim decently on high settings, yet this I'm getting maybe 10fps with the lowest possible settings. 

From the perspective of things that affect graphics performance, they are in exactly the same genre.

EA's servers are not rendering over the interwebs.


Title: Re: SWTOR
Post by: MuffinMan on November 25, 2011, 12:45:42 PM
I'm sure the miracle patch will fix it.


Title: Re: SWTOR
Post by: Amaron on November 25, 2011, 02:47:13 PM
I'm pretty amazed.   It's now getting to be later in the day and there's still no noticeable problems for them.   Looks like it's going to be an excellent launch.


Title: Re: SWTOR
Post by: CmdrSlack on November 25, 2011, 03:31:57 PM
So after I patched the client, I was in by about 10:45 CST. All of the U.S. servers were full. I swapped over to the EU servers, and there was one that spoke English that was open. The rest? Full.

I played from about 11 am CST to 5pm CST. I played the Jedi Knight story to 7. The lag didn't get awful until later in the day. When I tried to log out, I ultimately had to force quit the program via the task manager to do so.

Some of the voice acting wasn't 100% synched with the mouths in the animation -- for those who have been in beta before, is that due to lag or is that just par for the course?

On the whole, I had a lot of fun. I was a bit annoyed that the game didn't give me more early tooltips/nudging about what did what. I dismissed the info tips on the right side of the UI early on because I didn't realize that while objects, NPCS, and everything else needed a right-click, those tips needed a left click to actually fucking read them.

I played till about lv 4 before annoyedly discovering that I had to go back to the training area to find my trainer. At the same time, I did an assload of content without ever dying and only using the lv 1 jedi knight powers.

Even if I don't have time to play the rest of the weekend (or if I go back to Skyrim), I feel that I spent my pre-order money wisely.


Title: Re: SWTOR
Post by: Fordel on November 25, 2011, 03:43:33 PM
The De-sync sounds like lag/load or whatever. I haven't experienced that.


You not figuring out how to left click, I can't help you with that  :why_so_serious:


Title: Re: SWTOR
Post by: DraconianOne on November 25, 2011, 04:03:39 PM
So after I patched the client, I was in by about 10:45 CST. All of the U.S. servers were full. I swapped over to the EU servers, and there was one that spoke English that was open. The rest? Full.

Do you remember the server name at all?


Title: Re: SWTOR
Post by: TripleDES on November 25, 2011, 04:11:51 PM
Great launcher. After logging it, it shows some error message, that quickly scrolls off-screen before I even get a chance to read it. It said "something something unavailable..."

Clearly not really thought through.


Title: Re: SWTOR
Post by: Amaron on November 25, 2011, 04:29:49 PM
That usually only happens when you aren't in the test.   Did you forget to RSVP?


Title: Re: SWTOR
Post by: Evildrider on November 25, 2011, 04:40:39 PM
That usually only happens when you aren't in the test.   Did you forget to RSVP?

Or are you on a Sat. or Sun. start time?


Title: Re: SWTOR
Post by: Sky on November 25, 2011, 04:41:16 PM
Must have had to reboot the client to fix that blurry texture thing I had. Runs great now, no lag at all on Canderous.


Title: Re: SWTOR
Post by: murdoc on November 25, 2011, 04:46:35 PM


It didn't last testing weekend, I probably just missed something .

Chars weren't deleted and it just puts you to whatever server you played on last. There's a small button in the lower left corner to go back to server selection screen.


Title: Re: SWTOR
Post by: Wolf on November 25, 2011, 05:09:45 PM
that first flashpoint is a bitch to solo  :/

Admiral Ackbar is kicking my ass :(


Title: Re: SWTOR
Post by: CmdrSlack on November 25, 2011, 05:11:08 PM
So after I patched the client, I was in by about 10:45 CST. All of the U.S. servers were full. I swapped over to the EU servers, and there was one that spoke English that was open. The rest? Full.

Do you remember the server name at all?

It was the one at the top of the list.  No idea on name. I saw that it wasn't full and hit select.



Title: Re: SWTOR
Post by: fuser on November 25, 2011, 05:16:13 PM
1hr 20mins to get a real person. They flat out told me my security question answer and said my account would be unlocked in upto an hour. That was three hours ago and still locked.

I know account hacking is prevalent but this has gone over the deep end.

edit: for something scary my CDR report shows 204mins on hold over this locked account issue


Title: Re: SWTOR
Post by: CmdrSlack on November 25, 2011, 05:19:00 PM
The De-sync sounds like lag/load or whatever. I haven't experienced that.


You not figuring out how to left click, I can't help you with that  :why_so_serious:

I figured out the left click situation, it just seems like 90% of the world interaction is right clicking. As someone who hasn't played an MMO since COX (never even demoed WoW), it was a bit odd to have that one aspect of the interface be a left click.

I was pretty impressed with the rest of it. Even playing on a Euro server, the load of people caused the lag, not the distance.

Now I have to try other classes that are not the one I want to play at headstart/launch. Once I finally get out of noob story on this knight, that is.


Title: Re: SWTOR
Post by: tmp on November 25, 2011, 05:28:36 PM
that first flashpoint is a bitch to solo  :/

Admiral Ackbar is kicking my ass :(
It'a s trap, obv.


Title: Re: SWTOR
Post by: Merusk on November 25, 2011, 06:05:51 PM
Played the trooper up to 7 and was totally uninspired.  I really felt like I was dragging my way from one quest to another.  I was beginning to despair, particularly since so many of his dark/ light side choices were obvious "kick the puppy/ pat the puppy" choices and you felt like a dick or a traitor picking the dark side ones.  It felt like a real step backwards from the ME and ME2 choices that felt more like "the mission is the focus, screw your protocols."  I was beginning to despair so I quit out and decided to try a Sith.

Wow, what a difference.  Yeah the BH had the exact same gameplay but I liked the story a lot more.  Only got up to level 4 but I didn't feel as bad making the dark-side choices.  You're supposed to be a selfish Sith Empire dude. Even the light side choices presented felt more in-character with needing to get-along.  You didn't feel like you were screwing your character making either one. 

Maybe it's just my perception of things, but I just didn't find the Republic side as fulfilling.  I'm going to try some of the Jedi and Sith later and see if I run into the same problem.  It could just be the parallel story of corruption in the army that caused the Trooper story to go that route.


Title: Re: SWTOR
Post by: Lantyssa on November 25, 2011, 06:27:33 PM
Add Ceto, Jedi Knight on Canderous Ordo to my characters.

that first flashpoint is a bitch to solo  :/
Uh, you're not supposed to solo those...


Title: Re: SWTOR
Post by: Tannhauser on November 25, 2011, 06:32:27 PM
Started right at 11am today with a Jedi Knight.  Had some clunky performance until I reduced shadows.  Was a little bored with the JK, honestly, but the combat animations were the highlight.

Then I tried out the BH and really enjoyed both the story and the class.  Hutta looks great and all the "Grr me am Sith, grr grr" was there.

After a break, I played Smuggler.  Starting planet best so far as regards to quest layout.  Class is hella fun, with me leaping behind cover to shoot some fool.  Got to lvl 8 but logged off when I could no longer loot.  Shades of WoW!

I also like the glowing beams for loot, even color coordinated.  Very nice.  Another improvement is the multiple bind points, only figured that out a while ago.  

Anyway, played all day with no crashes, just hard to find an open server.  Tomorrow I'll get into crafting I hope.  

Oh and the UI is shit, but everyone knows that already.  Great game though.


Title: Re: SWTOR
Post by: Tyrnan on November 25, 2011, 06:42:17 PM
Played the trooper up to 7 and was totally uninspired.  I really felt like I was dragging my way from one quest to another.  I was beginning to despair, particularly since so many of his dark/ light side choices were obvious "kick the puppy/ pat the puppy" choices and you felt like a dick or a traitor picking the dark side ones.  It felt like a real step backwards from the ME and ME2 choices that felt more like "the mission is the focus, screw your protocols."  I was beginning to despair so I quit out and decided to try a Sith.

Wow, what a difference.  Yeah the BH had the exact same gameplay but I liked the story a lot more.  Only got up to level 4 but I didn't feel as bad making the dark-side choices.  You're supposed to be a selfish Sith Empire dude. Even the light side choices presented felt more in-character with needing to get-along.  You didn't feel like you were screwing your character making either one. 

Maybe it's just my perception of things, but I just didn't find the Republic side as fulfilling.  I'm going to try some of the Jedi and Sith later and see if I run into the same problem.  It could just be the parallel story of corruption in the army that caused the Trooper story to go that route.

Had a pretty similar experience, just with different classes. Started out as an Inquisitor and had a blast, the female voice actor delivers the lines with so much snark it's awesome. Then decided to give Consular a go as it's the class I wanted to play since I first heard about the game. Talk about a let down. Managed to slog through about 6 levels before finally giving up out of sheer boredom. The quests and dialog just felt really dull compared to the Sith.

Then went back to the dark side and tried an IA  :heart: Having her deliver lines like "If you don't do what I want I'm going to shoot you in the face" is a lot of fun. And she so far has shot about 3 NPC's (and made out with a Zabrak to get out of paying a debt  :awesome_for_real:). Then decided to give Republic another go with a Trooper and it's another yawn-fest.

Gonna give Smuggler a go now and hope that I can salvage at least one Republic class (I honestly don't expect the Knight to be any better than the Consular).


Title: Re: SWTOR
Post by: Thrawn on November 25, 2011, 06:54:21 PM
Leveled a counsler to 10 tonight already, enjoying it much more than I did my imperial agent.

Also every single survey I've had come up tonight I've bitched about the lack of ability to move my UI stuff around in the comments.  :mob:


Title: Re: SWTOR
Post by: koro on November 25, 2011, 07:05:25 PM
I think the last survey I did was nothing but about three paragraphs of bitching about the amount of low-level money sinks in the game, and why having so many of them before level 30 is probably not a fantastic idea.


Title: Re: SWTOR
Post by: Pezzle on November 25, 2011, 07:08:02 PM
Kinda funny, I have not had that experience with the Empire side.  I got the distinct impression of retarded evil.  I also picked up light side points for betrayal.  The inquisitor companion was an extra kick in the nuts.  I beat his ass and he screams and complains when I show respect to my superiors.  I try and plot, he gets pissed, I try and be imperial?  He gets pissed.  This is not to suggest that writing on the Republic side is fantastic.  At least you have a reasonable idea of what you are getting.  


Title: Re: SWTOR
Post by: Minvaren on November 25, 2011, 08:30:40 PM
No lag or delays to speak of, how...  unusual.

Played Republic Trooper this time, as opposed to Sith (Consular equivalent) last time.  Uninspired questline so far to 5, but great opening movie.

Still wanted to hold down left-ctrl to loot from DCUO.   :why_so_serious:


Title: Re: SWTOR
Post by: Sjofn on November 25, 2011, 09:03:38 PM
Sith are too stupid to live, too powerful to get rid of. It makes being a NON-Sith on the imperial side sort of amusing.

I heart my imperial agent  (Jassan on Canderous Ordo, he's level 13 or something now). He is the bee's knees. I feel sort of doofy meleeing though, and I'm sure it won't feel any less doofy as a smuggler. But! I have very tight pants. So there's that.


Title: Re: SWTOR
Post by: Amaron on November 25, 2011, 09:47:35 PM
  I was beginning to despair so I quit out and decided to try a Sith.

I think in general they failed a bit on giving every class adequate dark side / light side options.   Some of them are good for both and some are amazing for one path or another.   For me though once I found a class that had the right tone I found it much more satisfying than mass effects "You can't really be good/evil" bar.


Title: Re: SWTOR
Post by: kildorn on November 26, 2011, 12:06:37 AM
Sith are too stupid to live, too powerful to get rid of. It makes being a NON-Sith on the imperial side sort of amusing.

I heart my imperial agent  (Jassan on Canderous Ordo, he's level 13 or something now). He is the bee's knees. I feel sort of doofy meleeing though, and I'm sure it won't feel any less doofy as a smuggler. But! I have very tight pants. So there's that.

I'd think smuggler would feel a bit stranger, even.

The pistol whipping and such is fine, and NutShot is just awesome, even if completely unexplained against droids. The one that makes me facepalm a bit is the smuggler backstab. My shotgun, only useable in melee range from behind! Because apparently if I shoot someone in the FACE with a shotgun, it just doesn't work right.

That said, I'm so loving the smuggler mechanics and skills. I need to force myself to try out an inquisitor/consular since I think I'd prefer healing with them. The smuggler quest line is just so out there. And you have plenty of options as a smuggler to go less than light side, since.. well.. criminal!


Title: Re: SWTOR
Post by: Sjofn on November 26, 2011, 12:11:20 AM
Of the classes I've played, smuggler has THE BEST HOOK EVER. I immediately stopped playing her because omg I don't want to ruuuuuuin it. So I've been doing the IA instead to see if I like the gameplay. And I heart that story too.  :why_so_serious:

I am re-leveling a consular to 10 ( :why_so_serious: :why_so_serious: :why_so_serious: ) because my consular from my first stress test was busted, and Ingmar and I kinda want to try a FLASHPOINT. Probably. I still love bouncing rocks and urns and T-whatever units off people's faces. I think there's something wrong with me.


Title: Re: SWTOR
Post by: DraconianOne on November 26, 2011, 01:40:37 AM
I am re-leveling a consular to 10 ( :why_so_serious: :why_so_serious: :why_so_serious: ) because my consular from my first stress test was busted, and Ingmar and I kinda want to try a FLASHPOINT. Probably. I still love bouncing rocks and urns and T-whatever units off people's faces. I think there's something wrong with me.

I was surprised at how much I enjoyed that too. I didn't expect Consular to feel quite as kickass as it did (although only got to level 6). But I've ended up with some kind of Tuvok character who is rational minded goody-two-shoes and that's pissing me off because I hate him. I also hate the "wow! You're more advanced in the force than I could ever dream of being" storyline.

Smuggler I think I can definitely get behind story wise but I was looking at Tanking.


Title: Re: SWTOR
Post by: Lucas on November 26, 2011, 02:16:42 AM
ok, 11.24am here across the pond, let's fire up this thing again  :grin:

Yes, I'm lv7 with my Trooper as well, and like I said earlier I agree regarding the fact it's quite "uninspired", so far: ok, you have dialogue choices, but the situation you are brought in and the context in general pushes you toward a plain "lawful good" character too much, IMO.

Anyways, let's see what's in store...


Title: Re: SWTOR
Post by: Wolf on November 26, 2011, 02:25:27 AM
Add Ceto, Jedi Knight on Canderous Ordo to my characters.

that first flashpoint is a bitch to solo  :/
Uh, you're not supposed to solo those...

Well it said two people, so I figured me and fatto can take 'em. We did eventually, but lost something like an hour and a half.

ended up as level 11 yesterday. Went from I'm never getting wow with lightsabers to, well the story IS kinda fun. Also star wars. The only thing I seriously don't like so far is that there are other people in my starwars game :(


Title: Re: SWTOR
Post by: Ingmar on November 26, 2011, 02:26:54 AM
I don't think that was a flashpoint then, flashpoints are the 4 player dungeons with bosses, etc.


Title: Re: SWTOR
Post by: Wolf on November 26, 2011, 02:33:22 AM
it said flashpoint and it did have 3 bosses, and like I said it was pretty hard. It was when travelling from the sith fleet to the capital city you had two options - go with a transport ship (flashpoint) or go with a shuttle. Then we took over the transport ship and attacked a battlecruiser or something to get rid of some defecting general. Did it at level 10-11 with the Sith Sorc and the tank companion.


Title: Re: SWTOR
Post by: Lucas on November 26, 2011, 03:03:12 AM
I absolutely love the codex, no matter how supposedly insignificant it is in the "grand scheme of things". Made for lore junkies like me  :awesome_for_real:


Title: Re: SWTOR
Post by: koro on November 26, 2011, 04:16:45 AM
Add Ceto, Jedi Knight on Canderous Ordo to my characters.

that first flashpoint is a bitch to solo  :/
Uh, you're not supposed to solo those...

Well it said two people, so I figured me and fatto can take 'em. We did eventually, but lost something like an hour and a half.

Two people. As in two players and their companions, which makes a group of four.

Though it sounds like you were an Inquisitor - Sorcerer, probably - which explains how you soloed it.  :oh_i_see:


Title: Re: SWTOR
Post by: Lantyssa on November 26, 2011, 04:46:58 AM
Well it said two people, so I figured me and fatto can take 'em. We did eventually, but lost something like an hour and a half.
Flashpoints are two players plus their companions.  A lot of the mechanics make companions not ideal, either.

Heh.  Beaten to it.


Title: Re: SWTOR
Post by: Wolf on November 26, 2011, 04:52:08 AM
Well it said two people, so I figured me and fatto can take 'em. We did eventually, but lost something like an hour and a half.
Flashpoints are two players plus their companions.  A lot of the mechanics make companions not ideal, either.

Heh.  Beaten to it.

What are you talking about?

I'm on follow
I'm on follow
I'm on follow
I'm on follow
FATTO. SHUSH.  :uhrr:

Also yeah, iqnusisitor-sorc. CC, heal, stuns. Although some of the group quests on the capital planet are brutal. Especially the one where you have to explode a drill.


Title: Re: SWTOR
Post by: DraconianOne on November 26, 2011, 05:39:23 AM
When do you get tradeskills? Before leaving the starter planet or later on?


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 05:41:34 AM
Still page 397?  wtf guys!


Title: Re: SWTOR
Post by: Lakov_Sanite on November 26, 2011, 05:55:58 AM
We need to unlock the SWTOR sub-forum, how else can I post a "what went wrong?" thread 5min after release?


Title: Re: SWTOR
Post by: koro on November 26, 2011, 06:04:47 AM
When do you get tradeskills? Before leaving the starter planet or later on?

You get them on the Republic/Sith fleets. You can actually go and get your set of three at any time, but you can't do anything with any of them until you get a companion on your starter world.


Title: Re: SWTOR
Post by: eldaec on November 26, 2011, 06:08:52 AM
We need to unlock the SWTOR sub-forum, how else can I post a "what went wrong?" thread 5min after release?

Lack of imagination on mechanics.

Slavish adherence to the wow model, to the point of parody. In particular, excessive pandering to raidtards.


There you go, what went wrong even before launch.


Title: Re: SWTOR
Post by: Azuredream on November 26, 2011, 06:10:39 AM
I leveled up an Hawke Imperial Agent up to 11 just to briefly familiarize myself with the basic stuff, I really liked what they've done- my only concern is in how well they manage to craft their end-game treadmill. On the other hand, I think going through every class' story will take up a long time by itself and I'm definitely planning on doing that.


Title: Re: SWTOR
Post by: eldaec on November 26, 2011, 06:12:00 AM
Question for beta people:

It is now 7 years since sidekicking should have become a standard mmog feature, does this have anything in that vein?


Title: Re: SWTOR
Post by: koro on November 26, 2011, 06:31:17 AM
Question for beta people:

It is now 7 years since sidekicking should have become a standard mmog feature, does this have anything in that vein?

Nope. In fact, if you run a character of your own through your starter planet 1-10, and then take it to the other planet to help a friend, you will end up overleveled while they'll be underleveled, thanks to you killing their XP.


Title: Re: SWTOR
Post by: Murgos on November 26, 2011, 06:34:10 AM
Question for beta people:

It is now 7 years since sidekicking should have become a standard mmog feature, does this have anything in that vein?

In pvp zones everyone is auto level scaled to 50.  I don't know if there is something similar for grouping.

I'm kind of taking this beta off, Skyrim is fulfilling my gaming needs and I already know I will enjoy SWTOR so I don't want to wear myself out on the newbie zones.

On the story line stuff what people have to realize is that each story line is very different in tone and style and as such appeals to different people.  I love the Consular story and loathed the Bounty Hunter start as over-the-top obvious puppy petting/kicking.  A couple of posts here have panned the Trooper start but on the SA forums Trooper is generally considered the best story line over all (followed closely by IA).  What I am saying is, to each his own, and you should try more than one before making a final decision.


Title: Re: SWTOR
Post by: Sjofn on November 26, 2011, 06:52:33 AM
I love my imperial agent dude so hard. I'm also incapable of playing a male character and not making out with anyone who will let me. What is wrong with meeeeeeee?


My ladies are WAY pickier.


Title: Re: SWTOR
Post by: Merusk on November 26, 2011, 07:02:03 AM
Yeah, having tried a few more now, I'd agree that the story lines are all about the player not the side.  The JK and Smuggler have me interested in trying them out.  It's only the Paladin-trooper that I felt was kind of weak on the dark side stuff, imo.  I'm going to try a few more classes to see how they feel.


Title: Re: SWTOR
Post by: eldaec on November 26, 2011, 07:22:48 AM
It is now 7 years since sidekicking should have become a standard mmog feature, does this have anything in that vein?

Nope. In fact, if you run a character of your own through your starter planet 1-10, and then take it to the other planet to help a friend, you will end up overleveled while they'll be underleveled, thanks to you killing their XP.

/seethe

I don't even understand how a design guy can actively consider this (they must have considered it in order to put it in pvp) and somehow conclude it is not necessary.


Title: Re: SWTOR
Post by: Lantyssa on November 26, 2011, 07:30:14 AM
You get them on the Republic/Sith fleets. You can actually go and get your set of three at any time, but you can't do anything with any of them until you get a companion on your starter world.
You can gather materials yourself prior to getting a companion.  That way you have a small stash when you do get a companion.  You can take multiple gathering or missions skills, just only one crafting skill.

Plus you can get a level or two out of the quests on the space station.


Title: Re: SWTOR
Post by: Surlyboi on November 26, 2011, 07:36:28 AM
I love my imperial agent dude so hard. I'm also incapable of playing a male character and not making out with anyone who will let me. What is wrong with meeeeeeee?


My ladies are WAY pickier.

Manwhore.


Title: Re: SWTOR
Post by: koro on November 26, 2011, 07:40:45 AM
You get them on the Republic/Sith fleets. You can actually go and get your set of three at any time, but you can't do anything with any of them until you get a companion on your starter world.
You can gather materials yourself prior to getting a companion.  That way you have a small stash when you do get a companion.  You can take multiple gathering or missions skills, just only one crafting skill.

Plus you can get a level or two out of the quests on the space station.

Yeah, you can get some crafting stuff, but you can really only get them if you go Scavenging or Bioanalysis and loot Strong droids and beasties, as there are no resource nodes on the starter worlds.

Biochem/Bioanalysis as an Empire character is hilarious, since you can just run the path from the spaceport to Kaas City on Dromund Kaas and get samples from the hordes of dead mobs people kill, since nobody goes Biochem. Twenty minutes of back-and-forth got a level 10 Sith Warrior I had to enough Biochem to make medpacs that would last me til my mid-20s.


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 07:49:25 AM
Ive slept with 2 women so far and Im only level 20, one was a Sith.  Made me start wondering a few things:

1)  Did I force choke her?
2)  Her face was all veiny so did I force blind myself or just flip her over?
3)  Did I wave my hand and make her naked?
4)  When she took her clothes off did I yell "NOOOOOO!"
5)  Did my lightsaber get used for anything and should I get a new one?
6)  Did the lag make it go longer?


Title: Re: SWTOR
Post by: Thrawn on November 26, 2011, 07:58:29 AM
I can already see that I'll have SWTOR open all the time, because when I'm doing homework or something I'll just be sending out crew on crew skill missions every 3-6 minutes or whatever.  Seems like a stupid system.


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 08:00:59 AM
I can already see that I'll have SWTOR open all the time, because when I'm doing homework or something I'll just be sending out crew on crew skill missions every 3-6 minutes or whatever.  Seems like a stupid system.

I hate crafting, rather be doing something else rather then standing around crafting 85 of the same item for 20 minutes so Im all for it :P


Title: Re: SWTOR
Post by: Sand on November 26, 2011, 08:06:21 AM
Didn't do the beta this weekend. I want everything to be fresh and shiny at release.
Pre-ordered the Collector's edition from Target. They said I would definitely get game for release but no early access code.
Pre-ordered it last night in store at Bestbuy. They said they would email me a code but so far I've gotten nothing. Two of their in store managers last night warned me they had pre-ordered through work as well and hadn't gotten a code as promised either.  :oh_i_see:


Title: Re: SWTOR
Post by: Thrawn on November 26, 2011, 08:10:01 AM
I can already see that I'll have SWTOR open all the time, because when I'm doing homework or something I'll just be sending out crew on crew skill missions every 3-6 minutes or whatever.  Seems like a stupid system.

I hate crafting, rather be doing something else rather then standing around crafting 85 of the same item for 20 minutes so Im all for it :P

Seems likely the market for a lot of crafting materials will be terrible from this, it would be so easy to write a little program to send crew out over and over all day and night when you aren't at your computer and then have tons of materials to use and flood the market.


Title: Re: SWTOR
Post by: MuffinMan on November 26, 2011, 08:13:39 AM
Playing this weekend has kept me at being interested but not really chomping at the bit to pre-order or even buy at release. I'm just burned out and I don't think that's going to change.


Title: Re: SWTOR
Post by: Sky on November 26, 2011, 08:19:05 AM
I am re-leveling a consular to 10 ( :why_so_serious: :why_so_serious: :why_so_serious: ) because my consular from my first stress test was busted, and Ingmar and I kinda want to try a FLASHPOINT. Probably. I still love bouncing rocks and urns and T-whatever units off people's faces. I think there's something wrong with me.
I played the Shadow to 20 and it's a pretty awesome class. And I was worried about oiltanking and leetmaul doublesabers and whatnot. Just a fun class with a couple interesting build options, even at 20 I had two sets of gear, one for grouping and one for solo (tanking spec, though the trandoshan is a decent tank).
Yeah, having tried a few more now, I'd agree that the story lines are all about the player not the side.  The JK and Smuggler have me interested in trying them out.  It's only the Paladin-trooper that I felt was kind of weak on the dark side stuff, imo.  I'm going to try a few more classes to see how they feel.
I agree. Also how much the voice actor resonates with you and the way you customized your avatard. In the 367 weekend, I had a miralukan shadow, white racial hood option and white gear, looked great and really fit the purity angle of the light path story. And since I tend to love playing the light side, the class story for me was a great fit, and the VO fit my thinking and avatar perfectly. In this weekend I tried rolling a Consular with a different look and it was just wrong - shades of Mass Effect when I tried to roll an evil Shep but the same VO just killed all immersion because I identified the voice with a blond/blue Swede, not a black dude with lambchops.


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 08:19:44 AM
I can already see that I'll have SWTOR open all the time, because when I'm doing homework or something I'll just be sending out crew on crew skill missions every 3-6 minutes or whatever.  Seems like a stupid system.

I hate crafting, rather be doing something else rather then standing around crafting 85 of the same item for 20 minutes so Im all for it :P

Seems likely the market for a lot of crafting materials will be terrible from this, it would be so easy to write a little program to send crew out over and over all day and night when you aren't at your computer and then have tons of materials to use and flood the market.

You know sending them out to gather, etc costs $$ right?


Title: Re: SWTOR
Post by: Amaron on November 26, 2011, 08:21:49 AM
I also hate the "wow! You're more advanced in the force than I could ever dream of being" storyline.

Actually if you stick it out till you get your ship the reason for that becomes apparent.

Also using crew to get crafting components will make you poor fast.   It's easier to gather manually.


Title: Re: SWTOR
Post by: Thrawn on November 26, 2011, 08:27:22 AM
You know sending them out to gather, etc costs $$ right?

It's really cheap so far, unless it ramps up at higher levels?


Title: Re: SWTOR
Post by: Sky on November 26, 2011, 08:33:35 AM
At level 20 I was broke from sending out 2 companions on missions...and that was with the OP slicing and manual harvesting. I did have a great set of crafted blues, two sets, actually.

Looks like I won't be playing today, no time for queues. Hoped to get in a couple minutes this morning, I've got to load up the garage with wood. I imagine it'll be much worse tomorrow. Some of the queues are crazy, Canderous was just over 200, looks like maybe 15-20 minutes.


Title: Re: SWTOR
Post by: Thrawn on November 26, 2011, 08:34:45 AM
At level 20 I was broke from sending out 2 companions on missions...

Ah, makes sense then.  At the 10-17 range it feels like I could just send them out forever at like 90 a mission.  :uhrr:


Title: Re: SWTOR
Post by: TripleDES on November 26, 2011, 08:44:46 AM
Do they actually expect to be able to serve the amount of people that'll be playing on release? I just logged in and everything's full, with queues all over the place.


Title: Re: SWTOR
Post by: Der Helm on November 26, 2011, 08:51:06 AM
Do they actually expect to be able to serve the amount of people that'll be playing on release? I just logged in and everything's full, with queues all over the place.
I had no problem so far, but that might be because I am playing from Germany on US servers. Still can't remember the name because I get put into Character selection upon logging in.  :grin:


Title: Re: SWTOR
Post by: Thrawn on November 26, 2011, 08:58:50 AM
Do they actually expect to be able to serve the amount of people that'll be playing on release? I just logged in and everything's full, with queues all over the place.

I've had no queues yet, but I've had a few really bad lag spikes and twice I've had to log out and back in because I couldn't loot anything.


Title: Re: SWTOR
Post by: Amaron on November 26, 2011, 09:20:24 AM
It's really cheap so far, unless it ramps up at higher levels?

It only seems cheap till you start looking at your level 25 mount skill.


Title: Re: SWTOR
Post by: Pezzle on November 26, 2011, 09:41:34 AM
You can be drowning in cash.  At 38 I have all but the last inventory row, an extra ship storage bay AND 150k.  Even if I were to spend lots of time at vendors looking for the +2-3 boost for companion items I would still have more cash than I need.


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 09:48:40 AM
At level 20 I was broke from sending out 2 companions on missions...

Ah, makes sense then.  At the 10-17 range it feels like I could just send them out forever at like 90 a mission.  :uhrr:

I avoid crafting early because mount  + training costs $45k at level 25


Title: Re: SWTOR
Post by: Rendakor on November 26, 2011, 09:52:43 AM
Got to beta for the first time today. It's a good mashup of KotOR and WoW, and I'm really digging it. Playing the Sith Warrior, made it to level 8. I like that standard encounters frequently include me taking on 2-3 mobs solo; really gives you the sense of being a badass, plus you actually get to use your AoEs. Planning to go tank once I unlock my advanced class, to get a handle on it before release since this will likely be my main.

A lot of the story stuff is actually very cool (although Darth Baras looks REALLY fucking stupid. A fat jedi in too-tight Pally Tier 2 armor? Really?), particularly the class stuff. I wish the Light Side/Dark Side options were color coded instead of requiring mouseover, since I like picking the choices with the numbers. I'd also like a click-to-skip-dialog option, for the less important quests since I can read the subtitles faster than the NPCs can speak.

The UI isn't as bad as I feared, although I'm certain hotbars are going to be an issue. Only 2 on the bottom is pretty shitty, and the default being the top one is just  :uhrr:. I usually use the side bars for tradeskills, hearthstone, etc. but I'm afraid I'll have to actually put abilities on there and keybind them. Otherwise, no real complaints. The default chat location is dumb, but it fits in my lower left hand corner just fine.


Title: Re: SWTOR
Post by: kildorn on November 26, 2011, 10:07:50 AM
To see if I liked the jedi consular mechanics, I started up a lady inquisitor. She is every bit the snarky lady I had heard. She must have been a smuggler in a past life.


Title: Re: SWTOR
Post by: fuser on November 26, 2011, 10:13:16 AM
We need to unlock the SWTOR sub-forum, how else can I post a "what went wrong?" thread 5min after release?

Right now, account locking and 4+ days trying to unlock it is something wrong.


Title: Re: SWTOR
Post by: kildorn on November 26, 2011, 10:15:49 AM
I do like the "if you fail anything auth related, YOU MUST CALL US AND FEDEX A BLOOD SAMPLE" thing. It's like they wanted to find some way to bottleneck the system.


Title: Re: SWTOR
Post by: Minvaren on November 26, 2011, 10:16:47 AM
Today's login was the first time they didn't ask me the security question.

Just about every PvE server has a queue at this point - shortest is 20 minutes, longest is 26 hours.   :ye_gods:

PvP ranges from no queue to about 2 hours.


Title: Re: SWTOR
Post by: koro on November 26, 2011, 10:22:39 AM
You can be drowning in cash.  At 38 I have all but the last inventory row, an extra ship storage bay AND 150k.  Even if I were to spend lots of time at vendors looking for the +2-3 boost for companion items I would still have more cash than I need.

Which makes the amount of low-level money sinks extra bizarre. You're constantly strapped for cash until level 30ish, where every level skill training costs will wipe out two levels' worth of accrued credits, and every time you send a companion out on one of those 1000 credit Tier 2 missions in the vain hope you'll get the item you need to craft an upgrade it just delays you getting your mount that much more. The really meaty money sinks (tradeskills, inventory space, faster-than-base-line mounts, the VIP wristband) should all really be saved for later on down the line when people can be expected to have money to burn.


Title: Re: SWTOR
Post by: Simond on November 26, 2011, 10:23:37 AM
Funniest thing I've seen in a SWTOR thread today is from SA. Loosely paraphrased -
Person A: "So I just ran a flashpoint and it seemed a little, you know, mechnically lacking? Is this just for testing or...?"
Person B: "It's not like it's any worse than WoW instances! And it's the first one, to boot! Compare it to Deadmines! (links video)"
Person C: "Um...Deadmines looks a lot more fun and varied than the flashpoint. Different mechanics in the boss fights and the like while the flashpoint was just tank and spank. I'm not quite sure what you're getting at here...."
Person B: "The story makes it better!"


Title: Re: SWTOR
Post by: kildorn on November 26, 2011, 10:30:41 AM
Modern deadmines, or oldschool deadmines? The oldschool one was pretty simplistic. The modern version is mechanically pretty complex.

I'm finally in a QQueue, which is thankfully not that long. But LOOOOOL at the window behind it. Rubat Crystal: Estimated Queue: 11h.


Title: Re: SWTOR
Post by: Simond on November 26, 2011, 10:31:30 AM
Modern.

You know, what with SWTOR competing with WoW now and not WoW seven years ago.  :awesome_for_real:


Title: Re: SWTOR
Post by: kildorn on November 26, 2011, 10:35:28 AM
Just kinda curious, since deadmines was JUST revamped. It used to be a pure tank and spank because the assumption was that new players would be dipping their toes in it. Like Ragefire Chasm.

The starter flashpoints should be simple mechanics just because it's what new players will first be exposed to as far as full group content goes.


Title: Re: SWTOR
Post by: Der Helm on November 26, 2011, 10:57:34 AM
Well, the first boss drops firebombs you need to move (him) out off and the second one jumps all over the place and has a channeled PbAOE Damage/Slow ability that you need do get the fuck away from. So it is not 100% tank and spank.


Title: Re: SWTOR
Post by: Lantyssa on November 26, 2011, 11:03:31 AM
Most of the fights keep you moving, and they all have a different hook.  Plus your bosses differ depending upon your dialog choices.  I actually consider them good first dungeons.


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 11:19:12 AM
It's fun laughing and bitching at each other in vent about our group conversation choices.


Title: Re: SWTOR
Post by: Numtini on November 26, 2011, 11:25:47 AM
We did the first instance with all newbies and honestly expected it to be tank and spank and got our butts kicked by not killing the bots. It's not bad. Healing on the other hand, OMG, please tell me it gets better. I could have put a roll of quarters on the heal key and gone afk.


Title: Re: SWTOR
Post by: TripleDES on November 26, 2011, 11:39:51 AM
That one mission character on Ord Mantell kinda makes me expect to go off-screen and come back out as Captain Chaos.  :why_so_serious:


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 11:46:57 AM
That one mission character on Ord Mantell kinda makes me expect to go off-screen and come back out as Captain Chaos.  :why_so_serious:

(http://i605.photobucket.com/albums/tt132/mattwfu99/ProfessorChaos.jpg)

What about as Professor Chaos?


Title: Re: SWTOR
Post by: Merusk on November 26, 2011, 12:17:38 PM
The number of trolls in general has been precious.  Here's what I learned today.

1) DAOC was the best game ever and that's what WoW ripped off.
2) WoW was great until they made it too simple.
3) Rep grinds aren't hard but they suck, and that's what killed wow, they should have made them simpler.
4) TOR is ass because 'my pc can run WoW on Ultra settings but I'm only getting 15 FPS here on max settings"
5) TOR's voice acting is unimpressive because I skip over them like I do in ME and ME2 to get through quests faster.  ( That's an exact quote. :uhrr: )
6) If TOR isn't hardcore enough and get more difficult it will fail. (When pressed they failed to provide a link to difficulty that simply didn't translate into "time consuming."  Kids w/ hours to waste.  :awesome_for_real: )
7) WoW wasn't as broken at release as TOR is right this very moment! It was perfect and sprang fully-formed into existence with no queues, loot bugs or bugged resource nodes or missing PVP and raid content. 

 :awesome_for_real:  I love the public.


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 12:20:05 PM
And I wonder how many of those people will still be there catassing their way to 50 when the game launches. :D


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 12:26:29 PM
The number of trolls in general has been precious.  Here's what I learned today.

1) DAOC was the best game ever and that's what WoW ripped off.
2) WoW was great until they made it too simple.
3) Rep grinds aren't hard but they suck, and that's what killed wow, they should have made them simpler.
4) TOR is ass because 'my pc can run WoW on Ultra settings but I'm only getting 15 FPS here on max settings"
5) TOR's voice acting is unimpressive because I skip over them like I do in ME and ME2 to get through quests faster.  ( That's an exact quote. :uhrr: )
6) If TOR isn't hardcore enough and get more difficult it will fail. (When pressed they failed to provide a link to difficulty that simply didn't translate into "time consuming."  Kids w/ hours to waste.  :awesome_for_real: )
7) WoW wasn't as broken at release as TOR is right this very moment! It was perfect and sprang fully-formed into existence with no queues, loot bugs or bugged resource nodes or missing PVP and raid content. 

 :awesome_for_real:  I love the public.

I hate the MMO community. I love you guys though


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 12:27:01 PM
I got to make post 1000 on page 400...gogogo


Title: Re: SWTOR
Post by: Rendakor on November 26, 2011, 12:28:57 PM
MMO-beta-tards are some of the worst players in the world.


Title: Re: SWTOR
Post by: tmp on November 26, 2011, 12:30:12 PM

7) WoW wasn't as broken at release as TOR is right this very moment! It was perfect and sprang fully-formed into existence with no queues, loot bugs or bugged resource nodes or missing PVP and raid content. 
On that note, has anyone made SWTOR version of the queuedance yet?


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 12:31:39 PM
I got to make post 1000 on page 400...gogogo

Yes, we must beat the Useless Conversation thread to 400!


Title: Re: SWTOR
Post by: Viin on November 26, 2011, 12:33:36 PM
First time I've seen a queue since starting the beta weekend yesterday morning. Currently 300-ish, which has taken about 10 minutes to get down from 500-ish. (Funny it doesn't tell you estimated wait time on the waiting in queue dialog - when auto-logging in to my last character, this would be useful).


Title: Re: SWTOR
Post by: MuffinMan on November 26, 2011, 12:36:26 PM
Yes, we must beat the Useless Conversation thread to 400!
The two threads are pretty much interchangeable.


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 12:39:33 PM
Yes, we must beat the Useless Conversation thread to 400!
The two threads are pretty much interchangeable.

Haha, and oops the Useless Convo thread is almost a 500.  Damn my eyes!


Title: Re: SWTOR
Post by: Reg on November 26, 2011, 12:41:43 PM
So how do you turn off the chat channels anyway? I can't think of a single thing that anyone has said in General that didn't just irritate me.


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 12:45:39 PM
So how do you turn off the chat channels anyway? I can't think of a single thing that anyone has said in General that didn't just irritate me.

You can't, its part of the immersion / gaming experience


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 12:46:37 PM
So how do you turn off the chat channels anyway? I can't think of a single thing that anyone has said in General that didn't just irritate me.

Just do what I do, close the chat tab and get in vent with ppl.  Then bitch when they keep talking over the story!  :D


Title: Re: SWTOR
Post by: Furiously on November 26, 2011, 12:47:19 PM
I'm still going to predict lots of issues at release. I don't think they are ready for release.


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 12:50:50 PM
Other than the queue's I haven't had any problems.  Hell the game runs smoother on my oldish PC than Rift and WoW (during raids).


Title: Re: SWTOR
Post by: Ingmar on November 26, 2011, 12:52:26 PM
I've had a couple things here and there (for some reason my Sith Warrior couldn't use fast travel until level 8 - taxis worked fine) but yeah this is in pretty good shape at least at the low levels.


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 12:53:32 PM
I'm still going to predict lots of issues at release. I don't think they are ready for release.

Im not sure.  Guilds must be formed by Dec 2 so they can begin the process of designating guilds / alliances to specific servers.  So anyone in a guild will have a pre-designated server, that will help because servers cant be flooded.  Also allowing in only some pre-orders to play on Dec 15, then more Dec 16, more Dec 17th, etc should help with overload as they stagger the head start.   I get the same feeling even with these systems in place though which is still why Im not sure if I should take off work Dec 15 lol


Title: Re: SWTOR
Post by: Sjofn on November 26, 2011, 12:55:03 PM
I love my imperial agent dude so hard. I'm also incapable of playing a male character and not making out with anyone who will let me. What is wrong with meeeeeeee?


My ladies are WAY pickier.

Manwhore.

I am, I totally am. I ... I don't know why. I could pretend it's because I like the IA's sexy time voice, but it's a filthy lie (I mean, I DO, but that's not why he's a manwhore).

He has his ship now.  :heart:


Title: Re: SWTOR
Post by: TripleDES on November 26, 2011, 12:57:15 PM
That one mission character on Ord Mantell kinda makes me expect to go off-screen and come back out as Captain Chaos.  :why_so_serious:
What about as Professor Chaos?
I meant more, I can't not think about Dom DeLuise, when I'm talking to that guy.

Also, I just cleared a three level dungeon whatsit, and now I have to run all the way back and everything fucking respawned. Hell yea, who the fuck thought that's a cool idea?!


Title: Re: SWTOR
Post by: Viin on November 26, 2011, 01:02:08 PM
Apparently they opened some new servers, in case you are tired of waiting in a queue.

If each "server" has instances, why can't they just have one server with 100 instances?


Title: Re: SWTOR
Post by: Mattemeo on November 26, 2011, 01:03:37 PM
I am pleasantly surprised.

Maybe even a little impressed.

Smooth gaming from the outset, had absolutely no issues in a 3 hour play session except for when I tried to quit, and the game froze on me. Which is really no different to me playing Mass Effect or Oblivion several years on, so if that's the extent of my troubles I'm bloody happy.

Voice acting is great, and I haven't heard a species/class with a voice I didn't like yet. I admit I'd like to be able to choose my own but I'm aware that's not going to happen. A Jedi Knight with an RP accent wouldn't be so bad, would it?

Animation remains... functional. There's nothing wrong with it, it's just rather too stiff. It lacks charm, there's a level of love missing, if you know what I mean. I was pleased, on the other hand, to see that the Recuperate skill has different animations based on class; the Smuggler's coin-toss-zap is a nice character touch.

Anyway, I haven't gotten any further than level 3 on a few chars as I'm reluctant to get too far into any one class' story line but right now, things feel pretty good.


Title: Re: SWTOR
Post by: Merusk on November 26, 2011, 01:06:23 PM
That one mission character on Ord Mantell kinda makes me expect to go off-screen and come back out as Captain Chaos.  :why_so_serious:
What about as Professor Chaos?
I meant more, I can't not think about Dom DeLuise, when I'm talking to that guy.

Also, I just cleared a three level dungeon whatsit, and now I have to run all the way back and everything fucking respawned. Hell yea, who the fuck thought that's a cool idea?!

I believe they figured everyone would Fast Travel after doing such things, rather than running all the way back.


Title: Re: SWTOR
Post by: TripleDES on November 26, 2011, 01:14:45 PM
That one mission character on Ord Mantell kinda makes me expect to go off-screen and come back out as Captain Chaos.  :why_so_serious:
What about as Professor Chaos?
I meant more, I can't not think about Dom DeLuise, when I'm talking to that guy.

Also, I just cleared a three level dungeon whatsit, and now I have to run all the way back and everything fucking respawned. Hell yea, who the fuck thought that's a cool idea?!

I believe they figured everyone would Fast Travel after doing such things, rather than running all the way back.
Does that work from within a dungeon?


Title: Re: SWTOR
Post by: Sky on November 26, 2011, 01:24:04 PM
Canderous has a 500 queue...knew I shoulda logged in a few minutes before I was done hauling wood.

For those with issues exiting the game, try logging out to the character screen first. I was having the exit game issue, and that works for me.


Title: Re: SWTOR
Post by: Merusk on November 26, 2011, 01:30:21 PM
That one mission character on Ord Mantell kinda makes me expect to go off-screen and come back out as Captain Chaos.  :why_so_serious:
What about as Professor Chaos?
I meant more, I can't not think about Dom DeLuise, when I'm talking to that guy.

Also, I just cleared a three level dungeon whatsit, and now I have to run all the way back and everything fucking respawned. Hell yea, who the fuck thought that's a cool idea?!

I believe they figured everyone would Fast Travel after doing such things, rather than running all the way back.
Does that work from within a dungeon?

I can only assume it does, I haven't tried it yet.


Title: Re: SWTOR
Post by: Furiously on November 26, 2011, 01:32:28 PM
You can also hit the exit button on flashpoints.


Title: Re: SWTOR
Post by: TripleDES on November 26, 2011, 01:38:06 PM
Ahahahaha, VIP cantinas for mad bux entry fees.


Title: Re: SWTOR
Post by: Falconeer on November 26, 2011, 01:39:17 PM
I have a question about Companions. When you pick one, can you change it later on? And if you do so, does it disrupt the story somehow? Also, for example Bounty Hunter, if I turn down Mako, can I pick her up again later or she's gone forever? I see you "meet" the first Companion at about level 6. When do you meet the others, roughly?


Title: Re: SWTOR
Post by: MuffinMan on November 26, 2011, 01:39:36 PM
For those with issues exiting the game, try logging out to the character screen first. I was having the exit game issue, and that works for me.
I've tried exiting and logging out all weekend and nothing ever works. Just end up killing the program.


Title: Re: SWTOR
Post by: TripleDES on November 26, 2011, 01:42:23 PM
No social clothing, eh? Kinda uncool.


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 02:01:39 PM
I have a question about Companions. When you pick one, can you change it later on? And if you do so, does it disrupt the story somehow? Also, for example Bounty Hunter, if I turn down Mako, can I pick her up again later or she's gone forever? I see you "meet" the first Companion at about level 6. When do you meet the others, roughly?

Don't turn down companions.  You won't get another option for one for like 10 levels, besides your ship robot that is.  You can always just start using the other ones when you get them.


Title: Re: SWTOR
Post by: Wolf on November 26, 2011, 02:08:26 PM
yeah, I don't think there's any picking involved. You get what you get, depending on your class. Maybe there are more later.

So I tried the imeprial agent, is it only me or is the hutta start (agent at least) much less fleshed out than the force-users planet? Also first silly bug, when I got my companion on the IA, the shield she comes with doesn't work  :awesome_for_real:


Title: Re: SWTOR
Post by: Chimpy on November 26, 2011, 02:08:42 PM
Page 400 needs a trooper.gif on the first post IMO .


Title: Re: SWTOR
Post by: Ingmar on November 26, 2011, 02:15:59 PM
There are 5 companions per class at release, you pick them up every 8-10 levels it seems like, they have different roles etc. They've said they'll add more companions as time goes by I believe.


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 02:16:37 PM
Page 400 needs a trooper.gif on the first post IMO .


Where is Fordel when you need him.   :awesome_for_real:


Title: Re: SWTOR
Post by: koro on November 26, 2011, 02:19:28 PM
There are 5 companions per class at release, you pick them up every 8-10 levels it seems like, they have different roles etc. They've said they'll add more companions as time goes by I believe.

Unless you're a Jedi Knight, in which case...



Title: Re: SWTOR
Post by: MuffinMan on November 26, 2011, 02:19:32 PM
(http://dl.dropbox.com/u/111434/trooper.gif)


Title: Re: SWTOR
Post by: Chimpy on November 26, 2011, 02:23:21 PM
Good show!

I think that one is better than Fordel's.


Title: Re: SWTOR
Post by: Lakov_Sanite on November 26, 2011, 02:23:39 PM
Well played.


Title: Re: SWTOR
Post by: tmp on November 26, 2011, 02:24:53 PM
"fucking imperials".


Title: Re: SWTOR
Post by: Furiously on November 26, 2011, 02:26:52 PM
500 is the only way to go now.


Title: Re: SWTOR
Post by: Trippy on November 26, 2011, 02:27:23 PM
gratz



Title: Re: SWTOR
Post by: Merusk on November 26, 2011, 02:33:16 PM
Hm... 400.  I must find an inappropriate picture.

How about Newb Sith Gameplay?

(http://dl.dropbox.com/u/704172/1235011253538.gif)


Hey.. it DID unlock the F13 achieve!


Title: Re: SWTOR
Post by: Simond on November 26, 2011, 02:41:07 PM
I love that the second kid goes for the kill just to make sure.  :awesome_for_real:

ObPix:
(http://i.imgur.com/t0yLl.jpg)
(http://i.imgur.com/IQzhx.jpg)
(http://i.imgur.com/4p7x0.jpg)


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 02:41:33 PM
(http://fc00.deviantart.net/fs71/f/2011/184/2/1/epic_gif_of_star_wars_by_elchiqui-d3kuue6.gif)


Title: Re: SWTOR
Post by: Merusk on November 26, 2011, 02:45:00 PM
Obi-Throw is one of my favorite memes.  I should save more of them.
(http://dl.dropbox.com/u/704172/1234999704587.gif)

Here's Dancin' Yoda.

(http://dl.dropbox.com/u/704172/Dancing%20Yoda.gif)


Title: Re: SWTOR
Post by: Sjofn on November 26, 2011, 02:48:47 PM
 :awesome_for_real:

(http://www.feastoffun.com/wp-content/uploads/2011/04/20110413-070503.jpg)


Title: Re: SWTOR
Post by: luckton on November 26, 2011, 02:53:34 PM
Posting in epic thread on epic page #


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 02:55:27 PM
(http://legacy-cdn.smosh.com/smosh-pit/082010/sw-hammer.gif)


Title: Re: SWTOR
Post by: Lucas on November 26, 2011, 02:57:43 PM
Posting in a epic thread on a epic page during an epic red wine (Chianti, yum) induced drunkness. All is well.

 :drill: :drill: :drill:

Sigh, won't be able to play again 'til monday afternoon CET :(


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 03:03:20 PM
Page 400 and 1000 posts!!


Title: Re: SWTOR
Post by: Evildrider on November 26, 2011, 03:09:47 PM
Page 400 and 1000 posts!!

Grats!   :awesome_for_real:


Title: Re: SWTOR
Post by: Reg on November 26, 2011, 03:30:11 PM
Page 500 or bust!


Title: Re: SWTOR
Post by: Reg on November 26, 2011, 03:33:04 PM
Oh I had an actual bug on my Sith Warrior. I was sparring with a group of acolytes and I think I accidentally killed one I wasn't supposed to kill. The next step in my quest was to talk to her but she was nowhere to be found.  I tried exiting the instance and re-entering but that didn't fix it.  I had to actually log out and back on before she reappeared and I could continue the quest.


Title: Re: SWTOR
Post by: Mosesandstick on November 26, 2011, 03:36:44 PM
Reg the combo breaker, talking about SWTOR in the SWTOR thread.


Title: Re: SWTOR
Post by: Falconeer on November 26, 2011, 03:36:59 PM
I am totally hooked on the Bounty Hunter story, and I realized that I am still playing ONLY to move the story forward. In a typical Bioware fashion, characters, voice acting and twists are engaging enough and I totally commend the effort. There's a chance I might be interested in playing all 8 characters, or as many as there are different stories. It makes me froth even more in anticipation for Mass Effect 3, but in the meantime this is proving more entertaining than I was anticipating, story wise. Everything else, it's beyond bland. Seems like they slapped and glued some coop to the next Bioware Star Wars game. To be honest, this game would be pretty awesome without a subscription fee. I can see plenty of things worth a 60$ box purchase. I just can't see anything justifying 15$/month.


Title: Re: SWTOR
Post by: Ingmar on November 26, 2011, 04:03:17 PM
Shocking development: Falc doesn't like a diku!


Title: Re: SWTOR
Post by: Pezzle on November 26, 2011, 04:13:09 PM
Why, I never!


Title: Re: SWTOR
Post by: Ingmar on November 26, 2011, 04:18:28 PM
By the way, anyone know of a setting to turn sound off when alt-tabbed? I can't find anything in there.


Title: Re: SWTOR
Post by: MuffinMan on November 26, 2011, 04:20:27 PM
By the way, anyone know of a setting to turn sound off when alt-tabbed? I can't find anything in there.
ALT+F4 turns off the sound.


Title: Re: SWTOR
Post by: Tannhauser on November 26, 2011, 04:36:23 PM
You can hide the chat window by clicking the little arrow in the topmost left.  Also, I was on page 300, now 400!  Achievement Unlocked!


Title: Re: SWTOR
Post by: Falconeer on November 26, 2011, 05:29:45 PM
Shocking development: Falc doesn't like a diku!

That's not even it. I play and spend more money on diku crap than I should! It's just that the diku part of SWTOR seems to suck badly so far. The rest is great.


Title: Re: SWTOR
Post by: Merusk on November 26, 2011, 05:37:35 PM
To paraphrase

#8) "The Old Republic is a game where corners were cut because they didn't make every voice actor say every line so you could choose your character's voice.  I don't want to play a game where massive improvement can be made with 2 seconds of thought."

But it would cost a load more because you'd have 64x more voice acting.

"Screw the cost, they were cutting corners."

 :awesome_for_real:



Title: Re: SWTOR
Post by: taolurker on November 26, 2011, 06:25:16 PM
So, I spent some time last night with this, and although it's an engaging cut-scene and voice-over heavy Bioware game (like Mass Effect), the thing I don't like about it is that it's a bunch of people solo-ing along together. I tried talking to people near me, inviting people to groups, and generally tried to be my character, but all the people in my area were doing the exact quests as me.

I would stand in a group of people gathered around the quest NPC and be one of the clones standing there with dots above my head. I was getting kill stole left and right by characters who were the same class make as me, wearing the same clothes, and some even had the same companions.

The newbie areas need to be more of a mix of classes and general tutorial, and have the story elements be generic. I had a story that was the same as all the other people and we all fought our way to the same buildings, and returned to talk to the same person in a cantina. Color me not impressed so far, and definitely do not see any point for a monthly sub on a game like this.


Title: Re: SWTOR
Post by: Tannhauser on November 26, 2011, 06:40:09 PM
So, I spent some time last night with this, and although it's an engaging cut-scene and voice-over heavy Bioware game (like Mass Effect), the thing I don't like about it is that it's a bunch of people solo-ing along together. I tried talking to people near me, inviting people to groups, and generally tried to be my character, but all the people in my area were doing the exact quests as me.

I would stand in a group of people gathered around the quest NPC and be one of the clones standing there with dots above my head. I was getting kill stole left and right by characters who were the same class make as me, wearing the same clothes, and some even had the same companions.

The newbie areas need to be more of a mix of classes and general tutorial, and have the story elements be generic. I had a story that was the same as all the other people and we all fought our way to the same buildings, and returned to talk to the same person in a cantina. Color me not impressed so far, and definitely do not see any point for a monthly sub on a game like this.

There's lots of grouping for the heroic quests, like 'Hate Machine' in Sith lands.  Also repeatable, so run those to your grouping heart's content.


Title: Re: SWTOR
Post by: Sobelius on November 26, 2011, 07:19:09 PM
I also hate the "wow! You're more advanced in the force than I could ever dream of being" storyline.

Actually if you stick it out till you get your ship the reason for that becomes apparent.

Also using crew to get crafting components will make you poor fast.   It's easier to gather manually.

You can send your companion off to sell all your trash loot -- what a concept.  :awesome_for_real:


Title: Re: SWTOR
Post by: Furiously on November 26, 2011, 07:20:13 PM
I predict they recorded the voice actors saying, "I suppose...", "I see...", "I can do that." and "Of course." So future quests may not be AS fully voiced.


Title: Re: SWTOR
Post by: TripleDES on November 26, 2011, 07:50:38 PM
So I played a few couple of hours today. I'm really only fond of continuing, because I can't stand not knowing the end of a story. And it's still only a so-so one. I'm currently playing as smuggler, and the (I guess typical) Feynmann-Schrödinger carrot chase* is getting annoying.

(* Endless detours over side missions, running after an object that you're never exactly sure where it is.)


Title: Re: SWTOR
Post by: Shatter on November 26, 2011, 07:51:52 PM
I predict they recorded the voice actors saying, "I suppose...", "I see...", "I can do that." and "Of course." So future quests may not be AS fully voiced.

Or expansions where your characters voice is completely different because they couldnt get the same guy


Title: Re: SWTOR
Post by: MuffinMan on November 26, 2011, 08:06:22 PM
Maybe they'll go with user created content for voice-overs. :why_so_serious:


Title: Re: SWTOR
Post by: AcidCat on November 26, 2011, 08:34:01 PM
Finally got to play today, spent the better part of the day making four different characters. Came into the game with moderate expectations - really no interest in the SW universe, but still enjoy diku.

Unimpressed. The stories and opportunities to have your character interact with quest npcs is interesting, but ultimately feels pointless, because right after you are shoved back into the world with countless others doing the same thing. Combat is adequate, sometimes feels kinda exciting. The environments are boring. It is possible to make interesting looking characters, which is a plus for the game over something like Rift.

I've read some opinions that it is a game at cross purposes to itself and from my experience I have to agree. The interesting personal stories that dump you into uninteresting environments with uninteresting enemies and a bunch of randoms running around just gives the game a weird cognitive dissonance.

I'd say they would have been better served making an epic single player game like Skyrim, but that's neither here nor there. They tried their hand at the mmo genre. I don't think it works for me. Probably cancelling me preorder shortly and diverting those funds to the year of WoW for Diablo deal.


Title: Re: SWTOR
Post by: eldaec on November 26, 2011, 08:42:48 PM
So, post 14000. Neat.


Title: Re: SWTOR
Post by: Rendakor on November 26, 2011, 08:43:23 PM
You can send your companion off to sell all your trash loot -- what a concept.  :awesome_for_real:
How do you do this?


Title: Re: SWTOR
Post by: Lantyssa on November 26, 2011, 08:48:25 PM
I'd say they would have been better served making an epic single player game like Skyrim, but that's neither here nor there. They tried their hand at the mmo genre. I don't think it works for me. Probably cancelling me preorder shortly and diverting those funds to the year of WoW for Diablo deal.
Skyrim gameplay in a Star Wars setting with DCUO combat would make me a very, very happy camper.


Title: Re: SWTOR
Post by: Sjofn on November 26, 2011, 09:10:45 PM
You can send your companion off to sell all your trash loot -- what a concept.  :awesome_for_real:
How do you do this?

There is a TEENY TINY little button on the companion screen (N) that looks like a 7 (which is apparently the credit symbol). Click that, and off they go.


Title: Re: SWTOR
Post by: Rokal on November 26, 2011, 09:30:06 PM
I ended up canceling my pre-order last week. My impressions from the last beta weekend were mostly positive, but I've cooled on the game since and didn't have the interest to play this weekend. I think your mileage on the game will vary entirely based on whether you're a Star Wars fan or not. Without the IP, it's a mechanically mediocre MMO that isn't up to modern standards and doesn't offer enough new. Rift felt like an evolution of WoW where SWTOR just feels like WoW-2006 with a different coat of paint.

It's a similar boat that LOTRO was in, but LOTRO had (and still has) some really amazing graphics/music that helped pull me in even though I wasn't a giant Tolkien fan.


Title: Re: SWTOR
Post by: Fordel on November 26, 2011, 09:48:10 PM
You can send your companion off to sell all your trash loot -- what a concept.  :awesome_for_real:
How do you do this?

There is a TEENY TINY little button on the companion screen (N) that looks like a 7 (which is apparently the credit symbol). Click that, and off they go.

You can just right click the companion portrait for a menu option too.


Title: Re: SWTOR
Post by: Amaron on November 26, 2011, 10:11:16 PM
The game seriously needs all sarcasm responses to have an icon or something.   It's pretty jarring to expect a snarky line then get something serious in the other direction.   


Title: Re: SWTOR
Post by: Sjofn on November 26, 2011, 10:19:31 PM
I think your mileage on the game will vary entirely based on whether you're a Star Wars fan or not. Without the IP, it's a mechanically mediocre MMO that isn't up to modern standards and doesn't offer enough new.

For some, maybe, but I was never huge into Star Wars. I AM hugely into, like, stories that are above fanfic-level writing, though!

And cute men in tight pants.


Title: Re: SWTOR
Post by: Rokal on November 26, 2011, 10:25:18 PM
For some, maybe, but I was never huge into Star Wars. I AM hugely into, like, stories that are above fanfic-level writing, though!

And cute men in tight pants.

I'll freely admit if they got Nathan Fillion to do voice acting for one of the playable characters, I'd probably never unsub :p He was in Jade Empire too, missed opportunity Bioware.


Title: Re: SWTOR
Post by: Sky on November 26, 2011, 10:55:46 PM
Ah, I missed page 400. Got sucked into the damned game, despite not really being interested in playing again before launch.

Picked a Jedi Knight so it would be zones I'd already done (as Consular) but not straight repetition. Going for dark side choices without being a douche is pretty cool. Started a great Esseles pug with a couple troopers (one of each flavor) and a smuggler; I took the guardian AC and dipped my toes into tanking. Stuff just kind of fell like wheat before us, it was way easier than the 367 weekend. Love the multiplayer conversations, it adds so much to the genre imo.

Can't believe I got sucked in again. And continuing where I left off by forming groups! What the hell.

My Guardian is also exactly the guy I played in KotOR - bald oriental guy with fu manchu. So perfect.


Title: Re: SWTOR
Post by: kildorn on November 27, 2011, 12:28:57 AM
I sat down for the day with a consular. I actually like the story so far. And as far as "beating up mean things in pve" goes, the consular trumps my scoundrel to an absurd degree. Spending 4 minutes killing a champion with my companion wasn't really engaging content, but I have a feeling it wasn't really the intended way of completing the quest either.

Did the first republic flashpoint. Easy as expected, and far longer than I expected. I got a laugh out of the last drop being a lightsaber that required level 1 dark side though. I'm curious how often they'll pull out the light/dark side equipment block.


Title: Re: SWTOR
Post by: AcidCat on November 27, 2011, 12:41:56 AM
Played another couple hours. Trooper is fun, but there is nothing here other than expanding that interaction when accepting and turning in a quest. I guess for some people that will be enough. Don't really wanna piss on anyone's parade so that will be about all I have to contribute, did cancel my Amazon preorder though.


Title: Re: SWTOR
Post by: luckton on November 27, 2011, 12:51:29 AM
Well the EU servers are up!


One change I didn't notice at first, but they updated all the Cyborg options, so they reflect the class they are on. I predict a METRIC FUCK TON of Imperial Agent 'Cyborgs' now.

So I finally found some time to login and check this...while I do kinda like the new options, I don't like how they disabled the old ones.

 That said, the new ones, coupled with the right cosmo options, make me look like this guy:


So, it's not all bad  :awesome_for_real: :drill:


Title: Re: SWTOR
Post by: eldaec on November 27, 2011, 02:21:01 AM
forming groups

The end of days is truly upon us.


Title: Re: SWTOR
Post by: Simond on November 27, 2011, 03:22:32 AM
The game seriously needs all sarcasm responses to have an icon or something.   It's pretty jarring to expect a snarky line then get something serious in the other direction.
Maybe they should highlight the text in green.


Title: Re: SWTOR
Post by: Tannhauser on November 27, 2011, 03:30:52 AM
I'd like them to color-code the three dialogue choices so you don't have to mouse-over to see the Dark and Light choices.

Also, new to me, are social points.  The more you group, the more social points you gain.  You can turn them in for cosmetic rewards and other 'fun stuff'.

Another thing I like is that if you are modifying a blaster, your mouse-over of an upgrade slot will highlight qualifying items in your inventory. 


Title: Re: SWTOR
Post by: Wolf on November 27, 2011, 04:25:17 AM
so basically the smuggler is an agent. Same skills, different icons. Is that like that with all classes? One-to-one between empire and republic?


Title: Re: SWTOR
Post by: koro on November 27, 2011, 04:30:32 AM
so basically the smuggler is an agent. Same skills, different icons. Is that like that with all classes? One-to-one between empire and republic?

Yes.

Jedi Guardian = Sith Juggernaut
Jedi Sage = Sith Sorcerer
Scoundrel = Operative
Gunslinger = Sniper

etc.

The only "real" differences are the weapons used for the non-Force users and the switch from Ammo to Heat going from Trooper to Bounty Hunter. A Gunslinger will use dual-wielded pistols as opposed to a Sniper, who will use a sniper rifle and a combat knife. Or a Commando who uses a big fuckoff HEALING BOOLET-shooting autocannon compared to the dual-pistol Mercenary.


Title: Re: SWTOR
Post by: Montague on November 27, 2011, 04:37:50 AM
No social clothing, eh? Kinda uncool.

You can buy some social clothes on Dromond Kaas from a social vendor. I would assume Coruscant has the same.


Title: Re: SWTOR
Post by: Minvaren on November 27, 2011, 05:14:18 AM
That one mission character on Ord Mantell kinda makes me expect to go off-screen and come back out as Captain Chaos.  :why_so_serious:

That mission where you go from standby to "the man?"  (William Tell Overture begins to play)   :grin:

The game seriously needs all sarcasm responses to have an icon or something.   It's pretty jarring to expect a snarky line then get something serious in the other direction.   

Yeah, got nailed with this a couple of times (and in DA as well, but there's no "reload" option in TOR).  Quite annoying.


Title: Re: SWTOR
Post by: Lantyssa on November 27, 2011, 05:22:54 AM
I get hit by the lack of sarcasm a lot, because the blurb is exactly something I'd say, then my character is all serious.


Title: Re: SWTOR
Post by: koro on November 27, 2011, 05:35:53 AM
I've never been a fan of the latter-day Bioware dialogue style used in Mass Effect, DA2, and here. I hate not knowing exactly what I'm going to say and going the voiced protagonist route is a poor excuse; most of the lines your character delivers in-game are more than short enough to fit on screen, even on 4:3 monitors.

If I didn't enjoy Mass Effect's gameplay as much as I did, the dialogue wheel would have turned me completely off from the game. Dragon Age 2 did not have the same luxury.


Title: Re: SWTOR
Post by: Wolf on November 27, 2011, 05:53:05 AM
since I'm trying the first couple of levels on everything, different characters on the same account not sharing hotkeys/ui setup is driving me insane. I thought we sorted that a couple years back :(


Title: Re: SWTOR
Post by: Murgos on November 27, 2011, 05:55:27 AM
I'd like them to color-code the three dialogue choices so you don't have to mouse-over to see the Dark and Light choices.


Top choice = lightside, bottom choice = darkside.  If there are only two dialogue options instead of three it's a light/dark opportunity. Not, that hard.

I don't recall ever seeing a three choicer that was light/dark.  Anyway, light/dark points can be gotten through the crafting system, there is no reason to not pick whichever option appeals to you and just 'buy it back' through crafting if it takes you away from your intended direction.


Title: Re: SWTOR
Post by: luckton on November 27, 2011, 06:00:50 AM
I'd like them to color-code the three dialogue choices so you don't have to mouse-over to see the Dark and Light choices.

I don't recall ever seeing a three choicer that was light/dark.

I'll contest this.  I've had two non-altering options and a third LS option with my IA.  General advice: If you really want to min/max your LS/DS opportunities, mouse-hover over every dialogue option everytime.  :grin:


Title: Re: SWTOR
Post by: koro on November 27, 2011, 06:03:36 AM
I've also seen two LS options with a DS option at the bottom.


Title: Re: SWTOR
Post by: Mrbloodworth on November 27, 2011, 07:08:23 AM
GAME NEEDS A COSMETICS TAB!  :heartbreak:


Title: Re: SWTOR
Post by: luckton on November 27, 2011, 07:10:55 AM
GAME NEEDS A COSMETICS TAB!  :heartbreak:

Game has/had a cosmetics system through item modifications.  I'm told it's still turned off right now?  Or something? 


Title: Re: SWTOR
Post by: kildorn on November 27, 2011, 07:17:18 AM
I get hit by the lack of sarcasm a lot, because the blurb is exactly something I'd say, then my character is all serious.

Yeah, I picked some flashpoint dialog that was deadpan humor to me, but was a bitchy rant from my character.


Title: Re: SWTOR
Post by: kildorn on November 27, 2011, 07:18:38 AM
I'd like them to color-code the three dialogue choices so you don't have to mouse-over to see the Dark and Light choices.


Top choice = lightside, bottom choice = darkside.  If there are only two dialogue options instead of three it's a light/dark opportunity. Not, that hard.

I don't recall ever seeing a three choicer that was light/dark.  Anyway, light/dark points can be gotten through the crafting system, there is no reason to not pick whichever option appeals to you and just 'buy it back' through crafting if it takes you away from your intended direction.

I've seen a bunch of light/dark in multi option conversations on the Sage so far. But it does usually hold to "top to bottom goes Nice to Douchebag"


Title: Re: SWTOR
Post by: Merusk on November 27, 2011, 07:30:30 AM
Played another couple hours. Trooper is fun, but there is nothing here other than expanding that interaction when accepting and turning in a quest.

Unlike the varied and compelling changes to the world you make in any single-player Bioware RPG?   :awesome_for_real:

Just sayin'  It's all I'd expected given the direction MA and DA games have taken.  If you can't ignore the other folks running around doing the same story that's on you rather than the mechanics.  Wait a few months for the newb areas to clear out and then, ta-da, just like a SP game.

Not that the game doesn't have it's flaws.  The UI, Running and gunning animations, the creepy way your avatar's body twists independently from their torso. (Target something behind you) and a general feeling of sluggishness that's not as bad as LOTR but still there when compared to Rift & WoW.  I can't list "I don't feel epic hero-y enough" as one of them.


Oh, and the Trooper SL does get better if you're willing to just go with the light-side flow. It's just so patently obvious that's what they want you to do that it fees silly to even have the dark-side options for him. Since he was farthest along I took him up to 11 and wow you're just a killing machine with a companion; at least on Ord Mantell. I was able to do the Heroic+2 quests with my comp without a problem.

Jedi Knight had more compelling DS vs LS choices if you're willing to play an over-confident padawan who's always being told how special they are vs. a young knight looking to grow into a wizened master.

Sith Sorcerer seems pretty interesting, story-wise.  I haven't felt the need to do any of the Light-side choices but my once-slave is being seduced by the power offered by the dark side quite easily.  I do laugh at a lot of the pompous folks you're surrounded by because their evil is just so mustache-twistingly bad because they're all so grim-dark serious.  They need a little modern snarky-evil in there.

Anyone tried crafting yet?  There's SO MANY damn choices only being able to pick 3 is rather limiting because there's 6 crafting and 8 gathering skills.  Wtf, yo?  Any hints on what's good and what's not worth it?   I picked up Armorcraft, slicing and salvage but it seems to me buying all mission skills like salvage slicing and treasure hunting or archaeology would be more productive.


ed:  I *just* had a 3-choicer light/dark on my Knight.  Top 2 were light bottom was dark.. if I remember right it was the quest where you


Title: Re: SWTOR
Post by: koro on November 27, 2011, 07:41:39 AM
GAME NEEDS A COSMETICS TAB!  :heartbreak:

Game has/had a cosmetics system through item modifications.  I'm told it's still turned off right now?  Or something?  

Kind of. An item with a full range of mod slots is one that you can potentially keep through the entire game (unless you raid, then you're stuck in the incredibly hideous tier gear). The problem is that moddable gear is fairly rare: it's a reward for very few quests, you can only get moddable items via crafting if you go through the gruesome reverse engineering grind to get you purple-level schematics, and the Social armor sets you unlock via social point tiers, which are fully moddable, only count as Light armor. This is great news if you're a Consular/Inquisitor (and you can get away with it as a Smuggler/IA), but kind of shitty for everyone else.

And the much-talked-about "anti-clown button" that matched your gear's colors and sometimes textures to your chest piece has been disabled for three builds now (despite it working more or less fine the vast majority of the time), and I have doubts it'll come back for release.


Title: Re: SWTOR
Post by: caladein on November 27, 2011, 07:51:36 AM
Anyone tried crafting yet?  There's SO MANY damn choices only being able to pick 3 is rather limiting because there's 6 crafting and 8 gathering skills.  Wtf, yo?  Any hints on what's good and what's not worth it?   I picked up Armorcraft, slicing and salvage but it seems to me buying all mission skills like salvage slicing and treasure hunting or archaeology would be more productive.

There really aren't since your choice in crafting immediately leads to your choice in gathering and missions.  The codex mentions the suggested pairs in each crafting skill's entry (and all the components say what skill they're from, but a lot of people overlook that).  Missions is at least a little optional, but you'll never be able to make blue or higher stuff without the appropriate one.


Title: Re: SWTOR
Post by: Merusk on November 27, 2011, 07:56:23 AM
Well it's a good thing they explain all that before you pick then, eh?

Oh wait, they don't.  What an utter cock-up.


Title: Re: SWTOR
Post by: kildorn on November 27, 2011, 08:11:07 AM
Well it's a good thing they explain all that before you pick then, eh?

Oh wait, they don't.  What an utter cock-up.

The explain things in the codex. The first time you talk to a trainer, it'll have a quick OPEN prompt, but otherwise you have to dig a bit. Synthweaving is the one that confused me. I turn this crystal into a .. cloth belt?

If you don't take the recommended gathering options you can make green items all you want. But the secondary gathering/mission thingy is to get the blue items for making blues.

I think the biggest weakness in the crafting system is actually before you get your ship/more companions. You need spare companions to ship off to make shit and skill up. Sending your only companion off leaves you under expected strength for questing.


Title: Re: SWTOR
Post by: koro on November 27, 2011, 08:11:44 AM
They do actually technically explain before you pick stuff, since talking to each trainer unlocks that particular codex entry, and you can back out and see the entry for the craft before you go back and pick it.

It's not anywhere near adequate though.


Title: Re: SWTOR
Post by: Rendakor on November 27, 2011, 08:15:13 AM
It's pretty clear if you read the codex entries on the various crafting skills. I picked an actual crafting skill (Synthweaving) first, then figured out which two skills supported it. The gathering and mission skills aren't really there to make money, since they cost money to send your companion on the missions and really only reward components for crafting.


Title: Re: SWTOR
Post by: TripleDES on November 27, 2011, 08:36:15 AM
I'm not entirely sure why I'd want to pay a subscription fee for this. It's a single player game with chat and noise at the edge of the screen.


Title: Re: SWTOR
Post by: Numtini on November 27, 2011, 08:44:24 AM
Quote
I ended up canceling my pre-order last week. My impressions from the last beta weekend were mostly positive, but I've cooled on the game since and didn't have the interest to play this weekend. I think your mileage on the game will vary entirely based on whether you're a Star Wars fan or not. Without the IP, it's a mechanically mediocre MMO that isn't up to modern standards and doesn't offer enough new.

I just cancelled mine. There's just not enough there there. I realized I had started to spacebar or tab out of the quest dialogs. It was really redoing BT for the third time that clinched it though. First, we chose a lot of different stuff and it became obvious most of the cut scene choices weren't choices and you got the same responses, they were just vague enough to match everything. And second, I just can't imagine how these endless cutscenes and interruptions play in an end game. It gave me a lot of doubts about whether or not the devs "get" MMOs.

There was a lot more, but mostly the game feels like it was done on the cheap. No UI changes. No LFG system. A lot of glitchy graphics and pretty bad performance for what you're seeing on the screen. Other than voiceovers, it just doesn't feel like a AAA title.

Quote
Rift felt like an evolution of WoW where SWTOR just feels like WoW-2006 with a different coat of paint.

I'm still bored with Rift, but I think SWTOR has made me appreciate it a lot more. It didn't bring much, but it brought some new things.

If I had more time, I'd probably have bought it and played for a month like warhammer or conan, but my time is a premium and I'd already gotten bored just in a weekend beta. I can't imagine anyone would be talking about this game if it didn't have a Star Wars license.


Title: Re: SWTOR
Post by: jakonovski on November 27, 2011, 08:46:10 AM
PvP.  :awesome_for_real:

http://www.youtube.com/watch?v=LkOPWdauufA&feature=channel_video_title


Title: Re: SWTOR
Post by: Rendakor on November 27, 2011, 08:50:29 AM
I realized I had started to spacebar or tab out of the quest dialogs.
Oh god thank you, I was trying to find a way to do this.


Title: Re: SWTOR
Post by: Numtini on November 27, 2011, 08:58:11 AM
Quote
Oh god thank you, I was trying to find a way to do this.
And you can read the text in the "other" chat box.

The problem with spacebarring out of the quest dialogs is the quest dialogs are like the whole game.


Title: Re: SWTOR
Post by: luckton on November 27, 2011, 09:06:04 AM
Quote
Oh god thank you, I was trying to find a way to do this.
And you can read the text in the "other" chat box.

The problem with spacebarring out of the quest dialogs is the quest dialogs are like the whole game.

Did we somehow forget that the 4th column of this game is "Story"?   :oh_i_see:


Title: Re: SWTOR
Post by: tmp on November 27, 2011, 09:12:44 AM
There was a lot more, but mostly the game feels like it was done on the cheap.
:awesome_for_real:

(i do get what you mean, but still)


Title: Re: SWTOR
Post by: Tannhauser on November 27, 2011, 09:13:08 AM
Sometimes I just want to get the foozle, not to hear said foozle's life story


Title: Re: SWTOR
Post by: luckton on November 27, 2011, 09:14:49 AM
Sometimes I just want to get the foozle, not to hear said foozle's life story

Back to WoW then for you.


Title: Re: SWTOR
Post by: Numtini on November 27, 2011, 09:40:26 AM
Quote
i do get what you mean, but still

I know. I looked at their IMDB entry and apparentlly the voice talent mostly have full acting roles. I have no idea what that kind of thing costs. But without the voiceovers, I really don't see where the money went.


Title: Re: SWTOR
Post by: Shatter on November 27, 2011, 09:44:29 AM
Quote
i do get what you mean, but still

I know. I looked at their IMDB entry and apparentlly the voice talent mostly have full acting roles. I have no idea what that kind of thing costs. But without the voiceovers, I really don't see where the money went.

We are making a star wars game developer parties?


Title: Re: SWTOR
Post by: jakonovski on November 27, 2011, 09:44:53 AM
Redoing things over and over would be my guess, or buidling up expansive mechanics that were then scrapped.


Title: Re: SWTOR
Post by: Gets on November 27, 2011, 09:53:07 AM
I'm not entirely sure why I'd want to pay a subscription fee for this. It's a single player game with chat and noise at the edge of the screen.

Not emptyquoting.


Title: Re: SWTOR
Post by: Nebu on November 27, 2011, 10:03:00 AM
Spent the weekend testing.  Generic.  I may cancel my preorder as well.  After playing WoT for the last few days, this game feels SO sluggish and unresponsive.  The story just isn't enough to hold my attention. 

I think I may have finally broken my MMO addiction.  Thank you Bioware!


Title: Re: SWTOR
Post by: Hawkbit on November 27, 2011, 10:20:24 AM
I'm not entirely sure why I'd want to pay a subscription fee for this. It's a single player game with chat and noise at the edge of the screen.

Not emptyquoting.

This pretty much sums it up.  It would be cool to see my character progress into getting a lightsaber, but I'm not seeing what the subscription is for.  Far too little game here to justify $15/mo.  I might snag it down the line at $20 to play through a story or two, but this simply isn't a day 1 purchase.

While textures and fps got better once the newb areas cleared out a bit, the animations are straight out of 10 years ago.  Vanilla WoW animations are better and those are part of a 7 year old game now.  They're so terrible, comparatively, that it is mind-boggling to me how they were approved.


Title: Re: SWTOR
Post by: tmp on November 27, 2011, 10:25:14 AM
I guesstimate you can see what the game has to offer before the first month is up, so the subscription isn't really part of the big picture, no?


Title: Re: SWTOR
Post by: caladein on November 27, 2011, 10:42:20 AM
I'm not entirely sure why I'd want to pay a subscription fee for this. It's a single player game with chat and noise at the edge of the screen.

With how far co-operative games/modes have come in the past couple of years, I can sympathize with that.  Still, it pulls off "sharing a modern BioWare RPG with my friends, in real-time" so brilliantly that I have no qualms about paying a subscription for it.

I'd known for some time that it worked as a single-player title for the most part.  What I learned this weekend, with most of my guild on TS and playing, was that all of the things that seem kind of annoying, like the dialogue rolls and heroic quests, facilitate the kinds of conversations that we have about these games.

Mechanically, I'm a little higher on it than most because I think Agent healing is really fun because of the variable energy regen.  Overall though, it's not as aggressive in pushing every possible ability combination as Rift is, but I don't think that's to its determent.  More broadly, as a modern Diku, I have no idea if it's going to have a compelling end-game or be mechanically sound, but for the box plus a couple months, I think it's well worth it.


Title: Re: SWTOR
Post by: luckton on November 27, 2011, 10:56:01 AM
This page is really dragging down the epic thread, gang  :cry:

I imagine that, like WoW, TOR will have a strong opening, and once BW's in moneyhats and EA's investors have been calmed down, they'll start addressing the deeper issues.  Like I've said before, the story is what's supposed to be driving this monster...if that's something that turns you off, well then yeah, working as intended. 


Title: Re: SWTOR
Post by: schild on November 27, 2011, 10:56:39 AM
You all have a forum now. Make use of it. Locking the generic thread.

Also, this thread isn't epic. It's just proof that f13 is able to keep relatively on-topic and self-contained.