I believe they are referring to the Sith Empire at this time...remember, this is a time when there are battles taking place between hundreds of Jedi and Sith (cinematic), not like the movies where it's usually just 1 on 1.Something that I wasn't too keen on was how there was the Galactic Empire logo hanging from banners on the bridge of the Sith ship...
I think it's funny that your mind is made up about this game after seeing the FIRST preview of gameplay. Ridiculous. The replay value is miles ahead of WOW. In WOW, all the classes are the same. Kill X creature to get 15 of X item, then bring them here. It's all the same s**t over and over. Having an ongoing, changing story will be much more fun.
Which is odd, seeing as I've been playing 4 years and I've never used a spreadsheet for anything.You can get all technical with your ship fittings and work out the best way to maximise damage and tank, but nothing beats getting out there and just doing it.And get off yourself, seems like Eve is a raw nerve with you.
I'm interested on how the content works, Right now it just looks like its going to be highly instanced. And I want to see some pvp soon. Does not seem like the skills would be balanced in pvp combat. Smuggler Ball Crush would just own the Sith Warrior.
Did you even watch the video? The basics and structure of the Combat system is shown right there in plain sight.The devs have stated time and again that they want to make the game feel 'epic' and 'heroic' (not crafting-based), much like the movies. To me that sounds like the majority of the gameplay will be spent doing missions and quests, since it is only in those areas where the devs have total control over to create just the right atmosphere for players to experience. What bothers me about these missions and quests isn't the dialogue system in place (it's an irreplaceable feature with no reasonably alternative solution available, I accept that), it's the fact that these missions/quests are simply too linear. As shown in the video, all players had to do was walk on a pre-designated path (with no possibility of straying elsewhere), and encounter a random assortment of spawns/mobs (as determined by the internal attribute/class/ability system) the quest will throw at you along the way. In fact it appears that the entire 'park' is separated from the rest of the world, so no external players will be able to come in half-way through the ride and 'ruin' the experience. This is exactly how it works in KOTOR, and about as fun as watching paint dry. Now I won't profess to know how the questing feature works in WoW, but I know this is absolutely not the best way to go with a new MMO. Had the developers there opened their eyes, the game could have been so much more. An open-ended questing system would've made things far far more interesting. Take a simplistic quest to kill a boss across the universe. Rather than close off the entire pathway from everyone else, keep it open. Players will be able to interact with the quester or join in as they please, perhaps a player-run town has unknowingly become refuge to a fugitive (plopped there by the quest system), and the quester can either go it alone in locating him, or request assistance with the player-mayor of the town. Questers will have to go through obstacles not created by the questing system specifically, but is already there to begin with. The system can of course plop things along the way that is vital for the completion of the mission, such as the fugitive. That spontaneity and unexpected interactions with real-live players, general-spawns, and the like makes for a much better experience than doing a scripted run through a little hole.Anyway much like the KOTOR games, the mission/quest system TOR have implemented is fine as a single feature, but not nearly enough for a large scale MMO. Unfortunately, nearly every aspect of that game appears to have made it to this game practically untouched. Of course, any fool can stand and say that it's still 'early-pre-alpha' or some such nonsense, and that more features are probably on the way.I beg to differ.What was shown is nearly identical to the KOTOR games, and creating a patch-on to that which allows for meaningful open-ended aspects such as sand-box crafting, alternate non-combat professions, and so forth are likely difficult to implement without first overhauling the existing systems. Take the Blaster-Pistol. Crafting such a thing would likely require a manufacturing plant of some sort, as this does take place in the SW universe. Owning a plant would likely require being in a company or corporation. If players were to have the ability to be an engineer, or manager, or technician within such an organization... why that would make it seem like it's just another day in the SW universe, and that is specifically *not* what the devs want to do with the game. If players can't own a plant, how would any meaningful crafting take place? The answer of course is it won't. Most likely all players will be able to do is modify existing items via components - exactly like the KOTOR games. So unless the entire focus is altered from that of combat-oriented/heroic gameplay, the game is undoubtedly headed in that direction.
Starcraft II will be huge. There's no preventing it. Too many fans of the original. SC is installed on too many machines to this day.SW:TOR is a different thing. It will compete directly with WoW. It stands a chance to compete well. All they have to do is bring it out before the graphics engine gets dated.
I never found WoW to be that deep, story wise. For deep, complex stories I always went to Baldur's Gate. Deepest games for immersion for me have been EQ, SWG (before SOE killed it), and Eve Online.
Epic and Heroic gameplay does not preclude a crafting system. I expect crafting to be on the lines of KOTOR crafting but deeper. Many will want to build a customized blaster or droid or soup up a speeder.As for the quests, you watched ONE "Flashpoint". These look like instanced dungeon "raids". Build a group, fight through the highly scripted events to reach the boss, grab the loot and divide it up, repeat until time to log. EQ did it, WoW does it, EQ2 does it, Eve Online does it. What will determine the replayability of this game is if they can keep it from being a grind, keep it deep enough to keep your interest, hard enough to make you feel challenged, yet winnable with teamwork and skilled gameplay without being gimmicky to the point where there's one combination of team composition and tactics that is required to win.I suspect the daily gameplay, and the work required to reach the endgame, will be much like any MMO. If you remove the grind, you remove the sense of accomplishment. But these are the guys that made the Baldur's Gate series. I for one NEVER got bored playing those games, I only ever quit playing them because something else came along I had to play. I have returned many times and probably will again.These guys are masters of replayability. Teamed up with the owners of one of the deepest imagined universes in existence.Final point. They do not have to beat WoW to be a success. For me, as long as they drive SWG off the 'net, I will be delighted.
dalemcourtneyAug 22, 2009
I can haz a KOTOR 3?
iceregulusAug 22, 2009
I believe they are referring to the Sith Empire at this time...remember, this is a time when there are battles taking place between hundreds of Jedi and Sith (cinematic), not like the movies where it's usually just 1 on 1.Something that I wasn't too keen on was how there was the Galactic Empire logo hanging from banners on the bridge of the Sith ship...
Closed AccountAug 22, 2009
I think it's funny that your mind is made up about this game after seeing the FIRST preview of gameplay. Ridiculous. The replay value is miles ahead of WOW. In WOW, all the classes are the same. Kill X creature to get 15 of X item, then bring them here. It's all the same s**t over and over. Having an ongoing, changing story will be much more fun.
kanojo1969Aug 23, 2009
Which is odd, seeing as I've been playing 4 years and I've never used a spreadsheet for anything.You can get all technical with your ship fittings and work out the best way to maximise damage and tank, but nothing beats getting out there and just doing it.And get off yourself, seems like Eve is a raw nerve with you.
akuburaAug 23, 2009
I'm interested on how the content works, Right now it just looks like its going to be highly instanced. And I want to see some pvp soon. Does not seem like the skills would be balanced in pvp combat. Smuggler Ball Crush would just own the Sith Warrior.
bobby1978Aug 24, 2009
Did you even watch the video? The basics and structure of the Combat system is shown right there in plain sight.The devs have stated time and again that they want to make the game feel 'epic' and 'heroic' (not crafting-based), much like the movies. To me that sounds like the majority of the gameplay will be spent doing missions and quests, since it is only in those areas where the devs have total control over to create just the right atmosphere for players to experience. What bothers me about these missions and quests isn't the dialogue system in place (it's an irreplaceable feature with no reasonably alternative solution available, I accept that), it's the fact that these missions/quests are simply too linear. As shown in the video, all players had to do was walk on a pre-designated path (with no possibility of straying elsewhere), and encounter a random assortment of spawns/mobs (as determined by the internal attribute/class/ability system) the quest will throw at you along the way. In fact it appears that the entire 'park' is separated from the rest of the world, so no external players will be able to come in half-way through the ride and 'ruin' the experience. This is exactly how it works in KOTOR, and about as fun as watching paint dry. Now I won't profess to know how the questing feature works in WoW, but I know this is absolutely not the best way to go with a new MMO. Had the developers there opened their eyes, the game could have been so much more. An open-ended questing system would've made things far far more interesting. Take a simplistic quest to kill a boss across the universe. Rather than close off the entire pathway from everyone else, keep it open. Players will be able to interact with the quester or join in as they please, perhaps a player-run town has unknowingly become refuge to a fugitive (plopped there by the quest system), and the quester can either go it alone in locating him, or request assistance with the player-mayor of the town. Questers will have to go through obstacles not created by the questing system specifically, but is already there to begin with. The system can of course plop things along the way that is vital for the completion of the mission, such as the fugitive. That spontaneity and unexpected interactions with real-live players, general-spawns, and the like makes for a much better experience than doing a scripted run through a little hole.Anyway much like the KOTOR games, the mission/quest system TOR have implemented is fine as a single feature, but not nearly enough for a large scale MMO. Unfortunately, nearly every aspect of that game appears to have made it to this game practically untouched. Of course, any fool can stand and say that it's still 'early-pre-alpha' or some such nonsense, and that more features are probably on the way.I beg to differ.What was shown is nearly identical to the KOTOR games, and creating a patch-on to that which allows for meaningful open-ended aspects such as sand-box crafting, alternate non-combat professions, and so forth are likely difficult to implement without first overhauling the existing systems. Take the Blaster-Pistol. Crafting such a thing would likely require a manufacturing plant of some sort, as this does take place in the SW universe. Owning a plant would likely require being in a company or corporation. If players were to have the ability to be an engineer, or manager, or technician within such an organization... why that would make it seem like it's just another day in the SW universe, and that is specifically *not* what the devs want to do with the game. If players can't own a plant, how would any meaningful crafting take place? The answer of course is it won't. Most likely all players will be able to do is modify existing items via components - exactly like the KOTOR games. So unless the entire focus is altered from that of combat-oriented/heroic gameplay, the game is undoubtedly headed in that direction.
xalorousAug 29, 2009
Starcraft II will be huge. There's no preventing it. Too many fans of the original. SC is installed on too many machines to this day.SW:TOR is a different thing. It will compete directly with WoW. It stands a chance to compete well. All they have to do is bring it out before the graphics engine gets dated.
xalorousAug 29, 2009
Not mentioned.
xalorousAug 29, 2009
I never found WoW to be that deep, story wise. For deep, complex stories I always went to Baldur's Gate. Deepest games for immersion for me have been EQ, SWG (before SOE killed it), and Eve Online.
xalorousAug 29, 2009
This will actually save me money because if I still like this a month after release, I will cancel all my other subscriptions.
xalorousAug 29, 2009
Epic and Heroic gameplay does not preclude a crafting system. I expect crafting to be on the lines of KOTOR crafting but deeper. Many will want to build a customized blaster or droid or soup up a speeder.As for the quests, you watched ONE "Flashpoint". These look like instanced dungeon "raids". Build a group, fight through the highly scripted events to reach the boss, grab the loot and divide it up, repeat until time to log. EQ did it, WoW does it, EQ2 does it, Eve Online does it. What will determine the replayability of this game is if they can keep it from being a grind, keep it deep enough to keep your interest, hard enough to make you feel challenged, yet winnable with teamwork and skilled gameplay without being gimmicky to the point where there's one combination of team composition and tactics that is required to win.I suspect the daily gameplay, and the work required to reach the endgame, will be much like any MMO. If you remove the grind, you remove the sense of accomplishment. But these are the guys that made the Baldur's Gate series. I for one NEVER got bored playing those games, I only ever quit playing them because something else came along I had to play. I have returned many times and probably will again.These guys are masters of replayability. Teamed up with the owners of one of the deepest imagined universes in existence.Final point. They do not have to beat WoW to be a success. For me, as long as they drive SWG off the 'net, I will be delighted.