The article isn't about SWTOR but about how games in general go about cultivating a feeling of "vindication". One way is to take a boss that gave a newb a challenge and have 3 of the "bosses" be a trash pull later on to show how much they've grown. Giving players excuses to go back to low level zones (say origin worlds) to be reminded of how powerful they have become is another way to do it. He talked about the need to balance easy content where the character feels overpowered with hard, challenging content (like boss fights) that stretches players limits.
One example he gave was how a game had the player solo waves and waves of enemies before the last boss of the game put him in his place. You show the character how much they have grown and how awesome they are before unleashing the most challenging challenge of all. As always Damion Schubert showed that he has really thought about and researched the issue he discusses.
Pretty much this is exactly how I imagine the Sith Emperor or more immediately the last boss in the Eternity Vault will be. Your burn through the defenses in impressive fashion destroying turrets like in the video and hundreds of enemies with ease. Multiple 50 foot defense droids too. You guild is feeling totally awesome. Then the last boss's 2nd comes in and mops the floor with you. Then after you down him after many attempts you get a couple of bosses that will seem easy due to the raid techniques learned/gear received from the gatekeeper boss.
- 6/14/2011 9:32:15 AM Posted in: SWTOR News
3/7/2011 12:09:23 AM
The only way to access phased content is to walk through a green screen I would bet. I doubt they will have open world phasing. With 8 class stories there's no way to deal with so many different things at once. In WoW you have phased and non-phased states but in SWTOR you'd have up to 8 different states which would be ridiculous.Posted in: General Discussion
Also, story won't be a bottleneck. Already they've said that ls/ds points are a non-issue for content access so class/story choices will be the same. The only "bottleneck" would come when you want to do a Sith Warrior quest as a Bounty Hunter which will require a Sith Warrior to start the quest. Though if the SW had to leave you'd be stuck. Most of the flashpoints should be open to all classes, Taral V didnt show any one player in the star role so it apply for most of the flashpoints as well.
If players are on different parts of a chain the player who's further along will have to help the person who's behind or wait for them but other than that there shouldn't be any other issues. Besides a weird case where a player who has killed the captain wants to hear the dialogue of the captain still living in a later instance or something there aren't any issues of bottlenecking. Story will only bottleneck itself, it won't affect gameplay.
9/5/2010 9:24:09 PM
I think this is one way they are trying to get PVPers to PVE and PVEers to PVP. The PVEers get another instance they can do with rewards for speed running. If they are fast enough they get to gank the opposing side and be able to gain the perks of PVP without needing to have PVP skill. On the other hand people who are great at PVP get to possibly gank players who are not so good at PVP assuming they know their class well enough to get through the flashpoint quickly enough.Posted in: General Discussion
9/5/2010 9:31:30 AM
The Hater Chant is just epic!Posted in: SWTOR News
9/4/2010 3:48:24 AM
Well Daniel Erickson loves healing. That's positive.Posted in: SWTOR News
The main problem with starting a group (at least in WoW) is finding a healer and a tank. DPS grows on trees, but finding either of the other roles are much harder. Also, many tanks/healers only play the class because people love them for doing it, not necessarily because it is fun to do. ToRs soft trinity allows a group to only really need a tank OR a healer.
But of course a dedicated tank/healer is going to be much better than covering with companions. There will still be demand for tanks/ healers. The DPS want them in their groups so they can bring their DPS companions and compete to see who has the biggest epeen.
9/4/2010 3:32:19 AM
Posted in: Endgame PvEQuote from
My understanding is that there are two (or three) types of "Flashpoints"
1: Story based/driven instances available throughout your personal class storyline.
2: World Event/Quest based Flashpoints, these would be your standard Group based instances most likely with their own stories.
3: Endgame Raid based Flashpoints which have not been talked about yet.
Also from what ive experianced so far there doesnt seem be any sort of loading when entering a flashpoint which i thought was very cool
I agree with this. You'll have the first variety that are short 15-20 minute encounters like we saw the SW/BH do. Next you'll have the World Quest arcs which are 1 hour. Finally you'll have raids which are 2 hours+. Assuming heroics for the non-raids and my above assumptions you get 10-13 hours of class flashpoints, 10 hours of world quest flashpoints, and assuming 5 raids on top of this, 10 hours of raid content. Naturally learning the strategies to beat each heroic mode will take for longer than just 10 hours. However you'll notice that 10 hours is given to each play style. It's also noticable that if Space Combat were to have 100 missions at 6 minute teach this would also be 10 hours.
So you'll have your main story quest which is 200 hours, and then all these additional things to do that give an additional 10 hours each. Also, 5 raids would put it similar to Cataclysm which has 4 Raids with 19 total bosses. As SW loves the number 4, 5 raids of 4 bosses would make sense.
8/29/2010 11:53:56 PM
Posted in: General DiscussionQuote fromQuote from
Umm, my quote was for any type of space combat game, not just TORs. The order things die is usually mandated by the game anyway. Once you destroy Alpha squadron Beta squadron appears. It's not a significant choice.
Failure should have consequences. Sorry, you weren't fast/accurate enough but that's what happens when you don't stop the enemy. I'd prefer having a game where the enemy capital ship actually damages me and my allies and inspires fear rather than being a target that just sits there until I shoot 100 torpedoes into it.
I would hardly agree that a repeatable rail shooter offers the player consequence. It just becomes about memorizing the map and scripted events so the player is ready the next time he tries. Unless the game had some scenarios in which the player was only allowed to play through one time. That would be pretty cool. It would provide consequence and bring more meaning to space combat. It could be like taking a branched path in a quest. The end result is the same, but depending whether you passed or failed the objective in space makes the mission different. Pretend Luke didn't blow up the Death Star. He gets captured by Imperials then they have to blow it up from the inside. Not very creative of me, but you get my point. The Death Star still blows up in the end, but your actions effected your story. I would like that idea.
By "consquences" I meant losing the level or being under increased stress from the remaining fire of the cap ship, not as in you make choices or there are branching paths resulting on if you failed or not. That said, you could easily have hard modes unlocked by achieving certain objectives not achievable to a player with normal skill. Maybe you need improved weaponry from later levels to accomplish the feat as well.
For example you have to kill all the turrets on a cap ship or your friendly transport dies. No way you do this with normal lasers but maybe you get a missile barrage ability or rapid fire laser that allows you to save the transport when you re-do the mission later and because the transport lives the mission changes. They have already confirmed branching mission paths so this would be one way to do it. Rather than simply choosing left/right the choice would feel more significant if done with weaponry rather than with piloting.
8/29/2010 3:47:08 AM
While the Agent has a good intel game, the Smuggler also would use Sun Tzu's teaching well. His shifting, unpredictable style keeps any enemy offguard. Whenever the enemy thinks he has the upperhand, the smuggler always has a trick up his sleeve. The smuggler always fights dirty whereas the Agent's imperial honor might hamper him in certain circumstances.Posted in: Proxy Jawas
8/28/2010 6:11:40 AM
PVP + Crafting are my guesses. Crafting would fit as a minor reveal and could be used to show us how deep the customization goes.Posted in: General Discussion
I doubt we'll see open beta info sadly. They have been saying "beta" is only for when they have quashed all the bugs and their game is as perfect as they can make it. As there are still bugs, beta is still a few months off.
8/28/2010 3:14:55 AM
1 mil first day for US and EU each. 1.5 mil by end of the week in each region. This is split fairly equally between WoW converts and BW fans imho.Posted in: Proxy Jawas
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