
BioWare recently held a closed beta event for the press involving Republic Classes. With the embargo now over, the press sites that took part can discuss details involving general gameplay, storyline, Companions, Crew Skills, worlds, quests, NPCs, Flashpoints and PVP Warzones. In an effort to make all of the information easy to find, this post will serve as a roundup of all of the coverage from the press sites that attended.
A full listing as well as highlights from the individual articles is available after the jump.
- IGN - Companions and Crafting, Trooper, PVP and Warzones
- Massively
- GamersGlobal (German) - Google Translation
- MMORPG.com - Smuggler, Full Beta Preview, Consular, Knight, Editorial
- Gamespy - Origin Worlds, Editorial
- Ninja Looter (German)
- Buffed (German) - Google Translation
- Gamer (Netherlands) - Google Translation
- Gameswelt (German) - Google Translate
- Multiplayer (Italy) - Google Translation
- MMOGamer (Spain) - Google Translation
- RockPaperShotgun
- The Escapist
- Gamer (Norway) - Google Translation
- Gamereactor (Sweden) - Google Translate
- 1up
- Ars Technica
- RPG Fan
- TenTonHammer
- MMORPGItalia (Italy) - Google Translation
More than Alderaan, Huttball makes every single class feel valuable. It also never feels like a stalemate, which is something other capture-the-flag modes almost always boil down to. Huttball is a mode that, come launch, I will be playing a lot.
The game opened up a lot more once I left Ord Mantell (where I only saw other Troopers and Smugglers) and made my way to Coruscant. Before arriving on Coruscant, I traveled to the Carrick space station in the midst of the Republic fleet. This is the Republic social hub shown off during the TOR main panel at New York Comic-Con last week. The station is indeed filled with vendors, a cantina, class and crafting trainers, and a jump off point to launch Flashpoints. It was a pretty neat spot, but felt sort of inorganic. It almost felt like a bit of a shopping mall in space. Everything is neatly placed and organized in an intelligent and convenient fashion, which is great for gameplay purposes but really not much else.
As if that wasn't enough, the Trooper can swap between different firing modes. Called 'Cells', only one of these modes can be active at a time to give the Trooper added bonuses to all blaster shots. I favored the Plasma Cell over the Armor Piercing Cell, because it added a percent chance to ignite targets for a short while, inflicting damage over time. It also lets me use High Impact Bolt, a single high damage shot only usable against targets taking damage over time or who were incapacitated.
You'll be traveling on foot until you ding 25, and I spent a good four hours or so just getting to level 7 (all without straying far from the very obvious beaten path between one quest hub and the next
In conversation they (companions) are less active and more reactive. Depending on which dialogue choices you make during a conversation sequence, your companion may gain or lose "Affection."
The story (as much as I saw) is every bit as good as I'd hoped. Whether I was smack talking across the bleak wastes of Ord Mantell on my prissy smuggler or pontificating as a holier-than-thou Jedi Consular over the wooded paths of Tython, SWTOR pulled me into its world like no other MMO has pulled me before.
Once you have a crafting skill, items that you can theoretically craft -- say, lightsabers and bracers for Force users as an Artificer -- can be "Reverse Engineered."...This is significant because you can break down items you create, and each self-created item you Reverse Engineer has a chance to teach you a recipe to create a better version of that item...It makes item-crafting somewhat of a slot machine, and gives you a reason to craft the same item a dozen times that isn't strictly for skill-ups, sell back to vendors or put on the Auction House
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Posted 10/21/2011 4:20:16 AMBy player housing with open world pvp I was implying player generated content with conquests. Which also implies there are money sinks involved with that which can increase the effect of the players on the economy. Adding things like smuggling cargo is a cool idea and that would be part of the conquest features. It's essentially a whole other game of it's own. However adding it later would be possible, and IMO would be great to help with retention for people who played through the themepark of the game and want to immerse themselves in a different approach.
Also I am very happy with what I see with TOR and don't need the sand box housing idea but it would be cool to have. I will be busy with story and that is why a more sand box approach is not necessary but would be worthwhile for the future. Also we don't know how end game open world pvp works. It could have a lot of sand box elements which affect the economy and possibly the planet or story of Tor in some way.
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Posted 10/20/2011 8:23:01 PMthe question is, "Which is TOR?"
having played both types of games, my opinion is that TOR more closely resembles a themepark game. the players probably have very little impact on the greater game world. most of their choices will effect only their personal stories. to my knowledge, there is no political system, no territorial conquest, no player controlled economy (other than an auction house), you can't use any type of weapon you can learn/train from the appropriate trainer, you can't get a smuggler to smuggle cargo for you, etc, etc. the game is missing so much more than "player housing" to make it a sandbox game.
please don't make the mistake of interpreting what i wrote as a negative outlook towards TOR (i'm actually mostly positive about it), but it is what it is. i don't think there should be any negative connotations associated with either game type. there are positive things about both. i hope that one day some dev will successfully merge both.
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Posted 10/20/2011 10:08:15 PMBeyond that, I normally attribute social interaction and exploration/crafting complexity with sandbox games. The more complex the economy and crafting is, the more sandbox it is (see EVE Online). Same goes for exploration and social interaction, such as social hotspots, mini-games, etc. TOR encourages exploration, puts its own spin on crafting, and facilitates social gatherings. Not to the level of sandboxes, but, in my opinion, more than other themeparks.
Similarly, you could argue that GW2 will be a hybrid, except it will be more sandbox than themepark. I think this trend will continue in the MMO genre, until we get truly perfect hybrids that will probably alienate people in both extremes (hardcore sandbox and themepark lovers), but will be appealing to the majority of players (who are in the middle). Just like politics.
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Posted 10/20/2011 6:05:17 PMthe gameplay for the classes starts off slowly. . .so does every MMO and in fact just about every game I've ever played since the game needs to give you the opportunity to learn the basics and then get more advanced
the game is too linear: a)you can't have a sandbox game that is fully voiced, as it stands I would guess that the voice files already make up a large chunk of the game memory, how much larger would it be if it were a fully voiced sandbox. b)most games are linear to some extent, even most MMO's, you can still return to most starting levels and complete quests you missed or didn't finish, but it is still usually pretty linear and it sounds like after the starting planet and the capital(for both Republic and Empire) you get a lot more choice as to where you go. I will grant that there are certainly reasonable questions here, like did it really need to be fully voiced or whether doing something tried and true is a good or bad.
The game seems to be just a single player game with a monthly subscription - really? people are saying that based on information on the early levels, *news flash* EVERY MMO I have every played is essentially a single player game with some, usually entirely optional(as in, it is more fun and somewhat quicker to level doing those quests and dungeons but you aren't actually forced to do them in order to progress either leveling or progress the story), group quests/dungeons until you get to nearly max level. In fact, the level scaling feature for Warzones means it is much easier than in other games to due PVP at low levels.
The game sets you up as some kind of special character - ever read the quest text in WoW or LoTRO or Guild Wars, they make you out to be some great hero too and there are also tons of other people walking around the NPC's are saying the same things to.
I'm not saying the game is going to be perfect, because honestly what is perfect, but I am tired of hearing people going on and on about some of the things like I just mentioned above as if those features, in and of themselves are the problem. They could certainly be symptomatic of problems with the games or part of the problem, but all of those things are features in SOOOOOOOOOOOOOO many games that I don't think they really can be considered, in and of themselves, to be problems with the game.
*rant over*
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Posted 10/20/2011 6:39:56 PM-
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Posted 10/20/2011 7:05:00 PMBioware has always presented their innovation as one of adding story to the mix, and just about every review has acknowledged that they succeed at that, by and large. In most of their interviews they've straight up admitted that a lot of their gameplay elements are taken from other MMO's because those features are proven to work and I think not enough of those articles is giving credit to the fact that Bioware is making some innovation there to, like tanks being good for things other than flag carrying in pvp and giving players more freedom in how they spec their characters.
I agree though, a lot of it is people having ridiculously high expectations of the game. I hope people realize that nothing is every perfect and that especially at launch there will be glitches and bugs and things like that and that there will probably be the occasional boring place, as there is in any game and that they don't flip out when they hit one such aspect.
Honestly, what I think will make or break this game is how Bioware proceeds in the year after launch, how the respond to things people don't like, how they tweak the game in response to feedback and their own testing, and what their proposals are for adding to the game(I doubt there will be any major expansions in the first year, but by next December they'll have probably announced their plans for one and it will say a lot, I think, what they propose to do with that).
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Posted 10/20/2011 8:36:00 PM-
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Posted 10/21/2011 6:50:55 PMOn the topic of post release, I'd agree that the OP has it right. Tweaking, responsiveness, and content will tell if this games succeeds. With their hype as it is, they should be profitable right off the bat, something almost no other MMO can say. That should translate to good staffing right off the bat.....should translate being the operative words.
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Posted 10/21/2011 7:51:45 PMI figure that a ton of people are going to get the game at or near launch because of all the hype around it. Then in the following three months there is probably going to be a notable dip in subscriptions as people leave because "its cool and all but it still an MMO and I don't like those" or "it doesn't live up to my ridiculously golden expectations of the game" or "It doesn't have X feature(or has X feature) and even though they announced that to be the case I'm still mad they didn't change their mind" or for a lot of other reasons and then from there the subscriptions will probably slowly start rising again as people get into the game through other means other than the hype(their friends play and love it and talk them into it, and stuff like that).
The key thing is for Bioware not to freak out about that dip(it may not happen but I think in all reality it probably will) and start changing things to try to win back those people(most of whom will fall into groups that they'll never be won back anyway).
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Posted 10/20/2011 8:37:24 PM-
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Posted 10/20/2011 5:50:49 PMSwedish preview from GameReactor.
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Posted 10/20/2011 5:57:08 PM-
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Posted 10/20/2011 5:50:24 PM-
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Posted 10/20/2011 5:56:57 PM-
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Posted 10/20/2011 5:40:30 PM