Once a week the Senior Editor at Darth Hater locks all of the interns into a closet. They’re provided a laptop, as much caffeine as their frail bodies can handle and access to a treasure trove of survey data collected monthly from our readership. Their assignment: uncover insightful correlations between the players of Star Wars: The Old Republic and their gaming habits. The interns are reminded of this task every 42 seconds via mild shock treatments and left to their work. For the third straight week, we're pleased to report all interns have emerged largely unharmed. More importantly, their analysis has revealed a number of interesting differences in the dynamics between men’s and women’s approach to the game. For the results of Crowd Control's first ever Battle of the Sexes, read on.
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Crowd Control: Who's Ganking Whom?
Last week Darth Hater announced our new recurring column Crowd Control, a statistical analysis of Star Wars: The Old Republic and its players. By making use of a monthly poll of our readership we’ll be tracking and evaluating basic choices like class and race preferences but also some less obvious tendencies, such as whether or not a given player considers himself a “dog person” (whatever that means). More than two thousand of you have taken part in our two minute survey over these first couple of days, and for that we would like to express our sincerest gratitude. Our team of Esh-kha slaves astromech droids have never toiled endlessly whirled and beeped with such unfettered glee at the prospect of all the data scrutinization ahead of them.
This week we'll be taking a look at player habits as they relate to "ganking" behavior. If you haven’t taken this month's survey, you still can. We’ll continue compiling and updating the results until our next poll is ready in a couple of weeks. In the meantime, hit the jump for some preliminary analysis of our Week One results.
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Crowd Control: New Weekly Column
Followers of Star Wars: The Old Republic may have heard of a little thing called “story.” Billed as the fourth pillar of this massively multiplayer role-playing adventure, it arguably sets the game apart from all other would-be competitors. We know the histories of our allies and adversaries, of Revan and Malgus, of Satele Shan, and we love them. But here at DarthHater we’re now turning our attention to a new story: yours.
Crowd Control is a new column aimed at understanding the human decisions behind the character interactions of SW:TOR. Through a series of online surveys, held monthly, Crowd Control will delve into the nuances of what exactly makes players tick. Yes, we’ll answer the simple questions like “What percentage of players prefer the Republic over the Empire,” or “What is the general distribution between classes,”, but we’ll be exploring more interesting directions as well. By crunching the poll numbers, analyzing trends and exploring correlations we’ll aim to provide a clearer picture of the player base, their motivations, and quirks. Here’s a sample of some questions we’ll be investigating for upcoming installments of Crowd Control:
- Are women more likely to make Light side choices?
- Are younger players more likely to prefer PvP over PvE?
- Does class choice impact satisfaction with the game?Of course, given the flexible format of the series we can’t restrain ourselves from exploring less conventional avenues as well. Readers of Crowd Control will glean insight into these and other inquiries:
- Are PvPers more likely to be “dog people”?
- Are city dwellers more likely than their rural counterparts to gank their fellow players?
- Do vegetarians choose a particular race or class more often than others?To answer these questions Crowd Control will employ a brief monthly survey after which our team of DarthHater astromech droids will analyze the data in search of the most interesting trends and correlations. Subsequent installments each month will offer color commentary on the insights provided for your reading pleasure.
Please read on below the jump to take our two-minute survey, and let us know in the comments if you have ideas for future polls or analysis. Also note that any information you choose to share will not be used for any purposes outside of the scope of Crowd Control. If for any reason you prefer not to answer a particular question, just leave it blank. Thanks for participating, this project would not be possible without your support!
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An in-depth look at Crowd Control in The Old Republic
I must preface this article with the fact that this is only my opinion based on what information is currently available and should be taken with little impact on the final product. After doing the latest dissection I decided to go back through our prior dissections to take an in-depth look at the skills and abilities in The Old Republic. In doing so I started to notice one recurring theme in many of the abilities - Crowd Control. For those that are unfamiliar with the term crowd control: In a massive multiplayer online role-playing game (MMORPG), crowd control (also called CC) is the ability of one character to influence or prevent the abilities or actions of another character(s). Crowd control can be extremely powerful because possible future action trees can be completely eliminated. Thus, the crowd control user (crowd controller or CCer) can control possible outcomes, forcing or controlling the opponent to use an even fewer set of available abilities/actions. Used properly, CC often renders an opponent nearly useless, allowing the CCer to use abilities/actions against an opponent without fear of retaliation or response. Source
I counted twelve abilities that have some sort of Crowd Control function. These abilities come from what is currently known from the Sith Warrior, Bounty Hunter, Smuggler, and Trooper:- Flash Grenade (AOE, Stun, All nearby targets) - Smuggler
- Charged Burst (Knockdown, Single target) - Smuggler
- Dirty Kick (Stun, Single target) - Smuggler
- Missile Blast (AOE, Knockdown, All nearby targets, 5m) - Bounty Hunter
- Electro Dart (Incapacitate, Single target, breaks on damage) - Bounty Hunter
- Flamethrower (AOE Cone, Stun, Maximum of unknown number of nearby targets) - Bounty Hunter
- Sticky Grenade (AOE, Single target stun and multi-target knockdown, All nearby targets) - Trooper
- Firebomb (AOE, Stun, All nearby targets) - Trooper
- Knockdown (Knockdown, Single target) - Trooper (actual ability name unknown)
- Impale (Knockdown, Single target) - Sith Warrior
- Smash (AOE, Stun, Up to 3 nearby targets) - Sith Warrior
- Force Choke (Channeled hold, single target) - Sith Warrior
With how many of the abilities currently seen having some CC function you have to wonder how that will impact healing in the game. There are also abilities that require enemies to be stunned to be used, like the headshot ability of the Smuggler. To me it seems to imply that healing in the game will be much less of a main feature of the game unlike many other MMORPGS. This seems to be to be a point of contention. How will end game PVE (Player vs Environment) raiding work out in this model? I am sure that they will work out some way of having bosses immune to CC but it is still up in the air whether trash and the new lieutenant rank mobs will be the same in the end game. PVP (player vs player) is much less of a concern for me as I am sure they will have some way of curtailing the benefits of stuns and snares.
To me this discussion raises more questions than it answers but it is at least food for though for some discussion on the forum and in our comments section. What do you think?
Update: Sleeper discussed this a couple weeks back adding his own perspective on the crowd control abilities.
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