Hey all you Haters, It is convention time once again. This time we willing bringing you all the latest and greatest news from Eurogamer 2011. Coverage will be provided by our very own, Dover! As usual, this topic will be used for general discussion purposes, and sharing of information. So if you find any pictures, videos, and interviews, please post them here and I will add them to the list of shared information. As we draw closer to release, I am sure that we are all looking forward to the newest information coming from Eurogamer 2011. I hope you enjoy everything that the convention brings, and that we provide the best experience we can for you here at Darth Hater. Enjoy!
I was the first person get in a play the game today, mostly because my company is exhibiting at Eurgamer so I was there already. My first time with a hands on, I was so excited. I can see that some polish still needs to be done but this is the same build that they used at Gamescon not the new build that we have heard about so. I am just so excited for the game and can not wait to get my hands on it even more after the hands on.
Big thanks to Dover from The Republic Guard. It was an excellent couple of days, the interview was great, and we will be posting it on our site soon. I was a complete SWTOR fanboy before... now, some how, its a much, much, much greater game. Videos don't do this game justice. Ive never been much of an MMO PVPer, but this game already has me hooked. Just pure greatness!
Hi there, I was able to play 3 origin worlds and a session of Huttball at Eurogamer this year. This was the first time I had gotten my hands on the game.
I played origin worlds for Jedi Knight, Bounty Hunter and Trooper, and I played a Sentinel during Huttball.
On release I am going to play an Assassin main, and Bounty Hunter alt. I purposefully didn't play as an Inquisitor so as not to spoil my real game later on.
Here are my thoughts, positives first :-
I found the dialogue did keep me more interested in the quests than I normally am, I don't read quest text.
Also I loved the extra dimension of multiplayer conversations, and the holocom is just genius.
Combat is very responsive, particularly melee. In other games I am used to hitting a button to select "the next attack I do", whereas in SWTOR it feels like I am selecting "the attack I do now". This made me feel very connected to the character, and in full control.
I was very interested to see how I got on without auto-attack, since I first thought that might make for slow boring combat.
The bottom line for me was that it was great, because the system is designed so that the basic attack is in fact multiple swings/bolts, you aren't waiting for the global cooldown; and therefore there is no need for auto-attacks to fill that gap.
Also I loved the blocking animations, they make a big difference, and I can see what people mean when they say Huttball is a very watchable game, watching on the monitors while queuing was very fun and made the wait seemed short.
Huttball itself I found to be good fun, I found Force Leap to be my best friend since I could exploit it to jump across gaps that other classes can't (by targeting an enemy of course)
I will say that I found the tactics to be a tad simplistic and "zergy", but that's not the fault of the game, we were advised to just "follow the ball".
The reason for that simple tactical suggestion was clearly to make the game playable for 16 people who have been thrown in at level 14.
In fact Huttball seems to have a lot of depth and potential for tactics. During my queuing and playing I saw the following which seemed important to me (I realise that much of this is not new info, and that I might be wrong about some or all of it):-
1. If you have the ball, you cannot lose it unless you pass, or die.
2. If you die, the opposing team seems to get the ball automatically. I cannot guarantee that the player who killed you gets the ball, but it did seem that way.
3. To pass you do not target a friendly player, you select "Pass" and then select an area on the ground like you would an AOE attack.
4. The Huttball arena is laid out such that you do need to be on the gang-ways and ledges rather than on the floor, falling down is a bad plan.
5. The above mean that a good tactic seems to be to pass the ball before you die, and select a team-mate who has high health, don't just keep walking till you are dead.
6. Similarly it seems you can throw the ball to a team-mate on a different gang-way/ledge, across a gap. If you do that (and the enemy are following you) your buddy could be home free.
7. The fire seems to deal you more damage than the acid pits, you can get across the acid without dying, but not the fire.
8. However you *can* (and I did a couple of times) use Force Leap to get through the fire, you will take a little damage but not much.
Throughout my 80 blissful minutes of playing I came away with only one point where I was expecting something and didn't find it :-
I was at the convention with a friend, and of course we chose the same origin worlds and grouped up.
One thing I asked Stephen Reid was how I know where my friend is, and it seems the only way currently is to find
them on the map. This of course works, but I am used to a direction indicator to tell me where my group mates and
selected NPC/PC are. That is a minor point, and hardly game-breaking, but I didn't want to leave it out in the interests of providing as balanced review as possible.
Overall I loved the game, and I can't wait to get started on my Assassin!