Star Wars: The Old Republic, MMOs meet Lightsabers & creet deepz |
Star Wars: The Old Republic, MMOs meet Lightsabers & creet deepz |
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![]() Badass Billionaire Extraordanaire ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Paragon Caste Posts: 968 Joined: 13-December 02 From: NYC Member No.: 4 ![]() |
I didn't notice anything in the forums about this recently, but bioware's new Star Wars MMO is slated to be released sometime this year in 2011. Main site: http://www.swtor.com/ Cinematic trailer: http://www.swtor.com/media/trailers/hope-c...railer#comments Hungry Star Wars nerds: http://www.swtor.com/media/trailers/pax-ea...highlight-video |
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#2
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![]() Grand Armor ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: AT Certified Posts: 510 Joined: 23-October 03 Member No.: 71 ![]() |
I think the difficulty is fine; for me at least. Though I think it is going to be annoying for casual non-gaming player; people that don't play anything but WoW or Star Wars fans. Though from what I understand the difficulty curve seems to be different for specific classes. For me it seemed to get increasingly harder at around 30+. So that is a balancing issue that maybe needs to be looked at.
The thing a lot of people may not be used to is that SWTOR requires you to use all of your abilities for midway and onward level-up content. Not to mention make sure your companion has the right abilities toggled on/off. It's a bit shocking to the players who have been only playing WoW-style MMOs where you just burn through everything and move on without much thought. I like in SWTOR that you have to learn your class. It's going to make endgame a lot more pleasant, at the cost of scaring away folks who have less patience and time to dedicate to the game. Mouse clickers must be having a really hard time. I agree on the mob placement, it does get tiring. It seems like they are padding the length of the game in a lot of places. Same goes with the walking speed, the speeder speed, and the general amount of traveling you have to do. It sucks when something that should take 5 minutes takes 25 minutes because you have walk and keep clearing packs of mobs in your way. Then the turn in, and scream "please be the last quest here" then they give a follow up that is just as out the way. I mean there is a reason Blizzard has optimized WoW's flow over the years, so there is little traveling back and forth. There is a reason Skyrim and most modern RPGs have quick travel. There is a reason Guild Wars 2 will have quick travel. The reason is walking is not fun and is not the heart of what make an RPG engaging. But again totally agree, when there are bonus objective they are fine, but when I have to clear them again and again just because they respawned quickly, or are in the way of the area I need to get to; it's not fun. Balsavis is probably the worst with this, with having tunnels and paths filled with mobs that you have to go back and forth between objective and turn-ins. Indeed make them fun or remove them. Let's not forget the mob packs that appear at first as single enemy, but 6 of his buddies rocket-pack in or come out of the ground like zombies. That gets old after a while. I think lower the cooldown on the hearth to 10-15 minutes would be a nice fix to the above. Mob placement overall reminds of City of Heroes, which was always odd to me and did not feel natural for the setting. Like stuff should be coming at me and not standing around (the flashpoints and story quest get this action right for the setting). WoW seems more natural with the packs of enemies, something about the art style makes it seem more alive. While Star Wars NPC mobs don't come alive until you engage them. Well, interior dungeon-like areas are fine in SWTOR, as are the exotic wild life. But in city areas, like Coruscant, stuff is just standing around lifeless. I think the quest rewards then having mobs dropping mostly trash items and small xp is fine for the most part. The point is to discourage mob grinding and item farming (you know gold sellers). On another note the amount of enemies and their trash drops make the game seem more hack and slashy. It feels no different than Diablo where you sell most everything, but every now and then you find something good. At least I get into that mind set, and it does not bother me as much anymore. The way quest rewards are tailored to your class, and you get to pick between an upgrade now or a better badge item later is a nice touch. Choice is good. -------------------- |
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