General Information Learned

During our time in San Francisco we gathered a lot of information that, while pertinent, was not deep enough to warrant an entire post. This article will deal with the general abilities and information that which does not pertain to any one class garnered during the hands-on demo. To keep the information separate this article utilizes a bullet-point format; discussing only the information being highlighted at the time. The bullet-points follow no particular order of importance.


Call Shuttle Ability (Hearthstone, Recall)

It will come as little surprise to anyone who has played a recent MMO that a working Hearthstone or Recall-to-town ability is currently in the game titled Call Shuttle. When activated the character opens a datapad on his/her arm displaying a holographic image of a planet that persists while channeling the recall. This ability, like many other channeled skills, can be interrupted by taking damage. As of right now, the ability is usable inside of buildings and underground, however, the name implies that this may not work inside of buildings when the game is live.

Current Character Stats

Stats seen on the character sheet during the demo are as follows Cunning, Presence, Willpower, Strength, Agility, Accuracy, Absorb percentage (Armor Value), and Armor Rating. It should be noted that these ability values could change down the line and should be considered placeholder until stated otherwise by BioWare. Armor Value expresses damage mitigation and the Armor Ratings seems to imply gear statistics. Crit chances were also seen near the bottom of the character sheet.

Warhammer like Quest-helper System

Possibly the biggest bit of general information garnered during the demo, Star Wars: The Old Republic has a system of questing similar to Warhammer. The system currently in place draws circles around areas where you can find your objectives on the map. It also directs you to zones or different levels of a dungeon with a green waypoint arrow pointing you in the right direction. The intent of this system is to get away from the requirement of having to have a web browser open while playing to find where to go for a quest. The system also updates you when you complete parts of your quests by popping up yellow text saying for example Collect monkey rings 1/4 and so on in similar fashion until you complete the quest. If this system continues to work throughout the game the way it did during our hands-on session it will succeed in that regard.

Tiered Maps

As you go up and down stairs searching for your quests you will see the mini-map and world map change to reflect what is on that level. This allows them to stack maps on top of each other and yet still allow players to navigate non-instanced floors without receiving information overload. This implies that we could be seeing much more depth and complexity from the dungeons and buildings in The Old Republic.

Quest Colors Answered

One of the long running questions that has persisted since the beginning of our dissection posts has been about the blue/yellow quest representation. From the hands-on demo we found that blue quests appear to be side quests and yellow quests are main story quests.

Looking for Group


While fumbling through the quest log we noticed a button at the bottom that said Look for Group. It is implied that you will be able to look for a group for an individual quest or dungeon through a system similar to World of Warcraft. In this demo, the system was not in place, all that was in place was the button itself to Look for Group. No specifics could be learned about the system at the time of the hands-on demo but it is likely we will hear about it down the line. You are also able to abandon and track selected quests from the quest log.

Right Click is Attack, No Auto Attack

As we mentioned in the Sith Inquisitor page, during the demo we discovered that pressing right click on an enemy NPC is your base attack. After the abilitys animation was completed the character did not continue to attack, requiring another right click to continue the battle. Additionally, the Inquisitor did not automatically move into attack range like you would normally see in an MMO, the player has to manually make sure they are in range to perform the attack.

More Facial Cosmetics Seen

Facial cosmetics were seen in the form of tattoos and scars on one of the quest giver NPCs as well as eye liner on sado's female character and a pencil mustache on Dover's male character. What the implication is of this is unknown. Since we were unable to create the character for the demo ourselves we cannot say how much this implies about facial customizations.

Companions are Summoned and Dismissed on Command


Companions are summoned via clicking a channeled ability called Summon Companion. Dismissing the companion was not seen during the demo as we were unable to actually complete the summon of the companion but the fact that you can summon them implies that you can dismiss them as well. It is also of note that the companion image seen for the ability Summon Companion was a Human Female, likely placeholder.

If a companion dies they can be revived by the player via the Revive Ability. Description of the Revive Ability Single target revive, can revive companions or allies with the ability. It is not known if every class has this ability or just the Sith Inquisitor, however this could be implying that all classes may have this ability.

Enemy Rank Added

We noticed when jumping into the hands-on that the enemy NPC ranking system featured a new classification Standard. In our prior dissections(Link) we pointed out that a ranking system for the enemy NPCs was seen and was similar to the World of Warcraft Elite system. We do not know if this new rank, Standard, means a completely new rank added to the game or has one of the previous ones was simply renamed.

Walk, Run, Sprint

In the current demo there are three different modes of movement walk, run, and sprint. In its current form, sprint does not have a length of use limit. Sprint currently works as a faster version of run, is not an ability, and is merely just one extra button press while running. It should also be noted that force users will passively deflect blast bolts in all three movement modes in the current build.

New Smoke Effects

In screenshots released quite some time ago we saw the Sith Holocron on Korriban without smoke effects. In the current demo smoke effects have been added to the surrounding area of the Sith Holocron. The effect itself looks great, we cant wait to see it used in other areas or adapted for other uses.

Comments

Page 1 of 3
  • #35 Deidare
    With all this news I figure I’d just compose a list on what I think, and predict may happen with these abilities, hopefully you'll read some of my post ;)

    Call Shuttle: The name is call shuttle, so one would believe that it would only be useable outdoors. However if you think about it, would the shuttle actually just fly by and pick you up? When you hearth, or return to your home in other MMOs the screen often goes to a loading screen, so you never really know what happens when you “hearth”. So for this game, when it switches off to the loading screen , or just goes blank for a second and then switching to your “home” your character may have ran out of that large building. I hope that made some sense. And in a non RP aspect, most other MMOs allow you to hearth indoors, because its… well, convenient.

    Current Character stats: I’m glad BW is putting a decent amount of stats into the game, adding diversity between what kind of roll you want to perform. Hopefully there won’t be many more, to many stats is a bad thing. Here’s what I think the stats would entail: Strength will probably be your damage output with melee damage, and melee abilities. Agility: Your chance to crit, and maybe increasing how long you could sprint? Accuracy: your chance to hit. Willpower: How much healing you can put out, and maybe increases the amount of “mana” or “force energy” you’d have (I’m not sure what kind of “mana” system TOR has). Presence: Because nothing seems to indicate that it would increase your health, this is the only stat I’d figure would increase your overall health amount. Cunning: Chance to dodge, or “parry” light sabers/ blaster fire.

    Warhammer like quest-helper system: What else can I say, that’s just great! That would save me from having to download those annoying add-ons.

    Tier Maps: Once again I amazed at BW’s approach to trying to make this game so much more fluid, and yet give it so much diversity and progression. Tier maps ties into that statement.

    Quest Colors: Another small, yet helpful, placement that just makes this game look better and better,

    LFG: That’s an essential essence for any MMO, however with companion characters I wonder how much it might slow down the LFG needs. And how the LFG system might work, because if any of you have played WoW lately, their LFG system has totally been remade, and is really cool. However I think walking to dungeon added a RP feel to the game, now you just teleport there.

    No auto attack: I’ve grown up with MMOs all my life. All of them had auto attack. I can’t say til I play the game whether that would be a good thing for myself and the community, or whether it wouldn’t. Or maybe BW hadn’t even put in an auto attack system yet? That I doubt though 

    Summing up the rest: As you can see, everything just looks great, everything past auto attack looks great to me, only thing I need to comment on is the sprint/Revive ordeal. Sprint probably will only be for a certain time by the games release, because of pvp reason it would just seem chaotic to me to be able to run at full speed all the time. And the Revive thing took me at shock, in a good way. That would save a hell of a lot of time trying to revive a wiped group, if any class could do it. Now I think “healing classes” would probably have improved reviving abilities, like a combat revive, or an instant cast revive. I’m not sure, it could just be like that til the beta’s released. We’ll see in due time. Thanks for the amazing info DH, well done. Can’t wait to hear more about this game.
  • #33 Sylus
    Jorus, this Fikkle by chance?
  • #32 sado
    Will do and thanks :).
  • #31 sado
    Unfortunately no, we did not hear anything about that at the event.
  • #27 Brody
    Did you happen to find out if Faction governs who you can party with or not? A friend of mine wants to play Consular, but I want to play Inquisitor, and we'd really like to be able to do a good majority of the stuff in game together. I imagine looting, EXPing, and the like wouldn't matter. But what about quests, missions, 'flashpoints', etc.? Or did you not find out? :/
  • #28 sado
    We were restricted to 1 quest line and the sith inquisitor without any ability to party up. Considering that, we cannot answer your question.
  • #29 Brody
    That's a shame. Thanks a lot for the quick reply though, and I really appreciate all this fantastic info! :D
  • #21 Helgrave
    I noticed you guys tested the 3 methods of movement (Running, Walking and Sprinting), but what about jumping and an actual vertical axis. Did you guys have a chance to see if that is implemented into the current version of the game?
  • #23 Dover
    we did jump around... a lot lol. (This is an MMO afterall). I recall it being "normal" in height, slightly less then wow, but still functional for moving around obsticals
  • #24 RogueJedi86
    Asking about jumping is normal, since SWG doesn't really have the Y-axis. You can jump with Spacebar, but it's just the canned emote /jump, not an actual ascension into the air. No diving in water either. So can you tell if it's real jumping? Could it potentially be used to jump over barriers and such?
  • #25 Helgrave
    There's another question right there. Was there water anywhere, and if so, was there a swimming mechanic?

    If so, I'd expect that if there is a mechanic allowing you to move in all directions underwater, it is very plausible for them to use the same mechanic for spaceship control. Much in the same way that Swimming and using a Flying Mount in WoW use the same movement system.
  • #26 sado
    Not sure if there is a swimming mechanic, we saw no water ;)
  • #15 keroko
    I personally don't see the problem with this. Nearly every Star Wars game has had blaster deflection as a passive skill, even KotoR, so why does it matter for TOR so much?
  • #14 keroko
    Not that I'm against the option to turn it off, but wanting to read quests and get into the lore doesn't really require you to turn it off, does it?
  • #13 Dover
    it is passive, however it is not yet known if there is a base skill that changes it's frequency. We did notice a place holder skill called "Presence." It wouldn't be outlandish to speculate that this could be associated with deflection %
  • To post a comment, please login or register a new account.

Most Commented Articles